diff options
Diffstat (limited to 'source/baseq2/m_boss2.c')
-rw-r--r-- | source/baseq2/m_boss2.c | 679 |
1 files changed, 679 insertions, 0 deletions
diff --git a/source/baseq2/m_boss2.c b/source/baseq2/m_boss2.c new file mode 100644 index 0000000..902582f --- /dev/null +++ b/source/baseq2/m_boss2.c @@ -0,0 +1,679 @@ +/* +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. + +*/ +/* +============================================================================== + +boss2 + +============================================================================== +*/ + +#include "g_local.h" +#include "m_boss2.h" + +void BossExplode (edict_t *self); + +qboolean infront (edict_t *self, edict_t *other); + +static int sound_pain1; +static int sound_pain2; +static int sound_pain3; +static int sound_death; +static int sound_search1; + +void boss2_search (edict_t *self) +{ + if (random() < 0.5) + gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0); +} + +void boss2_run (edict_t *self); +void boss2_stand (edict_t *self); +void boss2_dead (edict_t *self); +void boss2_attack (edict_t *self); +void boss2_attack_mg (edict_t *self); +void boss2_reattack_mg (edict_t *self); +void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); + +void Boss2Rocket (edict_t *self) +{ + vec3_t forward, right; + vec3_t start; + vec3_t dir; + vec3_t vec; + + AngleVectors (self->s.angles, forward, right, NULL); + +//1 + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start); + VectorCopy (self->enemy->s.origin, vec); + vec[2] += self->enemy->viewheight; + VectorSubtract (vec, start, dir); + VectorNormalize (dir); + monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1); + +//2 + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start); + VectorCopy (self->enemy->s.origin, vec); + vec[2] += self->enemy->viewheight; + VectorSubtract (vec, start, dir); + VectorNormalize (dir); + monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2); + +//3 + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start); + VectorCopy (self->enemy->s.origin, vec); + vec[2] += self->enemy->viewheight; + VectorSubtract (vec, start, dir); + VectorNormalize (dir); + monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3); + +//4 + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start); + VectorCopy (self->enemy->s.origin, vec); + vec[2] += self->enemy->viewheight; + VectorSubtract (vec, start, dir); + VectorNormalize (dir); + monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4); +} + +void boss2_firebullet_right (edict_t *self) +{ + vec3_t forward, right, target; + vec3_t start; + + AngleVectors (self->s.angles, forward, right, NULL); + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start); + + VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); + target[2] += self->enemy->viewheight; + VectorSubtract (target, start, forward); + VectorNormalize (forward); + + monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1); +} + +void boss2_firebullet_left (edict_t *self) +{ + vec3_t forward, right, target; + vec3_t start; + + AngleVectors (self->s.angles, forward, right, NULL); + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start); + + VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); + + target[2] += self->enemy->viewheight; + VectorSubtract (target, start, forward); + VectorNormalize (forward); + + monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1); +} + +void Boss2MachineGun (edict_t *self) +{ +/* vec3_t forward, right; + vec3_t start; + vec3_t dir; + vec3_t vec; + int flash_number; + + AngleVectors (self->s.angles, forward, right, NULL); + + flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10); + G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); + + VectorCopy (self->enemy->s.origin, vec); + vec[2] += self->enemy->viewheight; + VectorSubtract (vec, start, dir); + VectorNormalize (dir); + monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); +*/ + boss2_firebullet_left(self); + boss2_firebullet_right(self); +} + + +mframe_t boss2_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 }, + { 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 boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL}; + +mframe_t boss2_frames_fidget [] = +{ + { 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 boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL}; + +mframe_t boss2_frames_walk [] = +{ + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 8, NULL } +}; +mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL}; + + +mframe_t boss2_frames_run [] = +{ + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL }, + { ai_run, 8, NULL } +}; +mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL}; + +mframe_t boss2_frames_attack_pre_mg [] = +{ + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, boss2_attack_mg } +}; +mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL}; + + +// Loop this +mframe_t boss2_frames_attack_mg [] = +{ + { ai_charge, 1, Boss2MachineGun }, + { ai_charge, 1, Boss2MachineGun }, + { ai_charge, 1, Boss2MachineGun }, + { ai_charge, 1, Boss2MachineGun }, + { ai_charge, 1, Boss2MachineGun }, + { ai_charge, 1, boss2_reattack_mg } +}; +mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL}; + +mframe_t boss2_frames_attack_post_mg [] = +{ + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL } +}; +mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run}; + +mframe_t boss2_frames_attack_rocket [] = +{ + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_move, -20, Boss2Rocket }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL }, + { ai_charge, 1, NULL } +}; +mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run}; + +mframe_t boss2_frames_pain_heavy [] = +{ + { 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 boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run}; + +mframe_t boss2_frames_pain_light [] = +{ + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL } +}; +mmove_t boss2_move_pain_light = {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 }, + { 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 }, + { 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, BossExplode } +}; +mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead}; + +void boss2_stand (edict_t *self) +{ + self->monsterinfo.currentmove = &boss2_move_stand; +} + +void boss2_run (edict_t *self) +{ + 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) +{ + self->monsterinfo.currentmove = &boss2_move_walk; +} + +void boss2_attack (edict_t *self) +{ + vec3_t vec; + float range; + + VectorSubtract (self->enemy->s.origin, self->s.origin, vec); + range = VectorLength (vec); + + if (range <= 125) + { + self->monsterinfo.currentmove = &boss2_move_attack_pre_mg; + } + 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) +{ + self->monsterinfo.currentmove = &boss2_move_attack_mg; +} + +void boss2_reattack_mg (edict_t *self) +{ + 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) +{ + 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 + if (damage < 10) + { + 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); + self->monsterinfo.currentmove = &boss2_move_pain_light; + } + else + { + gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0); + self->monsterinfo.currentmove = &boss2_move_pain_heavy; + } +} + +void boss2_dead (edict_t *self) +{ + 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); +} + +void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + 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; +#if 0 + 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 < 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; + + self->deadflag = DEAD_DEAD; + self->takedamage = DAMAGE_YES; + self->monsterinfo.currentmove = &boss2_move_death; +#endif +} + +qboolean Boss2_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 = 0.8; + } + else if (enemy_range == RANGE_MID) + { + chance = 0.8; + } + 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; +} + + + +/*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) + { + 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"); + + 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->health = 2000; + self->gib_health = -200; + self->mass = 1000; + + self->flags |= FL_IMMUNE_LASER; + + self->pain = boss2_pain; + self->die = boss2_die; + + self->monsterinfo.stand = boss2_stand; + self->monsterinfo.walk = boss2_walk; + self->monsterinfo.run = boss2_run; + self->monsterinfo.attack = boss2_attack; + self->monsterinfo.search = boss2_search; + self->monsterinfo.checkattack = Boss2_CheckAttack; + gi.linkentity (self); + + self->monsterinfo.currentmove = &boss2_move_stand; + self->monsterinfo.scale = MODEL_SCALE; + + flymonster_start (self); +} |