diff options
Diffstat (limited to 'source/baseq2/m_gladiator.c')
-rw-r--r-- | source/baseq2/m_gladiator.c | 387 |
1 files changed, 387 insertions, 0 deletions
diff --git a/source/baseq2/m_gladiator.c b/source/baseq2/m_gladiator.c new file mode 100644 index 0000000..967cbe9 --- /dev/null +++ b/source/baseq2/m_gladiator.c @@ -0,0 +1,387 @@ +/* +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. + +*/ +/* +============================================================================== + +GLADIATOR + +============================================================================== +*/ + +#include "g_local.h" +#include "m_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) +{ + gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); +} + +void gladiator_sight (edict_t *self, edict_t *other) +{ + gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); +} + +void gladiator_search (edict_t *self) +{ + gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); +} + +void gladiator_cleaver_swing (edict_t *self) +{ + 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) +{ + 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) +{ + 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->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; + + 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) +{ + self->monsterinfo.currentmove = &gladiator_move_attack_melee; +} + + +void GladiatorGun (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_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; + + // 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, float kick, int damage) +{ + + 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 == 3) + 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) +{ + 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, edict_t *attacker, int damage, vec3_t point) +{ + int n; + +// 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 (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); +} |