m_boss2.c 20 KB

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  1. // Copyright (c) ZeniMax Media Inc.
  2. // Licensed under the GNU General Public License 2.0.
  3. /*
  4. ==============================================================================
  5. boss2
  6. ==============================================================================
  7. */
  8. #include "g_local.h"
  9. #include "m_boss2.h"
  10. void BossExplode (edict_t *self);
  11. qboolean infront (edict_t *self, edict_t *other);
  12. static int sound_pain1;
  13. static int sound_pain2;
  14. static int sound_pain3;
  15. static int sound_death;
  16. static int sound_search1;
  17. void boss2_search (edict_t *self)
  18. {
  19. if (random() < 0.5)
  20. gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
  21. }
  22. void boss2_run (edict_t *self);
  23. void boss2_stand (edict_t *self);
  24. void boss2_dead (edict_t *self);
  25. void boss2_attack (edict_t *self);
  26. void boss2_attack_mg (edict_t *self);
  27. void boss2_reattack_mg (edict_t *self);
  28. void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
  29. #define BOSS2_ROCKET_SPEED 750
  30. void Boss2PredictiveRocket (edict_t *self)
  31. {
  32. vec3_t forward, right;
  33. vec3_t start;
  34. vec3_t dir;
  35. vec3_t vec;
  36. float time, dist;
  37. gi.dprintf("predictive fire\n");
  38. AngleVectors (self->s.angles, forward, right, NULL);
  39. //1
  40. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
  41. VectorSubtract(self->enemy->s.origin, start, dir);
  42. // dir[2] += self->enemy->viewheight;
  43. dist = VectorLength(dir);
  44. time = dist / BOSS2_ROCKET_SPEED;
  45. VectorMA(self->enemy->s.origin, time-0.3, self->enemy->velocity, vec);
  46. // VectorCopy (self->enemy->s.origin, vec);
  47. // vec[2] += self->enemy->viewheight;
  48. VectorSubtract (vec, start, dir);
  49. VectorNormalize (dir);
  50. monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1);
  51. //2
  52. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
  53. VectorSubtract(self->enemy->s.origin, start, dir);
  54. // dir[2] += self->enemy->viewheight;
  55. dist = VectorLength(dir);
  56. time = dist / BOSS2_ROCKET_SPEED;
  57. VectorMA(self->enemy->s.origin, time-0.15, self->enemy->velocity, vec);
  58. // VectorCopy (self->enemy->s.origin, vec);
  59. // vec[2] += self->enemy->viewheight;
  60. VectorSubtract (vec, start, dir);
  61. VectorNormalize (dir);
  62. monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_2);
  63. //3
  64. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
  65. VectorSubtract(self->enemy->s.origin, start, dir);
  66. // dir[2] += self->enemy->viewheight;
  67. dist = VectorLength(dir);
  68. time = dist / BOSS2_ROCKET_SPEED;
  69. VectorMA(self->enemy->s.origin, time, self->enemy->velocity, vec);
  70. // VectorCopy (self->enemy->s.origin, vec);
  71. // vec[2] += self->enemy->viewheight;
  72. VectorSubtract (vec, start, dir);
  73. VectorNormalize (dir);
  74. monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_3);
  75. //4
  76. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
  77. VectorSubtract(self->enemy->s.origin, start, dir);
  78. // dir[2] += self->enemy->viewheight;
  79. dist = VectorLength(dir);
  80. time = dist / BOSS2_ROCKET_SPEED;
  81. VectorMA(self->enemy->s.origin, time+0.15, self->enemy->velocity, vec);
  82. // VectorCopy (self->enemy->s.origin, vec);
  83. // vec[2] += self->enemy->viewheight;
  84. VectorSubtract (vec, start, dir);
  85. VectorNormalize (dir);
  86. monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_4);
  87. }
  88. void Boss2Rocket (edict_t *self)
  89. {
  90. vec3_t forward, right;
  91. vec3_t start;
  92. vec3_t dir;
  93. vec3_t vec;
  94. if(self->enemy)
  95. {
  96. if(self->enemy->client && random() < 0.9)
  97. {
  98. Boss2PredictiveRocket(self);
  99. return;
  100. }
  101. }
  102. AngleVectors (self->s.angles, forward, right, NULL);
  103. //1
  104. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
  105. VectorCopy (self->enemy->s.origin, vec);
  106. // vec[2] += self->enemy->viewheight;
  107. vec[2] -= 15;
  108. VectorSubtract (vec, start, dir);
  109. VectorNormalize (dir);
  110. VectorMA (dir, 0.4, right, dir);
  111. VectorNormalize (dir);
  112. monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
  113. //2
  114. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
  115. VectorCopy (self->enemy->s.origin, vec);
  116. // vec[2] += self->enemy->viewheight;
  117. VectorSubtract (vec, start, dir);
  118. VectorNormalize (dir);
  119. VectorMA (dir, 0.025, right, dir);
  120. VectorNormalize (dir);
  121. monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
  122. //3
  123. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
  124. VectorCopy (self->enemy->s.origin, vec);
  125. // vec[2] += self->enemy->viewheight;
  126. VectorSubtract (vec, start, dir);
  127. VectorNormalize (dir);
  128. VectorMA (dir, -0.025, right, dir);
  129. VectorNormalize (dir);
  130. monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
  131. //4
  132. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
  133. VectorCopy (self->enemy->s.origin, vec);
  134. // vec[2] += self->enemy->viewheight;
  135. vec[2] -= 15;
  136. VectorSubtract (vec, start, dir);
  137. VectorNormalize (dir);
  138. VectorMA (dir, -0.4, right, dir);
  139. VectorNormalize (dir);
  140. monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
  141. //5
  142. // G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
  143. // VectorCopy (self->enemy->s.origin, vec);
  144. // vec[2] += self->enemy->viewheight;
  145. // VectorSubtract (vec, start, dir);
  146. // VectorNormalize (dir);
  147. // monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
  148. }
  149. void boss2_firebullet_right (edict_t *self)
  150. {
  151. vec3_t forward, right, target;
  152. vec3_t start;
  153. AngleVectors (self->s.angles, forward, right, NULL);
  154. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
  155. // VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
  156. VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
  157. target[2] += self->enemy->viewheight;
  158. VectorSubtract (target, start, forward);
  159. VectorNormalize (forward);
  160. monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
  161. // monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
  162. }
  163. void boss2_firebullet_left (edict_t *self)
  164. {
  165. vec3_t forward, right, target;
  166. vec3_t start;
  167. AngleVectors (self->s.angles, forward, right, NULL);
  168. G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
  169. // VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
  170. VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
  171. target[2] += self->enemy->viewheight;
  172. VectorSubtract (target, start, forward);
  173. VectorNormalize (forward);
  174. monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
  175. // monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
  176. }
  177. void Boss2MachineGun (edict_t *self)
  178. {
  179. /* vec3_t forward, right;
  180. vec3_t start;
  181. vec3_t dir;
  182. vec3_t vec;
  183. int flash_number;
  184. AngleVectors (self->s.angles, forward, right, NULL);
  185. flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
  186. G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
  187. VectorCopy (self->enemy->s.origin, vec);
  188. vec[2] += self->enemy->viewheight;
  189. VectorSubtract (vec, start, dir);
  190. VectorNormalize (dir);
  191. monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
  192. */
  193. boss2_firebullet_left(self);
  194. boss2_firebullet_right(self);
  195. }
  196. mframe_t boss2_frames_stand [] =
  197. {
  198. ai_stand, 0, NULL,
  199. ai_stand, 0, NULL,
  200. ai_stand, 0, NULL,
  201. ai_stand, 0, NULL,
  202. ai_stand, 0, NULL,
  203. ai_stand, 0, NULL,
  204. ai_stand, 0, NULL,
  205. ai_stand, 0, NULL,
  206. ai_stand, 0, NULL,
  207. ai_stand, 0, NULL,
  208. ai_stand, 0, NULL,
  209. ai_stand, 0, NULL,
  210. ai_stand, 0, NULL,
  211. ai_stand, 0, NULL,
  212. ai_stand, 0, NULL,
  213. ai_stand, 0, NULL,
  214. ai_stand, 0, NULL,
  215. ai_stand, 0, NULL,
  216. ai_stand, 0, NULL,
  217. ai_stand, 0, NULL,
  218. ai_stand, 0, NULL
  219. };
  220. mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
  221. mframe_t boss2_frames_fidget [] =
  222. {
  223. ai_stand, 0, NULL,
  224. ai_stand, 0, NULL,
  225. ai_stand, 0, NULL,
  226. ai_stand, 0, NULL,
  227. ai_stand, 0, NULL,
  228. ai_stand, 0, NULL,
  229. ai_stand, 0, NULL,
  230. ai_stand, 0, NULL,
  231. ai_stand, 0, NULL,
  232. ai_stand, 0, NULL,
  233. ai_stand, 0, NULL,
  234. ai_stand, 0, NULL,
  235. ai_stand, 0, NULL,
  236. ai_stand, 0, NULL,
  237. ai_stand, 0, NULL,
  238. ai_stand, 0, NULL,
  239. ai_stand, 0, NULL,
  240. ai_stand, 0, NULL,
  241. ai_stand, 0, NULL,
  242. ai_stand, 0, NULL,
  243. ai_stand, 0, NULL,
  244. ai_stand, 0, NULL,
  245. ai_stand, 0, NULL,
  246. ai_stand, 0, NULL,
  247. ai_stand, 0, NULL,
  248. ai_stand, 0, NULL,
  249. ai_stand, 0, NULL,
  250. ai_stand, 0, NULL,
  251. ai_stand, 0, NULL,
  252. ai_stand, 0, NULL
  253. };
  254. mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
  255. mframe_t boss2_frames_walk [] =
  256. {
  257. /* PMM - normally, this is all 8's .. I upped it */
  258. ai_walk, 10, NULL,
  259. ai_walk, 10, NULL,
  260. ai_walk, 10, NULL,
  261. ai_walk, 10, NULL,
  262. ai_walk, 10, NULL,
  263. ai_walk, 10, NULL,
  264. ai_walk, 10, NULL,
  265. ai_walk, 10, NULL,
  266. ai_walk, 10, NULL,
  267. ai_walk, 10, NULL,
  268. ai_walk, 10, NULL,
  269. ai_walk, 10, NULL,
  270. ai_walk, 10, NULL,
  271. ai_walk, 10, NULL,
  272. ai_walk, 10, NULL,
  273. ai_walk, 10, NULL,
  274. ai_walk, 10, NULL,
  275. ai_walk, 10, NULL,
  276. ai_walk, 10, NULL,
  277. ai_walk, 10, NULL
  278. };
  279. mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
  280. mframe_t boss2_frames_run [] =
  281. {
  282. /* PMM - normally, this is all 8's .. I upped it */
  283. ai_run, 10, NULL,
  284. ai_run, 10, NULL,
  285. ai_run, 10, NULL,
  286. ai_run, 10, NULL,
  287. ai_run, 10, NULL,
  288. ai_run, 10, NULL,
  289. ai_run, 10, NULL,
  290. ai_run, 10, NULL,
  291. ai_run, 10, NULL,
  292. ai_run, 10, NULL,
  293. ai_run, 10, NULL,
  294. ai_run, 10, NULL,
  295. ai_run, 10, NULL,
  296. ai_run, 10, NULL,
  297. ai_run, 10, NULL,
  298. ai_run, 10, NULL,
  299. ai_run, 10, NULL,
  300. ai_run, 10, NULL,
  301. ai_run, 10, NULL,
  302. ai_run, 10, NULL
  303. };
  304. mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
  305. mframe_t boss2_frames_attack_pre_mg [] =
  306. {
  307. /* used to be all 1's .. what a slow guy */
  308. ai_charge, 2, NULL,
  309. ai_charge, 2, NULL,
  310. ai_charge, 2, NULL,
  311. ai_charge, 2, NULL,
  312. ai_charge, 2, NULL,
  313. ai_charge, 2, NULL,
  314. ai_charge, 2, NULL,
  315. ai_charge, 2, NULL,
  316. ai_charge, 2, boss2_attack_mg
  317. };
  318. mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
  319. // Loop this
  320. mframe_t boss2_frames_attack_mg [] =
  321. {
  322. /* used to be all 1's .. what a slow guy */
  323. ai_charge, 2, Boss2MachineGun,
  324. ai_charge, 2, Boss2MachineGun,
  325. ai_charge, 2, Boss2MachineGun,
  326. ai_charge, 2, Boss2MachineGun,
  327. ai_charge, 2, Boss2MachineGun,
  328. ai_charge, 2, boss2_reattack_mg
  329. };
  330. mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
  331. mframe_t boss2_frames_attack_post_mg [] =
  332. {
  333. /* used to be all 1's .. what a slow guy */
  334. ai_charge, 2, NULL,
  335. ai_charge, 2, NULL,
  336. ai_charge, 2, NULL,
  337. ai_charge, 2, NULL
  338. };
  339. mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
  340. mframe_t boss2_frames_attack_rocket [] =
  341. {
  342. /* used to be all 1's .. except the Boss2Rocket frame, which was -20(!) */
  343. ai_charge, 2, NULL,
  344. ai_charge, 2, NULL,
  345. ai_charge, 2, NULL,
  346. ai_charge, 2, NULL,
  347. ai_charge, 2, NULL,
  348. ai_charge, 2, NULL,
  349. ai_charge, 2, NULL,
  350. ai_charge, 2, NULL,
  351. ai_charge, 2, NULL,
  352. ai_charge, 2, NULL,
  353. ai_charge, 2, NULL,
  354. ai_charge, 2, NULL,
  355. ai_move, -5, Boss2Rocket,
  356. ai_charge, 2, NULL,
  357. ai_charge, 2, NULL,
  358. ai_charge, 2, NULL,
  359. ai_charge, 2, NULL,
  360. ai_charge, 2, NULL,
  361. ai_charge, 2, NULL,
  362. ai_charge, 2, NULL,
  363. ai_charge, 2, NULL
  364. };
  365. mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
  366. mframe_t boss2_frames_pain_heavy [] =
  367. {
  368. ai_move, 0, NULL,
  369. ai_move, 0, NULL,
  370. ai_move, 0, NULL,
  371. ai_move, 0, NULL,
  372. ai_move, 0, NULL,
  373. ai_move, 0, NULL,
  374. ai_move, 0, NULL,
  375. ai_move, 0, NULL,
  376. ai_move, 0, NULL,
  377. ai_move, 0, NULL,
  378. ai_move, 0, NULL,
  379. ai_move, 0, NULL,
  380. ai_move, 0, NULL,
  381. ai_move, 0, NULL,
  382. ai_move, 0, NULL,
  383. ai_move, 0, NULL,
  384. ai_move, 0, NULL,
  385. ai_move, 0, NULL
  386. };
  387. mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
  388. mframe_t boss2_frames_pain_light [] =
  389. {
  390. ai_move, 0, NULL,
  391. ai_move, 0, NULL,
  392. ai_move, 0, NULL,
  393. ai_move, 0, NULL
  394. };
  395. mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
  396. mframe_t boss2_frames_death [] =
  397. {
  398. ai_move, 0, NULL,
  399. ai_move, 0, NULL,
  400. ai_move, 0, NULL,
  401. ai_move, 0, NULL,
  402. ai_move, 0, NULL,
  403. ai_move, 0, NULL,
  404. ai_move, 0, NULL,
  405. ai_move, 0, NULL,
  406. ai_move, 0, NULL,
  407. ai_move, 0, NULL,
  408. ai_move, 0, NULL,
  409. ai_move, 0, NULL,
  410. ai_move, 0, NULL,
  411. ai_move, 0, NULL,
  412. ai_move, 0, NULL,
  413. ai_move, 0, NULL,
  414. ai_move, 0, NULL,
  415. ai_move, 0, NULL,
  416. ai_move, 0, NULL,
  417. ai_move, 0, NULL,
  418. ai_move, 0, NULL,
  419. ai_move, 0, NULL,
  420. ai_move, 0, NULL,
  421. ai_move, 0, NULL,
  422. ai_move, 0, NULL,
  423. ai_move, 0, NULL,
  424. ai_move, 0, NULL,
  425. ai_move, 0, NULL,
  426. ai_move, 0, NULL,
  427. ai_move, 0, NULL,
  428. ai_move, 0, NULL,
  429. ai_move, 0, NULL,
  430. ai_move, 0, NULL,
  431. ai_move, 0, NULL,
  432. ai_move, 0, NULL,
  433. ai_move, 0, NULL,
  434. ai_move, 0, NULL,
  435. ai_move, 0, NULL,
  436. ai_move, 0, NULL,
  437. ai_move, 0, NULL,
  438. ai_move, 0, NULL,
  439. ai_move, 0, NULL,
  440. ai_move, 0, NULL,
  441. ai_move, 0, NULL,
  442. ai_move, 0, NULL,
  443. ai_move, 0, NULL,
  444. ai_move, 0, NULL,
  445. ai_move, 0, NULL,
  446. ai_move, 0, BossExplode
  447. };
  448. mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
  449. void boss2_stand (edict_t *self)
  450. {
  451. self->monsterinfo.currentmove = &boss2_move_stand;
  452. }
  453. void boss2_run (edict_t *self)
  454. {
  455. if (self->monsterinfo.aiflags & AI_STAND_GROUND)
  456. self->monsterinfo.currentmove = &boss2_move_stand;
  457. else
  458. self->monsterinfo.currentmove = &boss2_move_run;
  459. }
  460. void boss2_walk (edict_t *self)
  461. {
  462. self->monsterinfo.currentmove = &boss2_move_walk;
  463. }
  464. void boss2_attack (edict_t *self)
  465. {
  466. vec3_t vec;
  467. float range;
  468. VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
  469. range = VectorLength (vec);
  470. if (range <= 125)
  471. {
  472. self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
  473. }
  474. else
  475. {
  476. if (random() <= 0.6)
  477. self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
  478. else
  479. self->monsterinfo.currentmove = &boss2_move_attack_rocket;
  480. }
  481. }
  482. void boss2_attack_mg (edict_t *self)
  483. {
  484. self->monsterinfo.currentmove = &boss2_move_attack_mg;
  485. }
  486. void boss2_reattack_mg (edict_t *self)
  487. {
  488. if ( infront(self, self->enemy) )
  489. if (random() <= 0.7)
  490. self->monsterinfo.currentmove = &boss2_move_attack_mg;
  491. else
  492. self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
  493. else
  494. self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
  495. }
  496. void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
  497. {
  498. if (self->health < (self->max_health / 2))
  499. self->s.skinnum = 1;
  500. if (level.time < self->pain_debounce_time)
  501. return;
  502. self->pain_debounce_time = level.time + 3;
  503. // American wanted these at no attenuation
  504. if (damage < 10)
  505. {
  506. gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
  507. self->monsterinfo.currentmove = &boss2_move_pain_light;
  508. }
  509. else if (damage < 30)
  510. {
  511. gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
  512. self->monsterinfo.currentmove = &boss2_move_pain_light;
  513. }
  514. else
  515. {
  516. gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
  517. self->monsterinfo.currentmove = &boss2_move_pain_heavy;
  518. }
  519. }
  520. void boss2_dead (edict_t *self)
  521. {
  522. VectorSet (self->mins, -56, -56, 0);
  523. VectorSet (self->maxs, 56, 56, 80);
  524. self->movetype = MOVETYPE_TOSS;
  525. self->svflags |= SVF_DEADMONSTER;
  526. self->nextthink = 0;
  527. gi.linkentity (self);
  528. }
  529. void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
  530. {
  531. gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
  532. self->deadflag = DEAD_DEAD;
  533. self->takedamage = DAMAGE_NO;
  534. self->count = 0;
  535. self->monsterinfo.currentmove = &boss2_move_death;
  536. #if 0
  537. int n;
  538. self->s.sound = 0;
  539. // check for gib
  540. if (self->health <= self->gib_health)
  541. {
  542. gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
  543. for (n= 0; n < 2; n++)
  544. ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
  545. for (n= 0; n < 4; n++)
  546. ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
  547. ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
  548. self->deadflag = DEAD_DEAD;
  549. return;
  550. }
  551. if (self->deadflag == DEAD_DEAD)
  552. return;
  553. self->deadflag = DEAD_DEAD;
  554. self->takedamage = DAMAGE_YES;
  555. self->monsterinfo.currentmove = &boss2_move_death;
  556. #endif
  557. }
  558. qboolean Boss2_CheckAttack (edict_t *self)
  559. {
  560. vec3_t spot1, spot2;
  561. vec3_t temp;
  562. float chance;
  563. trace_t tr;
  564. qboolean enemy_infront;
  565. int enemy_range;
  566. float enemy_yaw;
  567. if (self->enemy->health > 0)
  568. {
  569. // see if any entities are in the way of the shot
  570. VectorCopy (self->s.origin, spot1);
  571. spot1[2] += self->viewheight;
  572. VectorCopy (self->enemy->s.origin, spot2);
  573. spot2[2] += self->enemy->viewheight;
  574. tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
  575. // do we have a clear shot?
  576. if (tr.ent != self->enemy)
  577. {
  578. // PGM - we want them to go ahead and shoot at info_notnulls if they can.
  579. if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
  580. return false;
  581. }
  582. }
  583. enemy_infront = infront(self, self->enemy);
  584. enemy_range = range(self, self->enemy);
  585. VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
  586. enemy_yaw = vectoyaw(temp);
  587. self->ideal_yaw = enemy_yaw;
  588. // melee attack
  589. if (enemy_range == RANGE_MELEE)
  590. {
  591. if (self->monsterinfo.melee)
  592. self->monsterinfo.attack_state = AS_MELEE;
  593. else
  594. self->monsterinfo.attack_state = AS_MISSILE;
  595. return true;
  596. }
  597. // missile attack
  598. if (!self->monsterinfo.attack)
  599. return false;
  600. if (level.time < self->monsterinfo.attack_finished)
  601. return false;
  602. if (enemy_range == RANGE_FAR)
  603. return false;
  604. if (self->monsterinfo.aiflags & AI_STAND_GROUND)
  605. {
  606. chance = 0.4;
  607. }
  608. else if (enemy_range == RANGE_MELEE)
  609. {
  610. chance = 0.8;
  611. }
  612. else if (enemy_range == RANGE_NEAR)
  613. {
  614. chance = 0.8;
  615. }
  616. else if (enemy_range == RANGE_MID)
  617. {
  618. chance = 0.8;
  619. }
  620. else
  621. {
  622. return false;
  623. }
  624. // PGM - go ahead and shoot every time if it's a info_notnull
  625. if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
  626. {
  627. self->monsterinfo.attack_state = AS_MISSILE;
  628. self->monsterinfo.attack_finished = level.time + 2*random();
  629. return true;
  630. }
  631. if (self->flags & FL_FLY)
  632. {
  633. if (random() < 0.3)
  634. self->monsterinfo.attack_state = AS_SLIDING;
  635. else
  636. self->monsterinfo.attack_state = AS_STRAIGHT;
  637. }
  638. return false;
  639. }
  640. /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
  641. */
  642. void SP_monster_boss2 (edict_t *self)
  643. {
  644. if (deathmatch->value)
  645. {
  646. G_FreeEdict (self);
  647. return;
  648. }
  649. sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
  650. sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
  651. sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
  652. sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
  653. sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
  654. self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
  655. self->movetype = MOVETYPE_STEP;
  656. self->solid = SOLID_BBOX;
  657. self->s.modelindex = gi.modelindex ("models/monsters/boss2/tris.md2");
  658. VectorSet (self->mins, -56, -56, 0);
  659. VectorSet (self->maxs, 56, 56, 80);
  660. self->health = 2000;
  661. self->gib_health = -200;
  662. self->mass = 1000;
  663. self->yaw_speed = 50;
  664. self->flags |= FL_IMMUNE_LASER;
  665. self->pain = boss2_pain;
  666. self->die = boss2_die;
  667. self->monsterinfo.stand = boss2_stand;
  668. self->monsterinfo.walk = boss2_walk;
  669. self->monsterinfo.run = boss2_run;
  670. self->monsterinfo.attack = boss2_attack;
  671. self->monsterinfo.search = boss2_search;
  672. self->monsterinfo.checkattack = Boss2_CheckAttack;
  673. gi.linkentity (self);
  674. self->monsterinfo.currentmove = &boss2_move_stand;
  675. self->monsterinfo.scale = MODEL_SCALE;
  676. flymonster_start (self);
  677. }