thirtyflightsofloving/game/m_gladiator.c
Knightmare66 d16b46e3cf Added re-implementation of func_plat2 and func_door2 from rogue to default Lazarus DLL.
Overhauled child entity movement in default Lazarus DLL.
Added bbox versions of various triggers to default Lazarus DLL.
Added level.maptype field to default Lazarus DLL.
Added entity class IDs to default Lazarus DLL.
Incremented savegame version for default Lazarus DLL.
2020-10-27 02:00:05 -04:00

456 lines
12 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*
==============================================================================
GLADIATOR
==============================================================================
*/
#include "g_local.h"
#include "m_gladiator.h"
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;
void gladiator_idle (edict_t *self)
{
if (!(self->spawnflags & SF_MONSTER_AMBUSH))
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void gladiator_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void gladiator_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void gladiator_cleaver_swing (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}
mframe_t gladiator_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
};
mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
void gladiator_stand (edict_t *self)
{
self->monsterinfo.currentmove = &gladiator_move_stand;
}
mframe_t gladiator_frames_walk [] =
{
ai_walk, 15, NULL,
ai_walk, 7, NULL,
ai_walk, 6, NULL,
ai_walk, 5, NULL,
ai_walk, 2, NULL,
ai_walk, 0, NULL,
ai_walk, 2, NULL,
ai_walk, 8, NULL,
ai_walk, 12, NULL,
ai_walk, 8, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 2, NULL,
ai_walk, 2, NULL,
ai_walk, 1, NULL,
ai_walk, 8, NULL
};
mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
void gladiator_walk (edict_t *self)
{
self->monsterinfo.currentmove = &gladiator_move_walk;
}
mframe_t gladiator_frames_run [] =
{
ai_run, 23, NULL,
ai_run, 14, NULL,
ai_run, 14, NULL,
ai_run, 21, NULL,
ai_run, 12, NULL,
ai_run, 13, NULL
};
mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
void gladiator_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &gladiator_move_stand;
else
self->monsterinfo.currentmove = &gladiator_move_run;
}
void GaldiatorMelee (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
if (fire_hit (self, aim, (20 + (rand() %5)), 300))
gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}
mframe_t gladiator_frames_attack_melee [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gladiator_cleaver_swing,
ai_charge, 0, NULL,
ai_charge, 0, GaldiatorMelee,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gladiator_cleaver_swing,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GaldiatorMelee,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};
void gladiator_melee(edict_t *self)
{
self->monsterinfo.currentmove = &gladiator_move_attack_melee;
}
void GladiatorGun (edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], 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, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}
mframe_t gladiator_frames_attack_gun [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GladiatorGun,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};
void gladiator_attack(edict_t *self)
{
/* Lazarus: What the hell is this? Why give the play a safe zone at all???
float range;
vec3_t v;
// a small safe zone
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
range = VectorLength(v);
if (range <= (MELEE_DISTANCE + 32))
return;
*/
// charge up the railgun
gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
self->pos1[2] += self->enemy->viewheight;
self->monsterinfo.currentmove = &gladiator_move_attack_gun;
}
mframe_t gladiator_frames_pain [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
mframe_t gladiator_frames_pain_air [] =
{
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 gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum |= 1;
if (level.time < self->pain_debounce_time)
{
if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
self->monsterinfo.currentmove = &gladiator_move_pain_air;
return;
}
self->pain_debounce_time = level.time + 3;
if (random() < 0.5)
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->velocity[2] > 100)
self->monsterinfo.currentmove = &gladiator_move_pain_air;
else
self->monsterinfo.currentmove = &gladiator_move_pain;
}
void gladiator_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck (self);
// Lazarus monster fade
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
{
self->think=FadeDieSink;
self->nextthink=level.time+corpse_fadetime->value;
}
}
mframe_t gladiator_frames_death [] =
{
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 gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
self->s.skinnum |= 1;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// check for gib
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &gladiator_move_death;
}
qboolean gladiator_blocked (edict_t *self, float range)
{
if ( check_shot_blocked(self, 0.25 + (skill->value/20)) )
return true;
if ( check_plat_blocked (self, range) )
return true;
return false;
}
/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void SP_monster_gladiator (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("gladiator/pain.wav");
sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
sound_die = gi.soundindex ("gladiator/glddeth2.wav");
sound_gun = gi.soundindex ("gladiator/railgun.wav");
sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
sound_sight = gi.soundindex ("gladiator/sight.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/gladiatr/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
VectorSet (self->mins, -32, -32, -24);
// Lazarus: Why so tall?
// VectorSet (self->maxs, 32, 32, 64);
VectorSet (self->maxs, 32, 32, 48);
// Lazarus: mapper-configurable health
if (!self->health)
self->health = 400;
if (!self->gib_health)
self->gib_health = -175;
if (!self->mass)
self->mass = 400;
self->pain = gladiator_pain;
self->die = gladiator_die;
self->monsterinfo.stand = gladiator_stand;
self->monsterinfo.walk = gladiator_walk;
self->monsterinfo.run = gladiator_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = gladiator_attack;
self->monsterinfo.melee = gladiator_melee;
self->monsterinfo.sight = gladiator_sight;
self->monsterinfo.idle = gladiator_idle;
self->monsterinfo.search = gladiator_search;
self->monsterinfo.blocked = gladiator_blocked;
// Knightmare- added sparks and blood type
if (!self->blood_type)
self->blood_type = 3; //sparks and blood
// Lazarus
if (self->powerarmor) {
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = self->powerarmor;
}
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.05;
gi.linkentity (self);
self->monsterinfo.currentmove = &gladiator_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&gladiator_move_death,
NULL};
M_SetDeath(self,(mmove_t **)&deathmoves);
}
self->common_name = "Gladiator";
self->class_id = ENTITY_MONSTER_GLADIATOR;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}