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 boss2
24 
25 ==============================================================================
26 */
27 
28 #include "g_local.h"
29 #include "m_boss2.h"
30 
31 void BossExplode (edict_t *self);
32 
33 qBool infront (edict_t *self, edict_t *other);
34 
35 static int	sound_pain1;
36 static int	sound_pain2;
37 static int	sound_pain3;
38 static int	sound_death;
39 static int	sound_search1;
40 
boss2_search(edict_t * self)41 void boss2_search (edict_t *self)
42 {
43 	if (random() < 0.5)
44 		gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
45 }
46 
47 void boss2_run (edict_t *self);
48 void boss2_stand (edict_t *self);
49 void boss2_dead (edict_t *self);
50 void boss2_attack (edict_t *self);
51 void boss2_attack_mg (edict_t *self);
52 void boss2_reattack_mg (edict_t *self);
53 void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
54 
Boss2Rocket(edict_t * self)55 void Boss2Rocket (edict_t *self)
56 {
57 	vec3_t	forward, right;
58 	vec3_t	start;
59 	vec3_t	dir;
60 	vec3_t	vec;
61 
62 	Angles_Vectors (self->s.angles, forward, right, NULL);
63 
64 //1
65 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_BOSS2_ROCKET_1], forward, right, start);
66 	Vec3Copy (self->enemy->s.origin, vec);
67 	vec[2] += self->enemy->viewheight;
68 	Vec3Subtract (vec, start, dir);
69 	VectorNormalizef (dir, dir);
70 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);
71 
72 //2
73 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_BOSS2_ROCKET_2], forward, right, start);
74 	Vec3Copy (self->enemy->s.origin, vec);
75 	vec[2] += self->enemy->viewheight;
76 	Vec3Subtract (vec, start, dir);
77 	VectorNormalizef (dir, dir);
78 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);
79 
80 //3
81 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_BOSS2_ROCKET_3], forward, right, start);
82 	Vec3Copy (self->enemy->s.origin, vec);
83 	vec[2] += self->enemy->viewheight;
84 	Vec3Subtract (vec, start, dir);
85 	VectorNormalizef (dir, dir);
86 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);
87 
88 //4
89 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_BOSS2_ROCKET_4], forward, right, start);
90 	Vec3Copy (self->enemy->s.origin, vec);
91 	vec[2] += self->enemy->viewheight;
92 	Vec3Subtract (vec, start, dir);
93 	VectorNormalizef (dir, dir);
94 	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
95 }
96 
boss2_firebullet_right(edict_t * self)97 void boss2_firebullet_right (edict_t *self)
98 {
99 	vec3_t	forward, right, target;
100 	vec3_t	start;
101 
102 	Angles_Vectors (self->s.angles, forward, right, NULL);
103 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);
104 
105 	Vec3MA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
106 	target[2] += self->enemy->viewheight;
107 	Vec3Subtract (target, start, forward);
108 	VectorNormalizef (forward, forward);
109 
110 	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
111 }
112 
boss2_firebullet_left(edict_t * self)113 void boss2_firebullet_left (edict_t *self)
114 {
115 	vec3_t	forward, right, target;
116 	vec3_t	start;
117 
118 	Angles_Vectors (self->s.angles, forward, right, NULL);
119 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);
120 
121 	Vec3MA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
122 
123 	target[2] += self->enemy->viewheight;
124 	Vec3Subtract (target, start, forward);
125 	VectorNormalizef (forward, forward);
126 
127 	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
128 }
129 
Boss2MachineGun(edict_t * self)130 void Boss2MachineGun (edict_t *self)
131 {
132 /*	vec3_t	forward, right;
133 	vec3_t	start;
134 	vec3_t	dir;
135 	vec3_t	vec;
136 	int		flash_number;
137 
138 	Angles_Vectors (self->s.angles, forward, right, NULL);
139 
140 	flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
141 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[flash_number], forward, right, start);
142 
143 	Vec3Copy (self->enemy->s.origin, vec);
144 	vec[2] += self->enemy->viewheight;
145 	Vec3Subtract (vec, start, dir);
146 	VectorNormalizef (dir);
147 	monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
148 */
149 	boss2_firebullet_left(self);
150 	boss2_firebullet_right(self);
151 }
152 
153 
154 mframe_t boss2_frames_stand [] =
155 {
156 	ai_stand, 0, NULL,
157 	ai_stand, 0, NULL,
158 	ai_stand, 0, NULL,
159 	ai_stand, 0, NULL,
160 	ai_stand, 0, NULL,
161 	ai_stand, 0, NULL,
162 	ai_stand, 0, NULL,
163 	ai_stand, 0, NULL,
164 	ai_stand, 0, NULL,
165 	ai_stand, 0, NULL,
166 	ai_stand, 0, NULL,
167 	ai_stand, 0, NULL,
168 	ai_stand, 0, NULL,
169 	ai_stand, 0, NULL,
170 	ai_stand, 0, NULL,
171 	ai_stand, 0, NULL,
172 	ai_stand, 0, NULL,
173 	ai_stand, 0, NULL,
174 	ai_stand, 0, NULL,
175 	ai_stand, 0, NULL,
176 	ai_stand, 0, NULL
177 };
178 mmove_t	boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};
179 
180 mframe_t boss2_frames_fidget [] =
181 {
182 	ai_stand, 0, NULL,
183 	ai_stand, 0, NULL,
184 	ai_stand, 0, NULL,
185 	ai_stand, 0, NULL,
186 	ai_stand, 0, NULL,
187 	ai_stand, 0, NULL,
188 	ai_stand, 0, NULL,
189 	ai_stand, 0, NULL,
190 	ai_stand, 0, NULL,
191 	ai_stand, 0, NULL,
192 	ai_stand, 0, NULL,
193 	ai_stand, 0, NULL,
194 	ai_stand, 0, NULL,
195 	ai_stand, 0, NULL,
196 	ai_stand, 0, NULL,
197 	ai_stand, 0, NULL,
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 };
213 mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};
214 
215 mframe_t boss2_frames_walk [] =
216 {
217 	ai_walk,	8,	NULL,
218 	ai_walk,	8,	NULL,
219 	ai_walk,	8,	NULL,
220 	ai_walk,	8,	NULL,
221 	ai_walk,	8,	NULL,
222 	ai_walk,	8,	NULL,
223 	ai_walk,	8,	NULL,
224 	ai_walk,	8,	NULL,
225 	ai_walk,	8,	NULL,
226 	ai_walk,	8,	NULL,
227 	ai_walk,	8,	NULL,
228 	ai_walk,	8,	NULL,
229 	ai_walk,	8,	NULL,
230 	ai_walk,	8,	NULL,
231 	ai_walk,	8,	NULL,
232 	ai_walk,	8,	NULL,
233 	ai_walk,	8,	NULL,
234 	ai_walk,	8,	NULL,
235 	ai_walk,	8,	NULL,
236 	ai_walk,	8,	NULL
237 };
238 mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};
239 
240 
241 mframe_t boss2_frames_run [] =
242 {
243 	ai_run,	8,	NULL,
244 	ai_run,	8,	NULL,
245 	ai_run,	8,	NULL,
246 	ai_run,	8,	NULL,
247 	ai_run,	8,	NULL,
248 	ai_run,	8,	NULL,
249 	ai_run,	8,	NULL,
250 	ai_run,	8,	NULL,
251 	ai_run,	8,	NULL,
252 	ai_run,	8,	NULL,
253 	ai_run,	8,	NULL,
254 	ai_run,	8,	NULL,
255 	ai_run,	8,	NULL,
256 	ai_run,	8,	NULL,
257 	ai_run,	8,	NULL,
258 	ai_run,	8,	NULL,
259 	ai_run,	8,	NULL,
260 	ai_run,	8,	NULL,
261 	ai_run,	8,	NULL,
262 	ai_run,	8,	NULL
263 };
264 mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};
265 
266 mframe_t boss2_frames_attack_pre_mg [] =
267 {
268 	ai_charge,	1,	NULL,
269 	ai_charge,	1,	NULL,
270 	ai_charge,	1,	NULL,
271 	ai_charge,	1,	NULL,
272 	ai_charge,	1,	NULL,
273 	ai_charge,	1,	NULL,
274 	ai_charge,	1,	NULL,
275 	ai_charge,	1,	NULL,
276 	ai_charge,	1,	boss2_attack_mg
277 };
278 mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};
279 
280 
281 // Loop this
282 mframe_t boss2_frames_attack_mg [] =
283 {
284 	ai_charge,	1,	Boss2MachineGun,
285 	ai_charge,	1,	Boss2MachineGun,
286 	ai_charge,	1,	Boss2MachineGun,
287 	ai_charge,	1,	Boss2MachineGun,
288 	ai_charge,	1,	Boss2MachineGun,
289 	ai_charge,	1,	boss2_reattack_mg
290 };
291 mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};
292 
293 mframe_t boss2_frames_attack_post_mg [] =
294 {
295 	ai_charge,	1,	NULL,
296 	ai_charge,	1,	NULL,
297 	ai_charge,	1,	NULL,
298 	ai_charge,	1,	NULL
299 };
300 mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};
301 
302 mframe_t boss2_frames_attack_rocket [] =
303 {
304 	ai_charge,	1,	NULL,
305 	ai_charge,	1,	NULL,
306 	ai_charge,	1,	NULL,
307 	ai_charge,	1,	NULL,
308 	ai_charge,	1,	NULL,
309 	ai_charge,	1,	NULL,
310 	ai_charge,	1,	NULL,
311 	ai_charge,	1,	NULL,
312 	ai_charge,	1,	NULL,
313 	ai_charge,	1,	NULL,
314 	ai_charge,	1,	NULL,
315 	ai_charge,	1,	NULL,
316 	ai_move,	-20,	Boss2Rocket,
317 	ai_charge,	1,	NULL,
318 	ai_charge,	1,	NULL,
319 	ai_charge,	1,	NULL,
320 	ai_charge,	1,	NULL,
321 	ai_charge,	1,	NULL,
322 	ai_charge,	1,	NULL,
323 	ai_charge,	1,	NULL,
324 	ai_charge,	1,	NULL
325 };
326 mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};
327 
328 mframe_t boss2_frames_pain_heavy [] =
329 {
330 	ai_move,	0,	NULL,
331 	ai_move,	0,	NULL,
332 	ai_move,	0,	NULL,
333 	ai_move,	0,	NULL,
334 	ai_move,	0,	NULL,
335 	ai_move,	0,	NULL,
336 	ai_move,	0,	NULL,
337 	ai_move,	0,	NULL,
338 	ai_move,	0,	NULL,
339 	ai_move,	0,	NULL,
340 	ai_move,	0,	NULL,
341 	ai_move,	0,	NULL,
342 	ai_move,	0,	NULL,
343 	ai_move,	0,	NULL,
344 	ai_move,	0,	NULL,
345 	ai_move,	0,	NULL,
346 	ai_move,	0,	NULL,
347 	ai_move,	0,	NULL
348 };
349 mmove_t boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};
350 
351 mframe_t boss2_frames_pain_light [] =
352 {
353 	ai_move,	0,	NULL,
354 	ai_move,	0,	NULL,
355 	ai_move,	0,	NULL,
356 	ai_move,	0,	NULL
357 };
358 mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};
359 
360 mframe_t boss2_frames_death [] =
361 {
362 	ai_move,	0,	NULL,
363 	ai_move,	0,	NULL,
364 	ai_move,	0,	NULL,
365 	ai_move,	0,	NULL,
366 	ai_move,	0,	NULL,
367 	ai_move,	0,	NULL,
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 	ai_move,	0,	NULL,
387 	ai_move,	0,	NULL,
388 	ai_move,	0,	NULL,
389 	ai_move,	0,	NULL,
390 	ai_move,	0,	NULL,
391 	ai_move,	0,	NULL,
392 	ai_move,	0,	NULL,
393 	ai_move,	0,	NULL,
394 	ai_move,	0,	NULL,
395 	ai_move,	0,	NULL,
396 	ai_move,	0,	NULL,
397 	ai_move,	0,	NULL,
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,	BossExplode
411 };
412 mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};
413 
boss2_stand(edict_t * self)414 void boss2_stand (edict_t *self)
415 {
416 		self->monsterinfo.currentmove = &boss2_move_stand;
417 }
418 
boss2_run(edict_t * self)419 void boss2_run (edict_t *self)
420 {
421 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
422 		self->monsterinfo.currentmove = &boss2_move_stand;
423 	else
424 		self->monsterinfo.currentmove = &boss2_move_run;
425 }
426 
boss2_walk(edict_t * self)427 void boss2_walk (edict_t *self)
428 {
429 	self->monsterinfo.currentmove = &boss2_move_walk;
430 }
431 
boss2_attack(edict_t * self)432 void boss2_attack (edict_t *self)
433 {
434 	vec3_t	vec;
435 	float	range;
436 
437 	Vec3Subtract (self->enemy->s.origin, self->s.origin, vec);
438 	range = Vec3Length (vec);
439 
440 	if (range <= 125)
441 	{
442 		self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
443 	}
444 	else
445 	{
446 		if (random() <= 0.6)
447 			self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
448 		else
449 			self->monsterinfo.currentmove = &boss2_move_attack_rocket;
450 	}
451 }
452 
boss2_attack_mg(edict_t * self)453 void boss2_attack_mg (edict_t *self)
454 {
455 	self->monsterinfo.currentmove = &boss2_move_attack_mg;
456 }
457 
boss2_reattack_mg(edict_t * self)458 void boss2_reattack_mg (edict_t *self)
459 {
460 	if ( infront(self, self->enemy) )
461 		if (random() <= 0.7)
462 			self->monsterinfo.currentmove = &boss2_move_attack_mg;
463 		else
464 			self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
465 	else
466 		self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
467 }
468 
469 
boss2_pain(edict_t * self,edict_t * other,float kick,int damage)470 void boss2_pain (edict_t *self, edict_t *other, float kick, int damage)
471 {
472 	if (self->health < (self->max_health / 2))
473 		self->s.skinNum = 1;
474 
475 	if (level.time < self->pain_debounce_time)
476 		return;
477 
478 	self->pain_debounce_time = level.time + 3;
479 // American wanted these at no attenuation
480 	if (damage < 10)
481 	{
482 		gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
483 		self->monsterinfo.currentmove = &boss2_move_pain_light;
484 	}
485 	else if (damage < 30)
486 	{
487 		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
488 		self->monsterinfo.currentmove = &boss2_move_pain_light;
489 	}
490 	else
491 	{
492 		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
493 		self->monsterinfo.currentmove = &boss2_move_pain_heavy;
494 	}
495 }
496 
boss2_dead(edict_t * self)497 void boss2_dead (edict_t *self)
498 {
499 	Vec3Set (self->mins, -56, -56, 0);
500 	Vec3Set (self->maxs, 56, 56, 80);
501 	self->movetype = MOVETYPE_TOSS;
502 	self->svFlags |= SVF_DEADMONSTER;
503 	self->nextthink = 0;
504 	gi.linkentity (self);
505 }
506 
boss2_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)507 void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
508 {
509 	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
510 	self->deadflag = DEAD_DEAD;
511 	self->takedamage = DAMAGE_NO;
512 	self->count = 0;
513 	self->monsterinfo.currentmove = &boss2_move_death;
514 #if 0
515 	int		n;
516 
517 	self->s.sound = 0;
518 	// check for gib
519 	if (self->health <= self->gib_health)
520 	{
521 		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
522 		for (n= 0; n < 2; n++)
523 			ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
524 		for (n= 0; n < 4; n++)
525 			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
526 		ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
527 		self->deadflag = DEAD_DEAD;
528 		return;
529 	}
530 
531 	if (self->deadflag == DEAD_DEAD)
532 		return;
533 
534 	self->deadflag = DEAD_DEAD;
535 	self->takedamage = DAMAGE_YES;
536 	self->monsterinfo.currentmove = &boss2_move_death;
537 #endif
538 }
539 
Boss2_CheckAttack(edict_t * self)540 qBool Boss2_CheckAttack (edict_t *self)
541 {
542 	vec3_t	spot1, spot2;
543 	vec3_t	temp;
544 	float	chance;
545 	trace_t	tr;
546 	qBool	enemy_infront;
547 	int			enemy_range;
548 	float		enemy_yaw;
549 
550 	if (self->enemy->health > 0)
551 	{
552 	// see if any entities are in the way of the shot
553 		Vec3Copy (self->s.origin, spot1);
554 		spot1[2] += self->viewheight;
555 		Vec3Copy (self->enemy->s.origin, spot2);
556 		spot2[2] += self->enemy->viewheight;
557 
558 		tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
559 
560 		// do we have a clear shot?
561 		if (tr.ent != self->enemy)
562 			return qFalse;
563 	}
564 
565 	enemy_infront = infront(self, self->enemy);
566 	enemy_range = range(self, self->enemy);
567 	Vec3Subtract (self->enemy->s.origin, self->s.origin, temp);
568 	enemy_yaw = VecToYaw(temp);
569 
570 	self->ideal_yaw = enemy_yaw;
571 
572 
573 	// melee attack
574 	if (enemy_range == RANGE_MELEE)
575 	{
576 		if (self->monsterinfo.melee)
577 			self->monsterinfo.attack_state = AS_MELEE;
578 		else
579 			self->monsterinfo.attack_state = AS_MISSILE;
580 		return qTrue;
581 	}
582 
583 // missile attack
584 	if (!self->monsterinfo.attack)
585 		return qFalse;
586 
587 	if (level.time < self->monsterinfo.attack_finished)
588 		return qFalse;
589 
590 	if (enemy_range == RANGE_FAR)
591 		return qFalse;
592 
593 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
594 	{
595 		chance = 0.4f;
596 	}
597 	else if (enemy_range == RANGE_MELEE)
598 	{
599 		chance = 0.8f;
600 	}
601 	else if (enemy_range == RANGE_NEAR)
602 	{
603 		chance = 0.8f;
604 	}
605 	else if (enemy_range == RANGE_MID)
606 	{
607 		chance = 0.8f;
608 	}
609 	else
610 	{
611 		return qFalse;
612 	}
613 
614 	if (random () < chance)
615 	{
616 		self->monsterinfo.attack_state = AS_MISSILE;
617 		self->monsterinfo.attack_finished = level.time + 2*random();
618 		return qTrue;
619 	}
620 
621 	if (self->flags & FL_FLY)
622 	{
623 		if (random() < 0.3)
624 			self->monsterinfo.attack_state = AS_SLIDING;
625 		else
626 			self->monsterinfo.attack_state = AS_STRAIGHT;
627 	}
628 
629 	return qFalse;
630 }
631 
632 
633 
634 /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
635 */
SP_monster_boss2(edict_t * self)636 void SP_monster_boss2 (edict_t *self)
637 {
638 	if (deathmatch->floatVal)
639 	{
640 		G_FreeEdict (self);
641 		return;
642 	}
643 
644 	sound_pain1 = gi.soundindex ("bosshovr/bhvpain1.wav");
645 	sound_pain2 = gi.soundindex ("bosshovr/bhvpain2.wav");
646 	sound_pain3 = gi.soundindex ("bosshovr/bhvpain3.wav");
647 	sound_death = gi.soundindex ("bosshovr/bhvdeth1.wav");
648 	sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
649 
650 	self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
651 
652 	self->movetype = MOVETYPE_STEP;
653 	self->solid = SOLID_BBOX;
654 	self->s.modelIndex = gi.modelindex ("models/monsters/boss2/tris.md2");
655 	Vec3Set (self->mins, -56, -56, 0);
656 	Vec3Set (self->maxs, 56, 56, 80);
657 
658 	self->health = 2000;
659 	self->gib_health = -200;
660 	self->mass = 1000;
661 
662 	self->flags |= FL_IMMUNE_LASER;
663 
664 	self->pain = boss2_pain;
665 	self->die = boss2_die;
666 
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 
675 	self->monsterinfo.currentmove = &boss2_move_stand;
676 	self->monsterinfo.scale = MODEL_SCALE;
677 
678 	flymonster_start (self);
679 }
680