/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* ============================================================================== boss2 ============================================================================== */ #include "g_local.h" #include "m_boss2.h" void BossExplode (edict_t *self); qboolean infront (edict_t *self, edict_t *other); static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_death; static int sound_search1; void boss2_search (edict_t *self) { if (random() < 0.5) gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0); } void boss2_run (edict_t *self); void boss2_stand (edict_t *self); void boss2_dead (edict_t *self); void boss2_attack (edict_t *self); void boss2_attack_mg (edict_t *self); void boss2_reattack_mg (edict_t *self); void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void Boss2Rocket (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; AngleVectors (self->s.angles, forward, right, NULL); //1 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start); VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1); //2 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start); VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2); //3 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start); VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3); //4 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start); VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4); } void boss2_firebullet_right (edict_t *self) { vec3_t forward, right, target; vec3_t start; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start); VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; VectorSubtract (target, start, forward); VectorNormalize (forward); monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1); } void boss2_firebullet_left (edict_t *self) { vec3_t forward, right, target; vec3_t start; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start); VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; VectorSubtract (target, start, forward); VectorNormalize (forward); monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1); } void Boss2MachineGun (edict_t *self) { /* vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; int flash_number; AngleVectors (self->s.angles, forward, right, NULL); flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); VectorCopy (self->enemy->s.origin, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); */ boss2_firebullet_left(self); boss2_firebullet_right(self); } mframe_t boss2_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 }; mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL}; mframe_t boss2_frames_fidget [] = { 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 boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL}; mframe_t boss2_frames_walk [] = { ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL, ai_walk, 8, NULL }; mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL}; mframe_t boss2_frames_run [] = { ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL }; mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL}; mframe_t boss2_frames_attack_pre_mg [] = { ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, boss2_attack_mg }; mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL}; // Loop this mframe_t boss2_frames_attack_mg [] = { ai_charge, 1, Boss2MachineGun, ai_charge, 1, Boss2MachineGun, ai_charge, 1, Boss2MachineGun, ai_charge, 1, Boss2MachineGun, ai_charge, 1, Boss2MachineGun, ai_charge, 1, boss2_reattack_mg }; mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL}; mframe_t boss2_frames_attack_post_mg [] = { ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL }; mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run}; mframe_t boss2_frames_attack_rocket [] = { ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_move, -20, Boss2Rocket, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL }; mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run}; mframe_t boss2_frames_pain_heavy [] = { 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 boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run}; mframe_t boss2_frames_pain_light [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run}; mframe_t boss2_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, 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, 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, BossExplode }; mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead}; void boss2_stand (edict_t *self) { self->monsterinfo.currentmove = &boss2_move_stand; } void boss2_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &boss2_move_stand; else self->monsterinfo.currentmove = &boss2_move_run; } void boss2_walk (edict_t *self) { self->monsterinfo.currentmove = &boss2_move_walk; } void boss2_attack (edict_t *self) { vec3_t vec; float range; VectorSubtract (self->enemy->s.origin, self->s.origin, vec); range = VectorLength (vec); if (range <= 125) { self->monsterinfo.currentmove = &boss2_move_attack_pre_mg; } else { if (random() <= 0.6) self->monsterinfo.currentmove = &boss2_move_attack_pre_mg; else self->monsterinfo.currentmove = &boss2_move_attack_rocket; } } void boss2_attack_mg (edict_t *self) { self->monsterinfo.currentmove = &boss2_move_attack_mg; } void boss2_reattack_mg (edict_t *self) { if ( infront(self, self->enemy) ) if (random() <= 0.7) self->monsterinfo.currentmove = &boss2_move_attack_mg; else self->monsterinfo.currentmove = &boss2_move_attack_post_mg; else self->monsterinfo.currentmove = &boss2_move_attack_post_mg; } void boss2_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; // American wanted these at no attenuation if (damage < 10) { gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0); self->monsterinfo.currentmove = &boss2_move_pain_light; } else if (damage < 30) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0); self->monsterinfo.currentmove = &boss2_move_pain_light; } else { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0); self->monsterinfo.currentmove = &boss2_move_pain_heavy; } } void boss2_dead (edict_t *self) { VectorSet (self->mins, -56, -56, 0); VectorSet (self->maxs, 56, 56, 80); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_NO; self->count = 0; self->monsterinfo.currentmove = &boss2_move_death; #if 0 int n; self->s.sound = 0; // check for gib if (self->health <= self->gib_health) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); 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); ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &boss2_move_death; #endif } qboolean Boss2_CheckAttack (edict_t *self) { vec3_t spot1, spot2; vec3_t temp; float chance; trace_t tr; qboolean enemy_infront; int enemy_range; float enemy_yaw; if (self->enemy->health > 0) { // see if any entities are in the way of the shot VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (self->enemy->s.origin, spot2); spot2[2] += self->enemy->viewheight; tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA); // do we have a clear shot? if (tr.ent != self->enemy) return false; } enemy_infront = infront(self, self->enemy); enemy_range = range(self, self->enemy); VectorSubtract (self->enemy->s.origin, self->s.origin, temp); 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_FAR) return false; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { chance = 0.4; } else if (enemy_range == RANGE_MELEE) { chance = 0.8; } else if (enemy_range == RANGE_NEAR) { chance = 0.8; } else if (enemy_range == RANGE_MID) { chance = 0.8; } else { return false; } if (random () < chance) { self->monsterinfo.attack_state = AS_MISSILE; self->monsterinfo.attack_finished = level.time + 2*random(); return true; } if (self->flags & FL_FLY) { if (random() < 0.3) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } return false; } /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight */ void SP_monster_boss2 (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav"); sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav"); sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav"); sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav"); sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav"); self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2"); VectorSet (self->mins, -56, -56, 0); VectorSet (self->maxs, 56, 56, 80); self->health = 2000; self->gib_health = -200; self->mass = 1000; self->flags |= FL_IMMUNE_LASER; self->pain = boss2_pain; self->die = boss2_die; self->monsterinfo.stand = boss2_stand; self->monsterinfo.walk = boss2_walk; self->monsterinfo.run = boss2_run; self->monsterinfo.attack = boss2_attack; self->monsterinfo.search = boss2_search; self->monsterinfo.checkattack = Boss2_CheckAttack; gi.linkentity (self); self->monsterinfo.currentmove = &boss2_move_stand; self->monsterinfo.scale = MODEL_SCALE; flymonster_start (self); }