// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== black widow ============================================================================== */ // self->timestamp used to prevent rapid fire of railgun // self->plat2flags used for fire count (flashes) #include "../g_local.h" #include "m_rogue_widow.h" #include "../m_flash.h" constexpr gtime_t RAIL_TIME = 3_sec; constexpr gtime_t BLASTER_TIME = 2_sec; constexpr int BLASTER2_DAMAGE = 10; constexpr int WIDOW_RAIL_DAMAGE = 50; bool infront(edict_t *self, edict_t *other); static cached_soundindex sound_pain1; static cached_soundindex sound_pain2; static cached_soundindex sound_pain3; static cached_soundindex sound_rail; static uint32_t shotsfired; constexpr vec3_t spawnpoints[] = { { 30, 100, 16 }, { 30, -100, 16 } }; constexpr vec3_t beameffects[] = { { 12.58f, -43.71f, 68.88f }, { 3.43f, 58.72f, 68.41f } }; constexpr float sweep_angles[] = { 32.f, 26.f, 20.f, 10.f, 0.f, -6.5f, -13.f, -27.f, -41.f }; constexpr vec3_t stalker_mins = { -28, -28, -18 }; constexpr vec3_t stalker_maxs = { 28, 28, 18 }; unsigned int widow_damage_multiplier; void widow_run(edict_t *self); void widow_dead(edict_t *self); void widow_attack_blaster(edict_t *self); void widow_reattack_blaster(edict_t *self); void widow_start_spawn(edict_t *self); void widow_done_spawn(edict_t *self); void widow_spawn_check(edict_t *self); void widow_prep_spawn(edict_t *self); void widow_attack_rail(edict_t *self); void widow_start_run_5(edict_t *self); void widow_start_run_10(edict_t *self); void widow_start_run_12(edict_t *self); void WidowCalcSlots(edict_t *self); MONSTERINFO_SEARCH(widow_search) (edict_t *self) -> void { } MONSTERINFO_SIGHT(widow_sight) (edict_t *self, edict_t *other) -> void { self->monsterinfo.fire_wait = 0_ms; } extern const mmove_t widow_move_attack_post_blaster; extern const mmove_t widow_move_attack_post_blaster_r; extern const mmove_t widow_move_attack_post_blaster_l; extern const mmove_t widow_move_attack_blaster; float target_angle(edict_t *self) { vec3_t target; float enemy_yaw; target = self->s.origin - self->enemy->s.origin; enemy_yaw = self->s.angles[YAW] - vectoyaw(target); if (enemy_yaw < 0) enemy_yaw += 360.0f; // this gets me 0 degrees = forward enemy_yaw -= 180.0f; // positive is to right, negative to left return enemy_yaw; } int WidowTorso(edict_t *self) { float enemy_yaw = target_angle(self); if (enemy_yaw >= 105) { M_SetAnimation(self, &widow_move_attack_post_blaster_r); self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; return 0; } if (enemy_yaw <= -75.0f) { M_SetAnimation(self, &widow_move_attack_post_blaster_l); self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; return 0; } if (enemy_yaw >= 95) return FRAME_fired03; else if (enemy_yaw >= 85) return FRAME_fired04; else if (enemy_yaw >= 75) return FRAME_fired05; else if (enemy_yaw >= 65) return FRAME_fired06; else if (enemy_yaw >= 55) return FRAME_fired07; else if (enemy_yaw >= 45) return FRAME_fired08; else if (enemy_yaw >= 35) return FRAME_fired09; else if (enemy_yaw >= 25) return FRAME_fired10; else if (enemy_yaw >= 15) return FRAME_fired11; else if (enemy_yaw >= 5) return FRAME_fired12; else if (enemy_yaw >= -5) return FRAME_fired13; else if (enemy_yaw >= -15) return FRAME_fired14; else if (enemy_yaw >= -25) return FRAME_fired15; else if (enemy_yaw >= -35) return FRAME_fired16; else if (enemy_yaw >= -45) return FRAME_fired17; else if (enemy_yaw >= -55) return FRAME_fired18; else if (enemy_yaw >= -65) return FRAME_fired19; else if (enemy_yaw >= -75) return FRAME_fired20; return 0; } constexpr float VARIANCE = 15.0f; void WidowBlaster(edict_t *self) { vec3_t forward, right, target, vec, targ_angles; vec3_t start; monster_muzzleflash_id_t flashnum; effects_t effect; if (!self->enemy) return; shotsfired++; if (!(shotsfired % 4)) effect = EF_BLASTER; else effect = EF_NONE; AngleVectors(self->s.angles, forward, right, nullptr); if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13)) { // sweep flashnum = static_cast(MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05); start = G_ProjectSource(self->s.origin, monster_flash_offset[flashnum], forward, right); target = self->enemy->s.origin - start; targ_angles = vectoangles(target); vec = self->s.angles; vec[PITCH] += targ_angles[PITCH]; vec[YAW] -= sweep_angles[flashnum - MZ2_WIDOW_BLASTER_SWEEP1]; AngleVectors(vec, forward, nullptr, nullptr); monster_fire_blaster2(self, start, forward, BLASTER2_DAMAGE * widow_damage_multiplier, 1000, flashnum, effect); } else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20)) { vec3_t angles; float aim_angle, target_angle; float error; self->monsterinfo.aiflags |= AI_MANUAL_STEERING; self->monsterinfo.nextframe = WidowTorso(self); if (!self->monsterinfo.nextframe) self->monsterinfo.nextframe = self->s.frame; if (self->s.frame == FRAME_fired02a) flashnum = MZ2_WIDOW_BLASTER_0; else flashnum = static_cast(MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03); start = G_ProjectSource(self->s.origin, monster_flash_offset[flashnum], forward, right); PredictAim(self, self->enemy, start, 1000, true, crandom() * 0.1f, &forward, nullptr); // clamp it to within 10 degrees of the aiming angle (where she's facing) angles = vectoangles(forward); // give me 100 -> -70 aim_angle = (float) (100 - (10 * (flashnum - MZ2_WIDOW_BLASTER_100))); if (aim_angle <= 0) aim_angle += 360; target_angle = self->s.angles[YAW] - angles[YAW]; if (target_angle <= 0) target_angle += 360; error = aim_angle - target_angle; // positive error is to entity's left, aka positive direction in engine // unfortunately, I decided that for the aim_angle, positive was right. *sigh* if (error > VARIANCE) { angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE; AngleVectors(angles, forward, nullptr, nullptr); } else if (error < -VARIANCE) { angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE; AngleVectors(angles, forward, nullptr, nullptr); } monster_fire_blaster2(self, start, forward, BLASTER2_DAMAGE * widow_damage_multiplier, 1000, flashnum, effect); } else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08)) { flashnum = static_cast(MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01); start = G_ProjectSource(self->s.origin, monster_flash_offset[flashnum], forward, right); target = self->enemy->s.origin - start; target[2] += self->enemy->viewheight; target.normalize(); monster_fire_blaster2(self, start, target, BLASTER2_DAMAGE * widow_damage_multiplier, 1000, flashnum, effect); } } void WidowSpawn(edict_t *self) { vec3_t f, r, u, offset, startpoint, spawnpoint; edict_t *ent, *designated_enemy; int i; AngleVectors(self->s.angles, f, r, u); for (i = 0; i < 2; i++) { offset = spawnpoints[i]; startpoint = G_ProjectSource2(self->s.origin, offset, f, r, u); if (FindSpawnPoint(startpoint, stalker_mins, stalker_maxs, spawnpoint, 64)) { ent = CreateGroundMonster(spawnpoint, self->s.angles, stalker_mins, stalker_maxs, "monster_stalker", 256); if (!ent) continue; self->monsterinfo.monster_used++; ent->monsterinfo.commander = self; ent->nextthink = level.time; ent->think(ent); ent->monsterinfo.aiflags |= AI_SPAWNED_WIDOW | AI_DO_NOT_COUNT | AI_IGNORE_SHOTS; if (!coop->integer) { designated_enemy = self->enemy; } else { designated_enemy = PickCoopTarget(ent); if (designated_enemy) { // try to avoid using my enemy if (designated_enemy == self->enemy) { designated_enemy = PickCoopTarget(ent); if (!designated_enemy) designated_enemy = self->enemy; } } else designated_enemy = self->enemy; } if ((designated_enemy->inuse) && (designated_enemy->health > 0)) { ent->enemy = designated_enemy; FoundTarget(ent); ent->monsterinfo.attack(ent); } } } } void widow_spawn_check(edict_t *self) { WidowBlaster(self); WidowSpawn(self); } void widow_ready_spawn(edict_t *self) { vec3_t f, r, u, offset, startpoint, spawnpoint; int i; WidowBlaster(self); AngleVectors(self->s.angles, f, r, u); for (i = 0; i < 2; i++) { offset = spawnpoints[i]; startpoint = G_ProjectSource2(self->s.origin, offset, f, r, u); if (FindSpawnPoint(startpoint, stalker_mins, stalker_maxs, spawnpoint, 64)) { float radius = (stalker_maxs - stalker_mins).length() * 0.5f; SpawnGrow_Spawn(spawnpoint + (stalker_mins + stalker_maxs), radius, radius * 2.f); } } } void widow_step(edict_t *self) { gi.sound(self, CHAN_BODY, gi.soundindex("widow/bwstep3.wav"), 1, ATTN_NORM, 0); } mframe_t widow_frames_stand[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand } }; MMOVE_T(widow_move_stand) = { FRAME_idle01, FRAME_idle11, widow_frames_stand, nullptr }; mframe_t widow_frames_walk[] = { { ai_walk, 2.79f, widow_step }, { ai_walk, 2.77f }, { ai_walk, 3.53f }, { ai_walk, 3.97f }, { ai_walk, 4.13f }, // 5 { ai_walk, 4.09f }, { ai_walk, 3.84f }, { ai_walk, 3.62f, widow_step }, { ai_walk, 3.29f }, { ai_walk, 6.08f }, // 10 { ai_walk, 6.94f }, { ai_walk, 5.73f }, { ai_walk, 2.85f } }; MMOVE_T(widow_move_walk) = { FRAME_walk01, FRAME_walk13, widow_frames_walk, nullptr }; mframe_t widow_frames_run[] = { { ai_run, 2.79f, widow_step }, { ai_run, 2.77f }, { ai_run, 3.53f }, { ai_run, 3.97f }, { ai_run, 4.13f }, // 5 { ai_run, 4.09f }, { ai_run, 3.84f }, { ai_run, 3.62f, widow_step }, { ai_run, 3.29f }, { ai_run, 6.08f }, // 10 { ai_run, 6.94f }, { ai_run, 5.73f }, { ai_run, 2.85f } }; MMOVE_T(widow_move_run) = { FRAME_walk01, FRAME_walk13, widow_frames_run, nullptr }; void widow_stepshoot(edict_t *self) { gi.sound(self, CHAN_BODY, gi.soundindex("widow/bwstep2.wav"), 1, ATTN_NORM, 0); WidowBlaster(self); } mframe_t widow_frames_run_attack[] = { { ai_charge, 13, widow_stepshoot }, { ai_charge, 11.72f, WidowBlaster }, { ai_charge, 18.04f, WidowBlaster }, { ai_charge, 14.58f, WidowBlaster }, { ai_charge, 13, widow_stepshoot }, // 5 { ai_charge, 12.12f, WidowBlaster }, { ai_charge, 19.63f, WidowBlaster }, { ai_charge, 11.37f, WidowBlaster } }; MMOVE_T(widow_move_run_attack) = { FRAME_run01, FRAME_run08, widow_frames_run_attack, widow_run }; // // These three allow specific entry into the run sequence // void widow_start_run_5(edict_t *self) { M_SetAnimation(self, &widow_move_run); self->monsterinfo.nextframe = FRAME_walk05; } void widow_start_run_10(edict_t *self) { M_SetAnimation(self, &widow_move_run); self->monsterinfo.nextframe = FRAME_walk10; } void widow_start_run_12(edict_t *self) { M_SetAnimation(self, &widow_move_run); self->monsterinfo.nextframe = FRAME_walk12; } mframe_t widow_frames_attack_pre_blaster[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, widow_attack_blaster } }; MMOVE_T(widow_move_attack_pre_blaster) = { FRAME_fired01, FRAME_fired02a, widow_frames_attack_pre_blaster, nullptr }; // Loop this mframe_t widow_frames_attack_blaster[] = { { ai_charge, 0, widow_reattack_blaster }, // straight ahead { ai_charge, 0, widow_reattack_blaster }, // 100 degrees right { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, // 50 degrees right { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, // straight { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster }, // 50 degrees left { ai_charge, 0, widow_reattack_blaster }, { ai_charge, 0, widow_reattack_blaster } // 70 degrees left }; MMOVE_T(widow_move_attack_blaster) = { FRAME_fired02a, FRAME_fired20, widow_frames_attack_blaster, nullptr }; mframe_t widow_frames_attack_post_blaster[] = { { ai_charge }, { ai_charge } }; MMOVE_T(widow_move_attack_post_blaster) = { FRAME_fired21, FRAME_fired22, widow_frames_attack_post_blaster, widow_run }; mframe_t widow_frames_attack_post_blaster_r[] = { { ai_charge, -2 }, { ai_charge, -10 }, { ai_charge, -2 }, { ai_charge }, { ai_charge, 0, widow_start_run_12 } }; MMOVE_T(widow_move_attack_post_blaster_r) = { FRAME_transa01, FRAME_transa05, widow_frames_attack_post_blaster_r, nullptr }; mframe_t widow_frames_attack_post_blaster_l[] = { { ai_charge }, { ai_charge, 14 }, { ai_charge, -2 }, { ai_charge, 10 }, { ai_charge, 10, widow_start_run_12 } }; MMOVE_T(widow_move_attack_post_blaster_l) = { FRAME_transb01, FRAME_transb05, widow_frames_attack_post_blaster_l, nullptr }; extern const mmove_t widow_move_attack_rail; extern const mmove_t widow_move_attack_rail_l; extern const mmove_t widow_move_attack_rail_r; void WidowRail(edict_t *self) { vec3_t start; vec3_t dir; vec3_t forward, right; monster_muzzleflash_id_t flash; AngleVectors(self->s.angles, forward, right, nullptr); if (self->monsterinfo.active_move == &widow_move_attack_rail_l) { flash = MZ2_WIDOW_RAIL_LEFT; } else if (self->monsterinfo.active_move == &widow_move_attack_rail_r) { flash = MZ2_WIDOW_RAIL_RIGHT; } else flash = MZ2_WIDOW_RAIL; start = G_ProjectSource(self->s.origin, monster_flash_offset[flash], forward, right); // calc direction to where we targeted dir = self->pos1 - start; dir.normalize(); monster_fire_railgun(self, start, dir, WIDOW_RAIL_DAMAGE * widow_damage_multiplier, 100, flash); self->timestamp = level.time + RAIL_TIME; } void WidowSaveLoc(edict_t *self) { self->pos1 = self->enemy->s.origin; // save for aiming the shot self->pos1[2] += self->enemy->viewheight; }; void widow_start_rail(edict_t *self) { self->monsterinfo.aiflags |= AI_MANUAL_STEERING; } void widow_rail_done(edict_t *self) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } mframe_t widow_frames_attack_pre_rail[] = { { ai_charge, 0, widow_start_rail }, { ai_charge }, { ai_charge }, { ai_charge, 0, widow_attack_rail } }; MMOVE_T(widow_move_attack_pre_rail) = { FRAME_transc01, FRAME_transc04, widow_frames_attack_pre_rail, nullptr }; mframe_t widow_frames_attack_rail[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, WidowSaveLoc }, { ai_charge, -10, WidowRail }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, widow_rail_done } }; MMOVE_T(widow_move_attack_rail) = { FRAME_firea01, FRAME_firea09, widow_frames_attack_rail, widow_run }; mframe_t widow_frames_attack_rail_r[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, WidowSaveLoc }, { ai_charge, -10, WidowRail }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, widow_rail_done } }; MMOVE_T(widow_move_attack_rail_r) = { FRAME_fireb01, FRAME_fireb09, widow_frames_attack_rail_r, widow_run }; mframe_t widow_frames_attack_rail_l[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, WidowSaveLoc }, { ai_charge, -10, WidowRail }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, widow_rail_done } }; MMOVE_T(widow_move_attack_rail_l) = { FRAME_firec01, FRAME_firec09, widow_frames_attack_rail_l, widow_run }; void widow_attack_rail(edict_t *self) { float enemy_angle; enemy_angle = target_angle(self); if (enemy_angle < -15) M_SetAnimation(self, &widow_move_attack_rail_l); else if (enemy_angle > 15) M_SetAnimation(self, &widow_move_attack_rail_r); else M_SetAnimation(self, &widow_move_attack_rail); } void widow_start_spawn(edict_t *self) { self->monsterinfo.aiflags |= AI_MANUAL_STEERING; } void widow_done_spawn(edict_t *self) { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } mframe_t widow_frames_spawn[] = { { ai_charge }, // 1 { ai_charge }, { ai_charge }, { ai_charge, 0, widow_start_spawn }, { ai_charge }, // 5 { ai_charge, 0, WidowBlaster }, // 6 { ai_charge, 0, widow_ready_spawn }, // 7 { ai_charge, 0, WidowBlaster }, { ai_charge, 0, WidowBlaster }, // 9 { ai_charge, 0, widow_spawn_check }, { ai_charge, 0, WidowBlaster }, // 11 { ai_charge, 0, WidowBlaster }, { ai_charge, 0, WidowBlaster }, // 13 { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, widow_done_spawn } }; MMOVE_T(widow_move_spawn) = { FRAME_spawn01, FRAME_spawn18, widow_frames_spawn, widow_run }; mframe_t widow_frames_pain_heavy[] = { { 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(widow_move_pain_heavy) = { FRAME_pain01, FRAME_pain13, widow_frames_pain_heavy, widow_run }; mframe_t widow_frames_pain_light[] = { { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(widow_move_pain_light) = { FRAME_pain201, FRAME_pain203, widow_frames_pain_light, widow_run }; void spawn_out_start(edict_t *self) { vec3_t startpoint, f, r, u; // gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); AngleVectors(self->s.angles, f, r, u); startpoint = G_ProjectSource2(self->s.origin, beameffects[0], f, r, u); gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_WIDOWBEAMOUT); gi.WriteShort(20001); gi.WritePosition(startpoint); gi.multicast(startpoint, MULTICAST_ALL, false); startpoint = G_ProjectSource2(self->s.origin, beameffects[1], f, r, u); gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_WIDOWBEAMOUT); gi.WriteShort(20002); gi.WritePosition(startpoint); gi.multicast(startpoint, MULTICAST_ALL, false); gi.sound(self, CHAN_VOICE, gi.soundindex("misc/bwidowbeamout.wav"), 1, ATTN_NORM, 0); } void spawn_out_do(edict_t *self) { vec3_t startpoint, f, r, u; AngleVectors(self->s.angles, f, r, u); startpoint = G_ProjectSource2(self->s.origin, beameffects[0], f, r, u); gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_WIDOWSPLASH); gi.WritePosition(startpoint); gi.multicast(startpoint, MULTICAST_ALL, false); startpoint = G_ProjectSource2(self->s.origin, beameffects[1], f, r, u); gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_WIDOWSPLASH); gi.WritePosition(startpoint); gi.multicast(startpoint, MULTICAST_ALL, false); startpoint = self->s.origin; startpoint[2] += 36; gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_BOSSTPORT); gi.WritePosition(startpoint); gi.multicast(startpoint, MULTICAST_PHS, false); Widowlegs_Spawn(self->s.origin, self->s.angles); G_FreeEdict(self); } mframe_t widow_frames_death[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 5 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, spawn_out_start }, // 10 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 15 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 20 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 25 { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, // 30 { ai_move, 0, spawn_out_do } }; MMOVE_T(widow_move_death) = { FRAME_death01, FRAME_death31, widow_frames_death, nullptr }; void widow_attack_kick(edict_t *self) { vec3_t aim = { 100, 0, 4 }; if (self->enemy->groundentity) fire_hit(self, aim, irandom(50, 56), 500); else // not as much kick if they're in the air .. makes it harder to land on her head fire_hit(self, aim, irandom(50, 56), 250); } mframe_t widow_frames_attack_kick[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, widow_attack_kick }, { ai_move }, // 5 { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(widow_move_attack_kick) = { FRAME_kick01, FRAME_kick08, widow_frames_attack_kick, widow_run }; MONSTERINFO_STAND(widow_stand) (edict_t *self) -> void { gi.sound(self, CHAN_WEAPON, gi.soundindex("widow/laugh.wav"), 1, ATTN_NORM, 0); M_SetAnimation(self, &widow_move_stand); } MONSTERINFO_RUN(widow_run) (edict_t *self) -> void { self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &widow_move_stand); else M_SetAnimation(self, &widow_move_run); } MONSTERINFO_WALK(widow_walk) (edict_t *self) -> void { M_SetAnimation(self, &widow_move_walk); } MONSTERINFO_ATTACK(widow_attack) (edict_t *self) -> void { float luck; bool rail_frames = false, blaster_frames = false, blocked = false, anger = false; self->movetarget = nullptr; if (self->monsterinfo.aiflags & AI_BLOCKED) { blocked = true; self->monsterinfo.aiflags &= ~AI_BLOCKED; } if (self->monsterinfo.aiflags & AI_TARGET_ANGER) { anger = true; self->monsterinfo.aiflags &= ~AI_TARGET_ANGER; } if ((!self->enemy) || (!self->enemy->inuse)) return; if (self->bad_area) { if ((frandom() < 0.1f) || (level.time < self->timestamp)) M_SetAnimation(self, &widow_move_attack_pre_blaster); else { gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); M_SetAnimation(self, &widow_move_attack_pre_rail); } return; } // frames FRAME_walk13, FRAME_walk01, FRAME_walk02, FRAME_walk03 are rail gun start frames // frames FRAME_walk09, FRAME_walk10, FRAME_walk11, FRAME_walk12 are spawn & blaster start frames if ((self->s.frame == FRAME_walk13) || ((self->s.frame >= FRAME_walk01) && (self->s.frame <= FRAME_walk03))) rail_frames = true; if ((self->s.frame >= FRAME_walk09) && (self->s.frame <= FRAME_walk12)) blaster_frames = true; WidowCalcSlots(self); // if we can't see the target, spawn stuff regardless of frame if ((self->monsterinfo.attack_state == AS_BLIND) && (M_SlotsLeft(self) >= 2)) { M_SetAnimation(self, &widow_move_spawn); return; } // accept bias towards spawning regardless of frame if (blocked && (M_SlotsLeft(self) >= 2)) { M_SetAnimation(self, &widow_move_spawn); return; } if ((realrange(self, self->enemy) > 300) && (!anger) && (frandom() < 0.5f) && (!blocked)) { M_SetAnimation(self, &widow_move_run_attack); return; } if (blaster_frames) { if (M_SlotsLeft(self) >= 2) { M_SetAnimation(self, &widow_move_spawn); return; } else if (self->monsterinfo.fire_wait + BLASTER_TIME <= level.time) { M_SetAnimation(self, &widow_move_attack_pre_blaster); return; } } if (rail_frames) { if (!(level.time < self->timestamp)) { gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); M_SetAnimation(self, &widow_move_attack_pre_rail); } } if ((rail_frames) || (blaster_frames)) return; luck = frandom(); if (M_SlotsLeft(self) >= 2) { if ((luck <= 0.40f) && (self->monsterinfo.fire_wait + BLASTER_TIME <= level.time)) M_SetAnimation(self, &widow_move_attack_pre_blaster); else if ((luck <= 0.7f) && !(level.time < self->timestamp)) { gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); M_SetAnimation(self, &widow_move_attack_pre_rail); } else M_SetAnimation(self, &widow_move_spawn); } else { if (level.time < self->timestamp) M_SetAnimation(self, &widow_move_attack_pre_blaster); else if ((luck <= 0.50f) || (level.time + BLASTER_TIME >= self->monsterinfo.fire_wait)) { gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); M_SetAnimation(self, &widow_move_attack_pre_rail); } else // holdout to blaster M_SetAnimation(self, &widow_move_attack_pre_blaster); } } void widow_attack_blaster(edict_t *self) { self->monsterinfo.fire_wait = level.time + random_time(1_sec, 3_sec); M_SetAnimation(self, &widow_move_attack_blaster); self->monsterinfo.nextframe = WidowTorso(self); } void widow_reattack_blaster(edict_t *self) { WidowBlaster(self); // if WidowBlaster bailed us out of the frames, just bail if ((self->monsterinfo.active_move == &widow_move_attack_post_blaster_l) || (self->monsterinfo.active_move == &widow_move_attack_post_blaster_r)) return; // if we're not done with the attack, don't leave the sequence if (self->monsterinfo.fire_wait >= level.time) return; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; M_SetAnimation(self, &widow_move_attack_post_blaster); } PAIN(widow_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 5_sec; if (damage < 15) gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0); else if (damage < 75) gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0); else gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0); if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare self->monsterinfo.fire_wait = 0_ms; if (damage >= 15) { if (damage < 75) { if ((skill->integer < 3) && (frandom() < (0.6f - (0.2f * skill->integer)))) { M_SetAnimation(self, &widow_move_pain_light); self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } } else { if ((skill->integer < 3) && (frandom() < (0.75f - (0.1f * skill->integer)))) { M_SetAnimation(self, &widow_move_pain_heavy); self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; } } } } MONSTERINFO_SETSKIN(widow_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; else self->s.skinnum = 0; } void widow_dead(edict_t *self) { self->mins = { -56, -56, 0 }; self->maxs = { 56, 56, 80 }; self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0_ms; gi.linkentity(self); } DIE(widow_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { self->deadflag = true; self->takedamage = false; self->count = 0; self->monsterinfo.quad_time = 0_ms; self->monsterinfo.double_time = 0_ms; self->monsterinfo.invincible_time = 0_ms; M_SetAnimation(self, &widow_move_death); } MONSTERINFO_MELEE(widow_melee) (edict_t *self) -> void { // monster_done_dodge (self); M_SetAnimation(self, &widow_move_attack_kick); } void WidowGoinQuad(edict_t *self, gtime_t time) { self->monsterinfo.quad_time = time; widow_damage_multiplier = 4; } void WidowDouble(edict_t *self, gtime_t time) { self->monsterinfo.double_time = time; widow_damage_multiplier = 2; } void WidowPent(edict_t *self, gtime_t time) { self->monsterinfo.invincible_time = time; } void WidowPowerArmor(edict_t *self) { self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD; // I don't like this, but it works if (self->monsterinfo.power_armor_power <= 0) self->monsterinfo.power_armor_power += 250 * skill->integer; } void WidowRespondPowerup(edict_t *self, edict_t *other) { if (other->s.effects & EF_QUAD) { if (skill->integer == 1) WidowDouble(self, other->client->quad_time); else if (skill->integer == 2) WidowGoinQuad(self, other->client->quad_time); else if (skill->integer == 3) { WidowGoinQuad(self, other->client->quad_time); WidowPowerArmor(self); } } else if (other->s.effects & EF_DOUBLE) { if (skill->integer == 2) WidowDouble(self, other->client->double_time); else if (skill->integer == 3) { WidowDouble(self, other->client->double_time); WidowPowerArmor(self); } } else widow_damage_multiplier = 1; if (other->s.effects & EF_PENT) { if (skill->integer == 1) WidowPowerArmor(self); else if (skill->integer == 2) WidowPent(self, other->client->invincible_time); else if (skill->integer == 3) { WidowPent(self, other->client->invincible_time); WidowPowerArmor(self); } } } void WidowPowerups(edict_t *self) { edict_t *ent; if (!coop->integer) { WidowRespondPowerup(self, self->enemy); } else { // in coop, check for pents, then quads, then doubles for (uint32_t player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent->s.effects & EF_PENT) { WidowRespondPowerup(self, ent); return; } } for (uint32_t player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent->s.effects & EF_QUAD) { WidowRespondPowerup(self, ent); return; } } for (uint32_t player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent->s.effects & EF_DOUBLE) { WidowRespondPowerup(self, ent); return; } } } } MONSTERINFO_CHECKATTACK(Widow_CheckAttack) (edict_t *self) -> bool { if (!self->enemy) return false; WidowPowerups(self); if (self->monsterinfo.active_move == &widow_move_run) { // if we're in run, make sure we're in a good frame for attacking before doing anything else // frames 1,2,3,9,10,11,13 good to fire switch (self->s.frame) { case FRAME_walk04: case FRAME_walk05: case FRAME_walk06: case FRAME_walk07: case FRAME_walk08: case FRAME_walk12: return false; default: break; } } // give a LARGE bias to spawning things when we have room // use AI_BLOCKED as a signal to attack to spawn if ((frandom() < 0.8f) && (M_SlotsLeft(self) >= 2) && (realrange(self, self->enemy) > 150)) { self->monsterinfo.aiflags |= AI_BLOCKED; self->monsterinfo.attack_state = AS_MISSILE; return true; } return M_CheckAttack_Base(self, 0.4f, 0.8f, 0.7f, 0.6f, 0.5f, 0.f); } MONSTERINFO_BLOCKED(widow_blocked) (edict_t *self, float dist) -> bool { // if we get blocked while we're in our run/attack mode, turn on a meaningless (in this context)AI flag, // and call attack to get a new attack sequence. make sure to turn it off when we're done. // // I'm using AI_TARGET_ANGER for this purpose if (self->monsterinfo.active_move == &widow_move_run_attack) { self->monsterinfo.aiflags |= AI_TARGET_ANGER; if (self->monsterinfo.checkattack(self)) self->monsterinfo.attack(self); else self->monsterinfo.run(self); return true; } return false; } void WidowCalcSlots(edict_t *self) { switch (skill->integer) { case 0: case 1: self->monsterinfo.monster_slots = 3; break; case 2: self->monsterinfo.monster_slots = 4; break; case 3: self->monsterinfo.monster_slots = 6; break; default: self->monsterinfo.monster_slots = 3; break; } if (coop->integer) { self->monsterinfo.monster_slots = min(6, self->monsterinfo.monster_slots + (skill->integer * (CountPlayers() - 1))); } } void WidowPrecache() { // cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs gi.soundindex("stalker/pain.wav"); gi.soundindex("stalker/death.wav"); gi.soundindex("stalker/sight.wav"); gi.soundindex("stalker/melee1.wav"); gi.soundindex("stalker/melee2.wav"); gi.soundindex("stalker/idle.wav"); gi.soundindex("tank/tnkatck3.wav"); gi.modelindex("models/objects/laser/tris.md2"); gi.modelindex("models/monsters/stalker/tris.md2"); gi.modelindex("models/items/spawngro3/tris.md2"); gi.modelindex("models/objects/gibs/sm_metal/tris.md2"); gi.modelindex("models/objects/gibs/gear/tris.md2"); gi.modelindex("models/monsters/blackwidow/gib1/tris.md2"); gi.modelindex("models/monsters/blackwidow/gib2/tris.md2"); gi.modelindex("models/monsters/blackwidow/gib3/tris.md2"); gi.modelindex("models/monsters/blackwidow/gib4/tris.md2"); gi.modelindex("models/monsters/blackwidow2/gib1/tris.md2"); gi.modelindex("models/monsters/blackwidow2/gib2/tris.md2"); gi.modelindex("models/monsters/blackwidow2/gib3/tris.md2"); gi.modelindex("models/monsters/blackwidow2/gib4/tris.md2"); gi.modelindex("models/monsters/legs/tris.md2"); gi.soundindex("misc/bwidowbeamout.wav"); gi.soundindex("misc/bigtele.wav"); gi.soundindex("widow/bwstep3.wav"); gi.soundindex("widow/bwstep2.wav"); gi.soundindex("widow/bwstep1.wav"); } /*QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight */ void SP_monster_widow(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } sound_pain1.assign("widow/bw1pain1.wav"); sound_pain2.assign("widow/bw1pain2.wav"); sound_pain3.assign("widow/bw1pain3.wav"); sound_rail.assign("gladiator/railgun.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/blackwidow/tris.md2"); self->mins = { -40, -40, 0 }; self->maxs = { 40, 40, 144 }; self->health = (2000 + 1000 * skill->integer) * st.health_multiplier; if (coop->integer) self->health += 500 * skill->integer; self->gib_health = -5000; self->mass = 1500; if (skill->integer == 3) { if (!st.was_key_specified("power_armor_type")) self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD; if (!st.was_key_specified("power_armor_power")) self->monsterinfo.power_armor_power = 500; } self->yaw_speed = 30; self->flags |= FL_IMMUNE_LASER; self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; self->pain = widow_pain; self->die = widow_die; self->monsterinfo.melee = widow_melee; self->monsterinfo.stand = widow_stand; self->monsterinfo.walk = widow_walk; self->monsterinfo.run = widow_run; self->monsterinfo.attack = widow_attack; self->monsterinfo.search = widow_search; self->monsterinfo.checkattack = Widow_CheckAttack; self->monsterinfo.sight = widow_sight; self->monsterinfo.setskin = widow_setskin; self->monsterinfo.blocked = widow_blocked; gi.linkentity(self); M_SetAnimation(self, &widow_move_stand); self->monsterinfo.scale = MODEL_SCALE; WidowPrecache(); WidowCalcSlots(self); widow_damage_multiplier = 1; walkmonster_start(self); }