mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
388 lines
9.6 KiB
C
388 lines
9.6 KiB
C
|
/*
|
||
|
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.
|
||
|
|
||
|
*/
|
||
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
GLADIATOR
|
||
|
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
#include "g_local.h"
|
||
|
#include "m_gladiator.h"
|
||
|
|
||
|
|
||
|
static int sound_pain1;
|
||
|
static int sound_pain2;
|
||
|
static int sound_die;
|
||
|
static int sound_gun;
|
||
|
static int sound_cleaver_swing;
|
||
|
static int sound_cleaver_hit;
|
||
|
static int sound_cleaver_miss;
|
||
|
static int sound_idle;
|
||
|
static int sound_search;
|
||
|
static int sound_sight;
|
||
|
|
||
|
|
||
|
void gladiator_idle (edict_t *self)
|
||
|
{
|
||
|
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
|
||
|
}
|
||
|
|
||
|
void gladiator_sight (edict_t *self, edict_t *other)
|
||
|
{
|
||
|
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
void gladiator_search (edict_t *self)
|
||
|
{
|
||
|
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
void gladiator_cleaver_swing (edict_t *self)
|
||
|
{
|
||
|
gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
mframe_t gladiator_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
|
||
|
};
|
||
|
mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
|
||
|
|
||
|
void gladiator_stand (edict_t *self)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &gladiator_move_stand;
|
||
|
}
|
||
|
|
||
|
|
||
|
mframe_t gladiator_frames_walk [] =
|
||
|
{
|
||
|
ai_walk, 15, NULL,
|
||
|
ai_walk, 7, NULL,
|
||
|
ai_walk, 6, NULL,
|
||
|
ai_walk, 5, NULL,
|
||
|
ai_walk, 2, NULL,
|
||
|
ai_walk, 0, NULL,
|
||
|
ai_walk, 2, NULL,
|
||
|
ai_walk, 8, NULL,
|
||
|
ai_walk, 12, NULL,
|
||
|
ai_walk, 8, NULL,
|
||
|
ai_walk, 5, NULL,
|
||
|
ai_walk, 5, NULL,
|
||
|
ai_walk, 2, NULL,
|
||
|
ai_walk, 2, NULL,
|
||
|
ai_walk, 1, NULL,
|
||
|
ai_walk, 8, NULL
|
||
|
};
|
||
|
mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
|
||
|
|
||
|
void gladiator_walk (edict_t *self)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &gladiator_move_walk;
|
||
|
}
|
||
|
|
||
|
|
||
|
mframe_t gladiator_frames_run [] =
|
||
|
{
|
||
|
ai_run, 23, NULL,
|
||
|
ai_run, 14, NULL,
|
||
|
ai_run, 14, NULL,
|
||
|
ai_run, 21, NULL,
|
||
|
ai_run, 12, NULL,
|
||
|
ai_run, 13, NULL
|
||
|
};
|
||
|
mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
|
||
|
|
||
|
void gladiator_run (edict_t *self)
|
||
|
{
|
||
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||
|
self->monsterinfo.currentmove = &gladiator_move_stand;
|
||
|
else
|
||
|
self->monsterinfo.currentmove = &gladiator_move_run;
|
||
|
}
|
||
|
|
||
|
|
||
|
void GaldiatorMelee (edict_t *self)
|
||
|
{
|
||
|
vec3_t aim;
|
||
|
|
||
|
VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
|
||
|
if (fire_hit (self, aim, (20 + (rand() %5)), 300))
|
||
|
gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
mframe_t gladiator_frames_attack_melee [] =
|
||
|
{
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, gladiator_cleaver_swing,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, GaldiatorMelee,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, gladiator_cleaver_swing,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, GaldiatorMelee,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL
|
||
|
};
|
||
|
mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};
|
||
|
|
||
|
void gladiator_melee(edict_t *self)
|
||
|
{
|
||
|
self->monsterinfo.currentmove = &gladiator_move_attack_melee;
|
||
|
}
|
||
|
|
||
|
|
||
|
void GladiatorGun (edict_t *self)
|
||
|
{
|
||
|
vec3_t start;
|
||
|
vec3_t dir;
|
||
|
vec3_t forward, right;
|
||
|
|
||
|
AngleVectors (self->s.angles, forward, right, NULL);
|
||
|
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
|
||
|
|
||
|
// calc direction to where we targted
|
||
|
VectorSubtract (self->pos1, start, dir);
|
||
|
VectorNormalize (dir);
|
||
|
|
||
|
monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
|
||
|
}
|
||
|
|
||
|
mframe_t gladiator_frames_attack_gun [] =
|
||
|
{
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, GladiatorGun,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL,
|
||
|
ai_charge, 0, NULL
|
||
|
};
|
||
|
mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};
|
||
|
|
||
|
void gladiator_attack(edict_t *self)
|
||
|
{
|
||
|
float range;
|
||
|
vec3_t v;
|
||
|
|
||
|
// a small safe zone
|
||
|
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
|
||
|
range = VectorLength(v);
|
||
|
if (range <= (MELEE_DISTANCE + 32))
|
||
|
return;
|
||
|
|
||
|
// charge up the railgun
|
||
|
gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
|
||
|
VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
|
||
|
self->pos1[2] += self->enemy->viewheight;
|
||
|
self->monsterinfo.currentmove = &gladiator_move_attack_gun;
|
||
|
}
|
||
|
|
||
|
|
||
|
mframe_t gladiator_frames_pain [] =
|
||
|
{
|
||
|
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 gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
|
||
|
|
||
|
mframe_t gladiator_frames_pain_air [] =
|
||
|
{
|
||
|
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 gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
|
||
|
|
||
|
void gladiator_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)
|
||
|
{
|
||
|
if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
|
||
|
self->monsterinfo.currentmove = &gladiator_move_pain_air;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->pain_debounce_time = level.time + 3;
|
||
|
|
||
|
if (random() < 0.5)
|
||
|
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
||
|
else
|
||
|
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
||
|
|
||
|
if (skill->value == 3)
|
||
|
return; // no pain anims in nightmare
|
||
|
|
||
|
if (self->velocity[2] > 100)
|
||
|
self->monsterinfo.currentmove = &gladiator_move_pain_air;
|
||
|
else
|
||
|
self->monsterinfo.currentmove = &gladiator_move_pain;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void gladiator_dead (edict_t *self)
|
||
|
{
|
||
|
VectorSet (self->mins, -16, -16, -24);
|
||
|
VectorSet (self->maxs, 16, 16, -8);
|
||
|
self->movetype = MOVETYPE_TOSS;
|
||
|
self->svflags |= SVF_DEADMONSTER;
|
||
|
self->nextthink = 0;
|
||
|
gi.linkentity (self);
|
||
|
}
|
||
|
|
||
|
mframe_t gladiator_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
|
||
|
};
|
||
|
mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
|
||
|
|
||
|
void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||
|
{
|
||
|
int n;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// regular death
|
||
|
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
|
||
|
self->deadflag = DEAD_DEAD;
|
||
|
self->takedamage = DAMAGE_YES;
|
||
|
|
||
|
self->monsterinfo.currentmove = &gladiator_move_death;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
|
||
|
*/
|
||
|
void SP_monster_gladiator (edict_t *self)
|
||
|
{
|
||
|
if (deathmatch->value)
|
||
|
{
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
sound_pain1 = gi.soundindex ("gladiator/pain.wav");
|
||
|
sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav");
|
||
|
sound_die = gi.soundindex ("gladiator/glddeth2.wav");
|
||
|
sound_gun = gi.soundindex ("gladiator/railgun.wav");
|
||
|
sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
|
||
|
sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
|
||
|
sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
|
||
|
sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
|
||
|
sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
|
||
|
sound_sight = gi.soundindex ("gladiator/sight.wav");
|
||
|
|
||
|
self->movetype = MOVETYPE_STEP;
|
||
|
self->solid = SOLID_BBOX;
|
||
|
self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
|
||
|
VectorSet (self->mins, -32, -32, -24);
|
||
|
VectorSet (self->maxs, 32, 32, 64);
|
||
|
|
||
|
self->health = 400;
|
||
|
self->gib_health = -175;
|
||
|
self->mass = 400;
|
||
|
|
||
|
self->pain = gladiator_pain;
|
||
|
self->die = gladiator_die;
|
||
|
|
||
|
self->monsterinfo.stand = gladiator_stand;
|
||
|
self->monsterinfo.walk = gladiator_walk;
|
||
|
self->monsterinfo.run = gladiator_run;
|
||
|
self->monsterinfo.dodge = NULL;
|
||
|
self->monsterinfo.attack = gladiator_attack;
|
||
|
self->monsterinfo.melee = gladiator_melee;
|
||
|
self->monsterinfo.sight = gladiator_sight;
|
||
|
self->monsterinfo.idle = gladiator_idle;
|
||
|
self->monsterinfo.search = gladiator_search;
|
||
|
|
||
|
gi.linkentity (self);
|
||
|
self->monsterinfo.currentmove = &gladiator_move_stand;
|
||
|
self->monsterinfo.scale = MODEL_SCALE;
|
||
|
|
||
|
walkmonster_start (self);
|
||
|
}
|