⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 m_boss2.pas

📁 雷神之锤2(Quake2)Delphi源码
💻 PAS
📖 第 1 页 / 共 2 页
字号:
{----------------------------------------------------------------------------}
{                                                                            }
{ File(s): m_boss2.h                                                         }
{                                                                            }
{ Initial conversion by : Ben Watt (ben@delphigamedev.com)                   }
{ Initial conversion on : 05-March-2002                                        }
{                                                                            }
{ This File contains part of convertion of Quake2 source to ObjectPascal.    }
{ More information about this project can be found at:                       }
{ http://www.sulaco.co.za/quake2/                                            }
{                                                                            }
{ Copyright (C) 1997-2001 Id Software, Inc.                                  }
{                                                                            }
{ This program is free software; you can redistribute it and/or              }
{ modify it under the terms of the GNU General Public License                }
{ as published by the Free Software Foundation; either version 2             }
{ of the License, or (at your option) any later version.                     }
{                                                                            }
{ This program is distributed in the hope that it will be useful,            }
{ but WITHOUT ANY WARRANTY; without even the implied warranty of             }
{ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.                       }
{                                                                            }
{ See the GNU General Public License for more details.                       }
{                                                                            }
{----------------------------------------------------------------------------}
{ Updated on :                                                               }
{ Updated by :                                                               }
{                                                                            }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on:                               }
{ 1.) g_local.h and game.h                                                   }
{----------------------------------------------------------------------------}
{ * TODO:                                                                    }
{ 1.) test compilation with the above two units                              }
{----------------------------------------------------------------------------}
{
==============================================================================

boss2

==============================================================================
}

unit m_boss2;

interface

const MODEL_SCALE     = 1.000000;

var
  sound_pain1,
  sound_pain2,
  sound_pain3,
  sound_death,
  sound_search1 : Integer;

{$I g_local.inc}
{$I m_boss2.inc}

function infront(self, other : edict_t): qboolean;

procedure boss2_search(self : edict_t);
begin
  if (random() < 0.5) then
    gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
end;

procedure Boss2Rocket(self : edict_t);
var
  fwrd, right : vec3_t;
  start       : vec3_t;
  dir         : vec3_t;
  vec         : vec3_t;
begin
  AngleVectors(self.s.angles, fwrd, right, nil);

//1
  G_ProjectSource(self.s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], fwrd, right, start);
  VectorCopy(self.enemy.s.origin, vec);
  vec[2] := vec[2] + self.enemy.viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);

//2
  G_ProjectSource(self.s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], fwrd, right, start);
  VectorCopy(self.enemy.s.origin, vec);
  vec[2] := vec[2] + self.enemy.viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);

//3
  G_ProjectSource(self.s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], fwrd, right, start);
  VectorCopy(self.enemy.s.origin, vec);
  vec[2] := vec[2] + self.enemy.viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);

//4
  G_ProjectSource(self.s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], fwrd, right, start);
  VectorCopy(self.enemy.s.origin, vec);
  vec[2] := vec[2] + self.enemy.viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
end;

procedure boss2_firebullet_right(self : edict_t);
var
  fwrd, right, target : vec3_t;
  start               : vec3_t;
begin
  AngleVectors(self.s.angles, fwrd, right, nil);
  G_ProjectSource(self.s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], fwrd, right, start);

  VectorMA(self.enemy.s.origin, -0.2, self.enemy.velocity, target);
  target[2] := target[2] + self.enemy.viewheight;
  VectorSubtract(target, start, fwrd);
  VectorNormalize(fwrd);

  monster_fire_bullet(self, start, fwrd, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
end;

procedure boss2_firebullet_left(self : edict_t);
var
  fwrd, right, target : vec3_t;
  start               : vec3_t;
begin
  AngleVectors(self.s.angles, fwrd, right, nil);
  G_ProjectSource(self.s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], fwrd, right, start);

  VectorMA(self.enemy.s.origin, -0.2, self.enemy.velocity, target);

  target[2] := target[2] + self.enemy.viewheight;
  VectorSubtract(target, start, fwrd);
  VectorNormalize(fwrd);

  monster_fire_bullet(self, start, fwrd, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
end;

procedure Boss2MachineGun(self : edict_t);
{var
  fwrd, right  : vec3_t;
  start        : vec3_t;
  dir          : vec3_t;
  vec          : vec3_t;
  flash_number : integer; }
begin
{ AngleVectors(self.s.angles, forward, right, nil);

  flash_number := MZ2_BOSS2_MACHINEGUN_1 + (self.s.frame - FRAME_attack10);
  G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], forward, right, start);

  VectorCopy(self.enemy.s.origin, vec);
  vec[2] := vec[2] + self.enemy.viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_bullet(self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
  boss2_firebullet_left(self);
  boss2_firebullet_right(self);
end;

const
  boss2_frames_stand : Array[0..20] of mframe_t =
    ((aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil));

  boss2_move_stand : mmove_t =
    (firstframe:FRAME_stand30; lastframe:FRAME_stand50; frame:boss2_frames_stand; endfunc:nil);

  boss2_frames_fidget : Array[0..29] of mframe_t =
    ((aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil));

  boss2_move_fidget : mmove_t =
    (firstframe:FRAME_stand1; lastframe:FRAME_stand30; frame:boss2_frames_fidget; endfunc:nil);

  boss2_frames_walk : Array[0..19] of mframe_t =
    ((aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil),
     (aifunc:ai_walk; dist:8; thinkfunc:nil));

  boss2_move_walk : mmove_t =
    (firstframe:FRAME_walk1; lastframe:FRAME_walk20; frame:boss2_frames_walk; endfunc:nil);

  boss2_frames_run : Array[0..19] of mframe_t =
    ((aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil),
     (aifunc:ai_run; dist:8; thinkfunc:nil));

  boss2_move_run : mmove_t =
    (firstframe:FRAME_walk1; lastframe:FRAME_walk20; frame:boss2_frames_run; endfunc:nil);

  boss2_frames_attack_pre_mg : Array[0..8] of mframe_t =
    ((aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:boss2_attack_mg));

  boss2_move_attack_pre_mg : mmove_t =
    (firstframe:FRAME_attack1; lastframe:FRAME_attack9; frame:boss2_frames_attack_pre_mg; endfunc:nil);

  // Loop this
  boss2_frames_attack_mg : Array[0..5] of mframe_t =
    ((aifunc:ai_charge; dist:1; thinkfunc:Boss2MachineGun),
     (aifunc:ai_charge; dist:1; thinkfunc:Boss2MachineGun),
     (aifunc:ai_charge; dist:1; thinkfunc:Boss2MachineGun),
     (aifunc:ai_charge; dist:1; thinkfunc:Boss2MachineGun),
     (aifunc:ai_charge; dist:1; thinkfunc:Boss2MachineGun),
     (aifunc:ai_charge; dist:1; thinkfunc:boss2_reattack_mg));

  boss2_move_attack_mg : mmove_t =
    (firstframe:FRAME_attack10; lastframe:FRAME_attack15; frame:boss2_frames_attack_mg; endfunc:nil);

  boss2_frames_attack_post_mg : Array[0..3] of mframe_t =
    ((aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil));

  boss2_move_attack_post_mg : mmove_t =
    (firstframe:FRAME_attack16; lastframe:FRAME_attack19; frame:boss2_frames_attack_post_mg; endfunc:boss2_run);

  boss2_frames_attack_rocket : Array[0..20] of mframe_t =
    ((aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_move; dist:-20; thinkfunc:Boss2Rocket),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil),
     (aifunc:ai_charge; dist:1; thinkfunc:nil));

  boss2_move_attack_rocket : mmove_t =
    (firstframe:FRAME_attack20; lastframe:FRAME_attack40; frame:boss2_frames_attack_rocket; endfunc:boss2_run);

  boss2_frames_pain_heavy : Array[0..17] of mframe_t =
    ((aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -