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387 lines
9.6 KiB
387 lines
9.6 KiB
/* |
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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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GLADIATOR |
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============================================================================== |
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*/ |
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#include "g_local.h" |
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#include "m_gladiator.h" |
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static int sound_pain1; |
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static int sound_pain2; |
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static int sound_die; |
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static int sound_gun; |
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static int sound_cleaver_swing; |
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static int sound_cleaver_hit; |
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static int sound_cleaver_miss; |
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static int sound_idle; |
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static int sound_search; |
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static int sound_sight; |
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void gladiator_idle (edict_t *self) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); |
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} |
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void gladiator_sight (edict_t *self, edict_t *other) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); |
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} |
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void gladiator_search (edict_t *self) |
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{ |
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); |
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} |
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void gladiator_cleaver_swing (edict_t *self) |
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{ |
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gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); |
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} |
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mframe_t gladiator_frames_stand [] = |
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{ |
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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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ai_stand, 0, NULL, |
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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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}; |
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mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL}; |
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void gladiator_stand (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &gladiator_move_stand; |
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} |
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mframe_t gladiator_frames_walk [] = |
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{ |
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ai_walk, 15, NULL, |
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ai_walk, 7, NULL, |
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ai_walk, 6, NULL, |
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ai_walk, 5, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 0, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 12, NULL, |
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ai_walk, 8, NULL, |
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ai_walk, 5, NULL, |
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ai_walk, 5, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 2, NULL, |
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ai_walk, 1, NULL, |
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ai_walk, 8, NULL |
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}; |
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mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL}; |
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void gladiator_walk (edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &gladiator_move_walk; |
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} |
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mframe_t gladiator_frames_run [] = |
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{ |
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ai_run, 23, NULL, |
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ai_run, 14, NULL, |
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ai_run, 14, NULL, |
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ai_run, 21, NULL, |
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ai_run, 12, NULL, |
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ai_run, 13, NULL |
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}; |
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mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL}; |
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void gladiator_run (edict_t *self) |
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{ |
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if (self->monsterinfo.aiflags & AI_STAND_GROUND) |
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self->monsterinfo.currentmove = &gladiator_move_stand; |
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else |
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self->monsterinfo.currentmove = &gladiator_move_run; |
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} |
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void GaldiatorMelee (edict_t *self) |
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{ |
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vec3_t aim; |
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4); |
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if (fire_hit (self, aim, (20 + (rand() %5)), 300)) |
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gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); |
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else |
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gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); |
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} |
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mframe_t gladiator_frames_attack_melee [] = |
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{ |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, gladiator_cleaver_swing, |
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ai_charge, 0, NULL, |
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ai_charge, 0, GaldiatorMelee, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, gladiator_cleaver_swing, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, GaldiatorMelee, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL |
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}; |
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mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run}; |
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void gladiator_melee(edict_t *self) |
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{ |
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self->monsterinfo.currentmove = &gladiator_move_attack_melee; |
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} |
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void GladiatorGun (edict_t *self) |
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{ |
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vec3_t start; |
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vec3_t dir; |
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vec3_t forward, right; |
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AngleVectors (self->s.angles, forward, right, NULL); |
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start); |
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// calc direction to where we targted |
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VectorSubtract (self->pos1, start, dir); |
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VectorNormalize (dir); |
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monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1); |
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} |
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mframe_t gladiator_frames_attack_gun [] = |
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{ |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, GladiatorGun, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL, |
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ai_charge, 0, NULL |
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}; |
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mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run}; |
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void gladiator_attack(edict_t *self) |
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{ |
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float range; |
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vec3_t v; |
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// a small safe zone |
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VectorSubtract (self->s.origin, self->enemy->s.origin, v); |
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range = VectorLength(v); |
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if (range <= (MELEE_DISTANCE + 32)) |
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return; |
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// charge up the railgun |
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gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0); |
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VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot |
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self->pos1[2] += self->enemy->viewheight; |
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self->monsterinfo.currentmove = &gladiator_move_attack_gun; |
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} |
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mframe_t gladiator_frames_pain [] = |
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{ |
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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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ai_move, 0, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run}; |
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mframe_t gladiator_frames_pain_air [] = |
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{ |
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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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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 gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run}; |
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void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage) |
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{ |
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if (self->health < (self->max_health / 2)) |
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self->s.skinnum = 1; |
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if (level.time < self->pain_debounce_time) |
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{ |
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if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain)) |
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self->monsterinfo.currentmove = &gladiator_move_pain_air; |
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return; |
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} |
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self->pain_debounce_time = level.time + 3; |
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if (random() < 0.5) |
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gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); |
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else |
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gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); |
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if (skill->value == 3) |
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return; // no pain anims in nightmare |
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if (self->velocity[2] > 100) |
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self->monsterinfo.currentmove = &gladiator_move_pain_air; |
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else |
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self->monsterinfo.currentmove = &gladiator_move_pain; |
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} |
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void gladiator_dead (edict_t *self) |
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{ |
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VectorSet (self->mins, -16, -16, -24); |
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VectorSet (self->maxs, 16, 16, -8); |
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self->movetype = MOVETYPE_TOSS; |
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self->svflags |= SVF_DEADMONSTER; |
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self->nextthink = 0; |
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gi.linkentity (self); |
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} |
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mframe_t gladiator_frames_death [] = |
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{ |
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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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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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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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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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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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ai_move, 0, NULL, |
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ai_move, 0, NULL |
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}; |
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mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead}; |
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void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) |
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{ |
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int n; |
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// check for gib |
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if (self->health <= self->gib_health) |
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{ |
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); |
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for (n= 0; n < 2; n++) |
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); |
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for (n= 0; n < 4; n++) |
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); |
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); |
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self->deadflag = DEAD_DEAD; |
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return; |
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} |
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if (self->deadflag == DEAD_DEAD) |
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return; |
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// regular death |
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gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); |
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self->deadflag = DEAD_DEAD; |
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self->takedamage = DAMAGE_YES; |
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self->monsterinfo.currentmove = &gladiator_move_death; |
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} |
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/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight |
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*/ |
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void SP_monster_gladiator (edict_t *self) |
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{ |
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if (deathmatch->value) |
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{ |
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G_FreeEdict (self); |
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return; |
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} |
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sound_pain1 = gi.soundindex ("gladiator/pain.wav"); |
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sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav"); |
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sound_die = gi.soundindex ("gladiator/glddeth2.wav"); |
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sound_gun = gi.soundindex ("gladiator/railgun.wav"); |
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sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav"); |
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sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav"); |
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sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav"); |
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sound_idle = gi.soundindex ("gladiator/gldidle1.wav"); |
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sound_search = gi.soundindex ("gladiator/gldsrch1.wav"); |
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sound_sight = gi.soundindex ("gladiator/sight.wav"); |
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self->movetype = MOVETYPE_STEP; |
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self->solid = SOLID_BBOX; |
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self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2"); |
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VectorSet (self->mins, -32, -32, -24); |
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VectorSet (self->maxs, 32, 32, 64); |
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self->health = 400; |
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self->gib_health = -175; |
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self->mass = 400; |
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self->pain = gladiator_pain; |
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self->die = gladiator_die; |
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self->monsterinfo.stand = gladiator_stand; |
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self->monsterinfo.walk = gladiator_walk; |
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self->monsterinfo.run = gladiator_run; |
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self->monsterinfo.dodge = NULL; |
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self->monsterinfo.attack = gladiator_attack; |
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self->monsterinfo.melee = gladiator_melee; |
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self->monsterinfo.sight = gladiator_sight; |
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self->monsterinfo.idle = gladiator_idle; |
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self->monsterinfo.search = gladiator_search; |
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gi.linkentity (self); |
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self->monsterinfo.currentmove = &gladiator_move_stand; |
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self->monsterinfo.scale = MODEL_SCALE; |
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walkmonster_start (self); |
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}
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