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 Makron -- Final Boss
24 
25 ==============================================================================
26 */
27 
28 #include "g_local.h"
29 #include "m_boss32.h"
30 
31 qBool visible (edict_t *self, edict_t *other);
32 
33 void MakronRailgun (edict_t *self);
34 void MakronSaveloc (edict_t *self);
35 void MakronHyperblaster (edict_t *self);
36 void makron_step_left (edict_t *self);
37 void makron_step_right (edict_t *self);
38 void makronBFG (edict_t *self);
39 void makron_dead (edict_t *self);
40 
41 static int	sound_pain4;
42 static int	sound_pain5;
43 static int	sound_pain6;
44 static int	sound_death;
45 static int	sound_step_left;
46 static int	sound_step_right;
47 static int	sound_attack_bfg;
48 static int	sound_brainsplorch;
49 static int	sound_prerailgun;
50 static int	sound_popup;
51 static int	sound_taunt1;
52 static int	sound_taunt2;
53 static int	sound_taunt3;
54 static int	sound_hit;
55 
makron_taunt(edict_t * self)56 void makron_taunt (edict_t *self)
57 {
58 	float r;
59 
60 	r=random();
61 	if (r <= 0.3)
62 		gi.sound (self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0);
63 	else if (r <= 0.6)
64 		gi.sound (self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0);
65 	else
66 		gi.sound (self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0);
67 }
68 
69 //
70 // stand
71 //
72 
73 mframe_t makron_frames_stand []=
74 {
75 	ai_stand, 0, NULL,
76 	ai_stand, 0, NULL,
77 	ai_stand, 0, NULL,
78 	ai_stand, 0, NULL,
79 	ai_stand, 0, NULL,
80 	ai_stand, 0, NULL,
81 	ai_stand, 0, NULL,
82 	ai_stand, 0, NULL,
83 	ai_stand, 0, NULL,
84 	ai_stand, 0, NULL,		// 10
85 	ai_stand, 0, NULL,
86 	ai_stand, 0, NULL,
87 	ai_stand, 0, NULL,
88 	ai_stand, 0, NULL,
89 	ai_stand, 0, NULL,
90 	ai_stand, 0, NULL,
91 	ai_stand, 0, NULL,
92 	ai_stand, 0, NULL,
93 	ai_stand, 0, NULL,
94 	ai_stand, 0, NULL,		// 20
95 	ai_stand, 0, NULL,
96 	ai_stand, 0, NULL,
97 	ai_stand, 0, NULL,
98 	ai_stand, 0, NULL,
99 	ai_stand, 0, NULL,
100 	ai_stand, 0, NULL,
101 	ai_stand, 0, NULL,
102 	ai_stand, 0, NULL,
103 	ai_stand, 0, NULL,
104 	ai_stand, 0, NULL,		// 30
105 	ai_stand, 0, NULL,
106 	ai_stand, 0, NULL,
107 	ai_stand, 0, NULL,
108 	ai_stand, 0, NULL,
109 	ai_stand, 0, NULL,
110 	ai_stand, 0, NULL,
111 	ai_stand, 0, NULL,
112 	ai_stand, 0, NULL,
113 	ai_stand, 0, NULL,
114 	ai_stand, 0, NULL,		// 40
115 	ai_stand, 0, NULL,
116 	ai_stand, 0, NULL,
117 	ai_stand, 0, NULL,
118 	ai_stand, 0, NULL,
119 	ai_stand, 0, NULL,
120 	ai_stand, 0, NULL,
121 	ai_stand, 0, NULL,
122 	ai_stand, 0, NULL,
123 	ai_stand, 0, NULL,
124 	ai_stand, 0, NULL,		// 50
125 	ai_stand, 0, NULL,
126 	ai_stand, 0, NULL,
127 	ai_stand, 0, NULL,
128 	ai_stand, 0, NULL,
129 	ai_stand, 0, NULL,
130 	ai_stand, 0, NULL,
131 	ai_stand, 0, NULL,
132 	ai_stand, 0, NULL,
133 	ai_stand, 0, NULL,
134 	ai_stand, 0, NULL		// 60
135 };
136 mmove_t	makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL};
137 
makron_stand(edict_t * self)138 void makron_stand (edict_t *self)
139 {
140 	self->monsterinfo.currentmove = &makron_move_stand;
141 }
142 
143 mframe_t makron_frames_run [] =
144 {
145 	ai_run, 3,	makron_step_left,
146 	ai_run, 12,	NULL,
147 	ai_run, 8,	NULL,
148 	ai_run, 8,	NULL,
149 	ai_run, 8,	makron_step_right,
150 	ai_run, 6,	NULL,
151 	ai_run, 12,	NULL,
152 	ai_run, 9,	NULL,
153 	ai_run, 6,	NULL,
154 	ai_run, 12,	NULL
155 };
156 mmove_t	makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
157 
makron_hit(edict_t * self)158 void makron_hit (edict_t *self)
159 {
160 	gi.sound (self, CHAN_AUTO, sound_hit, 1, ATTN_NONE,0);
161 }
162 
makron_popup(edict_t * self)163 void makron_popup (edict_t *self)
164 {
165 	gi.sound (self, CHAN_BODY, sound_popup, 1, ATTN_NONE,0);
166 }
167 
makron_step_left(edict_t * self)168 void makron_step_left (edict_t *self)
169 {
170 	gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
171 }
172 
makron_step_right(edict_t * self)173 void makron_step_right (edict_t *self)
174 {
175 	gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
176 }
177 
makron_brainsplorch(edict_t * self)178 void makron_brainsplorch (edict_t *self)
179 {
180 	gi.sound (self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM,0);
181 }
182 
makron_prerailgun(edict_t * self)183 void makron_prerailgun (edict_t *self)
184 {
185 	gi.sound (self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM,0);
186 }
187 
188 
189 mframe_t makron_frames_walk [] =
190 {
191 	ai_walk, 3,	makron_step_left,
192 	ai_walk, 12,	NULL,
193 	ai_walk, 8,	NULL,
194 	ai_walk, 8,	NULL,
195 	ai_walk, 8,	makron_step_right,
196 	ai_walk, 6,	NULL,
197 	ai_walk, 12,	NULL,
198 	ai_walk, 9,	NULL,
199 	ai_walk, 6,	NULL,
200 	ai_walk, 12,	NULL
201 };
202 mmove_t	makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
203 
makron_walk(edict_t * self)204 void makron_walk (edict_t *self)
205 {
206 		self->monsterinfo.currentmove = &makron_move_walk;
207 }
208 
makron_run(edict_t * self)209 void makron_run (edict_t *self)
210 {
211 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
212 		self->monsterinfo.currentmove = &makron_move_stand;
213 	else
214 		self->monsterinfo.currentmove = &makron_move_run;
215 }
216 
217 mframe_t makron_frames_pain6 [] =
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 	ai_move,	0,	NULL,
226 	ai_move,	0,	NULL,
227 	ai_move,	0,	NULL,
228 	ai_move,	0,	NULL,		// 10
229 	ai_move,	0,	NULL,
230 	ai_move,	0,	NULL,
231 	ai_move,	0,	NULL,
232 	ai_move,	0,	NULL,
233 	ai_move,	0,	NULL,
234 	ai_move,	0,	makron_popup,
235 	ai_move,	0,	NULL,
236 	ai_move,	0,	NULL,
237 	ai_move,	0,	NULL,
238 	ai_move,	0,	NULL,		// 20
239 	ai_move,	0,	NULL,
240 	ai_move,	0,	NULL,
241 	ai_move,	0,	NULL,
242 	ai_move,	0,	makron_taunt,
243 	ai_move,	0,	NULL,
244 	ai_move,	0,	NULL,
245 	ai_move,	0,	NULL
246 };
247 mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run};
248 
249 mframe_t makron_frames_pain5 [] =
250 {
251 	ai_move,	0,	NULL,
252 	ai_move,	0,	NULL,
253 	ai_move,	0,	NULL,
254 	ai_move,	0,	NULL
255 };
256 mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run};
257 
258 mframe_t makron_frames_pain4 [] =
259 {
260 	ai_move,	0,	NULL,
261 	ai_move,	0,	NULL,
262 	ai_move,	0,	NULL,
263 	ai_move,	0,	NULL
264 };
265 mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run};
266 
267 mframe_t makron_frames_death2 [] =
268 {
269 	ai_move,	-15,	NULL,
270 	ai_move,	3,	NULL,
271 	ai_move,	-12,	NULL,
272 	ai_move,	0,	makron_step_left,
273 	ai_move,	0,	NULL,
274 	ai_move,	0,	NULL,
275 	ai_move,	0,	NULL,
276 	ai_move,	0,	NULL,
277 	ai_move,	0,	NULL,
278 	ai_move,	0,	NULL,			// 10
279 	ai_move,	0,	NULL,
280 	ai_move,	0,	NULL,
281 	ai_move,	0,	NULL,
282 	ai_move,	0,	NULL,
283 	ai_move,	0,	NULL,
284 	ai_move,	11,	NULL,
285 	ai_move,	12,	NULL,
286 	ai_move,	11,	makron_step_right,
287 	ai_move,	0,	NULL,
288 	ai_move,	0,	NULL,			// 20
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,			// 30
299 	ai_move,	0,	NULL,
300 	ai_move,	0,	NULL,
301 	ai_move,	0,	NULL,
302 	ai_move,	5,	NULL,
303 	ai_move,	7,	NULL,
304 	ai_move,	6,	makron_step_left,
305 	ai_move,	0,	NULL,
306 	ai_move,	0,	NULL,
307 	ai_move,	-1,	NULL,
308 	ai_move,	2,	NULL,			// 40
309 	ai_move,	0,	NULL,
310 	ai_move,	0,	NULL,
311 	ai_move,	0,	NULL,
312 	ai_move,	0,	NULL,
313 	ai_move,	0,	NULL,
314 	ai_move,	0,	NULL,
315 	ai_move,	0,	NULL,
316 	ai_move,	0,	NULL,
317 	ai_move,	0,	NULL,
318 	ai_move,	0,	NULL,			// 50
319 	ai_move,	0,	NULL,
320 	ai_move,	0,	NULL,
321 	ai_move,	0,	NULL,
322 	ai_move,	-6,	NULL,
323 	ai_move,	-4,	NULL,
324 	ai_move,	-6,	makron_step_right,
325 	ai_move,	-4,	NULL,
326 	ai_move,	-4,	makron_step_left,
327 	ai_move,	0,	NULL,
328 	ai_move,	0,	NULL,			// 60
329 	ai_move,	0,	NULL,
330 	ai_move,	0,	NULL,
331 	ai_move,	-2,	NULL,
332 	ai_move,	-5,	NULL,
333 	ai_move,	-3,	makron_step_right,
334 	ai_move,	-8,	NULL,
335 	ai_move,	-3,	makron_step_left,
336 	ai_move,	-7,	NULL,
337 	ai_move,	-4,	NULL,
338 	ai_move,	-4,	makron_step_right,			// 70
339 	ai_move,	-6,	NULL,
340 	ai_move,	-7,	NULL,
341 	ai_move,	0,	makron_step_left,
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 	ai_move,	0,	NULL,			// 80
349 	ai_move,	0,	NULL,
350 	ai_move,	0,	NULL,
351 	ai_move,	0,	NULL,
352 	ai_move,	0,	NULL,
353 	ai_move,	0,	NULL,
354 	ai_move,	-2,	NULL,
355 	ai_move,	0,	NULL,
356 	ai_move,	0,	NULL,
357 	ai_move,	2,	NULL,
358 	ai_move,	0,	NULL,			// 90
359 	ai_move,	27,	makron_hit,
360 	ai_move,	26,	NULL,
361 	ai_move,	0,	makron_brainsplorch,
362 	ai_move,	0,	NULL,
363 	ai_move,	0,	NULL			// 95
364 };
365 mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead};
366 
367 mframe_t makron_frames_death3 [] =
368 {
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 };
390 mmove_t makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL};
391 
392 mframe_t makron_frames_sight [] =
393 {
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 };
408 mmove_t makron_move_sight= {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run};
409 
makronBFG(edict_t * self)410 void makronBFG (edict_t *self)
411 {
412 	vec3_t	forward, right;
413 	vec3_t	start;
414 	vec3_t	dir;
415 	vec3_t	vec;
416 
417 	Angles_Vectors (self->s.angles, forward, right, NULL);
418 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_MAKRON_BFG], forward, right, start);
419 
420 	Vec3Copy (self->enemy->s.origin, vec);
421 	vec[2] += self->enemy->viewheight;
422 	Vec3Subtract (vec, start, dir);
423 	VectorNormalizef (dir, dir);
424 	gi.sound (self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0);
425 	monster_fire_bfg (self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG);
426 }
427 
428 
429 mframe_t makron_frames_attack3 []=
430 {
431 	ai_charge,	0,	NULL,
432 	ai_charge,	0,	NULL,
433 	ai_charge,	0,	NULL,
434 	ai_charge,	0,	makronBFG,		// FIXME: BFG Attack here
435 	ai_move,	0,	NULL,
436 	ai_move,	0,	NULL,
437 	ai_move,	0,	NULL,
438 	ai_move,	0,	NULL
439 };
440 mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run};
441 
442 mframe_t makron_frames_attack4[]=
443 {
444 	ai_charge,	0,	NULL,
445 	ai_charge,	0,	NULL,
446 	ai_charge,	0,	NULL,
447 	ai_charge,	0,	NULL,
448 	ai_move,	0,	MakronHyperblaster,		// fire
449 	ai_move,	0,	MakronHyperblaster,		// fire
450 	ai_move,	0,	MakronHyperblaster,		// fire
451 	ai_move,	0,	MakronHyperblaster,		// fire
452 	ai_move,	0,	MakronHyperblaster,		// fire
453 	ai_move,	0,	MakronHyperblaster,		// fire
454 	ai_move,	0,	MakronHyperblaster,		// fire
455 	ai_move,	0,	MakronHyperblaster,		// fire
456 	ai_move,	0,	MakronHyperblaster,		// fire
457 	ai_move,	0,	MakronHyperblaster,		// fire
458 	ai_move,	0,	MakronHyperblaster,		// fire
459 	ai_move,	0,	MakronHyperblaster,		// fire
460 	ai_move,	0,	MakronHyperblaster,		// fire
461 	ai_move,	0,	MakronHyperblaster,		// fire
462 	ai_move,	0,	MakronHyperblaster,		// fire
463 	ai_move,	0,	MakronHyperblaster,		// fire
464 	ai_move,	0,	MakronHyperblaster,		// fire
465 	ai_move,	0,	NULL,
466 	ai_move,	0,	NULL,
467 	ai_move,	0,	NULL,
468 	ai_move,	0,	NULL,
469 	ai_move,	0,	NULL
470 };
471 mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run};
472 
473 mframe_t makron_frames_attack5[]=
474 {
475 	ai_charge,	0,	makron_prerailgun,
476 	ai_charge,	0,	NULL,
477 	ai_charge,	0,	NULL,
478 	ai_charge,	0,	NULL,
479 	ai_charge,	0,	NULL,
480 	ai_charge,	0,	NULL,
481 	ai_charge,	0,	NULL,
482 	ai_charge,	0,	MakronSaveloc,
483 	ai_move,	0,	MakronRailgun,		// Fire railgun
484 	ai_move,	0,	NULL,
485 	ai_move,	0,	NULL,
486 	ai_move,	0,	NULL,
487 	ai_move,	0,	NULL,
488 	ai_move,	0,	NULL,
489 	ai_move,	0,	NULL,
490 	ai_move,	0,	NULL
491 };
492 mmove_t makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run};
493 
MakronSaveloc(edict_t * self)494 void MakronSaveloc (edict_t *self)
495 {
496 	Vec3Copy (self->enemy->s.origin, self->pos1);	//save for aiming the shot
497 	self->pos1[2] += self->enemy->viewheight;
498 };
499 
500 // FIXME: He's not firing from the proper Z
MakronRailgun(edict_t * self)501 void MakronRailgun (edict_t *self)
502 {
503 	vec3_t	start;
504 	vec3_t	dir;
505 	vec3_t	forward, right;
506 
507 	Angles_Vectors (self->s.angles, forward, right, NULL);
508 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[MZ2_MAKRON_RAILGUN_1], forward, right, start);
509 
510 	// calc direction to where we targted
511 	Vec3Subtract (self->pos1, start, dir);
512 	VectorNormalizef (dir, dir);
513 
514 	monster_fire_railgun (self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1);
515 }
516 
517 // FIXME: This is all wrong. He's not firing at the proper angles.
MakronHyperblaster(edict_t * self)518 void MakronHyperblaster (edict_t *self)
519 {
520 	vec3_t	dir;
521 	vec3_t	vec;
522 	vec3_t	start;
523 	vec3_t	forward, right;
524 	int		flash_number;
525 
526 	flash_number = MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405);
527 
528 	Angles_Vectors (self->s.angles, forward, right, NULL);
529 	G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[flash_number], forward, right, start);
530 
531 	if (self->enemy)
532 	{
533 		Vec3Copy (self->enemy->s.origin, vec);
534 		vec[2] += self->enemy->viewheight;
535 		Vec3Subtract (vec, start, vec);
536 		VecToAngles (vec, vec);
537 		dir[0] = vec[0];
538 	}
539 	else
540 	{
541 		dir[0] = 0;
542 	}
543 	if (self->s.frame <= FRAME_attak413)
544 		dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413);
545 	else
546 		dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421);
547 	dir[2] = 0;
548 
549 	Angles_Vectors (dir, forward, NULL, NULL);
550 
551 	monster_fire_blaster (self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER);
552 }
553 
554 
makron_pain(edict_t * self,edict_t * other,float kick,int damage)555 void makron_pain (edict_t *self, edict_t *other, float kick, int damage)
556 {
557 
558 	if (self->health < (self->max_health / 2))
559 			self->s.skinNum = 1;
560 
561 	if (level.time < self->pain_debounce_time)
562 			return;
563 
564 	// Lessen the chance of him going into his pain frames
565 	if (damage <=25)
566 		if (random()<0.2)
567 			return;
568 
569 	self->pain_debounce_time = level.time + 3;
570 	if (skill->floatVal == 3)
571 		return;		// no pain anims in nightmare
572 
573 
574 	if (damage <= 40)
575 	{
576 		gi.sound (self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE,0);
577 		self->monsterinfo.currentmove = &makron_move_pain4;
578 	}
579 	else if (damage <= 110)
580 	{
581 		gi.sound (self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE,0);
582 		self->monsterinfo.currentmove = &makron_move_pain5;
583 	}
584 	else
585 	{
586 		if (damage <= 150)
587 			if (random() <= 0.45)
588 			{
589 				gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
590 				self->monsterinfo.currentmove = &makron_move_pain6;
591 			}
592 		else
593 			if (random() <= 0.35)
594 			{
595 				gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
596 				self->monsterinfo.currentmove = &makron_move_pain6;
597 			}
598 	}
599 };
600 
makron_sight(edict_t * self,edict_t * other)601 void makron_sight(edict_t *self, edict_t *other)
602 {
603 	self->monsterinfo.currentmove = &makron_move_sight;
604 };
605 
makron_attack(edict_t * self)606 void makron_attack(edict_t *self)
607 {
608 	vec3_t	vec;
609 	float	range;
610 	float	r;
611 
612 	r = random();
613 
614 	Vec3Subtract (self->enemy->s.origin, self->s.origin, vec);
615 	range = Vec3Length (vec);
616 
617 
618 	if (r <= 0.3)
619 		self->monsterinfo.currentmove = &makron_move_attack3;
620 	else if (r <= 0.6)
621 		self->monsterinfo.currentmove = &makron_move_attack4;
622 	else
623 		self->monsterinfo.currentmove = &makron_move_attack5;
624 }
625 
626 /*
627 ---
628 Makron Torso. This needs to be spawned in
629 ---
630 */
631 
makron_torso_think(edict_t * self)632 void makron_torso_think (edict_t *self)
633 {
634 	if (++self->s.frame < 365)
635 		self->nextthink = level.time + FRAMETIME;
636 	else
637 	{
638 		self->s.frame = 346;
639 		self->nextthink = level.time + FRAMETIME;
640 	}
641 }
642 
makron_torso(edict_t * ent)643 void makron_torso (edict_t *ent)
644 {
645 	ent->movetype = MOVETYPE_NONE;
646 	ent->solid = SOLID_NOT;
647 	Vec3Set (ent->mins, -8, -8, 0);
648 	Vec3Set (ent->maxs, 8, 8, 8);
649 	ent->s.frame = 346;
650 	ent->s.modelIndex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
651 	ent->think = makron_torso_think;
652 	ent->nextthink = level.time + 2 * FRAMETIME;
653 	ent->s.sound = gi.soundindex ("makron/spine.wav");
654 	gi.linkentity (ent);
655 }
656 
657 
658 //
659 // death
660 //
661 
makron_dead(edict_t * self)662 void makron_dead (edict_t *self)
663 {
664 	Vec3Set (self->mins, -60, -60, 0);
665 	Vec3Set (self->maxs, 60, 60, 72);
666 	self->movetype = MOVETYPE_TOSS;
667 	self->svFlags |= SVF_DEADMONSTER;
668 	self->nextthink = 0;
669 	gi.linkentity (self);
670 }
671 
672 
makron_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)673 void makron_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
674 {
675 	edict_t *tempent;
676 
677 	int		n;
678 
679 	self->s.sound = 0;
680 	// check for gib
681 	if (self->health <= self->gib_health)
682 	{
683 		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
684 		for (n= 0; n < 1 /*4*/; n++)
685 			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
686 		for (n= 0; n < 4; n++)
687 			ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
688 		ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
689 		self->deadflag = DEAD_DEAD;
690 		return;
691 	}
692 
693 	if (self->deadflag == DEAD_DEAD)
694 		return;
695 
696 // regular death
697 	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
698 	self->deadflag = DEAD_DEAD;
699 	self->takedamage = DAMAGE_YES;
700 
701 	tempent = G_Spawn();
702 	Vec3Copy (self->s.origin, tempent->s.origin);
703 	Vec3Copy (self->s.angles, tempent->s.angles);
704 	tempent->s.origin[1] -= 84;
705 	makron_torso (tempent);
706 
707 	self->monsterinfo.currentmove = &makron_move_death2;
708 
709 }
710 
Makron_CheckAttack(edict_t * self)711 qBool Makron_CheckAttack (edict_t *self)
712 {
713 	vec3_t	spot1, spot2;
714 	vec3_t	temp;
715 	float	chance;
716 	trace_t	tr;
717 	qBool	enemy_infront;
718 	int			enemy_range;
719 	float		enemy_yaw;
720 
721 	if (self->enemy->health > 0)
722 	{
723 	// see if any entities are in the way of the shot
724 		Vec3Copy (self->s.origin, spot1);
725 		spot1[2] += self->viewheight;
726 		Vec3Copy (self->enemy->s.origin, spot2);
727 		spot2[2] += self->enemy->viewheight;
728 
729 		tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
730 
731 		// do we have a clear shot?
732 		if (tr.ent != self->enemy)
733 			return qFalse;
734 	}
735 
736 	enemy_infront = infront(self, self->enemy);
737 	enemy_range = range(self, self->enemy);
738 	Vec3Subtract (self->enemy->s.origin, self->s.origin, temp);
739 	enemy_yaw = VecToYaw(temp);
740 
741 	self->ideal_yaw = enemy_yaw;
742 
743 
744 	// melee attack
745 	if (enemy_range == RANGE_MELEE)
746 	{
747 		if (self->monsterinfo.melee)
748 			self->monsterinfo.attack_state = AS_MELEE;
749 		else
750 			self->monsterinfo.attack_state = AS_MISSILE;
751 		return qTrue;
752 	}
753 
754 // missile attack
755 	if (!self->monsterinfo.attack)
756 		return qFalse;
757 
758 	if (level.time < self->monsterinfo.attack_finished)
759 		return qFalse;
760 
761 	if (enemy_range == RANGE_FAR)
762 		return qFalse;
763 
764 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
765 	{
766 		chance = 0.4f;
767 	}
768 	else if (enemy_range == RANGE_MELEE)
769 	{
770 		chance = 0.8f;
771 	}
772 	else if (enemy_range == RANGE_NEAR)
773 	{
774 		chance = 0.4f;
775 	}
776 	else if (enemy_range == RANGE_MID)
777 	{
778 		chance = 0.2f;
779 	}
780 	else
781 	{
782 		return qFalse;
783 	}
784 
785 	if (random () < chance)
786 	{
787 		self->monsterinfo.attack_state = AS_MISSILE;
788 		self->monsterinfo.attack_finished = level.time + 2*random();
789 		return qTrue;
790 	}
791 
792 	if (self->flags & FL_FLY)
793 	{
794 		if (random() < 0.3)
795 			self->monsterinfo.attack_state = AS_SLIDING;
796 		else
797 			self->monsterinfo.attack_state = AS_STRAIGHT;
798 	}
799 
800 	return qFalse;
801 }
802 
803 
804 //
805 // monster_makron
806 //
807 
MakronPrecache(void)808 void MakronPrecache (void)
809 {
810 	sound_pain4 = gi.soundindex ("makron/pain3.wav");
811 	sound_pain5 = gi.soundindex ("makron/pain2.wav");
812 	sound_pain6 = gi.soundindex ("makron/pain1.wav");
813 	sound_death = gi.soundindex ("makron/death.wav");
814 	sound_step_left = gi.soundindex ("makron/step1.wav");
815 	sound_step_right = gi.soundindex ("makron/step2.wav");
816 	sound_attack_bfg = gi.soundindex ("makron/bfg_fire.wav");
817 	sound_brainsplorch = gi.soundindex ("makron/brain1.wav");
818 	sound_prerailgun = gi.soundindex ("makron/rail_up.wav");
819 	sound_popup = gi.soundindex ("makron/popup.wav");
820 	sound_taunt1 = gi.soundindex ("makron/voice4.wav");
821 	sound_taunt2 = gi.soundindex ("makron/voice3.wav");
822 	sound_taunt3 = gi.soundindex ("makron/voice.wav");
823 	sound_hit = gi.soundindex ("makron/bhit.wav");
824 
825 	gi.modelindex ("models/monsters/boss3/rider/tris.md2");
826 }
827 
828 /*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
829 */
SP_monster_makron(edict_t * self)830 void SP_monster_makron (edict_t *self)
831 {
832 	if (deathmatch->floatVal)
833 	{
834 		G_FreeEdict (self);
835 		return;
836 	}
837 
838 	MakronPrecache ();
839 
840 	self->movetype = MOVETYPE_STEP;
841 	self->solid = SOLID_BBOX;
842 	self->s.modelIndex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
843 	Vec3Set (self->mins, -30, -30, 0);
844 	Vec3Set (self->maxs, 30, 30, 90);
845 
846 	self->health = 3000;
847 	self->gib_health = -2000;
848 	self->mass = 500;
849 
850 	self->pain = makron_pain;
851 	self->die = makron_die;
852 	self->monsterinfo.stand = makron_stand;
853 	self->monsterinfo.walk = makron_walk;
854 	self->monsterinfo.run = makron_run;
855 	self->monsterinfo.dodge = NULL;
856 	self->monsterinfo.attack = makron_attack;
857 	self->monsterinfo.melee = NULL;
858 	self->monsterinfo.sight = makron_sight;
859 	self->monsterinfo.checkattack = Makron_CheckAttack;
860 
861 	gi.linkentity (self);
862 
863 //	self->monsterinfo.currentmove = &makron_move_stand;
864 	self->monsterinfo.currentmove = &makron_move_sight;
865 	self->monsterinfo.scale = MODEL_SCALE;
866 
867 	walkmonster_start(self);
868 }
869 
870 
871 /*
872 =================
873 MakronSpawn
874 
875 =================
876 */
MakronSpawn(edict_t * self)877 void MakronSpawn (edict_t *self)
878 {
879 	vec3_t		vec;
880 	edict_t		*player;
881 
882 	SP_monster_makron (self);
883 
884 	// jump at player
885 	player = level.sight_client;
886 	if (!player)
887 		return;
888 
889 	Vec3Subtract (player->s.origin, self->s.origin, vec);
890 	self->s.angles[YAW] = VecToYaw(vec);
891 	VectorNormalizef (vec, vec);
892 	Vec3MA (vec3Origin, 400, vec, self->velocity);
893 	self->velocity[2] = 200;
894 	self->groundentity = NULL;
895 }
896 
897 /*
898 =================
899 MakronToss
900 
901 Jorg is just about dead, so set up to launch Makron out
902 =================
903 */
MakronToss(edict_t * self)904 void MakronToss (edict_t *self)
905 {
906 	edict_t	*ent;
907 
908 	ent = G_Spawn ();
909 	ent->nextthink = level.time + 0.8;
910 	ent->think = MakronSpawn;
911 	ent->target = self->target;
912 	Vec3Copy (self->s.origin, ent->s.origin);
913 }
914