mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
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.
378 lines
9.1 KiB
C
378 lines
9.1 KiB
C
/*
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==============================================================================
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GLADIATOR
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_gladiator.h"
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static int sound_pain1;
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static int sound_pain2;
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static int sound_die;
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static int sound_gun;
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static int sound_cleaver_swing;
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static int sound_cleaver_hit;
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static int sound_cleaver_miss;
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static int sound_idle;
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static int sound_search;
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static int sound_sight;
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void gladiator_idle (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void gladiator_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);
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}
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void gladiator_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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void gladiator_cleaver_swing (edict_t *self)
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{
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gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
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}
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mframe_t gladiator_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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};
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mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
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void gladiator_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &gladiator_move_stand;
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}
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mframe_t gladiator_frames_walk [] =
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{
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ai_walk, 15, NULL,
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ai_walk, 7, NULL,
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ai_walk, 6, NULL,
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ai_walk, 5, NULL,
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ai_walk, 2, NULL,
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ai_walk, 0, NULL,
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ai_walk, 2, NULL,
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ai_walk, 8, NULL,
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ai_walk, 12, NULL,
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ai_walk, 8, NULL,
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ai_walk, 5, NULL,
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ai_walk, 5, NULL,
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ai_walk, 2, NULL,
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ai_walk, 2, NULL,
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ai_walk, 1, NULL,
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ai_walk, 8, NULL
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};
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mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
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void gladiator_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &gladiator_move_walk;
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}
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mframe_t gladiator_frames_run [] =
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{
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ai_run, 23, NULL,
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ai_run, 14, NULL,
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ai_run, 14, NULL,
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ai_run, 21, NULL,
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ai_run, 12, NULL,
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ai_run, 13, NULL
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};
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mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
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void gladiator_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 = &gladiator_move_stand;
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else
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self->monsterinfo.currentmove = &gladiator_move_run;
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}
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void GaldiatorMelee (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], -4);
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if (fire_hit (self, aim, (20 + (rand() %5)), 300))
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gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
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}
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mframe_t gladiator_frames_attack_melee [] =
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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, gladiator_cleaver_swing,
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ai_charge, 0, NULL,
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ai_charge, 0, GaldiatorMelee,
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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, gladiator_cleaver_swing,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, GaldiatorMelee,
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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 gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};
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void gladiator_melee(edict_t *self)
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{
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self->monsterinfo.currentmove = &gladiator_move_attack_melee;
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}
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void GladiatorGun (edict_t *self)
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{
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vec3_t start;
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vec3_t dir;
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vec3_t forward, right;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
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// calc direction to where we targted
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VectorSubtract (self->pos1, start, dir);
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VectorNormalize (dir);
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monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
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}
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mframe_t gladiator_frames_attack_gun [] =
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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, GladiatorGun,
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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 gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};
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void gladiator_attack(edict_t *self)
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{
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float range;
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vec3_t v;
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// a small safe zone
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VectorSubtract (self->s.origin, self->enemy->s.origin, v);
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range = VectorLength(v);
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if (range <= (MELEE_DISTANCE + 32))
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return;
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// charge up the railgun
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gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
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VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
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self->pos1[2] += self->enemy->viewheight;
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self->monsterinfo.currentmove = &gladiator_move_attack_gun;
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}
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mframe_t gladiator_frames_pain [] =
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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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};
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mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
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mframe_t gladiator_frames_pain_air [] =
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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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};
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mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
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void gladiator_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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self->s.skinnum |= 1;
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if (level.time < self->pain_debounce_time)
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{
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if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
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self->monsterinfo.currentmove = &gladiator_move_pain_air;
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return;
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}
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self->pain_debounce_time = level.time + 3;
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if (random() < 0.5)
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
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else
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gi.sound (self, CHAN_VOICE, sound_pain2, 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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if (self->velocity[2] > 100)
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self->monsterinfo.currentmove = &gladiator_move_pain_air;
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else
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self->monsterinfo.currentmove = &gladiator_move_pain;
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}
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void gladiator_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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self->nextthink = 0;
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gi.linkentity (self);
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}
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mframe_t gladiator_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, 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,
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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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};
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mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
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void gladiator_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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self->s.skinnum |= 1;
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// check for gib
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if (self->health <= self->gib_health)
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n = 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
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for (n = 0; n < 4; n++)
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", 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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// regular death
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gi.sound (self, CHAN_VOICE, sound_die, 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->monsterinfo.currentmove = &gladiator_move_death;
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}
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void SP_monster_gladiator_precache(void)
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{
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sound_pain1 = gi.soundindex ("gladiator/pain.wav");
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sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
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sound_die = gi.soundindex ("gladiator/glddeth2.wav");
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sound_gun = gi.soundindex ("gladiator/railgun.wav");
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sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
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sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
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sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
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sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
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sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
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sound_sight = gi.soundindex ("gladiator/sight.wav");
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}
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/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
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*/
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void SP_monster_gladiator (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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SP_monster_gladiator_precache();
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
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VectorSet (self->mins, -32, -32, -24);
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VectorSet (self->maxs, 32, 32, 64);
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self->health = 400;
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self->gib_health = -175;
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self->mass = 400;
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self->pain = gladiator_pain;
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self->die = gladiator_die;
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self->monsterinfo.stand = gladiator_stand;
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self->monsterinfo.walk = gladiator_walk;
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self->monsterinfo.run = gladiator_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = gladiator_attack;
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self->monsterinfo.melee = gladiator_melee;
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self->monsterinfo.sight = gladiator_sight;
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self->monsterinfo.idle = gladiator_idle;
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self->monsterinfo.search = gladiator_search;
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// Knightmare- added sparks and blood type
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if (!self->blood_type)
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self->blood_type = 3; //sparks and blood
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gi.linkentity (self);
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self->monsterinfo.currentmove = &gladiator_move_stand;
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self->monsterinfo.scale = MODEL_SCALE;
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walkmonster_start (self);
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}
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