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📄 m_float.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.

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

floater

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

#include "g_local.h"
#include "m_float.h"


static int	sound_attack2;
static int	sound_attack3;
static int	sound_death1;
static int	sound_idle;
static int	sound_pain1;
static int	sound_pain2;
static int	sound_sight;


void floater_sight (edict_t *self, edict_t *other)
{
	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void floater_idle (edict_t *self)
{
	gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}


//void floater_stand1 (edict_t *self);
void floater_dead (edict_t *self);
void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void floater_run (edict_t *self);
void floater_wham (edict_t *self);
void floater_zap (edict_t *self);


void floater_fire_blaster (edict_t *self)
{
	vec3_t	start;
	vec3_t	forward, right;
	vec3_t	end;
	vec3_t	dir;
	int		effect;

	if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
		effect = EF_HYPERBLASTER;
	else
		effect = 0;
	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);

	VectorCopy (self->enemy->s.origin, end);
	end[2] += self->enemy->viewheight;
	VectorSubtract (end, start, dir);

	monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
}


mframe_t floater_frames_stand1 [] =
{
	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,
	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	floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};

mframe_t floater_frames_stand2 [] =
{
	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,
	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	floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};

void floater_stand (edict_t *self)
{
	if (random() <= 0.5)		
		self->monsterinfo.currentmove = &floater_move_stand1;
	else
		self->monsterinfo.currentmove = &floater_move_stand2;
}

mframe_t floater_frames_activate [] =
{
	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,	
	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,	
	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
};
mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};

mframe_t floater_frames_attack1 [] =
{
	ai_charge,	0,	NULL,			// Blaster attack
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	floater_fire_blaster,			// BOOM (0, -25.8, 32.5)	-- LOOP Starts
	ai_charge,	0,	floater_fire_blaster,
	ai_charge,	0,	floater_fire_blaster,
	ai_charge,	0,	floater_fire_blaster,
	ai_charge,	0,	floater_fire_blaster,
	ai_charge,	0,	floater_fire_blaster,
	ai_charge,	0,	floater_fire_blaster,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL			//							-- LOOP Ends
};
mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};

mframe_t floater_frames_attack2 [] =
{
	ai_charge,	0,	NULL,			// Claws
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	floater_wham,			// WHAM (0, -45, 29.6)		-- LOOP Starts
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,			//							-- LOOP Ends
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL
};
mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};

mframe_t floater_frames_attack3 [] =
{
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	floater_zap,		//								-- LOOP Starts
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,		//								-- LOOP Ends
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL,
	ai_charge,	0,	NULL
};
mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};

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

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