quake2-rerelease-dll/rerelease/m_float.cpp

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2023-08-07 19:47:28 +00:00
// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
/*
==============================================================================
floater
==============================================================================
*/
#include "g_local.h"
#include "m_float.h"
#include "m_flash.h"
static int sound_attack2;
static int sound_attack3;
static int sound_death1;
static int sound_idle;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
MONSTERINFO_SIGHT(floater_sight) (edict_t *self, edict_t *other) -> void
{
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
MONSTERINFO_IDLE(floater_idle) (edict_t *self) -> void
{
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void floater_dead(edict_t *self);
void floater_run(edict_t *self);
void floater_wham(edict_t *self);
void floater_zap(edict_t *self);
void floater_fire_blaster(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
if (!self->enemy || !self->enemy->inuse) // PGM
return; // PGM
AngleVectors(self->s.angles, forward, right, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right);
end = self->enemy->s.origin;
end[2] += self->enemy->viewheight;
dir = end - start;
dir.normalize();
monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, (self->s.frame % 4) ? EF_NONE : EF_HYPERBLASTER);
}
mframe_t floater_frames_stand1[] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }
};
MMOVE_T(floater_move_stand1) = { FRAME_stand101, FRAME_stand152, floater_frames_stand1, nullptr };
mframe_t floater_frames_stand2[] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }
};
MMOVE_T(floater_move_stand2) = { FRAME_stand201, FRAME_stand252, floater_frames_stand2, nullptr };
mframe_t floater_frames_pop[] = {
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{},
{}
};
MMOVE_T(floater_move_pop) = { FRAME_actvat05, FRAME_actvat31, floater_frames_pop, floater_run };
mframe_t floater_frames_disguise[] = {
{ ai_stand }
};
MMOVE_T(floater_move_disguise) = { FRAME_actvat01, FRAME_actvat01, floater_frames_disguise, nullptr };
MONSTERINFO_STAND(floater_stand) (edict_t *self) -> void
{
if (self->monsterinfo.active_move == &floater_move_disguise)
M_SetAnimation(self, &floater_move_disguise);
else if (frandom() <= 0.5f)
M_SetAnimation(self, &floater_move_stand1);
else
M_SetAnimation(self, &floater_move_stand2);
}
mframe_t floater_frames_attack1[] = {
{ ai_charge }, // Blaster attack
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, floater_fire_blaster }, // BOOM (0, -25.8, 32.5) -- LOOP Starts
{ ai_charge, 0, floater_fire_blaster },
{ ai_charge, 0, floater_fire_blaster },
{ ai_charge, 0, floater_fire_blaster },
{ ai_charge, 0, floater_fire_blaster },
{ ai_charge, 0, floater_fire_blaster },
{ ai_charge, 0, floater_fire_blaster },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge } // -- LOOP Ends
};
MMOVE_T(floater_move_attack1) = { FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run };
// PMM - circle strafe frames
mframe_t floater_frames_attack1a[] = {
{ ai_charge, 10 }, // Blaster attack
{ ai_charge, 10 },
{ ai_charge, 10 },
{ ai_charge, 10, floater_fire_blaster }, // BOOM (0, -25.8, 32.5) -- LOOP Starts
{ ai_charge, 10, floater_fire_blaster },
{ ai_charge, 10, floater_fire_blaster },
{ ai_charge, 10, floater_fire_blaster },
{ ai_charge, 10, floater_fire_blaster },
{ ai_charge, 10, floater_fire_blaster },
{ ai_charge, 10, floater_fire_blaster },
{ ai_charge, 10 },
{ ai_charge, 10 },
{ ai_charge, 10 },
{ ai_charge, 10 } // -- LOOP Ends
};
MMOVE_T(floater_move_attack1a) = { FRAME_attak101, FRAME_attak114, floater_frames_attack1a, floater_run };
// pmm
mframe_t floater_frames_attack2[] = {
{ ai_charge }, // Claws
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, floater_wham }, // WHAM (0, -45, 29.6) -- LOOP Starts
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }, // -- LOOP Ends
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }
};
MMOVE_T(floater_move_attack2) = { FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run };
mframe_t floater_frames_attack3[] = {
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, floater_zap }, // -- LOOP Starts
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }, // -- LOOP Ends
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }
};
MMOVE_T(floater_move_attack3) = { FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run };
#if 0
mframe_t floater_frames_death[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(floater_move_death) = { FRAME_death01, FRAME_death13, floater_frames_death, floater_dead };
#endif
mframe_t floater_frames_pain1[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(floater_move_pain1) = { FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run };
mframe_t floater_frames_pain2[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(floater_move_pain2) = { FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run };
#if 0
mframe_t floater_frames_pain3[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(floater_move_pain3) = { FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run };
#endif
mframe_t floater_frames_walk[] = {
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 5 }
};
MMOVE_T(floater_move_walk) = { FRAME_stand101, FRAME_stand152, floater_frames_walk, nullptr };
mframe_t floater_frames_run[] = {
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 },
{ ai_run, 13 }
};
MMOVE_T(floater_move_run) = { FRAME_stand101, FRAME_stand152, floater_frames_run, nullptr };
MONSTERINFO_RUN(floater_run) (edict_t *self) -> void
{
if (self->monsterinfo.active_move == &floater_move_disguise)
M_SetAnimation(self, &floater_move_pop);
else if (self->monsterinfo.aiflags & AI_STAND_GROUND)
M_SetAnimation(self, &floater_move_stand1);
else
M_SetAnimation(self, &floater_move_run);
}
MONSTERINFO_WALK(floater_walk) (edict_t *self) -> void
{
M_SetAnimation(self, &floater_move_walk);
}
void floater_wham(edict_t *self)
{
constexpr vec3_t aim = { MELEE_DISTANCE, 0, 0 };
gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
if (!fire_hit(self, aim, irandom(5, 11), -50))
self->monsterinfo.melee_debounce_time = level.time + 3_sec;
}
void floater_zap(edict_t *self)
{
vec3_t forward, right;
vec3_t origin;
vec3_t dir;
vec3_t offset;
dir = self->enemy->s.origin - self->s.origin;
AngleVectors(self->s.angles, forward, right, nullptr);
// FIXME use a flash and replace these two lines with the commented one
offset = { 18.5f, -0.9f, 10 };
origin = M_ProjectFlashSource(self, offset, forward, right);
gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
// FIXME use the flash, Luke
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_SPLASH);
gi.WriteByte(32);
gi.WritePosition(origin);
gi.WriteDir(dir);
gi.WriteByte(SPLASH_SPARKS);
gi.multicast(origin, MULTICAST_PVS, false);
T_Damage(self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, irandom(5, 11), -10, DAMAGE_ENERGY, MOD_UNKNOWN);
}
MONSTERINFO_ATTACK(floater_attack) (edict_t *self) -> void
{
float chance = 0.5f;
if (frandom() > chance)
{
self->monsterinfo.attack_state = AS_STRAIGHT;
M_SetAnimation(self, &floater_move_attack1);
}
else // circle strafe
{
if (frandom() <= 0.5f) // switch directions
self->monsterinfo.lefty = !self->monsterinfo.lefty;
self->monsterinfo.attack_state = AS_SLIDING;
M_SetAnimation(self, &floater_move_attack1a);
}
}
MONSTERINFO_MELEE(floater_melee) (edict_t *self) -> void
{
if (frandom() < 0.5f)
M_SetAnimation(self, &floater_move_attack3);
else
M_SetAnimation(self, &floater_move_attack2);
}
PAIN(floater_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
{
int n;
if (level.time < self->pain_debounce_time)
return;
// no pain anims if poppin'
if (self->monsterinfo.active_move == &floater_move_disguise ||
self->monsterinfo.active_move == &floater_move_pop)
return;
n = irandom(3);
if (n == 0)
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->pain_debounce_time = level.time + 3_sec;
if (!M_ShouldReactToPain(self, mod))
return; // no pain anims in nightmare
if (n == 0)
M_SetAnimation(self, &floater_move_pain1);
else
M_SetAnimation(self, &floater_move_pain2);
}
MONSTERINFO_SETSKIN(floater_setskin) (edict_t *self) -> void
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
else
self->s.skinnum = 0;
}
void floater_dead(edict_t *self)
{
self->mins = { -16, -16, -24 };
self->maxs = { 16, 16, -8 };
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0_ms;
gi.linkentity(self);
}
DIE(floater_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_EXPLOSION1);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PHS, false);
self->s.skinnum /= 2;
ThrowGibs(self, 55, {
{ 2, "models/objects/gibs/sm_metal/tris.md2" },
{ 3, "models/objects/gibs/sm_meat/tris.md2" },
{ "models/monsters/float/gibs/piece.md2", GIB_SKINNED },
{ "models/monsters/float/gibs/gun.md2", GIB_SKINNED },
{ "models/monsters/float/gibs/base.md2", GIB_SKINNED },
{ "models/monsters/float/gibs/jar.md2", GIB_SKINNED | GIB_HEAD }
});
}
static void float_set_fly_parameters(edict_t *self)
{
self->monsterinfo.fly_thrusters = false;
self->monsterinfo.fly_acceleration = 10.f;
self->monsterinfo.fly_speed = 100.f;
// Technician gets in closer because he has two melee attacks
self->monsterinfo.fly_min_distance = 20.f;
self->monsterinfo.fly_max_distance = 200.f;
}
constexpr spawnflags_t SPAWNFLAG_FLOATER_DISGUISE = 8_spawnflag;
/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Disguise
*/
void SP_monster_floater(edict_t *self)
{
if ( !M_AllowSpawn( self ) ) {
G_FreeEdict( self );
return;
}
sound_attack2 = gi.soundindex("floater/fltatck2.wav");
sound_attack3 = gi.soundindex("floater/fltatck3.wav");
sound_death1 = gi.soundindex("floater/fltdeth1.wav");
sound_idle = gi.soundindex("floater/fltidle1.wav");
sound_pain1 = gi.soundindex("floater/fltpain1.wav");
sound_pain2 = gi.soundindex("floater/fltpain2.wav");
sound_sight = gi.soundindex("floater/fltsght1.wav");
gi.soundindex("floater/fltatck1.wav");
self->monsterinfo.engine_sound = gi.soundindex("floater/fltsrch1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/float/tris.md2");
gi.modelindex("models/monsters/float/gibs/base.md2");
gi.modelindex("models/monsters/float/gibs/gun.md2");
gi.modelindex("models/monsters/float/gibs/jar.md2");
gi.modelindex("models/monsters/float/gibs/piece.md2");
self->mins = { -24, -24, -24 };
self->maxs = { 24, 24, 48 };
self->health = 200 * st.health_multiplier;
self->gib_health = -80;
self->mass = 300;
self->pain = floater_pain;
self->die = floater_die;
self->monsterinfo.stand = floater_stand;
self->monsterinfo.walk = floater_walk;
self->monsterinfo.run = floater_run;
self->monsterinfo.attack = floater_attack;
self->monsterinfo.melee = floater_melee;
self->monsterinfo.sight = floater_sight;
self->monsterinfo.idle = floater_idle;
self->monsterinfo.setskin = floater_setskin;
gi.linkentity(self);
if (self->spawnflags.has(SPAWNFLAG_FLOATER_DISGUISE))
M_SetAnimation(self, &floater_move_disguise);
else if (frandom() <= 0.5f)
M_SetAnimation(self, &floater_move_stand1);
else
M_SetAnimation(self, &floater_move_stand2);
self->monsterinfo.scale = MODEL_SCALE;
self->monsterinfo.aiflags |= AI_ALTERNATE_FLY;
float_set_fly_parameters(self);
flymonster_start(self);
}