yquake2remaster/original/xatrix/monster/gladiator/gladiator.c

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/*
* Copyright (c) ZeniMax Media Inc.
* Licensed under the GNU General Public License 2.0.
*/
/* =======================================================================
*
* Gladiator.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "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
gladiator_idle(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void
gladiator_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void
gladiator_search(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void
gladiator_cleaver_swing(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}
mframe_t gladiator_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 gladiator_move_stand = {
FRAME_stand1,
FRAME_stand7,
gladiator_frames_stand,
NULL
};
void
gladiator_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_stand;
}
mframe_t gladiator_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 gladiator_move_walk = {
FRAME_walk1,
FRAME_walk16,
gladiator_frames_walk,
NULL
};
void
gladiator_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_walk;
}
mframe_t gladiator_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 gladiator_move_run = {
FRAME_run1,
FRAME_run6,
gladiator_frames_run,
NULL
};
void
gladiator_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &gladiator_move_stand;
}
else
{
self->monsterinfo.currentmove = &gladiator_move_run;
}
}
void
GaldiatorMelee(edict_t *self)
{
vec3_t aim;
if (!self)
{
return;
}
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 gladiator_frames_attack_melee[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, gladiator_cleaver_swing},
{ai_charge, 0, NULL},
{ai_charge, 0, GaldiatorMelee},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, gladiator_cleaver_swing},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, GaldiatorMelee},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gladiator_move_attack_melee = {
FRAME_melee1,
FRAME_melee17,
gladiator_frames_attack_melee,
gladiator_run
};
void
gladiator_melee(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_attack_melee;
}
void
GladiatorGun(edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
if (!self)
{
return;
}
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);
monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}
mframe_t gladiator_frames_attack_gun[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, GladiatorGun},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gladiator_move_attack_gun = {
FRAME_attack1,
FRAME_attack9,
gladiator_frames_attack_gun,
gladiator_run
};
void
gladiator_attack(edict_t *self)
{
float range;
vec3_t v;
if (!self)
{
return;
}
/* 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 = &gladiator_move_attack_gun;
}
mframe_t gladiator_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 gladiator_move_pain = {
FRAME_pain1,
FRAME_pain6,
gladiator_frames_pain,
gladiator_run
};
mframe_t gladiator_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 gladiator_move_pain_air = {
FRAME_painup1,
FRAME_painup7,
gladiator_frames_pain_air,
gladiator_run
};
void
gladiator_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)
{
if ((self->velocity[2] > 100) &&
(self->monsterinfo.currentmove == &gladiator_move_pain))
{
self->monsterinfo.currentmove = &gladiator_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 (skill->value == SKILL_HARDPLUS)
{
return; /* no pain anims in nightmare */
}
if (self->velocity[2] > 100)
{
self->monsterinfo.currentmove = &gladiator_move_pain_air;
}
else
{
self->monsterinfo.currentmove = &gladiator_move_pain;
}
}
void
gladiator_dead(edict_t *self)
{
if (!self)
{
return;
}
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 gladiator_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 gladiator_move_death = {
FRAME_death1,
FRAME_death22,
gladiator_frames_death,
gladiator_dead
};
void
gladiator_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage /*unused */,
vec3_t point)
{
int n;
if (!self)
{
return;
}
/* 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 = &gladiator_move_death;
}
/*
* QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void
SP_monster_gladiator(edict_t *self)
{
if (!self)
{
return;
}
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");
sound_gun = gi.soundindex("gladiator/railgun.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/gladiatr/tris.md2");
VectorSet(self->mins, -32, -32, -24);
VectorSet(self->maxs, 32, 32, 64);
self->health = 400;
self->gib_health = -175;
self->mass = 400;
self->pain = gladiator_pain;
self->die = gladiator_die;
self->monsterinfo.stand = gladiator_stand;
self->monsterinfo.walk = gladiator_walk;
self->monsterinfo.run = gladiator_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = gladiator_attack;
self->monsterinfo.melee = gladiator_melee;
self->monsterinfo.sight = gladiator_sight;
self->monsterinfo.idle = gladiator_idle;
self->monsterinfo.search = gladiator_search;
gi.linkentity(self);
self->monsterinfo.currentmove = &gladiator_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
}