/* * 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); }