Merge pull request #46 from BjossiAlfreds/boss2

Restored boss2(hornet) rogue features and tweaks
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Yamagi 2019-09-28 17:00:20 +02:00 committed by GitHub
commit 2769c7cdfb
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1 changed files with 185 additions and 106 deletions

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@ -8,6 +8,8 @@
#include "../../header/local.h"
#include "boss2.h"
#define BOSS2_ROCKET_SPEED 750
qboolean infront(edict_t *self, edict_t *other);
void BossExplode(edict_t *self);
void boss2_run(edict_t *self);
@ -38,6 +40,67 @@ boss2_search(edict_t *self)
}
}
void
Boss2PredictiveRocket(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
float time, dist;
if (!self || !self->enemy || !self->enemy->inuse)
{
return;
}
AngleVectors(self->s.angles, forward, right, NULL);
//1
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
VectorSubtract(self->enemy->s.origin, start, dir);
dist = VectorLength(dir);
time = dist / BOSS2_ROCKET_SPEED;
VectorMA(self->enemy->s.origin, time-0.3, self->enemy->velocity, vec);
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1);
//2
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
VectorSubtract(self->enemy->s.origin, start, dir);
dist = VectorLength(dir);
time = dist / BOSS2_ROCKET_SPEED;
VectorMA(self->enemy->s.origin, time-0.15, self->enemy->velocity, vec);
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_2);
//3
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
VectorSubtract(self->enemy->s.origin, start, dir);
dist = VectorLength(dir);
time = dist / BOSS2_ROCKET_SPEED;
VectorMA(self->enemy->s.origin, time, self->enemy->velocity, vec);
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_3);
//4
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
VectorSubtract(self->enemy->s.origin, start, dir);
dist = VectorLength(dir);
time = dist / BOSS2_ROCKET_SPEED;
VectorMA(self->enemy->s.origin, time+0.15, self->enemy->velocity, vec);
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_4);
}
void
Boss2Rocket(edict_t *self)
{
@ -46,43 +109,55 @@ Boss2Rocket(edict_t *self)
vec3_t dir;
vec3_t vec;
if (!self)
if (!self || !self->enemy || !self->enemy->inuse)
{
return;
}
AngleVectors(self->s.angles, forward, right, NULL);
if (self->enemy->client && random() < 0.9)
{
Boss2PredictiveRocket(self);
return;
}
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1],
forward, right, start);
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;
vec[2] -= 15;
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
VectorMA(dir, 0.4, right, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2],
forward, right, start);
//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);
VectorMA(dir, 0.025, right, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3],
forward, right, start);
//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);
VectorMA(dir, -0.025, right, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4],
forward, right, start);
//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;
vec[2] -= 15;
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
VectorMA(dir, -0.4, right, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
}
@ -101,12 +176,12 @@ boss2_firebullet_right(edict_t *self)
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);
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,
monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3,
DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
}
@ -125,13 +200,13 @@ boss2_firebullet_left(edict_t *self)
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);
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,
monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3,
DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
}
@ -219,26 +294,26 @@ mmove_t boss2_move_fidget = {
};
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}
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL},
{ai_walk, 10, NULL}
};
mmove_t boss2_move_walk = {
@ -249,26 +324,26 @@ mmove_t boss2_move_walk = {
};
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}
{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 boss2_move_run = {
@ -279,15 +354,15 @@ mmove_t boss2_move_run = {
};
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}
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, boss2_attack_mg}
};
mmove_t boss2_move_attack_pre_mg = {
@ -299,12 +374,12 @@ mmove_t boss2_move_attack_pre_mg = {
/* 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}
{ai_charge, 2, Boss2MachineGun},
{ai_charge, 2, Boss2MachineGun},
{ai_charge, 2, Boss2MachineGun},
{ai_charge, 2, Boss2MachineGun},
{ai_charge, 2, Boss2MachineGun},
{ai_charge, 2, boss2_reattack_mg}
};
mmove_t boss2_move_attack_mg = {
@ -315,10 +390,10 @@ mmove_t boss2_move_attack_mg = {
};
mframe_t boss2_frames_attack_post_mg[] = {
{ai_charge, 1, NULL},
{ai_charge, 1, NULL},
{ai_charge, 1, NULL},
{ai_charge, 1, NULL}
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL}
};
@ -330,27 +405,27 @@ mmove_t boss2_move_attack_post_mg = {
};
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}
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_move, -5, Boss2Rocket},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL},
{ai_charge, 2, NULL}
};
mmove_t boss2_move_attack_rocket = {FRAME_attack20,
@ -665,10 +740,14 @@ Boss2_CheckAttack(edict_t *self)
/* do we have a clear shot? */
if (tr.ent != self->enemy)
{
/* we want them to go ahead and shoot at info_notnulls if they can */
if (self->enemy->solid != SOLID_NOT || tr.fraction < 1.0)
{
return false;
}
}
}
enemy_range = range(self, self->enemy);
VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
@ -728,7 +807,7 @@ Boss2_CheckAttack(edict_t *self)
return false;
}
if (random() < chance)
if ((random() < chance) || (self->enemy->solid == SOLID_NOT))
{
self->monsterinfo.attack_state = AS_MISSILE;
self->monsterinfo.attack_finished = level.time + 2 * random();