quake2forge/game/m_boss2.c

679 lines
16 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.
*/
/*
==============================================================================
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);
}