⭐ 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_boss31.c

📁 Quake 2 Source code for students by Theerthan You can also download from idsoftwares.com
💻 C
📖 第 1 页 / 共 2 页
字号:
	ai_charge,	0,	jorg_firebullet,
	ai_charge,	0,	jorg_firebullet,
	ai_charge,	0,	jorg_firebullet,
	ai_charge,	0,	jorg_firebullet,
	ai_charge,	0,	jorg_firebullet,
	ai_charge,	0,	jorg_firebullet
};
mmove_t jorg_move_attack1 = {FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1};

mframe_t jorg_frames_end_attack1[]=
{
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL
};
mmove_t jorg_move_end_attack1 = {FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run};

void jorg_reattack1(edict_t *self)
{
	if (visible(self, self->enemy))
		if (random() < 0.9)
			self->monsterinfo.currentmove = &jorg_move_attack1;
		else
		{
			self->s.sound = 0;
			self->monsterinfo.currentmove = &jorg_move_end_attack1;	
		}
	else
	{
		self->s.sound = 0;
		self->monsterinfo.currentmove = &jorg_move_end_attack1;	
	}
}

void jorg_attack1(edict_t *self)
{
	self->monsterinfo.currentmove = &jorg_move_attack1;
}

void jorg_pain (edict_t *self, edict_t *other, float kick, int damage)
{

	if (self->health < (self->max_health / 2))
			self->s.skinnum = 1;
	
	self->s.sound = 0;

	if (level.time < self->pain_debounce_time)
			return;

	// Lessen the chance of him going into his pain frames if he takes little damage
	if (damage <= 40)
		if (random()<=0.6)
			return;

	/* 
	If he's entering his attack1 or using attack1, lessen the chance of him
	going into pain
	*/
	
	if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108) )
		if (random() <= 0.005)
			return;

	if ( (self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114) )
		if (random() <= 0.00005)
			return;


	if ( (self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208) )
		if (random() <= 0.005)
			return;


	self->pain_debounce_time = level.time + 3;
	if (skill->value == 3)
		return;		// no pain anims in nightmare

	if (damage <= 50)
	{
		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM,0);
		self->monsterinfo.currentmove = &jorg_move_pain1;
	}
	else if (damage <= 100)
	{
		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM,0);
		self->monsterinfo.currentmove = &jorg_move_pain2;
	}
	else
	{
		if (random() <= 0.3)
		{
			gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM,0);
			self->monsterinfo.currentmove = &jorg_move_pain3;
		}
	}
};

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

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_JORG_BFG_1], forward, right, start);

	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
	/*void monster_fire_bfg (edict_t *self, 
							 vec3_t start, 
							 vec3_t aimdir, 
							 int damage, 
							 int speed, 
							 int kick, 
							 float damage_radius, 
							 int flashtype)*/
	monster_fire_bfg (self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
}	

void jorg_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_JORG_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_JORG_MACHINEGUN_R1);
}	

void jorg_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_JORG_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_JORG_MACHINEGUN_L1);
}	

void jorg_firebullet (edict_t *self)
{
	jorg_firebullet_left(self);
	jorg_firebullet_right(self);
};

void jorg_attack(edict_t *self)
{
	vec3_t	vec;
	float	range;
	
	VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
	range = VectorLength (vec);

	if (random() <= 0.75)
	{
		gi.sound (self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM,0);
		self->s.sound = gi.soundindex ("boss3/w_loop.wav");
		self->monsterinfo.currentmove = &jorg_move_start_attack1;
	}
	else
	{
		gi.sound (self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM,0);
		self->monsterinfo.currentmove = &jorg_move_attack2;
	}
}

void jorg_dead (edict_t *self)
{
#if 0
	edict_t	*tempent;
	/*
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	*/
	
	// Jorg is on modelindex2. Do not clear him.
	VectorSet (self->mins, -60, -60, 0);
	VectorSet (self->maxs, 60, 60, 72);
	self->movetype = MOVETYPE_TOSS;
	self->nextthink = 0;
	gi.linkentity (self);

	tempent = G_Spawn();
	VectorCopy (self->s.origin, tempent->s.origin);
	VectorCopy (self->s.angles, tempent->s.angles);
	tempent->killtarget = self->killtarget;
	tempent->target = self->target;
	tempent->activator = self->enemy;
	self->killtarget = 0;
	self->target = 0;
	SP_monster_makron (tempent);
#endif
}


void jorg_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_NO;
	self->s.sound = 0;
	self->count = 0;
	self->monsterinfo.currentmove = &jorg_move_death;
}

qboolean Jorg_CheckAttack (edict_t *self)
{
	vec3_t	spot1, spot2;
	vec3_t	temp;
	float	chance;
	trace_t	tr;
	qboolean	enemy_infront;
	int			enemy_range;
	float		enemy_yaw;

	if (self->enemy->health > 0)
	{
	// see if any entities are in the way of the shot
		VectorCopy (self->s.origin, spot1);
		spot1[2] += self->viewheight;
		VectorCopy (self->enemy->s.origin, spot2);
		spot2[2] += self->enemy->viewheight;

		tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);

		// do we have a clear shot?
		if (tr.ent != self->enemy)
			return false;
	}
	
	enemy_infront = infront(self, self->enemy);
	enemy_range = range(self, self->enemy);
	VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
	enemy_yaw = vectoyaw(temp);

	self->ideal_yaw = enemy_yaw;


	// melee attack
	if (enemy_range == RANGE_MELEE)
	{
		if (self->monsterinfo.melee)
			self->monsterinfo.attack_state = AS_MELEE;
		else
			self->monsterinfo.attack_state = AS_MISSILE;
		return true;
	}
	
// missile attack
	if (!self->monsterinfo.attack)
		return false;
		
	if (level.time < self->monsterinfo.attack_finished)
		return false;
		
	if (enemy_range == RANGE_FAR)
		return false;

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		chance = 0.4;
	}
	else if (enemy_range == RANGE_MELEE)
	{
		chance = 0.8;
	}
	else if (enemy_range == RANGE_NEAR)
	{
		chance = 0.4;
	}
	else if (enemy_range == RANGE_MID)
	{
		chance = 0.2;
	}
	else
	{
		return false;
	}

	if (random () < chance)
	{
		self->monsterinfo.attack_state = AS_MISSILE;
		self->monsterinfo.attack_finished = level.time + 2*random();
		return true;
	}

	if (self->flags & FL_FLY)
	{
		if (random() < 0.3)
			self->monsterinfo.attack_state = AS_SLIDING;
		else
			self->monsterinfo.attack_state = AS_STRAIGHT;
	}

	return false;
}


void MakronPrecache (void);

/*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
*/
void SP_monster_jorg (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	sound_pain1 = gi.soundindex ("boss3/bs3pain1.wav");
	sound_pain2 = gi.soundindex ("boss3/bs3pain2.wav");
	sound_pain3 = gi.soundindex ("boss3/bs3pain3.wav");
	sound_death = gi.soundindex ("boss3/bs3deth1.wav");
	sound_attack1 = gi.soundindex ("boss3/bs3atck1.wav");
	sound_attack2 = gi.soundindex ("boss3/bs3atck2.wav");
	sound_search1 = gi.soundindex ("boss3/bs3srch1.wav");
	sound_search2 = gi.soundindex ("boss3/bs3srch2.wav");
	sound_search3 = gi.soundindex ("boss3/bs3srch3.wav");
	sound_idle = gi.soundindex ("boss3/bs3idle1.wav");
	sound_step_left = gi.soundindex ("boss3/step1.wav");
	sound_step_right = gi.soundindex ("boss3/step2.wav");
	sound_firegun = gi.soundindex ("boss3/xfire.wav");
	sound_death_hit = gi.soundindex ("boss3/d_hit.wav");

	MakronPrecache ();

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex ("models/monsters/boss3/rider/tris.md2");
	self->s.modelindex2 = gi.modelindex ("models/monsters/boss3/jorg/tris.md2");
	VectorSet (self->mins, -80, -80, 0);
	VectorSet (self->maxs, 80, 80, 140);

	self->health = 3000;
	self->gib_health = -2000;
	self->mass = 1000;

	self->pain = jorg_pain;
	self->die = jorg_die;
	self->monsterinfo.stand = jorg_stand;
	self->monsterinfo.walk = jorg_walk;
	self->monsterinfo.run = jorg_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = jorg_attack;
	self->monsterinfo.search = jorg_search;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;
	self->monsterinfo.checkattack = Jorg_CheckAttack;
	gi.linkentity (self);
	
	self->monsterinfo.currentmove = &jorg_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
}

⌨️ 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 + -