thirtyflightsofloving/missionpack/m_widow.c
Knightmare66 8401c475f6 Improved Tactician Gunner's prox mine aiming in missionpack DLL.
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.
2021-07-31 02:07:06 -04:00

1789 lines
47 KiB
C

/*
==============================================================================
black widow
==============================================================================
*/
// self->timestamp used to prevent rapid fire of railgun
// self->plat2flags used for fire count (flashes)
// self->monsterinfo.pausetime used for timing of blaster shots
#include "g_local.h"
#include "m_widow.h"
#define NUM_STALKERS_SPAWNED 6 // max # of stalkers she can spawn
#define RAIL_TIME 3
#define BLASTER_TIME 2
#define BLASTER2_DAMAGE 10
#define WIDOW_RAIL_DAMAGE 50
#define DRAWBBOX NULL
#define SHOWME NULL // showme
void BossExplode (edict_t *self);
qboolean infront (edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_search1;
static int sound_rail;
static int sound_sight;
static unsigned long shotsfired;
static vec3_t spawnpoints[] = {
{30, 100, 16},
{30, -100, 16}
};
static vec3_t beameffects[] = {
{12.58, -43.71, 68.88},
{3.43, 58.72, 68.41}
};
static float sweep_angles[] = {
// 32.0, 26.0, 20.0, 11.5, 3.0, -8.0, -13.0, -27.0, -41.0
32.0, 26.0, 20.0, 10.0, 0.0, -6.5, -13.0, -27.0, -41.0
};
vec3_t stalker_mins = {-28, -28, -18};
vec3_t stalker_maxs = {28, 28, 18};
unsigned int widow_damage_multiplier;
void widow_run (edict_t *self);
void widow_stand (edict_t *self);
void widow_dead (edict_t *self);
void widow_attack (edict_t *self);
void widow_attack_blaster (edict_t *self);
void widow_reattack_blaster (edict_t *self);
void widow_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void widow_start_spawn (edict_t *self);
void widow_done_spawn (edict_t *self);
void widow_spawn_check (edict_t *self);
void widow_prep_spawn (edict_t *self);
void widow_attack_rail (edict_t *self);
void widow_start_run_5 (edict_t *self);
void widow_start_run_10 (edict_t *self);
void widow_start_run_12 (edict_t *self);
void WidowCalcSlots (edict_t *self);
void drawbbox (edict_t *self);
void showme (edict_t *self)
{
gi.dprintf ("frame %d\n", self->s.frame);
}
void widow_search (edict_t *self)
{
// if (random() < 0.5)
// gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
}
void widow_sight (edict_t *self, edict_t *other)
{
self->monsterinfo.pausetime = 0;
// gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("widow: found target!\n");
}
mmove_t widow_move_attack_post_blaster;
mmove_t widow_move_attack_post_blaster_r;
mmove_t widow_move_attack_post_blaster_l;
mmove_t widow_move_attack_blaster;
float target_angle (edict_t *self)
{
vec3_t target;
float enemy_yaw;
VectorSubtract (self->s.origin, self->enemy->s.origin, target);
enemy_yaw = self->s.angles[YAW] - vectoyaw2(target);
if (enemy_yaw < 0)
enemy_yaw += 360.0;
// this gets me 0 degrees = forward
enemy_yaw -= 180.0;
// positive is to right, negative to left
return enemy_yaw;
}
int WidowTorso (edict_t *self)
{
float enemy_yaw;
enemy_yaw = target_angle (self);
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("%2.2f -> ", enemy_yaw);
if (enemy_yaw >= 105)
{
self->monsterinfo.currentmove = &widow_move_attack_post_blaster_r;
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
return 0;
}
if (enemy_yaw <= -75.0)
{
self->monsterinfo.currentmove = &widow_move_attack_post_blaster_l;
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
return 0;
}
if (enemy_yaw >= 95)
return FRAME_fired03;
else if (enemy_yaw >= 85)
return FRAME_fired04;
else if (enemy_yaw >= 75)
return FRAME_fired05;
else if (enemy_yaw >= 65)
return FRAME_fired06;
else if (enemy_yaw >= 55)
return FRAME_fired07;
else if (enemy_yaw >= 45)
return FRAME_fired08;
else if (enemy_yaw >= 35)
return FRAME_fired09;
else if (enemy_yaw >= 25)
return FRAME_fired10;
else if (enemy_yaw >= 15)
return FRAME_fired11;
else if (enemy_yaw >= 5)
return FRAME_fired12;
else if (enemy_yaw >= -5)
return FRAME_fired13;
else if (enemy_yaw >= -15)
return FRAME_fired14;
else if (enemy_yaw >= -25)
return FRAME_fired15;
else if (enemy_yaw >= -35)
return FRAME_fired16;
else if (enemy_yaw >= -45)
return FRAME_fired17;
else if (enemy_yaw >= -55)
return FRAME_fired18;
else if (enemy_yaw >= -65)
return FRAME_fired19;
else if (enemy_yaw >= -75)
return FRAME_fired20;
/*
if (fabs(enemy_yaw) < 11.25)
return FRAME_fired03;
else if (fabs(enemy_yaw) > 56.25)
{
self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
return;
}
else if ((enemy_yaw >= 11.25) && (enemy_yaw < 33.75))
return FRAME_fired04;
else if (enemy_yaw >= 33.75)
return FRAME_fired05;
else if ((enemy_yaw <= -11.25) && (enemy_yaw > -33.75))
return FRAME_fired06;
else if (enemy_yaw <= -33.75)
return FRAME_fired07;
*/
return 0; //Knightmare- this is to prevent warnings
}
#define VARIANCE 15.0
void WidowBlaster (edict_t *self)
{
vec3_t forward, right, target, vec, targ_angles;
vec3_t start, end;
int flashnum;
int effect;
if (!self->enemy)
return;
shotsfired++;
if (!(shotsfired % 4))
effect = EF_BLASTER;
else
effect = 0;
AngleVectors (self->s.angles, forward, right, NULL);
if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13))
{
// sweep
flashnum = MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05;
G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
VectorCopy(self->enemy->s.origin, end);
// Lazarus fog reduction of accuracy
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (end, start, target);
vectoangles2 (target, targ_angles);
VectorCopy (self->s.angles, vec);
vec[PITCH] += targ_angles[PITCH];
vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW_BLASTER_SWEEP1];
AngleVectors (vec, forward, NULL, NULL);
// monster_fire_blaster (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN);
monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
/* if (self->s.frame == FRAME_spawn13)
{
VectorMA (start, 1024, forward, debugend);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_DEBUGTRAIL);
gi.WritePosition (start);
gi.WritePosition (debugend);
gi.multicast (start, MULTICAST_ALL);
drawbbox (self);
self->monsterinfo.aiflags |= AI_HOLD_FRAME|AI_MANUAL_STEERING;
}
*/
}
else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20))
{
vec3_t angles;
float aim_angle, target_angle;
float error;
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
self->monsterinfo.nextframe = WidowTorso (self);
if (!self->monsterinfo.nextframe)
self->monsterinfo.nextframe = self->s.frame;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("%d\n", self->monsterinfo.nextframe);
if (self->s.frame == FRAME_fired02a)
flashnum = MZ2_WIDOW_BLASTER_0;
else
flashnum = MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03;
G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
PredictAim (self->enemy, start, 1000, true, ((random()*0.1)-0.05), forward, NULL);
// clamp it to within 10 degrees of the aiming angle (where she's facing)
vectoangles2 (forward, angles);
// give me 100 -> -70
aim_angle = 100 - (10*(flashnum-MZ2_WIDOW_BLASTER_100));
if (aim_angle <= 0)
aim_angle += 360;
target_angle = self->s.angles[YAW] - angles[YAW];
if (target_angle <= 0)
target_angle += 360;
error = aim_angle - target_angle;
// positive error is to entity's left, aka positive direction in engine
// unfortunately, I decided that for the aim_angle, positive was right. *sigh*
if (error > VARIANCE)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle);
angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE;
// if ((g_showlogic) && (g_showlogic->value))
// {
// if (angles[YAW] <= 0)
// angles[YAW] += 360;
// gi.dprintf (" %2.2f\n", angles[YAW]);
// }
AngleVectors (angles, forward, NULL, NULL);
}
else if (error < -VARIANCE)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle);
angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE;
// if ((g_showlogic) && (g_showlogic->value))
// {
// if (angles[YAW] <= 0)
// angles[YAW] += 360;
// gi.dprintf (" %2.2f\n", angles[YAW]);
// }
AngleVectors (angles, forward, NULL, NULL);
}
// gi.dprintf ("%2.2f - %2.2f - %2.2f - %2.2f\n", aim_angle, self->s.angles[YAW] - angles[YAW], target_angle, error);
// gi.dprintf ("%2.2f - %2.2f - %2.2f\n", angles[YAW], aim_angle, self->s.angles[YAW]);
/*
if (self->s.frame == FRAME_fired20)
{
VectorMA (start, 512, forward, debugend);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_DEBUGTRAIL);
gi.WritePosition (start);
gi.WritePosition (forward);
gi.multicast (start, MULTICAST_ALL);
drawbbox (self);
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
self->monsterinfo.nextframe = FRAME_fired20;
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
}
*/
/*
if (!(self->plat2flags % 3))
effect = EF_HYPERBLASTER;
else
effect = 0;
self->plat2flags ++;
*/
// monster_fire_blaster (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN);
monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
}
else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08))
{
flashnum = MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01;
G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
VectorCopy(self->enemy->s.origin, end);
// Lazarus fog reduction of accuracy
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (end, start, target);
target[2] += self->enemy->viewheight;
// monster_fire_blaster (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, (effect!=0)?(effect|EF_TRACKER):0, BLASTER_GREEN);
monster_fire_blaster2 (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
}
// else
// {
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("widow: firing on non-fire frame!\n");
// }
}
void WidowSpawn (edict_t *self)
{
vec3_t f, r, u, offset, startpoint, spawnpoint;
edict_t *ent, *designated_enemy;
int i;
AngleVectors (self->s.angles, f, r, u);
for (i=0; i < 2; i++)
{
VectorCopy (spawnpoints[i], offset);
G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
if (FindSpawnPoint (startpoint, stalker_mins, stalker_maxs, spawnpoint, 64))
{
ent = CreateGroundMonster (spawnpoint, self->s.angles, stalker_mins, stalker_maxs, "monster_stalker", 256);
if (!ent)
continue;
self->monsterinfo.monster_used++;
ent->monsterinfo.commander = self;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("widow: post-spawn : %d slots left out of %d\n", SELF_SLOTS_LEFT, self->monsterinfo.monster_slots);
ent->nextthink = level.time;
ent->think (ent);
//ent->monsterinfo.aiflags |= AI_SPAWNED_WIDOW|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS;
ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
ent->monsterinfo.monsterflags |= MFL_SPAWNED_WIDOW|MFL_DO_NOT_COUNT;
if (!(coop && coop->value))
{
designated_enemy = self->enemy;
}
else
{
designated_enemy = PickCoopTarget(ent);
if (designated_enemy)
{
// try to avoid using my enemy
if (designated_enemy == self->enemy)
{
designated_enemy = PickCoopTarget(ent);
if (designated_enemy)
{
// if ((g_showlogic) && (g_showlogic->value))
// {
// gi.dprintf ("PickCoopTarget returned a %s - ", designated_enemy->classname);
// if (designated_enemy->client)
// gi.dprintf ("with name %s\n", designated_enemy->client->pers.netname);
// else
// gi.dprintf ("NOT A CLIENT\n");
// }
}
else
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("pick coop failed, using my current enemy\n");
designated_enemy = self->enemy;
}
}
}
else
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("pick coop failed, using my current enemy\n");
designated_enemy = self->enemy;
}
}
if ((designated_enemy->inuse) && (designated_enemy->health > 0))
{
ent->enemy = designated_enemy;
FoundTarget (ent);
ent->monsterinfo.attack(ent);
}
}
}
}
void widow_spawn_check (edict_t *self)
{
WidowBlaster(self);
WidowSpawn (self);
}
void widow_ready_spawn (edict_t *self)
{
vec3_t f, r, u, offset, startpoint, spawnpoint;
int i;
WidowBlaster(self);
AngleVectors (self->s.angles, f, r, u);
for (i=0; i < 2; i++)
{
VectorCopy (spawnpoints[i], offset);
G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
if (FindSpawnPoint (startpoint, stalker_mins, stalker_maxs, spawnpoint, 64))
{
SpawnGrow_Spawn (spawnpoint, 1);
}
}
}
void widow_step (edict_t *self)
{
gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep3.wav"), 1, ATTN_NORM, 0);
}
mframe_t widow_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
};
mmove_t widow_move_stand = {FRAME_idle01, FRAME_idle11, widow_frames_stand, NULL};
mframe_t widow_frames_walk [] =
{
// hand generated numbers
/*
ai_run, 6, NULL,
ai_run, 3, NULL,
ai_run, 3, NULL,
ai_run, 3, NULL,
ai_run, 4, NULL, //5
ai_run, 4, NULL,
ai_run, 4, NULL,
ai_run, 4.5, NULL,
ai_run, 3, NULL,
ai_run, 5, NULL, //10
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 6.5, NULL
*/
// auto generated numbers
ai_walk, 2.79, widow_step,
ai_walk, 2.77, NULL,
ai_walk, 3.53, NULL,
ai_walk, 3.97, NULL,
ai_walk, 4.13, NULL, //5
ai_walk, 4.09, NULL,
ai_walk, 3.84, NULL,
ai_walk, 3.62, widow_step,
ai_walk, 3.29, NULL,
ai_walk, 6.08, NULL, //10
ai_walk, 6.94, NULL,
ai_walk, 5.73, NULL,
ai_walk, 2.85, NULL
};
mmove_t widow_move_walk = {FRAME_walk01, FRAME_walk13, widow_frames_walk, NULL};
mframe_t widow_frames_run [] =
{
ai_run, 2.79, widow_step,
ai_run, 2.77, NULL,
ai_run, 3.53, NULL,
ai_run, 3.97, NULL,
ai_run, 4.13, NULL, //5
ai_run, 4.09, NULL,
ai_run, 3.84, NULL,
ai_run, 3.62, widow_step,
ai_run, 3.29, NULL,
ai_run, 6.08, NULL, //10
ai_run, 6.94, NULL,
ai_run, 5.73, NULL,
ai_run, 2.85, NULL
};
mmove_t widow_move_run = {FRAME_walk01, FRAME_walk13, widow_frames_run, NULL};
void widow_stepshoot (edict_t *self)
{
gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep2.wav"), 1, ATTN_NORM,0);
WidowBlaster (self);
}
mframe_t widow_frames_run_attack [] =
{
ai_charge, 13, widow_stepshoot,
ai_charge, 11.72, WidowBlaster,
ai_charge, 18.04, WidowBlaster,
ai_charge, 14.58, WidowBlaster,
ai_charge, 13, widow_stepshoot, //5
ai_charge, 12.12, WidowBlaster,
ai_charge, 19.63, WidowBlaster,
ai_charge, 11.37, WidowBlaster
};
mmove_t widow_move_run_attack = {FRAME_run01, FRAME_run08, widow_frames_run_attack, widow_run};
//
// These three allow specific entry into the run sequence
//
void widow_start_run_5 (edict_t *self)
{
self->monsterinfo.currentmove = &widow_move_run;
self->monsterinfo.nextframe = FRAME_walk05;
}
void widow_start_run_10 (edict_t *self)
{
self->monsterinfo.currentmove = &widow_move_run;
self->monsterinfo.nextframe = FRAME_walk10;
}
void widow_start_run_12 (edict_t *self)
{
self->monsterinfo.currentmove = &widow_move_run;
self->monsterinfo.nextframe = FRAME_walk12;
}
mframe_t widow_frames_attack_pre_blaster [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, widow_attack_blaster
};
mmove_t widow_move_attack_pre_blaster = {FRAME_fired01, FRAME_fired02a, widow_frames_attack_pre_blaster, NULL};
// Loop this
mframe_t widow_frames_attack_blaster [] =
{
ai_charge, 0, widow_reattack_blaster, // straight ahead
ai_charge, 0, widow_reattack_blaster, // 100 degrees right
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster, // 50 degrees right
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster, // straight
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster, // 50 degrees left
ai_charge, 0, widow_reattack_blaster,
ai_charge, 0, widow_reattack_blaster // 70 degrees left
};
mmove_t widow_move_attack_blaster = {FRAME_fired02a, FRAME_fired20, widow_frames_attack_blaster, NULL};
mframe_t widow_frames_attack_post_blaster [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t widow_move_attack_post_blaster = {FRAME_fired21, FRAME_fired22, widow_frames_attack_post_blaster, widow_run};
mframe_t widow_frames_attack_post_blaster_r [] =
{
ai_charge, -2, NULL,
ai_charge, -10, NULL,
ai_charge, -2, NULL,
ai_charge, 0, NULL,
ai_charge, 0, widow_start_run_12
};
mmove_t widow_move_attack_post_blaster_r = {FRAME_transa01, FRAME_transa05, widow_frames_attack_post_blaster_r, NULL};
mframe_t widow_frames_attack_post_blaster_l [] =
{
ai_charge, 0, NULL,
ai_charge, 14, NULL,
ai_charge, -2, NULL,
ai_charge, 10, NULL,
ai_charge, 10, widow_start_run_12
};
mmove_t widow_move_attack_post_blaster_l = {FRAME_transb01, FRAME_transb05, widow_frames_attack_post_blaster_l, NULL};
mmove_t widow_move_attack_rail;
mmove_t widow_move_attack_rail_l;
mmove_t widow_move_attack_rail_r;
void WidowRail (edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
int flash;
// gi.dprintf ("railing!\n");
AngleVectors (self->s.angles, forward, right, NULL);
if (self->monsterinfo.currentmove == &widow_move_attack_rail)
flash = MZ2_WIDOW_RAIL;
else if (self->monsterinfo.currentmove == &widow_move_attack_rail_l)
{
flash = MZ2_WIDOW_RAIL_LEFT;
}
else if (self->monsterinfo.currentmove == &widow_move_attack_rail_r)
{
flash = MZ2_WIDOW_RAIL_RIGHT;
}
G_ProjectSource (self->s.origin, monster_flash_offset[flash], forward, right, start);
// calc direction to where we targeted
// Lazarus fog reduction of accuracy
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
self->pos1[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
self->pos1[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
self->pos1[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (self->pos1, start, dir);
VectorNormalize (dir);
monster_fire_railgun (self, start, dir, WIDOW_RAIL_DAMAGE*widow_damage_multiplier, 100, flash);
self->timestamp = level.time + RAIL_TIME;
}
void WidowSaveLoc (edict_t *self)
{
VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
self->pos1[2] += self->enemy->viewheight;
};
void widow_start_rail (edict_t *self)
{
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
}
void widow_rail_done (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
}
mframe_t widow_frames_attack_pre_rail [] =
{
ai_charge, 0, widow_start_rail,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, widow_attack_rail
};
mmove_t widow_move_attack_pre_rail = {FRAME_transc01, FRAME_transc04, widow_frames_attack_pre_rail, NULL};
mframe_t widow_frames_attack_rail [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, WidowSaveLoc,
ai_charge, -10, WidowRail,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, widow_rail_done
};
mmove_t widow_move_attack_rail = {FRAME_firea01, FRAME_firea09, widow_frames_attack_rail, widow_run};
mframe_t widow_frames_attack_rail_r [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, WidowSaveLoc,
ai_charge, -10, WidowRail,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, widow_rail_done
};
mmove_t widow_move_attack_rail_r = {FRAME_fireb01, FRAME_fireb09, widow_frames_attack_rail_r, widow_run};
mframe_t widow_frames_attack_rail_l [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, WidowSaveLoc,
ai_charge, -10, WidowRail,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, widow_rail_done
};
mmove_t widow_move_attack_rail_l = {FRAME_firec01, FRAME_firec09, widow_frames_attack_rail_l, widow_run};
void widow_attack_rail (edict_t *self)
{
float enemy_angle;
// gi.dprintf ("going to the rail!\n");
enemy_angle = target_angle (self);
if (enemy_angle < -15)
self->monsterinfo.currentmove = &widow_move_attack_rail_l;
else if (enemy_angle > 15)
self->monsterinfo.currentmove = &widow_move_attack_rail_r;
else
self->monsterinfo.currentmove = &widow_move_attack_rail;
}
void widow_start_spawn (edict_t *self)
{
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
}
void widow_done_spawn (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
}
mframe_t widow_frames_spawn [] =
{
ai_charge, 0, NULL, //1
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, widow_start_spawn,
ai_charge, 0, NULL, //5
ai_charge, 0, WidowBlaster, //6
ai_charge, 0, widow_ready_spawn, //7
ai_charge, 0, WidowBlaster,
ai_charge, 0, WidowBlaster, //9
ai_charge, 0, widow_spawn_check,
ai_charge, 0, WidowBlaster, //11
ai_charge, 0, WidowBlaster,
ai_charge, 0, WidowBlaster, //13
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, widow_done_spawn
};
mmove_t widow_move_spawn = {FRAME_spawn01, FRAME_spawn18, widow_frames_spawn, widow_run};
mframe_t widow_frames_pain_heavy [] =
{
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 widow_move_pain_heavy = {FRAME_pain01, FRAME_pain13, widow_frames_pain_heavy, widow_run};
mframe_t widow_frames_pain_light [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t widow_move_pain_light = {FRAME_pain201, FRAME_pain203, widow_frames_pain_light, widow_run};
void spawn_out_start (edict_t *self)
{
vec3_t startpoint,f,r,u;
self->wait = level.time + 2.0;
// gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
AngleVectors (self->s.angles, f, r, u);
G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WIDOWBEAMOUT);
gi.WriteShort (20001);
gi.WritePosition (startpoint);
gi.multicast (startpoint, MULTICAST_ALL);
G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WIDOWBEAMOUT);
gi.WriteShort (20002);
gi.WritePosition (startpoint);
gi.multicast (startpoint, MULTICAST_ALL);
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/bwidowbeamout.wav"), 1, ATTN_NORM, 0);
}
void spawn_out_do (edict_t *self)
{
vec3_t startpoint,f,r,u;
AngleVectors (self->s.angles, f, r, u);
G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WIDOWSPLASH);
gi.WritePosition (startpoint);
gi.multicast (startpoint, MULTICAST_ALL);
G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WIDOWSPLASH);
gi.WritePosition (startpoint);
gi.multicast (startpoint, MULTICAST_ALL);
VectorCopy (self->s.origin, startpoint);
startpoint[2] += 36;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BOSSTPORT);
gi.WritePosition (startpoint);
gi.multicast (startpoint, MULTICAST_PVS);
Widowlegs_Spawn (self->s.origin, self->s.angles);
G_FreeEdict (self);
}
mframe_t widow_frames_death [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, //5
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, spawn_out_start, //10
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, //15
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, //20
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, //25
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, //30
ai_move, 0, spawn_out_do
};
mmove_t widow_move_death = {FRAME_death01, FRAME_death31, widow_frames_death, NULL};
void widow_attack_kick (edict_t *self)
{
vec3_t aim;
// VectorSet (aim, MELEE_DISTANCE, 0, 4);
VectorSet (aim, 100, 0, 4);
if (self->enemy->groundentity)
fire_hit (self, aim, (50 + (rand() % 6)), 500);
else // not as much kick if they're in the air .. makes it harder to land on her head
fire_hit (self, aim, (50 + (rand() % 6)), 250);
}
mframe_t widow_frames_attack_kick [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, widow_attack_kick,
ai_move, 0, NULL, // 5
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t widow_move_attack_kick = {FRAME_kick01, FRAME_kick08, widow_frames_attack_kick, widow_run};
void widow_stand (edict_t *self)
{
// gi.dprintf ("widow stand\n");
gi.sound (self, CHAN_WEAPON, gi.soundindex ("widow/laugh.wav"), 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_stand;
}
void widow_run (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &widow_move_stand;
else
self->monsterinfo.currentmove = &widow_move_run;
}
void widow_walk (edict_t *self)
{
self->monsterinfo.currentmove = &widow_move_walk;
}
void widow_attack (edict_t *self)
{
float luck;
qboolean rail_frames = false, blaster_frames = false, blocked = false, anger = false;
self->movetarget = NULL;
if (self->monsterinfo.aiflags & AI_BLOCKED)
{
blocked = true;
self->monsterinfo.aiflags &= ~AI_BLOCKED;
}
if (self->monsterinfo.aiflags & AI_TARGET_ANGER)
{
anger = true;
self->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
}
if ((!self->enemy) || (!self->enemy->inuse))
return;
if (self->bad_area)
{
if ((random() < 0.1) || (level.time < self->timestamp))
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
else
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
return;
}
// frames FRAME_walk13, FRAME_walk01, FRAME_walk02, FRAME_walk03 are rail gun start frames
// frames FRAME_walk09, FRAME_walk10, FRAME_walk11, FRAME_walk12 are spawn & blaster start frames
if ((self->s.frame == FRAME_walk13) || ((self->s.frame >= FRAME_walk01) && (self->s.frame <= FRAME_walk03)))
rail_frames = true;
if ((self->s.frame >= FRAME_walk09) && (self->s.frame <= FRAME_walk12))
blaster_frames = true;
WidowCalcSlots(self);
// if we can't see the target, spawn stuff regardless of frame
if ((self->monsterinfo.attack_state == AS_BLIND) && (SELF_SLOTS_LEFT >= 2))
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("attacking blind!\n");
self->monsterinfo.currentmove = &widow_move_spawn;
return;
}
// accept bias towards spawning regardless of frame
if (blocked && (SELF_SLOTS_LEFT >= 2))
{
self->monsterinfo.currentmove = &widow_move_spawn;
return;
}
if ((realrange(self, self->enemy) > 300) && (!anger) && (random() < 0.5) && (!blocked))
{
self->monsterinfo.currentmove = &widow_move_run_attack;
return;
}
if (blaster_frames)
{
// gi.dprintf ("blaster frame %2.2f <= %2.2f\n", self->monsterinfo.pausetime + BLASTER_TIME, level.time);
if (SELF_SLOTS_LEFT >= 2)
{
self->monsterinfo.currentmove = &widow_move_spawn;
return;
}
else if (self->monsterinfo.pausetime + BLASTER_TIME <= level.time)
{
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
return;
}
}
if (rail_frames)
{
// gi.dprintf ("rail frame %2.2f - %2.2f\n", level.time, self->timestamp);
if (!(level.time < self->timestamp))
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
}
if ((rail_frames) || (blaster_frames))
return;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("widow: unknown start frame, picking randomly\n");
luck = random();
if (SELF_SLOTS_LEFT >= 2)
{
if ((luck <= 0.40) && (self->monsterinfo.pausetime + BLASTER_TIME <= level.time))
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
else if ((luck <= 0.7) && !(level.time < self->timestamp))
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
else
self->monsterinfo.currentmove = &widow_move_spawn;
}
else
{
if (level.time < self->timestamp)
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
else if ((luck <= 0.50) || (level.time + BLASTER_TIME >= self->monsterinfo.pausetime))
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
else // holdout to blaster
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
}
}
/*
void widow_attack (edict_t *self)
{
float range, luck;
// gi.dprintf ("widow attack\n");
if ((!self->enemy) || (!self->enemy->inuse))
return;
if (self->bad_area)
{
if ((random() < 0.1) || (level.time < self->timestamp))
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
else
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
return;
}
// if we can't see the target, spawn stuff
if ((self->monsterinfo.attack_state == AS_BLIND) && (blaster_frames))
{
self->monsterinfo.currentmove = &widow_move_spawn;
return;
}
range = realrange (self, self->enemy);
if (range < 600)
{
luck = random();
if (SLOTS_LEFT >= 2)
{
if (luck <= 0.40)
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
else if ((luck <= 0.7) && !(level.time < self->timestamp))
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
else
self->monsterinfo.currentmove = &widow_move_spawn;
}
else
{
if ((luck <= 0.50) || (level.time < self->timestamp))
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
else
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
}
}
else
{
luck = random();
if (SLOTS_LEFT >= 2)
{
if (luck < 0.3)
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
else if ((luck < 0.65) || (level.time < self->timestamp))
self->monsterinfo.currentmove = &widow_move_spawn;
else
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
}
else
{
if ((luck < 0.45) || (level.time < self->timestamp))
self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
else
{
gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
}
}
}
}
*/
void widow_attack_blaster (edict_t *self)
{
self->monsterinfo.pausetime = level.time + 1.0 + (2.0*random());
// self->monsterinfo.pausetime = level.time + 100;
// self->plat2flags = 0;
self->monsterinfo.currentmove = &widow_move_attack_blaster;
self->monsterinfo.nextframe = WidowTorso (self);
}
void widow_reattack_blaster (edict_t *self)
{
WidowBlaster(self);
// if ((g_showlogic) && (g_showlogic->value))
// {
// if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l)
// gi.dprintf ("pulling left!\n");
// if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r)
// gi.dprintf ("pulling right!\n");
// }
// self->monsterinfo.currentmove = &widow_move_attack_blaster;
// self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
// return;
// if WidowBlaster bailed us out of the frames, just bail
if ((self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l) ||
(self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r))
return;
// if we're not done with the attack, don't leave the sequence
if (self->monsterinfo.pausetime >= level.time)
return;
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
}
/*
if ( infront(self, self->enemy) )
if (random() <= 0.5)
if ((random() < 0.7) || (SLOTS_LEFT <= 1))
self->monsterinfo.currentmove = &widow_move_attack_blaster;
else
self->monsterinfo.currentmove = &widow_move_spawn;
else
self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
else
self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
}
*/
void widow_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum |= 1;
if (skill->value == 3)
return; // no pain anims in nightmare
if (level.time < self->pain_debounce_time)
return;
if (self->monsterinfo.pausetime == 100000000)
self->monsterinfo.pausetime = 0;
self->pain_debounce_time = level.time + 5;
if (damage < 15)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
}
else if (damage < 75)
{
if ((skill->value < 3) && (random() < (0.6 - (0.2*((float)skill->value)))))
{
self->monsterinfo.currentmove = &widow_move_pain_light;
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
}
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
}
else
{
if ((skill->value < 3) && (random() < (0.75 - (0.1*((float)skill->value)))))
{
self->monsterinfo.currentmove = &widow_move_pain_heavy;
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
}
gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
}
}
void widow_dead (edict_t *self)
{
VectorSet (self->mins, -56, -56, 0);
VectorSet (self->maxs, 56, 56, 80);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck (self);
}
void widow_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->s.skinnum |= 1;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_NO;
self->count = 0;
self->monsterinfo.quad_framenum = 0;
self->monsterinfo.double_framenum = 0;
self->monsterinfo.invincible_framenum = 0;
self->monsterinfo.currentmove = &widow_move_death;
}
void widow_melee (edict_t *self)
{
// monster_done_dodge (self);
self->monsterinfo.currentmove = &widow_move_attack_kick;
}
void WidowGoinQuad (edict_t *self, float framenum)
{
self->monsterinfo.quad_framenum = framenum;
widow_damage_multiplier = 4;
}
void WidowDouble (edict_t *self, float framenum)
{
self->monsterinfo.double_framenum = framenum;
widow_damage_multiplier = 2;
}
void WidowPent (edict_t *self, float framenum)
{
self->monsterinfo.invincible_framenum = framenum;
}
void WidowPowerArmor (edict_t *self)
{
if (self->powerarmortype == 1)
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
else
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
// I don't like this, but it works
if (self->monsterinfo.power_armor_power <= 0)
self->monsterinfo.power_armor_power += 250 * skill->value;
}
void WidowRespondPowerup (edict_t *self, edict_t *other)
{
if (other->s.effects & EF_QUAD)
{
if (skill->value == 1)
WidowDouble (self, other->client->quad_framenum);
else if (skill->value == 2)
WidowGoinQuad (self, other->client->quad_framenum);
else if (skill->value == 3)
{
WidowGoinQuad (self, other->client->quad_framenum);
WidowPowerArmor (self);
}
}
else if (other->s.effects & EF_DOUBLE)
{
if (skill->value == 2)
WidowDouble (self, other->client->double_framenum);
else if (skill->value == 3)
{
WidowDouble (self, other->client->double_framenum);
WidowPowerArmor (self);
}
}
else
widow_damage_multiplier = 1;
if (other->s.effects & EF_PENT)
{
if (skill->value == 1)
WidowPowerArmor (self);
else if (skill->value == 2)
WidowPent (self, other->client->invincible_framenum);
else if (skill->value == 3)
{
WidowPent (self, other->client->invincible_framenum);
WidowPowerArmor (self);
}
}
}
void WidowPowerups (edict_t *self)
{
int player;
edict_t *ent;
if (!(coop && coop->value))
{
WidowRespondPowerup (self, self->enemy);
}
else
{
// in coop, check for pents, then quads, then doubles
for (player = 1; player <= game.maxclients; player++)
{
ent = &g_edicts[player];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
if (ent->s.effects & EF_PENT)
{
WidowRespondPowerup (self, ent);
return;
}
}
for (player = 1; player <= game.maxclients; player++)
{
ent = &g_edicts[player];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
if (ent->s.effects & EF_QUAD)
{
WidowRespondPowerup (self, ent);
return;
}
}
for (player = 1; player <= game.maxclients; player++)
{
ent = &g_edicts[player];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
if (ent->s.effects & EF_DOUBLE)
{
WidowRespondPowerup (self, ent);
return;
}
}
}
}
qboolean Widow_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;
float real_enemy_range;
if (!self->enemy)
return false;
WidowPowerups(self);
if (self->monsterinfo.currentmove == &widow_move_run)
{
// if we're in run, make sure we're in a good frame for attacking before doing anything else
// frames 1,2,3,9,10,11,13 good to fire
switch (self->s.frame)
{
case FRAME_walk04:
case FRAME_walk05:
case FRAME_walk06:
case FRAME_walk07:
case FRAME_walk08:
case FRAME_walk12:
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("Not in good walk frame (%d), not attacking\n", (self->s.frame - FRAME_walk01+1));
return false;
}
default:
break;
}
}
// give a LARGE bias to spawning things when we have room
// use AI_BLOCKED as a signal to attack to spawn
if ((random() < 0.8) && (SELF_SLOTS_LEFT >= 2) && (realrange(self, self->enemy) > 150))
{
self->monsterinfo.aiflags |= AI_BLOCKED;
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
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)
{
// go ahead and spawn stuff if we're mad a a client
if (self->enemy->client && SELF_SLOTS_LEFT >= 2)
{
self->monsterinfo.attack_state = AS_BLIND;
return true;
}
// PGM - we want them to go ahead and shoot at info_notnulls if they can.
if (self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
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 = vectoyaw2(temp);
self->ideal_yaw = enemy_yaw;
real_enemy_range = realrange (self, self->enemy);
// if (g_showlogic->value)
// gi.dprintf ("range = %2.2f\n", real_enemy_range);
// melee attack
// if (enemy_range == RANGE_MELEE)
if (real_enemy_range <= (MELEE_DISTANCE+20))
{
// don't always melee in easy mode
if (skill->value == 0 && (rand()&3) )
return false;
if (self->monsterinfo.melee)
self->monsterinfo.attack_state = AS_MELEE;
else
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
if (level.time < self->monsterinfo.attack_finished)
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 = 0.7;
}
else if (enemy_range == RANGE_MID)
{
chance = 0.6;
}
else if (enemy_range == RANGE_FAR)
{
chance = 0.5;
}
// PGM - go ahead and shoot every time if it's a info_notnull
if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
{
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
return false;
}
qboolean widow_blocked (edict_t *self, float dist)
{
// if we get blocked while we're in our run/attack mode, turn on a meaningless (in this context)AI flag,
// and call attack to get a new attack sequence. make sure to turn it off when we're done.
//
// I'm using AI_TARGET_ANGER for this purpose
if (self->monsterinfo.currentmove == &widow_move_run_attack)
{
self->monsterinfo.aiflags |= AI_TARGET_ANGER;
if (self->monsterinfo.checkattack(self))
self->monsterinfo.attack(self);
else
self->monsterinfo.run(self);
return true;
}
if (blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
return true;
/*
if (blocked_checkjump (self, dist, 192, 40))
{
infantry_jump(self);
return true;
}
if (blocked_checkplat (self, dist))
return true;
*/
return false;
}
void WidowCalcSlots (edict_t *self)
{
int old_slots;
old_slots = self->monsterinfo.monster_slots;
switch ((int)skill->value)
{
case 0:
case 1:
self->monsterinfo.monster_slots = 3;
break;
case 2:
self->monsterinfo.monster_slots = 4;
break;
case 3:
self->monsterinfo.monster_slots = 6;
break;
default:
self->monsterinfo.monster_slots = 3;
break;
}
if (coop->value)
{
self->monsterinfo.monster_slots = min (6, self->monsterinfo.monster_slots + ((skill->value)*(CountPlayers()-1)));
}
// if ((g_showlogic) && (g_showlogic->value) && (old_slots != self->monsterinfo.monster_slots))
// gi.dprintf ("number of slots changed from %d to %d\n", old_slots, self->monsterinfo.monster_slots);
}
void WidowPrecache ()
{
// cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs
gi.soundindex ("stalker/pain.wav");
gi.soundindex ("stalker/death.wav");
gi.soundindex ("stalker/sight.wav");
gi.soundindex ("stalker/melee1.wav");
gi.soundindex ("stalker/melee2.wav");
gi.soundindex ("stalker/idle.wav");
gi.soundindex ("tank/tnkatck3.wav");
gi.modelindex ("models/proj/laser2/tris.md2");
gi.modelindex ("models/monsters/stalker/tris.md2");
gi.modelindex ("models/items/spawngro2/tris.md2");
gi.modelindex ("models/objects/gibs/sm_metal/tris.md2");
gi.modelindex ("models/objects/gibs/gear/tris.md2");
gi.modelindex ("models/monsters/blackwidow/gib1/tris.md2");
gi.modelindex ("models/monsters/blackwidow/gib2/tris.md2");
gi.modelindex ("models/monsters/blackwidow/gib3/tris.md2");
//Knightmare- this isn't used
//gi.modelindex ("models/monsters/blackwidow/gib4/tris.md2");
gi.modelindex ("models/monsters/blackwidow2/gib1/tris.md2");
gi.modelindex ("models/monsters/blackwidow2/gib2/tris.md2");
gi.modelindex ("models/monsters/blackwidow2/gib3/tris.md2");
gi.modelindex ("models/monsters/blackwidow2/gib4/tris.md2");
gi.modelindex ("models/monsters/legs/tris.md2");
gi.soundindex ("misc/bwidowbeamout.wav");
gi.soundindex ("misc/bigtele.wav");
gi.soundindex ("widow/bwstep3.wav");
gi.soundindex ("widow/bwstep2.wav");
}
/*QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight GoodGuy
*/
void SP_monster_widow (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("widow/bw1pain1.wav");
sound_pain2 = gi.soundindex ("widow/bw1pain2.wav");
sound_pain3 = gi.soundindex ("widow/bw1pain3.wav");
sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
// sound_sight = gi.soundindex ("widow/sight.wav");
sound_rail = gi.soundindex ("gladiator/railgun.wav");
// self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/blackwidow/tris.md2");
self->s.skinnum = self->style * 2;
// self->style = 0; //clear for custom bloodtype flag
}
self->s.modelindex = gi.modelindex ("models/monsters/blackwidow/tris.md2");
VectorSet (self->mins, -40, -40, 0);
VectorSet (self->maxs, 40, 40, 144);
if (!self->health)
self->health = 2000 + 1000*(skill->value);
if (coop->value)
self->health += 500*(skill->value);
// self->health = 1;
if (!self->gib_health)
self->gib_health = -5000;
if (!self->mass)
self->mass = 1500;
/*
if (skill->value == 2)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = 250;
}
else */if (skill->value == 3)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = 500;
}
self->yaw_speed = 30;
self->flags |= FL_IMMUNE_LASER;
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
self->pain = widow_pain;
self->die = widow_die;
self->monsterinfo.melee = widow_melee;
self->monsterinfo.stand = widow_stand;
self->monsterinfo.walk = widow_walk;
self->monsterinfo.run = widow_run;
self->monsterinfo.attack = widow_attack;
self->monsterinfo.search = widow_search;
self->monsterinfo.checkattack = Widow_CheckAttack;
self->monsterinfo.sight = widow_sight;
self->monsterinfo.blocked = widow_blocked;
if (!self->blood_type)
self->blood_type = 3; //sparks and blood
// 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 = "Black Widow";
self->class_id = ENTITY_MONSTER_WIDOW;
gi.linkentity (self);
self->monsterinfo.currentmove = &widow_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&widow_move_death,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
WidowPrecache();
WidowCalcSlots(self);
widow_damage_multiplier = 1;
walkmonster_start (self);
}
// ROGUE