// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== Makron -- Final Boss ============================================================================== */ #include "g_local.h" #include "m_boss32.h" #include "m_flash.h" void MakronRailgun(edict_t *self); void MakronSaveloc(edict_t *self); void MakronHyperblaster(edict_t *self); void makron_step_left(edict_t *self); void makron_step_right(edict_t *self); void makronBFG(edict_t *self); void makron_dead(edict_t *self); static cached_soundindex sound_pain4; static cached_soundindex sound_pain5; static cached_soundindex sound_pain6; static cached_soundindex sound_death; static cached_soundindex sound_step_left; static cached_soundindex sound_step_right; static cached_soundindex sound_attack_bfg; static cached_soundindex sound_brainsplorch; static cached_soundindex sound_prerailgun; static cached_soundindex sound_popup; static cached_soundindex sound_taunt1; static cached_soundindex sound_taunt2; static cached_soundindex sound_taunt3; static cached_soundindex sound_hit; void makron_taunt(edict_t *self) { float r; r = frandom(); if (r <= 0.3f) gi.sound(self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0); else if (r <= 0.6f) gi.sound(self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0); else gi.sound(self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0); } // // stand // mframe_t makron_frames_stand[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 10 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 20 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 30 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 40 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 50 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand } // 60 }; MMOVE_T(makron_move_stand) = { FRAME_stand201, FRAME_stand260, makron_frames_stand, nullptr }; MONSTERINFO_STAND(makron_stand) (edict_t *self) -> void { M_SetAnimation(self, &makron_move_stand); } mframe_t makron_frames_run[] = { { ai_run, 3, makron_step_left }, { ai_run, 12 }, { ai_run, 8 }, { ai_run, 8 }, { ai_run, 8, makron_step_right }, { ai_run, 6 }, { ai_run, 12 }, { ai_run, 9 }, { ai_run, 6 }, { ai_run, 12 } }; MMOVE_T(makron_move_run) = { FRAME_walk204, FRAME_walk213, makron_frames_run, nullptr }; void makron_hit(edict_t *self) { gi.sound(self, CHAN_AUTO, sound_hit, 1, ATTN_NONE, 0); } void makron_popup(edict_t *self) { gi.sound(self, CHAN_BODY, sound_popup, 1, ATTN_NONE, 0); } void makron_step_left(edict_t *self) { gi.sound(self, CHAN_BODY, sound_step_left, 1, ATTN_NORM, 0); } void makron_step_right(edict_t *self) { gi.sound(self, CHAN_BODY, sound_step_right, 1, ATTN_NORM, 0); } void makron_brainsplorch(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM, 0); } void makron_prerailgun(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM, 0); } mframe_t makron_frames_walk[] = { { ai_walk, 3, makron_step_left }, { ai_walk, 12 }, { ai_walk, 8 }, { ai_walk, 8 }, { ai_walk, 8, makron_step_right }, { ai_walk, 6 }, { ai_walk, 12 }, { ai_walk, 9 }, { ai_walk, 6 }, { ai_walk, 12 } }; MMOVE_T(makron_move_walk) = { FRAME_walk204, FRAME_walk213, makron_frames_run, nullptr }; MONSTERINFO_WALK(makron_walk) (edict_t *self) -> void { M_SetAnimation(self, &makron_move_walk); } MONSTERINFO_RUN(makron_run) (edict_t *self) -> void { if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &makron_move_stand); else M_SetAnimation(self, &makron_move_run); } mframe_t makron_frames_pain6[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 10 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, makron_popup }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 20 { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, makron_taunt }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(makron_move_pain6) = { FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run }; mframe_t makron_frames_pain5[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(makron_move_pain5) = { FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run }; mframe_t makron_frames_pain4[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(makron_move_pain4) = { FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run }; /* --- Makron Torso. This needs to be spawned in --- */ THINK(makron_torso_think) (edict_t *self) -> void { if (++self->s.frame >= 365) self->s.frame = 346; self->nextthink = level.time + 10_hz; if (self->s.angles[0] > 0) self->s.angles[0] = max(0.f, self->s.angles[0] - 15); } void makron_torso(edict_t *ent) { ent->s.frame = 346; ent->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2"); ent->s.skinnum = 1; ent->think = makron_torso_think; ent->nextthink = level.time + 10_hz; ent->s.sound = gi.soundindex("makron/spine.wav"); ent->movetype = MOVETYPE_TOSS; ent->s.effects = EF_GIB; vec3_t forward, up; AngleVectors(ent->s.angles, forward, nullptr, up); ent->velocity += (up * 120); ent->velocity += (forward * -120); ent->s.origin += (forward * -10); ent->s.angles[0] = 90; ent->avelocity = {}; gi.linkentity(ent); } void makron_spawn_torso(edict_t *self) { edict_t *tempent = ThrowGib(self, "models/monsters/boss3/rider/tris.md2", 0, GIB_NONE, self->s.scale); tempent->s.origin = self->s.origin; tempent->s.angles = self->s.angles; self->maxs[2] -= tempent->maxs[2]; tempent->s.origin[2] += self->maxs[2] - 15; makron_torso(tempent); } mframe_t makron_frames_death2[] = { { ai_move, -15 }, { ai_move, 3 }, { ai_move, -12 }, { ai_move, 0, makron_step_left }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 10 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 11 }, { ai_move, 12 }, { ai_move, 11, makron_step_right }, { ai_move }, { ai_move }, // 20 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 30 { ai_move }, { ai_move }, { ai_move }, { ai_move, 5 }, { ai_move, 7 }, { ai_move, 6, makron_step_left }, { ai_move }, { ai_move }, { ai_move, -1 }, { ai_move, 2 }, // 40 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 50 { ai_move }, { ai_move }, { ai_move }, { ai_move, -6 }, { ai_move, -4 }, { ai_move, -6, makron_step_right }, { ai_move, -4 }, { ai_move, -4, makron_step_left }, { ai_move }, { ai_move }, // 60 { ai_move }, { ai_move }, { ai_move, -2 }, { ai_move, -5 }, { ai_move, -3, makron_step_right }, { ai_move, -8 }, { ai_move, -3, makron_step_left }, { ai_move, -7 }, { ai_move, -4 }, { ai_move, -4, makron_step_right }, // 70 { ai_move, -6 }, { ai_move, -7 }, { ai_move, 0, makron_step_left }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 80 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, -2 }, { ai_move }, { ai_move }, { ai_move, 2 }, { ai_move }, // 90 { ai_move, 27, makron_hit }, { ai_move, 26 }, { ai_move, 0, makron_brainsplorch }, { ai_move }, { ai_move } // 95 }; MMOVE_T(makron_move_death2) = { FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead }; #if 0 mframe_t makron_frames_death3[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(makron_move_death3) = { FRAME_death301, FRAME_death320, makron_frames_death3, nullptr }; #endif mframe_t makron_frames_sight[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(makron_move_sight) = { FRAME_active01, FRAME_active13, makron_frames_sight, makron_run }; void makronBFG(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_MAKRON_BFG], forward, right); vec = self->enemy->s.origin; vec[2] += self->enemy->viewheight; dir = vec - start; dir.normalize(); gi.sound(self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0); monster_fire_bfg(self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG); } mframe_t makron_frames_attack3[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, makronBFG }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(makron_move_attack3) = { FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run }; mframe_t makron_frames_attack4[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move, 0, MakronHyperblaster }, // fire { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(makron_move_attack4) = { FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run }; mframe_t makron_frames_attack5[] = { { ai_charge, 0, makron_prerailgun }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, MakronSaveloc }, { ai_move, 0, MakronRailgun }, // Fire railgun { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(makron_move_attack5) = { FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run }; void MakronSaveloc(edict_t *self) { self->pos1 = self->enemy->s.origin; // save for aiming the shot self->pos1[2] += self->enemy->viewheight; }; void MakronRailgun(edict_t *self) { vec3_t start; vec3_t dir; vec3_t forward, right; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right); // calc direction to where we targted dir = self->pos1 - start; dir.normalize(); monster_fire_railgun(self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1); } void MakronHyperblaster(edict_t *self) { vec3_t dir; vec3_t vec; vec3_t start; vec3_t forward, right; monster_muzzleflash_id_t flash_number = (monster_muzzleflash_id_t) (MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405)); AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); if (self->enemy) { vec = self->enemy->s.origin; vec[2] += self->enemy->viewheight; vec -= start; vec = vectoangles(vec); dir[0] = vec[0]; } else { dir[0] = 0; } if (self->s.frame <= FRAME_attak413) dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413); else dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421); dir[2] = 0; AngleVectors(dir, forward, nullptr, nullptr); monster_fire_blaster(self, start, forward, 15, 1000, flash_number, EF_BLASTER); } PAIN(makron_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { if (self->monsterinfo.active_move == &makron_move_sight) return; if (level.time < self->pain_debounce_time) return; // Lessen the chance of him going into his pain frames if (mod.id != MOD_CHAINFIST && damage <= 25) if (frandom() < 0.2f) return; self->pain_debounce_time = level.time + 3_sec; bool do_pain6 = false; if (damage <= 40) gi.sound(self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE, 0); else if (damage <= 110) gi.sound(self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE, 0); else { if (damage <= 150) { if (frandom() <= 0.45f) { do_pain6 = true; gi.sound(self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE, 0); } } else { if (frandom() <= 0.35f) { do_pain6 = true; gi.sound(self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE, 0); } } } if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare if (damage <= 40) M_SetAnimation(self, &makron_move_pain4); else if (damage <= 110) M_SetAnimation(self, &makron_move_pain5); else if (do_pain6) M_SetAnimation(self, &makron_move_pain6); } MONSTERINFO_SETSKIN(makron_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; else self->s.skinnum = 0; } MONSTERINFO_SIGHT(makron_sight) (edict_t *self, edict_t *other) -> void { M_SetAnimation(self, &makron_move_sight); } MONSTERINFO_ATTACK(makron_attack) (edict_t *self) -> void { float r; r = frandom(); if (r <= 0.3f) M_SetAnimation(self, &makron_move_attack3); else if (r <= 0.6f) M_SetAnimation(self, &makron_move_attack4); else M_SetAnimation(self, &makron_move_attack5); } // // death // void makron_dead(edict_t *self) { self->mins = { -60, -60, 0 }; self->maxs = { 60, 60, 24 }; self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; gi.linkentity(self); monster_dead(self); } DIE(makron_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { self->s.sound = 0; // check for gib if (M_CheckGib(self, mod)) { gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); ThrowGibs(self, damage, { { "models/objects/gibs/sm_meat/tris.md2" }, { 4, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC }, { "models/objects/gibs/gear/tris.md2", GIB_METALLIC | GIB_HEAD } }); self->deadflag = true; return; } if (self->deadflag) return; // regular death gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); self->deadflag = true; self->takedamage = true; self->svflags |= SVF_DEADMONSTER; M_SetAnimation(self, &makron_move_death2); makron_spawn_torso(self); self->mins = { -60, -60, 0 }; self->maxs = { 60, 60, 48 }; } // [Paril-KEX] use generic function MONSTERINFO_CHECKATTACK(Makron_CheckAttack) (edict_t *self) -> bool { return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.4f, 0.2f, 0.0f, 0.f); } // // monster_makron // void MakronPrecache() { sound_pain4.assign("makron/pain3.wav"); sound_pain5.assign("makron/pain2.wav"); sound_pain6.assign("makron/pain1.wav"); sound_death.assign("makron/death.wav"); sound_step_left.assign("makron/step1.wav"); sound_step_right.assign("makron/step2.wav"); sound_attack_bfg.assign("makron/bfg_fire.wav"); sound_brainsplorch.assign("makron/brain1.wav"); sound_prerailgun.assign("makron/rail_up.wav"); sound_popup.assign("makron/popup.wav"); sound_taunt1.assign("makron/voice4.wav"); sound_taunt2.assign("makron/voice3.wav"); sound_taunt3.assign("makron/voice.wav"); sound_hit.assign("makron/bhit.wav"); gi.modelindex("models/monsters/boss3/rider/tris.md2"); } /*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight */ void SP_monster_makron(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } MakronPrecache(); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2"); self->mins = { -30, -30, 0 }; self->maxs = { 30, 30, 90 }; self->health = 3000 * st.health_multiplier; self->gib_health = -2000; self->mass = 500; self->pain = makron_pain; self->die = makron_die; self->monsterinfo.stand = makron_stand; self->monsterinfo.walk = makron_walk; self->monsterinfo.run = makron_run; self->monsterinfo.dodge = nullptr; self->monsterinfo.attack = makron_attack; self->monsterinfo.melee = nullptr; self->monsterinfo.sight = makron_sight; self->monsterinfo.checkattack = Makron_CheckAttack; self->monsterinfo.setskin = makron_setskin; gi.linkentity(self); // M_SetAnimation(self, &makron_move_stand); M_SetAnimation(self, &makron_move_sight); self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); // PMM self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; // pmm } /* ================= MakronSpawn ================= */ THINK(MakronSpawn) (edict_t *self) -> void { vec3_t vec; edict_t *player; SP_monster_makron(self); self->think(self); // jump at player if (self->enemy && self->enemy->inuse && self->enemy->health > 0) player = self->enemy; else player = AI_GetSightClient(self); if (!player) return; vec = player->s.origin - self->s.origin; self->s.angles[YAW] = vectoyaw(vec); vec.normalize(); self->velocity = vec * 400; self->velocity[2] = 200; self->groundentity = nullptr; self->enemy = player; FoundTarget(self); self->monsterinfo.sight(self, self->enemy); self->s.frame = self->monsterinfo.nextframe = FRAME_active01; // FIXME: why???? } /* ================= MakronToss Jorg is just about dead, so set up to launch Makron out ================= */ void MakronToss(edict_t *self) { edict_t *ent = G_Spawn(); ent->classname = "monster_makron"; ent->target = self->target; ent->s.origin = self->s.origin; ent->enemy = self->enemy; MakronSpawn(ent); // [Paril-KEX] set health bar over to Makron when we throw him out for (size_t i = 0; i < 2; i++) if (level.health_bar_entities[i] && level.health_bar_entities[i]->enemy == self) level.health_bar_entities[i]->enemy = ent; }