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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- GUNNER
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_gunner.h"
- static int sound_pain;
- static int sound_pain2;
- static int sound_death;
- static int sound_idle;
- static int sound_open;
- static int sound_search;
- static int sound_sight;
- void gunner_idlesound (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
- }
- void gunner_sight (edict_t *self, edict_t *other)
- {
- gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
- }
- void gunner_search (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
- }
- qboolean visible (edict_t *self, edict_t *other);
- void GunnerGrenade (edict_t *self);
- void GunnerFire (edict_t *self);
- void gunner_fire_chain(edict_t *self);
- void gunner_refire_chain(edict_t *self);
- void gunner_stand (edict_t *self);
- mframe_t gunner_frames_fidget [] =
- {
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, gunner_idlesound,
- 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 gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
- void gunner_fidget (edict_t *self)
- {
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- return;
- if (random() <= 0.05)
- self->monsterinfo.currentmove = &gunner_move_fidget;
- }
- mframe_t gunner_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, gunner_fidget,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, gunner_fidget,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, gunner_fidget
- };
- mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
- void gunner_stand (edict_t *self)
- {
- self->monsterinfo.currentmove = &gunner_move_stand;
- }
- mframe_t gunner_frames_walk [] =
- {
- ai_walk, 0, NULL,
- ai_walk, 3, NULL,
- ai_walk, 4, NULL,
- ai_walk, 5, NULL,
- ai_walk, 7, NULL,
- ai_walk, 2, NULL,
- ai_walk, 6, NULL,
- ai_walk, 4, NULL,
- ai_walk, 2, NULL,
- ai_walk, 7, NULL,
- ai_walk, 5, NULL,
- ai_walk, 7, NULL,
- ai_walk, 4, NULL
- };
- mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
- void gunner_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &gunner_move_walk;
- }
- mframe_t gunner_frames_run [] =
- {
- ai_run, 26, NULL,
- ai_run, 9, NULL,
- ai_run, 9, NULL,
- ai_run, 9, monster_done_dodge,
- ai_run, 15, NULL,
- ai_run, 10, NULL,
- ai_run, 13, NULL,
- ai_run, 6, NULL
- };
- mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
- void gunner_run (edict_t *self)
- {
- monster_done_dodge(self);
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- self->monsterinfo.currentmove = &gunner_move_stand;
- else
- self->monsterinfo.currentmove = &gunner_move_run;
- }
- mframe_t gunner_frames_runandshoot [] =
- {
- ai_run, 32, NULL,
- ai_run, 15, NULL,
- ai_run, 10, NULL,
- ai_run, 18, NULL,
- ai_run, 8, NULL,
- ai_run, 20, NULL
- };
- mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
- void gunner_runandshoot (edict_t *self)
- {
- self->monsterinfo.currentmove = &gunner_move_runandshoot;
- }
- mframe_t gunner_frames_pain3 [] =
- {
- ai_move, -3, NULL,
- ai_move, 1, NULL,
- ai_move, 1, NULL,
- ai_move, 0, NULL,
- ai_move, 1, NULL
- };
- mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
- mframe_t gunner_frames_pain2 [] =
- {
- ai_move, -2, NULL,
- ai_move, 11, NULL,
- ai_move, 6, NULL,
- ai_move, 2, NULL,
- ai_move, -1, NULL,
- ai_move, -7, NULL,
- ai_move, -2, NULL,
- ai_move, -7, NULL
- };
- mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
- mframe_t gunner_frames_pain1 [] =
- {
- ai_move, 2, NULL,
- ai_move, 0, NULL,
- ai_move, -5, NULL,
- ai_move, 3, NULL,
- ai_move, -1, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 1, NULL,
- ai_move, 1, NULL,
- ai_move, 2, NULL,
- ai_move, 1, NULL,
- ai_move, 0, NULL,
- ai_move, -2, NULL,
- ai_move, -2, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
- void gunner_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- if (self->health < (self->max_health / 2))
- self->s.skinnum = 1;
- monster_done_dodge (self);
- if (!self->groundentity)
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("gunner: pain avoided due to no ground\n");
- return;
- }
- if (level.time < self->pain_debounce_time)
- return;
- self->pain_debounce_time = level.time + 3;
- if (rand()&1)
- gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
- else
- gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
- if (skill->value == 3)
- return; // no pain anims in nightmare
- if (damage <= 10)
- self->monsterinfo.currentmove = &gunner_move_pain3;
- else if (damage <= 25)
- self->monsterinfo.currentmove = &gunner_move_pain2;
- else
- self->monsterinfo.currentmove = &gunner_move_pain1;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- // PMM - clear duck flag
- if (self->monsterinfo.aiflags & AI_DUCKED)
- monster_duck_up(self);
- }
- void gunner_dead (edict_t *self)
- {
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, -8);
- self->movetype = MOVETYPE_TOSS;
- self->svflags |= SVF_DEADMONSTER;
- self->nextthink = 0;
- gi.linkentity (self);
- }
- mframe_t gunner_frames_death [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -7, NULL,
- ai_move, -3, NULL,
- ai_move, -5, NULL,
- ai_move, 8, NULL,
- ai_move, 6, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
- void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- int n;
- // check for gib
- if (self->health <= self->gib_health)
- {
- gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
- for (n= 0; n < 2; n++)
- ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
- self->deadflag = DEAD_DEAD;
- return;
- }
- if (self->deadflag == DEAD_DEAD)
- return;
- // regular death
- gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_YES;
- self->monsterinfo.currentmove = &gunner_move_death;
- }
- // PMM - changed to duck code for new dodge
- //
- // this is specific to the gunner, leave it be
- //
- void gunner_duck_down (edict_t *self)
- {
- // if (self->monsterinfo.aiflags & AI_DUCKED)
- // return;
- self->monsterinfo.aiflags |= AI_DUCKED;
- if (skill->value >= 2)
- {
- if (random() > 0.5)
- GunnerGrenade (self);
- }
- // self->maxs[2] -= 32;
- self->maxs[2] = self->monsterinfo.base_height - 32;
- self->takedamage = DAMAGE_YES;
- if (self->monsterinfo.duck_wait_time < level.time)
- self->monsterinfo.duck_wait_time = level.time + 1;
- gi.linkentity (self);
- }
- mframe_t gunner_frames_duck [] =
- {
- ai_move, 1, gunner_duck_down,
- ai_move, 1, NULL,
- ai_move, 1, monster_duck_hold,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, -1, NULL,
- ai_move, 0, monster_duck_up,
- ai_move, -1, NULL
- };
- mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
- // PMM - gunner dodge moved below so I know about attack sequences
- void gunner_opengun (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
- }
- void GunnerFire (edict_t *self)
- {
- vec3_t start;
- vec3_t forward, right;
- vec3_t target;
- vec3_t aim;
- int flash_number;
- if(!self->enemy || !self->enemy->inuse) //PGM
- return; //PGM
- flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- // project enemy back a bit and target there
- VectorCopy (self->enemy->s.origin, target);
- VectorMA (target, -0.2, self->enemy->velocity, target);
- target[2] += self->enemy->viewheight;
- VectorSubtract (target, start, aim);
- VectorNormalize (aim);
- monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
- }
- qboolean gunner_grenade_check(edict_t *self)
- {
- vec3_t start;
- vec3_t forward, right;
- trace_t tr;
- vec3_t target, dir;
- if(!self->enemy)
- return false;
- // if the player is above my head, use machinegun.
- // check for flag telling us that we're blindfiring
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- {
- if (self->s.origin[2]+self->viewheight < self->monsterinfo.blind_fire_target[2])
- {
- // if(g_showlogic && g_showlogic->value)
- // gi.dprintf("blind_fire_target is above my head, using machinegun\n");
- return false;
- }
- }
- else if(self->absmax[2] <= self->enemy->absmin[2])
- {
- // if(g_showlogic && g_showlogic->value)
- // gi.dprintf("player is above my head, using machinegun\n");
- return false;
- }
- // check to see that we can trace to the player before we start
- // tossing grenades around.
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GUNNER_GRENADE_1], forward, right, start);
- // pmm - check for blindfire flag
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- VectorCopy (self->monsterinfo.blind_fire_target, target);
- else
- VectorCopy (self->enemy->s.origin, target);
- // see if we're too close
- VectorSubtract (self->s.origin, target, dir);
- if (VectorLength(dir) < 100)
- return false;
- tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT);
- if(tr.ent == self->enemy || tr.fraction == 1)
- return true;
- // if(g_showlogic && g_showlogic->value)
- // gi.dprintf("can't trace to target, using machinegun\n");
- return false;
- }
- void GunnerGrenade (edict_t *self)
- {
- vec3_t start;
- vec3_t forward, right, up;
- vec3_t aim;
- int flash_number;
- float spread;
- float pitch;
- // PMM
- vec3_t target;
- qboolean blindfire;
- if(!self->enemy || !self->enemy->inuse) //PGM
- return; //PGM
- // pmm
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- blindfire = true;
- if (self->s.frame == FRAME_attak105)
- {
- spread = .02;
- flash_number = MZ2_GUNNER_GRENADE_1;
- }
- else if (self->s.frame == FRAME_attak108)
- {
- spread = .05;
- flash_number = MZ2_GUNNER_GRENADE_2;
- }
- else if (self->s.frame == FRAME_attak111)
- {
- spread = .08;
- flash_number = MZ2_GUNNER_GRENADE_3;
- }
- else // (self->s.frame == FRAME_attak114)
- {
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- spread = .11;
- flash_number = MZ2_GUNNER_GRENADE_4;
- }
- // pmm
- // if we're shooting blind and we still can't see our enemy
- if ((blindfire) && (!visible(self, self->enemy)))
- {
- // and we have a valid blind_fire_target
- if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
- return;
-
- // gi.dprintf ("blind_fire_target = %s\n", vtos (self->monsterinfo.blind_fire_target));
- // gi.dprintf ("GunnerGrenade: ideal yaw is %f\n", self->ideal_yaw);
- VectorCopy (self->monsterinfo.blind_fire_target, target);
- }
- else
- VectorCopy (self->s.origin, target);
- // pmm
- AngleVectors (self->s.angles, forward, right, up); //PGM
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- //PGM
- if(self->enemy)
- {
- float dist;
- // VectorSubtract(self->enemy->s.origin, self->s.origin, aim);
- VectorSubtract(target, self->s.origin, aim);
- dist = VectorLength(aim);
- // aim up if they're on the same level as me and far away.
- if((dist > 512) && (aim[2] < 64) && (aim[2] > -64))
- {
- aim[2] += (dist - 512);
- }
- VectorNormalize (aim);
- pitch = aim[2];
- if(pitch > 0.4)
- {
- pitch = 0.4;
- }
- else if(pitch < -0.5)
- pitch = -0.5;
- }
- //PGM
- //FIXME : do a spread -225 -75 75 225 degrees around forward
- // VectorCopy (forward, aim);
- VectorMA (forward, spread, right, aim);
- VectorMA (aim, pitch, up, aim);
- monster_fire_grenade (self, start, aim, 50, 600, flash_number);
- }
- mframe_t gunner_frames_attack_chain [] =
- {
- /*
- 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, gunner_opengun,
- 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 gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
- mframe_t gunner_frames_fire_chain [] =
- {
- ai_charge, 0, GunnerFire,
- ai_charge, 0, GunnerFire,
- ai_charge, 0, GunnerFire,
- ai_charge, 0, GunnerFire,
- ai_charge, 0, GunnerFire,
- ai_charge, 0, GunnerFire,
- ai_charge, 0, GunnerFire,
- ai_charge, 0, GunnerFire
- };
- mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
- mframe_t gunner_frames_endfire_chain [] =
- {
- 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
- };
- mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
- void gunner_blind_check (edict_t *self)
- {
- vec3_t aim;
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- {
- VectorSubtract(self->monsterinfo.blind_fire_target, self->s.origin, aim);
- self->ideal_yaw = vectoyaw(aim);
-
- // gi.dprintf ("blind_fire_target = %s\n", vtos (self->monsterinfo.blind_fire_target));
- // gi.dprintf ("gunner_attack: ideal yaw is %f\n", self->ideal_yaw);
- }
- }
- mframe_t gunner_frames_attack_grenade [] =
- {
- ai_charge, 0, gunner_blind_check,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, GunnerGrenade,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, GunnerGrenade,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, GunnerGrenade,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, GunnerGrenade,
- 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
- };
- mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
- void gunner_attack(edict_t *self)
- {
- float chance, r;
- monster_done_dodge(self);
- // PMM
- if (self->monsterinfo.attack_state == AS_BLIND)
- {
- // setup shot probabilities
- if (self->monsterinfo.blind_fire_delay < 1.0)
- chance = 1.0;
- else if (self->monsterinfo.blind_fire_delay < 7.5)
- chance = 0.4;
- else
- chance = 0.1;
- r = random();
- // minimum of 2 seconds, plus 0-3, after the shots are done
- self->monsterinfo.blind_fire_delay += 2.1 + 2.0 + random()*3.0;
- // don't shoot at the origin
- if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
- return;
- // don't shoot if the dice say not to
- if (r > chance)
- {
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("blindfire - NO SHOT\n");
- return;
- }
- // turn on manual steering to signal both manual steering and blindfire
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- if (gunner_grenade_check(self))
- {
- // if the check passes, go for the attack
- self->monsterinfo.currentmove = &gunner_move_attack_grenade;
- self->monsterinfo.attack_finished = level.time + 2*random();
- }
- // pmm - should this be active?
- // else
- // self->monsterinfo.currentmove = &gunner_move_attack_chain;
- // if ((g_showlogic) && (g_showlogic->value))
- // gi.dprintf ("blind grenade check failed, doing nothing\n");
- // turn off blindfire flag
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- return;
- }
- // pmm
- // PGM - gunner needs to use his chaingun if he's being attacked by a tesla.
- if ((range (self, self->enemy) == RANGE_MELEE) || self->bad_area)
- {
- self->monsterinfo.currentmove = &gunner_move_attack_chain;
- }
- else
- {
- if (random() <= 0.5 && gunner_grenade_check(self))
- self->monsterinfo.currentmove = &gunner_move_attack_grenade;
- else
- self->monsterinfo.currentmove = &gunner_move_attack_chain;
- }
- }
- void gunner_fire_chain(edict_t *self)
- {
- self->monsterinfo.currentmove = &gunner_move_fire_chain;
- }
- void gunner_refire_chain(edict_t *self)
- {
- if (self->enemy->health > 0)
- if ( visible (self, self->enemy) )
- if (random() <= 0.5)
- {
- self->monsterinfo.currentmove = &gunner_move_fire_chain;
- return;
- }
- self->monsterinfo.currentmove = &gunner_move_endfire_chain;
- }
- /*
- void gunner_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
- {
- // original quake2 dodge code
- if (random() > 0.25)
- return;
- if (!self->enemy)
- self->enemy = attacker;
- self->monsterinfo.currentmove = &gunner_move_duck;
- //===========
- //PMM - rogue rewrite of gunner dodge code.
- float r;
- float height;
- int shooting = 0;
- if (!self->enemy)
- {
- self->enemy = attacker;
- FoundTarget (self);
- }
- // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
- // seeing numbers like 13 and 14)
- if ((eta < 0.1) || (eta > 5))
- return;
- r = random();
- if (r > (0.25*((skill->value)+1)))
- return;
- if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
- (self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
- (self->monsterinfo.currentmove == &gunner_move_attack_grenade)
- )
- {
- shooting = 1;
- }
- if (self->monsterinfo.aiflags & AI_DODGING)
- {
- height = self->absmax[2];
- }
- else
- {
- height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
- }
- // check to see if it makes sense to duck
- if (tr->endpos[2] <= height)
- {
- vec3_t right, diff;
- if (shooting)
- {
- self->monsterinfo.attack_state = AS_SLIDING;
- return;
- }
- AngleVectors (self->s.angles, NULL, right, NULL);
- VectorSubtract (tr->endpos, self->s.origin, diff);
- if (DotProduct (right, diff) < 0)
- {
- self->monsterinfo.lefty = 1;
- }
- // if it doesn't sense to duck, try to strafe away
- monster_done_dodge (self);
- self->monsterinfo.currentmove = &gunner_move_run;
- self->monsterinfo.attack_state = AS_SLIDING;
- return;
- }
- if (skill->value == 0)
- {
- self->monsterinfo.currentmove = &gunner_move_duck;
- // PMM - stupid dodge
- self->monsterinfo.duck_wait_time = level.time + eta + 1;
- self->monsterinfo.aiflags |= AI_DODGING;
- return;
- }
- if (!shooting)
- {
- self->monsterinfo.currentmove = &gunner_move_duck;
- self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
- self->monsterinfo.aiflags |= AI_DODGING;
- }
- return;
- //PMM
- //===========
- }
- */
- //===========
- //PGM
- void gunner_jump_now (edict_t *self)
- {
- vec3_t forward,up;
- monster_jump_start (self);
- AngleVectors (self->s.angles, forward, NULL, up);
- VectorMA(self->velocity, 100, forward, self->velocity);
- VectorMA(self->velocity, 300, up, self->velocity);
- }
- void gunner_jump2_now (edict_t *self)
- {
- vec3_t forward,up;
- monster_jump_start (self);
- AngleVectors (self->s.angles, forward, NULL, up);
- VectorMA(self->velocity, 150, forward, self->velocity);
- VectorMA(self->velocity, 400, up, self->velocity);
- }
- void gunner_jump_wait_land (edict_t *self)
- {
- if(self->groundentity == NULL)
- {
- self->monsterinfo.nextframe = self->s.frame;
- if(monster_jump_finished (self))
- self->monsterinfo.nextframe = self->s.frame + 1;
- }
- else
- self->monsterinfo.nextframe = self->s.frame + 1;
- }
- mframe_t gunner_frames_jump [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, gunner_jump_now,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, gunner_jump_wait_land,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t gunner_move_jump = { FRAME_jump01, FRAME_jump10, gunner_frames_jump, gunner_run };
- mframe_t gunner_frames_jump2 [] =
- {
- ai_move, -8, NULL,
- ai_move, -4, NULL,
- ai_move, -4, NULL,
- ai_move, 0, gunner_jump_now,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, gunner_jump_wait_land,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t gunner_move_jump2 = { FRAME_jump01, FRAME_jump10, gunner_frames_jump2, gunner_run };
- void gunner_jump (edict_t *self)
- {
- if(!self->enemy)
- return;
- monster_done_dodge (self);
- if(self->enemy->s.origin[2] > self->s.origin[2])
- self->monsterinfo.currentmove = &gunner_move_jump2;
- else
- self->monsterinfo.currentmove = &gunner_move_jump;
- }
- //===========
- //PGM
- qboolean gunner_blocked (edict_t *self, float dist)
- {
- if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
- return true;
- if(blocked_checkplat (self, dist))
- return true;
- if(blocked_checkjump (self, dist, 192, 40))
- {
- gunner_jump(self);
- return true;
- }
- return false;
- }
- //PGM
- //===========
- // PMM - new duck code
- void gunner_duck (edict_t *self, float eta)
- {
- if ((self->monsterinfo.currentmove == &gunner_move_jump2) ||
- (self->monsterinfo.currentmove == &gunner_move_jump))
- {
- return;
- }
- if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
- (self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
- (self->monsterinfo.currentmove == &gunner_move_attack_grenade)
- )
- {
- // if we're shooting, and not on easy, don't dodge
- if (skill->value)
- {
- self->monsterinfo.aiflags &= ~AI_DUCKED;
- return;
- }
- }
- if (skill->value == 0)
- // PMM - stupid dodge
- self->monsterinfo.duck_wait_time = level.time + eta + 1;
- else
- self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
- // has to be done immediately otherwise he can get stuck
- gunner_duck_down(self);
- self->monsterinfo.nextframe = FRAME_duck01;
- self->monsterinfo.currentmove = &gunner_move_duck;
- return;
- }
- void gunner_sidestep (edict_t *self)
- {
- if ((self->monsterinfo.currentmove == &gunner_move_jump2) ||
- (self->monsterinfo.currentmove == &gunner_move_jump))
- {
- return;
- }
- if ((self->monsterinfo.currentmove == &gunner_move_attack_chain) ||
- (self->monsterinfo.currentmove == &gunner_move_fire_chain) ||
- (self->monsterinfo.currentmove == &gunner_move_attack_grenade)
- )
- {
- // if we're shooting, and not on easy, don't dodge
- if (skill->value)
- {
- self->monsterinfo.aiflags &= ~AI_DODGING;
- return;
- }
- }
- if (self->monsterinfo.currentmove != &gunner_move_run)
- self->monsterinfo.currentmove = &gunner_move_run;
- }
- /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
- */
- void SP_monster_gunner (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- sound_death = gi.soundindex ("gunner/death1.wav");
- sound_pain = gi.soundindex ("gunner/gunpain2.wav");
- sound_pain2 = gi.soundindex ("gunner/gunpain1.wav");
- sound_idle = gi.soundindex ("gunner/gunidle1.wav");
- sound_open = gi.soundindex ("gunner/gunatck1.wav");
- sound_search = gi.soundindex ("gunner/gunsrch1.wav");
- sound_sight = gi.soundindex ("gunner/sight1.wav");
- gi.soundindex ("gunner/gunatck2.wav");
- gi.soundindex ("gunner/gunatck3.wav");
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, 32);
- self->health = 175;
- self->gib_health = -70;
- self->mass = 200;
- self->pain = gunner_pain;
- self->die = gunner_die;
- self->monsterinfo.stand = gunner_stand;
- self->monsterinfo.walk = gunner_walk;
- self->monsterinfo.run = gunner_run;
- // pmm
- self->monsterinfo.dodge = M_MonsterDodge;
- self->monsterinfo.duck = gunner_duck;
- self->monsterinfo.unduck = monster_duck_up;
- self->monsterinfo.sidestep = gunner_sidestep;
- // self->monsterinfo.dodge = gunner_dodge;
- // pmm
- self->monsterinfo.attack = gunner_attack;
- self->monsterinfo.melee = NULL;
- self->monsterinfo.sight = gunner_sight;
- self->monsterinfo.search = gunner_search;
- self->monsterinfo.blocked = gunner_blocked; //PGM
- gi.linkentity (self);
- self->monsterinfo.currentmove = &gunner_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- // PMM
- self->monsterinfo.blindfire = true;
- walkmonster_start (self);
- }
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