📄 m_gladiator.pas
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{----------------------------------------------------------------------------}
{ }
{ File(s): m_gladiator.h }
{ }
{ Initial conversion by : Ben Watt (ben@delphigamedev.com) }
{ Initial conversion on : 07 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 }
{----------------------------------------------------------------------------}
{
==============================================================================
GLADIATOR
==============================================================================
}
unit m_gladiator;
interface
const MODEL_SCALE = 1.000000;
var
sound_pain1,
sound_pain2,
sound_die,
sound_gun,
sound_cleaver_swing,
sound_cleaver_hit,
sound_cleaver_miss,
sound_idle,
sound_search,
sound_sight : Integer;
{$I g_local.inc}
{$I m_gladiator.inc}
procedure gladiator_idle(self : edict_t);
begin
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
end;
procedure gladiator_sight(self, other : edict_t);
begin
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
end;
procedure gladiator_search(self : edict_t);
begin
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
end;
procedure gladiator_cleaver_swing(self : edict_t);
begin
gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
end;
const
gladiator_frames_stand : Array[0..6] 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));
gladiator_move_stand : mmove_t =
(firstframe:FRAME_stand1; lastframe:FRAME_stand7; frame:gladiator_frames_stand; endfunc:nil);
procedure gladiator_stand(self : edict_t);
begin
self.monsterinfo.currentmove := gladiator_move_stand;
end;
const
gladiator_frames_walk : Array[0..15] of mframe_t =
((aifunc:ai_walk; dist:15; thinkfunc:nil),
(aifunc:ai_walk; dist:7; thinkfunc:nil),
(aifunc:ai_walk; dist:6; thinkfunc:nil),
(aifunc:ai_walk; dist:5; thinkfunc:nil),
(aifunc:ai_walk; dist:2; thinkfunc:nil),
(aifunc:ai_walk; dist:0; thinkfunc:nil),
(aifunc:ai_walk; dist:2; thinkfunc:nil),
(aifunc:ai_walk; dist:8; thinkfunc:nil),
(aifunc:ai_walk; dist:12; thinkfunc:nil),
(aifunc:ai_walk; dist:8; thinkfunc:nil),
(aifunc:ai_walk; dist:5; thinkfunc:nil),
(aifunc:ai_walk; dist:5; thinkfunc:nil),
(aifunc:ai_walk; dist:2; thinkfunc:nil),
(aifunc:ai_walk; dist:2; thinkfunc:nil),
(aifunc:ai_walk; dist:1; thinkfunc:nil),
(aifunc:ai_walk; dist:8; thinkfunc:nil));
gladiator_move_walk : mmove_t =
(firstframe:FRAME_walk1; lastframe:FRAME_walk16; frame:gladiator_frames_walk; endfunc:nil);
procedure gladiator_walk(self : edict_t);
begin
self.monsterinfo.currentmove := gladiator_move_walk;
end;
const
gladiator_frames_run : Array[0..5] of mframe_t =
((aifunc:ai_run; dist:23; thinkfunc:nil),
(aifunc:ai_run; dist:14; thinkfunc:nil),
(aifunc:ai_run; dist:14; thinkfunc:nil),
(aifunc:ai_run; dist:21; thinkfunc:nil),
(aifunc:ai_run; dist:12; thinkfunc:nil),
(aifunc:ai_run; dist:13; thinkfunc:nil));
gladiator_move_run : mmove_t =
(firstframe:FRAME_run1; lastframe:FRAME_run6; frame:gladiator_frames_run; endfunc:nil);
procedure gladiator_run(self : edict_t);
begin
if (self.monsterinfo.aiflags and AI_STAND_GROUND) then
self.monsterinfo.currentmove := gladiator_move_stand
else
self.monsterinfo.currentmove := gladiator_move_run;
end;
procedure GaldiatorMelee(self : edict_t);
var
aim : vec3_t;
begin
VectorSet(aim, MELEE_DISTANCE, self.mins[0], -4);
if (fire_hit(self, aim, (20 + (random(5))), 300)) then
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);
end;
const
gladiator_frames_attack_melee : Array[0..16] of mframe_t =
((aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:gladiator_cleaver_swing),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:GaldiatorMelee),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:gladiator_cleaver_swing),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:GaldiatorMelee),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil));
gladiator_move_attack_melee : mmove_t =
(firstframe:FRAME_melee1; lastframe:FRAME_melee17; frame:gladiator_frames_attack_melee; endfunc:gladiator_run);
procedure gladiator_melee(self : edict_t);
begin
self.monsterinfo.currentmove := gladiator_move_attack_melee;
end;
procedure GladiatorGun(self : edict_t);
var
start : vec3_t;
dir : vec3_t;
fwrd, right : vec3_t;
begin
AngleVectors(self.s.angles, fwrd, right, nil);
G_ProjectSource(self.s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], fwrd, right, start);
// calc direction to where we targted
VectorSubtract(self.pos1, start, dir);
VectorNormalize(dir);
monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
end;
const
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