mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
45a81cf57b
Cleaned up strig handling functions in game DLLs. Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
529 lines
11 KiB
C
529 lines
11 KiB
C
/*
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==============================================================================
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QUAKE FIEND
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_q1fiend.h"
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static int sound_hit;
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static int sound_jump;
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static int sound_death;
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static int sound_gib;
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static int sound_idle;
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static int sound_pain;
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static int sound_sight;
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static int sound_land;
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//
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// SOUNDS
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//
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void fiend_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); //was ATTN_IDLE
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}
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void fiend_idle_sound (edict_t *self)
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{
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if (random() < 0.2)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_STATIC, 0);
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}
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void fiend_idle_sound2 (edict_t *self)
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{
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if (random() < 0.2)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM, 0); //was ATTN_STATIC
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}
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//
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// STAND
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//
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//void fiend_stand (edict_t *self);
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mframe_t fiend_frames_stand [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, fiend_idle_sound,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t fiend_move_stand = {FRAME_stand1, FRAME_stand13, fiend_frames_stand, NULL}; //stand
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void fiend_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &fiend_move_stand;
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}
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//
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// WALK
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//
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//void fiend_walk (edict_t *self);
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mframe_t fiend_frames_walk [] =
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{
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ai_walk, 8, fiend_idle_sound2,
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ai_walk, 6, NULL,
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ai_walk, 6, NULL,
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ai_walk, 7, NULL,
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ai_walk, 4, NULL,
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ai_walk, 6, NULL,
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ai_walk, 10, NULL,
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ai_walk, 10, NULL
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};
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mmove_t fiend_move_walk = {FRAME_walk1, FRAME_walk8, fiend_frames_walk, NULL}; //walk
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void fiend_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &fiend_move_walk;
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}
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//
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// RUN
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//
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mframe_t fiend_frames_run [] =
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{
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ai_run, 20, fiend_idle_sound2,
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ai_run, 15, NULL,
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ai_run, 36, NULL,
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ai_run, 20, NULL,
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ai_run, 15, NULL,
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ai_run, 36, NULL
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};
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mmove_t fiend_move_run = {FRAME_run1, FRAME_run6, fiend_frames_run, NULL};
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void fiend_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &fiend_move_stand;
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else
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self->monsterinfo.currentmove = &fiend_move_run;
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}
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//
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// MELEE
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//
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/*static*/ void fiend_hit_left (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
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if (fire_hit (self, aim, (10 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
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}
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/*static*/ void fiend_hit_right (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
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if (fire_hit (self, aim, (10 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
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}
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/*static*/ void fiend_check_refire (edict_t *self)
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{
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if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
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return;
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if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
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self->monsterinfo.nextframe = FRAME_attacka1;
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}
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mframe_t fiend_frames_attack [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, fiend_hit_left,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, fiend_hit_right,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, fiend_check_refire
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};
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mmove_t fiend_move_attack = {FRAME_attacka1, FRAME_attacka15, fiend_frames_attack, fiend_run};
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void fiend_melee (edict_t *self)
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{
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self->monsterinfo.currentmove = &fiend_move_attack;
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}
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//
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// ATTACK
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//
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void fiend_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (self->health <= 0)
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{
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self->touch = NULL;
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return;
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}
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if (other->takedamage)
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{
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if (VectorLength(self->velocity) > 400)
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{
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vec3_t point;
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vec3_t normal;
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int damage;
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VectorCopy (self->velocity, normal);
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VectorNormalize(normal);
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VectorMA (self->s.origin, self->maxs[0], normal, point);
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damage = 40 + 10 * random();
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T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
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}
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}
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if (!M_CheckBottom (self))
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{
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if (self->groundentity)
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{
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self->monsterinfo.nextframe = FRAME_attacka1;
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self->touch = NULL;
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}
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return;
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}
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self->touch = NULL;
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}
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void fiend_jump_takeoff (edict_t *self)
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{
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vec3_t forward;
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gi.sound (self, CHAN_VOICE, sound_jump, 1, ATTN_NORM, 0);
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AngleVectors (self->s.angles, forward, NULL, NULL);
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self->s.origin[2] += 1;
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VectorScale (forward, 600, self->velocity);
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self->velocity[2] = 250;
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self->groundentity = NULL;
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self->monsterinfo.aiflags |= AI_DUCKED;
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self->monsterinfo.attack_finished = level.time + 3;
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self->touch = fiend_jump_touch;
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}
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void fiend_check_landing (edict_t *self)
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{
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if (self->groundentity)
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{
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self->monsterinfo.attack_finished = 0;
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self->monsterinfo.aiflags &= ~AI_DUCKED;
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return;
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}
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if (level.time > self->monsterinfo.attack_finished)
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self->monsterinfo.nextframe = FRAME_attacka1;
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else
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self->monsterinfo.nextframe = FRAME_attacka8;
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}
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mframe_t fiend_frames_jump [] =
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{
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ai_charge, 5, NULL,
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ai_charge, 5, NULL,
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ai_charge, 5, fiend_jump_takeoff,
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 15, NULL,
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ai_charge, 15, NULL,
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 5, NULL,
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ai_charge, 5, fiend_check_landing,
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ai_charge, 5, NULL
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};
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mmove_t fiend_move_jump = {FRAME_leap1, FRAME_leap12, fiend_frames_jump, fiend_run};
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void fiend_jump (edict_t *self)
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{
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self->monsterinfo.currentmove = &fiend_move_jump;
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}
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//
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// CHECKATTACK
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//
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static qboolean fiend_check_melee (edict_t *self)
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{
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if (range (self, self->enemy) == RANGE_MELEE)
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return true;
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return false;
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}
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static qboolean fiend_check_jump (edict_t *self)
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{
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vec3_t v;
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float distance;
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if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
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return false;
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if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
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return false;
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v[0] = self->s.origin[0] - self->enemy->s.origin[0];
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v[1] = self->s.origin[1] - self->enemy->s.origin[1];
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v[2] = 0;
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distance = VectorLength(v);
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if (distance < 100)
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return false;
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if (distance > 100)
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{
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if (random() < 0.8)
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return false;
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}
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return true;
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}
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qboolean fiend_checkattack (edict_t *self)
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{
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if (!self->enemy || self->enemy->health <= 0)
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return false;
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if (fiend_check_melee(self))
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{
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self->monsterinfo.attack_state = AS_MELEE;
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return true;
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}
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if (fiend_check_jump(self))
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{
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self->monsterinfo.attack_state = AS_MISSILE;
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// FIXME play a jump sound here
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return true;
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}
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return false;
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}
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//
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// PAIN
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//
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mframe_t fiend_frames_pain [] =
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{
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ai_move, 4, NULL,
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ai_move, -3, NULL,
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ai_move, -8, NULL,
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ai_move, -3, NULL,
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ai_move, 2, NULL,
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ai_move, 5, NULL
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};
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mmove_t fiend_move_pain = {FRAME_pain1, FRAME_pain6, fiend_frames_pain, fiend_run};
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void fiend_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 1.5;
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if (random()*200 > damage)
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return;
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if (self->health > 0)
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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return; // no pain anims in nightmare
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self->monsterinfo.currentmove = &fiend_move_pain;
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}
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//
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// DEATH
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//
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void fiend_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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gi.linkentity (self);
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}
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void fiend_nogib (edict_t *self)
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{
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self->gib_health = -10000;
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}
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mframe_t fiend_frames_death [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, fiend_nogib,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t fiend_move_death = {FRAME_death1, FRAME_death9, fiend_frames_death, fiend_dead};
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void fiend_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
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{
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gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, sound_gib, 1, ATTN_NORM, 0);
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for (n = 0; n < 2; n++)
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ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
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for (n = 0; n < 2; n++)
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ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", 0, 0, damage, GIB_ORGANIC);
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ThrowHead (self, "models/monsters/q1fiend/head/tris.md2", 0, 0, damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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//self->s.skinnum = 1;
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self->monsterinfo.currentmove = &fiend_move_death;
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}
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//
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// SPAWN
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//
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/*QUAKED monster_q1_fiend (1 .5 0) (-32 -32 -24) (32 32 48) Ambush Trigger_Spawn Sight
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model="models/monsters/q1fiend/tris.md2"
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*/
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void SP_monster_q1_fiend (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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sound_hit = gi.soundindex ("q1fiend/dhit2.wav");
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sound_jump = gi.soundindex ("q1fiend/djump.wav");
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sound_death = gi.soundindex ("q1fiend/ddeath.wav");
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sound_gib = gi.soundindex ("q1player/udeath.wav");
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sound_idle = gi.soundindex ("q1fiend/idle1.wav");
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sound_pain = gi.soundindex ("q1fiend/dpain1.wav");
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sound_sight = gi.soundindex ("q1fiend/sight2.wav");
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sound_land = gi.soundindex ("q1fiend/dland2.wav");
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// precache gibs
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gi.modelindex ("models/monsters/q1fiend/head/tris.md2");
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gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
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gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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// Lazarus: special purpose skins
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if ( self->style )
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{
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PatchMonsterModel("models/monsters/q1fiend/tris.md2");
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self->s.skinnum = self->style;
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}
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self->s.modelindex = gi.modelindex ("models/monsters/q1fiend/tris.md2");
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VectorSet (self->mins, -32, -32, -24);
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VectorSet (self->maxs, 32, 32, 48);
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if (!self->health)
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self->health = 300;
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if (!self->gib_health)
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self->gib_health = -80;
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if (!self->mass)
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self->mass = 300;
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self->pain = fiend_pain;
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self->die = fiend_die;
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self->flags |= FL_Q1_MONSTER;
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self->monsterinfo.stand = fiend_stand;
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self->monsterinfo.walk = fiend_walk;
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self->monsterinfo.run = fiend_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = fiend_jump;
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self->monsterinfo.melee = fiend_melee;
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self->monsterinfo.sight = fiend_sight;
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self->monsterinfo.search = fiend_stand;
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self->monsterinfo.idle = fiend_stand;
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self->monsterinfo.checkattack = fiend_checkattack;
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if (!self->monsterinfo.flies)
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self->monsterinfo.flies = 0.70;
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// Lazarus
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if (self->powerarmor)
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{
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if (self->powerarmortype == 1)
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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else
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self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
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self->monsterinfo.power_armor_power = self->powerarmor;
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}
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self->common_name = "Fiend";
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self->class_id = ENTITY_MONSTER_Q1_FIEND;
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gi.linkentity (self);
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self->monsterinfo.currentmove = &fiend_move_stand;
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self->monsterinfo.scale = MODEL_SCALE;
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walkmonster_start (self);
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}
|