ref: c80ce20775776c2a02b08e84566ef3aa887bcf62
dir: /xatrix/m_gladb.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.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 gladb_idle (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void gladb_sight (edict_t *self, edict_t *) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void gladb_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void gladb_cleaver_swing (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); } mframe_t gladb_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 gladb_move_stand = {FRAME_stand1, FRAME_stand7, gladb_frames_stand, NULL}; void gladb_stand (edict_t *self) { self->monsterinfo.currentmove = &gladb_move_stand; } mframe_t gladb_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 gladb_move_walk = {FRAME_walk1, FRAME_walk16, gladb_frames_walk, NULL}; void gladb_walk (edict_t *self) { self->monsterinfo.currentmove = &gladb_move_walk; } mframe_t gladb_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 gladb_move_run = {FRAME_run1, FRAME_run6, gladb_frames_run, NULL}; void gladb_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &gladb_move_stand; else self->monsterinfo.currentmove = &gladb_move_run; } void GladbMelee (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 gladb_frames_attack_melee [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gladb_cleaver_swing, ai_charge, 0, NULL, ai_charge, 0, GladbMelee, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gladb_cleaver_swing, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GladbMelee, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gladb_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladb_frames_attack_melee, gladb_run}; void gladb_melee(edict_t *self) { self->monsterinfo.currentmove = &gladb_move_attack_melee; } void gladbGun (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); fire_plasma (self, start, dir, 100, 725, 60, 60); } void gladbGun_check (edict_t *self) { if (skill->value == 3) gladbGun (self); } mframe_t gladb_frames_attack_gun [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gladbGun, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gladbGun, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gladbGun_check }; mmove_t gladb_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladb_frames_attack_gun, gladb_run}; void gladb_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 = &gladb_move_attack_gun; } mframe_t gladb_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 gladb_move_pain = {FRAME_pain1, FRAME_pain6, gladb_frames_pain, gladb_run}; mframe_t gladb_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 gladb_move_pain_air = {FRAME_painup1, FRAME_painup7, gladb_frames_pain_air, gladb_run}; void gladb_pain (edict_t *self, edict_t *, float, int) { 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 == &gladb_move_pain)) self->monsterinfo.currentmove = &gladb_move_pain_air; return; } self->pain_debounce_time = level.time + 3; if (qrandom() < 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 (self->velocity[2] > 100) self->monsterinfo.currentmove = &gladb_move_pain_air; else self->monsterinfo.currentmove = &gladb_move_pain; } void gladb_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 gladb_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 gladb_move_death = {FRAME_death1, FRAME_death22, gladb_frames_death, gladb_dead}; void gladb_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t) { 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 = &gladb_move_death; } /*QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight */ void SP_monster_gladb (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"); // note to self // need to change to PHALANX sound sound_gun = gi.soundindex ("weapons/plasshot.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/gladb/tris.md2"); VectorSet (self->mins, -32, -32, -24); VectorSet (self->maxs, 32, 32, 64); self->health = 800; self->gib_health = -175; self->mass = 350; self->pain = gladb_pain; self->die = gladb_die; self->monsterinfo.stand = gladb_stand; self->monsterinfo.walk = gladb_walk; self->monsterinfo.run = gladb_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = gladb_attack; self->monsterinfo.melee = gladb_melee; self->monsterinfo.sight = gladb_sight; self->monsterinfo.idle = gladb_idle; self->monsterinfo.search = gladb_search; gi.linkentity (self); self->monsterinfo.currentmove = &gladb_move_stand; self->monsterinfo.scale = MODEL_SCALE; self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = 400; walkmonster_start (self); }