iCleanup boss5 and add sanity checks

This commit is contained in:
Yamagi Burmeister 2013-02-02 10:14:13 +01:00
parent 4d30309345
commit 6222a4174d

View file

@ -1,53 +1,59 @@
/*
==============================================================================
boss5
==============================================================================
/* =======================================================================
*
* boss 5, only found in xatrix
*
* =======================================================================
*/
#include "../../header/local.h"
#include "../supertank/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;
qboolean visible(edict_t *self, edict_t *other);
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 []=
void
TreadSound2(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
}
void
boss5_search(edict_t *self)
{
if (!self)
{
return;
}
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);
}
}
/* stand */
mframe_t boss5_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -109,16 +115,26 @@ mframe_t boss5_frames_stand []=
{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)
mmove_t boss5_move_stand = {
FRAME_stand_1,
FRAME_stand_60,
boss5_frames_stand,
NULL
};
void
boss5_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &boss5_move_stand;
}
mframe_t boss5_frames_run [] =
{
mframe_t boss5_frames_run[] = {
{ai_run, 12, TreadSound2},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
@ -138,15 +154,16 @@ mframe_t boss5_frames_run [] =
{ai_run, 12, NULL},
{ai_run, 12, NULL}
};
mmove_t boss5_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_run, NULL};
//
// walk
//
mmove_t boss5_move_run = {
FRAME_forwrd_1,
FRAME_forwrd_18,
boss5_frames_run,
NULL
};
mframe_t boss5_frames_forward [] =
{
/* walk */
mframe_t boss5_frames_forward[] = {
{ai_walk, 4, TreadSound2},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL},
@ -166,28 +183,55 @@ mframe_t boss5_frames_forward [] =
{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)
mmove_t boss5_move_forward = {
FRAME_forwrd_1,
FRAME_forwrd_18,
boss5_frames_forward,
NULL
};
void
boss5_forward(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &boss5_move_forward;
}
void boss5_walk (edict_t *self)
void
boss5_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &boss5_move_forward;
}
void boss5_run (edict_t *self)
void
boss5_run(edict_t *self)
{
if (!self)
{
return;
}
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 [] =
{
mframe_t boss5_frames_turn_right[] = {
{ai_move, 0, TreadSound2},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -207,10 +251,15 @@ mframe_t boss5_frames_turn_right [] =
{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 [] =
{
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},
@ -230,38 +279,57 @@ mframe_t boss5_frames_turn_left [] =
{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};
mmove_t boss5_move_turn_left = {
FRAME_left_1,
FRAME_left_18,
boss5_frames_turn_left,
boss5_run
};
mframe_t boss5_frames_pain3 [] =
{
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 [] =
{
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 [] =
{
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 [] =
{
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},
@ -287,10 +355,15 @@ mframe_t boss5_frames_death1 [] =
{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[] =
{
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},
@ -310,10 +383,15 @@ mframe_t boss5_frames_backward[] =
{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[]=
{
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},
@ -321,10 +399,15 @@ mframe_t boss5_frames_attack4[]=
{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[]=
{
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},
@ -353,10 +436,15 @@ mframe_t boss5_frames_attack3[]=
{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[]=
{
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},
@ -385,22 +473,31 @@ mframe_t boss5_frames_attack2[]=
{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_attack2 = {
FRAME_attak2_1,
FRAME_attak2_27,
boss5_frames_attack2,
boss5_run
};
mmove_t boss5_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, boss5_frames_attack1, boss5_reattack1};
mframe_t boss5_frames_end_attack1[]=
{
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},
@ -416,38 +513,76 @@ mframe_t boss5_frames_end_attack1[]=
{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};
mmove_t boss5_move_end_attack1 = {
FRAME_attak1_7,
FRAME_attak1_20,
boss5_frames_end_attack1,
boss5_run
};
void boss5_reattack1(edict_t *self)
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;
if (!self)
{
return;
}
void boss5_pain (edict_t *self, edict_t *other, float kick, int damage)
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 /* unused */,
float kick /* unused */, int damage)
{
if (!self)
{
return;
}
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
/* 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
/* 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) )
{
if ((self->s.frame >= FRAME_attak2_1) &&
(self->s.frame <= FRAME_attak2_14))
{
return;
}
}
self->pain_debounce_time = level.time + 3;
@ -466,10 +601,10 @@ void boss5_pain (edict_t *self, edict_t *other, float kick, int damage)
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &boss5_move_pain3;
}
};
}
void boss5Rocket (edict_t *self)
void
boss5Rocket(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
@ -477,15 +612,27 @@ void boss5Rocket (edict_t *self)
vec3_t vec;
int flash_number;
if (!self)
{
return;
}
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)
}
else
{
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);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
VectorCopy(self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
@ -493,10 +640,10 @@ void boss5Rocket (edict_t *self)
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, flash_number);
}
void boss5MachineGun (edict_t *self)
void
boss5MachineGun(edict_t *self)
{
vec3_t dir;
vec3_t vec;
@ -504,15 +651,20 @@ void boss5MachineGun (edict_t *self)
vec3_t forward, right;
int flash_number;
if (!self)
{
return;
}
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);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
if (self->enemy)
{
@ -523,15 +675,22 @@ void boss5MachineGun (edict_t *self)
VectorNormalize(forward);
}
monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
monster_fire_bullet(self, start, forward, 6, 4,
DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
flash_number);
}
void boss5_attack(edict_t *self)
void
boss5_attack(edict_t *self)
{
vec3_t vec;
float range;
if (!self)
{
return;
}
VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
range = VectorLength(vec);
@ -540,21 +699,29 @@ void boss5_attack(edict_t *self)
self->monsterinfo.currentmove = &boss5_move_attack1;
}
else
{ // fire rockets more often at distance
{
/* fire rockets more often at distance */
if (random() < 0.3)
{
self->monsterinfo.currentmove = &boss5_move_attack1;
}
else
{
self->monsterinfo.currentmove = &boss5_move_attack2;
}
}
}
/* death */
//
// death
//
void boss5_dead (edict_t *self)
void
boss5_dead(edict_t *self)
{
if (!self)
{
return;
}
VectorSet(self->mins, -60, -60, 0);
VectorSet(self->maxs, 60, 60, 72);
self->movetype = MOVETYPE_TOSS;
@ -563,15 +730,21 @@ void boss5_dead (edict_t *self)
gi.linkentity(self);
}
void BossExplode2 (edict_t *self)
void
BossExplode2(edict_t *self)
{
vec3_t org;
int n;
if (!self)
{
return;
}
self->think = BossExplode2;
VectorCopy(self->s.origin, org);
org[2] += 24 + (rand() & 15);
switch (self->count++)
{
case 0:
@ -608,12 +781,23 @@ void BossExplode2 (edict_t *self)
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);
{
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);
{
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;
}
@ -626,9 +810,16 @@ void BossExplode2 (edict_t *self)
self->nextthink = level.time + 0.1;
}
void boss5_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void
boss5_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage /* unused */,
vec3_t point /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_NO;
@ -636,14 +827,17 @@ void boss5_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage
self->monsterinfo.currentmove = &boss5_move_death;
}
//
// monster_boss5
//
/*QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
/*
* QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_boss5 (edict_t *self)
void
SP_monster_boss5(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
@ -685,11 +879,8 @@ void SP_monster_boss5 (edict_t *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);
}