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📄 m_boss2.c

📁 Quake 2 Source code for students by Theerthan You can also download from idsoftwares.com
💻 C
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/*
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.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
/*
==============================================================================

boss2

==============================================================================
*/

#include "g_local.h"
#include "m_boss2.h"

void BossExplode (edict_t *self);

qboolean infront (edict_t *self, edict_t *other);

static int	sound_pain1;
static int	sound_pain2;
static int	sound_pain3;
static int	sound_death;
static int	sound_search1;

void boss2_search (edict_t *self)
{
	if (random() < 0.5)
		gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
}

void boss2_run (edict_t *self);
void boss2_stand (edict_t *self);
void boss2_dead (edict_t *self);
void boss2_attack (edict_t *self);
void boss2_attack_mg (edict_t *self);
void boss2_reattack_mg (edict_t *self);
void boss2_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);

void Boss2Rocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;

	AngleVectors (self->s.angles, forward, right, NULL);

//1
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
	VectorCopy (self->enemy->s.origin, vec);
	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], forward, right, start);
	VectorCopy (self->enemy->s.origin, vec);
	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], forward, right, start);
	VectorCopy (self->enemy->s.origin, vec);
	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], forward, right, start);
	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
}	

void boss2_firebullet_right (edict_t *self)
{
	vec3_t	forward, right, target;
	vec3_t	start;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_R1], forward, right, start);

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

	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_R1);
}	

void boss2_firebullet_left (edict_t *self)
{
	vec3_t	forward, right, target;
	vec3_t	start;
	
	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_MACHINEGUN_L1], forward, right, start);

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

	target[2] += self->enemy->viewheight;
	VectorSubtract (target, start, forward);
	VectorNormalize (forward);

	monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_BOSS2_MACHINEGUN_L1);
}	

void Boss2MachineGun (edict_t *self)
{
/*	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		flash_number;

	AngleVectors (self->s.angles, forward, right, NULL);

	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] += 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);
}	


mframe_t boss2_frames_stand [] =
{
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL
};
mmove_t	boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};

mframe_t boss2_frames_fidget [] =
{
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL,
	ai_stand, 0, NULL
};
mmove_t boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};

mframe_t boss2_frames_walk [] =
{
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL,
	ai_walk,	8,	NULL
};
mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};


mframe_t boss2_frames_run [] =
{
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL,
	ai_run,	8,	NULL
};
mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};

mframe_t boss2_frames_attack_pre_mg [] =
{
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	boss2_attack_mg
};
mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};


// Loop this
mframe_t boss2_frames_attack_mg [] =
{
	ai_charge,	1,	Boss2MachineGun,
	ai_charge,	1,	Boss2MachineGun,
	ai_charge,	1,	Boss2MachineGun,
	ai_charge,	1,	Boss2MachineGun,
	ai_charge,	1,	Boss2MachineGun,
	ai_charge,	1,	boss2_reattack_mg
};
mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};

mframe_t boss2_frames_attack_post_mg [] =
{
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL
};
mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};

mframe_t boss2_frames_attack_rocket [] =
{
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_move,	-20,	Boss2Rocket,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL,
	ai_charge,	1,	NULL
};
mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};

mframe_t boss2_frames_pain_heavy [] =
{
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,

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