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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- carrier
- ==============================================================================
- */
- // self->timestamp used for frame calculations in grenade & spawn code
- // self->wait used to prevent rapid refire of rocket launcher
- #include "g_local.h"
- #include "m_carrier.h"
- #define CARRIER_ROCKET_TIME 2 // number of seconds between rocket shots
- #define CARRIER_ROCKET_SPEED 750
- #define NUM_FLYERS_SPAWNED 6 // max # of flyers he can spawn
- #define RAIL_FIRE_TIME 3
- void BossExplode (edict_t *self);
- void Grenade_Explode (edict_t *ent);
- qboolean infront (edict_t *self, edict_t *other);
- qboolean inback (edict_t *self, edict_t *other);
- qboolean below (edict_t *self, edict_t *other);
- void drawbbox (edict_t *self);
- //char *ED_NewString (char *string);
- void ED_CallSpawn (edict_t *ent);
- static int sound_pain1;
- static int sound_pain2;
- static int sound_pain3;
- static int sound_death;
- //static int sound_search1;
- static int sound_sight;
- static int sound_rail;
- static int sound_spawn;
- float orig_yaw_speed;
- vec3_t flyer_mins = {-16, -16, -24};
- vec3_t flyer_maxs = {16, 16, 16};
- extern mmove_t flyer_move_attack2, flyer_move_attack3, flyer_move_kamikaze;
- void carrier_run (edict_t *self);
- void carrier_stand (edict_t *self);
- void carrier_dead (edict_t *self);
- void carrier_attack (edict_t *self);
- void carrier_attack_mg (edict_t *self);
- void carrier_reattack_mg (edict_t *self);
- void carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
- void carrier_attack_gren (edict_t *self);
- void carrier_reattack_gren (edict_t *self);
- void carrier_start_spawn (edict_t *self);
- void carrier_spawn_check (edict_t *self);
- void carrier_prep_spawn (edict_t *self);
- void CarrierMachineGunHold (edict_t *self);
- void CarrierRocket (edict_t *self);
- void carrier_sight (edict_t *self, edict_t *other)
- {
- gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
- }
- // code starts here
- //void carrier_search (edict_t *self)
- //{
- // if (random() < 0.5)
- // gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
- //}
- //
- // this is the smarts for the rocket launcher in coop
- //
- // if there is a player behind/below the carrier, and we can shoot, and we can trace a LOS to them ..
- // pick one of the group, and let it rip
- void CarrierCoopCheck (edict_t *self)
- {
- // no more than 4 players in coop, so..
- edict_t *targets[4];
- int num_targets = 0, target, player;
- edict_t *ent;
- trace_t tr;
- // if we're not in coop, this is a noop
- if (!coop || !coop->value)
- return;
- // if we are, and we have recently fired, bail
- if (self->wait > level.time)
- return;
- memset (targets, 0, 4*sizeof(edict_t *));
- // cycle through players
- for (player = 1; player <= game.maxclients; player++)
- {
- ent = &g_edicts[player];
- if (!ent->inuse)
- continue;
- if (!ent->client)
- continue;
- if (inback(self, ent) || below(self, ent))
- {
- tr = gi.trace (self->s.origin, NULL, NULL, ent->s.origin, self, MASK_SOLID);
- if (tr.fraction == 1.0)
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("Carrier: found a player who I can shoot\n");
- targets[num_targets++] = ent;
- }
- }
- }
- if (!num_targets)
- return;
- // get a number from 0 to (num_targets-1)
- target = random() * num_targets;
-
- // just in case we got a 1.0 from random
- if (target == num_targets)
- target--;
- // make sure to prevent rapid fire rockets
- self->wait = level.time + CARRIER_ROCKET_TIME;
- // save off the real enemy
- ent = self->enemy;
- // set the new guy as temporary enemy
- self->enemy = targets[target];
- CarrierRocket (self);
- // put the real enemy back
- self->enemy = ent;
- // we're done
- return;
- }
- void CarrierGrenade (edict_t *self)
- {
- vec3_t start;
- vec3_t forward, right, up;
- vec3_t aim;
- int flash_number;
- float direction; // from lower left to upper right, or lower right to upper left
- float spreadR, spreadU;
- int mytime;
- CarrierCoopCheck(self);
- if (!self->enemy)
- return;
- if (random() < 0.5)
- direction = -1.0;
- else
- direction = 1.0;
- mytime = (int)((level.time - self->timestamp)/0.4);
- if (mytime == 0)
- {
- spreadR = 0.15 * direction;
- // spreadU = 0.1 * direction;
- spreadU = 0.1 - 0.1 * direction;
- }
- else if (mytime == 1)
- {
- spreadR = 0;
- // spreadU = 0;
- spreadU = 0.1;
- }
- else if (mytime == 2)
- {
- spreadR = -0.15 * direction;
- // spreadU = -0.1 * direction;
- spreadU = 0.1 - -0.1 * direction;
- }
- else if (mytime == 3)
- {
- spreadR = 0;
- // spreadU = 0;
- spreadU = 0.1;
- }
- else
- {
- // error, shoot straight
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("CarrierGrenade: bad time %2.2f %2.2f\n", level.time, self->timestamp);
- spreadR = 0;
- spreadU = 0;
- }
- AngleVectors (self->s.angles, forward, right, up);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_GRENADE], forward, right, start);
- VectorSubtract (self->enemy->s.origin, start, aim);
- VectorNormalize (aim);
- VectorMA (aim, spreadR, right, aim);
- VectorMA (aim, spreadU, up, aim);
- if(aim[2] > 0.15)
- aim[2] = 0.15;
- else if(aim[2] < -0.5)
- aim[2] = -0.5;
- flash_number = MZ2_GUNNER_GRENADE_1;
- monster_fire_grenade (self, start, aim, 50, 600, flash_number);
- }
- void CarrierPredictiveRocket (edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf("predictive fire\n");
- AngleVectors (self->s.angles, forward, right, NULL);
- //1
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start);
- PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.3, dir, NULL);
- monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_1);
- //2
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start);
- PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.15, dir, NULL);
- monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_2);
- //3
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start);
- PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0, dir, NULL);
- monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_3);
- //4
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start);
- PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0.15, dir, NULL);
- monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_4);
- }
- void CarrierRocket (edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- vec3_t vec;
- if(self->enemy)
- {
- if(self->enemy->client && random() < 0.5)
- {
- CarrierPredictiveRocket(self);
- return;
- }
- }
- else
- return;
- AngleVectors (self->s.angles, forward, right, NULL);
- //1
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- // vec[2] += self->enemy->viewheight;
- vec[2] -= 15;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- VectorMA (dir, 0.4, right, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_1);
- //2
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- // vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- VectorMA (dir, 0.025, right, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_2);
- //3
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- // vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- VectorMA (dir, -0.025, right, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_3);
- //4
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start);
- VectorCopy (self->enemy->s.origin, vec);
- // vec[2] += self->enemy->viewheight;
- vec[2] -= 15;
- VectorSubtract (vec, start, dir);
- VectorNormalize (dir);
- VectorMA (dir, -0.4, right, dir);
- VectorNormalize (dir);
- monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_4);
- //5
- // 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_2);
- }
- void carrier_firebullet_right (edict_t *self)
- {
- vec3_t forward, right, target;
- vec3_t start;
- int flashnum;
- // if we're in manual steering mode, it means we're leaning down .. use the lower shot
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- flashnum = MZ2_CARRIER_MACHINEGUN_R2;
- else
- flashnum = MZ2_CARRIER_MACHINEGUN_R1;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
- // VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
- VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
- target[2] += self->enemy->viewheight;
- /*
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_DEBUGTRAIL);
- gi.WritePosition (start);
- gi.WritePosition (target);
- gi.multicast (start, MULTICAST_ALL);
- */
- VectorSubtract (target, start, forward);
- VectorNormalize (forward);
- monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum);
- }
- void carrier_firebullet_left (edict_t *self)
- {
- vec3_t forward, right, target;
- vec3_t start;
- int flashnum;
- // if we're in manual steering mode, it means we're leaning down .. use the lower shot
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- flashnum = MZ2_CARRIER_MACHINEGUN_L2;
- else
- flashnum = MZ2_CARRIER_MACHINEGUN_L1;
-
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start);
- // VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target);
- VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
- target[2] += self->enemy->viewheight;
- VectorSubtract (target, start, forward);
- /*
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_DEBUGTRAIL);
- gi.WritePosition (start);
- gi.WritePosition (target);
- gi.multicast (start, MULTICAST_ALL);
- */
- VectorNormalize (forward);
- monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum);
- }
- void CarrierMachineGun (edict_t *self)
- {
- CarrierCoopCheck(self);
- if (self->enemy)
- carrier_firebullet_left(self);
- if (self->enemy)
- carrier_firebullet_right(self);
- }
- void CarrierSpawn (edict_t *self)
- {
- vec3_t f, r, offset, startpoint, spawnpoint;
- edict_t *ent;
- int mytime;
- // VectorSet (offset, 105, 0, -30); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8
- VectorSet (offset, 105, 0, -58); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8
- AngleVectors (self->s.angles, f, r, NULL);
- G_ProjectSource (self->s.origin, offset, f, r, startpoint);
- // the +0.1 is because level.time is sometimes a little low
- mytime = (int)((level.time + 0.1 - self->timestamp)/0.5);
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("mytime = %d, (%2.2f)\n", mytime, level.time - self->timestamp);
- if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
- {
- // the second flier should be a kamikaze flyer
- if (mytime != 2)
- ent = CreateMonster (spawnpoint, self->s.angles, "monster_flyer");
- else
- ent = CreateMonster (spawnpoint, self->s.angles, "monster_kamikaze");
- if (!ent)
- return;
- gi.sound (self, CHAN_BODY, sound_spawn, 1, ATTN_NONE, 0);
- self->monsterinfo.monster_slots--;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("carrier: post-spawn : %d slots left\n", self->monsterinfo.monster_slots);
- ent->nextthink = level.time;
- ent->think (ent);
-
- ent->monsterinfo.aiflags |= AI_SPAWNED_CARRIER|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS;
- ent->monsterinfo.commander = self;
- if ((self->enemy->inuse) && (self->enemy->health > 0))
- {
- ent->enemy = self->enemy;
- FoundTarget (ent);
- if (mytime == 1)
- {
- ent->monsterinfo.lefty = 0;
- ent->monsterinfo.attack_state = AS_SLIDING;
- ent->monsterinfo.currentmove = &flyer_move_attack3;
- }
- else if (mytime == 2)
- {
- ent->monsterinfo.lefty = 0;
- ent->monsterinfo.attack_state = AS_STRAIGHT;
- ent->monsterinfo.currentmove = &flyer_move_kamikaze;
- ent->mass = 100;
- ent->monsterinfo.aiflags |= AI_CHARGING;
- }
- else if (mytime == 3)
- {
- ent->monsterinfo.lefty = 1;
- ent->monsterinfo.attack_state = AS_SLIDING;
- ent->monsterinfo.currentmove = &flyer_move_attack3;
- }
- // else if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("carrier: unexpected time %d!\n", mytime);
- }
- }
- }
- void carrier_prep_spawn (edict_t *self)
- {
- CarrierCoopCheck(self);
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- self->timestamp = level.time;
- self->yaw_speed = 10;
- CarrierMachineGun(self);
- }
- void carrier_spawn_check (edict_t *self)
- {
- // gi.dprintf ("times - %2.2f %2.2f\n", level.time, self->timestamp);
- CarrierCoopCheck(self);
- CarrierMachineGun(self);
- CarrierSpawn (self);
- if (level.time > (self->timestamp + 1.1)) // 0.5 seconds per flyer. this gets three
- {
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- self->yaw_speed = orig_yaw_speed;
- return;
- }
- else
- self->monsterinfo.nextframe = FRAME_spawn08;
- }
- void carrier_ready_spawn (edict_t *self)
- {
- float current_yaw;
- vec3_t offset, f, r, startpoint, spawnpoint;
- CarrierCoopCheck(self);
- CarrierMachineGun(self);
- current_yaw = anglemod(self->s.angles[YAW]);
- // gi.dprintf ("yaws = %2.2f %2.2f\n", current_yaw, self->ideal_yaw);
- if (fabs(current_yaw - self->ideal_yaw) > 0.1)
- {
- self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- self->timestamp += FRAMETIME;
- return;
- }
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- VectorSet (offset, 105,0,-58);
- AngleVectors (self->s.angles, f, r, NULL);
- G_ProjectSource (self->s.origin, offset, f, r, startpoint);
- if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
- {
- SpawnGrow_Spawn (spawnpoint, 0);
- }
- }
- void carrier_start_spawn (edict_t *self)
- {
- int mytime;
- float enemy_yaw;
- vec3_t temp;
- // vec3_t offset, f, r, startpoint;
- CarrierCoopCheck(self);
- if (!orig_yaw_speed)
- orig_yaw_speed = self->yaw_speed;
- if (!self->enemy)
- return;
- mytime = (int)((level.time - self->timestamp)/0.5);
- VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
- enemy_yaw = vectoyaw2(temp);
- // note that the offsets are based on a forward of 105 from the end angle
- if (mytime == 0)
- {
- self->ideal_yaw = anglemod(enemy_yaw - 30);
- // VectorSet (offset, 90.9, 52.5, 0);
- }
- else if (mytime == 1)
- {
- self->ideal_yaw = anglemod(enemy_yaw);
- // VectorSet (offset, 90.9, -52.5, 0);
- }
- else if (mytime == 2)
- {
- self->ideal_yaw = anglemod(enemy_yaw + 30);
- // VectorSet (offset, 90.9, -52.5, 0);
- }
- // else if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("carrier: bad spawntime\n");
- CarrierMachineGun (self);
- }
- mframe_t carrier_frames_stand [] =
- {
- // ai_stand, 0, drawbbox,
- 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 carrier_move_stand = {FRAME_search01, FRAME_search13, carrier_frames_stand, NULL};
- mframe_t carrier_frames_walk [] =
- {
- // ai_walk, 12, drawbbox,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL
- };
- mmove_t carrier_move_walk = {FRAME_search01, FRAME_search13, carrier_frames_walk, NULL};
- mframe_t carrier_frames_run [] =
- {
- // ai_run, 12, drawbbox,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck,
- ai_run, 6, CarrierCoopCheck
- };
- mmove_t carrier_move_run = {FRAME_search01, FRAME_search13, carrier_frames_run, NULL};
- mframe_t carrier_frames_attack_pre_mg [] =
- {
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, carrier_attack_mg
- };
- mmove_t carrier_move_attack_pre_mg = {FRAME_firea01, FRAME_firea08, carrier_frames_attack_pre_mg, NULL};
- // Loop this
- mframe_t carrier_frames_attack_mg [] =
- {
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, carrier_reattack_mg
- /*
- ai_charge, 0, CarrierMachineGunHold,
- // ai_charge, 0, CarrierMachineGun,
- ai_charge, 0, CarrierMachineGun,
- ai_charge, 0, carrier_reattack_mg
- */
- };
- mmove_t carrier_move_attack_mg = {FRAME_firea09, FRAME_firea11, carrier_frames_attack_mg, NULL};
- mframe_t carrier_frames_attack_post_mg [] =
- {
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck
- };
- mmove_t carrier_move_attack_post_mg = {FRAME_firea12, FRAME_firea15, carrier_frames_attack_post_mg, carrier_run};
- mframe_t carrier_frames_attack_pre_gren [] =
- {
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, carrier_attack_gren
- };
- mmove_t carrier_move_attack_pre_gren = {FRAME_fireb01, FRAME_fireb06, carrier_frames_attack_pre_gren, NULL};
- mframe_t carrier_frames_attack_gren [] =
- {
- ai_charge, -15, CarrierGrenade,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, carrier_reattack_gren
- };
- mmove_t carrier_move_attack_gren = {FRAME_fireb07, FRAME_fireb10, carrier_frames_attack_gren, NULL};
- mframe_t carrier_frames_attack_post_gren [] =
- {
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck,
- ai_charge, 4, CarrierCoopCheck
- };
- mmove_t carrier_move_attack_post_gren = {FRAME_fireb11, FRAME_fireb16, carrier_frames_attack_post_gren, carrier_run};
- mframe_t carrier_frames_attack_rocket [] =
- {
- ai_charge, 15, CarrierRocket
- };
- mmove_t carrier_move_attack_rocket = {FRAME_fireb01, FRAME_fireb01, carrier_frames_attack_rocket, carrier_run};
- void CarrierRail (edict_t *self)
- {
- vec3_t start;
- vec3_t dir;
- vec3_t forward, right;
- CarrierCoopCheck(self);
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_RAILGUN], forward, right, start);
- // calc direction to where we targeted
- VectorSubtract (self->pos1, start, dir);
- VectorNormalize (dir);
- monster_fire_railgun (self, start, dir, 50, 100, MZ2_CARRIER_RAILGUN);
- self->monsterinfo.attack_finished = level.time + RAIL_FIRE_TIME;
- }
- void CarrierSaveLoc (edict_t *self)
- {
- CarrierCoopCheck(self);
- VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
- self->pos1[2] += self->enemy->viewheight;
- };
- mframe_t carrier_frames_attack_rail [] =
- {
- ai_charge, 2, CarrierCoopCheck,
- ai_charge, 2, CarrierSaveLoc,
- ai_charge, 2, CarrierCoopCheck,
- ai_charge, -20, CarrierRail,
- ai_charge, 2, CarrierCoopCheck,
- ai_charge, 2, CarrierCoopCheck,
- ai_charge, 2, CarrierCoopCheck,
- ai_charge, 2, CarrierCoopCheck,
- ai_charge, 2, CarrierCoopCheck
- };
- mmove_t carrier_move_attack_rail = {FRAME_search01, FRAME_search09, carrier_frames_attack_rail, carrier_run};
- mframe_t carrier_frames_spawn [] =
- {
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, carrier_prep_spawn, // 7 - end of wind down
- ai_charge, -2, carrier_start_spawn, // 8 - start of spawn
- ai_charge, -2, carrier_ready_spawn,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -10, carrier_spawn_check, //12 - actual spawn
- ai_charge, -2, CarrierMachineGun, //13 - begin of wind down
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, CarrierMachineGun,
- ai_charge, -2, carrier_reattack_mg //18 - end of wind down
- };
- mmove_t carrier_move_spawn = {FRAME_spawn01, FRAME_spawn18, carrier_frames_spawn, NULL};
- mframe_t carrier_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
- };
- mmove_t carrier_move_pain_heavy = {FRAME_death01, FRAME_death10, carrier_frames_pain_heavy, carrier_run};
- mframe_t carrier_frames_pain_light [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t carrier_move_pain_light = {FRAME_spawn01, FRAME_spawn04, carrier_frames_pain_light, carrier_run};
- mframe_t carrier_frames_death [] =
- {
- 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, BossExplode
- };
- mmove_t carrier_move_death = {FRAME_death01, FRAME_death16, carrier_frames_death, carrier_dead};
- void carrier_stand (edict_t *self)
- {
- // gi.dprintf ("carrier stand\n");
- self->monsterinfo.currentmove = &carrier_move_stand;
- }
- void carrier_run (edict_t *self)
- {
- // gi.dprintf ("carrier run - %2.2f - %s \n", level.time, self->enemy->classname);
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- self->monsterinfo.currentmove = &carrier_move_stand;
- else
- self->monsterinfo.currentmove = &carrier_move_run;
- }
- void carrier_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &carrier_move_walk;
- }
- void CarrierMachineGunHold (edict_t *self)
- {
- // self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- // self->yaw_speed = 0;
- // self->monsterinfo.currentmove = &carrier_move_attack_mg;
- CarrierMachineGun (self);
- }
- void carrier_attack (edict_t *self)
- {
- vec3_t vec;
- float range, luck;
- qboolean enemy_inback, enemy_infront, enemy_below;
- // gi.dprintf ("carrier attack\n");
-
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- if ((!self->enemy) || (!self->enemy->inuse))
- return;
- enemy_inback = inback(self, self->enemy);
- enemy_infront = infront (self, self->enemy);
- enemy_below = below (self, self->enemy);
- if (self->bad_area)
- {
- if ((enemy_inback) || (enemy_below))
- self->monsterinfo.currentmove = &carrier_move_attack_rocket;
- else if ((random() < 0.1) || (level.time < self->monsterinfo.attack_finished))
- self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &carrier_move_attack_rail;
- }
- return;
- }
- if (self->monsterinfo.attack_state == AS_BLIND)
- {
- self->monsterinfo.currentmove = &carrier_move_spawn;
- return;
- }
- if (!enemy_inback && !enemy_infront && !enemy_below) // to side and not under
- {
- if ((random() < 0.1) || (level.time < self->monsterinfo.attack_finished))
- self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &carrier_move_attack_rail;
- }
- return;
- }
- /* if ((g_showlogic) && (g_showlogic->value))
- {
- gi.dprintf ("checking enemy ..");
- if (enemy_inback)
- gi.dprintf (" in back\n");
- else if (enemy_infront)
- gi.dprintf (" in front\n");
- else
- gi.dprintf (" inaccessible\n");
- }
- */
- if (enemy_infront)
- {
- VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
- range = VectorLength (vec);
- if (range <= 125)
- {
- if ((random() < 0.8) || (level.time < self->monsterinfo.attack_finished))
- self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &carrier_move_attack_rail;
- }
- }
- else if (range < 600)
- {
- luck = random();
- if (self->monsterinfo.monster_slots > 2)
- {
- if (luck <= 0.20)
- self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
- else if (luck <= 0.40)
- self->monsterinfo.currentmove = &carrier_move_attack_pre_gren;
- else if ((luck <= 0.7) && !(level.time < self->monsterinfo.attack_finished))
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &carrier_move_attack_rail;
- }
- else
- self->monsterinfo.currentmove = &carrier_move_spawn;
- }
- else
- {
- if (luck <= 0.30)
- self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
- else if (luck <= 0.65)
- self->monsterinfo.currentmove = &carrier_move_attack_pre_gren;
- else if (level.time >= self->monsterinfo.attack_finished)
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &carrier_move_attack_rail;
- }
- else
- self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
- }
- }
- else // won't use grenades at this range
- {
- luck = random();
- if (self->monsterinfo.monster_slots > 2)
- {
- if (luck < 0.3)
- self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
- else if ((luck < 0.65) && !(level.time < self->monsterinfo.attack_finished))
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
- self->pos1[2] += self->enemy->viewheight;
- self->monsterinfo.currentmove = &carrier_move_attack_rail;
- }
- else
- self->monsterinfo.currentmove = &carrier_move_spawn;
- }
- else
- {
- if ((luck < 0.45) || (level.time < self->monsterinfo.attack_finished))
- self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
- else
- {
- gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
- self->monsterinfo.currentmove = &carrier_move_attack_rail;
- }
- }
- }
- }
- else if ((enemy_below) || (enemy_inback))
- {
- self->monsterinfo.currentmove = &carrier_move_attack_rocket;
- }
- }
- void carrier_attack_mg (edict_t *self)
- {
- CarrierCoopCheck(self);
- self->monsterinfo.currentmove = &carrier_move_attack_mg;
- }
- void carrier_reattack_mg (edict_t *self)
- {
- CarrierCoopCheck(self);
- if ( infront(self, self->enemy) )
- if (random() <= 0.5)
- if ((random() < 0.7) || (self->monsterinfo.monster_slots <= 2))
- self->monsterinfo.currentmove = &carrier_move_attack_mg;
- else
- self->monsterinfo.currentmove = &carrier_move_spawn;
- else
- self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
- else
- self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
- }
- void carrier_attack_gren (edict_t *self)
- {
- // gi.dprintf ("carrier_attack_gren - %2.2f\n",level.time);
- CarrierCoopCheck(self);
- self->timestamp = level.time;
- self->monsterinfo.currentmove = &carrier_move_attack_gren;
- }
- void carrier_reattack_gren (edict_t *self)
- {
- CarrierCoopCheck(self);
- // gi.dprintf ("carrier_reattack - %2.2f", level.time);
- if ( infront(self, self->enemy) )
- if (self->timestamp + 1.3 > level.time ) // four grenades
- {
- // gi.dprintf (" attacking\n");
- self->monsterinfo.currentmove = &carrier_move_attack_gren;
- return;
- }
- // gi.dprintf ("not attacking\n");
- self->monsterinfo.currentmove = &carrier_move_attack_post_gren;
- }
- void carrier_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- qboolean changed = false;
- if (self->health < (self->max_health / 2))
- self->s.skinnum = 1;
- if (skill->value == 3)
- return; // no pain anims in nightmare
- // gi.dprintf ("carrier pain\n");
- if (level.time < self->pain_debounce_time)
- return;
- self->pain_debounce_time = level.time + 5;
- if (damage < 10)
- {
- gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
- }
- else if (damage < 30)
- {
- gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
- if (random() < 0.5)
- {
- changed = true;
- self->monsterinfo.currentmove = &carrier_move_pain_light;
- }
- }
- else
- {
- gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
- self->monsterinfo.currentmove = &carrier_move_pain_heavy;
- changed = true;
- }
- // if we changed frames, clean up our little messes
- if (changed)
- {
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- self->yaw_speed = orig_yaw_speed;
- }
- }
- void carrier_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 carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_NO;
- self->count = 0;
- self->monsterinfo.currentmove = &carrier_move_death;
- }
- qboolean Carrier_CheckAttack (edict_t *self)
- {
- vec3_t spot1, spot2;
- vec3_t temp;
- float chance;
- trace_t tr;
- qboolean enemy_infront, enemy_inback, enemy_below;
- 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)
- {
- // go ahead and spawn stuff if we're mad a a client
- if (self->enemy->client && self->monsterinfo.monster_slots > 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_inback = inback(self, self->enemy);
- enemy_below = below (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;
- // PMM - shoot out the back if appropriate
- if ((enemy_inback) || (!enemy_infront && enemy_below))
- {
- // this is using wait because the attack is supposed to be independent
- if (level.time >= self->wait)
- {
- self->wait = level.time + CARRIER_ROCKET_TIME;
- self->monsterinfo.attack(self);
- if (random() < 0.6)
- self->monsterinfo.attack_state = AS_SLIDING;
- else
- self->monsterinfo.attack_state = AS_STRAIGHT;
- return true;
- }
- }
- // melee attack
- if (enemy_range == RANGE_MELEE)
- {
- 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 = 0.8;
- }
- else if (enemy_range == RANGE_MID)
- {
- chance = 0.8;
- }
- 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;
- // self->monsterinfo.attack_finished = level.time + 2*random();
- return true;
- }
- if (self->flags & FL_FLY)
- {
- if (random() < 0.6)
- self->monsterinfo.attack_state = AS_SLIDING;
- else
- self->monsterinfo.attack_state = AS_STRAIGHT;
- }
- return false;
- }
- void CarrierPrecache ()
- {
- gi.soundindex ("flyer/flysght1.wav");
- gi.soundindex ("flyer/flysrch1.wav");
- gi.soundindex ("flyer/flypain1.wav");
- gi.soundindex ("flyer/flypain2.wav");
- gi.soundindex ("flyer/flyatck2.wav");
- gi.soundindex ("flyer/flyatck1.wav");
- gi.soundindex ("flyer/flydeth1.wav");
- gi.soundindex ("flyer/flyatck3.wav");
- gi.soundindex ("flyer/flyidle1.wav");
- gi.soundindex ("weapons/rockfly.wav");
- gi.soundindex ("infantry/infatck1.wav");
- gi.soundindex ("gunner/gunatck3.wav");
- gi.soundindex ("weapons/grenlb1b.wav");
- gi.soundindex ("tank/rocket.wav");
- gi.modelindex ("models/monsters/flyer/tris.md2");
- gi.modelindex ("models/objects/rocket/tris.md2");
- gi.modelindex ("models/objects/debris2/tris.md2");
- gi.modelindex ("models/objects/grenade/tris.md2");
- gi.modelindex("models/items/spawngro/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");
- }
- /*QUAKED monster_carrier (1 .5 0) (-56 -56 -44) (56 56 44) Ambush Trigger_Spawn Sight
- */
- void SP_monster_carrier (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- sound_pain1 = gi.soundindex ("carrier/pain_md.wav");
- sound_pain2 = gi.soundindex ("carrier/pain_lg.wav");
- sound_pain3 = gi.soundindex ("carrier/pain_sm.wav");
- sound_death = gi.soundindex ("carrier/death.wav");
- // sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav");
- sound_rail = gi.soundindex ("gladiator/railgun.wav");
- sound_sight = gi.soundindex ("carrier/sight.wav");
- sound_spawn = gi.soundindex ("medic_commander/monsterspawn1.wav");
- self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav");
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex ("models/monsters/carrier/tris.md2");
- VectorSet (self->mins, -56, -56, -44);
- VectorSet (self->maxs, 56, 56, 44);
- // 2000 - 4000 health
- self->health = max (2000, 2000 + 1000*((skill->value)-1));
- // add health in coop (500 * skill)
- if (coop->value)
- self->health += 500*(skill->value);
- self->gib_health = -200;
- self->mass = 1000;
- self->yaw_speed = 15;
- orig_yaw_speed = self->yaw_speed;
- // self->yaw_speed = 1;
-
- self->flags |= FL_IMMUNE_LASER;
- self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
- self->pain = carrier_pain;
- self->die = carrier_die;
- self->monsterinfo.melee = NULL;
- self->monsterinfo.stand = carrier_stand;
- self->monsterinfo.walk = carrier_walk;
- self->monsterinfo.run = carrier_run;
- self->monsterinfo.attack = carrier_attack;
- // self->monsterinfo.search = carrier_search;
- self->monsterinfo.sight = carrier_sight;
- self->monsterinfo.checkattack = Carrier_CheckAttack;
- gi.linkentity (self);
- self->monsterinfo.currentmove = &carrier_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- CarrierPrecache();
- flymonster_start (self);
- self->monsterinfo.attack_finished = 0;
- switch ((int)skill->value)
- {
- case 0:
- self->monsterinfo.monster_slots = 3;
- break;
- case 1:
- case 2:
- self->monsterinfo.monster_slots = 6;
- break;
- case 3:
- self->monsterinfo.monster_slots = 9;
- break;
- default:
- self->monsterinfo.monster_slots = 6;
- break;
- }
- }
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