quake2-xatrix/m_gladb.c

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1998-11-29 00:00:00 +00:00
/*
==============================================================================
GLADIATOR BOSS
==============================================================================
*/
#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 gladb_idle (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void gladb_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void gladb_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void gladb_cleaver_swing (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}
mframe_t gladb_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 gladb_move_stand = {FRAME_stand1, FRAME_stand7, gladb_frames_stand, NULL};
void gladb_stand (edict_t *self)
{
self->monsterinfo.currentmove = &gladb_move_stand;
}
mframe_t gladb_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 gladb_move_walk = {FRAME_walk1, FRAME_walk16, gladb_frames_walk, NULL};
void gladb_walk (edict_t *self)
{
self->monsterinfo.currentmove = &gladb_move_walk;
}
mframe_t gladb_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 gladb_move_run = {FRAME_run1, FRAME_run6, gladb_frames_run, NULL};
void gladb_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &gladb_move_stand;
else
self->monsterinfo.currentmove = &gladb_move_run;
}
void GladbMelee (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 gladb_frames_attack_melee [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gladb_cleaver_swing,
ai_charge, 0, NULL,
ai_charge, 0, GladbMelee,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gladb_cleaver_swing,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, GladbMelee,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t gladb_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladb_frames_attack_melee, gladb_run};
void gladb_melee(edict_t *self)
{
self->monsterinfo.currentmove = &gladb_move_attack_melee;
}
void gladbGun (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);
fire_plasma (self, start, dir, 100, 725, 60, 60);
}
void gladbGun_check (edict_t *self)
{
if (skill->value == 3)
gladbGun (self);
}
mframe_t gladb_frames_attack_gun [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gladbGun,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gladbGun,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, gladbGun_check
};
mmove_t gladb_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladb_frames_attack_gun, gladb_run};
void gladb_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 = &gladb_move_attack_gun;
}
mframe_t gladb_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 gladb_move_pain = {FRAME_pain1, FRAME_pain6, gladb_frames_pain, gladb_run};
mframe_t gladb_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 gladb_move_pain_air = {FRAME_painup1, FRAME_painup7, gladb_frames_pain_air, gladb_run};
void gladb_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 == &gladb_move_pain))
self->monsterinfo.currentmove = &gladb_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 (self->velocity[2] > 100)
self->monsterinfo.currentmove = &gladb_move_pain_air;
else
self->monsterinfo.currentmove = &gladb_move_pain;
}
void gladb_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 gladb_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 gladb_move_death = {FRAME_death1, FRAME_death22, gladb_frames_death, gladb_dead};
void gladb_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 = &gladb_move_death;
}
/*QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void SP_monster_gladb (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");
// note to self
// need to change to PHALANX sound
sound_gun = gi.soundindex ("weapons/plasshot.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/gladb/tris.md2");
VectorSet (self->mins, -32, -32, -24);
VectorSet (self->maxs, 32, 32, 64);
self->health = 800;
self->gib_health = -175;
self->mass = 350;
self->pain = gladb_pain;
self->die = gladb_die;
self->monsterinfo.stand = gladb_stand;
self->monsterinfo.walk = gladb_walk;
self->monsterinfo.run = gladb_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = gladb_attack;
self->monsterinfo.melee = gladb_melee;
self->monsterinfo.sight = gladb_sight;
self->monsterinfo.idle = gladb_idle;
self->monsterinfo.search = gladb_search;
gi.linkentity (self);
self->monsterinfo.currentmove = &gladb_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = 400;
walkmonster_start (self);
}