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Rework boss2 and add sanity checks.
This commit is contained in:
parent
cf2fb96cce
commit
3576645846
2 changed files with 845 additions and 638 deletions
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@ -1,36 +1,35 @@
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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==============================================================================
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boss2
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==============================================================================
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*/
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Boss 2. Found in biggun and inner hangar.
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*
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* =======================================================================
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*/
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#include "../../header/local.h"
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#include "boss2.h"
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void BossExplode (edict_t *self);
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void BossExplode(edict_t *self);
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qboolean infront (edict_t *self, edict_t *other);
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qboolean infront(edict_t *self, edict_t *other);
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static int sound_pain1;
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static int sound_pain2;
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@ -38,100 +37,141 @@ static int sound_pain3;
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static int sound_death;
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static int sound_search1;
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void boss2_search (edict_t *self)
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void
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boss2_search(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (random() < 0.5)
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gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
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{
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gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
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}
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}
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void boss2_run (edict_t *self);
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void boss2_stand (edict_t *self);
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void boss2_dead (edict_t *self);
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void boss2_attack (edict_t *self);
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void boss2_attack_mg (edict_t *self);
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void boss2_reattack_mg (edict_t *self);
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void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void boss2_run(edict_t *self);
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void boss2_stand(edict_t *self);
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void boss2_dead(edict_t *self);
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void boss2_attack(edict_t *self);
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void boss2_attack_mg(edict_t *self);
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void boss2_reattack_mg(edict_t *self);
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void boss2_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
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int damage, vec3_t point);
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void Boss2Rocket (edict_t *self)
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void
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Boss2Rocket(edict_t *self)
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{
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vec3_t forward, right;
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vec3_t start;
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vec3_t dir;
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vec3_t vec;
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AngleVectors (self->s.angles, forward, right, NULL);
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if (!self)
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{
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return;
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}
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
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AngleVectors(self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1],
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forward, right, start);
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VectorCopy(self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2],
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forward, right, start);
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VectorCopy(self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
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VectorCopy (self->enemy->s.origin, vec);
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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3],
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forward, right, start);
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VectorCopy(self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir);
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monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4],
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forward, right, start);
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VectorCopy(self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract(vec, start, dir);
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VectorNormalize(dir);
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monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
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}
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void boss2_firebullet_right (edict_t *self)
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void
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boss2_firebullet_right(edict_t *self)
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{
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vec3_t forward, right, target;
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vec3_t start;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
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if (!self)
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{
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return;
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}
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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AngleVectors(self->s.angles, forward, right, NULL);
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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1],
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forward, right, start);
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VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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VectorSubtract(target, start, forward);
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VectorNormalize(forward);
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monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
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monster_fire_bullet(self, start, forward,
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6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
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MZ2_BOSS2_MACHINEGUN_R1);
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}
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void boss2_firebullet_left (edict_t *self)
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void
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boss2_firebullet_left(edict_t *self)
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{
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vec3_t forward, right, target;
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vec3_t start;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
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if (!self)
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{
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return;
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}
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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AngleVectors(self->s.angles, forward, right, NULL);
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G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1],
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forward, right, start);
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VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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VectorSubtract(target, start, forward);
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VectorNormalize(forward);
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monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
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monster_fire_bullet(self, start, forward, 6, 4,
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DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
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MZ2_BOSS2_MACHINEGUN_L1);
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}
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void Boss2MachineGun (edict_t *self)
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void
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Boss2MachineGun(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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boss2_firebullet_left(self);
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boss2_firebullet_right(self);
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}
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mframe_t boss2_frames_stand [] =
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{
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mframe_t boss2_frames_stand[] = {
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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@ -154,10 +194,15 @@ mframe_t boss2_frames_stand [] =
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
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mframe_t boss2_frames_fidget [] =
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mmove_t boss2_move_stand =
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{
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FRAME_stand30,
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FRAME_stand50,
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boss2_frames_stand,
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NULL
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};
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mframe_t boss2_frames_fidget[] = {
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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@ -189,10 +234,15 @@ mframe_t boss2_frames_fidget [] =
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
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mframe_t boss2_frames_walk [] =
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mmove_t boss2_move_fidget =
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{
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FRAME_stand1,
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FRAME_stand30,
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boss2_frames_fidget,
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NULL
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};
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mframe_t boss2_frames_walk[] = {
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{ai_walk, 8, NULL},
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{ai_walk, 8, NULL},
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{ai_walk, 8, NULL},
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@ -214,11 +264,15 @@ mframe_t boss2_frames_walk [] =
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{ai_walk, 8, NULL},
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{ai_walk, 8, NULL}
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};
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mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
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mmove_t boss2_move_walk = {
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FRAME_walk1,
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FRAME_walk20,
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boss2_frames_walk,
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NULL
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};
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mframe_t boss2_frames_run [] =
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{
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mframe_t boss2_frames_run[] = {
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{ai_run, 8, NULL},
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{ai_run, 8, NULL},
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{ai_run, 8, NULL},
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@ -240,10 +294,14 @@ mframe_t boss2_frames_run [] =
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{ai_run, 8, NULL},
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{ai_run, 8, NULL}
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};
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mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
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mframe_t boss2_frames_attack_pre_mg [] =
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{
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mmove_t boss2_move_run = {
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FRAME_walk1,
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FRAME_walk20,
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boss2_frames_run,
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NULL};
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mframe_t boss2_frames_attack_pre_mg[] = {
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{ai_charge, 1, NULL},
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{ai_charge, 1, NULL},
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{ai_charge, 1, NULL},
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@ -254,12 +312,17 @@ mframe_t boss2_frames_attack_pre_mg [] =
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{ai_charge, 1, NULL},
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{ai_charge, 1, boss2_attack_mg}
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};
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mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
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// Loop this
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mframe_t boss2_frames_attack_mg [] =
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mmove_t boss2_move_attack_pre_mg =
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{
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FRAME_attack1,
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FRAME_attack9,
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boss2_frames_attack_pre_mg,
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NULL
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};
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/* Loop this */
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mframe_t boss2_frames_attack_mg[] = {
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{ai_charge, 1, Boss2MachineGun},
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{ai_charge, 1, Boss2MachineGun},
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{ai_charge, 1, Boss2MachineGun},
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@ -267,19 +330,31 @@ mframe_t boss2_frames_attack_mg [] =
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{ai_charge, 1, Boss2MachineGun},
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{ai_charge, 1, boss2_reattack_mg}
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};
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mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
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mframe_t boss2_frames_attack_post_mg [] =
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mmove_t boss2_move_attack_mg =
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{
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FRAME_attack10,
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FRAME_attack15,
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boss2_frames_attack_mg,
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NULL
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};
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mframe_t boss2_frames_attack_post_mg[] = {
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{ai_charge, 1, NULL},
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{ai_charge, 1, NULL},
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{ai_charge, 1, NULL},
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{ai_charge, 1, NULL}
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};
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mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
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mframe_t boss2_frames_attack_rocket [] =
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mmove_t boss2_move_attack_post_mg =
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{
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FRAME_attack16,
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FRAME_attack19,
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boss2_frames_attack_post_mg,
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boss2_run
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};
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mframe_t boss2_frames_attack_rocket[] = {
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{ai_charge, 1, NULL},
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{ai_charge, 1, NULL},
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{ai_charge, 1, NULL},
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@ -302,10 +377,16 @@ mframe_t boss2_frames_attack_rocket [] =
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{ai_charge, 1, NULL},
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{ai_charge, 1, NULL}
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};
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mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
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mframe_t boss2_frames_pain_heavy [] =
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mmove_t boss2_move_attack_rocket =
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{
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FRAME_attack20,
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FRAME_attack40,
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boss2_frames_attack_rocket,
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boss2_run
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};
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mframe_t boss2_frames_pain_heavy[] = {
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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@ -325,19 +406,30 @@ mframe_t boss2_frames_pain_heavy [] =
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
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mframe_t boss2_frames_pain_light [] =
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mmove_t boss2_move_pain_heavy =
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{
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FRAME_pain2,
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FRAME_pain19,
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boss2_frames_pain_heavy,
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boss2_run};
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mframe_t boss2_frames_pain_light[] = {
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
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mframe_t boss2_frames_death [] =
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mmove_t boss2_move_pain_light =
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{
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||||
FRAME_pain20,
|
||||
FRAME_pain23,
|
||||
boss2_frames_pain_light,
|
||||
boss2_run
|
||||
};
|
||||
|
||||
mframe_t boss2_frames_death[] = {
|
||||
{ai_move, 0, NULL},
|
||||
{ai_move, 0, NULL},
|
||||
{ai_move, 0, NULL},
|
||||
|
@ -388,33 +480,68 @@ mframe_t boss2_frames_death [] =
|
|||
{ai_move, 0, NULL},
|
||||
{ai_move, 0, BossExplode}
|
||||
};
|
||||
mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
|
||||
|
||||
void boss2_stand (edict_t *self)
|
||||
mmove_t boss2_move_death =
|
||||
{
|
||||
FRAME_death2,
|
||||
FRAME_death50,
|
||||
boss2_frames_death,
|
||||
boss2_dead
|
||||
};
|
||||
|
||||
void
|
||||
boss2_stand(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &boss2_move_stand;
|
||||
}
|
||||
|
||||
void boss2_run (edict_t *self)
|
||||
void
|
||||
boss2_run(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||||
{
|
||||
self->monsterinfo.currentmove = &boss2_move_stand;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &boss2_move_run;
|
||||
}
|
||||
}
|
||||
|
||||
void boss2_walk (edict_t *self)
|
||||
void
|
||||
boss2_walk(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &boss2_move_walk;
|
||||
}
|
||||
|
||||
void boss2_attack (edict_t *self)
|
||||
void
|
||||
boss2_attack(edict_t *self)
|
||||
{
|
||||
vec3_t vec;
|
||||
float range;
|
||||
|
||||
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
|
||||
range = VectorLength (vec);
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
|
||||
range = VectorLength(vec);
|
||||
|
||||
if (range <= 125)
|
||||
{
|
||||
|
@ -423,76 +550,125 @@ void boss2_attack (edict_t *self)
|
|||
else
|
||||
{
|
||||
if (random() <= 0.6)
|
||||
{
|
||||
self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &boss2_move_attack_rocket;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void boss2_attack_mg (edict_t *self)
|
||||
void
|
||||
boss2_attack_mg(edict_t *self)
|
||||
{
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
self->monsterinfo.currentmove = &boss2_move_attack_mg;
|
||||
}
|
||||
|
||||
void boss2_reattack_mg (edict_t *self)
|
||||
void
|
||||
boss2_reattack_mg(edict_t *self)
|
||||
{
|
||||
if ( infront(self, self->enemy) )
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (infront(self, self->enemy))
|
||||
{
|
||||
if (random() <= 0.7)
|
||||
{
|
||||
self->monsterinfo.currentmove = &boss2_move_attack_mg;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
|
||||
void
|
||||
boss2_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;
|
||||
}
|
||||
|
||||
self->pain_debounce_time = level.time + 3;
|
||||
// American wanted these at no attenuation
|
||||
|
||||
/* American wanted these at no attenuation */
|
||||
if (damage < 10)
|
||||
{
|
||||
gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
|
||||
gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
|
||||
self->monsterinfo.currentmove = &boss2_move_pain_light;
|
||||
}
|
||||
else if (damage < 30)
|
||||
{
|
||||
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
|
||||
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
|
||||
self->monsterinfo.currentmove = &boss2_move_pain_light;
|
||||
}
|
||||
else
|
||||
{
|
||||
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
|
||||
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
|
||||
self->monsterinfo.currentmove = &boss2_move_pain_heavy;
|
||||
}
|
||||
}
|
||||
|
||||
void boss2_dead (edict_t *self)
|
||||
void
|
||||
boss2_dead(edict_t *self)
|
||||
{
|
||||
VectorSet (self->mins, -56, -56, 0);
|
||||
VectorSet (self->maxs, 56, 56, 80);
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
VectorSet(self->mins, -56, -56, 0);
|
||||
VectorSet(self->maxs, 56, 56, 80);
|
||||
self->movetype = MOVETYPE_TOSS;
|
||||
self->svflags |= SVF_DEADMONSTER;
|
||||
self->nextthink = 0;
|
||||
gi.linkentity (self);
|
||||
gi.linkentity(self);
|
||||
}
|
||||
|
||||
void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||||
void
|
||||
boss2_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
|
||||
int damage /* unused */, vec3_t point /* unused */)
|
||||
{
|
||||
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
|
||||
if (!self)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
|
||||
self->deadflag = DEAD_DEAD;
|
||||
self->takedamage = DAMAGE_NO;
|
||||
self->count = 0;
|
||||
self->monsterinfo.currentmove = &boss2_move_death;
|
||||
}
|
||||
|
||||
qboolean Boss2_CheckAttack (edict_t *self)
|
||||
qboolean
|
||||
Boss2_CheckAttack(edict_t *self)
|
||||
{
|
||||
vec3_t spot1, spot2;
|
||||
vec3_t temp;
|
||||
|
@ -502,48 +678,67 @@ qboolean Boss2_CheckAttack (edict_t *self)
|
|||
int enemy_range;
|
||||
float enemy_yaw;
|
||||
|
||||
if (!self)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (self->enemy->health > 0)
|
||||
{
|
||||
// see if any entities are in the way of the shot
|
||||
VectorCopy (self->s.origin, spot1);
|
||||
/* see if any entities are in the way of the shot */
|
||||
VectorCopy(self->s.origin, spot1);
|
||||
spot1[2] += self->viewheight;
|
||||
VectorCopy (self->enemy->s.origin, spot2);
|
||||
VectorCopy(self->enemy->s.origin, spot2);
|
||||
spot2[2] += self->enemy->viewheight;
|
||||
|
||||
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
|
||||
tr = gi.trace( spot1, NULL, NULL, spot2, self,
|
||||
CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME |
|
||||
CONTENTS_LAVA);
|
||||
|
||||
// do we have a clear shot?
|
||||
/* do we have a clear shot? */
|
||||
if (tr.ent != self->enemy)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
enemy_infront = infront(self, self->enemy);
|
||||
enemy_range = range(self, self->enemy);
|
||||
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
|
||||
VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
|
||||
enemy_yaw = vectoyaw(temp);
|
||||
|
||||
self->ideal_yaw = enemy_yaw;
|
||||
|
||||
|
||||
// melee attack
|
||||
/* melee attack */
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
{
|
||||
if (self->monsterinfo.melee)
|
||||
{
|
||||
self->monsterinfo.attack_state = AS_MELEE;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.attack_state = AS_MISSILE;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// missile attack
|
||||
/* missile attack */
|
||||
if (!self->monsterinfo.attack)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (level.time < self->monsterinfo.attack_finished)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (enemy_range == RANGE_FAR)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
||||
{
|
||||
|
@ -566,49 +761,58 @@ qboolean Boss2_CheckAttack (edict_t *self)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (random () < chance)
|
||||
if (random() < chance)
|
||||
{
|
||||
self->monsterinfo.attack_state = AS_MISSILE;
|
||||
self->monsterinfo.attack_finished = level.time + 2*random();
|
||||
self->monsterinfo.attack_finished = level.time + 2 * random();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (self->flags & FL_FLY)
|
||||
{
|
||||
if (random() < 0.3)
|
||||
{
|
||||
self->monsterinfo.attack_state = AS_SLIDING;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->monsterinfo.attack_state = AS_STRAIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void SP_monster_boss2 (edict_t *self)
|
||||
/*
|
||||
* QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
|
||||
*/
|
||||
void
|
||||
SP_monster_boss2(edict_t *self)
|
||||
{
|
||||
if (deathmatch->value)
|
||||
if (!self)
|
||||
{
|
||||
G_FreeEdict (self);
|
||||
return;
|
||||
}
|
||||
|
||||
sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
|
||||
sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
|
||||
sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
|
||||
sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
|
||||
sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
|
||||
if (deathmatch->value)
|
||||
{
|
||||
G_FreeEdict(self);
|
||||
return;
|
||||
}
|
||||
|
||||
self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
|
||||
sound_pain1 = gi.soundindex("bosshovr/bhvpain1.wav");
|
||||
sound_pain2 = gi.soundindex("bosshovr/bhvpain2.wav");
|
||||
sound_pain3 = gi.soundindex("bosshovr/bhvpain3.wav");
|
||||
sound_death = gi.soundindex("bosshovr/bhvdeth1.wav");
|
||||
sound_search1 = gi.soundindex("bosshovr/bhvunqv1.wav");
|
||||
|
||||
self->s.sound = gi.soundindex("bosshovr/bhvengn1.wav");
|
||||
|
||||
self->movetype = MOVETYPE_STEP;
|
||||
self->solid = SOLID_BBOX;
|
||||
self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
|
||||
VectorSet (self->mins, -56, -56, 0);
|
||||
VectorSet (self->maxs, 56, 56, 80);
|
||||
self->s.modelindex = gi.modelindex("models/monsters/boss2/tris.md2");
|
||||
VectorSet(self->mins, -56, -56, 0);
|
||||
VectorSet(self->maxs, 56, 56, 80);
|
||||
|
||||
self->health = 2000;
|
||||
self->gib_health = -200;
|
||||
|
@ -625,11 +829,11 @@ void SP_monster_boss2 (edict_t *self)
|
|||
self->monsterinfo.attack = boss2_attack;
|
||||
self->monsterinfo.search = boss2_search;
|
||||
self->monsterinfo.checkattack = Boss2_CheckAttack;
|
||||
gi.linkentity (self);
|
||||
gi.linkentity(self);
|
||||
|
||||
self->monsterinfo.currentmove = &boss2_move_stand;
|
||||
self->monsterinfo.scale = MODEL_SCALE;
|
||||
|
||||
flymonster_start (self);
|
||||
flymonster_start(self);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,25 +1,28 @@
|
|||
/*
|
||||
Copyright (C) 1997-2001 Id Software, Inc.
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
*/
|
||||
// G:\quake2\baseq2\models/monsters/boss2
|
||||
|
||||
// This file generated by ModelGen - Do NOT Modify
|
||||
* Copyright (C) 1997-2001 Id Software, Inc.
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
*
|
||||
* See the GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||
* 02111-1307, USA.
|
||||
*
|
||||
* =======================================================================
|
||||
*
|
||||
* Animations for boss2.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
|
||||
#define FRAME_stand30 0
|
||||
#define FRAME_stand31 1
|
||||
|
|
Loading…
Reference in a new issue