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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- GLADIATOR
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_gladiator.h"
- #include "m_flash.h"
- static cached_soundindex sound_pain1;
- static cached_soundindex sound_pain2;
- static cached_soundindex sound_die;
- static cached_soundindex sound_die2;
- static cached_soundindex sound_gun;
- static cached_soundindex sound_gunb;
- static cached_soundindex sound_cleaver_swing;
- static cached_soundindex sound_cleaver_hit;
- static cached_soundindex sound_cleaver_miss;
- static cached_soundindex sound_idle;
- static cached_soundindex sound_search;
- static cached_soundindex sound_sight;
- MONSTERINFO_IDLE(gladiator_idle) (edict_t *self) -> void
- {
- gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
- }
- MONSTERINFO_SIGHT(gladiator_sight) (edict_t *self, edict_t *other) -> void
- {
- gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
- }
- MONSTERINFO_SEARCH(gladiator_search) (edict_t *self) -> void
- {
- gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
- }
- void gladiator_cleaver_swing(edict_t *self)
- {
- gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
- }
- mframe_t gladiator_frames_stand[] = {
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand }
- };
- MMOVE_T(gladiator_move_stand) = { FRAME_stand1, FRAME_stand7, gladiator_frames_stand, nullptr };
- MONSTERINFO_STAND(gladiator_stand) (edict_t *self) -> void
- {
- M_SetAnimation(self, &gladiator_move_stand);
- }
- mframe_t gladiator_frames_walk[] = {
- { ai_walk, 15 },
- { ai_walk, 7 },
- { ai_walk, 6 },
- { ai_walk, 5 },
- { ai_walk, 2, monster_footstep },
- { ai_walk },
- { ai_walk, 2 },
- { ai_walk, 8 },
- { ai_walk, 12 },
- { ai_walk, 8 },
- { ai_walk, 5 },
- { ai_walk, 5 },
- { ai_walk, 2, monster_footstep },
- { ai_walk, 2 },
- { ai_walk, 1 },
- { ai_walk, 8 }
- };
- MMOVE_T(gladiator_move_walk) = { FRAME_walk1, FRAME_walk16, gladiator_frames_walk, nullptr };
- MONSTERINFO_WALK(gladiator_walk) (edict_t *self) -> void
- {
- M_SetAnimation(self, &gladiator_move_walk);
- }
- mframe_t gladiator_frames_run[] = {
- { ai_run, 23 },
- { ai_run, 14 },
- { ai_run, 14, monster_footstep },
- { ai_run, 21 },
- { ai_run, 12 },
- { ai_run, 13, monster_footstep }
- };
- MMOVE_T(gladiator_move_run) = { FRAME_run1, FRAME_run6, gladiator_frames_run, nullptr };
- MONSTERINFO_RUN(gladiator_run) (edict_t *self) -> void
- {
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- M_SetAnimation(self, &gladiator_move_stand);
- else
- M_SetAnimation(self, &gladiator_move_run);
- }
- void GladiatorMelee(edict_t *self)
- {
- vec3_t aim = { MELEE_DISTANCE, self->mins[0], -4 };
- if (fire_hit(self, aim, irandom(20, 25), 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);
- self->monsterinfo.melee_debounce_time = level.time + 1.5_sec;
- }
- }
- mframe_t gladiator_frames_attack_melee[] = {
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, gladiator_cleaver_swing },
- { ai_charge },
- { ai_charge, 0, GladiatorMelee },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, gladiator_cleaver_swing },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GladiatorMelee },
- { ai_charge },
- { ai_charge }
- };
- MMOVE_T(gladiator_move_attack_melee) = { FRAME_melee3, FRAME_melee16, gladiator_frames_attack_melee, gladiator_run };
- MONSTERINFO_MELEE(gladiator_melee) (edict_t *self) -> void
- {
- M_SetAnimation(self, &gladiator_move_attack_melee);
- }
- void GladiatorGun(edict_t *self)
- {
- vec3_t start;
- vec3_t dir;
- vec3_t forward, right;
- AngleVectors(self->s.angles, forward, right, nullptr);
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right);
- // calc direction to where we targted
- dir = self->pos1 - start;
- dir.normalize();
- monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
- }
- mframe_t gladiator_frames_attack_gun[] = {
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, GladiatorGun },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, monster_footstep },
- { ai_charge }
- };
- MMOVE_T(gladiator_move_attack_gun) = { FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run };
- // RAFAEL
- void gladbGun(edict_t *self)
- {
- vec3_t start;
- vec3_t dir;
- vec3_t forward, right;
- AngleVectors(self->s.angles, forward, right, nullptr);
- start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right);
- // calc direction to where we targeted
- dir = self->pos1 - start;
- dir.normalize();
- int damage = 35;
- int radius_damage = 45;
- if (self->s.frame > FRAME_attack3)
- {
- damage /= 2;
- radius_damage /= 2;
- }
- fire_plasma(self, start, dir, damage, 725, radius_damage, radius_damage);
- // save for aiming the shot
- self->pos1 = self->enemy->s.origin;
- self->pos1[2] += self->enemy->viewheight;
- }
- void gladbGun_check(edict_t *self)
- {
- if (skill->integer == 3)
- gladbGun(self);
- }
- mframe_t gladb_frames_attack_gun[] = {
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, gladbGun },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, gladbGun },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, gladbGun_check }
- };
- MMOVE_T(gladb_move_attack_gun) = { FRAME_attack1, FRAME_attack9, gladb_frames_attack_gun, gladiator_run };
- // RAFAEL
- MONSTERINFO_ATTACK(gladiator_attack) (edict_t *self) -> void
- {
- float range;
- vec3_t v;
- // a small safe zone
- v = self->s.origin - self->enemy->s.origin;
- range = v.length();
- if (range <= (MELEE_DISTANCE + 32) && self->monsterinfo.melee_debounce_time <= level.time)
- return;
- else if (!M_CheckClearShot(self, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1]))
- return;
- // charge up the railgun
- self->pos1 = self->enemy->s.origin; // save for aiming the shot
- self->pos1[2] += self->enemy->viewheight;
- // RAFAEL
- if (self->style == 1)
- {
- gi.sound(self, CHAN_WEAPON, sound_gunb, 1, ATTN_NORM, 0);
- M_SetAnimation(self, &gladb_move_attack_gun);
- }
- else
- {
- // RAFAEL
- gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
- M_SetAnimation(self, &gladiator_move_attack_gun);
- // RAFAEL
- }
- // RAFAEL
- }
- mframe_t gladiator_frames_pain[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(gladiator_move_pain) = { FRAME_pain2, FRAME_pain5, gladiator_frames_pain, gladiator_run };
- mframe_t gladiator_frames_pain_air[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(gladiator_move_pain_air) = { FRAME_painup2, FRAME_painup6, gladiator_frames_pain_air, gladiator_run };
- PAIN(gladiator_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
- {
- if (level.time < self->pain_debounce_time)
- {
- if ((self->velocity[2] > 100) && (self->monsterinfo.active_move == &gladiator_move_pain))
- M_SetAnimation(self, &gladiator_move_pain_air);
- return;
- }
- self->pain_debounce_time = level.time + 3_sec;
- if (frandom() < 0.5f)
- gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
- else
- gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
- if (!M_ShouldReactToPain(self, mod))
- return; // no pain anims in nightmare
- if (self->velocity[2] > 100)
- M_SetAnimation(self, &gladiator_move_pain_air);
- else
- M_SetAnimation(self, &gladiator_move_pain);
- }
- MONSTERINFO_SETSKIN(gladiator_setskin) (edict_t *self) -> void
- {
- if (self->health < (self->max_health / 2))
- self->s.skinnum |= 1;
- else
- self->s.skinnum &= ~1;
- }
- void gladiator_dead(edict_t *self)
- {
- self->mins = { -16, -16, -24 };
- self->maxs = { 16, 16, -8 };
- monster_dead(self);
- }
- static void gladiator_shrink(edict_t *self)
- {
- self->maxs[2] = 0;
- self->svflags |= SVF_DEADMONSTER;
- gi.linkentity(self);
- }
- mframe_t gladiator_frames_death[] = {
- { ai_move },
- { ai_move },
- { ai_move, 0, gladiator_shrink },
- { ai_move, 0, monster_footstep },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(gladiator_move_death) = { FRAME_death2, FRAME_death22, gladiator_frames_death, gladiator_dead };
- DIE(gladiator_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
- {
- // check for gib
- if (M_CheckGib(self, mod))
- {
- gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
- self->s.skinnum /= 2;
- ThrowGibs(self, damage, {
- { 2, "models/objects/gibs/bone/tris.md2" },
- { 2, "models/objects/gibs/sm_meat/tris.md2" },
- { 2, "models/monsters/gladiatr/gibs/thigh.md2", GIB_SKINNED },
- { "models/monsters/gladiatr/gibs/larm.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/gladiatr/gibs/rarm.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/gladiatr/gibs/chest.md2", GIB_SKINNED },
- { "models/monsters/gladiatr/gibs/head.md2", GIB_SKINNED | GIB_HEAD }
- });
- self->deadflag = true;
- return;
- }
- if (self->deadflag)
- return;
- // regular death
- gi.sound(self, CHAN_BODY, sound_die, 1, ATTN_NORM, 0);
- if (brandom())
- gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
- self->deadflag = true;
- self->takedamage = true;
- M_SetAnimation(self, &gladiator_move_death);
- }
- //===========
- // PGM
- MONSTERINFO_BLOCKED(gladiator_blocked) (edict_t *self, float dist) -> bool
- {
- if (blocked_checkplat(self, dist))
- return true;
- return false;
- }
- // PGM
- //===========
- /*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
- */
- void SP_monster_gladiator(edict_t *self)
- {
- if ( !M_AllowSpawn( self ) ) {
- G_FreeEdict( self );
- return;
- }
- sound_pain1.assign("gladiator/pain.wav");
- sound_pain2.assign("gladiator/gldpain2.wav");
- sound_die.assign("gladiator/glddeth2.wav");
- sound_die2.assign("gladiator/death.wav");
- sound_cleaver_swing.assign("gladiator/melee1.wav");
- sound_cleaver_hit.assign("gladiator/melee2.wav");
- sound_cleaver_miss.assign("gladiator/melee3.wav");
- sound_idle.assign("gladiator/gldidle1.wav");
- sound_search.assign("gladiator/gldsrch1.wav");
- sound_sight.assign("gladiator/sight.wav");
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
-
- gi.modelindex("models/monsters/gladiatr/gibs/chest.md2");
- gi.modelindex("models/monsters/gladiatr/gibs/head.md2");
- gi.modelindex("models/monsters/gladiatr/gibs/larm.md2");
- gi.modelindex("models/monsters/gladiatr/gibs/rarm.md2");
- gi.modelindex("models/monsters/gladiatr/gibs/thigh.md2");
- // RAFAEL
- if (strcmp(self->classname, "monster_gladb") == 0)
- {
- sound_gunb.assign("weapons/plasshot.wav");
- self->health = 250 * st.health_multiplier;
- self->mass = 350;
- if (!st.was_key_specified("power_armor_type"))
- self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD;
- if (!st.was_key_specified("power_armor_power"))
- self->monsterinfo.power_armor_power = 250;
- self->s.skinnum = 2;
- self->style = 1;
- self->monsterinfo.weapon_sound = gi.soundindex("weapons/phaloop.wav");
- }
- else
- {
- // RAFAEL
- sound_gun.assign("gladiator/railgun.wav");
- self->health = 400 * st.health_multiplier;
- self->mass = 400;
- // RAFAEL
- self->monsterinfo.weapon_sound = gi.soundindex("weapons/rg_hum.wav");
- }
- // RAFAEL
- self->gib_health = -175;
- self->mins = { -32, -32, -24 };
- self->maxs = { 32, 32, 42 };
- self->pain = gladiator_pain;
- self->die = gladiator_die;
- self->monsterinfo.stand = gladiator_stand;
- self->monsterinfo.walk = gladiator_walk;
- self->monsterinfo.run = gladiator_run;
- self->monsterinfo.dodge = nullptr;
- self->monsterinfo.attack = gladiator_attack;
- self->monsterinfo.melee = gladiator_melee;
- self->monsterinfo.sight = gladiator_sight;
- self->monsterinfo.idle = gladiator_idle;
- self->monsterinfo.search = gladiator_search;
- self->monsterinfo.blocked = gladiator_blocked; // PGM
- self->monsterinfo.setskin = gladiator_setskin;
- gi.linkentity(self);
- M_SetAnimation(self, &gladiator_move_stand);
- self->monsterinfo.scale = MODEL_SCALE;
- walkmonster_start(self);
- }
- //
- // monster_gladb
- // RAFAEL
- //
- /*QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
- */
- void SP_monster_gladb(edict_t *self)
- {
- SP_monster_gladiator(self);
- }
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