/* ============================================================================== hover ============================================================================== */ #include "g_local.h" #include "m_hover.h" qboolean visible (edict_t *self, edict_t *other); static int sound_pain1; static int sound_pain2; static int sound_death1; static int sound_death2; static int sound_sight; static int sound_search1; static int sound_search2; // daedalus sounds static int daed_sound_pain1; static int daed_sound_pain2; static int daed_sound_death1; static int daed_sound_death2; static int daed_sound_sight; static int daed_sound_search1; static int daed_sound_search2; void hover_sight (edict_t *self, edict_t *other) { // PMM - daedalus sounds if (self->mass < 225) gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, daed_sound_sight, 1, ATTN_NORM, 0); } void hover_search (edict_t *self) { // PMM - daedalus sounds if (self->mass < 225) { if (random() < 0.5) gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0); } else { if (random() < 0.5) gi.sound (self, CHAN_VOICE, daed_sound_search1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, daed_sound_search2, 1, ATTN_NORM, 0); } } void hover_run (edict_t *self); void hover_stand (edict_t *self); void hover_dead (edict_t *self); void hover_attack (edict_t *self); void hover_reattack (edict_t *self); void hover_fire_blaster (edict_t *self); void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); mframe_t hover_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, 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 hover_move_stand = {FRAME_stand01, FRAME_stand30, hover_frames_stand, NULL}; /* mframe_t hover_frames_stop1 [] = { 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 hover_move_stop1 = {FRAME_stop101, FRAME_stop109, hover_frames_stop1, NULL}; mframe_t hover_frames_stop2 [] = { 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 hover_move_stop2 = {FRAME_stop201, FRAME_stop208, hover_frames_stop2, NULL}; */ /* mframe_t hover_frames_takeoff [] = { ai_move, 0, NULL, ai_move, -2, NULL, ai_move, 5, NULL, ai_move, -1, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, -6, NULL, ai_move, -9, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 3, NULL, ai_move, 2, NULL, ai_move, 0, NULL }; mmove_t hover_move_takeoff = {FRAME_takeof01, FRAME_takeof30, hover_frames_takeoff, NULL}; */ mframe_t hover_frames_pain3 [] = { 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 hover_move_pain3 = {FRAME_pain301, FRAME_pain309, hover_frames_pain3, hover_run}; mframe_t hover_frames_pain2 [] = { 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 hover_move_pain2 = {FRAME_pain201, FRAME_pain212, hover_frames_pain2, hover_run}; mframe_t hover_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, -8, NULL, ai_move, -4, NULL, ai_move, -6, NULL, ai_move, -4, NULL, ai_move, -3, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 3, NULL, ai_move, 2, NULL, ai_move, 7, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 5, NULL, ai_move, 3, NULL, ai_move, 4, NULL }; mmove_t hover_move_pain1 = {FRAME_pain101, FRAME_pain128, hover_frames_pain1, hover_run}; /* mframe_t hover_frames_land [] = { ai_move, 0, NULL }; mmove_t hover_move_land = {FRAME_land01, FRAME_land01, hover_frames_land, NULL}; */ /* mframe_t hover_frames_forward [] = { 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 }; mmove_t hover_move_forward = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_forward, NULL}; */ mframe_t hover_frames_walk [] = { ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL }; mmove_t hover_move_walk = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_walk, NULL}; mframe_t hover_frames_run [] = { ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL }; mmove_t hover_move_run = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_run, NULL}; mframe_t hover_frames_death1 [] = { 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, -10,NULL, ai_move, 3, NULL, ai_move, 5, NULL, ai_move, 4, NULL, ai_move, 7, NULL }; mmove_t hover_move_death1 = {FRAME_death101, FRAME_death111, hover_frames_death1, hover_dead}; /* mframe_t hover_frames_backward [] = { 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 }; mmove_t hover_move_backward = {FRAME_backwd01, FRAME_backwd24, hover_frames_backward, NULL}; */ mframe_t hover_frames_start_attack [] = { ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL }; mmove_t hover_move_start_attack = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack, hover_attack}; mframe_t hover_frames_attack1 [] = { ai_charge, -10, hover_fire_blaster, ai_charge, -10, hover_fire_blaster, ai_charge, 0, hover_reattack, }; mmove_t hover_move_attack1 = {FRAME_attak104, FRAME_attak106, hover_frames_attack1, NULL}; mframe_t hover_frames_end_attack [] = { ai_charge, 1, NULL, ai_charge, 1, NULL }; mmove_t hover_move_end_attack = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack, hover_run}; /* PMM - circle strafing code */ mframe_t hover_frames_start_attack2 [] = { ai_charge, 15, NULL, ai_charge, 15, NULL, ai_charge, 15, NULL }; mmove_t hover_move_start_attack2 = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack2, hover_attack}; mframe_t hover_frames_attack2 [] = { ai_charge, 10, hover_fire_blaster, ai_charge, 10, hover_fire_blaster, ai_charge, 10, hover_reattack, }; mmove_t hover_move_attack2 = {FRAME_attak104, FRAME_attak106, hover_frames_attack2, NULL}; mframe_t hover_frames_end_attack2 [] = { ai_charge, 15, NULL, ai_charge, 15, NULL }; mmove_t hover_move_end_attack2 = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack2, hover_run}; // end of circle strafe void hover_reattack (edict_t *self) { if (self->enemy->health > 0 ) if (visible (self, self->enemy) ) if (random() <= 0.6) { if (self->monsterinfo.attack_state == AS_STRAIGHT) { self->monsterinfo.currentmove = &hover_move_attack1; return; } else if (self->monsterinfo.attack_state == AS_SLIDING) { self->monsterinfo.currentmove = &hover_move_attack2; return; } else gi.dprintf ("hover_reattack: unexpected state %d\n", self->monsterinfo.attack_state); } self->monsterinfo.currentmove = &hover_move_end_attack; } void hover_fire_blaster (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t end; vec3_t dir; int effect; if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM if (self->s.frame == FRAME_attak104) effect = EF_HYPERBLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_HOVER_BLASTER_1], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, dir); //PGM - daedalus fires blaster2 if(self->mass < 200) monster_fire_blaster (self, start, dir, 1, 1000, MZ2_HOVER_BLASTER_1, effect); else monster_fire_blaster2 (self, start, dir, 1, 1000, MZ2_DAEDALUS_BLASTER, EF_BLASTER); // fixme - different muzzle flash //PGM } void hover_stand (edict_t *self) { self->monsterinfo.currentmove = &hover_move_stand; } void hover_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &hover_move_stand; else self->monsterinfo.currentmove = &hover_move_run; } void hover_walk (edict_t *self) { self->monsterinfo.currentmove = &hover_move_walk; } void hover_start_attack (edict_t *self) { self->monsterinfo.currentmove = &hover_move_start_attack; } void hover_attack(edict_t *self) { float chance; /* if (random() <= 0.5) self->monsterinfo.currentmove = &flyer_move_attack1; else */ // 0% chance of circle in easy // 50% chance in normal // 75% chance in hard // 86.67% chance in nightmare if (!skill->value) chance = 0; else chance = 1.0 - (0.5/(float)(skill->value)); if (self->mass > 150) // the daedalus strafes more chance += 0.1; if (random() > chance) { self->monsterinfo.currentmove = &hover_move_attack1; self->monsterinfo.attack_state = AS_STRAIGHT; } else // circle strafe { if (random () <= 0.5) // switch directions self->monsterinfo.lefty = 1 - self->monsterinfo.lefty; self->monsterinfo.currentmove = &hover_move_attack2; self->monsterinfo.attack_state = AS_SLIDING; } } void hover_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; // PGM support for skins 2 & 3. if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; if (skill->value == 3) return; // no pain anims in nightmare if (damage <= 25) { if (random() < 0.5) { // PMM - daedalus sounds if (self->mass < 225) gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, daed_sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &hover_move_pain3; } else { // PMM - daedalus sounds if (self->mass < 225) gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, daed_sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &hover_move_pain2; } } else { //==== //PGM pain sequence is WAY too long if (random() < (0.45 - (0.1 * skill->value))) { // PMM - daedalus sounds if (self->mass < 225) gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, daed_sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &hover_move_pain1; } else { // PMM - daedalus sounds if (self->mass < 225) gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, daed_sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &hover_move_pain2; } //PGM //==== } } void hover_deadthink (edict_t *self) { if (!self->groundentity && level.time < self->timestamp) { self->nextthink = level.time + FRAMETIME; return; } BecomeExplosion1(self); } void hover_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->think = hover_deadthink; self->nextthink = level.time + FRAMETIME; self->timestamp = level.time + 15; gi.linkentity (self); } void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; self->s.effects = 0; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; // 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 < 2; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death // PMM - daedalus sounds if (self->mass < 225) { if (random() < 0.5) gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0); } else { if (random() < 0.5) gi.sound (self, CHAN_VOICE, daed_sound_death1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, daed_sound_death2, 1, ATTN_NORM, 0); } self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &hover_move_death1; } //=========== //PGM qboolean hover_blocked (edict_t *self, float dist) { if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) )) return true; return false; } //PGM //=========== /*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ /*QUAKED monster_daedalus (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight This is the improved icarus monster. */ void SP_monster_hover (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/hover/tris.md2"); VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 32); self->health = 240; self->gib_health = -100; self->mass = 150; self->pain = hover_pain; self->die = hover_die; self->monsterinfo.stand = hover_stand; self->monsterinfo.walk = hover_walk; self->monsterinfo.run = hover_run; // self->monsterinfo.dodge = hover_dodge; self->monsterinfo.attack = hover_start_attack; self->monsterinfo.sight = hover_sight; self->monsterinfo.search = hover_search; self->monsterinfo.blocked = hover_blocked; // PGM //PGM if (strcmp(self->classname, "monster_daedalus") == 0) { self->health = 450; self->mass = 225; self->yaw_speed = 25; self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; self->monsterinfo.power_armor_power = 100; // PMM - daedalus sounds self->s.sound = gi.soundindex ("daedalus/daedidle1.wav"); daed_sound_pain1 = gi.soundindex ("daedalus/daedpain1.wav"); daed_sound_pain2 = gi.soundindex ("daedalus/daedpain2.wav"); daed_sound_death1 = gi.soundindex ("daedalus/daeddeth1.wav"); daed_sound_death2 = gi.soundindex ("daedalus/daeddeth2.wav"); daed_sound_sight = gi.soundindex ("daedalus/daedsght1.wav"); daed_sound_search1 = gi.soundindex ("daedalus/daedsrch1.wav"); daed_sound_search2 = gi.soundindex ("daedalus/daedsrch2.wav"); gi.soundindex ("tank/tnkatck3.wav"); // pmm } else { sound_pain1 = gi.soundindex ("hover/hovpain1.wav"); sound_pain2 = gi.soundindex ("hover/hovpain2.wav"); sound_death1 = gi.soundindex ("hover/hovdeth1.wav"); sound_death2 = gi.soundindex ("hover/hovdeth2.wav"); sound_sight = gi.soundindex ("hover/hovsght1.wav"); sound_search1 = gi.soundindex ("hover/hovsrch1.wav"); sound_search2 = gi.soundindex ("hover/hovsrch2.wav"); gi.soundindex ("hover/hovatck1.wav"); self->s.sound = gi.soundindex ("hover/hovidle1.wav"); } //PGM gi.linkentity (self); self->monsterinfo.currentmove = &hover_move_stand; self->monsterinfo.scale = MODEL_SCALE; flymonster_start (self); //PGM if (strcmp(self->classname, "monster_daedalus") == 0) self->s.skinnum = 2; //PGM }