shithub: qk2

ref: a4200cb010c09374c6d664cbcc4d88c2e40006e2
dir: /xatrix/m_boss5.c/

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#include <u.h>
#include <libc.h>
#include <stdio.h>
#include "../dat.h"
#include "../fns.h"
#include "m_supertank.h"

qboolean visible (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;
static int	sound_search2;

static	int	tread_sound;

void BossExplode2 (edict_t *self);

void TreadSound2 (edict_t *self)
{
	gi.sound (self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
}

void boss5_search (edict_t *self)
{
	if (qrandom() < 0.5)
		gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
}


void boss5_dead (edict_t *self);
void boss5Rocket (edict_t *self);
void boss5MachineGun (edict_t *self);
void boss5_reattack1(edict_t *self);


//
// stand
//

mframe_t boss5_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,
	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	boss5_move_stand = {FRAME_stand_1, FRAME_stand_60, boss5_frames_stand, NULL};
	
void boss5_stand (edict_t *self)
{
	self->monsterinfo.currentmove = &boss5_move_stand;
}


mframe_t boss5_frames_run [] =
{
	ai_run, 12,	TreadSound2,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL,
	ai_run, 12,	NULL
};
mmove_t	boss5_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_run, NULL};

//
// walk
//


mframe_t boss5_frames_forward [] =
{
	ai_walk, 4,	TreadSound2,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	NULL
};
mmove_t	boss5_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, boss5_frames_forward, NULL};

void boss5_forward (edict_t *self)
{
		self->monsterinfo.currentmove = &boss5_move_forward;
}

void boss5_walk (edict_t *self)
{
		self->monsterinfo.currentmove = &boss5_move_forward;
}

void boss5_run (edict_t *self)
{
	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
		self->monsterinfo.currentmove = &boss5_move_stand;
	else
		self->monsterinfo.currentmove = &boss5_move_run;
}

mframe_t boss5_frames_turn_right [] =
{
	ai_move,	0,	TreadSound2,
	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 boss5_move_turn_right = {FRAME_right_1, FRAME_right_18, boss5_frames_turn_right, boss5_run};

mframe_t boss5_frames_turn_left [] =
{
	ai_move,	0,	TreadSound2,
	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 boss5_move_turn_left = {FRAME_left_1, FRAME_left_18, boss5_frames_turn_left, boss5_run};


mframe_t boss5_frames_pain3 [] =
{
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL
};
mmove_t boss5_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, boss5_frames_pain3, boss5_run};

mframe_t boss5_frames_pain2 [] =
{
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL
};
mmove_t boss5_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, boss5_frames_pain2, boss5_run};

mframe_t boss5_frames_pain1 [] =
{
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL
};
mmove_t boss5_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, boss5_frames_pain1, boss5_run};

mframe_t boss5_frames_death1 [] =
{
	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,	BossExplode2
};
mmove_t boss5_move_death = {FRAME_death_1, FRAME_death_24, boss5_frames_death1, boss5_dead};

mframe_t boss5_frames_backward[] =
{
	ai_walk, 0,	TreadSound2,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL,
	ai_walk, 0,	NULL
};
mmove_t	boss5_move_backward = {FRAME_backwd_1, FRAME_backwd_18, boss5_frames_backward, NULL};

mframe_t boss5_frames_attack4[]=
{
	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 boss5_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, boss5_frames_attack4, boss5_run};

mframe_t boss5_frames_attack3[]=
{
	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 boss5_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, boss5_frames_attack3, boss5_run};

mframe_t boss5_frames_attack2[]=
{
	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,	boss5Rocket,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	boss5Rocket,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	boss5Rocket,
	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 boss5_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, boss5_frames_attack2, boss5_run};

mframe_t boss5_frames_attack1[]=
{
	ai_charge,	0,	boss5MachineGun,
	ai_charge,	0,	boss5MachineGun,
	ai_charge,	0,	boss5MachineGun,
	ai_charge,	0,	boss5MachineGun,
	ai_charge,	0,	boss5MachineGun,
	ai_charge,	0,	boss5MachineGun,

};
mmove_t boss5_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, boss5_frames_attack1, boss5_reattack1};

mframe_t boss5_frames_end_attack1[]=
{
	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 boss5_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, boss5_frames_end_attack1, boss5_run};


void boss5_reattack1(edict_t *self)
{
	if (visible(self, self->enemy))
		if (qrandom() < 0.9)
			self->monsterinfo.currentmove = &boss5_move_attack1;
		else
			self->monsterinfo.currentmove = &boss5_move_end_attack1;	
	else
		self->monsterinfo.currentmove = &boss5_move_end_attack1;
}

void boss5_pain (edict_t *self, edict_t *, float, 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 (qrandom()<0.2)
			return;

	// Don't go into pain if he's firing his rockets
	if (skill->value >= 2)
		if ( (self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14) )
			return;

	self->pain_debounce_time = level.time + 3;

	if (damage <= 10)
	{
		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
		self->monsterinfo.currentmove = &boss5_move_pain1;
	}
	else if (damage <= 25)
	{
		gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
		self->monsterinfo.currentmove = &boss5_move_pain2;
	}
	else
	{
		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
		self->monsterinfo.currentmove = &boss5_move_pain3;
	}
};


void boss5Rocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		flash_number;

	if (self->s.frame == FRAME_attak2_8)
		flash_number = MZ2_SUPERTANK_ROCKET_1;
	else if (self->s.frame == FRAME_attak2_11)
		flash_number = MZ2_SUPERTANK_ROCKET_2;
	else // (self->s.frame == FRAME_attak2_14)
		flash_number = MZ2_SUPERTANK_ROCKET_3;

	AngleVectors (self->s.angles, forward, right, NULL);
	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_rocket (self, start, dir, 50, 500, flash_number);
	
}	

void boss5MachineGun (edict_t *self)
{
	vec3_t	dir;
	vec3_t	vec;
	vec3_t	start;
	vec3_t	forward, right;
	int		flash_number;

	flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);

	//FIXME!!!
	dir[0] = 0;
	dir[1] = self->s.angles[1];
	dir[2] = 0;

	AngleVectors (dir, 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);
		VectorMA (vec, 0, self->enemy->velocity, vec);
		vec[2] += self->enemy->viewheight;
		VectorSubtract (vec, start, forward);
		VectorNormalize (forward);
  }

	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}	


void boss5_attack(edict_t *self)
{
	vec3_t	vec;
	float	range;
	//float	r;

	VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
	range = VectorLength (vec);

	//r = random();

	// Attack 1 == Chaingun
	// Attack 2 == Rocket Launcher

	if (range <= 160)
	{
		self->monsterinfo.currentmove = &boss5_move_attack1;
	}
	else
	{	// fire rockets more often at distance
		if (qrandom() < 0.3)
			self->monsterinfo.currentmove = &boss5_move_attack1;
		else
			self->monsterinfo.currentmove = &boss5_move_attack2;
	}
}


//
// death
//

void boss5_dead (edict_t *self)
{
	/*
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	*/
	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 BossExplode2 (edict_t *self)
{
	vec3_t	org;
	int		n;

	self->think = BossExplode2;
	VectorCopy (self->s.origin, org);
	org[2] += 24 + (rand()&15);
	switch (self->count++)
	{
	case 0:
		org[0] -= 24;
		org[1] -= 24;
		break;
	case 1:
		org[0] += 24;
		org[1] += 24;
		break;
	case 2:
		org[0] += 24;
		org[1] -= 24;
		break;
	case 3:
		org[0] -= 24;
		org[1] += 24;
		break;
	case 4:
		org[0] -= 48;
		org[1] -= 48;
		break;
	case 5:
		org[0] += 48;
		org[1] += 48;
		break;
	case 6:
		org[0] -= 48;
		org[1] += 48;
		break;
	case 7:
		org[0] += 48;
		org[1] -= 48;
		break;
	case 8:
		self->s.sound = 0;
		for (n= 0; n < 4; n++)
			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC);
		for (n= 0; n < 8; n++)
			ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC);
		ThrowGib (self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC);
		ThrowHead (self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC);
		self->deadflag = DEAD_DEAD;
		return;
	}

	gi.WriteByte (svc_temp_entity);
	gi.WriteByte (TE_EXPLOSION1);
	gi.WritePosition (org);
	gi.multicast (self->s.origin, MULTICAST_PVS);

	self->nextthink = level.time + 0.1;
}


void boss5_die (edict_t *self, edict_t *, edict_t *, int, vec3_t)
{
	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_NO;
	self->count = 0;
	self->monsterinfo.currentmove = &boss5_move_death;
}

//
// monster_boss5
//

/*QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight 
*/
void SP_monster_boss5 (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("bosstank/btkpain1.wav");
	sound_pain2 = gi.soundindex ("bosstank/btkpain2.wav");
	sound_pain3 = gi.soundindex ("bosstank/btkpain3.wav");
	sound_death = gi.soundindex ("bosstank/btkdeth1.wav");
	sound_search1 = gi.soundindex ("bosstank/btkunqv1.wav");
	sound_search2 = gi.soundindex ("bosstank/btkunqv2.wav");

//	self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
	tread_sound = gi.soundindex ("bosstank/btkengn1.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/boss5/tris.md2");
	VectorSet (self->mins, -64, -64, 0);
	VectorSet (self->maxs, 64, 64, 112);

	self->health = 1500;
	self->gib_health = -500;
	self->mass = 800;

	self->pain = boss5_pain;
	self->die = boss5_die;
	self->monsterinfo.stand = boss5_stand;
	self->monsterinfo.walk = boss5_walk;
	self->monsterinfo.run = boss5_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = boss5_attack;
	self->monsterinfo.search = boss5_search;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;

	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &boss5_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	// RAFAEL
	self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
	self->monsterinfo.power_armor_power = 400;
	

	walkmonster_start(self);
}