mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
474 lines
9.9 KiB
C
474 lines
9.9 KiB
C
/*
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==============================================================================
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QUAKE KNIGHT
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_q1knight.h"
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static int sound_sword1;
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static int sound_sword2;
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static int sound_death;
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static int sound_pain;
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static int sound_idle;
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static int sound_sight;
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void knight_stand (edict_t *self);
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void knight_walk (edict_t *self);
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void knight_check_dist (edict_t *self);
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//
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// SOUNDS
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//
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void knight_sight_sound (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); // WAS ATTN_IDLE
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self->style ++;
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}
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void knight_sight (edict_t *self, edict_t *other)
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{
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if(self->style <= 1)
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knight_sight_sound(self);
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knight_check_dist(self);
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}
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void knight_idle_sound (edict_t *self)
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{
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if(random() < 0.1)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); // WAS ATTN_STATIC
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}
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void knight_sword_sound (edict_t *self)
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{
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//if(self->style)
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// return;
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if(random() < 0.5)
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gi.sound (self, CHAN_VOICE, sound_sword1, 1, ATTN_NORM, 0); // WAS ATTN_IDLE
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else
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gi.sound (self, CHAN_VOICE, sound_sword2, 1, ATTN_NORM, 0); // WAS ATTN_IDLE
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//self->style = 1;
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}
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mframe_t knight_frames_kneel[] =
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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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};
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mmove_t knight_move_kneel = {FRAME_kneel1, FRAME_kneel5, knight_frames_kneel, knight_stand};
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void knight_kneel (edict_t *self)
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{
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if(random() < 0.1)
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self->monsterinfo.currentmove = &knight_move_kneel;
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}
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mframe_t knight_frames_standing[] =
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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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};
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mmove_t knight_move_standing = {FRAME_standing2, FRAME_standing5, knight_frames_standing, knight_walk};
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void knight_standing (edict_t *self)
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{
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if(random() < 0.2)
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self->monsterinfo.currentmove = &knight_move_standing;
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}
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//
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// STAND
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//
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mframe_t knight_frames_stand [] =
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{
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ai_stand, 0, knight_idle_sound,
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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, knight_kneel,
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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 knight_move_stand = {FRAME_stand1, FRAME_stand9, knight_frames_stand, knight_stand};
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void knight_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &knight_move_stand;
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}
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//
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// WALK
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//
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mframe_t knight_frames_walk [] =
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{
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ai_walk, 3, knight_idle_sound,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 3, knight_standing,
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ai_walk, 3, NULL,
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ai_walk, 2, NULL,
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ai_walk, 3, NULL,
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ai_walk, 4, NULL,
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ai_walk, 3, NULL
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};
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mmove_t knight_move_walk = {FRAME_walk1, FRAME_walk14, knight_frames_walk, knight_walk};
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void knight_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &knight_move_walk;
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}
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//
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// RUN
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//
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// can be improved
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void knight_check_dist (edict_t *self)
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{
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if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
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return;
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if (range(self, self->enemy) == RANGE_MELEE)
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{
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self->monsterinfo.nextframe = FRAME_attackb1;
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}
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else
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{
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if(random() > 0.6)
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self->monsterinfo.nextframe = FRAME_runattack1;
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else
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self->monsterinfo.nextframe = FRAME_runb1;
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}
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}
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mframe_t knight_frames_run [] =
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{
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ai_run, 16, NULL,
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ai_run, 20, NULL,
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ai_run, 13, NULL,
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ai_run, 7, NULL,
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ai_run, 16, NULL,
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ai_run, 20, NULL,
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ai_run, 14, NULL,
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ai_run, 6, knight_check_dist
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};
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mmove_t knight_move_run = {FRAME_runb1, FRAME_runb8, knight_frames_run, NULL};
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void knight_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 = &knight_move_stand;
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else
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self->monsterinfo.currentmove = &knight_move_run;
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}
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void knight_attack (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], 2);
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if (fire_hit (self, aim, (10 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_sword1, 1, ATTN_NORM, 0);
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}
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mframe_t knight_frames_attack_run [] =
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{
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ai_charge, 20, NULL,
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ai_charge, 20, knight_sword_sound,
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ai_charge, 13, NULL,
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ai_charge, 7, NULL,
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ai_charge, 16, NULL,
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ai_charge, 20, knight_attack,
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ai_charge, 14, NULL,
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ai_charge, 14, NULL,
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ai_charge, 14, NULL,
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ai_charge, 14, NULL,
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ai_charge, 6, knight_check_dist
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};
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mmove_t knight_move_attack_run = {FRAME_runattack1, FRAME_runattack11, knight_frames_attack_run, knight_run};
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void knight_attack_run (edict_t *self)
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{
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self->monsterinfo.currentmove = &knight_move_attack_run;
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}
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void knight_hit_left (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, (10 + (rand() %5)), 100))
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gi.sound (self, CHAN_WEAPON, sound_sword1, 1, ATTN_NORM, 0);
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}
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mframe_t knight_frames_attack [] =
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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, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, knight_hit_left,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, knight_check_dist
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};
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mmove_t knight_move_attack = {FRAME_attackb1, FRAME_attackb10, knight_frames_attack, knight_run};
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void knight_melee (edict_t *self)
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{
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self->monsterinfo.currentmove = &knight_move_attack;
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}
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//
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// PAIN
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//
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mframe_t knight_frames_pain1 [] =
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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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};
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mmove_t knight_move_pain1 = {FRAME_pain1, FRAME_pain3, knight_frames_pain1, knight_run};
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mframe_t knight_frames_pain2 [] =
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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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};
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mmove_t knight_move_pain2 = {FRAME_painb1, FRAME_painb11, knight_frames_pain2, knight_run};
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void knight_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (level.time < self->pain_debounce_time)
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return;
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if (self->health > 0)
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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self->pain_debounce_time = level.time + 1.1;
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if(random() <0.85)
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self->monsterinfo.currentmove = &knight_move_pain1;
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else
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self->monsterinfo.currentmove = &knight_move_pain2;
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}
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//
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// DEATH
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//
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void knight_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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gi.linkentity (self);
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}
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void knight_nogib (edict_t *self)
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{
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self->gib_health = -10000;
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}
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mframe_t knight_frames_death1 [] =
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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, knight_nogib,
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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 knight_move_death1 = {FRAME_death1, FRAME_death10, knight_frames_death1, knight_dead};
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mframe_t knight_frames_death2 [] =
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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, knight_nogib,
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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 knight_move_death2 = {FRAME_deathb1, FRAME_deathb11, knight_frames_death2, knight_dead};
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void knight_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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if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
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{
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gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex ("q1monstr/udeath.wav"), 1, ATTN_NORM, 0);
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for (n= 0; n < 2; n++)
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ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", damage, GIB_ORGANIC);
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ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", damage, GIB_ORGANIC);
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ThrowHead(self, "models/monsters/q1knight/head/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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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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if(random() < 0.5)
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self->monsterinfo.currentmove = &knight_move_death1;
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else
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self->monsterinfo.currentmove = &knight_move_death2;
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}
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//
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// SPAWN
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//
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/*QUAKED monster_q1_knight (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
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model="models/monsters/q1knight/tris.md2"
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*/
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void SP_monster_q1_knight (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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sound_sword1 = gi.soundindex ("q1knight/sword1.wav");
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sound_sword2 = gi.soundindex ("q1knight/sword2.wav");
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sound_death = gi.soundindex ("q1knight/kdeath.wav");
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sound_pain = gi.soundindex ("q1knight/khurt.wav");
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sound_idle = gi.soundindex ("q1knight/idle.wav");
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sound_sight = gi.soundindex ("q1knight/ksight.wav");
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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// Lazarus: special purpose skins
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if ( self->style )
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{
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PatchMonsterModel("models/monsters/q1knight/tris.md2");
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self->s.skinnum = self->style * 2;
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}
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self->s.modelindex = gi.modelindex ("models/monsters/q1knight/tris.md2");
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, 32);
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if (!self->health)
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self->health = 75;
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if (!self->gib_health)
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self->gib_health = -40;
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if (!self->mass)
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self->mass = 125;
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self->pain = knight_pain;
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self->die = knight_die;
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self->flags |= FL_Q1_MONSTER;
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self->monsterinfo.stand = knight_stand;
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self->monsterinfo.walk = knight_walk;
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self->monsterinfo.run = knight_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = knight_attack_run;
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self->monsterinfo.melee = knight_melee;
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self->monsterinfo.sight = knight_sight;
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self->monsterinfo.search = knight_stand;
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self->monsterinfo.idle = knight_stand;
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if (!self->monsterinfo.flies)
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self->monsterinfo.flies = 0.30;
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// Lazarus
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if (self->powerarmor)
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{
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if (self->powerarmortype == 1)
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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else
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self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
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self->monsterinfo.power_armor_power = self->powerarmor;
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}
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self->common_name = "Knight";
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gi.linkentity (self);
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self->monsterinfo.currentmove = &knight_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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