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📄 m_gladiator.pas

📁 雷神之锤2(Quake2)Delphi源码
💻 PAS
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  gladiator_frames_attack_gun : Array[0..8] 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:GladiatorGun),
     (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:nil));

  gladiator_move_attack_gun : mmove_t =
    (firstframe:FRAME_attack1; lastframe:FRAME_attack9; frame:gladiator_frames_attack_gun; endfunc:gladiator_run);

procedure gladiator_attack(self : edict_t);
var
  range : single;
  v     : vec3_t;
begin
  // a small safe zone
  VectorSubtract(self.s.origin, self.enemy.s.origin, v);
  range := VectorLength(v);
  if(range <= (MELEE_DISTANCE + 32)) then
    exit;

  // charge up the railgun
  gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
  VectorCopy(self.enemy.s.origin, self.pos1);	//save for aiming the shot
  self.pos1[2] := self.pos1[2] + self.enemy.viewheight;
  self.monsterinfo.currentmove := gladiator_move_attack_gun;
end;

const
  gladiator_frames_pain : Array[0..5] 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),
     (aifunc:ai_move; dist:0; thinkfunc:nil));

  gladiator_move_pain : mmove_t =
    (firstframe:FRAME_pain1; lastframe:FRAME_pain6; frame:gladiator_frames_pain; endfunc:gladiator_run);

  gladiator_frames_pain_air : Array[0..6] 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),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil));

  gladiator_move_pain_air : mmove_t =
    (firstframe:FRAME_painup1; lastframe:FRAME_painup7; frame:gladiator_frames_pain_air; endfunc:gladiator_run);

procedure gladiator_pain(self, other : edict_t; kick : single; damage : integer);
begin
  if (self.health < (self.max_health / 2)) then
    self.s.skinnum = 1;

  if (level.time < self.pain_debounce_time) then
  begin
    if ((self.velocity[2] > 100) and (self.monsterinfo.currentmove = gladiator_move_pain))
      self.monsterinfo.currentmove := gladiator_move_pain_air;
    exit;
  end;

  self.pain_debounce_time := level.time + 3;

  if (random() < 0.5) then
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);

  if skill.value = 3 then
    exit;		// no pain anims in nightmare

  if (self.velocity[2] > 100) then
    self.monsterinfo.currentmove := gladiator_move_pain_air;
  else
    self.monsterinfo.currentmove := gladiator_move_pain;
end;

procedure gladiator_dead(self : edict_t);
begin
  VectorSet(self.mins, -16, -16, -24);
  VectorSet(self.maxs, 16, 16, -8);
  self.movetype := MOVETYPE_TOSS;
  self.svflags := self.svflags or SVF_DEADMONSTER;
  self.nextthink := 0;
  gi.linkentity(self);
end;

const
  gladiator_frames_death : Array[0..21] 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),
     (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),
     (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),
     (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),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil));

  gladiator_move_death : mmove_t =
    (firstframe:FRAME_death1; lastframe:FRAME_death22; frame:gladiator_frames_death; endfunc:gladiator_dead);

procedure gladiator_die(self, inflictor, attacker : edict_t; damage : integer; point : vec3_t);
var
  n : integer;
begin
  // check for gib
  if (self.health <= self.gib_health) then
  begin
    gi.sound(self, CHAN_VOICE, gi.soundindex('misc/udeath.wav'), 1, ATTN_NORM, 0);
    for n := 0 to 1 do
      ThrowGib(self, 'models/objects/gibs/bone/tris.md2', damage, GIB_ORGANIC);
    for n := 0 to 3 do
      ThrowGib(self, 'models/objects/gibs/sm_meat/tris.md2', damage, GIB_ORGANIC);
    ThrowHead(self, 'models/objects/gibs/head2/tris.md2', damage, GIB_ORGANIC);
    self.deadflag := DEAD_DEAD;
    exit;
  end;

  if self.deadflag = DEAD_DEAD then
    exit;

  // regular death
  gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
  self.deadflag   := DEAD_DEAD;
  self.takedamage := DAMAGE_YES;

  self.monsterinfo.currentmove := gladiator_move_death;
end;


{QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
}
procedure SP_monster_gladiator(self : edict_t);
begin
  if (deathmatch.value) then
  begin
    G_FreeEdict(self);
    exit;
  end;

  sound_pain1         := gi.soundindex('gladiator/pain.wav');
  sound_pain2         := gi.soundindex('gladiator/gldpain2.wav');
  sound_die           := gi.soundindex('gladiator/glddeth2.wav');
  sound_gun           := gi.soundindex('gladiator/railgun.wav');
  sound_cleaver_swing := gi.soundindex('gladiator/melee1.wav');
  sound_cleaver_hit   := gi.soundindex('gladiator/melee2.wav');
  sound_cleaver_miss  := gi.soundindex('gladiator/melee3.wav');
  sound_idle          := gi.soundindex('gladiator/gldidle1.wav');
  sound_search        := gi.soundindex('gladiator/gldsrch1.wav');
  sound_sight         := gi.soundindex('gladiator/sight.wav');

  self.movetype := MOVETYPE_STEP;
  self.solid := SOLID_BBOX;
  self.s.modelindex := gi.modelindex('models/monsters/gladiatr/tris.md2');
  VectorSet(self.mins, -32, -32, -24);
  VectorSet(self.maxs, 32, 32, 64);

  self.health     :=  400;
  self.gib_health := -175;
  self.mass       :=  400;

  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  := nil;
  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;

  gi.linkentity(self);
  self.monsterinfo.currentmove := gladiator_move_stand;
  self.monsterinfo.scale       := MODEL_SCALE;

  walkmonster_start(self);
end;

end.

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