A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

663 lines
15 KiB

/*
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.
*/
/*
==============================================================================
floater
==============================================================================
*/
#include "g_local.h"
#include "m_float.h"
static int sound_attack2;
static int sound_attack3;
static int sound_death1;
static int sound_idle;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
void floater_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void floater_idle (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
//void floater_stand1 (edict_t *self);
void floater_dead (edict_t *self);
void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void floater_run (edict_t *self);
void floater_wham (edict_t *self);
void floater_zap (edict_t *self);
void floater_fire_blaster (edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
int effect;
if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
effect = EF_HYPERBLASTER;
else
effect = 0;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, dir);
monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
}
mframe_t floater_frames_stand1 [] =
{
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,
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,
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,
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,
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,
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,
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,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};
mframe_t floater_frames_stand2 [] =
{
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,
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,
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,
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,
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,
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,
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,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};
void floater_stand (edict_t *self)
{
if (random() <= 0.5)
self->monsterinfo.currentmove = &floater_move_stand1;
else
self->monsterinfo.currentmove = &floater_move_stand2;
}
mframe_t floater_frames_activate [] =
{
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,
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 floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};
mframe_t floater_frames_attack1 [] =
{
ai_charge, 0, NULL, // Blaster attack
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, floater_fire_blaster, // BOOM (0, -25.8, 32.5) -- LOOP Starts
ai_charge, 0, floater_fire_blaster,
ai_charge, 0, floater_fire_blaster,
ai_charge, 0, floater_fire_blaster,
ai_charge, 0, floater_fire_blaster,
ai_charge, 0, floater_fire_blaster,
ai_charge, 0, floater_fire_blaster,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL // -- LOOP Ends
};
mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};
mframe_t floater_frames_attack2 [] =
{
ai_charge, 0, NULL, // Claws
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, floater_wham, // WHAM (0, -45, 29.6) -- LOOP Starts
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL, // -- LOOP Ends
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};
mframe_t floater_frames_attack3 [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, floater_zap, // -- LOOP Starts
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL, // -- LOOP Ends
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};
mframe_t floater_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
};
mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};
mframe_t floater_frames_pain1 [] =
{
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 floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};
mframe_t floater_frames_pain2 [] =
{
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 floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};
mframe_t floater_frames_pain3 [] =
{
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 floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};
mframe_t floater_frames_walk [] =
{
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL
};
mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};
mframe_t floater_frames_run [] =
{
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL,
ai_run, 13, NULL
};
mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};
void floater_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &floater_move_stand1;
else
self->monsterinfo.currentmove = &floater_move_run;
}
void floater_walk (edict_t *self)
{
self->monsterinfo.currentmove = &floater_move_walk;
}
void floater_wham (edict_t *self)
{
static vec3_t aim = {MELEE_DISTANCE, 0, 0};
gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
fire_hit (self, aim, 5 + rand() % 6, -50);
}
void floater_zap (edict_t *self)
{
vec3_t forward, right;
vec3_t origin;
vec3_t dir;
vec3_t offset;
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
AngleVectors (self->s.angles, forward, right, NULL);
//FIXME use a flash and replace these two lines with the commented one
VectorSet (offset, 18.5, -0.9, 10);
G_ProjectSource (self->s.origin, offset, forward, right, origin);
// G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);
gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);
//FIXME use the flash, Luke
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (32);
gi.WritePosition (origin);
gi.WriteDir (dir);
gi.WriteByte (1); //sparks
gi.multicast (origin, MULTICAST_PVS);
T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN);
}
void floater_attack(edict_t *self)
{
self->monsterinfo.currentmove = &floater_move_attack1;
}
void floater_melee(edict_t *self)
{
if (random() < 0.5)
self->monsterinfo.currentmove = &floater_move_attack3;
else
self->monsterinfo.currentmove = &floater_move_attack2;
}
void floater_pain (edict_t *self, edict_t *other, float kick, int damage)
{
int n;
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;
if (skill->value == 3)
return; // no pain anims in nightmare
n = (rand() + 1) % 3;
if (n == 0)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &floater_move_pain1;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &floater_move_pain2;
}
}
void floater_dead (edict_t *self)
{
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);
}
void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
BecomeExplosion1(self);
}
/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_floater (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_attack2 = gi.soundindex ("floater/fltatck2.wav");
sound_attack3 = gi.soundindex ("floater/fltatck3.wav");
sound_death1 = gi.soundindex ("floater/fltdeth1.wav");
sound_idle = gi.soundindex ("floater/fltidle1.wav");
sound_pain1 = gi.soundindex ("floater/fltpain1.wav");
sound_pain2 = gi.soundindex ("floater/fltpain2.wav");
sound_sight = gi.soundindex ("floater/fltsght1.wav");
gi.soundindex ("floater/fltatck1.wav");
self->s.sound = gi.soundindex ("floater/fltsrch1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2");
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 32);
self->health = 200;
self->gib_health = -80;
self->mass = 300;
self->pain = floater_pain;
self->die = floater_die;
self->monsterinfo.stand = floater_stand;
self->monsterinfo.walk = floater_walk;
self->monsterinfo.run = floater_run;
// self->monsterinfo.dodge = floater_dodge;
self->monsterinfo.attack = floater_attack;
self->monsterinfo.melee = floater_melee;
self->monsterinfo.sight = floater_sight;
self->monsterinfo.idle = floater_idle;
gi.linkentity (self);
if (random() <= 0.5)
self->monsterinfo.currentmove = &floater_move_stand1;
else
self->monsterinfo.currentmove = &floater_move_stand2;
self->monsterinfo.scale = MODEL_SCALE;
flymonster_start (self);
}