/* ============================================================================== boss5 ============================================================================== */ #include "g_local.h" #include "m_supertank.h" qboolean visible (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; static int sound_search2; static int tread_sound; void BossExplode2 (edict_t *self); void TreadSound2 (edict_t *self) { gi.sound (self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0); } void boss5_search (edict_t *self) { 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); } void boss5_dead (edict_t *self); void boss5Rocket (edict_t *self); void boss5MachineGun (edict_t *self); void boss5_reattack1(edict_t *self); // // stand // mframe_t boss5_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, 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 boss5_move_stand = {FRAME_stand_1, FRAME_stand_60, boss5_frames_stand, NULL}; void boss5_stand (edict_t *self) { self->monsterinfo.currentmove = &boss5_move_stand; } mframe_t boss5_frames_run [] = { ai_run, 12, TreadSound2, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL, ai_run, 12, NULL }; mmove_t boss5_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_run, NULL}; // // walk // mframe_t boss5_frames_forward [] = { ai_walk, 4, TreadSound2, 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 boss5_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_forward, NULL}; void boss5_forward (edict_t *self) { self->monsterinfo.currentmove = &boss5_move_forward; } void boss5_walk (edict_t *self) { self->monsterinfo.currentmove = &boss5_move_forward; } void boss5_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &boss5_move_stand; else self->monsterinfo.currentmove = &boss5_move_run; } mframe_t boss5_frames_turn_right [] = { ai_move, 0, TreadSound2, 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 boss5_move_turn_right = {FRAME_right_1, FRAME_right_18, boss5_frames_turn_right, boss5_run}; mframe_t boss5_frames_turn_left [] = { ai_move, 0, TreadSound2, 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 boss5_move_turn_left = {FRAME_left_1, FRAME_left_18, boss5_frames_turn_left, boss5_run}; mframe_t boss5_frames_pain3 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t boss5_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, boss5_frames_pain3, boss5_run}; mframe_t boss5_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t boss5_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, boss5_frames_pain2, boss5_run}; mframe_t boss5_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t boss5_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, boss5_frames_pain1, boss5_run}; mframe_t boss5_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, 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, BossExplode2 }; mmove_t boss5_move_death = {FRAME_death_1, FRAME_death_24, boss5_frames_death1, boss5_dead}; mframe_t boss5_frames_backward[] = { ai_walk, 0, TreadSound2, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL }; mmove_t boss5_move_backward = {FRAME_backwd_1, FRAME_backwd_18, boss5_frames_backward, NULL}; mframe_t boss5_frames_attack4[]= { 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 boss5_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, boss5_frames_attack4, boss5_run}; mframe_t boss5_frames_attack3[]= { 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 boss5_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, boss5_frames_attack3, boss5_run}; mframe_t boss5_frames_attack2[]= { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, boss5Rocket, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, boss5Rocket, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, boss5Rocket, 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 boss5_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, boss5_frames_attack2, boss5_run}; mframe_t boss5_frames_attack1[]= { ai_charge, 0, boss5MachineGun, ai_charge, 0, boss5MachineGun, ai_charge, 0, boss5MachineGun, ai_charge, 0, boss5MachineGun, ai_charge, 0, boss5MachineGun, ai_charge, 0, boss5MachineGun, }; mmove_t boss5_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, boss5_frames_attack1, boss5_reattack1}; mframe_t boss5_frames_end_attack1[]= { 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 boss5_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, boss5_frames_end_attack1, boss5_run}; void boss5_reattack1(edict_t *self) { if (visible(self, self->enemy)) if (random() < 0.9) self->monsterinfo.currentmove = &boss5_move_attack1; else self->monsterinfo.currentmove = &boss5_move_end_attack1; else self->monsterinfo.currentmove = &boss5_move_end_attack1; } void boss5_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; // Lessen the chance of him going into his pain frames if (damage <=25) if (random()<0.2) return; // Don't go into pain if he's firing his rockets if (skill->value >= 2) if ( (self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14) ) return; self->pain_debounce_time = level.time + 3; if (damage <= 10) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0); self->monsterinfo.currentmove = &boss5_move_pain1; } else if (damage <= 25) { gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0); self->monsterinfo.currentmove = &boss5_move_pain2; } else { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0); self->monsterinfo.currentmove = &boss5_move_pain3; } }; void boss5Rocket (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; int flash_number; if (self->s.frame == FRAME_attak2_8) flash_number = MZ2_SUPERTANK_ROCKET_1; else if (self->s.frame == FRAME_attak2_11) flash_number = MZ2_SUPERTANK_ROCKET_2; else // (self->s.frame == FRAME_attak2_14) flash_number = MZ2_SUPERTANK_ROCKET_3; AngleVectors (self->s.angles, forward, right, NULL); 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_rocket (self, start, dir, 50, 500, flash_number); } void boss5MachineGun (edict_t *self) { vec3_t dir; vec3_t vec; vec3_t start; vec3_t forward, right; int flash_number; flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1); //FIXME!!! dir[0] = 0; dir[1] = self->s.angles[1]; dir[2] = 0; AngleVectors (dir, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); if (self->enemy) { VectorCopy (self->enemy->s.origin, vec); VectorMA (vec, 0, self->enemy->velocity, vec); vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, forward); VectorNormalize (forward); } monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } void boss5_attack(edict_t *self) { vec3_t vec; float range; //float r; VectorSubtract (self->enemy->s.origin, self->s.origin, vec); range = VectorLength (vec); //r = random(); // Attack 1 == Chaingun // Attack 2 == Rocket Launcher if (range <= 160) { self->monsterinfo.currentmove = &boss5_move_attack1; } else { // fire rockets more often at distance if (random() < 0.3) self->monsterinfo.currentmove = &boss5_move_attack1; else self->monsterinfo.currentmove = &boss5_move_attack2; } } // // death // void boss5_dead (edict_t *self) { /* VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); */ VectorSet (self->mins, -60, -60, 0); VectorSet (self->maxs, 60, 60, 72); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } void BossExplode2 (edict_t *self) { vec3_t org; int n; self->think = BossExplode2; VectorCopy (self->s.origin, org); org[2] += 24 + (rand()&15); switch (self->count++) { case 0: org[0] -= 24; org[1] -= 24; break; case 1: org[0] += 24; org[1] += 24; break; case 2: org[0] += 24; org[1] -= 24; break; case 3: org[0] -= 24; org[1] += 24; break; case 4: org[0] -= 48; org[1] -= 48; break; case 5: org[0] += 48; org[1] += 48; break; case 6: org[0] -= 48; org[1] += 48; break; case 7: org[0] += 48; org[1] -= 48; break; case 8: self->s.sound = 0; for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC); for (n= 0; n < 8; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC); ThrowGib (self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC); self->deadflag = DEAD_DEAD; return; } gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (org); gi.multicast (self->s.origin, MULTICAST_PVS); self->nextthink = level.time + 0.1; } void boss5_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_NO; self->count = 0; self->monsterinfo.currentmove = &boss5_move_death; } // // monster_boss5 // /*QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight */ void SP_monster_boss5 (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("bosstank/btkpain1.wav"); sound_pain2 = gi.soundindex ("bosstank/btkpain2.wav"); sound_pain3 = gi.soundindex ("bosstank/btkpain3.wav"); sound_death = gi.soundindex ("bosstank/btkdeth1.wav"); sound_search1 = gi.soundindex ("bosstank/btkunqv1.wav"); sound_search2 = gi.soundindex ("bosstank/btkunqv2.wav"); // self->s.sound = gi.soundindex ("bosstank/btkengn1.wav"); tread_sound = gi.soundindex ("bosstank/btkengn1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/boss5/tris.md2"); VectorSet (self->mins, -64, -64, 0); VectorSet (self->maxs, 64, 64, 112); self->health = 1500; self->gib_health = -500; self->mass = 800; self->pain = boss5_pain; self->die = boss5_die; self->monsterinfo.stand = boss5_stand; self->monsterinfo.walk = boss5_walk; self->monsterinfo.run = boss5_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = boss5_attack; self->monsterinfo.search = boss5_search; self->monsterinfo.melee = NULL; self->monsterinfo.sight = NULL; gi.linkentity (self); self->monsterinfo.currentmove = &boss5_move_stand; self->monsterinfo.scale = MODEL_SCALE; // RAFAEL self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = 400; walkmonster_start(self); }