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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- black widow
- ==============================================================================
- */
- // self->timestamp used to prevent rapid fire of railgun
- // self->plat2flags used for fire count (flashes)
- // self->monsterinfo.pausetime used for timing of blaster shots
- #include "g_local.h"
- #include "m_widow.h"
- #define NUM_STALKERS_SPAWNED 6 // max # of stalkers she can spawn
- #define RAIL_TIME 3
- #define BLASTER_TIME 2
- #define BLASTER2_DAMAGE 10
- #define WIDOW_RAIL_DAMAGE 50
- #define DRAWBBOX NULL
- #define SHOWME NULL // showme
- 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_search1;
- static int sound_rail;
- static int sound_sight;
- static unsigned long shotsfired;
- static vec3_t spawnpoints[] = {
- {30, 100, 16},
- {30, -100, 16}
- };
- static vec3_t beameffects[] = {
- {12.58, -43.71, 68.88},
- {3.43, 58.72, 68.41}
- };
- static float sweep_angles[] = {
- // 32.0, 26.0, 20.0, 11.5, 3.0, -8.0, -13.0, -27.0, -41.0
- 32.0, 26.0, 20.0, 10.0, 0.0, -6.5, -13.0, -27.0, -41.0
- };
- vec3_t stalker_mins = {-28, -28, -18};
- vec3_t stalker_maxs = {28, 28, 18};
- unsigned int widow_damage_multiplier;
- void widow_run (edict_t *self);
- void widow_stand (edict_t *self);
- void widow_dead (edict_t *self);
- void widow_attack (edict_t *self);
- void widow_attack_blaster (edict_t *self);
- void widow_reattack_blaster (edict_t *self);
- void widow_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
- void widow_start_spawn (edict_t *self);
- void widow_done_spawn (edict_t *self);
- void widow_spawn_check (edict_t *self);
- void widow_prep_spawn (edict_t *self);
- void widow_attack_rail (edict_t *self);
- void widow_start_run_5 (edict_t *self);
- void widow_start_run_10 (edict_t *self);
- void widow_start_run_12 (edict_t *self);
- void WidowCalcSlots (edict_t *self);
- void drawbbox (edict_t *self);
- void showme (edict_t *self)
- {
- gi.dprintf ("frame %d\n", self->s.frame);
- }
- void widow_search (edict_t *self)
- {
- // if (random() < 0.5)
- // gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
- }
- void widow_sight (edict_t *self, edict_t *other)
- {
- self->monsterinfo.pausetime = 0;
- // gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("widow: found target!\n");
- }
- mmove_t widow_move_attack_post_blaster;
- mmove_t widow_move_attack_post_blaster_r;
- mmove_t widow_move_attack_post_blaster_l;
- mmove_t widow_move_attack_blaster;
- float target_angle (edict_t *self)
- {
- vec3_t target;
- float enemy_yaw;
- VectorSubtract (self->s.origin, self->enemy->s.origin, target);
- enemy_yaw = self->s.angles[YAW] - vectoyaw2(target);
- if (enemy_yaw < 0)
- enemy_yaw += 360.0;
- // this gets me 0 degrees = forward
- enemy_yaw -= 180.0;
- // positive is to right, negative to left
- return enemy_yaw;
- }
- int WidowTorso (edict_t *self)
- {
- float enemy_yaw;
- enemy_yaw = target_angle (self);
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("%2.2f -> ", enemy_yaw);
- if (enemy_yaw >= 105)
- {
- self->monsterinfo.currentmove = &widow_move_attack_post_blaster_r;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- return 0;
- }
- if (enemy_yaw <= -75.0)
- {
- self->monsterinfo.currentmove = &widow_move_attack_post_blaster_l;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- return 0;
- }
- if (enemy_yaw >= 95)
- return FRAME_fired03;
- else if (enemy_yaw >= 85)
- return FRAME_fired04;
- else if (enemy_yaw >= 75)
- return FRAME_fired05;
- else if (enemy_yaw >= 65)
- return FRAME_fired06;
- else if (enemy_yaw >= 55)
- return FRAME_fired07;
- else if (enemy_yaw >= 45)
- return FRAME_fired08;
- else if (enemy_yaw >= 35)
- return FRAME_fired09;
- else if (enemy_yaw >= 25)
- return FRAME_fired10;
- else if (enemy_yaw >= 15)
- return FRAME_fired11;
- else if (enemy_yaw >= 5)
- return FRAME_fired12;
- else if (enemy_yaw >= -5)
- return FRAME_fired13;
- else if (enemy_yaw >= -15)
- return FRAME_fired14;
- else if (enemy_yaw >= -25)
- return FRAME_fired15;
- else if (enemy_yaw >= -35)
- return FRAME_fired16;
- else if (enemy_yaw >= -45)
- return FRAME_fired17;
- else if (enemy_yaw >= -55)
- return FRAME_fired18;
- else if (enemy_yaw >= -65)
- return FRAME_fired19;
- else if (enemy_yaw >= -75)
- return FRAME_fired20;
- /*
- if (fabs(enemy_yaw) < 11.25)
- return FRAME_fired03;
- else if (fabs(enemy_yaw) > 56.25)
- {
- self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- return;
- }
- else if ((enemy_yaw >= 11.25) && (enemy_yaw < 33.75))
- return FRAME_fired04;
- else if (enemy_yaw >= 33.75)
- return FRAME_fired05;
- else if ((enemy_yaw <= -11.25) && (enemy_yaw > -33.75))
- return FRAME_fired06;
- else if (enemy_yaw <= -33.75)
- return FRAME_fired07;
- */
- }
- #define VARIANCE 15.0
- void WidowBlaster (edict_t *self)
- {
- vec3_t forward, right, target, vec, targ_angles;
- vec3_t start;
- int flashnum;
- int effect;
- if (!self->enemy)
- return;
- shotsfired++;
- if (!(shotsfired % 4))
- effect = EF_BLASTER;
- else
- effect = 0;
- AngleVectors (self->s.angles, forward, right, NULL);
- if ((self->s.frame >= FRAME_spawn05) && (self->s.frame <= FRAME_spawn13))
- {
- // sweep
- flashnum = MZ2_WIDOW_BLASTER_SWEEP1 + self->s.frame - FRAME_spawn05;
- G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
- VectorSubtract (self->enemy->s.origin, start, target);
- vectoangles2 (target, targ_angles);
-
- VectorCopy (self->s.angles, vec);
- vec[PITCH] += targ_angles[PITCH];
- vec[YAW] -= sweep_angles[flashnum-MZ2_WIDOW_BLASTER_SWEEP1];
- AngleVectors (vec, forward, NULL, NULL);
- monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
- /* if (self->s.frame == FRAME_spawn13)
- {
- VectorMA (start, 1024, forward, debugend);
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_DEBUGTRAIL);
- gi.WritePosition (start);
- gi.WritePosition (debugend);
- gi.multicast (start, MULTICAST_ALL);
- drawbbox (self);
- self->monsterinfo.aiflags |= AI_HOLD_FRAME|AI_MANUAL_STEERING;
- }
- */
- }
- else if ((self->s.frame >= FRAME_fired02a) && (self->s.frame <= FRAME_fired20))
- {
- vec3_t angles;
- float aim_angle, target_angle;
- float error;
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- self->monsterinfo.nextframe = WidowTorso (self);
- if (!self->monsterinfo.nextframe)
- self->monsterinfo.nextframe = self->s.frame;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("%d\n", self->monsterinfo.nextframe);
- if (self->s.frame == FRAME_fired02a)
- flashnum = MZ2_WIDOW_BLASTER_0;
- else
- flashnum = MZ2_WIDOW_BLASTER_100 + self->s.frame - FRAME_fired03;
- G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
- PredictAim (self->enemy, start, 1000, true, ((random()*0.1)-0.05), forward, NULL);
- // clamp it to within 10 degrees of the aiming angle (where she's facing)
- vectoangles2 (forward, angles);
- // give me 100 -> -70
- aim_angle = 100 - (10*(flashnum-MZ2_WIDOW_BLASTER_100));
- if (aim_angle <= 0)
- aim_angle += 360;
- target_angle = self->s.angles[YAW] - angles[YAW];
- if (target_angle <= 0)
- target_angle += 360;
- error = aim_angle - target_angle;
- // positive error is to entity's left, aka positive direction in engine
- // unfortunately, I decided that for the aim_angle, positive was right. *sigh*
- if (error > VARIANCE)
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle);
- angles[YAW] = (self->s.angles[YAW] - aim_angle) + VARIANCE;
- // if ((g_showlogic) && (g_showlogic->value))
- // {
- // if (angles[YAW] <= 0)
- // angles[YAW] += 360;
- // gi.dprintf (" %2.2f\n", angles[YAW]);
- // }
- AngleVectors (angles, forward, NULL, NULL);
- }
- else if (error < -VARIANCE)
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("angle %2.2f (really %2.2f) (%2.2f off of %2.2f) corrected to", target_angle, angles[YAW], error, aim_angle);
- angles[YAW] = (self->s.angles[YAW] - aim_angle) - VARIANCE;
- // if ((g_showlogic) && (g_showlogic->value))
- // {
- // if (angles[YAW] <= 0)
- // angles[YAW] += 360;
- // gi.dprintf (" %2.2f\n", angles[YAW]);
- // }
- AngleVectors (angles, forward, NULL, NULL);
- }
- // gi.dprintf ("%2.2f - %2.2f - %2.2f - %2.2f\n", aim_angle, self->s.angles[YAW] - angles[YAW], target_angle, error);
- // gi.dprintf ("%2.2f - %2.2f - %2.2f\n", angles[YAW], aim_angle, self->s.angles[YAW]);
- /*
- if (self->s.frame == FRAME_fired20)
- {
- VectorMA (start, 512, forward, debugend);
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_DEBUGTRAIL);
- gi.WritePosition (start);
- gi.WritePosition (forward);
- gi.multicast (start, MULTICAST_ALL);
- drawbbox (self);
- self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- self->monsterinfo.nextframe = FRAME_fired20;
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- }
- */
- /*
- if (!(self->plat2flags % 3))
- effect = EF_HYPERBLASTER;
- else
- effect = 0;
- self->plat2flags ++;
- */
- monster_fire_blaster2 (self, start, forward, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
- }
- else if ((self->s.frame >= FRAME_run01) && (self->s.frame <= FRAME_run08))
- {
- flashnum = MZ2_WIDOW_RUN_1 + self->s.frame - FRAME_run01;
- G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
-
- VectorSubtract (self->enemy->s.origin, start, target);
- target[2] += self->enemy->viewheight;
- monster_fire_blaster2 (self, start, target, BLASTER2_DAMAGE*widow_damage_multiplier, 1000, flashnum, effect);
- }
- // else
- // {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("widow: firing on non-fire frame!\n");
- // }
- }
- void WidowSpawn (edict_t *self)
- {
- vec3_t f, r, u, offset, startpoint, spawnpoint;
- edict_t *ent, *designated_enemy;
- int i;
- AngleVectors (self->s.angles, f, r, u);
- for (i=0; i < 2; i++)
- {
- VectorCopy (spawnpoints[i], offset);
- G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
- if (FindSpawnPoint (startpoint, stalker_mins, stalker_maxs, spawnpoint, 64))
- {
- ent = CreateGroundMonster (spawnpoint, self->s.angles, stalker_mins, stalker_maxs, "monster_stalker", 256);
- if (!ent)
- continue;
-
- self->monsterinfo.monster_used++;
- ent->monsterinfo.commander = self;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("widow: post-spawn : %d slots left out of %d\n", SELF_SLOTS_LEFT, self->monsterinfo.monster_slots);
- ent->nextthink = level.time;
- ent->think (ent);
-
- ent->monsterinfo.aiflags |= AI_SPAWNED_WIDOW|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS;
- if (!(coop && coop->value))
- {
- designated_enemy = self->enemy;
- }
- else
- {
- designated_enemy = PickCoopTarget(ent);
- if (designated_enemy)
- {
- // try to avoid using my enemy
- if (designated_enemy == self->enemy)
- {
- designated_enemy = PickCoopTarget(ent);
- if (designated_enemy)
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // {
- // gi.dprintf ("PickCoopTarget returned a %s - ", designated_enemy->classname);
- // if (designated_enemy->client)
- // gi.dprintf ("with name %s\n", designated_enemy->client->pers.netname);
- // else
- // gi.dprintf ("NOT A CLIENT\n");
- // }
- }
- else
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("pick coop failed, using my current enemy\n");
- designated_enemy = self->enemy;
- }
- }
- }
- else
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("pick coop failed, using my current enemy\n");
- designated_enemy = self->enemy;
- }
- }
- if ((designated_enemy->inuse) && (designated_enemy->health > 0))
- {
- ent->enemy = designated_enemy;
- FoundTarget (ent);
- ent->monsterinfo.attack(ent);
- }
- }
- }
- }
- void widow_spawn_check (edict_t *self)
- {
- WidowBlaster(self);
- WidowSpawn (self);
- }
- void widow_ready_spawn (edict_t *self)
- {
- vec3_t f, r, u, offset, startpoint, spawnpoint;
- int i;
- WidowBlaster(self);
- AngleVectors (self->s.angles, f, r, u);
- for (i=0; i < 2; i++)
- {
- VectorCopy (spawnpoints[i], offset);
- G_ProjectSource2 (self->s.origin, offset, f, r, u, startpoint);
- if (FindSpawnPoint (startpoint, stalker_mins, stalker_maxs, spawnpoint, 64))
- {
- SpawnGrow_Spawn (spawnpoint, 1);
- }
- }
- }
- void widow_step (edict_t *self)
- {
- gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep3.wav"), 1, ATTN_NORM, 0);
- }
- mframe_t widow_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
- };
- mmove_t widow_move_stand = {FRAME_idle01, FRAME_idle11, widow_frames_stand, NULL};
- mframe_t widow_frames_walk [] =
- {
- // hand generated numbers
- /*
- ai_run, 6, NULL,
- ai_run, 3, NULL,
- ai_run, 3, NULL,
- ai_run, 3, NULL,
- ai_run, 4, NULL, //5
- ai_run, 4, NULL,
- ai_run, 4, NULL,
- ai_run, 4.5, NULL,
- ai_run, 3, NULL,
- ai_run, 5, NULL, //10
- ai_run, 8, NULL,
- ai_run, 8, NULL,
- ai_run, 6.5, NULL
- */
- // auto generated numbers
- ai_walk, 2.79, widow_step,
- ai_walk, 2.77, NULL,
- ai_walk, 3.53, NULL,
- ai_walk, 3.97, NULL,
- ai_walk, 4.13, NULL, //5
- ai_walk, 4.09, NULL,
- ai_walk, 3.84, NULL,
- ai_walk, 3.62, widow_step,
- ai_walk, 3.29, NULL,
- ai_walk, 6.08, NULL, //10
- ai_walk, 6.94, NULL,
- ai_walk, 5.73, NULL,
- ai_walk, 2.85, NULL
- };
- mmove_t widow_move_walk = {FRAME_walk01, FRAME_walk13, widow_frames_walk, NULL};
- mframe_t widow_frames_run [] =
- {
- ai_run, 2.79, widow_step,
- ai_run, 2.77, NULL,
- ai_run, 3.53, NULL,
- ai_run, 3.97, NULL,
- ai_run, 4.13, NULL, //5
- ai_run, 4.09, NULL,
- ai_run, 3.84, NULL,
- ai_run, 3.62, widow_step,
- ai_run, 3.29, NULL,
- ai_run, 6.08, NULL, //10
- ai_run, 6.94, NULL,
- ai_run, 5.73, NULL,
- ai_run, 2.85, NULL
- };
- mmove_t widow_move_run = {FRAME_walk01, FRAME_walk13, widow_frames_run, NULL};
- void widow_stepshoot (edict_t *self)
- {
- gi.sound (self, CHAN_BODY, gi.soundindex("widow/bwstep2.wav"), 1, ATTN_NORM,0);
- WidowBlaster (self);
- }
- mframe_t widow_frames_run_attack [] =
- {
- ai_charge, 13, widow_stepshoot,
- ai_charge, 11.72, WidowBlaster,
- ai_charge, 18.04, WidowBlaster,
- ai_charge, 14.58, WidowBlaster,
- ai_charge, 13, widow_stepshoot, //5
- ai_charge, 12.12, WidowBlaster,
- ai_charge, 19.63, WidowBlaster,
- ai_charge, 11.37, WidowBlaster
- };
- mmove_t widow_move_run_attack = {FRAME_run01, FRAME_run08, widow_frames_run_attack, widow_run};
- //
- // These three allow specific entry into the run sequence
- //
- void widow_start_run_5 (edict_t *self)
- {
- self->monsterinfo.currentmove = &widow_move_run;
- self->monsterinfo.nextframe = FRAME_walk05;
- }
- void widow_start_run_10 (edict_t *self)
- {
- self->monsterinfo.currentmove = &widow_move_run;
- self->monsterinfo.nextframe = FRAME_walk10;
- }
- void widow_start_run_12 (edict_t *self)
- {
- self->monsterinfo.currentmove = &widow_move_run;
- self->monsterinfo.nextframe = FRAME_walk12;
- }
- mframe_t widow_frames_attack_pre_blaster [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, widow_attack_blaster
- };
- mmove_t widow_move_attack_pre_blaster = {FRAME_fired01, FRAME_fired02a, widow_frames_attack_pre_blaster, NULL};
- // Loop this
- mframe_t widow_frames_attack_blaster [] =
- {
- ai_charge, 0, widow_reattack_blaster, // straight ahead
- ai_charge, 0, widow_reattack_blaster, // 100 degrees right
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster, // 50 degrees right
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster, // straight
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster, // 50 degrees left
- ai_charge, 0, widow_reattack_blaster,
- ai_charge, 0, widow_reattack_blaster // 70 degrees left
- };
- mmove_t widow_move_attack_blaster = {FRAME_fired02a, FRAME_fired20, widow_frames_attack_blaster, NULL};
- mframe_t widow_frames_attack_post_blaster [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL
- };
- mmove_t widow_move_attack_post_blaster = {FRAME_fired21, FRAME_fired22, widow_frames_attack_post_blaster, widow_run};
- mframe_t widow_frames_attack_post_blaster_r [] =
- {
- ai_charge, -2, NULL,
- ai_charge, -10, NULL,
- ai_charge, -2, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, widow_start_run_12
- };
- mmove_t widow_move_attack_post_blaster_r = {FRAME_transa01, FRAME_transa05, widow_frames_attack_post_blaster_r, NULL};
- mframe_t widow_frames_attack_post_blaster_l [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 14, NULL,
- ai_charge, -2, NULL,
- ai_charge, 10, NULL,
- ai_charge, 10, widow_start_run_12
- };
- mmove_t widow_move_attack_post_blaster_l = {FRAME_transb01, FRAME_transb05, widow_frames_attack_post_blaster_l, NULL};
- mmove_t widow_move_attack_rail;
- mmove_t widow_move_attack_rail_l;
- mmove_t widow_move_attack_rail_r;
- void WidowRail (edict_t *self)
- {
- vec3_t start;
- vec3_t dir;
- vec3_t forward, right;
- int flash;
- // gi.dprintf ("railing!\n");
- AngleVectors (self->s.angles, forward, right, NULL);
- if (self->monsterinfo.currentmove == &widow_move_attack_rail)
- flash = MZ2_WIDOW_RAIL;
- else if (self->monsterinfo.currentmove == &widow_move_attack_rail_l)
- {
- flash = MZ2_WIDOW_RAIL_LEFT;
- }
- else if (self->monsterinfo.currentmove == &widow_move_attack_rail_r)
- {
- flash = MZ2_WIDOW_RAIL_RIGHT;
- }
- G_ProjectSource (self->s.origin, monster_flash_offset[flash], forward, right, start);
- // calc direction to where we targeted
- VectorSubtract (self->pos1, start, dir);
- VectorNormalize (dir);
- monster_fire_railgun (self, start, dir, WIDOW_RAIL_DAMAGE*widow_damage_multiplier, 100, flash);
- self->timestamp = level.time + RAIL_TIME;
- }
- void WidowSaveLoc (edict_t *self)
- {
- VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
- self->pos1[2] += self->enemy->viewheight;
- };
- void widow_start_rail (edict_t *self)
- {
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- }
- void widow_rail_done (edict_t *self)
- {
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- }
- mframe_t widow_frames_attack_pre_rail [] =
- {
- ai_charge, 0, widow_start_rail,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, widow_attack_rail
- };
- mmove_t widow_move_attack_pre_rail = {FRAME_transc01, FRAME_transc04, widow_frames_attack_pre_rail, NULL};
- mframe_t widow_frames_attack_rail [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, WidowSaveLoc,
- ai_charge, -10, WidowRail,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, widow_rail_done
- };
- mmove_t widow_move_attack_rail = {FRAME_firea01, FRAME_firea09, widow_frames_attack_rail, widow_run};
- mframe_t widow_frames_attack_rail_r [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, WidowSaveLoc,
- ai_charge, -10, WidowRail,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, widow_rail_done
- };
- mmove_t widow_move_attack_rail_r = {FRAME_fireb01, FRAME_fireb09, widow_frames_attack_rail_r, widow_run};
- mframe_t widow_frames_attack_rail_l [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, WidowSaveLoc,
- ai_charge, -10, WidowRail,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, widow_rail_done
- };
- mmove_t widow_move_attack_rail_l = {FRAME_firec01, FRAME_firec09, widow_frames_attack_rail_l, widow_run};
- void widow_attack_rail (edict_t *self)
- {
- float enemy_angle;
- // gi.dprintf ("going to the rail!\n");
- enemy_angle = target_angle (self);
- if (enemy_angle < -15)
- self->monsterinfo.currentmove = &widow_move_attack_rail_l;
- else if (enemy_angle > 15)
- self->monsterinfo.currentmove = &widow_move_attack_rail_r;
- else
- self->monsterinfo.currentmove = &widow_move_attack_rail;
- }
- void widow_start_spawn (edict_t *self)
- {
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- }
- void widow_done_spawn (edict_t *self)
- {
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- }
- mframe_t widow_frames_spawn [] =
- {
- ai_charge, 0, NULL, //1
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, widow_start_spawn,
- ai_charge, 0, NULL, //5
- ai_charge, 0, WidowBlaster, //6
- ai_charge, 0, widow_ready_spawn, //7
- ai_charge, 0, WidowBlaster,
- ai_charge, 0, WidowBlaster, //9
- ai_charge, 0, widow_spawn_check,
- ai_charge, 0, WidowBlaster, //11
- ai_charge, 0, WidowBlaster,
- ai_charge, 0, WidowBlaster, //13
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, widow_done_spawn
- };
- mmove_t widow_move_spawn = {FRAME_spawn01, FRAME_spawn18, widow_frames_spawn, widow_run};
- mframe_t widow_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,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t widow_move_pain_heavy = {FRAME_pain01, FRAME_pain13, widow_frames_pain_heavy, widow_run};
- mframe_t widow_frames_pain_light [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t widow_move_pain_light = {FRAME_pain201, FRAME_pain203, widow_frames_pain_light, widow_run};
- void spawn_out_start (edict_t *self)
- {
- vec3_t startpoint,f,r,u;
- self->wait = level.time + 2.0;
- // gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
- AngleVectors (self->s.angles, f, r, u);
- G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint);
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_WIDOWBEAMOUT);
- gi.WriteShort (20001);
- gi.WritePosition (startpoint);
- gi.multicast (startpoint, MULTICAST_ALL);
- G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint);
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_WIDOWBEAMOUT);
- gi.WriteShort (20002);
- gi.WritePosition (startpoint);
- gi.multicast (startpoint, MULTICAST_ALL);
- gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/bwidowbeamout.wav"), 1, ATTN_NORM, 0);
- }
- void spawn_out_do (edict_t *self)
- {
- vec3_t startpoint,f,r,u;
- AngleVectors (self->s.angles, f, r, u);
- G_ProjectSource2 (self->s.origin, beameffects[0], f, r, u, startpoint);
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_WIDOWSPLASH);
- gi.WritePosition (startpoint);
- gi.multicast (startpoint, MULTICAST_ALL);
- G_ProjectSource2 (self->s.origin, beameffects[1], f, r, u, startpoint);
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_WIDOWSPLASH);
- gi.WritePosition (startpoint);
- gi.multicast (startpoint, MULTICAST_ALL);
- VectorCopy (self->s.origin, startpoint);
- startpoint[2] += 36;
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BOSSTPORT);
- gi.WritePosition (startpoint);
- gi.multicast (startpoint, MULTICAST_PVS);
- Widowlegs_Spawn (self->s.origin, self->s.angles);
-
- G_FreeEdict (self);
- }
- mframe_t widow_frames_death [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL, //5
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, spawn_out_start, //10
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL, //15
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL, //20
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL, //25
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL, //30
- ai_move, 0, spawn_out_do
- };
- mmove_t widow_move_death = {FRAME_death01, FRAME_death31, widow_frames_death, NULL};
- void widow_attack_kick (edict_t *self)
- {
- vec3_t aim;
- // VectorSet (aim, MELEE_DISTANCE, 0, 4);
- VectorSet (aim, 100, 0, 4);
- if (self->enemy->groundentity)
- fire_hit (self, aim, (50 + (rand() % 6)), 500);
- else // not as much kick if they're in the air .. makes it harder to land on her head
- fire_hit (self, aim, (50 + (rand() % 6)), 250);
- }
- mframe_t widow_frames_attack_kick [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, widow_attack_kick,
- ai_move, 0, NULL, // 5
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t widow_move_attack_kick = {FRAME_kick01, FRAME_kick08, widow_frames_attack_kick, widow_run};
- void widow_stand (edict_t *self)
- {
- // gi.dprintf ("widow stand\n");
- gi.sound (self, CHAN_WEAPON, gi.soundindex ("widow/laugh.wav"), 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_stand;
- }
- void widow_run (edict_t *self)
- {
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- self->monsterinfo.currentmove = &widow_move_stand;
- else
- self->monsterinfo.currentmove = &widow_move_run;
- }
- void widow_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &widow_move_walk;
- }
- void widow_attack (edict_t *self)
- {
- float luck;
- qboolean rail_frames = false, blaster_frames = false, blocked = false, anger = false;
- self->movetarget = NULL;
- if (self->monsterinfo.aiflags & AI_BLOCKED)
- {
- blocked = true;
- self->monsterinfo.aiflags &= ~AI_BLOCKED;
- }
-
- if (self->monsterinfo.aiflags & AI_TARGET_ANGER)
- {
- anger = true;
- self->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
- }
- if ((!self->enemy) || (!self->enemy->inuse))
- return;
- if (self->bad_area)
- {
- if ((random() < 0.1) || (level.time < self->timestamp))
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- return;
- }
- // frames FRAME_walk13, FRAME_walk01, FRAME_walk02, FRAME_walk03 are rail gun start frames
- // frames FRAME_walk09, FRAME_walk10, FRAME_walk11, FRAME_walk12 are spawn & blaster start frames
- if ((self->s.frame == FRAME_walk13) || ((self->s.frame >= FRAME_walk01) && (self->s.frame <= FRAME_walk03)))
- rail_frames = true;
- if ((self->s.frame >= FRAME_walk09) && (self->s.frame <= FRAME_walk12))
- blaster_frames = true;
- WidowCalcSlots(self);
- // if we can't see the target, spawn stuff regardless of frame
- if ((self->monsterinfo.attack_state == AS_BLIND) && (SELF_SLOTS_LEFT >= 2))
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("attacking blind!\n");
- self->monsterinfo.currentmove = &widow_move_spawn;
- return;
- }
- // accept bias towards spawning regardless of frame
- if (blocked && (SELF_SLOTS_LEFT >= 2))
- {
- self->monsterinfo.currentmove = &widow_move_spawn;
- return;
- }
- if ((realrange(self, self->enemy) > 300) && (!anger) && (random() < 0.5) && (!blocked))
- {
- self->monsterinfo.currentmove = &widow_move_run_attack;
- return;
- }
- if (blaster_frames)
- {
- // gi.dprintf ("blaster frame %2.2f <= %2.2f\n", self->monsterinfo.pausetime + BLASTER_TIME, level.time);
- if (SELF_SLOTS_LEFT >= 2)
- {
- self->monsterinfo.currentmove = &widow_move_spawn;
- return;
- }
- else if (self->monsterinfo.pausetime + BLASTER_TIME <= level.time)
- {
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- return;
- }
- }
- if (rail_frames)
- {
- // gi.dprintf ("rail frame %2.2f - %2.2f\n", level.time, self->timestamp);
- if (!(level.time < self->timestamp))
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- }
- if ((rail_frames) || (blaster_frames))
- return;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("widow: unknown start frame, picking randomly\n");
- luck = random();
- if (SELF_SLOTS_LEFT >= 2)
- {
- if ((luck <= 0.40) && (self->monsterinfo.pausetime + BLASTER_TIME <= level.time))
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- else if ((luck <= 0.7) && !(level.time < self->timestamp))
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- else
- self->monsterinfo.currentmove = &widow_move_spawn;
- }
- else
- {
- if (level.time < self->timestamp)
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- else if ((luck <= 0.50) || (level.time + BLASTER_TIME >= self->monsterinfo.pausetime))
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- else // holdout to blaster
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- }
- }
- /*
- void widow_attack (edict_t *self)
- {
- float range, luck;
- // gi.dprintf ("widow attack\n");
-
- if ((!self->enemy) || (!self->enemy->inuse))
- return;
- if (self->bad_area)
- {
- if ((random() < 0.1) || (level.time < self->timestamp))
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- return;
- }
- // if we can't see the target, spawn stuff
- if ((self->monsterinfo.attack_state == AS_BLIND) && (blaster_frames))
- {
- self->monsterinfo.currentmove = &widow_move_spawn;
- return;
- }
- range = realrange (self, self->enemy);
- if (range < 600)
- {
- luck = random();
- if (SLOTS_LEFT >= 2)
- {
- if (luck <= 0.40)
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- else if ((luck <= 0.7) && !(level.time < self->timestamp))
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- else
- self->monsterinfo.currentmove = &widow_move_spawn;
- }
- else
- {
- if ((luck <= 0.50) || (level.time < self->timestamp))
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- }
- }
- else
- {
- luck = random();
- if (SLOTS_LEFT >= 2)
- {
- if (luck < 0.3)
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- else if ((luck < 0.65) || (level.time < self->timestamp))
- self->monsterinfo.currentmove = &widow_move_spawn;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- }
- else
- {
- if ((luck < 0.45) || (level.time < self->timestamp))
- self->monsterinfo.currentmove = &widow_move_attack_pre_blaster;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &widow_move_attack_pre_rail;
- }
- }
- }
- }
- */
- void widow_attack_blaster (edict_t *self)
- {
- self->monsterinfo.pausetime = level.time + 1.0 + (2.0*random());
- // self->monsterinfo.pausetime = level.time + 100;
- // self->plat2flags = 0;
- self->monsterinfo.currentmove = &widow_move_attack_blaster;
- self->monsterinfo.nextframe = WidowTorso (self);
- }
- void widow_reattack_blaster (edict_t *self)
- {
- WidowBlaster(self);
- // if ((g_showlogic) && (g_showlogic->value))
- // {
- // if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l)
- // gi.dprintf ("pulling left!\n");
- // if (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r)
- // gi.dprintf ("pulling right!\n");
- // }
- // self->monsterinfo.currentmove = &widow_move_attack_blaster;
- // self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- // return;
- // if WidowBlaster bailed us out of the frames, just bail
- if ((self->monsterinfo.currentmove == &widow_move_attack_post_blaster_l) ||
- (self->monsterinfo.currentmove == &widow_move_attack_post_blaster_r))
- return;
- // if we're not done with the attack, don't leave the sequence
- if (self->monsterinfo.pausetime >= level.time)
- return;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
- }
- /*
- if ( infront(self, self->enemy) )
- if (random() <= 0.5)
- if ((random() < 0.7) || (SLOTS_LEFT <= 1))
- self->monsterinfo.currentmove = &widow_move_attack_blaster;
- else
- self->monsterinfo.currentmove = &widow_move_spawn;
- else
- self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
- else
- self->monsterinfo.currentmove = &widow_move_attack_post_blaster;
- }
- */
- void widow_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- if (self->health < (self->max_health / 2))
- self->s.skinnum = 1;
- if (skill->value == 3)
- return; // no pain anims in nightmare
- if (level.time < self->pain_debounce_time)
- return;
- if (self->monsterinfo.pausetime == 100000000)
- self->monsterinfo.pausetime = 0;
- self->pain_debounce_time = level.time + 5;
- if (damage < 15)
- {
- gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
- }
- else if (damage < 75)
- {
- if ((skill->value < 3) && (random() < (0.6 - (0.2*((float)skill->value)))))
- {
- self->monsterinfo.currentmove = &widow_move_pain_light;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- }
- gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
- }
- else
- {
- if ((skill->value < 3) && (random() < (0.75 - (0.1*((float)skill->value)))))
- {
- self->monsterinfo.currentmove = &widow_move_pain_heavy;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- }
- gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
- }
- }
- void widow_dead (edict_t *self)
- {
- VectorSet (self->mins, -56, -56, 0);
- VectorSet (self->maxs, 56, 56, 80);
- self->movetype = MOVETYPE_TOSS;
- self->svflags |= SVF_DEADMONSTER;
- self->nextthink = 0;
- gi.linkentity (self);
- }
- void widow_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_NO;
- self->count = 0;
- self->monsterinfo.quad_framenum = 0;
- self->monsterinfo.double_framenum = 0;
- self->monsterinfo.invincible_framenum = 0;
- self->monsterinfo.currentmove = &widow_move_death;
- }
- void widow_melee (edict_t *self)
- {
- // monster_done_dodge (self);
- self->monsterinfo.currentmove = &widow_move_attack_kick;
- }
- void WidowGoinQuad (edict_t *self, float framenum)
- {
- self->monsterinfo.quad_framenum = framenum;
- widow_damage_multiplier = 4;
- }
- void WidowDouble (edict_t *self, float framenum)
- {
- self->monsterinfo.double_framenum = framenum;
- widow_damage_multiplier = 2;
- }
- void WidowPent (edict_t *self, float framenum)
- {
- self->monsterinfo.invincible_framenum = framenum;
- }
- void WidowPowerArmor (edict_t *self)
- {
- self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
- // I don't like this, but it works
- if (self->monsterinfo.power_armor_power <= 0)
- self->monsterinfo.power_armor_power += 250 * skill->value;
- }
- void WidowRespondPowerup (edict_t *self, edict_t *other)
- {
- if (other->s.effects & EF_QUAD)
- {
- if (skill->value == 1)
- WidowDouble (self, other->client->quad_framenum);
- else if (skill->value == 2)
- WidowGoinQuad (self, other->client->quad_framenum);
- else if (skill->value == 3)
- {
- WidowGoinQuad (self, other->client->quad_framenum);
- WidowPowerArmor (self);
- }
- }
- else if (other->s.effects & EF_DOUBLE)
- {
- if (skill->value == 2)
- WidowDouble (self, other->client->double_framenum);
- else if (skill->value == 3)
- {
- WidowDouble (self, other->client->double_framenum);
- WidowPowerArmor (self);
- }
- }
- else
- widow_damage_multiplier = 1;
- if (other->s.effects & EF_PENT)
- {
- if (skill->value == 1)
- WidowPowerArmor (self);
- else if (skill->value == 2)
- WidowPent (self, other->client->invincible_framenum);
- else if (skill->value == 3)
- {
- WidowPent (self, other->client->invincible_framenum);
- WidowPowerArmor (self);
- }
- }
- }
- void WidowPowerups (edict_t *self)
- {
- int player;
- edict_t *ent;
- if (!(coop && coop->value))
- {
- WidowRespondPowerup (self, self->enemy);
- }
- else
- {
- // in coop, check for pents, then quads, then doubles
- for (player = 1; player <= game.maxclients; player++)
- {
- ent = &g_edicts[player];
- if (!ent->inuse)
- continue;
- if (!ent->client)
- continue;
- if (ent->s.effects & EF_PENT)
- {
- WidowRespondPowerup (self, ent);
- return;
- }
- }
- for (player = 1; player <= game.maxclients; player++)
- {
- ent = &g_edicts[player];
- if (!ent->inuse)
- continue;
- if (!ent->client)
- continue;
- if (ent->s.effects & EF_QUAD)
- {
- WidowRespondPowerup (self, ent);
- return;
- }
- }
- for (player = 1; player <= game.maxclients; player++)
- {
- ent = &g_edicts[player];
- if (!ent->inuse)
- continue;
- if (!ent->client)
- continue;
- if (ent->s.effects & EF_DOUBLE)
- {
- WidowRespondPowerup (self, ent);
- return;
- }
- }
- }
- }
- qboolean Widow_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;
- float real_enemy_range;
- if (!self->enemy)
- return false;
- WidowPowerups(self);
- if (self->monsterinfo.currentmove == &widow_move_run)
- {
- // if we're in run, make sure we're in a good frame for attacking before doing anything else
- // frames 1,2,3,9,10,11,13 good to fire
- switch (self->s.frame)
- {
- case FRAME_walk04:
- case FRAME_walk05:
- case FRAME_walk06:
- case FRAME_walk07:
- case FRAME_walk08:
- case FRAME_walk12:
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("Not in good walk frame (%d), not attacking\n", (self->s.frame - FRAME_walk01+1));
- return false;
- }
- default:
- break;
- }
- }
- // give a LARGE bias to spawning things when we have room
- // use AI_BLOCKED as a signal to attack to spawn
- if ((random() < 0.8) && (SELF_SLOTS_LEFT >= 2) && (realrange(self, self->enemy) > 150))
- {
- self->monsterinfo.aiflags |= AI_BLOCKED;
- self->monsterinfo.attack_state = AS_MISSILE;
- return true;
- }
- 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)
- {
- // go ahead and spawn stuff if we're mad a a client
- if (self->enemy->client && SELF_SLOTS_LEFT >= 2)
- {
- self->monsterinfo.attack_state = AS_BLIND;
- return true;
- }
-
- // PGM - we want them to go ahead and shoot at info_notnulls if they can.
- if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
- 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 = vectoyaw2(temp);
- self->ideal_yaw = enemy_yaw;
- real_enemy_range = realrange (self, self->enemy);
- // if (g_showlogic->value)
- // gi.dprintf ("range = %2.2f\n", real_enemy_range);
- // melee attack
- // if (enemy_range == RANGE_MELEE)
- if (real_enemy_range <= (MELEE_DISTANCE+20))
- {
- // don't always melee in easy mode
- if (skill->value == 0 && (rand()&3) )
- return false;
- if (self->monsterinfo.melee)
- self->monsterinfo.attack_state = AS_MELEE;
- else
- self->monsterinfo.attack_state = AS_MISSILE;
- return true;
- }
- if (level.time < self->monsterinfo.attack_finished)
- 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 = 0.7;
- }
- else if (enemy_range == RANGE_MID)
- {
- chance = 0.6;
- }
- else if (enemy_range == RANGE_FAR)
- {
- chance = 0.5;
- }
- // PGM - go ahead and shoot every time if it's a info_notnull
- if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
- {
- self->monsterinfo.attack_state = AS_MISSILE;
- return true;
- }
- return false;
- }
- qboolean widow_blocked (edict_t *self, float dist)
- {
- // if we get blocked while we're in our run/attack mode, turn on a meaningless (in this context)AI flag,
- // and call attack to get a new attack sequence. make sure to turn it off when we're done.
- //
- // I'm using AI_TARGET_ANGER for this purpose
- if (self->monsterinfo.currentmove == &widow_move_run_attack)
- {
- self->monsterinfo.aiflags |= AI_TARGET_ANGER;
- if (self->monsterinfo.checkattack(self))
- self->monsterinfo.attack(self);
- else
- self->monsterinfo.run(self);
- return true;
- }
- if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
- return true;
- /*
- if(blocked_checkjump (self, dist, 192, 40))
- {
- infantry_jump(self);
- return true;
- }
- if(blocked_checkplat (self, dist))
- return true;
- */
- return false;
- }
- void WidowCalcSlots (edict_t *self)
- {
- int old_slots;
- old_slots = self->monsterinfo.monster_slots;
- switch ((int)skill->value)
- {
- case 0:
- case 1:
- self->monsterinfo.monster_slots = 3;
- break;
- case 2:
- self->monsterinfo.monster_slots = 4;
- break;
- case 3:
- self->monsterinfo.monster_slots = 6;
- break;
- default:
- self->monsterinfo.monster_slots = 3;
- break;
- }
- if (coop->value)
- {
- self->monsterinfo.monster_slots = min (6, self->monsterinfo.monster_slots + ((skill->value)*(CountPlayers()-1)));
- }
- // if ((g_showlogic) && (g_showlogic->value) && (old_slots != self->monsterinfo.monster_slots))
- // gi.dprintf ("number of slots changed from %d to %d\n", old_slots, self->monsterinfo.monster_slots);
- }
- void WidowPrecache ()
- {
- // cache in all of the stalker stuff, widow stuff, spawngro stuff, gibs
- gi.soundindex ("stalker/pain.wav");
- gi.soundindex ("stalker/death.wav");
- gi.soundindex ("stalker/sight.wav");
- gi.soundindex ("stalker/melee1.wav");
- gi.soundindex ("stalker/melee2.wav");
- gi.soundindex ("stalker/idle.wav");
- gi.soundindex ("tank/tnkatck3.wav");
- gi.modelindex ("models/proj/laser2/tris.md2");
- gi.modelindex ("models/monsters/stalker/tris.md2");
- gi.modelindex ("models/items/spawngro2/tris.md2");
- gi.modelindex ("models/objects/gibs/sm_metal/tris.md2");
- gi.modelindex ("models/objects/gibs/gear/tris.md2");
- gi.modelindex ("models/monsters/blackwidow/gib1/tris.md2");
- gi.modelindex ("models/monsters/blackwidow/gib2/tris.md2");
- gi.modelindex ("models/monsters/blackwidow/gib3/tris.md2");
- gi.modelindex ("models/monsters/blackwidow/gib4/tris.md2");
- gi.modelindex ("models/monsters/blackwidow2/gib1/tris.md2");
- gi.modelindex ("models/monsters/blackwidow2/gib2/tris.md2");
- gi.modelindex ("models/monsters/blackwidow2/gib3/tris.md2");
- gi.modelindex ("models/monsters/blackwidow2/gib4/tris.md2");
- gi.modelindex ("models/monsters/legs/tris.md2");
- gi.soundindex ("misc/bwidowbeamout.wav");
- gi.soundindex ("misc/bigtele.wav");
- gi.soundindex ("widow/bwstep3.wav");
- gi.soundindex ("widow/bwstep2.wav");
- }
- /*QUAKED monster_widow (1 .5 0) (-40 -40 0) (40 40 144) Ambush Trigger_Spawn Sight
- */
- void SP_monster_widow (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- sound_pain1 = gi.soundindex ("widow/bw1pain1.wav");
- sound_pain2 = gi.soundindex ("widow/bw1pain2.wav");
- sound_pain3 = gi.soundindex ("widow/bw1pain3.wav");
- sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
- // sound_sight = gi.soundindex ("widow/sight.wav");
- sound_rail = gi.soundindex ("gladiator/railgun.wav");
- // self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex ("models/monsters/blackwidow/tris.md2");
- VectorSet (self->mins, -40, -40, 0);
- VectorSet (self->maxs, 40, 40, 144);
- self->health = 2000 + 1000*(skill->value);
- if (coop->value)
- self->health += 500*(skill->value);
- // self->health = 1;
- self->gib_health = -5000;
- self->mass = 1500;
- /*
- if (skill->value == 2)
- {
- self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
- self->monsterinfo.power_armor_power = 250;
- }
- else */if (skill->value == 3)
- {
- self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
- self->monsterinfo.power_armor_power = 500;
- }
- self->yaw_speed = 30;
-
- self->flags |= FL_IMMUNE_LASER;
- self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
- self->pain = widow_pain;
- self->die = widow_die;
- self->monsterinfo.melee = widow_melee;
- self->monsterinfo.stand = widow_stand;
- self->monsterinfo.walk = widow_walk;
- self->monsterinfo.run = widow_run;
- self->monsterinfo.attack = widow_attack;
- self->monsterinfo.search = widow_search;
- self->monsterinfo.checkattack = Widow_CheckAttack;
- self->monsterinfo.sight = widow_sight;
-
- self->monsterinfo.blocked = widow_blocked;
- gi.linkentity (self);
- self->monsterinfo.currentmove = &widow_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- WidowPrecache();
- WidowCalcSlots(self);
- widow_damage_multiplier = 1;
- walkmonster_start (self);
- }
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