thirtyflightsofloving/missionpack/m_vulture.c

704 lines
15 KiB
C

/*
==============================================================================
vulture
Based on model by Andrew Eglington and sounds by Magnus Jansén
Reimplemented by Knightmare
==============================================================================
*/
#include "g_local.h"
#include "m_vulture.h"
#define SF_VULTURE_IN_AIR 8
qboolean visible (edict_t *self, edict_t *other);
static int nextmove; // Used for start/stop frames
//static int sound_sight;
static int sound_perch_idle1;
static int sound_perch_idle2;
static int sound_perch_idle3;
static int sound_soar_idle1;
static int sound_soar_idle2;
static int sound_soar_idle3;
static int sound_flap1;
static int sound_flap2;
static int sound_flap3;
static int sound_peck1;
static int sound_peck2;
static int sound_peck3;
static int sound_pain1;
static int sound_pain2;
static int sound_death;
void vulture_run (edict_t *self);
void vulture_sight (edict_t *self, edict_t *other)
{
// gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void vulture_perch_idle (edict_t *self)
{
float r;
if (random() < 0.3f)
{
r = random();
if (r < 0.33f)
gi.sound (self, CHAN_VOICE, sound_perch_idle1, 1, ATTN_IDLE, 0);
else if (r < 0.67f)
gi.sound (self, CHAN_VOICE, sound_perch_idle2, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_VOICE, sound_perch_idle3, 1, ATTN_IDLE, 0);
}
}
void vulture_soar_idle (edict_t *self)
{
float r;
if (random() < 0.3f)
{
r = random();
if (r < 0.33f)
gi.sound (self, CHAN_VOICE, sound_soar_idle1, 1, ATTN_IDLE, 0);
else if (r < 0.67f)
gi.sound (self, CHAN_VOICE, sound_soar_idle2, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_VOICE, sound_soar_idle3, 1, ATTN_IDLE, 0);
}
}
void vulture_idle (edict_t *self)
{
if (self->flags & FL_FLY)
vulture_soar_idle (self);
else
vulture_perch_idle (self);
}
void vulture_flap (edict_t *self)
{
float r;
if (random() < 0.67f)
{
r = random();
if (r < 0.33f)
gi.sound (self, CHAN_VOICE, sound_flap1, 1, ATTN_IDLE, 0);
else if (r < 0.67f)
gi.sound (self, CHAN_VOICE, sound_flap2, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_VOICE, sound_flap3, 1, ATTN_IDLE, 0);
}
}
//
// perch
//
mframe_t vulture_frames_perch [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t vulture_move_perch = {FRAME_perch1, FRAME_perch30, vulture_frames_perch, NULL};
void vulture_perch (edict_t *self)
{
self->monsterinfo.currentmove = &vulture_move_perch;
}
//
// walk
//
mframe_t vulture_frames_walk [] =
{
ai_walk, 1, NULL,
ai_walk, 1, NULL,
ai_walk, 1, NULL,
ai_walk, 1, NULL,
ai_walk, 1, NULL,
ai_walk, 1, NULL,
ai_walk, 1, NULL,
ai_walk, 1, NULL,
ai_walk, 1, NULL,
ai_walk, 1, NULL
};
mmove_t vulture_move_walk = {FRAME_walk1, FRAME_walk10, vulture_frames_walk, NULL};
//
// soar
//
mframe_t vulture_frames_soar [] =
{
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL
};
mmove_t vulture_move_soar = {FRAME_soar1, FRAME_soar42, vulture_frames_soar, NULL};
/*
void vulture_soar (edict_t *self)
{
self->monsterinfo.currentmove = &vulture_move_soar;
}
*/
#if 0
//
// bank right
//
mframe_t vulture_frames_bankright [] =
{
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL
};
//mmove_t vulture_move_bankright = {FRAME_bankR1, FRAME_bankR10, vulture_frames_bankright, NULL};
void vulture_bankright (edict_t *self)
{
self->monsterinfo.currentmove = &vulture_move_bankright;
}
//
// bank left
//
mframe_t vulture_frames_bankleft [] =
{
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL,
ai_move, 10, NULL
};
//mmove_t vulture_move_bankleft = {FRAME_bankL1, FRAME_bankL10, vulture_frames_bankleft, NULL};
void vulture_bankleft (edict_t *self)
{
self->monsterinfo.currentmove = &vulture_move_bankleft;
}
#endif
void vulture_walk (edict_t *self)
{
if (self->flags & FL_FLY) {
self->monsterinfo.currentmove = &vulture_move_soar;
}
else {
self->monsterinfo.currentmove = &vulture_move_walk;
}
}
//
// fly
//
mframe_t vulture_frames_fly [] =
{
ai_run, 10, NULL,
ai_run, 10, vulture_flap,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL
};
mmove_t vulture_move_fly = {FRAME_fly1, FRAME_fly5, vulture_frames_fly, NULL};
/*
void vulture_fly (edict_t *self)
{
self->monsterinfo.currentmove = &vulture_move_fly;
}
*/
//
// takeoff
//
void vulture_airborne (edict_t *self)
{
self->flags |= FL_FLY;
// if (self->flags & FL_FLY)
// gi.dprintf ("successfully converted monster_vulture to flying\n");
}
mframe_t vulture_frames_takeoff [] =
{
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, vulture_airborne
};
mmove_t vulture_move_takeoff = {FRAME_takeoff1, FRAME_takeoff6, vulture_frames_takeoff, vulture_run};
/*
void vulture_takeoff (edict_t *self)
{
self->monsterinfo.currentmove = &vulture_move_takeoff;
}
*/
//
// land
//
void vulture_landed (edict_t *self)
{
self->flags &= ~FL_FLY;
// if ( !(self->flags & FL_FLY) )
// gi.dprintf ("successfully converted monster_vulture to ground\n");
}
/*
mframe_t vulture_frames_land [] =
{
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, NULL,
ai_move, 5, vulture_landed
};
mmove_t vulture_move_land = {FRAME_land1, FRAME_land13, vulture_frames_land, vulture_walk};
void vulture_land (edict_t *self)
{
self->monsterinfo.currentmove = &vulture_move_land;
}
*/
void vulture_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
if (self->flags & FL_FLY) {
self->monsterinfo.currentmove = &vulture_move_soar;
}
else {
self->monsterinfo.currentmove = &vulture_move_perch;
}
}
else
{
if (self->flags & FL_FLY) {
self->monsterinfo.currentmove = &vulture_move_fly;
}
else {
// takeoff if we're on ground
self->monsterinfo.currentmove = &vulture_move_takeoff;
}
}
}
//
// melee
//
void vulture_peck (edict_t *self)
{
vec3_t aim;
float r;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 0);
if ( fire_hit (self, aim, (int)(10 + (random() * 5)), 0) )
{
r = random();
if (r < 0.33f)
gi.sound (self, CHAN_WEAPON, sound_peck1, 1, ATTN_NORM, 0);
else if (r < 0.67f)
gi.sound (self, CHAN_WEAPON, sound_peck2, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_WEAPON, sound_peck3, 1, ATTN_NORM, 0);
}
}
mframe_t vulture_frames_melee [] =
{
ai_charge, 0, NULL,
ai_charge, 0, vulture_peck,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t vulture_move_melee = {FRAME_melee1, FRAME_melee4, vulture_frames_melee, vulture_run};
void vulture_melee (edict_t *self)
{
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 0.5f;
self->monsterinfo.currentmove = &vulture_move_melee;
}
/*
void vulture_attack (edict_t *self)
{
int r;
if (!self->enemy)
return;
r = range(self, self->enemy);
if (r == RANGE_MELEE)
{
self->monsterinfo.currentmove = &vulture_move_melee;
}
}
*/
//
// pain
//
mframe_t vulture_frames_pain [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t vulture_move_pain = {FRAME_pain1, FRAME_pain4, vulture_frames_pain, vulture_run};
//
// soar pain
//
mframe_t vulture_frames_soarpain [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t vulture_move_soarpain = {FRAME_soarpain1, FRAME_soarpain4, vulture_frames_soarpain, vulture_run};
void vulture_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
if (rand() & 1)
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
if (skill->value == 3)
return; // no pain anims in nightmare
if (self->flags & FL_FLY)
self->monsterinfo.currentmove = &vulture_move_soarpain;
else
self->monsterinfo.currentmove = &vulture_move_pain;
}
//
// death
//
void vulture_dead (edict_t *self)
{
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck (self);
// Lazarus monster fade
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
{
self->think = FadeDieSink;
self->nextthink = level.time + corpse_fadetime->value;
}
}
mframe_t vulture_frames_death [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t vulture_move_death = {FRAME_die1, FRAME_die4, vulture_frames_death, vulture_dead};
//
// soar death
//
mframe_t vulture_frames_soardeath [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t vulture_move_soardeath = {FRAME_soardie1, FRAME_soardie30, vulture_frames_soardeath, vulture_dead};
void vulture_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 & 32) )
{
gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 4; n++)
ThrowGib (self, "models/monsters/vulture/feather1.md2", damage, GIB_FEATHER);
for (n = 0; n < 4; n++)
ThrowGib (self, "models/monsters/vulture/feather2.md2", damage, GIB_FEATHER);
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/bone2/tris.md2", 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;
if (self->flags & FL_FLY)
self->monsterinfo.currentmove = &vulture_move_soardeath;
else
self->monsterinfo.currentmove = &vulture_move_death;;
}
/*QUAKED monster_vulture (1 .5 0) (-8 -8 -8) (8 8 8) Ambush Trigger_Spawn Sight InAir GoodGuy NoGib
*/
void SP_monster_vulture (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
// sound_sight = gi.soundindex ("vulture/sight1.wav");
sound_perch_idle1 = gi.soundindex ("vulture/perch_idle1.wav");
sound_perch_idle2 = gi.soundindex ("vulture/perch_idle2.wav");
sound_perch_idle3 = gi.soundindex ("vulture/perch_idle3.wav");
sound_soar_idle1 = gi.soundindex ("vulture/soar_idle1.wav");
sound_soar_idle2 = gi.soundindex ("vulture/soar_idle2.wav");
sound_soar_idle3 = gi.soundindex ("vulture/soar_idle3.wav");
sound_flap1 = gi.soundindex ("vulture/flap1.wav");
sound_flap2 = gi.soundindex ("vulture/flap2.wav");
sound_flap3 = gi.soundindex ("vulture/flap3.wav");
sound_peck1 = gi.soundindex ("vulture/peck1.wav");
sound_peck2 = gi.soundindex ("vulture/peck2.wav");
sound_peck3 = gi.soundindex ("vulture/peck3.wav");
sound_pain1 = gi.soundindex ("vulture/pain1.wav");
sound_pain2 = gi.soundindex ("vulture/pain2.wav");
sound_death = gi.soundindex ("vulture/death1.wav");
// precache feather gibs
gi.modelindex ("models/monsters/vulture/feather1.md2");
gi.modelindex ("models/monsters/vulture/feather2.md2");
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/vulture/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/vulture/tris.md2");
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8); // was 8, 8, 10
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// if spawned as landed, bump origin so we don't start in a brush
/* if ( !(self->spawnflags & SF_VULTURE_IN_AIR) ) {
self->s.origin[2] += 8;
} */
if (!self->health)
self->health = 50;
if (!self->gib_health)
self->gib_health = -20;
if (!self->mass)
self->mass = 50;
self->pain = vulture_pain;
self->die = vulture_die;
self->monsterinfo.stand = vulture_perch;
self->monsterinfo.walk = vulture_walk;
self->monsterinfo.run = vulture_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = NULL;
self->monsterinfo.melee = vulture_melee;
self->monsterinfo.sight = vulture_sight;
self->monsterinfo.idle = vulture_idle;
self->monsterinfo.search = NULL;
self->monsterinfo.blocked = NULL;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.05;
// 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 = "Vulture";
self->class_id = ENTITY_MONSTER_VULTURE;
self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
gi.linkentity (self);
// self->monsterinfo.currentmove = &vulture_move_perch;
self->monsterinfo.scale = MODEL_SCALE;
if (self->spawnflags & SF_VULTURE_IN_AIR) {
self->monsterinfo.currentmove = &vulture_move_soar;
flymonster_start (self);
}
else {
self->monsterinfo.currentmove = &vulture_move_perch;
walkmonster_start (self);
}
}