// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== jorg ============================================================================== */ #include "g_local.h" #include "m_boss31.h" #include "m_flash.h" void SP_monster_makron(edict_t *self); static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_idle; static int sound_death; static int sound_search1; static int sound_search2; static int sound_search3; static int sound_attack1, sound_attack1_loop, sound_attack1_end; static int sound_attack2, sound_bfg_fire; static int sound_firegun; static int sound_step_left; static int sound_step_right; static int sound_death_hit; void MakronToss(edict_t *self); void jorg_attack1_end_sound(edict_t *self) { if (self->monsterinfo.weapon_sound) { gi.sound(self, CHAN_WEAPON, sound_attack1_end, 1, ATTN_NORM, 0); self->monsterinfo.weapon_sound = 0; } } MONSTERINFO_SEARCH(jorg_search) (edict_t *self) -> void { float r; r = frandom(); if (r <= 0.3f) gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0); else if (r <= 0.6f) gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0); } void jorg_dead(edict_t *self); void jorgBFG(edict_t *self); void jorg_firebullet(edict_t *self); void jorg_reattack1(edict_t *self); void jorg_attack1(edict_t *self); void jorg_idle(edict_t *self); void jorg_step_left(edict_t *self); void jorg_step_right(edict_t *self); void jorg_death_hit(edict_t *self); // // stand // mframe_t jorg_frames_stand[] = { { ai_stand, 0, jorg_idle }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 10 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 20 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 30 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, 19 }, { ai_stand, 11, jorg_step_left }, { ai_stand }, { ai_stand }, { ai_stand, 6 }, { ai_stand, 9, jorg_step_right }, { ai_stand }, // 40 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand, -2, nullptr }, { ai_stand, -17, jorg_step_left }, { ai_stand }, { ai_stand, -12 }, // 50 { ai_stand, -14, jorg_step_right } // 51 }; MMOVE_T(jorg_move_stand) = { FRAME_stand01, FRAME_stand51, jorg_frames_stand, nullptr }; void jorg_idle (edict_t *self) { gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_NORM, 0); } void jorg_death_hit(edict_t *self) { gi.sound(self, CHAN_BODY, sound_death_hit, 1, ATTN_NORM, 0); } void jorg_step_left(edict_t *self) { gi.sound(self, CHAN_BODY, sound_step_left, 1, ATTN_NORM, 0); } void jorg_step_right(edict_t *self) { gi.sound(self, CHAN_BODY, sound_step_right, 1, ATTN_NORM, 0); } MONSTERINFO_STAND(jorg_stand) (edict_t *self) -> void { M_SetAnimation(self, &jorg_move_stand); jorg_attack1_end_sound(self); } mframe_t jorg_frames_run[] = { { ai_run, 17, jorg_step_left }, { ai_run }, { ai_run }, { ai_run }, { ai_run, 12 }, { ai_run, 8 }, { ai_run, 10 }, { ai_run, 33, jorg_step_right }, { ai_run }, { ai_run }, { ai_run }, { ai_run, 9 }, { ai_run, 9 }, { ai_run, 9 } }; MMOVE_T(jorg_move_run) = { FRAME_walk06, FRAME_walk19, jorg_frames_run, nullptr }; // // walk // #if 0 mframe_t jorg_frames_start_walk[] = { { ai_walk, 5 }, { ai_walk, 6 }, { ai_walk, 7 }, { ai_walk, 9 }, { ai_walk, 15 } }; MMOVE_T(jorg_move_start_walk) = { FRAME_walk01, FRAME_walk05, jorg_frames_start_walk, nullptr }; #endif mframe_t jorg_frames_walk[] = { { ai_walk, 17 }, { ai_walk }, { ai_walk }, { ai_walk }, { ai_walk, 12 }, { ai_walk, 8 }, { ai_walk, 10 }, { ai_walk, 33 }, { ai_walk }, { ai_walk }, { ai_walk }, { ai_walk, 9 }, { ai_walk, 9 }, { ai_walk, 9 } }; MMOVE_T(jorg_move_walk) = { FRAME_walk06, FRAME_walk19, jorg_frames_walk, nullptr }; #if 0 mframe_t jorg_frames_end_walk[] = { { ai_walk, 11 }, { ai_walk }, { ai_walk }, { ai_walk }, { ai_walk, 8 }, { ai_walk, -8 } }; MMOVE_T(jorg_move_end_walk) = { FRAME_walk20, FRAME_walk25, jorg_frames_end_walk, nullptr }; #endif MONSTERINFO_WALK(jorg_walk) (edict_t *self) -> void { M_SetAnimation(self, &jorg_move_walk); } MONSTERINFO_RUN(jorg_run) (edict_t *self) -> void { if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &jorg_move_stand); else M_SetAnimation(self, &jorg_move_run); jorg_attack1_end_sound(self); } mframe_t jorg_frames_pain3[] = { { ai_move, -28 }, { ai_move, -6 }, { ai_move, -3, jorg_step_left }, { ai_move, -9 }, { ai_move, 0, jorg_step_right }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -7 }, { ai_move, 1 }, { ai_move, -11 }, { ai_move, -4 }, { ai_move }, { ai_move }, { ai_move, 10 }, { ai_move, 11 }, { ai_move }, { ai_move, 10 }, { ai_move, 3 }, { ai_move, 10 }, { ai_move, 7, jorg_step_left }, { ai_move, 17 }, { ai_move }, { ai_move }, { ai_move, 0, jorg_step_right } }; MMOVE_T(jorg_move_pain3) = { FRAME_pain301, FRAME_pain325, jorg_frames_pain3, jorg_run }; mframe_t jorg_frames_pain2[] = { { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(jorg_move_pain2) = { FRAME_pain201, FRAME_pain203, jorg_frames_pain2, jorg_run }; mframe_t jorg_frames_pain1[] = { { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(jorg_move_pain1) = { FRAME_pain101, FRAME_pain103, jorg_frames_pain1, jorg_run }; mframe_t jorg_frames_death1[] = { { ai_move, 0, BossExplode }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -2 }, { ai_move, -5 }, { ai_move, -8 }, { ai_move, -15, jorg_step_left }, { ai_move }, // 10 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -11 }, { ai_move, -25 }, { ai_move, -10, jorg_step_right }, { ai_move }, { ai_move }, // 20 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -21 }, { ai_move, -10 }, { ai_move, -16, jorg_step_left }, { ai_move }, { ai_move }, { ai_move }, // 30 { ai_move }, { ai_move }, { ai_move, 22 }, { ai_move, 33, jorg_step_left }, { ai_move }, { ai_move }, { ai_move, 28 }, { ai_move, 28, jorg_step_right }, { ai_move }, { ai_move }, // 40 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -19 }, { ai_move, 0, jorg_death_hit }, { ai_move }, { ai_move } // 50 }; MMOVE_T(jorg_move_death) = { FRAME_death01, FRAME_death50, jorg_frames_death1, jorg_dead }; mframe_t jorg_frames_attack2[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, jorgBFG }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(jorg_move_attack2) = { FRAME_attak201, FRAME_attak213, jorg_frames_attack2, jorg_run }; mframe_t jorg_frames_start_attack1[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge } }; MMOVE_T(jorg_move_start_attack1) = { FRAME_attak101, FRAME_attak108, jorg_frames_start_attack1, jorg_attack1 }; mframe_t jorg_frames_attack1[] = { { ai_charge, 0, jorg_firebullet }, { ai_charge, 0, jorg_firebullet }, { ai_charge, 0, jorg_firebullet }, { ai_charge, 0, jorg_firebullet }, { ai_charge, 0, jorg_firebullet }, { ai_charge, 0, jorg_firebullet } }; MMOVE_T(jorg_move_attack1) = { FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1 }; mframe_t jorg_frames_end_attack1[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(jorg_move_end_attack1) = { FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run }; void jorg_reattack1(edict_t *self) { if (visible(self, self->enemy)) { if (frandom() < 0.9f) M_SetAnimation(self, &jorg_move_attack1); else { M_SetAnimation(self, &jorg_move_end_attack1); jorg_attack1_end_sound(self); } } else { M_SetAnimation(self, &jorg_move_end_attack1); jorg_attack1_end_sound(self); } } void jorg_attack1(edict_t *self) { M_SetAnimation(self, &jorg_move_attack1); } PAIN(jorg_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { if (level.time < self->pain_debounce_time) return; // Lessen the chance of him going into his pain frames if he takes little damage if (mod.id != MOD_CHAINFIST) { if (damage <= 40) if (frandom() <= 0.6f) return; /* If he's entering his attack1 or using attack1, lessen the chance of him going into pain */ if ((self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108)) if (frandom() <= 0.005f) return; if ((self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114)) if (frandom() <= 0.00005f) return; if ((self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208)) if (frandom() <= 0.005f) return; } self->pain_debounce_time = level.time + 3_sec; bool do_pain3 = false; if (damage > 50) { if (damage <= 100) { gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); } else { if (frandom() <= 0.3f) { do_pain3 = true; gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0); } } } if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare jorg_attack1_end_sound(self); if (damage <= 50) M_SetAnimation(self, &jorg_move_pain1); else if (damage <= 100) M_SetAnimation(self, &jorg_move_pain2); else if (do_pain3) M_SetAnimation(self, &jorg_move_pain3); } MONSTERINFO_SETSKIN(jorg_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; else self->s.skinnum = 0; } void jorgBFG(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_JORG_BFG_1], forward, right); vec = self->enemy->s.origin; vec[2] += self->enemy->viewheight; dir = vec - start; dir.normalize(); gi.sound(self, CHAN_WEAPON, sound_bfg_fire, 1, ATTN_NORM, 0); monster_fire_bfg(self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1); } void jorg_firebullet_right(edict_t *self) { vec3_t forward, right, start; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_JORG_MACHINEGUN_R1], forward, right); PredictAim(self, self->enemy, start, 0, false, -0.2f, &forward, nullptr); monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_R1); } void jorg_firebullet_left(edict_t *self) { vec3_t forward, right, start; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right); PredictAim(self, self->enemy, start, 0, false, 0.2f, &forward, nullptr); monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_JORG_MACHINEGUN_L1); } void jorg_firebullet(edict_t *self) { jorg_firebullet_left(self); jorg_firebullet_right(self); }; MONSTERINFO_ATTACK(jorg_attack) (edict_t *self) -> void { if (frandom() <= 0.75f) { gi.sound(self, CHAN_WEAPON, sound_attack1, 1, ATTN_NORM, 0); self->monsterinfo.weapon_sound = gi.soundindex("boss3/w_loop.wav"); M_SetAnimation(self, &jorg_move_start_attack1); } else { gi.sound(self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0); M_SetAnimation(self, &jorg_move_attack2); } } void jorg_dead(edict_t *self) { gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_EXPLOSION1_BIG); gi.WritePosition(self->s.origin); gi.multicast(self->s.origin, MULTICAST_PHS, false); self->s.sound = 0; self->s.skinnum /= 2; ThrowGibs(self, 500, { { 2, "models/objects/gibs/sm_meat/tris.md2" }, { 2, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC }, { "models/monsters/boss3/jorg/gibs/chest.md2", GIB_SKINNED }, { 2, "models/monsters/boss3/jorg/gibs/foot.md2", GIB_SKINNED }, { 2, "models/monsters/boss3/jorg/gibs/gun.md2", GIB_SKINNED | GIB_UPRIGHT }, { 2, "models/monsters/boss3/jorg/gibs/thigh.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss3/jorg/gibs/spine.md2", GIB_SKINNED | GIB_UPRIGHT }, { 4, "models/monsters/boss3/jorg/gibs/tube.md2", GIB_SKINNED }, { 6, "models/monsters/boss3/jorg/gibs/spike.md2", GIB_SKINNED }, { "models/monsters/boss3/jorg/gibs/head.md2", GIB_SKINNED | GIB_METALLIC | GIB_HEAD } }); MakronToss(self); } DIE(jorg_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_death, 1, ATTN_NORM, 0); jorg_attack1_end_sound(self); self->deadflag = true; self->takedamage = false; self->count = 0; M_SetAnimation(self, &jorg_move_death); } MONSTERINFO_CHECKATTACK(Jorg_CheckAttack) (edict_t *self) -> bool { vec3_t spot1, spot2; vec3_t temp; float chance; trace_t tr; float enemy_yaw; if (self->enemy->health > 0) { // see if any entities are in the way of the shot spot1 = self->s.origin; spot1[2] += self->viewheight; spot2 = self->enemy->s.origin; spot2[2] += self->enemy->viewheight; tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_SLIME | CONTENTS_LAVA); // do we have a clear shot? if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER)) return false; } float enemy_range = range_to(self, self->enemy); temp = self->enemy->s.origin - self->s.origin; enemy_yaw = vectoyaw(temp); self->ideal_yaw = enemy_yaw; // melee attack if (enemy_range <= RANGE_MELEE) { if (self->monsterinfo.melee) self->monsterinfo.attack_state = AS_MELEE; else self->monsterinfo.attack_state = AS_MISSILE; return true; } // missile attack if (!self->monsterinfo.attack) return false; if (level.time < self->monsterinfo.attack_finished) return false; if (enemy_range > RANGE_MID) return false; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { chance = 0.4f; } else if (enemy_range <= RANGE_MELEE) { chance = 0.8f; } else if (enemy_range <= RANGE_NEAR) { chance = 0.4f; } else { chance = 0.2f; } if (frandom() < chance) { self->monsterinfo.attack_state = AS_MISSILE; self->monsterinfo.attack_finished = level.time + random_time(2_sec); return true; } if (self->flags & FL_FLY) { if (frandom() < 0.3f) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } return false; } void MakronPrecache(); /*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight */ void SP_monster_jorg(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } sound_pain1 = gi.soundindex("boss3/bs3pain1.wav"); sound_pain2 = gi.soundindex("boss3/bs3pain2.wav"); sound_pain3 = gi.soundindex("boss3/bs3pain3.wav"); sound_death = gi.soundindex("boss3/bs3deth1.wav"); sound_attack1 = gi.soundindex("boss3/bs3atck1.wav"); sound_attack1_loop = gi.soundindex("boss3/bs3atck1_loop.wav"); sound_attack1_end = gi.soundindex("boss3/bs3atck1_end.wav"); sound_attack2 = gi.soundindex("boss3/bs3atck2.wav"); sound_search1 = gi.soundindex("boss3/bs3srch1.wav"); sound_search2 = gi.soundindex("boss3/bs3srch2.wav"); sound_search3 = gi.soundindex("boss3/bs3srch3.wav"); sound_idle = gi.soundindex("boss3/bs3idle1.wav"); sound_step_left = gi.soundindex("boss3/step1.wav"); sound_step_right = gi.soundindex("boss3/step2.wav"); sound_firegun = gi.soundindex("boss3/xfire.wav"); sound_death_hit = gi.soundindex("boss3/d_hit.wav"); sound_bfg_fire = gi.soundindex("makron/bfg_fire.wav"); MakronPrecache(); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/boss3/jorg/tris.md2"); self->s.modelindex2 = gi.modelindex("models/monsters/boss3/rider/tris.md2"); gi.modelindex("models/monsters/boss3/jorg/gibs/chest.md2"); gi.modelindex("models/monsters/boss3/jorg/gibs/foot.md2"); gi.modelindex("models/monsters/boss3/jorg/gibs/gun.md2"); gi.modelindex("models/monsters/boss3/jorg/gibs/head.md2"); gi.modelindex("models/monsters/boss3/jorg/gibs/spike.md2"); gi.modelindex("models/monsters/boss3/jorg/gibs/spine.md2"); gi.modelindex("models/monsters/boss3/jorg/gibs/thigh.md2"); gi.modelindex("models/monsters/boss3/jorg/gibs/tube.md2"); self->mins = { -80, -80, 0 }; self->maxs = { 80, 80, 140 }; self->health = 8000 * st.health_multiplier; self->gib_health = -2000; self->mass = 1000; self->pain = jorg_pain; self->die = jorg_die; self->monsterinfo.stand = jorg_stand; self->monsterinfo.walk = jorg_walk; self->monsterinfo.run = jorg_run; self->monsterinfo.dodge = nullptr; self->monsterinfo.attack = jorg_attack; self->monsterinfo.search = jorg_search; self->monsterinfo.melee = nullptr; self->monsterinfo.sight = nullptr; self->monsterinfo.checkattack = Jorg_CheckAttack; self->monsterinfo.setskin = jorg_setskin; gi.linkentity(self); M_SetAnimation(self, &jorg_move_stand); self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); // PMM self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; // pmm self->monsterinfo.aiflags |= AI_DOUBLE_TROUBLE; }