thirtyflightsofloving/missionpack/m_boss5.c
Knightmare66 bf0e8af8a7 Added support for quake2:// URLs.
Pointer fixes to dedicated console.
Renamed new teleport event.
Partial cleanup to game DLL fog code.
Added Zaero monsters and misc entities to missionpack DLL.
2020-04-07 02:02:54 -04:00

726 lines
16 KiB
C

/*
==============================================================================
boss5
==============================================================================
*/
#include "g_local.h"
#include "m_supertank.h"
qboolean visible (edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_search1;
static int sound_search2;
static int tread_sound;
void TreadSound2 (edict_t *self)
{
gi.sound (self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
}
void boss5_search (edict_t *self)
{
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
}
void boss5_dead (edict_t *self);
void boss5Rocket (edict_t *self);
void boss5MachineGun (edict_t *self);
void boss5_reattack1(edict_t *self);
//
// stand
//
mframe_t boss5_frames_stand []=
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t boss5_move_stand = {FRAME_stand_1, FRAME_stand_60, boss5_frames_stand, NULL};
void boss5_stand (edict_t *self)
{
self->monsterinfo.currentmove = &boss5_move_stand;
}
mframe_t boss5_frames_run [] =
{
ai_run, 12, TreadSound2,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL
};
mmove_t boss5_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_run, NULL};
//
// walk
//
mframe_t boss5_frames_forward [] =
{
ai_walk, 4, TreadSound2,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL
};
mmove_t boss5_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_forward, NULL};
void boss5_forward (edict_t *self)
{
self->monsterinfo.currentmove = &boss5_move_forward;
}
void boss5_walk (edict_t *self)
{
self->monsterinfo.currentmove = &boss5_move_forward;
}
void boss5_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &boss5_move_stand;
else
self->monsterinfo.currentmove = &boss5_move_run;
}
mframe_t boss5_frames_turn_right [] =
{
ai_move, 0, TreadSound2,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_turn_right = {FRAME_right_1, FRAME_right_18, boss5_frames_turn_right, boss5_run};
mframe_t boss5_frames_turn_left [] =
{
ai_move, 0, TreadSound2,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_turn_left = {FRAME_left_1, FRAME_left_18, boss5_frames_turn_left, boss5_run};
mframe_t boss5_frames_pain3 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, boss5_frames_pain3, boss5_run};
mframe_t boss5_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, boss5_frames_pain2, boss5_run};
mframe_t boss5_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, boss5_frames_pain1, boss5_run};
mframe_t boss5_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, boss5_dead //was BossExplode
};
mmove_t boss5_move_death = {FRAME_death_1, FRAME_death_24, boss5_frames_death1, NULL}; //was boss5_dead
mframe_t boss5_frames_backward[] =
{
ai_walk, 0, TreadSound2,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL
};
mmove_t boss5_move_backward = {FRAME_backwd_1, FRAME_backwd_18, boss5_frames_backward, NULL};
mframe_t boss5_frames_attack4[]=
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, boss5_frames_attack4, boss5_run};
mframe_t boss5_frames_attack3[]=
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, boss5_frames_attack3, boss5_run};
mframe_t boss5_frames_attack2[]=
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, boss5Rocket,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, boss5Rocket,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, boss5Rocket,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, boss5_frames_attack2, boss5_run};
mframe_t boss5_frames_attack1[]=
{
ai_charge, 0, boss5MachineGun,
ai_charge, 0, boss5MachineGun,
ai_charge, 0, boss5MachineGun,
ai_charge, 0, boss5MachineGun,
ai_charge, 0, boss5MachineGun,
ai_charge, 0, boss5MachineGun,
};
mmove_t boss5_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, boss5_frames_attack1, boss5_reattack1};
mframe_t boss5_frames_end_attack1[]=
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t boss5_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, boss5_frames_end_attack1, boss5_run};
void boss5_reattack1(edict_t *self)
{
if (visible(self, self->enemy))
if (random() < 0.9)
self->monsterinfo.currentmove = &boss5_move_attack1;
else
self->monsterinfo.currentmove = &boss5_move_end_attack1;
else
self->monsterinfo.currentmove = &boss5_move_end_attack1;
}
void boss5_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
{
self->s.skinnum |= 1;
if (!(self->fogclip & 2)) // custom bloodtype flag check
self->blood_type = 3; // sparks and blood
}
if (level.time < self->pain_debounce_time)
return;
// Lessen the chance of him going into his pain frames
if (damage <=25)
if (random()<0.2)
return;
// Don't go into pain if he's firing his rockets
if (skill->value >= 2)
if ( (self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14) )
return;
self->pain_debounce_time = level.time + 3;
if (damage <= 10)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
self->monsterinfo.currentmove = &boss5_move_pain1;
}
else if (damage <= 25)
{
gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
self->monsterinfo.currentmove = &boss5_move_pain2;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
self->monsterinfo.currentmove = &boss5_move_pain3;
}
};
void boss5Rocket (edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
int flash_number;
if (self->s.frame == FRAME_attak2_8)
flash_number = MZ2_SUPERTANK_ROCKET_1;
else if (self->s.frame == FRAME_attak2_11)
flash_number = MZ2_SUPERTANK_ROCKET_2;
else // (self->s.frame == FRAME_attak2_14)
flash_number = MZ2_SUPERTANK_ROCKET_3;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
VectorCopy (self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (vec, start, dir);
VectorNormalize (dir);
// monster_fire_rocket (self, start, dir, 50, 500, flash_number);
monster_fire_rocket (self, start, dir, 50, 500, flash_number,
(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
}
void boss5MachineGun (edict_t *self)
{
vec3_t dir;
vec3_t vec;
vec3_t start;
vec3_t forward, right;
int flash_number;
flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);
//FIXME!!!
dir[0] = 0;
dir[1] = self->s.angles[1];
dir[2] = 0;
AngleVectors (dir, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
if (self->enemy)
{
VectorCopy (self->enemy->s.origin, vec);
VectorMA (vec, 0, self->enemy->velocity, vec);
vec[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (vec, start, forward);
VectorNormalize (forward);
}
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
void boss5_attack(edict_t *self)
{
vec3_t vec;
float range;
//float r;
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
range = VectorLength (vec);
//r = random();
// Attack 1 == Chaingun
// Attack 2 == Rocket Launcher
if (range <= 160)
{
self->monsterinfo.currentmove = &boss5_move_attack1;
}
else
{ // fire rockets more often at distance
if (random() < 0.3)
self->monsterinfo.currentmove = &boss5_move_attack1;
else
self->monsterinfo.currentmove = &boss5_move_attack2;
}
}
//
// death
//
void boss5_dead (edict_t *self)
{
/*
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
*/
VectorSet (self->mins, -60, -60, 0);
VectorSet (self->maxs, 60, 60, 72);
self->movetype = MOVETYPE_TOSS;
// self->svflags |= SVF_DEADMONSTER;
self->s.frame = FRAME_death_24;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck (self);
}
void boss5_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->s.skinnum |= 1;
if (!(self->fogclip & 2)) //custom bloodtype flag check
self->blood_type = 3; //sparks and blood
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
//Knightmare- check for gib
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
BossExplode (self);
if (self->deadflag == DEAD_DEAD)
return;
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
// self->takedamage = DAMAGE_NO;
self->takedamage = DAMAGE_YES;
self->count = 0;
self->monsterinfo.currentmove = &boss5_move_death;
}
//===========
//PGM
qboolean boss5_blocked (edict_t *self, float dist)
{
if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
return true;
if(blocked_checkplat (self, dist))
return true;
return false;
}
//PGM
//===========
//
// monster_boss5
//
/*QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 112) Ambush Trigger_Spawn Sight GoodGuy NoGib HomingRockets
*/
void SP_monster_boss5 (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("bosstank/btkpain1.wav");
sound_pain2 = gi.soundindex ("bosstank/btkpain2.wav");
sound_pain3 = gi.soundindex ("bosstank/btkpain3.wav");
sound_death = gi.soundindex ("bosstank/btkdeth1.wav");
sound_search1 = gi.soundindex ("bosstank/btkunqv1.wav");
sound_search2 = gi.soundindex ("bosstank/btkunqv2.wav");
// self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
tread_sound = gi.soundindex ("bosstank/btkengn1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/boss5/tris.md2");
self->s.skinnum = self->style * 2;
// self->style = 0; //clear for custom bloodtype flag
}
self->s.modelindex = gi.modelindex ("models/monsters/boss5/tris.md2");
VectorSet (self->mins, -64, -64, 0);
VectorSet (self->maxs, 64, 64, 112);
if(!self->health)
self->health = 1500;
if(!self->gib_health)
self->gib_health = -999;
if(!self->mass)
self->mass = 800;
self->pain = boss5_pain;
self->die = boss5_die;
self->monsterinfo.stand = boss5_stand;
self->monsterinfo.walk = boss5_walk;
self->monsterinfo.run = boss5_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = boss5_attack;
self->monsterinfo.search = boss5_search;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = NULL;
self->monsterinfo.blocked = boss5_blocked; //PGM
if (!self->blood_type)
self->blood_type = 2; //sparks
else
self->fogclip |= 2; //custom bloodtype flag
gi.linkentity (self);
self->monsterinfo.currentmove = &boss5_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
// Lazarus
if(self->powerarmor)
{
if (self->powerarmortype == 1)
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
else
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = self->powerarmor;
}
else
{ // RAFAEL
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = 400;
}
self->common_name = "Beta Class Supertank";
walkmonster_start(self);
//PMM
//self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
//PMM
}