Files
quake2-rerelease-dll/rerelease/rogue/m_rogue_widow.cpp
2023-10-03 14:43:06 -04:00

1305 lines
33 KiB
C++

// 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<monster_muzzleflash_id_t>(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<monster_muzzleflash_id_t>(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<monster_muzzleflash_id_t>(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);
}