thirtyflightsofloving/missionpack/m_q1fiend.c
Knightmare66 cedf3628ac More tweaks to Tactician Gunner prox aiming.
Added close range safety check/trace to Tactician Gunner prox aiming.
Added check for nightmare mode for Beta-Class Gladiator and dog.
2021-07-31 21:47:21 -04:00

532 lines
11 KiB
C

/*
==============================================================================
QUAKE FIEND
==============================================================================
*/
#include "g_local.h"
#include "m_q1fiend.h"
static int sound_hit;
static int sound_jump;
static int sound_death;
static int sound_gib;
static int sound_idle;
static int sound_pain;
static int sound_sight;
static int sound_land;
//
// SOUNDS
//
void fiend_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); //was ATTN_IDLE
}
void fiend_idle_sound (edict_t *self)
{
if (random() < 0.2)
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_STATIC, 0);
}
void fiend_idle_sound2 (edict_t *self)
{
if (random() < 0.2)
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM, 0); //was ATTN_STATIC
}
//
// STAND
//
//void fiend_stand (edict_t *self);
mframe_t fiend_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, fiend_idle_sound,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t fiend_move_stand = {FRAME_stand1, FRAME_stand13, fiend_frames_stand, NULL}; //stand
void fiend_stand (edict_t *self)
{
self->monsterinfo.currentmove = &fiend_move_stand;
}
//
// WALK
//
//void fiend_walk (edict_t *self);
mframe_t fiend_frames_walk [] =
{
ai_walk, 8, fiend_idle_sound2,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 7, NULL,
ai_walk, 4, NULL,
ai_walk, 6, NULL,
ai_walk, 10, NULL,
ai_walk, 10, NULL
};
mmove_t fiend_move_walk = {FRAME_walk1, FRAME_walk8, fiend_frames_walk, NULL}; //walk
void fiend_walk (edict_t *self)
{
self->monsterinfo.currentmove = &fiend_move_walk;
}
//
// RUN
//
mframe_t fiend_frames_run [] =
{
ai_run, 20, fiend_idle_sound2,
ai_run, 15, NULL,
ai_run, 36, NULL,
ai_run, 20, NULL,
ai_run, 15, NULL,
ai_run, 36, NULL
};
mmove_t fiend_move_run = {FRAME_run1, FRAME_run6, fiend_frames_run, NULL};
void fiend_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &fiend_move_stand;
else
self->monsterinfo.currentmove = &fiend_move_run;
}
//
// MELEE
//
/*static*/ void fiend_hit_left (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
if (fire_hit (self, aim, (10 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
}
/*static*/ void fiend_hit_right (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
if (fire_hit (self, aim, (10 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
}
/*static*/ void fiend_check_refire (edict_t *self)
{
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
return;
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
self->monsterinfo.nextframe = FRAME_attacka1;
}
mframe_t fiend_frames_attack [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, fiend_hit_left,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, fiend_hit_right,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, fiend_check_refire
};
mmove_t fiend_move_attack = {FRAME_attacka1, FRAME_attacka15, fiend_frames_attack, fiend_run};
void fiend_melee (edict_t *self)
{
self->monsterinfo.currentmove = &fiend_move_attack;
}
//
// ATTACK
//
void fiend_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (self->health <= 0)
{
self->touch = NULL;
return;
}
if (other->takedamage)
{
if (VectorLength(self->velocity) > 400)
{
vec3_t point;
vec3_t normal;
int damage;
VectorCopy (self->velocity, normal);
VectorNormalize(normal);
VectorMA (self->s.origin, self->maxs[0], normal, point);
damage = 40 + 10 * random();
T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
}
}
if (!M_CheckBottom (self))
{
if (self->groundentity)
{
self->monsterinfo.nextframe = FRAME_attacka1;
self->touch = NULL;
}
return;
}
self->touch = NULL;
}
void fiend_jump_takeoff (edict_t *self)
{
vec3_t forward;
gi.sound (self, CHAN_VOICE, sound_jump, 1, ATTN_NORM, 0);
AngleVectors (self->s.angles, forward, NULL, NULL);
self->s.origin[2] += 1;
VectorScale (forward, 600, self->velocity);
self->velocity[2] = 250;
self->groundentity = NULL;
self->monsterinfo.aiflags |= AI_DUCKED;
self->monsterinfo.attack_finished = level.time + 3;
self->touch = fiend_jump_touch;
}
void fiend_check_landing (edict_t *self)
{
if (self->groundentity)
{
self->monsterinfo.attack_finished = 0;
self->monsterinfo.aiflags &= ~AI_DUCKED;
return;
}
if (level.time > self->monsterinfo.attack_finished)
self->monsterinfo.nextframe = FRAME_attacka1;
else
self->monsterinfo.nextframe = FRAME_attacka8;
}
mframe_t fiend_frames_jump [] =
{
ai_charge, 5, NULL,
ai_charge, 5, NULL,
ai_charge, 5, fiend_jump_takeoff,
ai_charge, 10, NULL,
ai_charge, 10, NULL,
ai_charge, 15, NULL,
ai_charge, 15, NULL,
ai_charge, 10, NULL,
ai_charge, 10, NULL,
ai_charge, 5, NULL,
ai_charge, 5, fiend_check_landing,
ai_charge, 5, NULL
};
mmove_t fiend_move_jump = {FRAME_leap1, FRAME_leap12, fiend_frames_jump, fiend_run};
void fiend_jump (edict_t *self)
{
self->monsterinfo.currentmove = &fiend_move_jump;
}
//
// CHECKATTACK
//
static qboolean fiend_check_melee (edict_t *self)
{
if (range (self, self->enemy) == RANGE_MELEE)
return true;
return false;
}
static qboolean fiend_check_jump (edict_t *self)
{
vec3_t v;
float distance;
if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
return false;
if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
return false;
v[0] = self->s.origin[0] - self->enemy->s.origin[0];
v[1] = self->s.origin[1] - self->enemy->s.origin[1];
v[2] = 0;
distance = VectorLength(v);
if (distance < 100)
return false;
if (distance > 100)
{
if (random() < 0.8)
return false;
}
return true;
}
qboolean fiend_checkattack (edict_t *self)
{
if (!self->enemy || self->enemy->health <= 0)
return false;
if (fiend_check_melee(self))
{
self->monsterinfo.attack_state = AS_MELEE;
return true;
}
if (fiend_check_jump(self))
{
self->monsterinfo.attack_state = AS_MISSILE;
// FIXME play a jump sound here
return true;
}
return false;
}
//
// PAIN
//
mframe_t fiend_frames_pain [] =
{
ai_move, 4, NULL,
ai_move, -3, NULL,
ai_move, -8, NULL,
ai_move, -3, NULL,
ai_move, 2, NULL,
ai_move, 5, NULL
};
mmove_t fiend_move_pain = {FRAME_pain1, FRAME_pain6, fiend_frames_pain, fiend_run};
void fiend_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 + 1.5;
if (random()*200 > damage)
return;
if (self->health > 0)
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &fiend_move_pain;
}
//
// DEATH
//
void fiend_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity (self);
}
void fiend_nogib (edict_t *self)
{
self->gib_health = -10000;
}
mframe_t fiend_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, fiend_nogib,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t fiend_move_death = {FRAME_death1, FRAME_death9, fiend_frames_death, fiend_dead};
void fiend_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 & SF_MONSTER_NOGIB))
{
gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, sound_gib, 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/monsters/q1fiend/head/tris.md2", 0, 0, 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;
self->monsterinfo.currentmove = &fiend_move_death;
}
//
// SPAWN
//
/*QUAKED monster_q1_fiend (1 .5 0) (-32 -32 -24) (32 32 48) Ambush Trigger_Spawn Sight
model="models/monsters/q1fiend/tris.md2"
*/
void SP_monster_q1_fiend (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_hit = gi.soundindex ("q1fiend/dhit2.wav");
sound_jump = gi.soundindex ("q1fiend/djump.wav");
sound_death = gi.soundindex ("q1fiend/ddeath.wav");
sound_gib = gi.soundindex ("q1player/udeath.wav");
sound_idle = gi.soundindex ("q1fiend/idle1.wav");
sound_pain = gi.soundindex ("q1fiend/dpain1.wav");
sound_sight = gi.soundindex ("q1fiend/sight2.wav");
sound_land = gi.soundindex ("q1fiend/dland2.wav");
// precache gibs
gi.modelindex ("models/monsters/q1fiend/head/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/q1fiend/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/q1fiend/tris.md2");
VectorSet (self->mins, -32, -32, -24);
VectorSet (self->maxs, 32, 32, 48);
if (!self->health)
self->health = 300;
if (!self->gib_health)
self->gib_health = -80;
if (!self->mass)
self->mass = 300;
self->pain = fiend_pain;
self->die = fiend_die;
self->flags |= FL_Q1_MONSTER;
self->monsterinfo.stand = fiend_stand;
self->monsterinfo.walk = fiend_walk;
self->monsterinfo.run = fiend_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = fiend_jump;
self->monsterinfo.melee = fiend_melee;
self->monsterinfo.sight = fiend_sight;
self->monsterinfo.search = fiend_stand;
self->monsterinfo.idle = fiend_stand;
self->monsterinfo.checkattack = fiend_checkattack;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.70;
// 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 = "Fiend";
self->class_id = ENTITY_MONSTER_Q1_FIEND;
gi.linkentity (self);
self->monsterinfo.currentmove = &fiend_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&fiend_move_death,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}