diff options
author | Andrey Nazarov <skuller@skuller.net> | 2009-05-30 11:46:41 +0000 |
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committer | Andrey Nazarov <skuller@skuller.net> | 2009-05-30 11:46:41 +0000 |
commit | 629da4a589f507bc1f193f5901d1679f307efc62 (patch) | |
tree | b45e726e181f9f67196dd4f9f08be3228736a0d6 /source/baseq2/m_boss32.c | |
parent | 3ef036028a652f979a4197dd4a2ddd779e437597 (diff) |
Imported baseq2 game source.
Replaced ‘--enable-openffa’ configure script option with ‘--enable-baseq2’.
Changed Debian package description.
Diffstat (limited to 'source/baseq2/m_boss32.c')
-rw-r--r-- | source/baseq2/m_boss32.c | 917 |
1 files changed, 917 insertions, 0 deletions
diff --git a/source/baseq2/m_boss32.c b/source/baseq2/m_boss32.c new file mode 100644 index 0000000..c7bd764 --- /dev/null +++ b/source/baseq2/m_boss32.c @@ -0,0 +1,917 @@ +/* +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. + +*/ +/* +============================================================================== + +Makron -- Final Boss + +============================================================================== +*/ + +#include "g_local.h" +#include "m_boss32.h" + +qboolean visible (edict_t *self, edict_t *other); + +void MakronRailgun (edict_t *self); +void MakronSaveloc (edict_t *self); +void MakronHyperblaster (edict_t *self); +void makron_step_left (edict_t *self); +void makron_step_right (edict_t *self); +void makronBFG (edict_t *self); +void makron_dead (edict_t *self); + +static int sound_pain4; +static int sound_pain5; +static int sound_pain6; +static int sound_death; +static int sound_step_left; +static int sound_step_right; +static int sound_attack_bfg; +static int sound_brainsplorch; +static int sound_prerailgun; +static int sound_popup; +static int sound_taunt1; +static int sound_taunt2; +static int sound_taunt3; +static int sound_hit; + +void makron_taunt (edict_t *self) +{ + float r; + + r=random(); + if (r <= 0.3) + gi.sound (self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0); + else if (r <= 0.6) + gi.sound (self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0); + else + gi.sound (self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0); +} + +// +// stand +// + +mframe_t makron_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 }, + { ai_stand, 0, NULL }, + { ai_stand, 0, NULL }, + { ai_stand, 0, NULL }, // 10 + { 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 }, // 20 + { 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 }, // 30 + { 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 }, // 40 + { 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 }, // 50 + { 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 } // 60 +}; +mmove_t makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL}; + +void makron_stand (edict_t *self) +{ + self->monsterinfo.currentmove = &makron_move_stand; +} + +mframe_t makron_frames_run [] = +{ + { ai_run, 3, makron_step_left }, + { ai_run, 12, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, makron_step_right }, + { ai_run, 6, NULL }, + { ai_run, 12, NULL }, + { ai_run, 9, NULL }, + { ai_run, 6, NULL }, + { ai_run, 12, NULL } +}; +mmove_t makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL}; + +void makron_hit (edict_t *self) +{ + gi.sound (self, CHAN_AUTO, sound_hit, 1, ATTN_NONE,0); +} + +void makron_popup (edict_t *self) +{ + gi.sound (self, CHAN_BODY, sound_popup, 1, ATTN_NONE,0); +} + +void makron_step_left (edict_t *self) +{ + gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0); +} + +void makron_step_right (edict_t *self) +{ + gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0); +} + +void makron_brainsplorch (edict_t *self) +{ + gi.sound (self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM,0); +} + +void makron_prerailgun (edict_t *self) +{ + gi.sound (self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM,0); +} + + +mframe_t makron_frames_walk [] = +{ + { ai_walk, 3, makron_step_left }, + { ai_walk, 12, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, makron_step_right }, + { ai_walk, 6, NULL }, + { ai_walk, 12, NULL }, + { ai_walk, 9, NULL }, + { ai_walk, 6, NULL }, + { ai_walk, 12, NULL } +}; +mmove_t makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL}; + +void makron_walk (edict_t *self) +{ + self->monsterinfo.currentmove = &makron_move_walk; +} + +void makron_run (edict_t *self) +{ + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + self->monsterinfo.currentmove = &makron_move_stand; + else + self->monsterinfo.currentmove = &makron_move_run; +} + +mframe_t makron_frames_pain6 [] = +{ + { 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 }, // 10 + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, makron_popup }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, // 20 + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, makron_taunt }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL } +}; +mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run}; + +mframe_t makron_frames_pain5 [] = +{ + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL } +}; +mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run}; + +mframe_t makron_frames_pain4 [] = +{ + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL } +}; +mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run}; + +mframe_t makron_frames_death2 [] = +{ + { ai_move, -15, NULL }, + { ai_move, 3, NULL }, + { ai_move, -12, NULL }, + { ai_move, 0, makron_step_left }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, // 10 + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 11, NULL }, + { ai_move, 12, NULL }, + { ai_move, 11, makron_step_right }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, // 20 + { 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 }, // 30 + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 5, NULL }, + { ai_move, 7, NULL }, + { ai_move, 6, makron_step_left }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, -1, NULL }, + { ai_move, 2, NULL }, // 40 + { 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 }, // 50 + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, -6, NULL }, + { ai_move, -4, NULL }, + { ai_move, -6, makron_step_right }, + { ai_move, -4, NULL }, + { ai_move, -4, makron_step_left }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, // 60 + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, -2, NULL }, + { ai_move, -5, NULL }, + { ai_move, -3, makron_step_right }, + { ai_move, -8, NULL }, + { ai_move, -3, makron_step_left }, + { ai_move, -7, NULL }, + { ai_move, -4, NULL }, + { ai_move, -4, makron_step_right }, // 70 + { ai_move, -6, NULL }, + { ai_move, -7, NULL }, + { ai_move, 0, makron_step_left }, + { 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 }, // 80 + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, -2, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 2, NULL }, + { ai_move, 0, NULL }, // 90 + { ai_move, 27, makron_hit }, + { ai_move, 26, NULL }, + { ai_move, 0, makron_brainsplorch }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL } // 95 +}; +mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead}; + +mframe_t makron_frames_death3 [] = +{ + { 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 makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL}; + +mframe_t makron_frames_sight [] = +{ + { 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 makron_move_sight= {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run}; + +void makronBFG (edict_t *self) +{ + vec3_t forward, right; + vec3_t start; + vec3_t dir; + vec3_t vec; + + AngleVectors (self->s.angles, forward, right, NULL); + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start); + + VectorCopy (self->enemy->s.origin, vec); + vec[2] += self->enemy->viewheight; + VectorSubtract (vec, start, dir); + VectorNormalize (dir); + gi.sound (self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0); + monster_fire_bfg (self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG); +} + + +mframe_t makron_frames_attack3 []= +{ + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, makronBFG }, // FIXME: BFG Attack here + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL } +}; +mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run}; + +mframe_t makron_frames_attack4[]= +{ + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, MakronHyperblaster }, // fire + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL } +}; +mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run}; + +mframe_t makron_frames_attack5[]= +{ + { ai_charge, 0, makron_prerailgun }, + { 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, MakronSaveloc }, + { ai_move, 0, MakronRailgun }, // Fire railgun + { 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 makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run}; + +void MakronSaveloc (edict_t *self) +{ + VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot + self->pos1[2] += self->enemy->viewheight; +}; + +// FIXME: He's not firing from the proper Z +void MakronRailgun (edict_t *self) +{ + vec3_t start; + vec3_t dir; + vec3_t forward, right; + + AngleVectors (self->s.angles, forward, right, NULL); + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_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_MAKRON_RAILGUN_1); +} + +// FIXME: This is all wrong. He's not firing at the proper angles. +void MakronHyperblaster (edict_t *self) +{ + vec3_t dir; + vec3_t vec; + vec3_t start; + vec3_t forward, right; + int flash_number; + + flash_number = MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405); + + AngleVectors (self->s.angles, forward, right, NULL); + G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); + + if (self->enemy) + { + VectorCopy (self->enemy->s.origin, vec); + vec[2] += self->enemy->viewheight; + VectorSubtract (vec, start, vec); + vectoangles (vec, vec); + dir[0] = vec[0]; + } + else + { + dir[0] = 0; + } + if (self->s.frame <= FRAME_attak413) + dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413); + else + dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421); + dir[2] = 0; + + AngleVectors (dir, forward, NULL, NULL); + + monster_fire_blaster (self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER); +} + + +void makron_pain (edict_t *self, edict_t *other, float kick, int damage) +{ + + if (self->health < (self->max_health / 2)) + self->s.skinnum = 1; + + if (level.time < self->pain_debounce_time) + return; + + // Lessen the chance of him going into his pain frames + if (damage <=25) + if (random()<0.2) + return; + + self->pain_debounce_time = level.time + 3; + if (skill->value == 3) + return; // no pain anims in nightmare + + + if (damage <= 40) + { + gi.sound (self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE,0); + self->monsterinfo.currentmove = &makron_move_pain4; + } + else if (damage <= 110) + { + gi.sound (self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE,0); + self->monsterinfo.currentmove = &makron_move_pain5; + } + else + { + if (damage <= 150) + { + if (random() <= 0.45) + { + gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0); + self->monsterinfo.currentmove = &makron_move_pain6; + } + } + else + { + if (random() <= 0.35) + { + gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0); + self->monsterinfo.currentmove = &makron_move_pain6; + } + } + } +}; + +void makron_sight(edict_t *self, edict_t *other) +{ + self->monsterinfo.currentmove = &makron_move_sight; +}; + +void makron_attack(edict_t *self) +{ + vec3_t vec; + float range; + float r; + + r = random(); + + VectorSubtract (self->enemy->s.origin, self->s.origin, vec); + range = VectorLength (vec); + + + if (r <= 0.3) + self->monsterinfo.currentmove = &makron_move_attack3; + else if (r <= 0.6) + self->monsterinfo.currentmove = &makron_move_attack4; + else + self->monsterinfo.currentmove = &makron_move_attack5; +} + +/* +--- +Makron Torso. This needs to be spawned in +--- +*/ + +void makron_torso_think (edict_t *self) +{ + if (++self->s.frame < 365) + self->nextthink = level.time + FRAMETIME; + else + { + self->s.frame = 346; + self->nextthink = level.time + FRAMETIME; + } +} + +void makron_torso (edict_t *ent) +{ + ent->movetype = MOVETYPE_NONE; + ent->solid = SOLID_NOT; + VectorSet (ent->mins, -8, -8, 0); + VectorSet (ent->maxs, 8, 8, 8); + ent->s.frame = 346; + ent->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2"); + ent->think = makron_torso_think; + ent->nextthink = level.time + 2 * FRAMETIME; + ent->s.sound = gi.soundindex ("makron/spine.wav"); + gi.linkentity (ent); +} + + +// +// death +// + +void makron_dead (edict_t *self) +{ + VectorSet (self->mins, -60, -60, 0); + VectorSet (self->maxs, 60, 60, 72); + self->movetype = MOVETYPE_TOSS; + self->svflags |= SVF_DEADMONSTER; + self->nextthink = 0; + gi.linkentity (self); +} + + +void makron_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + edict_t *tempent; + + int n; + + self->s.sound = 0; + // 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 < 1 /*4*/; n++) + ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); + for (n= 0; n < 4; n++) + ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC); + ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC); + self->deadflag = DEAD_DEAD; + return; + } + + if (self->deadflag == DEAD_DEAD) + return; + +// regular death + gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); + self->deadflag = DEAD_DEAD; + self->takedamage = DAMAGE_YES; + + tempent = G_Spawn(); + VectorCopy (self->s.origin, tempent->s.origin); + VectorCopy (self->s.angles, tempent->s.angles); + tempent->s.origin[1] -= 84; + makron_torso (tempent); + + self->monsterinfo.currentmove = &makron_move_death2; + +} + +qboolean Makron_CheckAttack (edict_t *self) +{ + vec3_t spot1, spot2; + vec3_t temp; + float chance; + trace_t tr; + qboolean enemy_infront; + int enemy_range; + float enemy_yaw; + + if (self->enemy->health > 0) + { + // 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); + spot2[2] += self->enemy->viewheight; + + tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA); + + // do we have a clear shot? + if (tr.ent != self->enemy) + return qfalse; + } + + enemy_infront = infront(self, self->enemy); + enemy_range = range(self, self->enemy); + VectorSubtract (self->enemy->s.origin, self->s.origin, temp); + enemy_yaw = vectoyaw(temp); + + self->ideal_yaw = enemy_yaw; + + + // 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 qtrue; + } + +// missile attack + if (!self->monsterinfo.attack) + return qfalse; + + if (level.time < self->monsterinfo.attack_finished) + return qfalse; + + if (enemy_range == RANGE_FAR) + return qfalse; + + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + { + chance = 0.4; + } + else if (enemy_range == RANGE_MELEE) + { + chance = 0.8; + } + else if (enemy_range == RANGE_NEAR) + { + chance = 0.4; + } + else if (enemy_range == RANGE_MID) + { + chance = 0.2; + } + else + { + return qfalse; + } + + if (random () < chance) + { + self->monsterinfo.attack_state = AS_MISSILE; + self->monsterinfo.attack_finished = level.time + 2*random(); + return qtrue; + } + + if (self->flags & FL_FLY) + { + if (random() < 0.3) + self->monsterinfo.attack_state = AS_SLIDING; + else + self->monsterinfo.attack_state = AS_STRAIGHT; + } + + return qfalse; +} + + +// +// monster_makron +// + +void MakronPrecache (void) +{ + sound_pain4 = gi.soundindex ("makron/pain3.wav"); + sound_pain5 = gi.soundindex ("makron/pain2.wav"); + sound_pain6 = gi.soundindex ("makron/pain1.wav"); + sound_death = gi.soundindex ("makron/death.wav"); + sound_step_left = gi.soundindex ("makron/step1.wav"); + sound_step_right = gi.soundindex ("makron/step2.wav"); + sound_attack_bfg = gi.soundindex ("makron/bfg_fire.wav"); + sound_brainsplorch = gi.soundindex ("makron/brain1.wav"); + sound_prerailgun = gi.soundindex ("makron/rail_up.wav"); + sound_popup = gi.soundindex ("makron/popup.wav"); + sound_taunt1 = gi.soundindex ("makron/voice4.wav"); + sound_taunt2 = gi.soundindex ("makron/voice3.wav"); + sound_taunt3 = gi.soundindex ("makron/voice.wav"); + sound_hit = gi.soundindex ("makron/bhit.wav"); + + gi.modelindex ("models/monsters/boss3/rider/tris.md2"); +} + +/*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight +*/ +void SP_monster_makron (edict_t *self) +{ + if (deathmatch->value) + { + G_FreeEdict (self); + return; + } + + MakronPrecache (); + + self->movetype = MOVETYPE_STEP; + self->solid = SOLID_BBOX; + self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2"); + VectorSet (self->mins, -30, -30, 0); + VectorSet (self->maxs, 30, 30, 90); + + self->health = 3000; + self->gib_health = -2000; + self->mass = 500; + + self->pain = makron_pain; + self->die = makron_die; + self->monsterinfo.stand = makron_stand; + self->monsterinfo.walk = makron_walk; + self->monsterinfo.run = makron_run; + self->monsterinfo.dodge = NULL; + self->monsterinfo.attack = makron_attack; + self->monsterinfo.melee = NULL; + self->monsterinfo.sight = makron_sight; + self->monsterinfo.checkattack = Makron_CheckAttack; + + gi.linkentity (self); + +// self->monsterinfo.currentmove = &makron_move_stand; + self->monsterinfo.currentmove = &makron_move_sight; + self->monsterinfo.scale = MODEL_SCALE; + + walkmonster_start(self); +} + + +/* +================= +MakronSpawn + +================= +*/ +void MakronSpawn (edict_t *self) +{ + vec3_t vec; + edict_t *player; + + SP_monster_makron (self); + + // jump at player + player = level.sight_client; + if (!player) + return; + + VectorSubtract (player->s.origin, self->s.origin, vec); + self->s.angles[YAW] = vectoyaw(vec); + VectorNormalize (vec); + VectorMA (vec3_origin, 400, vec, self->velocity); + self->velocity[2] = 200; + self->groundentity = NULL; +} + +/* +================= +MakronToss + +Jorg is just about dead, so set up to launch Makron out +================= +*/ +void MakronToss (edict_t *self) +{ + edict_t *ent; + + ent = G_Spawn (); + ent->nextthink = level.time + 0.8; + ent->think = MakronSpawn; + ent->target = self->target; + VectorCopy (self->s.origin, ent->s.origin); +} |