thirtyflightsofloving/missionpack/m_q1shambler.c
Knightmare66 45a81cf57b Fixed shootable func_door_secret not working in default Lazarus and missionpack DLLs.
Cleaned up strig handling functions in game DLLs.
Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
2021-01-26 00:08:08 -05:00

598 lines
14 KiB
C

/*
==============================================================================
QUAKE SHAMBLER
==============================================================================
*/
#include "g_local.h"
#include "m_q1shambler.h"
static int sound_melee1;
static int sound_melee2;
static int sound_melee3;
static int sound_attack;
static int sound_boom; // ?
static int sound_pain;
static int sound_death;
static int sound_gib;
static int sound_idle;
static int sound_sight;
void shambler_attack(edict_t *self);
void shambler_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
shambler_attack(self);
}
/*static*/ void shambler_idle_sound (edict_t *self)
{
if(!self->enemy && random() > 0.8)
gi.sound (self, CHAN_VOICE, sound_idle, 0.8, ATTN_IDLE, 0);
}
/*static*/ void shambler_melee_sound (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_melee1, 1, ATTN_NORM, 0);
}
/*static*/ void shambler_melee_sound2 (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_melee2, 1, ATTN_NORM, 0);
}
/*static*/ void shambler_attack_sound (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0);
}
// STAND
void shambler_stand (edict_t *self);
mframe_t shambler_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
};
mmove_t shambler_move_stand = {FRAME_stand1, FRAME_stand17, shambler_frames_stand, shambler_stand};
void shambler_stand (edict_t *self)
{
self->monsterinfo.currentmove = &shambler_move_stand;
}
// WALK
void shambler_walk (edict_t *self);
mframe_t shambler_frames_walk [] =
{
ai_walk, 10, shambler_idle_sound,
ai_walk, 9, NULL,
ai_walk, 9, NULL,
ai_walk, 5, NULL,
ai_walk, 6, NULL,
ai_walk, 12, NULL,
ai_walk, 8, NULL,
ai_walk, 3, NULL,
ai_walk, 13, NULL,
ai_walk, 9, NULL,
ai_walk, 7, NULL,
ai_walk, 7, NULL
};
mmove_t shambler_move_walk = {FRAME_walk1, FRAME_walk12, shambler_frames_walk, shambler_walk};
void shambler_walk (edict_t *self)
{
self->monsterinfo.currentmove = &shambler_move_walk;
}
//RUN
void shambler_run (edict_t *self);
mframe_t shambler_frames_run [] =
{
ai_run, 20, shambler_idle_sound,
ai_run, 24, NULL,
ai_run, 20, NULL,
ai_run, 20, NULL,
ai_run, 24, NULL,
ai_run, 20, shambler_attack
};
mmove_t shambler_move_run = {FRAME_run1, FRAME_run6, shambler_frames_run, shambler_run};
void shambler_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &shambler_move_stand;
else
self->monsterinfo.currentmove = &shambler_move_run;
}
mframe_t shambler_frames_pain [] =
{
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 shambler_move_pain = {FRAME_pain1, FRAME_pain6, shambler_frames_pain, shambler_run};
void shambler_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (level.time < self->pain_debounce_time)
return;
if (self->health <= 0)
return;
if (skill->value == 3)
return; // no pain anims in nightmare
if (self->health > 0)
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if(random() * 400 > damage)
return;
self->monsterinfo.currentmove = &shambler_move_pain;
self->pain_debounce_time = level.time + 2;
}
void shambler_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
}
void shambler_nogib (edict_t *self)
{
self->gib_health = -10000;
}
mframe_t shambler_frames_death [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, shambler_nogib,
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 shambler_move_death = {FRAME_death1, FRAME_death11, shambler_frames_death, shambler_dead};
void shambler_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// check for gib
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
{
gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, sound_gib, 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
for (n = 0; n < 4; n++)
ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/monsters/q1shambler/head/tris.md2", 0, 0, damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &shambler_move_death;
}
// ATTACK
void shambler_swing_left (edict_t *self)
{
vec3_t aim;
if (!self->enemy)
return;
VectorSet (aim, MELEE_DISTANCE*1.2, self->mins[0], 8);
if (fire_hit (self, aim, ((random() + random() + random()) * 20), 100))
gi.sound (self, CHAN_VOICE, sound_melee3, 1, ATTN_NORM, 0); //WAS ATTN_IDLE
}
mframe_t shambler_frames_swingL [] =
{
ai_charge, 5, shambler_melee_sound2,
ai_charge, 3, NULL,
ai_charge, 7, NULL,
ai_charge, 3, NULL,
ai_charge, 7, NULL,
ai_charge, 9, NULL,
ai_charge, 5, shambler_swing_left,
ai_charge, 4, NULL,
ai_charge, 8, shambler_attack
};
mmove_t shambler_move_swingL_attack = {FRAME_swingl1, FRAME_swingl9, shambler_frames_swingL, shambler_run};
void shambler_swing_right (edict_t *self)
{
vec3_t aim;
if(!self->enemy)
return;
VectorSet (aim, MELEE_DISTANCE*1.2, self->maxs[0], 8);
if (fire_hit (self, aim, ((random() + random() + random()) * 20), 100))
gi.sound (self, CHAN_VOICE, sound_melee3, 1, ATTN_NORM, 0); //WAS ATTN_IDLE
}
mframe_t shambler_frames_swingR [] =
{
ai_charge, 1, shambler_melee_sound,
ai_charge, 8, NULL,
ai_charge, 14,NULL,
ai_charge, 7, NULL,
ai_charge, 3, NULL,
ai_charge, 6, NULL,
ai_charge, 6, shambler_swing_right,
ai_charge, 3, NULL,
ai_charge, 10,shambler_attack
};
mmove_t shambler_move_swingR_attack = {FRAME_swingr1, FRAME_swingr9, shambler_frames_swingR, shambler_run};
void shambler_smash (edict_t *self)
{
vec3_t aim;
if(!self->enemy)
return;
VectorSet (aim, MELEE_DISTANCE*1.2, self->maxs[0], self->maxs[2]);
if (fire_hit (self, aim, ((random() + random() + random()) * 40), 100))
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}
mframe_t shambler_frames_smash [] =
{
ai_charge, 2, shambler_melee_sound,
ai_charge, 6, NULL,
ai_charge, 6, NULL,
ai_charge, 5, NULL,
ai_charge, 4, NULL,
ai_charge, 1, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, shambler_smash,
ai_charge, 5, NULL,
ai_charge, 4, shambler_attack
};
mmove_t shambler_move_smash_attack = {FRAME_smash1, FRAME_smash12, shambler_frames_smash, shambler_run};
static qboolean shambler_magic_attack_ok (vec3_t start, vec3_t end)
{
vec3_t dir, angles;
// check for max distance
VectorSubtract (start, end, dir);
if (VectorLength(dir) > 600)
return false;
// check for min/max pitch
vectoangles (dir, angles);
if (angles[0] < -180)
angles[0] += 360;
if (fabs(angles[0]) > 30)
return false;
return true;
}
// Added from Decino's Q2Infighter code
void shambler_sparks (edict_t *self)
{
vec3_t spark_pt;
VectorCopy (self->s.origin, spark_pt);
spark_pt[2] += 80.0f;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WELDING_SPARKS);
gi.WriteByte (15);
gi.WritePosition (spark_pt);
gi.WriteDir (vec3_origin);
gi.WriteByte (15);
gi.multicast (spark_pt, MULTICAST_PVS);
}
void shambler_magic_attack (edict_t *self)
{
vec3_t offset, start, f, r, end, dir;
trace_t tr;
int damage = 10;
if (!self->enemy)
return;
// Skip last lighting frame if not on nightmare skill
if ( (self->s.frame == 74) && (skill->value < 3) )
return;
AngleVectors (self->s.angles, f, r, NULL);
VectorSet (offset, 28, 0, 40);
G_ProjectSource (self->s.origin, offset, f, r, start);
VectorCopy (self->enemy->s.origin, end);
if (!shambler_magic_attack_ok(start, end))
{
end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
if (!shambler_magic_attack_ok(start, end))
{
end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
if (!shambler_magic_attack_ok(start, end))
{
shambler_run(self);
return;
}
}
}
VectorCopy (self->enemy->s.origin, end);
tr = gi.trace (start, NULL, NULL, end, self, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA));
if (tr.ent != self->enemy)
return;
if (self->s.frame == FRAME_magic6)
gi.sound (self, CHAN_WEAPON, sound_boom, 1, ATTN_NORM, 0);
#if 1 // From Decino's Q2Infighter mod
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LIGHTNING);
gi.WriteShort (tr.ent - g_edicts);
gi.WriteShort (self - g_edicts);
gi.WritePosition (end);
gi.WritePosition (start);
gi.multicast (self->s.origin, MULTICAST_PVS);
#else
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PARASITE_ATTACK);
gi.WriteShort (self - g_edicts);
gi.WritePosition (start);
gi.WritePosition (end);
gi.multicast (self->s.origin, MULTICAST_PVS);
#endif
VectorSubtract (start, end, dir);
T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, damage, 0, 0, 0);
}
void shambler_skill3 (edict_t *self)
{
if (skill->value == 3)
shambler_attack(self);
}
mframe_t shambler_frames_magic_attack[] =
{
ai_charge, 0, shambler_attack_sound,
ai_charge, 0, shambler_sparks, // NULL,
ai_charge, 0, shambler_sparks, // NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, shambler_magic_attack,
ai_charge, 0, shambler_magic_attack,
ai_charge, 0, shambler_magic_attack,
ai_charge, 0, shambler_magic_attack,
ai_charge, 0, shambler_magic_attack,
ai_charge, 0, shambler_skill3,
ai_charge, 0, shambler_attack
};
mmove_t shambler_move_magic_attack = {FRAME_magic1, FRAME_magic12, shambler_frames_magic_attack, shambler_run};
void shambler_attack (edict_t *self)
{
float len;
vec3_t v;
//int i;
//i = range (self, self->enemy);
if (level.intermissiontime && !Q_stricmp(level.mapname, "bbelief9")) // don't attack intermission cam
return;
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
return;
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
len = VectorLength (v);
if (len < 128)
{
if (self->health > 500 && random() > 0.6)
self->monsterinfo.currentmove = &shambler_move_smash_attack;
else
{
if (random() > 0.5)
self->monsterinfo.currentmove = &shambler_move_swingL_attack;
else
self->monsterinfo.currentmove = &shambler_move_swingR_attack;
}
}
else if((len > 196 && len < 1024) && infront(self,self->enemy))
{
self->monsterinfo.currentmove = &shambler_move_magic_attack;
}
else
{
self->monsterinfo.currentmove = &shambler_move_run;
}
}
void shambler_melee(edict_t *self)
{
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
{
// if(random() > 0.5)
// self->monsterinfo.currentmove = &shambler_move_walk;
return;
}
if (range (self, self->enemy) == RANGE_MELEE)
{
if (self->health > 500 && random() > 0.6)
self->monsterinfo.currentmove = &shambler_move_smash_attack;
else
{
if(random() > 0.5)
self->monsterinfo.currentmove = &shambler_move_swingL_attack;
else
self->monsterinfo.currentmove = &shambler_move_swingR_attack;
}
}
}
//
// SPAWN
//
/*QUAKED monster_q1_shambler (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
model="models/monsters/q1shambler/tris.md2"
*/
void SP_monster_q1_shambler (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_melee1 = gi.soundindex ("q1shambler/melee1.wav");
sound_melee2 = gi.soundindex ("q1shambler/melee1.wav");
sound_melee3 = gi.soundindex ("q1shambler/smack.wav");
sound_attack = gi.soundindex ("q1shambler/sattck1.wav");
sound_boom = gi.soundindex ("q1shambler/sboom.wav");
sound_pain = gi.soundindex ("q1shambler/shurt2.wav");
sound_death = gi.soundindex ("q1shambler/sdeath.wav");
sound_gib = gi.soundindex ("q1player/udeath.wav");
sound_idle = gi.soundindex ("q1shambler/sidle.wav");
sound_sight = gi.soundindex ("q1shambler/ssight.wav");
// precache gibs
gi.modelindex ("models/monsters/q1shambler/head/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib2/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/q1shambler/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/q1shambler/tris.md2");
VectorSet (self->mins, -32, -32, -24);
VectorSet (self->maxs, 32, 32, 64);
if (!self->health)
self->health = 600;
if (!self->gib_health)
self->gib_health = -60;
if (!self->mass)
self->mass = 600;
self->pain = shambler_pain;
self->die = shambler_die;
self->flags |= FL_Q1_MONSTER;
self->monsterinfo.stand = shambler_stand;
self->monsterinfo.walk = shambler_walk;
self->monsterinfo.run = shambler_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = shambler_attack;
self->monsterinfo.melee = shambler_melee;
self->monsterinfo.sight = shambler_sight;
self->monsterinfo.search = shambler_stand;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.50;
// 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;
}
self->common_name = "Shambler";
self->class_id = ENTITY_MONSTER_Q1_SHAMBLER;
gi.linkentity (self);
self->monsterinfo.currentmove = &shambler_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}