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+/*
+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);
+}