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https://github.com/blendogames/thirtyflightsofloving.git
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8401c475f6
Added powerarmortype field to default Lazaus DLL. This changes the savegame version. Added support for blood_type value of 4 to default Lazaurus, missionpack, and Zaero DLLs. Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL. Added support for Lazarus monsterjump cvar (berserk, gunner, infantry, mutant, parasite) to missionpack DLL. Cleaned up surface rendering code from mpolyvertex_t refactoring.
832 lines
20 KiB
C
832 lines
20 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*
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==============================================================================
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jorg
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_boss31.h"
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extern SP_monster_makron (edict_t *self);
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qboolean visible (edict_t *self, edict_t *other);
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static int sound_pain1;
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static int sound_pain2;
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static int sound_pain3;
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static int sound_idle;
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static int sound_death;
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static int sound_search1;
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static int sound_search2;
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static int sound_search3;
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static int sound_attack1;
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static int sound_attack2;
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static int sound_firegun;
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static int sound_step_left;
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static int sound_step_right;
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static int sound_death_hit;
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void BossExplode (edict_t *self);
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void MakronToss (edict_t *self);
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void jorg_search (edict_t *self)
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{
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float r;
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r = random();
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if (r <= 0.3)
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gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
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else if (r <= 0.6)
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gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0);
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}
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void jorg_dead (edict_t *self);
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void jorgBFG (edict_t *self);
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void jorgMachineGun (edict_t *self);
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void jorg_firebullet (edict_t *self);
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void jorg_reattack1(edict_t *self);
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void jorg_attack1(edict_t *self);
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void jorg_idle(edict_t *self);
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void jorg_step_left(edict_t *self);
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void jorg_step_right(edict_t *self);
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void jorg_death_hit(edict_t *self);
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//
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// stand
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//
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mframe_t jorg_frames_stand []=
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{
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ai_stand, 0, jorg_idle,
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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, // 10
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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, NULL, // 20
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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, NULL, // 30
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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, 19, NULL,
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ai_stand, 11, jorg_step_left,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 6, NULL,
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ai_stand, 9, jorg_step_right,
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ai_stand, 0, NULL, // 40
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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, -2, NULL,
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ai_stand, -17, jorg_step_left,
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ai_stand, 0, NULL,
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ai_stand, -12, NULL, // 50
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ai_stand, -14, jorg_step_right // 51
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};
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mmove_t jorg_move_stand = {FRAME_stand01, FRAME_stand51, jorg_frames_stand, NULL};
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void jorg_idle (edict_t *self)
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{
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if (!(self->spawnflags & SF_MONSTER_AMBUSH))
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM,0);
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}
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void jorg_death_hit (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM,0);
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}
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void jorg_step_left (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
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}
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void jorg_step_right (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
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}
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void jorg_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &jorg_move_stand;
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}
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mframe_t jorg_frames_run [] =
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{
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ai_run, 17, jorg_step_left,
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ai_run, 0, NULL,
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ai_run, 0, NULL,
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ai_run, 0, NULL,
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ai_run, 12, NULL,
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ai_run, 8, NULL,
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ai_run, 10, NULL,
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ai_run, 33, jorg_step_right,
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ai_run, 0, NULL,
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ai_run, 0, NULL,
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ai_run, 0, NULL,
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ai_run, 9, NULL,
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ai_run, 9, NULL,
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ai_run, 9, NULL
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};
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mmove_t jorg_move_run = {FRAME_walk06, FRAME_walk19, jorg_frames_run, NULL};
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//
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// walk
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//
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mframe_t jorg_frames_start_walk [] =
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{
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ai_walk, 5, NULL,
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ai_walk, 6, NULL,
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ai_walk, 7, NULL,
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ai_walk, 9, NULL,
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ai_walk, 15, NULL
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};
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mmove_t jorg_move_start_walk = {FRAME_walk01, FRAME_walk05, jorg_frames_start_walk, NULL};
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mframe_t jorg_frames_walk [] =
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{
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ai_walk, 17, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 12, NULL,
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ai_walk, 8, NULL,
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ai_walk, 10, NULL,
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ai_walk, 33, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 9, NULL,
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ai_walk, 9, NULL,
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ai_walk, 9, NULL
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};
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mmove_t jorg_move_walk = {FRAME_walk06, FRAME_walk19, jorg_frames_walk, NULL};
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mframe_t jorg_frames_end_walk [] =
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{
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ai_walk, 11, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 0, NULL,
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ai_walk, 8, NULL,
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ai_walk, -8, NULL
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};
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mmove_t jorg_move_end_walk = {FRAME_walk20, FRAME_walk25, jorg_frames_end_walk, NULL};
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void jorg_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &jorg_move_walk;
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}
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void jorg_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 = &jorg_move_stand;
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else
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self->monsterinfo.currentmove = &jorg_move_run;
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}
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mframe_t jorg_frames_pain3 [] =
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{
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ai_move, -28, NULL,
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ai_move, -6, NULL,
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ai_move, -3, jorg_step_left,
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ai_move, -9, NULL,
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ai_move, 0, jorg_step_right,
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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, -7, NULL,
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ai_move, 1, NULL,
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ai_move, -11, NULL,
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ai_move, -4, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 10, NULL,
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ai_move, 11, NULL,
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ai_move, 0, NULL,
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ai_move, 10, NULL,
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ai_move, 3, NULL,
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ai_move, 10, NULL,
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ai_move, 7, jorg_step_left,
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ai_move, 17, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, jorg_step_right
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};
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mmove_t jorg_move_pain3 = {FRAME_pain301, FRAME_pain325, jorg_frames_pain3, jorg_run};
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mframe_t jorg_frames_pain2 [] =
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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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};
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mmove_t jorg_move_pain2 = {FRAME_pain201, FRAME_pain203, jorg_frames_pain2, jorg_run};
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mframe_t jorg_frames_pain1 [] =
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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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};
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mmove_t jorg_move_pain1 = {FRAME_pain101, FRAME_pain103, jorg_frames_pain1, jorg_run};
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mframe_t jorg_frames_death1 [] =
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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, 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, // 10
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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, 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, // 20
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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, 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, // 30
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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, 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, // 40
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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, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, MakronToss,
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ai_move, 0, BossExplode // 50
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};
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mmove_t jorg_move_death = {FRAME_death01, FRAME_death50, jorg_frames_death1, jorg_dead};
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mframe_t jorg_frames_attack2 []=
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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, NULL,
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ai_charge, 0, jorgBFG,
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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, NULL
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};
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mmove_t jorg_move_attack2 = {FRAME_attak201, FRAME_attak213, jorg_frames_attack2, jorg_run};
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mframe_t jorg_frames_start_attack1 [] =
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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, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL
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};
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mmove_t jorg_move_start_attack1 = {FRAME_attak101, FRAME_attak108, jorg_frames_start_attack1, jorg_attack1};
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mframe_t jorg_frames_attack1[]=
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{
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ai_charge, 0, jorg_firebullet,
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ai_charge, 0, jorg_firebullet,
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ai_charge, 0, jorg_firebullet,
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ai_charge, 0, jorg_firebullet,
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ai_charge, 0, jorg_firebullet,
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ai_charge, 0, jorg_firebullet
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};
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mmove_t jorg_move_attack1 = {FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1};
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mframe_t jorg_frames_end_attack1[]=
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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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};
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mmove_t jorg_move_end_attack1 = {FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run};
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void jorg_reattack1(edict_t *self)
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{
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if (visible(self, self->enemy))
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if (random() < 0.9)
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self->monsterinfo.currentmove = &jorg_move_attack1;
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else
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{
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self->s.sound = 0;
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self->monsterinfo.currentmove = &jorg_move_end_attack1;
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}
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else
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{
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self->s.sound = 0;
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self->monsterinfo.currentmove = &jorg_move_end_attack1;
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}
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}
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void jorg_attack1(edict_t *self)
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{
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self->monsterinfo.currentmove = &jorg_move_attack1;
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}
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void jorg_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (self->health < (self->max_health / 2))
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{
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self->s.skinnum |= 1;
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if (!(self->fogclip & 2)) //custom bloodtype flag check
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self->blood_type = 3; //sparks and blood
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}
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self->s.sound = 0;
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if (level.time < self->pain_debounce_time)
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return;
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// Lessen the chance of him going into his pain frames if he takes little damage
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if (damage <= 40)
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if (random()<=0.6)
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return;
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/*
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If he's entering his attack1 or using attack1, lessen the chance of him
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going into pain
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*/
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if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108) )
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if (random() <= 0.005)
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return;
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if ( (self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114) )
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if (random() <= 0.00005)
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return;
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if ( (self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208) )
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if (random() <= 0.005)
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return;
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if (damage <= 50)
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{
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
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self->monsterinfo.currentmove = &jorg_move_pain1;
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}
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else if (damage <= 100)
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{
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
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self->monsterinfo.currentmove = &jorg_move_pain2;
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}
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else
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{
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if (random() <= 0.3)
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{
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gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
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self->monsterinfo.currentmove = &jorg_move_pain3;
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}
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}
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};
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void jorgBFG (edict_t *self)
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{
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vec3_t forward, right;
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vec3_t start;
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vec3_t dir;
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vec3_t vec;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_BFG_1], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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// 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);
|
|
gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
|
|
/*void monster_fire_bfg (edict_t *self,
|
|
vec3_t start,
|
|
vec3_t aimdir,
|
|
int damage,
|
|
int speed,
|
|
int kick,
|
|
float damage_radius,
|
|
int flashtype)*/
|
|
monster_fire_bfg (self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
|
|
}
|
|
|
|
void jorg_firebullet_right (edict_t *self)
|
|
{
|
|
vec3_t forward, right, target;
|
|
vec3_t start;
|
|
|
|
AngleVectors (self->s.angles, forward, right, NULL);
|
|
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_R1], forward, right, start);
|
|
VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
|
|
target[2] += self->enemy->viewheight;
|
|
|
|
// Lazarus fog reduction of accuracy
|
|
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
|
|
{
|
|
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
}
|
|
|
|
VectorSubtract (target, start, forward);
|
|
VectorNormalize (forward);
|
|
|
|
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_R1);
|
|
}
|
|
|
|
void jorg_firebullet_left (edict_t *self)
|
|
{
|
|
vec3_t forward, right, target;
|
|
vec3_t start;
|
|
|
|
AngleVectors (self->s.angles, forward, right, NULL);
|
|
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right, start);
|
|
VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
|
|
target[2] += self->enemy->viewheight;
|
|
|
|
// Lazarus fog reduction of accuracy
|
|
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
|
|
{
|
|
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
|
|
}
|
|
|
|
VectorSubtract (target, start, forward);
|
|
VectorNormalize (forward);
|
|
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1);
|
|
}
|
|
|
|
void jorg_firebullet (edict_t *self)
|
|
{
|
|
jorg_firebullet_left(self);
|
|
jorg_firebullet_right(self);
|
|
};
|
|
|
|
void jorg_attack(edict_t *self)
|
|
{
|
|
vec3_t vec;
|
|
float range;
|
|
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
|
|
range = VectorLength (vec);
|
|
|
|
if (random() <= 0.75)
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM,0);
|
|
self->s.sound = gi.soundindex ("boss3/w_loop.wav");
|
|
#ifdef LOOP_SOUND_ATTENUATION
|
|
self->s.attenuation = ATTN_IDLE;
|
|
#endif
|
|
self->monsterinfo.currentmove = &jorg_move_start_attack1;
|
|
}
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM,0);
|
|
self->monsterinfo.currentmove = &jorg_move_attack2;
|
|
}
|
|
}
|
|
|
|
void jorg_dead (edict_t *self)
|
|
{
|
|
#if 0
|
|
edict_t *tempent;
|
|
/*
|
|
VectorSet (self->mins, -16, -16, -24);
|
|
VectorSet (self->maxs, 16, 16, -8);
|
|
*/
|
|
|
|
// Jorg is on modelindex2. Do not clear him.
|
|
VectorSet (self->mins, -60, -60, 0);
|
|
VectorSet (self->maxs, 60, 60, 72);
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->nextthink = 0;
|
|
gi.linkentity (self);
|
|
M_FlyCheck (self);
|
|
|
|
tempent = G_Spawn();
|
|
VectorCopy (self->s.origin, tempent->s.origin);
|
|
VectorCopy (self->s.angles, tempent->s.angles);
|
|
tempent->killtarget = self->killtarget;
|
|
tempent->target = self->target;
|
|
tempent->activator = self->enemy;
|
|
self->killtarget = 0;
|
|
self->target = 0;
|
|
SP_monster_makron (tempent);
|
|
#endif
|
|
}
|
|
|
|
|
|
void jorg_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
if (!(self->fogclip & 2)) //custom bloodtype flag check
|
|
self->blood_type = 3; //sparks and blood
|
|
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
|
|
|
// if killed by a trigger_hurt, set gib flag
|
|
// This is needed because Q2 originally lacked a direct spawn function for Makron.
|
|
// Hence, mappers who wanted to use Makron without Jorg had to kill Jorg with a trigger_hurt.
|
|
// The below causes the dead jorg to gib after going through the death animations, as normal.
|
|
if (!strcmp(inflictor->classname, "trigger_hurt") || !strcmp(inflictor->classname, "trigger_hurt_bbox")
|
|
|| Q_stricmp(level.mapname, "grinsp3f") == 0) { // gross hack for map6 of COS3- Jorg isn't killed with trigger_hurt
|
|
self->fogclip |= 4; // non-jumping makron
|
|
// self->fog_index |= 1; // gib flag
|
|
}
|
|
|
|
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
|
|
self->s.skinnum |= 1;
|
|
self->deadflag = DEAD_DEAD;
|
|
self->takedamage = DAMAGE_NO;
|
|
self->s.sound = 0;
|
|
self->count = 0;
|
|
self->monsterinfo.currentmove = &jorg_move_death;
|
|
}
|
|
|
|
qboolean Jorg_CheckAttack (edict_t *self)
|
|
{
|
|
vec3_t spot1, spot2;
|
|
vec3_t temp;
|
|
float chance;
|
|
trace_t tr;
|
|
qboolean enemy_infront;
|
|
int enemy_range;
|
|
float enemy_yaw;
|
|
|
|
if (self->enemy->health > 0)
|
|
{
|
|
// see if any entities are in the way of the shot
|
|
VectorCopy (self->s.origin, spot1);
|
|
spot1[2] += self->viewheight;
|
|
VectorCopy (self->enemy->s.origin, spot2);
|
|
spot2[2] += self->enemy->viewheight;
|
|
|
|
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
|
|
|
|
// do we have a clear shot?
|
|
if (tr.ent != self->enemy)
|
|
return false;
|
|
}
|
|
|
|
enemy_infront = infront(self, self->enemy);
|
|
enemy_range = range(self, self->enemy);
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
|
|
enemy_yaw = vectoyaw(temp);
|
|
|
|
self->ideal_yaw = enemy_yaw;
|
|
|
|
|
|
// melee attack
|
|
if (enemy_range == RANGE_MELEE)
|
|
{
|
|
if (self->monsterinfo.melee)
|
|
self->monsterinfo.attack_state = AS_MELEE;
|
|
else
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
return true;
|
|
}
|
|
|
|
// missile attack
|
|
if (!self->monsterinfo.attack)
|
|
return false;
|
|
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
return false;
|
|
|
|
if (enemy_range == RANGE_FAR)
|
|
return false;
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
{
|
|
chance = 0.4;
|
|
}
|
|
else if (enemy_range == RANGE_MELEE)
|
|
{
|
|
chance = 0.8;
|
|
}
|
|
else if (enemy_range == RANGE_NEAR)
|
|
{
|
|
chance = 0.4;
|
|
}
|
|
else if (enemy_range == RANGE_MID)
|
|
{
|
|
chance = 0.2;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (random () < chance)
|
|
{
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
self->monsterinfo.attack_finished = level.time + 2*random();
|
|
return true;
|
|
}
|
|
|
|
if (self->flags & FL_FLY)
|
|
{
|
|
if (random() < 0.3)
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
else
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void MakronPrecache (void);
|
|
|
|
/*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
|
|
*/
|
|
void SP_monster_jorg (edict_t *self)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav");
|
|
sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav");
|
|
sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav");
|
|
sound_death = gi.soundindex ("boss3/bs3deth1.wav");
|
|
sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav");
|
|
sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav");
|
|
sound_search1 = gi.soundindex ("boss3/bs3srch1.wav");
|
|
sound_search2 = gi.soundindex ("boss3/bs3srch2.wav");
|
|
sound_search3 = gi.soundindex ("boss3/bs3srch3.wav");
|
|
sound_idle = gi.soundindex ("boss3/bs3idle1.wav");
|
|
sound_step_left = gi.soundindex ("boss3/step1.wav");
|
|
sound_step_right = gi.soundindex ("boss3/step2.wav");
|
|
sound_firegun = gi.soundindex ("boss3/xfire.wav");
|
|
sound_death_hit = gi.soundindex ("boss3/d_hit.wav");
|
|
|
|
MakronPrecache ();
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
|
|
self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
|
|
VectorSet (self->mins, -80, -80, 0);
|
|
VectorSet (self->maxs, 80, 80, 140);
|
|
|
|
// Lazarus: mapper-configurable health
|
|
if (!self->health)
|
|
self->health = 3000;
|
|
if (!self->gib_health)
|
|
self->gib_health = -999; // Knightmare- was -2000
|
|
if (!self->mass)
|
|
self->mass = 1000;
|
|
|
|
self->pain = jorg_pain;
|
|
self->die = jorg_die;
|
|
self->monsterinfo.stand = jorg_stand;
|
|
self->monsterinfo.walk = jorg_walk;
|
|
self->monsterinfo.run = jorg_run;
|
|
self->monsterinfo.dodge = NULL;
|
|
self->monsterinfo.attack = jorg_attack;
|
|
self->monsterinfo.search = jorg_search;
|
|
self->monsterinfo.melee = NULL;
|
|
self->monsterinfo.sight = NULL;
|
|
self->monsterinfo.checkattack = Jorg_CheckAttack;
|
|
|
|
// Knightmare- added sparks and blood type
|
|
if (!self->blood_type)
|
|
self->blood_type = 2; //sparks
|
|
else
|
|
self->fogclip |= 2; //custom bloodtype flag
|
|
|
|
gi.linkentity (self);
|
|
|
|
self->monsterinfo.currentmove = &jorg_move_stand;
|
|
if (self->health < 0)
|
|
{
|
|
mmove_t *deathmoves[] = {&jorg_move_death,
|
|
NULL};
|
|
M_SetDeath(self, (mmove_t **)&deathmoves);
|
|
}
|
|
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;
|
|
}
|
|
|
|
self->common_name = "Jorg";
|
|
self->class_id = ENTITY_MONSTER_JORG;
|
|
|
|
walkmonster_start(self);
|
|
}
|