diff options
Diffstat (limited to 'src/baseq2/m_float.c')
-rw-r--r-- | src/baseq2/m_float.c | 663 |
1 files changed, 663 insertions, 0 deletions
diff --git a/src/baseq2/m_float.c b/src/baseq2/m_float.c new file mode 100644 index 0000000..af2ae84 --- /dev/null +++ b/src/baseq2/m_float.c @@ -0,0 +1,663 @@ +/* +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. + +*/ +/* +============================================================================== + +floater + +============================================================================== +*/ + +#include "g_local.h" +#include "m_float.h" + + +static int sound_attack2; +static int sound_attack3; +static int sound_death1; +static int sound_idle; +static int sound_pain1; +static int sound_pain2; +static int sound_sight; + + +void floater_sight (edict_t *self, edict_t *other) +{ + gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); +} + +void floater_idle (edict_t *self) +{ + gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); +} + + +//void floater_stand1 (edict_t *self); +void floater_dead (edict_t *self); +void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); +void floater_run (edict_t *self); +void floater_wham (edict_t *self); +void floater_zap (edict_t *self); + + +void floater_fire_blaster (edict_t *self) +{ + vec3_t start; + vec3_t forward, right; + vec3_t end; + vec3_t dir; + int effect; + + if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107)) + effect = EF_HYPERBLASTER; + else + effect = 0; + AngleVectors (self->s.angles, forward, right, NULL); + G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start); + + VectorCopy (self->enemy->s.origin, end); + end[2] += self->enemy->viewheight; + VectorSubtract (end, start, dir); + + monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect); +} + + +mframe_t floater_frames_stand1 [] = +{ + { 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 }, + { 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 floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL}; + +mframe_t floater_frames_stand2 [] = +{ + { 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 }, + { 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 floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL}; + +void floater_stand (edict_t *self) +{ + if (random() <= 0.5) + self->monsterinfo.currentmove = &floater_move_stand1; + else + self->monsterinfo.currentmove = &floater_move_stand2; +} + +mframe_t floater_frames_activate [] = +{ + { 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 } +}; +mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL}; + +mframe_t floater_frames_attack1 [] = +{ + { ai_charge, 0, NULL }, // Blaster attack + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, floater_fire_blaster }, // BOOM (0, -25.8, 32.5) -- LOOP Starts + { ai_charge, 0, floater_fire_blaster }, + { ai_charge, 0, floater_fire_blaster }, + { ai_charge, 0, floater_fire_blaster }, + { ai_charge, 0, floater_fire_blaster }, + { ai_charge, 0, floater_fire_blaster }, + { ai_charge, 0, floater_fire_blaster }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL } // -- LOOP Ends +}; +mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run}; + +mframe_t floater_frames_attack2 [] = +{ + { ai_charge, 0, NULL }, // Claws + { 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, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, floater_wham }, // WHAM (0, -45, 29.6) -- LOOP Starts + { 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, NULL }, // -- LOOP Ends + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL } +}; +mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run}; + +mframe_t floater_frames_attack3 [] = +{ + { 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, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, floater_zap }, // -- LOOP Starts + { 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, NULL }, + { 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, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, // -- LOOP Ends + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL } +}; +mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run}; + +mframe_t floater_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 } +}; +mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead}; + +mframe_t floater_frames_pain1 [] = +{ + { 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 floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run}; + +mframe_t floater_frames_pain2 [] = +{ + { 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 floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run}; + +mframe_t floater_frames_pain3 [] = +{ + { 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 floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run}; + +mframe_t floater_frames_walk [] = +{ + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 5, NULL } +}; +mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL}; + +mframe_t floater_frames_run [] = +{ + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL }, + { ai_run, 13, NULL } +}; +mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL}; + +void floater_run (edict_t *self) +{ + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + self->monsterinfo.currentmove = &floater_move_stand1; + else + self->monsterinfo.currentmove = &floater_move_run; +} + +void floater_walk (edict_t *self) +{ + self->monsterinfo.currentmove = &floater_move_walk; +} + +void floater_wham (edict_t *self) +{ + static vec3_t aim = {MELEE_DISTANCE, 0, 0}; + gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0); + fire_hit (self, aim, 5 + rand() % 6, -50); +} + +void floater_zap (edict_t *self) +{ + vec3_t forward, right; + vec3_t origin; + vec3_t dir; + vec3_t offset; + + VectorSubtract (self->enemy->s.origin, self->s.origin, dir); + + AngleVectors (self->s.angles, forward, right, NULL); + //FIXME use a flash and replace these two lines with the commented one + VectorSet (offset, 18.5, -0.9, 10); + G_ProjectSource (self->s.origin, offset, forward, right, origin); +// G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin); + + gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0); + + //FIXME use the flash, Luke + gi.WriteByte (svc_temp_entity); + gi.WriteByte (TE_SPLASH); + gi.WriteByte (32); + gi.WritePosition (origin); + gi.WriteDir (dir); + gi.WriteByte (1); //sparks + gi.multicast (origin, MULTICAST_PVS); + + T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN); +} + +void floater_attack(edict_t *self) +{ + self->monsterinfo.currentmove = &floater_move_attack1; +} + + +void floater_melee(edict_t *self) +{ + if (random() < 0.5) + self->monsterinfo.currentmove = &floater_move_attack3; + else + self->monsterinfo.currentmove = &floater_move_attack2; +} + + +void floater_pain (edict_t *self, edict_t *other, float kick, int damage) +{ + int n; + + 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; + if (skill->value == 3) + return; // no pain anims in nightmare + + n = (rand() + 1) % 3; + if (n == 0) + { + gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); + self->monsterinfo.currentmove = &floater_move_pain1; + } + else + { + gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); + self->monsterinfo.currentmove = &floater_move_pain2; + } +} + +void floater_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); +} + +void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) +{ + gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); + BecomeExplosion1(self); +} + +/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight +*/ +void SP_monster_floater (edict_t *self) +{ + if (deathmatch->value) + { + G_FreeEdict (self); + return; + } + + sound_attack2 = gi.soundindex ("floater/fltatck2.wav"); + sound_attack3 = gi.soundindex ("floater/fltatck3.wav"); + sound_death1 = gi.soundindex ("floater/fltdeth1.wav"); + sound_idle = gi.soundindex ("floater/fltidle1.wav"); + sound_pain1 = gi.soundindex ("floater/fltpain1.wav"); + sound_pain2 = gi.soundindex ("floater/fltpain2.wav"); + sound_sight = gi.soundindex ("floater/fltsght1.wav"); + + gi.soundindex ("floater/fltatck1.wav"); + + self->s.sound = gi.soundindex ("floater/fltsrch1.wav"); + + self->movetype = MOVETYPE_STEP; + self->solid = SOLID_BBOX; + self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2"); + VectorSet (self->mins, -24, -24, -24); + VectorSet (self->maxs, 24, 24, 32); + + self->health = 200; + self->gib_health = -80; + self->mass = 300; + + self->pain = floater_pain; + self->die = floater_die; + + self->monsterinfo.stand = floater_stand; + self->monsterinfo.walk = floater_walk; + self->monsterinfo.run = floater_run; +// self->monsterinfo.dodge = floater_dodge; + self->monsterinfo.attack = floater_attack; + self->monsterinfo.melee = floater_melee; + self->monsterinfo.sight = floater_sight; + self->monsterinfo.idle = floater_idle; + + gi.linkentity (self); + + if (random() <= 0.5) + self->monsterinfo.currentmove = &floater_move_stand1; + else + self->monsterinfo.currentmove = &floater_move_stand2; + + self->monsterinfo.scale = MODEL_SCALE; + + flymonster_start (self); +} |