1 /*
2 ==============================================================================
3
4 Makron -- Final Boss
5
6 ==============================================================================
7 */
8
9 #include "g_local.h"
10 #include "m_boss32.h"
11
12 qboolean visible (edict_t *self, edict_t *other);
13
14 void MakronRailgun (edict_t *self);
15 void MakronSaveloc (edict_t *self);
16 void MakronHyperblaster (edict_t *self);
17 void makron_step_left (edict_t *self);
18 void makron_step_right (edict_t *self);
19 void makronBFG (edict_t *self);
20 void makron_dead (edict_t *self);
21
22 static int sound_pain4;
23 static int sound_pain5;
24 static int sound_pain6;
25 static int sound_death;
26 static int sound_step_left;
27 static int sound_step_right;
28 static int sound_attack_bfg;
29 static int sound_brainsplorch;
30 static int sound_prerailgun;
31 static int sound_popup;
32 static int sound_taunt1;
33 static int sound_taunt2;
34 static int sound_taunt3;
35 static int sound_hit;
36
makron_taunt(edict_t * self)37 void makron_taunt (edict_t *self)
38 {
39 float r;
40
41 r=random();
42 if (r <= 0.3)
43 gi.sound (self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0);
44 else if (r <= 0.6)
45 gi.sound (self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0);
46 else
47 gi.sound (self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0);
48 }
49
50 //
51 // stand
52 //
53
54 mframe_t makron_frames_stand []=
55 {
56 ai_stand, 0, NULL,
57 ai_stand, 0, NULL,
58 ai_stand, 0, NULL,
59 ai_stand, 0, NULL,
60 ai_stand, 0, NULL,
61 ai_stand, 0, NULL,
62 ai_stand, 0, NULL,
63 ai_stand, 0, NULL,
64 ai_stand, 0, NULL,
65 ai_stand, 0, NULL, // 10
66 ai_stand, 0, NULL,
67 ai_stand, 0, NULL,
68 ai_stand, 0, NULL,
69 ai_stand, 0, NULL,
70 ai_stand, 0, NULL,
71 ai_stand, 0, NULL,
72 ai_stand, 0, NULL,
73 ai_stand, 0, NULL,
74 ai_stand, 0, NULL,
75 ai_stand, 0, NULL, // 20
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,
85 ai_stand, 0, NULL, // 30
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,
95 ai_stand, 0, NULL, // 40
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,
105 ai_stand, 0, NULL, // 50
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,
115 ai_stand, 0, NULL // 60
116 };
117 mmove_t makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL};
118
makron_stand(edict_t * self)119 void makron_stand (edict_t *self)
120 {
121 self->monsterinfo.currentmove = &makron_move_stand;
122 }
123
124 mframe_t makron_frames_run [] =
125 {
126 ai_run, 3, makron_step_left,
127 ai_run, 12, NULL,
128 ai_run, 8, NULL,
129 ai_run, 8, NULL,
130 ai_run, 8, makron_step_right,
131 ai_run, 6, NULL,
132 ai_run, 12, NULL,
133 ai_run, 9, NULL,
134 ai_run, 6, NULL,
135 ai_run, 12, NULL
136 };
137 mmove_t makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
138
makron_hit(edict_t * self)139 void makron_hit (edict_t *self)
140 {
141 gi.sound (self, CHAN_AUTO, sound_hit, 1, ATTN_NONE,0);
142 }
143
makron_popup(edict_t * self)144 void makron_popup (edict_t *self)
145 {
146 gi.sound (self, CHAN_BODY, sound_popup, 1, ATTN_NONE,0);
147 }
148
makron_step_left(edict_t * self)149 void makron_step_left (edict_t *self)
150 {
151 gi.sound (self, CHAN_BODY, sound_step_left, 1, ATTN_NORM,0);
152 }
153
makron_step_right(edict_t * self)154 void makron_step_right (edict_t *self)
155 {
156 gi.sound (self, CHAN_BODY, sound_step_right, 1, ATTN_NORM,0);
157 }
158
makron_brainsplorch(edict_t * self)159 void makron_brainsplorch (edict_t *self)
160 {
161 gi.sound (self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM,0);
162 }
163
makron_prerailgun(edict_t * self)164 void makron_prerailgun (edict_t *self)
165 {
166 gi.sound (self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM,0);
167 }
168
169
170 mframe_t makron_frames_walk [] =
171 {
172 ai_walk, 3, makron_step_left,
173 ai_walk, 12, NULL,
174 ai_walk, 8, NULL,
175 ai_walk, 8, NULL,
176 ai_walk, 8, makron_step_right,
177 ai_walk, 6, NULL,
178 ai_walk, 12, NULL,
179 ai_walk, 9, NULL,
180 ai_walk, 6, NULL,
181 ai_walk, 12, NULL
182 };
183 mmove_t makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};
184
makron_walk(edict_t * self)185 void makron_walk (edict_t *self)
186 {
187 self->monsterinfo.currentmove = &makron_move_walk;
188 }
189
makron_run(edict_t * self)190 void makron_run (edict_t *self)
191 {
192 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
193 self->monsterinfo.currentmove = &makron_move_stand;
194 else
195 self->monsterinfo.currentmove = &makron_move_run;
196 }
197
198 mframe_t makron_frames_pain6 [] =
199 {
200 ai_move, 0, NULL,
201 ai_move, 0, NULL,
202 ai_move, 0, NULL,
203 ai_move, 0, NULL,
204 ai_move, 0, NULL,
205 ai_move, 0, NULL,
206 ai_move, 0, NULL,
207 ai_move, 0, NULL,
208 ai_move, 0, NULL,
209 ai_move, 0, NULL, // 10
210 ai_move, 0, NULL,
211 ai_move, 0, NULL,
212 ai_move, 0, NULL,
213 ai_move, 0, NULL,
214 ai_move, 0, NULL,
215 ai_move, 0, makron_popup,
216 ai_move, 0, NULL,
217 ai_move, 0, NULL,
218 ai_move, 0, NULL,
219 ai_move, 0, NULL, // 20
220 ai_move, 0, NULL,
221 ai_move, 0, NULL,
222 ai_move, 0, NULL,
223 ai_move, 0, makron_taunt,
224 ai_move, 0, NULL,
225 ai_move, 0, NULL,
226 ai_move, 0, NULL
227 };
228 mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run};
229
230 mframe_t makron_frames_pain5 [] =
231 {
232 ai_move, 0, NULL,
233 ai_move, 0, NULL,
234 ai_move, 0, NULL,
235 ai_move, 0, NULL
236 };
237 mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run};
238
239 mframe_t makron_frames_pain4 [] =
240 {
241 ai_move, 0, NULL,
242 ai_move, 0, NULL,
243 ai_move, 0, NULL,
244 ai_move, 0, NULL
245 };
246 mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run};
247
248 mframe_t makron_frames_death2 [] =
249 {
250 ai_move, -15, NULL,
251 ai_move, 3, NULL,
252 ai_move, -12, NULL,
253 ai_move, 0, makron_step_left,
254 ai_move, 0, NULL,
255 ai_move, 0, NULL,
256 ai_move, 0, NULL,
257 ai_move, 0, NULL,
258 ai_move, 0, NULL,
259 ai_move, 0, NULL, // 10
260 ai_move, 0, NULL,
261 ai_move, 0, NULL,
262 ai_move, 0, NULL,
263 ai_move, 0, NULL,
264 ai_move, 0, NULL,
265 ai_move, 11, NULL,
266 ai_move, 12, NULL,
267 ai_move, 11, makron_step_right,
268 ai_move, 0, NULL,
269 ai_move, 0, NULL, // 20
270 ai_move, 0, NULL,
271 ai_move, 0, NULL,
272 ai_move, 0, NULL,
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,
279 ai_move, 0, NULL, // 30
280 ai_move, 0, NULL,
281 ai_move, 0, NULL,
282 ai_move, 0, NULL,
283 ai_move, 5, NULL,
284 ai_move, 7, NULL,
285 ai_move, 6, makron_step_left,
286 ai_move, 0, NULL,
287 ai_move, 0, NULL,
288 ai_move, -1, NULL,
289 ai_move, 2, NULL, // 40
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,
299 ai_move, 0, NULL, // 50
300 ai_move, 0, NULL,
301 ai_move, 0, NULL,
302 ai_move, 0, NULL,
303 ai_move, -6, NULL,
304 ai_move, -4, NULL,
305 ai_move, -6, makron_step_right,
306 ai_move, -4, NULL,
307 ai_move, -4, makron_step_left,
308 ai_move, 0, NULL,
309 ai_move, 0, NULL, // 60
310 ai_move, 0, NULL,
311 ai_move, 0, NULL,
312 ai_move, -2, NULL,
313 ai_move, -5, NULL,
314 ai_move, -3, makron_step_right,
315 ai_move, -8, NULL,
316 ai_move, -3, makron_step_left,
317 ai_move, -7, NULL,
318 ai_move, -4, NULL,
319 ai_move, -4, makron_step_right, // 70
320 ai_move, -6, NULL,
321 ai_move, -7, NULL,
322 ai_move, 0, makron_step_left,
323 ai_move, 0, NULL,
324 ai_move, 0, NULL,
325 ai_move, 0, NULL,
326 ai_move, 0, NULL,
327 ai_move, 0, NULL,
328 ai_move, 0, NULL,
329 ai_move, 0, NULL, // 80
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, -2, NULL,
336 ai_move, 0, NULL,
337 ai_move, 0, NULL,
338 ai_move, 2, NULL,
339 ai_move, 0, NULL, // 90
340 ai_move, 27, makron_hit,
341 ai_move, 26, NULL,
342 ai_move, 0, makron_brainsplorch,
343 ai_move, 0, NULL,
344 ai_move, 0, NULL // 95
345 };
346 mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead};
347
348 mframe_t makron_frames_death3 [] =
349 {
350 ai_move, 0, NULL,
351 ai_move, 0, NULL,
352 ai_move, 0, NULL,
353 ai_move, 0, NULL,
354 ai_move, 0, NULL,
355 ai_move, 0, NULL,
356 ai_move, 0, NULL,
357 ai_move, 0, NULL,
358 ai_move, 0, NULL,
359 ai_move, 0, NULL,
360 ai_move, 0, NULL,
361 ai_move, 0, NULL,
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 };
371 mmove_t makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL};
372
373 mframe_t makron_frames_sight [] =
374 {
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 };
389 mmove_t makron_move_sight= {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run};
390
makronBFG(edict_t * self)391 void makronBFG (edict_t *self)
392 {
393 vec3_t forward, right;
394 vec3_t start;
395 vec3_t dir;
396 vec3_t vec;
397
398 AngleVectors (self->s.angles, forward, right, NULL);
399 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start);
400
401 VectorCopy (self->enemy->s.origin, vec);
402 vec[2] += self->enemy->viewheight;
403 VectorSubtract (vec, start, dir);
404 VectorNormalize (dir);
405 gi.sound (self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0);
406 monster_fire_bfg (self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG);
407 }
408
409
410 mframe_t makron_frames_attack3 []=
411 {
412 ai_charge, 0, NULL,
413 ai_charge, 0, NULL,
414 ai_charge, 0, NULL,
415 ai_charge, 0, makronBFG, // FIXME: BFG Attack here
416 ai_move, 0, NULL,
417 ai_move, 0, NULL,
418 ai_move, 0, NULL,
419 ai_move, 0, NULL
420 };
421 mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run};
422
423 mframe_t makron_frames_attack4[]=
424 {
425 ai_charge, 0, NULL,
426 ai_charge, 0, NULL,
427 ai_charge, 0, NULL,
428 ai_charge, 0, NULL,
429 ai_move, 0, MakronHyperblaster, // fire
430 ai_move, 0, MakronHyperblaster, // fire
431 ai_move, 0, MakronHyperblaster, // fire
432 ai_move, 0, MakronHyperblaster, // fire
433 ai_move, 0, MakronHyperblaster, // fire
434 ai_move, 0, MakronHyperblaster, // fire
435 ai_move, 0, MakronHyperblaster, // fire
436 ai_move, 0, MakronHyperblaster, // fire
437 ai_move, 0, MakronHyperblaster, // fire
438 ai_move, 0, MakronHyperblaster, // fire
439 ai_move, 0, MakronHyperblaster, // fire
440 ai_move, 0, MakronHyperblaster, // fire
441 ai_move, 0, MakronHyperblaster, // fire
442 ai_move, 0, MakronHyperblaster, // fire
443 ai_move, 0, MakronHyperblaster, // fire
444 ai_move, 0, MakronHyperblaster, // fire
445 ai_move, 0, MakronHyperblaster, // fire
446 ai_move, 0, NULL,
447 ai_move, 0, NULL,
448 ai_move, 0, NULL,
449 ai_move, 0, NULL,
450 ai_move, 0, NULL
451 };
452 mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run};
453
454 mframe_t makron_frames_attack5[]=
455 {
456 ai_charge, 0, makron_prerailgun,
457 ai_charge, 0, NULL,
458 ai_charge, 0, NULL,
459 ai_charge, 0, NULL,
460 ai_charge, 0, NULL,
461 ai_charge, 0, NULL,
462 ai_charge, 0, NULL,
463 ai_charge, 0, MakronSaveloc,
464 ai_move, 0, MakronRailgun, // Fire railgun
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 ai_move, 0, NULL,
471 ai_move, 0, NULL
472 };
473 mmove_t makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run};
474
MakronSaveloc(edict_t * self)475 void MakronSaveloc (edict_t *self)
476 {
477 VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
478 self->pos1[2] += self->enemy->viewheight;
479 };
480
481 // FIXME: He's not firing from the proper Z
MakronRailgun(edict_t * self)482 void MakronRailgun (edict_t *self)
483 {
484 vec3_t start;
485 vec3_t dir;
486 vec3_t forward, right;
487
488 AngleVectors (self->s.angles, forward, right, NULL);
489 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right, start);
490
491 // calc direction to where we targted
492 VectorSubtract (self->pos1, start, dir);
493 VectorNormalize (dir);
494
495 monster_fire_railgun (self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1);
496 }
497
498 // FIXME: This is all wrong. He's not firing at the proper angles.
MakronHyperblaster(edict_t * self)499 void MakronHyperblaster (edict_t *self)
500 {
501 vec3_t dir;
502 vec3_t vec;
503 vec3_t start;
504 vec3_t forward, right;
505 int flash_number;
506
507 flash_number = MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405);
508
509 AngleVectors (self->s.angles, forward, right, NULL);
510 G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
511
512 if (self->enemy)
513 {
514 VectorCopy (self->enemy->s.origin, vec);
515 vec[2] += self->enemy->viewheight;
516 VectorSubtract (vec, start, vec);
517 vectoangles (vec, vec);
518 dir[0] = vec[0];
519 }
520 else
521 {
522 dir[0] = 0;
523 }
524 if (self->s.frame <= FRAME_attak413)
525 dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413);
526 else
527 dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421);
528 dir[2] = 0;
529
530 AngleVectors (dir, forward, NULL, NULL);
531
532 monster_fire_blaster (self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER);
533 }
534
535
makron_pain(edict_t * self,edict_t * other,float kick,int damage)536 void makron_pain (edict_t *self, edict_t *other, float kick, int damage)
537 {
538
539 if (self->health < (self->max_health / 2))
540 self->s.skinnum = 1;
541
542 if (level.time < self->pain_debounce_time)
543 return;
544
545 // Lessen the chance of him going into his pain frames
546 if (damage <=25)
547 if (random()<0.2)
548 return;
549
550 self->pain_debounce_time = level.time + 3;
551 if (skill->value == 3)
552 return; // no pain anims in nightmare
553
554
555 if (damage <= 40)
556 {
557 gi.sound (self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE,0);
558 self->monsterinfo.currentmove = &makron_move_pain4;
559 }
560 else if (damage <= 110)
561 {
562 gi.sound (self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE,0);
563 self->monsterinfo.currentmove = &makron_move_pain5;
564 }
565 else
566 {
567 if (damage <= 150)
568 if (random() <= 0.45)
569 {
570 gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
571 self->monsterinfo.currentmove = &makron_move_pain6;
572 }
573 else
574 if (random() <= 0.35)
575 {
576 gi.sound (self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE,0);
577 self->monsterinfo.currentmove = &makron_move_pain6;
578 }
579 }
580 };
581
makron_sight(edict_t * self,edict_t * other)582 void makron_sight(edict_t *self, edict_t *other)
583 {
584 self->monsterinfo.currentmove = &makron_move_sight;
585 };
586
makron_attack(edict_t * self)587 void makron_attack(edict_t *self)
588 {
589 vec3_t vec;
590 float range;
591 float r;
592
593 r = random();
594
595 VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
596 range = VectorLength (vec);
597
598
599 if (r <= 0.3)
600 self->monsterinfo.currentmove = &makron_move_attack3;
601 else if (r <= 0.6)
602 self->monsterinfo.currentmove = &makron_move_attack4;
603 else
604 self->monsterinfo.currentmove = &makron_move_attack5;
605 }
606
607 /*
608 ---
609 Makron Torso. This needs to be spawned in
610 ---
611 */
612
makron_torso_think(edict_t * self)613 void makron_torso_think (edict_t *self)
614 {
615 if (++self->s.frame < 365)
616 self->nextthink = level.time + FRAMETIME;
617 else
618 {
619 self->s.frame = 346;
620 self->nextthink = level.time + FRAMETIME;
621 }
622 }
623
makron_torso(edict_t * ent)624 void makron_torso (edict_t *ent)
625 {
626 ent->movetype = MOVETYPE_NONE;
627 ent->solid = SOLID_NOT;
628 VectorSet (ent->mins, -8, -8, 0);
629 VectorSet (ent->maxs, 8, 8, 8);
630 ent->s.frame = 346;
631 ent->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
632 ent->think = makron_torso_think;
633 ent->nextthink = level.time + 2 * FRAMETIME;
634 ent->s.sound = gi.soundindex ("makron/spine.wav");
635 gi.linkentity (ent);
636 }
637
638
639 //
640 // death
641 //
642
makron_dead(edict_t * self)643 void makron_dead (edict_t *self)
644 {
645 VectorSet (self->mins, -60, -60, 0);
646 VectorSet (self->maxs, 60, 60, 72);
647 self->movetype = MOVETYPE_TOSS;
648 self->svflags |= SVF_DEADMONSTER;
649 self->nextthink = 0;
650 gi.linkentity (self);
651 }
652
653
makron_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)654 void makron_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
655 {
656 edict_t *tempent;
657
658 int n;
659
660 self->s.sound = 0;
661 // check for gib
662 if (self->health <= self->gib_health)
663 {
664 gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
665 for (n= 0; n < 1 /*4*/; n++)
666 ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
667 for (n= 0; n < 4; n++)
668 ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
669 ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
670 self->deadflag = DEAD_DEAD;
671 return;
672 }
673
674 if (self->deadflag == DEAD_DEAD)
675 return;
676
677 // regular death
678 gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
679 self->deadflag = DEAD_DEAD;
680 self->takedamage = DAMAGE_YES;
681
682 tempent = G_Spawn();
683 VectorCopy (self->s.origin, tempent->s.origin);
684 VectorCopy (self->s.angles, tempent->s.angles);
685 tempent->s.origin[1] -= 84;
686 makron_torso (tempent);
687
688 self->monsterinfo.currentmove = &makron_move_death2;
689
690 }
691
Makron_CheckAttack(edict_t * self)692 qboolean Makron_CheckAttack (edict_t *self)
693 {
694 vec3_t spot1, spot2;
695 vec3_t temp;
696 float chance;
697 trace_t tr;
698 qboolean enemy_infront;
699 int enemy_range;
700 float enemy_yaw;
701
702 if (self->enemy->health > 0)
703 {
704 // see if any entities are in the way of the shot
705 VectorCopy (self->s.origin, spot1);
706 spot1[2] += self->viewheight;
707 VectorCopy (self->enemy->s.origin, spot2);
708 spot2[2] += self->enemy->viewheight;
709
710 tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
711
712 // do we have a clear shot?
713 if (tr.ent != self->enemy)
714 return false;
715 }
716
717 enemy_infront = infront(self, self->enemy);
718 enemy_range = range(self, self->enemy);
719 VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
720 enemy_yaw = vectoyaw(temp);
721
722 self->ideal_yaw = enemy_yaw;
723
724
725 // melee attack
726 if (enemy_range == RANGE_MELEE)
727 {
728 if (self->monsterinfo.melee)
729 self->monsterinfo.attack_state = AS_MELEE;
730 else
731 self->monsterinfo.attack_state = AS_MISSILE;
732 return true;
733 }
734
735 // missile attack
736 if (!self->monsterinfo.attack)
737 return false;
738
739 if (level.time < self->monsterinfo.attack_finished)
740 return false;
741
742 if (enemy_range == RANGE_FAR)
743 return false;
744
745 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
746 {
747 chance = 0.4;
748 }
749 else if (enemy_range == RANGE_MELEE)
750 {
751 chance = 0.8;
752 }
753 else if (enemy_range == RANGE_NEAR)
754 {
755 chance = 0.4;
756 }
757 else if (enemy_range == RANGE_MID)
758 {
759 chance = 0.2;
760 }
761 else
762 {
763 return false;
764 }
765
766 if (random () < chance)
767 {
768 self->monsterinfo.attack_state = AS_MISSILE;
769 self->monsterinfo.attack_finished = level.time + 2*random();
770 return true;
771 }
772
773 if (self->flags & FL_FLY)
774 {
775 if (random() < 0.3)
776 self->monsterinfo.attack_state = AS_SLIDING;
777 else
778 self->monsterinfo.attack_state = AS_STRAIGHT;
779 }
780
781 return false;
782 }
783
784
785 //
786 // monster_makron
787 //
788
MakronPrecache(void)789 void MakronPrecache (void)
790 {
791 sound_pain4 = gi.soundindex ("makron/pain3.wav");
792 sound_pain5 = gi.soundindex ("makron/pain2.wav");
793 sound_pain6 = gi.soundindex ("makron/pain1.wav");
794 sound_death = gi.soundindex ("makron/death.wav");
795 sound_step_left = gi.soundindex ("makron/step1.wav");
796 sound_step_right = gi.soundindex ("makron/step2.wav");
797 sound_attack_bfg = gi.soundindex ("makron/bfg_fire.wav");
798 sound_brainsplorch = gi.soundindex ("makron/brain1.wav");
799 sound_prerailgun = gi.soundindex ("makron/rail_up.wav");
800 sound_popup = gi.soundindex ("makron/popup.wav");
801 sound_taunt1 = gi.soundindex ("makron/voice4.wav");
802 sound_taunt2 = gi.soundindex ("makron/voice3.wav");
803 sound_taunt3 = gi.soundindex ("makron/voice.wav");
804 sound_hit = gi.soundindex ("makron/bhit.wav");
805
806 gi.modelindex ("models/monsters/boss3/rider/tris.md2");
807 }
808
809 /*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
810 */
SP_monster_makron(edict_t * self)811 void SP_monster_makron (edict_t *self)
812 {
813 if (deathmatch->value)
814 {
815 G_FreeEdict (self);
816 return;
817 }
818
819 MakronPrecache ();
820
821 self->movetype = MOVETYPE_STEP;
822 self->solid = SOLID_BBOX;
823 self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
824 VectorSet (self->mins, -30, -30, 0);
825 VectorSet (self->maxs, 30, 30, 90);
826
827 self->health = 3000;
828 self->gib_health = -2000;
829 self->mass = 500;
830
831 self->pain = makron_pain;
832 self->die = makron_die;
833 self->monsterinfo.stand = makron_stand;
834 self->monsterinfo.walk = makron_walk;
835 self->monsterinfo.run = makron_run;
836 self->monsterinfo.dodge = NULL;
837 self->monsterinfo.attack = makron_attack;
838 self->monsterinfo.melee = NULL;
839 self->monsterinfo.sight = makron_sight;
840 self->monsterinfo.checkattack = Makron_CheckAttack;
841
842 gi.linkentity (self);
843
844 // self->monsterinfo.currentmove = &makron_move_stand;
845 self->monsterinfo.currentmove = &makron_move_sight;
846 self->monsterinfo.scale = MODEL_SCALE;
847
848 walkmonster_start(self);
849
850 //PMM
851 self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
852 //pmm
853 }
854
855
856 /*
857 =================
858 MakronSpawn
859
860 =================
861 */
MakronSpawn(edict_t * self)862 void MakronSpawn (edict_t *self)
863 {
864 vec3_t vec;
865 edict_t *player;
866
867 SP_monster_makron (self);
868
869 // jump at player
870 player = level.sight_client;
871 if (!player)
872 return;
873
874 VectorSubtract (player->s.origin, self->s.origin, vec);
875 self->s.angles[YAW] = vectoyaw(vec);
876 VectorNormalize (vec);
877 VectorMA (vec3_origin, 400, vec, self->velocity);
878 self->velocity[2] = 200;
879 self->groundentity = NULL;
880 }
881
882 /*
883 =================
884 MakronToss
885
886 Jorg is just about dead, so set up to launch Makron out
887 =================
888 */
MakronToss(edict_t * self)889 void MakronToss (edict_t *self)
890 {
891 edict_t *ent;
892
893 ent = G_Spawn ();
894 ent->nextthink = level.time + 0.8;
895 ent->think = MakronSpawn;
896 ent->target = self->target;
897 VectorCopy (self->s.origin, ent->s.origin);
898 }
899