thirtyflightsofloving/zaero/m_hover.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

680 lines
16 KiB
C

/*
==============================================================================
hover
==============================================================================
*/
#include "g_local.h"
#include "m_hover.h"
qboolean visible (edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
static int sound_death1;
static int sound_death2;
static int sound_sight;
static int sound_search1;
static int sound_search2;
void hover_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void hover_search (edict_t *self)
{
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
}
void hover_run (edict_t *self);
void hover_stand (edict_t *self);
void hover_dead (edict_t *self);
void hover_attack (edict_t *self);
void hover_reattack (edict_t *self);
void hover_fire_blaster (edict_t *self);
void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
mframe_t hover_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,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t hover_move_stand = {FRAME_stand01, FRAME_stand30, hover_frames_stand, NULL};
mframe_t hover_frames_stop1 [] =
{
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 hover_move_stop1 = {FRAME_stop101, FRAME_stop109, hover_frames_stop1, NULL};
mframe_t hover_frames_stop2 [] =
{
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 hover_move_stop2 = {FRAME_stop201, FRAME_stop208, hover_frames_stop2, NULL};
mframe_t hover_frames_takeoff [] =
{
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, 5, NULL,
ai_move, -1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, -6, NULL,
ai_move, -9, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL
};
mmove_t hover_move_takeoff = {FRAME_takeof01, FRAME_takeof30, hover_frames_takeoff, NULL};
mframe_t hover_frames_pain3 [] =
{
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 hover_move_pain3 = {FRAME_pain301, FRAME_pain309, hover_frames_pain3, hover_run};
mframe_t hover_frames_pain2 [] =
{
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 hover_move_pain2 = {FRAME_pain201, FRAME_pain212, hover_frames_pain2, hover_run};
mframe_t hover_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, -8, NULL,
ai_move, -4, NULL,
ai_move, -6, NULL,
ai_move, -4, NULL,
ai_move, -3, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, 7, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 5, NULL,
ai_move, 3, NULL,
ai_move, 4, NULL
};
mmove_t hover_move_pain1 = {FRAME_pain101, FRAME_pain128, hover_frames_pain1, hover_run};
mframe_t hover_frames_land [] =
{
ai_move, 0, NULL
};
mmove_t hover_move_land = {FRAME_land01, FRAME_land01, hover_frames_land, NULL};
mframe_t hover_frames_forward [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t hover_move_forward = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_forward, NULL};
mframe_t hover_frames_walk [] =
{
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL
};
mmove_t hover_move_walk = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_walk, NULL};
mframe_t hover_frames_run [] =
{
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL
};
mmove_t hover_move_run = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_run, NULL};
mframe_t hover_frames_death1 [] =
{
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, -10,NULL,
ai_move, 3, NULL,
ai_move, 5, NULL,
ai_move, 4, NULL,
ai_move, 7, NULL
};
mmove_t hover_move_death1 = {FRAME_death101, FRAME_death111, hover_frames_death1, hover_dead};
mframe_t hover_frames_backward [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t hover_move_backward = {FRAME_backwd01, FRAME_backwd24, hover_frames_backward, NULL};
mframe_t hover_frames_start_attack [] =
{
ai_charge, 1, NULL,
ai_charge, 1, NULL,
ai_charge, 1, NULL
};
mmove_t hover_move_start_attack = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack, hover_attack};
mframe_t hover_frames_attack1 [] =
{
ai_charge, -10, hover_fire_blaster,
ai_charge, -10, hover_fire_blaster,
ai_charge, 0, hover_reattack,
};
mmove_t hover_move_attack1 = {FRAME_attak104, FRAME_attak106, hover_frames_attack1, NULL};
mframe_t hover_frames_end_attack [] =
{
ai_charge, 1, NULL,
ai_charge, 1, NULL
};
mmove_t hover_move_end_attack = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack, hover_run};
void hover_reattack (edict_t *self)
{
if (self->enemy->health > 0 )
if (visible (self, self->enemy) )
if (random() <= 0.6)
{
self->monsterinfo.currentmove = &hover_move_attack1;
return;
}
self->monsterinfo.currentmove = &hover_move_end_attack;
}
void hover_fire_blaster (edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
int effect;
if (self->s.frame == FRAME_attak104)
effect = EF_HYPERBLASTER;
else
effect = 0;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_HOVER_BLASTER_1], forward, right, start);
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, dir);
monster_fire_blaster (self, start, dir, 1, 1000, MZ2_HOVER_BLASTER_1, effect, BLASTER_ORANGE);
}
void hover_stand (edict_t *self)
{
self->monsterinfo.currentmove = &hover_move_stand;
}
void hover_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &hover_move_stand;
else
self->monsterinfo.currentmove = &hover_move_run;
}
void hover_walk (edict_t *self)
{
self->monsterinfo.currentmove = &hover_move_walk;
}
void hover_start_attack (edict_t *self)
{
self->monsterinfo.currentmove = &hover_move_start_attack;
}
void hover_attack(edict_t *self)
{
self->monsterinfo.currentmove = &hover_move_attack1;
}
void hover_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)
return;
self->pain_debounce_time = level.time + 3;
if (skill->value == 3)
return; // no pain anims in nightmare
if (damage <= 25)
{
if (random() < 0.5)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &hover_move_pain3;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &hover_move_pain2;
}
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &hover_move_pain1;
}
}
void hover_deadthink (edict_t *self)
{
int n;
if (!self->groundentity && level.time < self->timestamp)
{
self->nextthink = level.time + FRAMETIME;
return;
}
// Knightmare- gibs!
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 8; n++)
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 200, GIB_METALLIC);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/gear/tris.md2", 200, GIB_METALLIC);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", 200, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 200, GIB_ORGANIC);
ThrowGib (self, "models/objects/gibs/head2/tris.md2", 200, GIB_ORGANIC);
BecomeExplosion1(self);
}
void hover_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->think = hover_deadthink;
self->nextthink = level.time + FRAMETIME;
self->timestamp = level.time + 15;
gi.linkentity (self);
}
void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
self->s.skinnum |= 1;
// check for gib
if (self->health <= self->gib_health)
{ // Knightmare- more gibs!
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 8; n++)
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
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);
ThrowGib (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
BecomeExplosion1(self);
// ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
// self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &hover_move_death1;
}
/*
Start strafing
*/
void hover_dodge (edict_t *self, edict_t *attacker, float eta)
{
int delta = 0;
vec3_t forward, right;
vec3_t dir;
int count = 0;
if (self->monsterinfo.currentmove == &hover_move_attack1)
if (random() < 0.75) // if we're attacking, stop attacking and dodge 1/4 the time
return;
self->monsterinfo.attack_state = AS_FLY_STRAFE;
// TODO choose an angle to move based on what's around me
// start at a random value
self->monsterinfo.flyStrafePitch = crandom() * 180;
// choose a random delta dir
delta = (random() < 0.5 ? 10 : -10);
AngleVectors(self->s.angles, forward, right, NULL);
// now try to find a direction that'll give us sufficient room to move
// (ie. away from walls)
count = 36;
while(1)
{
trace_t tr;
vec3_t end;
RotatePointAroundVector(dir, forward, right, self->monsterinfo.flyStrafePitch);
VectorMA(self->s.origin, 96, dir, end);
// trace out in this direction
tr = gi.trace(self->s.origin, self->mins, self->maxs, end, self, MASK_MONSTERSOLID);
if (tr.fraction >= 1.0)
break;
if (count-- <= 0)
break; // we've tried enough times;
self->monsterinfo.flyStrafePitch += delta;
}
self->monsterinfo.flyStrafeTimeout = level.time + /*eta + */ 1.0;
//if (random() < 0.5)
// self->monsterinfo.currentmove = &hover_move_run;
}
void SP_monster_hover_precache(void)
{
sound_pain1 = gi.soundindex ("hover/hovpain1.wav");
sound_pain2 = gi.soundindex ("hover/hovpain2.wav");
sound_death1 = gi.soundindex ("hover/hovdeth1.wav");
sound_death2 = gi.soundindex ("hover/hovdeth2.wav");
sound_sight = gi.soundindex ("hover/hovsght1.wav");
sound_search1 = gi.soundindex ("hover/hovsrch1.wav");
sound_search2 = gi.soundindex ("hover/hovsrch2.wav");
}
/*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_hover (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
SP_monster_hover_precache();
gi.soundindex ("hover/hovatck1.wav");
self->s.sound = gi.soundindex ("hover/hovidle1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/hover/tris.md2");
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 32);
self->health = 240;
self->gib_health = -100;
self->mass = 150;
self->pain = hover_pain;
self->die = hover_die;
self->monsterinfo.stand = hover_stand;
self->monsterinfo.walk = hover_walk;
self->monsterinfo.run = hover_run;
self->monsterinfo.dodge = hover_dodge;
self->monsterinfo.attack = hover_start_attack;
self->monsterinfo.sight = hover_sight;
self->monsterinfo.search = hover_search;
// Knightmare- added sparks and blood type
if (!self->blood_type)
self->blood_type = 3; //sparks and blood
gi.linkentity (self);
self->monsterinfo.currentmove = &hover_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
flymonster_start (self);
}