quake2-xatrix/m_boss5.c
1998-11-29 00:00:00 +00:00

705 lines
15 KiB
C

/*
==============================================================================
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);
}