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