// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== GLADIATOR ============================================================================== */ #include "g_local.h" #include "m_gladiator.h" #include "m_flash.h" static cached_soundindex sound_pain1; static cached_soundindex sound_pain2; static cached_soundindex sound_die; static cached_soundindex sound_die2; static cached_soundindex sound_gun; static cached_soundindex sound_gunb; static cached_soundindex sound_cleaver_swing; static cached_soundindex sound_cleaver_hit; static cached_soundindex sound_cleaver_miss; static cached_soundindex sound_idle; static cached_soundindex sound_search; static cached_soundindex sound_sight; MONSTERINFO_IDLE(gladiator_idle) (edict_t *self) -> void { gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } MONSTERINFO_SIGHT(gladiator_sight) (edict_t *self, edict_t *other) -> void { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } MONSTERINFO_SEARCH(gladiator_search) (edict_t *self) -> void { gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void gladiator_cleaver_swing(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); } mframe_t gladiator_frames_stand[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand } }; MMOVE_T(gladiator_move_stand) = { FRAME_stand1, FRAME_stand7, gladiator_frames_stand, nullptr }; MONSTERINFO_STAND(gladiator_stand) (edict_t *self) -> void { M_SetAnimation(self, &gladiator_move_stand); } mframe_t gladiator_frames_walk[] = { { ai_walk, 15 }, { ai_walk, 7 }, { ai_walk, 6 }, { ai_walk, 5 }, { ai_walk, 2, monster_footstep }, { ai_walk }, { ai_walk, 2 }, { ai_walk, 8 }, { ai_walk, 12 }, { ai_walk, 8 }, { ai_walk, 5 }, { ai_walk, 5 }, { ai_walk, 2, monster_footstep }, { ai_walk, 2 }, { ai_walk, 1 }, { ai_walk, 8 } }; MMOVE_T(gladiator_move_walk) = { FRAME_walk1, FRAME_walk16, gladiator_frames_walk, nullptr }; MONSTERINFO_WALK(gladiator_walk) (edict_t *self) -> void { M_SetAnimation(self, &gladiator_move_walk); } mframe_t gladiator_frames_run[] = { { ai_run, 23 }, { ai_run, 14 }, { ai_run, 14, monster_footstep }, { ai_run, 21 }, { ai_run, 12 }, { ai_run, 13, monster_footstep } }; MMOVE_T(gladiator_move_run) = { FRAME_run1, FRAME_run6, gladiator_frames_run, nullptr }; MONSTERINFO_RUN(gladiator_run) (edict_t *self) -> void { if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &gladiator_move_stand); else M_SetAnimation(self, &gladiator_move_run); } void GladiatorMelee(edict_t *self) { vec3_t aim = { MELEE_DISTANCE, self->mins[0], -4 }; if (fire_hit(self, aim, irandom(20, 25), 300)) gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); else { gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); self->monsterinfo.melee_debounce_time = level.time + 1.5_sec; } } mframe_t gladiator_frames_attack_melee[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, gladiator_cleaver_swing }, { ai_charge }, { ai_charge, 0, GladiatorMelee }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, gladiator_cleaver_swing }, { ai_charge }, { ai_charge }, { ai_charge, 0, GladiatorMelee }, { ai_charge }, { ai_charge } }; MMOVE_T(gladiator_move_attack_melee) = { FRAME_melee3, FRAME_melee16, gladiator_frames_attack_melee, gladiator_run }; MONSTERINFO_MELEE(gladiator_melee) (edict_t *self) -> void { M_SetAnimation(self, &gladiator_move_attack_melee); } void GladiatorGun(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_GLADIATOR_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_GLADIATOR_RAILGUN_1); } mframe_t gladiator_frames_attack_gun[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, GladiatorGun }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, monster_footstep }, { ai_charge } }; MMOVE_T(gladiator_move_attack_gun) = { FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run }; // RAFAEL void gladbGun(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_GLADIATOR_RAILGUN_1], forward, right); // calc direction to where we targeted dir = self->pos1 - start; dir.normalize(); int damage = 35; int radius_damage = 45; if (self->s.frame > FRAME_attack3) { damage /= 2; radius_damage /= 2; } fire_plasma(self, start, dir, damage, 725, radius_damage, radius_damage); // save for aiming the shot self->pos1 = self->enemy->s.origin; self->pos1[2] += self->enemy->viewheight; } void gladbGun_check(edict_t *self) { if (skill->integer == 3) gladbGun(self); } mframe_t gladb_frames_attack_gun[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, gladbGun }, { ai_charge }, { ai_charge }, { ai_charge, 0, gladbGun }, { ai_charge }, { ai_charge }, { ai_charge, 0, gladbGun_check } }; MMOVE_T(gladb_move_attack_gun) = { FRAME_attack1, FRAME_attack9, gladb_frames_attack_gun, gladiator_run }; // RAFAEL MONSTERINFO_ATTACK(gladiator_attack) (edict_t *self) -> void { float range; vec3_t v; // a small safe zone v = self->s.origin - self->enemy->s.origin; range = v.length(); if (range <= (MELEE_DISTANCE + 32) && self->monsterinfo.melee_debounce_time <= level.time) return; else if (!M_CheckClearShot(self, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1])) return; // charge up the railgun self->pos1 = self->enemy->s.origin; // save for aiming the shot self->pos1[2] += self->enemy->viewheight; // RAFAEL if (self->style == 1) { gi.sound(self, CHAN_WEAPON, sound_gunb, 1, ATTN_NORM, 0); M_SetAnimation(self, &gladb_move_attack_gun); } else { // RAFAEL gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0); M_SetAnimation(self, &gladiator_move_attack_gun); // RAFAEL } // RAFAEL } mframe_t gladiator_frames_pain[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(gladiator_move_pain) = { FRAME_pain2, FRAME_pain5, gladiator_frames_pain, gladiator_run }; mframe_t gladiator_frames_pain_air[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(gladiator_move_pain_air) = { FRAME_painup2, FRAME_painup6, gladiator_frames_pain_air, gladiator_run }; PAIN(gladiator_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { if (level.time < self->pain_debounce_time) { if ((self->velocity[2] > 100) && (self->monsterinfo.active_move == &gladiator_move_pain)) M_SetAnimation(self, &gladiator_move_pain_air); return; } self->pain_debounce_time = level.time + 3_sec; if (frandom() < 0.5f) gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare if (self->velocity[2] > 100) M_SetAnimation(self, &gladiator_move_pain_air); else M_SetAnimation(self, &gladiator_move_pain); } MONSTERINFO_SETSKIN(gladiator_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; else self->s.skinnum &= ~1; } void gladiator_dead(edict_t *self) { self->mins = { -16, -16, -24 }; self->maxs = { 16, 16, -8 }; monster_dead(self); } static void gladiator_shrink(edict_t *self) { self->maxs[2] = 0; self->svflags |= SVF_DEADMONSTER; gi.linkentity(self); } mframe_t gladiator_frames_death[] = { { ai_move }, { ai_move }, { ai_move, 0, gladiator_shrink }, { ai_move, 0, monster_footstep }, { 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(gladiator_move_death) = { FRAME_death2, FRAME_death22, gladiator_frames_death, gladiator_dead }; DIE(gladiator_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { // check for gib if (M_CheckGib(self, mod)) { gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); self->s.skinnum /= 2; ThrowGibs(self, damage, { { 2, "models/objects/gibs/bone/tris.md2" }, { 2, "models/objects/gibs/sm_meat/tris.md2" }, { 2, "models/monsters/gladiatr/gibs/thigh.md2", GIB_SKINNED }, { "models/monsters/gladiatr/gibs/larm.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/gladiatr/gibs/rarm.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/gladiatr/gibs/chest.md2", GIB_SKINNED }, { "models/monsters/gladiatr/gibs/head.md2", GIB_SKINNED | GIB_HEAD } }); self->deadflag = true; return; } if (self->deadflag) return; // regular death gi.sound(self, CHAN_BODY, sound_die, 1, ATTN_NORM, 0); if (brandom()) gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); self->deadflag = true; self->takedamage = true; M_SetAnimation(self, &gladiator_move_death); } //=========== // PGM MONSTERINFO_BLOCKED(gladiator_blocked) (edict_t *self, float dist) -> bool { if (blocked_checkplat(self, dist)) return true; return false; } // PGM //=========== /*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight */ void SP_monster_gladiator(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } sound_pain1.assign("gladiator/pain.wav"); sound_pain2.assign("gladiator/gldpain2.wav"); sound_die.assign("gladiator/glddeth2.wav"); sound_die2.assign("gladiator/death.wav"); sound_cleaver_swing.assign("gladiator/melee1.wav"); sound_cleaver_hit.assign("gladiator/melee2.wav"); sound_cleaver_miss.assign("gladiator/melee3.wav"); sound_idle.assign("gladiator/gldidle1.wav"); sound_search.assign("gladiator/gldsrch1.wav"); sound_sight.assign("gladiator/sight.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2"); gi.modelindex("models/monsters/gladiatr/gibs/chest.md2"); gi.modelindex("models/monsters/gladiatr/gibs/head.md2"); gi.modelindex("models/monsters/gladiatr/gibs/larm.md2"); gi.modelindex("models/monsters/gladiatr/gibs/rarm.md2"); gi.modelindex("models/monsters/gladiatr/gibs/thigh.md2"); // RAFAEL if (strcmp(self->classname, "monster_gladb") == 0) { sound_gunb.assign("weapons/plasshot.wav"); self->health = 250 * st.health_multiplier; self->mass = 350; 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 = 250; self->s.skinnum = 2; self->style = 1; self->monsterinfo.weapon_sound = gi.soundindex("weapons/phaloop.wav"); } else { // RAFAEL sound_gun.assign("gladiator/railgun.wav"); self->health = 400 * st.health_multiplier; self->mass = 400; // RAFAEL self->monsterinfo.weapon_sound = gi.soundindex("weapons/rg_hum.wav"); } // RAFAEL self->gib_health = -175; self->mins = { -32, -32, -24 }; self->maxs = { 32, 32, 42 }; self->pain = gladiator_pain; self->die = gladiator_die; self->monsterinfo.stand = gladiator_stand; self->monsterinfo.walk = gladiator_walk; self->monsterinfo.run = gladiator_run; self->monsterinfo.dodge = nullptr; self->monsterinfo.attack = gladiator_attack; self->monsterinfo.melee = gladiator_melee; self->monsterinfo.sight = gladiator_sight; self->monsterinfo.idle = gladiator_idle; self->monsterinfo.search = gladiator_search; self->monsterinfo.blocked = gladiator_blocked; // PGM self->monsterinfo.setskin = gladiator_setskin; gi.linkentity(self); M_SetAnimation(self, &gladiator_move_stand); self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); } // // monster_gladb // RAFAEL // /*QUAKED monster_gladb (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight */ void SP_monster_gladb(edict_t *self) { SP_monster_gladiator(self); }