thirtyflightsofloving/missionpack/z_sentien.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

1300 lines
32 KiB
C

/*
==============================================================================
SETNTIEN
==============================================================================
*/
#include "g_local.h"
#include "z_anim.h"
#include "z_sentien.h"
/*=========================================================================
Sentien laser routines ... adapted from Zaero g_target.c
=========================================================================*/
void sentien_laser_think (edict_t *self)
{
edict_t *ignore;
vec3_t start;
vec3_t end;
trace_t tr;
vec3_t point;
vec3_t last_movedir;
int count;
if (self->spawnflags & 0x80000000)
count = 8;
else
count = 4;
if (self->enemy)
{
VectorCopy (self->movedir, last_movedir);
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
VectorSubtract (point, self->s.origin, self->movedir);
VectorNormalize (self->movedir);
if (!VectorCompare(self->movedir, last_movedir))
self->spawnflags |= 0x80000000;
}
ignore = self;
VectorCopy (self->s.origin, start);
VectorMA (start, 2048, self->movedir, end);
while(1)
{
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
if (!tr.ent)
break;
// hurt it if we can
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER))
T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
// if we hit something that's not a monster or player or is immune to lasers, we're done
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
{
if (self->spawnflags & 0x80000000)
{
self->spawnflags &= ~0x80000000;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LASER_SPARKS);
gi.WriteByte (count);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.WriteByte (self->s.skinnum);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
break;
}
ignore = tr.ent;
VectorCopy (tr.endpos, start);
}
VectorCopy (tr.endpos, self->s.old_origin);
self->nextthink = level.time + FRAMETIME;
}
void sentien_laser_on (edict_t *self)
{
if (!self->activator)
self->activator = self;
self->spawnflags |= 0x80000001;
self->svflags &= ~SVF_NOCLIENT;
sentien_laser_think (self);
}
void sentien_laser_off (edict_t *self)
{
self->spawnflags &= ~1;
self->svflags |= SVF_NOCLIENT;
self->nextthink = 0;
}
/*=========================================================================
Sentien sound routines ... used from animation frames (and code).
=========================================================================*/
static int sound_idle1;
static int sound_idle2;
static int sound_idle3;
static int sound_walk;
static int sound_fend;
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_die1;
static int sound_die2;
static int sound_att1;
static int sound_att2;
static int sound_att3;
void sentien_sound_footstep(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_walk, 1, ATTN_NORM, 0);
}
void sentien_sound_idle1(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_idle1, 1, ATTN_IDLE, 0);
}
void sentien_sound_idle2(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_idle2, 1, ATTN_IDLE, 0);
}
void sentien_sound_idle3(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_idle3, 1, ATTN_IDLE, 0);
}
void sentian_sound_att1(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_att1, 1, ATTN_NORM, 0);
}
void sentian_sound_att2(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_att2, 1, ATTN_NORM, 0);
}
void sentian_sound_att3(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_att3, 1, ATTN_NORM, 0);
}
void sentian_sound_fend(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_fend, 1, ATTN_NORM, 0);
}
void sentian_sound_pain1(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_pain1, 1, ATTN_NORM, 0);
}
void sentian_sound_pain2(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_pain2, 1, ATTN_NORM, 0);
}
void sentian_sound_pain3(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_pain3, 1, ATTN_NORM, 0);
}
void sentian_sound_die1(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_die1, 1, ATTN_NORM, 0);
}
void sentian_sound_die2(edict_t *self)
{
gi.sound(self, CHAN_BODY, sound_die2, 1, ATTN_NORM, 0);
}
/*=========================================================================
Sentien standing frames
=========================================================================*/
mframe_t sentien_frames_stand1 []=
{
ai_stand, 0, sentien_sound_idle1,
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
};
mframe_t sentien_frames_stand2 []=
{
ai_stand, 0, sentien_sound_idle2,
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,
};
mframe_t sentien_frames_stand3 []=
{
ai_stand, 0, sentien_sound_idle1,
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,
};
void sentien_stand(edict_t *self);
void sentien_stand_whatnow(edict_t *self);
void sentien_stand_earwax(edict_t *self);
mmove_t sentien_move_stand1 = {FRAME_stand1start, FRAME_stand1end,
sentien_frames_stand1, sentien_stand_whatnow};
mmove_t sentien_move_stand2 = {FRAME_stand2start, FRAME_stand2end,
sentien_frames_stand2, sentien_stand_whatnow};
mmove_t sentien_move_stand3 = {FRAME_stand3start, FRAME_stand3end,
sentien_frames_stand3, sentien_stand_earwax};
void sentien_stand(edict_t *self)
{
sentien_laser_off(self->flash);
self->monsterinfo.currentmove = &sentien_move_stand1;
}
void sentien_stand_whatnow(edict_t *self)
{
float r;
r = random();
if(r < self->random)
{
self->monsterinfo.currentmove = &sentien_move_stand1;
self->random -= 0.05;
}
else
{
r = random();
if(r < 0.5)
self->monsterinfo.currentmove = &sentien_move_stand2;
else
self->monsterinfo.currentmove = &sentien_move_stand3;
self->random = 1;
}
}
void sentien_stand_earwax(edict_t *self)
{
if(random() > 0.80)
{
//more ear wax damn it, try again
self->monsterinfo.currentmove = &sentien_move_stand3;
//gi.sound ... some frustration maybe
}
else
sentien_stand_whatnow(self);
}
/*=========================================================================
Sentien walking frames
=========================================================================*/
mframe_t sentien_frames_walk_start []=
{
ai_walk, 0.0, NULL,
ai_walk, 1.5, NULL,
ai_walk, 2.9, NULL,
ai_walk, 2.4, NULL,
ai_walk, 2.1, NULL,
ai_walk, 2.6, NULL,
ai_walk, 2.1, NULL,
ai_walk, 1.8, sentien_sound_footstep,
//ai_walk, 0.3, NULL
};
mframe_t sentien_frames_walk []=
{
ai_walk, 0.3, NULL,
ai_walk, 2.4, NULL,
ai_walk, 4.0, NULL,
ai_walk, 3.5, NULL,
ai_walk, 3.6, NULL,
ai_walk, 3.7 * 1.1, NULL,
ai_walk, 3.1 * 1.3, NULL,
ai_walk, 4.1 * 1.2, sentien_sound_footstep,
//ai_walk, 2.0, NULL, // change leg
ai_walk, 2.0, NULL,
ai_walk, 2.6, NULL, // 2.4
ai_walk, 3.8, NULL, // 3.9
ai_walk, 3.6, NULL,
ai_walk, 3.6, NULL,
ai_walk, 4.3, NULL,
ai_walk, 4.2 * 1.2, NULL,
ai_walk, 5.2, sentien_sound_footstep, // 4.1
//ai_walk, 0.8, NULL // 2.0 change leg
};
mframe_t sentien_frames_walk_end []=
{
ai_walk, 0.8, NULL,
ai_walk, 1.0, NULL,
ai_walk, 1.6, NULL,
ai_walk, 1.4, NULL,
ai_walk, 1.5, NULL,
ai_walk, 1.4, NULL,
ai_walk, 1.5, NULL,
ai_walk, 1.8, sentien_sound_footstep,
//ai_walk, 2.3, NULL // ??? I dunno about that one (Max)
};
void sentien_walk(edict_t *self);
mmove_t sentien_move_walk_start = {FRAME_walkStartStart, FRAME_walkStartEnd,
sentien_frames_walk_start, sentien_walk};
mmove_t sentien_move_walk = {FRAME_walkLoopStart, FRAME_walkLoopEnd,
sentien_frames_walk, NULL};
mmove_t sentien_move_walk_end = {FRAME_walkEndStart, FRAME_walkEndEnd,
sentien_frames_walk_end, sentien_stand};
void sentien_walk(edict_t *self)
{
sentien_laser_off(self->flash);
if(self->monsterinfo.currentmove == &sentien_move_walk)
return;
if (self->monsterinfo.currentmove == &sentien_move_stand1 ||
self->monsterinfo.currentmove == &sentien_move_stand2 ||
self->monsterinfo.currentmove == &sentien_move_stand3)
{
self->monsterinfo.currentmove = &sentien_move_walk_start;
}
else
{
self->monsterinfo.currentmove = &sentien_move_walk;
}
}
/*=========================================================================
Sentien running frames
=========================================================================*/
mframe_t sentien_frames_run_start []=
{
ai_run, 0.0, NULL,
ai_run, 1.5, NULL,
ai_run, 2.9, NULL,
ai_run, 2.4, NULL,
ai_run, 2.1, NULL,
ai_run, 2.6, NULL,
ai_run, 2.1, NULL,
ai_run, 1.8, sentien_sound_footstep,
//ai_run, 0.3, NULL
};
mframe_t sentien_frames_run []=
{
ai_run, 0.3 * 1.2, NULL,
ai_run, 2.4, NULL,
ai_run, 4.0, NULL,
ai_run, 3.5, NULL,
ai_run, 3.6, NULL,
ai_run, 3.7 * 1.1, NULL,
ai_run, 3.1 * 1.3, NULL,
ai_run, 4.1 * 1.2, sentien_sound_footstep,
//ai_run, 2.0, NULL, // change leg
ai_run, 2.0, NULL,
ai_run, 2.6, NULL, // 2.4
ai_run, 3.8, NULL, // 3.9
ai_run, 3.6, NULL,
ai_run, 3.6, NULL,
ai_run, 4.3, NULL,
ai_run, 4.2 * 1.2, NULL,
ai_run, 5.2, sentien_sound_footstep, // 4.1
//ai_run, 0.8, NULL // 2.0 change leg
};
mframe_t sentien_frames_run_end []=
{
ai_run, 0.8, NULL,
ai_run, 1.0, NULL,
ai_run, 1.6, NULL,
ai_run, 1.4, NULL,
ai_run, 1.5, NULL,
ai_run, 1.4, NULL,
ai_run, 1.5, NULL,
ai_run, 1.8, sentien_sound_footstep,
//ai_run, 2.3, NULL // ??? I dunno about that one (Max)
};
void sentien_run(edict_t *self);
mmove_t sentien_move_run_start = {FRAME_walkStartStart, FRAME_walkStartEnd,
sentien_frames_run_start, sentien_run};
mmove_t sentien_move_run = {FRAME_walkLoopStart, FRAME_walkLoopEnd,
sentien_frames_run, NULL};
mmove_t sentien_move_run_end = {FRAME_walkEndStart, FRAME_walkEndEnd,
sentien_frames_run_end, sentien_stand};
void sentien_run(edict_t *self)
{
sentien_laser_off(self->flash);
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &sentien_move_stand1;
return;
}
if (self->monsterinfo.currentmove == &sentien_move_run)
return;
if (self->monsterinfo.currentmove == &sentien_move_walk ||
self->monsterinfo.currentmove == &sentien_move_run_start)
{
self->monsterinfo.currentmove = &sentien_move_run;
}
else
{
self->monsterinfo.currentmove = &sentien_move_run_start;
}
}
/*=========================================================================
Sentien blaster attack.
=========================================================================*/
void sentien_do_blast(edict_t *self);
mframe_t sentien_frames_pre_blast_attack []=
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mframe_t sentien_frames_blast_attack []=
{
ai_charge, 0, sentien_do_blast,
ai_charge, 0, sentien_do_blast,
ai_charge, 0, sentien_do_blast,
ai_charge, 0, sentien_do_blast,
ai_charge, 0, sentien_do_blast,
ai_charge, 0, sentien_do_blast,
};
mframe_t sentien_frames_post_blast_attack []=
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
};
void sentien_blast_attack(edict_t *self);
void sentien_post_blast_attack(edict_t *self);
mmove_t sentien_move_pre_blast_attack = { FRAME_blastPreStart, FRAME_blastPreEnd,
sentien_frames_pre_blast_attack, sentien_blast_attack};
void sentien_post_blast_attack(edict_t *self);
mmove_t sentien_move_blast_attack = { FRAME_blastStart, FRAME_blastEnd,
sentien_frames_blast_attack, sentien_post_blast_attack};
mmove_t sentien_move_post_blast_attack = { FRAME_blastPostStart, FRAME_blastPostEnd,
sentien_frames_post_blast_attack, sentien_run};
void sentien_blast_attack(edict_t *self)
{
sentien_laser_off(self->flash);
self->monsterinfo.currentmove = &sentien_move_blast_attack;
// is a player right infront?
if (visible(self, self->enemy) &&
infront(self, self->enemy))
{
self->monsterinfo.currentmove = &sentien_move_blast_attack;
}
else
self->monsterinfo.currentmove = &sentien_move_post_blast_attack;
}
void sentien_post_blast_attack(edict_t *self)
{
float refire = 0.25;
if (visible(self, self->enemy) &&
infront(self, self->enemy))
{
if(skill->value == 1)
refire = 0.40;
else if(skill->value == 2)
refire = 0.60;
else if(skill->value >= 3)
refire = 0.75;
if (random() > refire)
self->monsterinfo.currentmove = &sentien_move_post_blast_attack;
}
else
self->monsterinfo.currentmove = &sentien_move_post_blast_attack;
}
void sentien_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage)
{
/*if(EMPNukeCheck(self, self->s.origin))
{
gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
return;
}*/
ANIM_AIM(self, dir);
fire_bullet (self, start, dir, 2, 4,
DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
MOD_UNKNOWN);
sentian_sound_att1(self);
}
vec3_t sentien_flash_offset [] =
{
// frames 116+ (hex fire)
23.7, 25.4, 29.6,
23.7, 25.3, 26.7,
23.7, 27.7, 28.1,
23.7, 27.4, 31.2,
23.7, 24.9, 32.3,
23.7, 22.5, 30.6,
23.7, 22.7, 27.8
};
void sentien_do_blast(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t aim;
vec3_t end;
int idx;
idx = self->s.frame - FRAME_blastStart + 1;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, sentien_flash_offset[0],
forward, right, start);
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, aim);
//need to compare aim with facing to make sure we are not
//aiming too far sideways and correct if we are.
G_ProjectSource (self->s.origin, sentien_flash_offset[idx],
forward, right, start);
//monster_fire_blaster(self, start, aim, 2, 1000,
// MZ2_MEDIC_BLASTER_1, EF_BLUEHYPERBLASTER, BLASTER_BLUE);
/*if(EMPNukeCheck(self, start))
{
gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
return;
}*/
sentien_fire_bullet(self, start, aim, 5);
}
/*=========================================================================
Sentien laser attack.
=========================================================================*/
void sentien_do_laser(edict_t *self);
mframe_t sentien_frames_pre_laser_attack []=
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mframe_t sentien_frames_laser_attack []=
{
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser,
NULL, 0, sentien_do_laser
};
mframe_t sentien_frames_post_laser_attack []=
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
void sentien_laser_attack(edict_t *self);
void sentien_post_laser_attack(edict_t *self);
mmove_t sentien_move_pre_laser_attack = { FRAME_laserPreStart, FRAME_laserPreEnd,
sentien_frames_pre_laser_attack, sentien_laser_attack};
mmove_t sentien_move_laser_attack = { FRAME_laserStart, FRAME_laserEnd,
sentien_frames_laser_attack, sentien_post_laser_attack};
mmove_t sentien_move_post_laser_attack = { FRAME_laserPostStart, FRAME_laserPostEnd,
sentien_frames_post_laser_attack, sentien_run};
void sentien_laser_attack(edict_t *self)
{
// is a player right infront?
if (visible(self, self->enemy) &&
infront(self, self->enemy))
{
self->monsterinfo.currentmove = &sentien_move_laser_attack;
}
else
{
self->monsterinfo.currentmove = &sentien_move_post_laser_attack;
sentien_laser_off(self->flash);
}
}
void sentien_post_laser_attack(edict_t *self)
{
self->monsterinfo.currentmove = &sentien_move_post_laser_attack;
sentien_laser_off(self->flash);
}
void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
vec3_t sentien_laser_offset [] =
{
43.8, -22.8 + 1, 43.6 - 0.8,
44.2, -22.9 + 1, 43.9 - 0.8,
43.9, -22.8 + 1, 44.0 - 0.8,
43.2, -23.0 + 1, 44.0 - 0.8,
42.4, -23.4 + 1, 43.9 - 0.8,
42.0, -23.5 + 1, 44.0 - 0.8,
42.4, -23.3 + 1, 44.0 - 0.8,
43.1, -23.1 + 1, 43.9 - 0.8,
43.8, -22.9 + 1, 43.9 - 0.8,
44.2, -22.8 + 1, 44.1 - 0.8,
43.8, -22.8 + 1, 43.5 - 0.8
};
void sentien_do_laser(edict_t *self)
{
vec3_t start, end, forward, right, up;
vec3_t aim, ang;
float r;
int idx;
/*if(EMPNukeCheck(self, self->s.origin))
{
gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
return;
}*/
// if enemy isn't in range anymore, then get to the post laser routine
if(self->s.frame == FRAME_laserStart)
{
sentien_laser_off(self->flash);
self->flash->s.skinnum = 0xf2f2f0f0;
sentien_laser_on(self->flash);
}
idx = (self->s.frame - FRAME_laserStart);
AngleVectors(self->s.angles, forward, right, up);
G_ProjectSource(self->s.origin, sentien_laser_offset[idx],
forward, right, start);
VectorCopy(start, self->flash->s.origin);
if(self->s.frame == FRAME_laserStart)
{
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight * 66/100;
r = crandom() * 20;
VectorMA (end, r, right, end);
VectorSubtract (end, start, aim);
VectorNormalize(aim);
ANIM_AIM(self, aim);
vectoangles(aim, ang);
VectorCopy(ang, self->flash->s.angles);
G_SetMovedir(self->flash->s.angles, self->flash->movedir);
sentian_sound_att2(self);
}
}
void sentien_attack(edict_t *self)
{
vec3_t vec;
float range;
float r;
sentien_laser_off(self->flash);
//sentien_run(self); // to test walking
//return;
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
range = VectorLength (vec);
r = random();
if(range <= 128)
self->monsterinfo.currentmove = &sentien_move_pre_blast_attack;
else if (range <= 500)
{
if (r < 0.50)
self->monsterinfo.currentmove = &sentien_move_pre_blast_attack;
else
self->monsterinfo.currentmove = &sentien_move_pre_laser_attack;
}
else
{
if (r < 0.25)
self->monsterinfo.currentmove = &sentien_move_pre_blast_attack;
else
self->monsterinfo.currentmove = &sentien_move_pre_laser_attack;
}
}
/*=========================================================================
Sentien fending.
=========================================================================*/
void sentien_fend_ready (edict_t *self)
{
if (self->monsterinfo.aiflags2 & AI2_REDUCEDDAMAGE)
return;
self->monsterinfo.pausetime = level.time + 1;
}
void sentien_fend_hold (edict_t *self)
{
if (level.time >= self->monsterinfo.pausetime)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
self->monsterinfo.aiflags2 &= ~AI2_REDUCEDDAMAGE;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
self->monsterinfo.aiflags2 |= AI2_REDUCEDDAMAGE;
}
}
mframe_t sentien_frames_fend [] =
{
ai_move, 0, sentian_sound_fend,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, sentien_fend_ready,
ai_move, 0, sentien_fend_hold,
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 sentien_move_fend = {FRAME_dodgeStart, FRAME_dodgeEnd, sentien_frames_fend, sentien_run};
void sentien_fend (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
// don't flinch if attacking
if (self->monsterinfo.currentmove == &sentien_move_laser_attack ||
self->monsterinfo.currentmove == &sentien_move_blast_attack)
return;
if (skill->value == 0)
{
if (random() > 0.45)
return;
}
else if(skill->value == 1)
{
if (random() > 0.60)
return;
}
else
{
if (random() > 0.80)
return;
}
if (!self->enemy)
self->enemy = attacker;
self->monsterinfo.currentmove = &sentien_move_fend;
}
/*=========================================================================
Touch me sentien.
=========================================================================*/
mframe_t sentien_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mframe_t sentien_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mframe_t sentien_frames_pain3 [] =
{
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 sentien_move_pain1 = {FRAME_pain1Start, FRAME_pain1End,
sentien_frames_pain1, sentien_run};
mmove_t sentien_move_pain2 = {FRAME_pain2Start, FRAME_pain2End,
sentien_frames_pain2, sentien_run};
mmove_t sentien_move_pain3 = {FRAME_pain3Start, FRAME_pain3End,
sentien_frames_pain3, sentien_run};
void sentien_pain (edict_t *self, edict_t *other, float kick, int damage)
{
float r;
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
}
// less than this we don't flinch
if (damage <= 10)
return;
r = random();
if (r < 0.33)
sentian_sound_pain1(self);
else if (r < 0.66)
sentian_sound_pain2(self);
else
{
// sentian_sound_pain3(self);
}
if (level.time < self->pain_debounce_time)
return;
if(self->monsterinfo.aiflags & AI_HOLD_FRAME)
{
return;
}
if (skill->value >= 1)
{
// don't flinch if attacking
if(self->monsterinfo.currentmove == &sentien_move_laser_attack ||
self->monsterinfo.currentmove == &sentien_move_blast_attack)
return;
}
if (skill->value == 3)
return; // no pain anims in nightmare
sentien_laser_off(self->flash);
r = random();
if (damage > 60 && r < 0.3)
self->monsterinfo.currentmove = &sentien_move_pain3;
else if (damage > 30 && r < 0.5)
self->monsterinfo.currentmove = &sentien_move_pain2;
else if (r < 0.7)
self->monsterinfo.currentmove = &sentien_move_pain1;
self->pain_debounce_time = level.time + 3;
}
/*=========================================================================
Kill me Elmo.
=========================================================================*/
mframe_t sentien_frames_death1 [] =
{
ai_move, 0, sentian_sound_die1,
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
};
mframe_t sentien_frames_death2 [] =
{
ai_move, 0, sentian_sound_die2,
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,
ai_move, 0, NULL
};
void sentien_dead(edict_t *self);
mmove_t sentien_move_death1 = {FRAME_die1Start, FRAME_die1End,
sentien_frames_death1, sentien_dead};
mmove_t sentien_move_death2 = {FRAME_die2Start, FRAME_die2End,
sentien_frames_death2, sentien_dead};
vec3_t sentien_death_offset [] =
{
// right, forward
// VectorSet (self->mins, -50, 6, -16);
// VectorSet (self->maxs, -12, 44, 0);
6, -50, 0,
44, -12, 0
};
#define MIN(x, y) (x < y) ? x: y
#define MAX(x, y) (x < y) ? y: x
void sentien_dead(edict_t *self)
{
vec3_t start, end, point;
vec3_t forward, right;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, sentien_death_offset[0],
forward, right, point);
VectorSubtract (point, self->s.origin, start);
G_ProjectSource (self->s.origin, sentien_death_offset[1],
forward, right, point);
VectorSubtract (point, self->s.origin, end);
VectorSet (self->mins, min(start[0], end[0]), min(start[1], end[1]), -16);
VectorSet (self->maxs, max(start[0], end[0]), max(start[1], end[1]), 0);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity(self);
}
void sentien_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
sentien_laser_off(self->flash);
// gib code to go here
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 12; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 12; n++)
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
for (n= 0; n < 6; n++)
ThrowGib (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->s.skinnum |= 1;
if (random() < 0.80)
self->monsterinfo.currentmove = &sentien_move_death1;
else
self->monsterinfo.currentmove = &sentien_move_death2;
}
/*=========================================================================
Spawn code.
=========================================================================*/
void create_sentien_laser(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
self->flash = G_Spawn();
self->flash->movetype = MOVETYPE_NONE;
self->flash->solid = SOLID_BBOX;//SOLID_NOT;
self->flash->s.renderfx = RF_BEAM|RF_TRANSLUCENT;
self->flash->s.modelindex = 2;
//self->flash->s.sound = gi.soundindex ("world/laser.wav");
self->flash->classname = "laser_yaya";
self->flash->s.frame = 2;
self->flash->owner = self;
self->flash->s.skinnum = 0xd0d1d2d3;
self->flash->dmg = 8;
self->flash->think = sentien_laser_think;
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, sentien_laser_offset[0],
forward, right, start);
VectorCopy(start, self->flash->s.origin);
VectorCopy(self->s.angles, self->flash->s.angles);
G_SetMovedir(self->flash->s.angles, self->flash->movedir);
gi.linkentity (self->flash);
sentien_laser_off(self->flash);
}
void SP_monster_sentien_precache(void)
{
sound_idle1 = gi.soundindex("monsters/sentien/sen_idle1.wav");
sound_idle2 = gi.soundindex("monsters/sentien/sen_idle2.wav");
// sound_idle3 = gi.soundindex("monsters/sentien/sen_idle3.wav");
sound_walk = gi.soundindex("monsters/sentien/sen_walk.wav");
sound_fend = gi.soundindex("monsters/sentien/sen_fend.wav");
sound_pain1 = gi.soundindex("monsters/sentien/sen_pain1.wav");
sound_pain2 = gi.soundindex("monsters/sentien/sen_pain2.wav");
// sound_pain3 = gi.soundindex("monsters/sentien/sen_pain3.wav");
sound_die1 = gi.soundindex("monsters/sentien/sen_die1.wav");
sound_die2 = gi.soundindex("monsters/sentien/sen_die2.wav");
sound_att1 = gi.soundindex("monsters/sentien/sen_att1.wav");
sound_att2 = gi.soundindex("monsters/sentien/sen_att2.wav");
// sound_att3 = gi.soundindex("monsters/sentien/sen_att3.wav");
}
/*QUAKED monster_sentien (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight GoodGuy NoGib
model="models/monsters/sentien/"
*/
void SP_monster_sentien(edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
SP_monster_sentien_precache();
if (!self->health)
self->health = 900;
if (!self->gib_health)
self->gib_health = -425;
if (!self->mass)
self->mass = 500;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/sentien/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex ("models/monsters/sentien/tris.md2");
VectorSet (self->mins, -32, -32, -16);
VectorSet (self->maxs, 32, 32, 72);
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->yaw_speed = 10;
self->random = 1;
// setup the functions
self->pain = sentien_pain;
self->die = sentien_die;
self->monsterinfo.stand = sentien_stand;
self->monsterinfo.walk = sentien_walk;
self->monsterinfo.run = sentien_run;
self->monsterinfo.dodge = sentien_fend;
self->monsterinfo.attack = sentien_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = NULL;
self->monsterinfo.idle = NULL;
self->monsterinfo.reducedDamageAmount = 0.85;
// Lazarus
if (!self->blood_type)
self->blood_type = 2; // sparks
else
self->fogclip |= 2; // custom bloodtype flag
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;
}
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.10;
self->common_name = "Sentien";
// end Lazarus
gi.linkentity (self);
self->flash = NULL;
gi.linkentity(self);
create_sentien_laser(self);
if (skill->value == 2)
{
self->flash->dmg *= 1.5;
self->yaw_speed *= 1.5;
}
else if (skill->value >= 3)
{
self->flash->dmg *= 2.5;
self->yaw_speed *= 2;
}
self->monsterinfo.currentmove = &sentien_move_stand1;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
}