m_gladiator.c (9866B)
1 /* 2 Copyright (C) 1997-2001 Id Software, Inc. 3 4 This program is free software; you can redistribute it and/or 5 modify it under the terms of the GNU General Public License 6 as published by the Free Software Foundation; either version 2 7 of the License, or (at your option) any later version. 8 9 This program is distributed in the hope that it will be useful, 10 but WITHOUT ANY WARRANTY; without even the implied warranty of 11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 12 13 See the GNU General Public License for more details. 14 15 You should have received a copy of the GNU General Public License 16 along with this program; if not, write to the Free Software 17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 19 */ 20 /* 21 ============================================================================== 22 23 GLADIATOR 24 25 ============================================================================== 26 */ 27 28 #include "g_local.h" 29 #include "m_gladiator.h" 30 31 32 static int sound_pain1; 33 static int sound_pain2; 34 static int sound_die; 35 static int sound_gun; 36 static int sound_cleaver_swing; 37 static int sound_cleaver_hit; 38 static int sound_cleaver_miss; 39 static int sound_idle; 40 static int sound_search; 41 static int sound_sight; 42 43 44 void gladiator_idle (edict_t *self) 45 { 46 gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); 47 } 48 49 void gladiator_sight (edict_t *self, edict_t *other) 50 { 51 gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); 52 } 53 54 void gladiator_search (edict_t *self) 55 { 56 gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); 57 } 58 59 void gladiator_cleaver_swing (edict_t *self) 60 { 61 gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); 62 } 63 64 mframe_t gladiator_frames_stand [] = 65 { 66 ai_stand, 0, NULL, 67 ai_stand, 0, NULL, 68 ai_stand, 0, NULL, 69 ai_stand, 0, NULL, 70 ai_stand, 0, NULL, 71 ai_stand, 0, NULL, 72 ai_stand, 0, NULL 73 }; 74 mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL}; 75 76 void gladiator_stand (edict_t *self) 77 { 78 self->monsterinfo.currentmove = &gladiator_move_stand; 79 } 80 81 82 mframe_t gladiator_frames_walk [] = 83 { 84 ai_walk, 15, NULL, 85 ai_walk, 7, NULL, 86 ai_walk, 6, NULL, 87 ai_walk, 5, NULL, 88 ai_walk, 2, NULL, 89 ai_walk, 0, NULL, 90 ai_walk, 2, NULL, 91 ai_walk, 8, NULL, 92 ai_walk, 12, NULL, 93 ai_walk, 8, NULL, 94 ai_walk, 5, NULL, 95 ai_walk, 5, NULL, 96 ai_walk, 2, NULL, 97 ai_walk, 2, NULL, 98 ai_walk, 1, NULL, 99 ai_walk, 8, NULL 100 }; 101 mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL}; 102 103 void gladiator_walk (edict_t *self) 104 { 105 self->monsterinfo.currentmove = &gladiator_move_walk; 106 } 107 108 109 mframe_t gladiator_frames_run [] = 110 { 111 ai_run, 23, NULL, 112 ai_run, 14, NULL, 113 ai_run, 14, NULL, 114 ai_run, 21, NULL, 115 ai_run, 12, NULL, 116 ai_run, 13, NULL 117 }; 118 mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL}; 119 120 void gladiator_run (edict_t *self) 121 { 122 if (self->monsterinfo.aiflags & AI_STAND_GROUND) 123 self->monsterinfo.currentmove = &gladiator_move_stand; 124 else 125 self->monsterinfo.currentmove = &gladiator_move_run; 126 } 127 128 129 void GaldiatorMelee (edict_t *self) 130 { 131 vec3_t aim; 132 133 VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4); 134 if (fire_hit (self, aim, (20 + (rand() %5)), 300)) 135 gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); 136 else 137 gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); 138 } 139 140 mframe_t gladiator_frames_attack_melee [] = 141 { 142 ai_charge, 0, NULL, 143 ai_charge, 0, NULL, 144 ai_charge, 0, NULL, 145 ai_charge, 0, NULL, 146 ai_charge, 0, gladiator_cleaver_swing, 147 ai_charge, 0, NULL, 148 ai_charge, 0, GaldiatorMelee, 149 ai_charge, 0, NULL, 150 ai_charge, 0, NULL, 151 ai_charge, 0, NULL, 152 ai_charge, 0, gladiator_cleaver_swing, 153 ai_charge, 0, NULL, 154 ai_charge, 0, NULL, 155 ai_charge, 0, GaldiatorMelee, 156 ai_charge, 0, NULL, 157 ai_charge, 0, NULL, 158 ai_charge, 0, NULL 159 }; 160 mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run}; 161 162 void gladiator_melee(edict_t *self) 163 { 164 self->monsterinfo.currentmove = &gladiator_move_attack_melee; 165 } 166 167 168 void GladiatorGun (edict_t *self) 169 { 170 vec3_t start; 171 vec3_t dir; 172 vec3_t forward, right; 173 174 AngleVectors (self->s.angles, forward, right, NULL); 175 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start); 176 177 // calc direction to where we targted 178 VectorSubtract (self->pos1, start, dir); 179 VectorNormalize (dir); 180 181 monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1); 182 } 183 184 mframe_t gladiator_frames_attack_gun [] = 185 { 186 ai_charge, 0, NULL, 187 ai_charge, 0, NULL, 188 ai_charge, 0, NULL, 189 ai_charge, 0, GladiatorGun, 190 ai_charge, 0, NULL, 191 ai_charge, 0, NULL, 192 ai_charge, 0, NULL, 193 ai_charge, 0, NULL, 194 ai_charge, 0, NULL 195 }; 196 mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run}; 197 198 void gladiator_attack(edict_t *self) 199 { 200 float range; 201 vec3_t v; 202 203 // a small safe zone 204 VectorSubtract (self->s.origin, self->enemy->s.origin, v); 205 range = VectorLength(v); 206 if (range <= (MELEE_DISTANCE + 32)) 207 return; 208 209 // charge up the railgun 210 gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0); 211 VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot 212 self->pos1[2] += self->enemy->viewheight; 213 self->monsterinfo.currentmove = &gladiator_move_attack_gun; 214 } 215 216 217 mframe_t gladiator_frames_pain [] = 218 { 219 ai_move, 0, NULL, 220 ai_move, 0, NULL, 221 ai_move, 0, NULL, 222 ai_move, 0, NULL, 223 ai_move, 0, NULL, 224 ai_move, 0, NULL 225 }; 226 mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run}; 227 228 mframe_t gladiator_frames_pain_air [] = 229 { 230 ai_move, 0, NULL, 231 ai_move, 0, NULL, 232 ai_move, 0, NULL, 233 ai_move, 0, NULL, 234 ai_move, 0, NULL, 235 ai_move, 0, NULL, 236 ai_move, 0, NULL 237 }; 238 mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run}; 239 240 void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage) 241 { 242 243 if (self->health < (self->max_health / 2)) 244 self->s.skinnum = 1; 245 246 if (level.time < self->pain_debounce_time) 247 { 248 if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain)) 249 self->monsterinfo.currentmove = &gladiator_move_pain_air; 250 return; 251 } 252 253 self->pain_debounce_time = level.time + 3; 254 255 if (random() < 0.5) 256 gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); 257 else 258 gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); 259 260 if (skill->value == 3) 261 return; // no pain anims in nightmare 262 263 if (self->velocity[2] > 100) 264 self->monsterinfo.currentmove = &gladiator_move_pain_air; 265 else 266 self->monsterinfo.currentmove = &gladiator_move_pain; 267 268 } 269 270 271 void gladiator_dead (edict_t *self) 272 { 273 VectorSet (self->mins, -16, -16, -24); 274 VectorSet (self->maxs, 16, 16, -8); 275 self->movetype = MOVETYPE_TOSS; 276 self->svflags |= SVF_DEADMONSTER; 277 self->nextthink = 0; 278 gi.linkentity (self); 279 } 280 281 mframe_t gladiator_frames_death [] = 282 { 283 ai_move, 0, NULL, 284 ai_move, 0, NULL, 285 ai_move, 0, NULL, 286 ai_move, 0, NULL, 287 ai_move, 0, NULL, 288 ai_move, 0, NULL, 289 ai_move, 0, NULL, 290 ai_move, 0, NULL, 291 ai_move, 0, NULL, 292 ai_move, 0, NULL, 293 ai_move, 0, NULL, 294 ai_move, 0, NULL, 295 ai_move, 0, NULL, 296 ai_move, 0, NULL, 297 ai_move, 0, NULL, 298 ai_move, 0, NULL, 299 ai_move, 0, NULL, 300 ai_move, 0, NULL, 301 ai_move, 0, NULL, 302 ai_move, 0, NULL, 303 ai_move, 0, NULL, 304 ai_move, 0, NULL 305 }; 306 mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead}; 307 308 void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) 309 { 310 int n; 311 312 // check for gib 313 if (self->health <= self->gib_health) 314 { 315 gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); 316 for (n= 0; n < 2; n++) 317 ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); 318 for (n= 0; n < 4; n++) 319 ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); 320 ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); 321 self->deadflag = DEAD_DEAD; 322 return; 323 } 324 325 if (self->deadflag == DEAD_DEAD) 326 return; 327 328 // regular death 329 gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); 330 self->deadflag = DEAD_DEAD; 331 self->takedamage = DAMAGE_YES; 332 333 self->monsterinfo.currentmove = &gladiator_move_death; 334 } 335 336 337 /*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight 338 */ 339 void SP_monster_gladiator (edict_t *self) 340 { 341 if (deathmatch->value) 342 { 343 G_FreeEdict (self); 344 return; 345 } 346 347 348 sound_pain1 = gi.soundindex ("gladiator/pain.wav"); 349 sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav"); 350 sound_die = gi.soundindex ("gladiator/glddeth2.wav"); 351 sound_gun = gi.soundindex ("gladiator/railgun.wav"); 352 sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav"); 353 sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav"); 354 sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav"); 355 sound_idle = gi.soundindex ("gladiator/gldidle1.wav"); 356 sound_search = gi.soundindex ("gladiator/gldsrch1.wav"); 357 sound_sight = gi.soundindex ("gladiator/sight.wav"); 358 359 self->movetype = MOVETYPE_STEP; 360 self->solid = SOLID_BBOX; 361 self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2"); 362 VectorSet (self->mins, -32, -32, -24); 363 VectorSet (self->maxs, 32, 32, 64); 364 365 self->health = 400; 366 self->gib_health = -175; 367 self->mass = 400; 368 369 self->pain = gladiator_pain; 370 self->die = gladiator_die; 371 372 self->monsterinfo.stand = gladiator_stand; 373 self->monsterinfo.walk = gladiator_walk; 374 self->monsterinfo.run = gladiator_run; 375 self->monsterinfo.dodge = NULL; 376 self->monsterinfo.attack = gladiator_attack; 377 self->monsterinfo.melee = gladiator_melee; 378 self->monsterinfo.sight = gladiator_sight; 379 self->monsterinfo.idle = gladiator_idle; 380 self->monsterinfo.search = gladiator_search; 381 382 gi.linkentity (self); 383 self->monsterinfo.currentmove = &gladiator_move_stand; 384 self->monsterinfo.scale = MODEL_SCALE; 385 386 walkmonster_start (self); 387 }