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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- TANK
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_tank.h"
- void tank_refire_rocket (edict_t *self);
- void tank_doattack_rocket (edict_t *self);
- void tank_reattack_blaster (edict_t *self);
- static int sound_thud;
- static int sound_pain;
- static int sound_idle;
- static int sound_die;
- static int sound_step;
- static int sound_sight;
- static int sound_windup;
- static int sound_strike;
- //
- // misc
- //
- void tank_sight (edict_t *self, edict_t *other)
- {
- gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
- }
- void tank_footstep (edict_t *self)
- {
- gi.sound (self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
- }
- void tank_thud (edict_t *self)
- {
- gi.sound (self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
- }
- void tank_windup (edict_t *self)
- {
- gi.sound (self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
- }
- void tank_idle (edict_t *self)
- {
- gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
- }
- //
- // stand
- //
- mframe_t tank_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,
- 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 tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};
-
- void tank_stand (edict_t *self)
- {
- self->monsterinfo.currentmove = &tank_move_stand;
- }
- //
- // walk
- //
- void tank_walk (edict_t *self);
- mframe_t tank_frames_start_walk [] =
- {
- ai_walk, 0, NULL,
- ai_walk, 6, NULL,
- ai_walk, 6, NULL,
- ai_walk, 11, tank_footstep
- };
- mmove_t tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};
- mframe_t tank_frames_walk [] =
- {
- ai_walk, 4, NULL,
- ai_walk, 5, NULL,
- ai_walk, 3, NULL,
- ai_walk, 2, NULL,
- ai_walk, 5, NULL,
- ai_walk, 5, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, tank_footstep,
- ai_walk, 3, NULL,
- ai_walk, 5, NULL,
- ai_walk, 4, NULL,
- ai_walk, 5, NULL,
- ai_walk, 7, NULL,
- ai_walk, 7, NULL,
- ai_walk, 6, NULL,
- ai_walk, 6, tank_footstep
- };
- mmove_t tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};
- mframe_t tank_frames_stop_walk [] =
- {
- ai_walk, 3, NULL,
- ai_walk, 3, NULL,
- ai_walk, 2, NULL,
- ai_walk, 2, NULL,
- ai_walk, 4, tank_footstep
- };
- mmove_t tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};
- void tank_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &tank_move_walk;
- }
- //
- // run
- //
- void tank_run (edict_t *self);
- mframe_t tank_frames_start_run [] =
- {
- ai_run, 0, NULL,
- ai_run, 6, NULL,
- ai_run, 6, NULL,
- ai_run, 11, tank_footstep
- };
- mmove_t tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};
- mframe_t tank_frames_run [] =
- {
- ai_run, 4, NULL,
- ai_run, 5, NULL,
- ai_run, 3, NULL,
- ai_run, 2, NULL,
- ai_run, 5, NULL,
- ai_run, 5, NULL,
- ai_run, 4, NULL,
- ai_run, 4, tank_footstep,
- ai_run, 3, NULL,
- ai_run, 5, NULL,
- ai_run, 4, NULL,
- ai_run, 5, NULL,
- ai_run, 7, NULL,
- ai_run, 7, NULL,
- ai_run, 6, NULL,
- ai_run, 6, tank_footstep
- };
- mmove_t tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};
- mframe_t tank_frames_stop_run [] =
- {
- ai_run, 3, NULL,
- ai_run, 3, NULL,
- ai_run, 2, NULL,
- ai_run, 2, NULL,
- ai_run, 4, tank_footstep
- };
- mmove_t tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};
- void tank_run (edict_t *self)
- {
- if (self->enemy && self->enemy->client)
- self->monsterinfo.aiflags |= AI_BRUTAL;
- else
- self->monsterinfo.aiflags &= ~AI_BRUTAL;
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- {
- self->monsterinfo.currentmove = &tank_move_stand;
- return;
- }
- if (self->monsterinfo.currentmove == &tank_move_walk ||
- self->monsterinfo.currentmove == &tank_move_start_run)
- {
- self->monsterinfo.currentmove = &tank_move_run;
- }
- else
- {
- self->monsterinfo.currentmove = &tank_move_start_run;
- }
- }
- //
- // pain
- //
- mframe_t tank_frames_pain1 [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};
- mframe_t tank_frames_pain2 [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};
- mframe_t tank_frames_pain3 [] =
- {
- ai_move, -7, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 2, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 3, NULL,
- ai_move, 0, NULL,
- ai_move, 2, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, tank_footstep
- };
- mmove_t tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};
- void tank_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- if (self->health < (self->max_health / 2))
- self->s.skinnum |= 1;
- if (damage <= 10)
- return;
- if (level.time < self->pain_debounce_time)
- return;
- if (damage <= 30)
- if (random() > 0.2)
- return;
-
- // If hard or nightmare, don't go into pain while attacking
- if ( skill->value >= 2)
- {
- if ( (self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330) )
- return;
- if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116) )
- return;
- }
- self->pain_debounce_time = level.time + 3;
- gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
- if (skill->value == 3)
- return; // no pain anims in nightmare
- // PMM - blindfire cleanup
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- // pmm
- if (damage <= 30)
- self->monsterinfo.currentmove = &tank_move_pain1;
- else if (damage <= 60)
- self->monsterinfo.currentmove = &tank_move_pain2;
- else
- self->monsterinfo.currentmove = &tank_move_pain3;
- };
- //
- // attacks
- //
- void TankBlaster (edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t end;
- vec3_t dir;
- int flash_number;
- if(!self->enemy || !self->enemy->inuse) //PGM
- return; //PGM
- if (self->s.frame == FRAME_attak110)
- flash_number = MZ2_TANK_BLASTER_1;
- else if (self->s.frame == FRAME_attak113)
- flash_number = MZ2_TANK_BLASTER_2;
- else // (self->s.frame == FRAME_attak116)
- flash_number = MZ2_TANK_BLASTER_3;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- VectorCopy (self->enemy->s.origin, end);
- end[2] += self->enemy->viewheight;
- VectorSubtract (end, start, dir);
- monster_fire_blaster (self, start, dir, 30, 800, flash_number, EF_BLASTER);
- }
- void TankStrike (edict_t *self)
- {
- gi.sound (self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
- }
- void TankRocket (edict_t *self)
- {
- vec3_t forward, right;
- vec3_t start;
- vec3_t dir;
- vec3_t vec;
- int flash_number;
- trace_t trace; // PGM
- int rocketSpeed; // PGM
- // pmm - blindfire support
- vec3_t target;
- qboolean blindfire = false;
- if(!self->enemy || !self->enemy->inuse) //PGM
- return; //PGM
- // pmm - blindfire check
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- blindfire = true;
- else
- blindfire = false;
- if (self->s.frame == FRAME_attak324)
- flash_number = MZ2_TANK_ROCKET_1;
- else if (self->s.frame == FRAME_attak327)
- flash_number = MZ2_TANK_ROCKET_2;
- else // (self->s.frame == FRAME_attak330)
- flash_number = MZ2_TANK_ROCKET_3;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :)
- // PMM
- if (blindfire)
- VectorCopy (self->monsterinfo.blind_fire_target, target);
- else
- VectorCopy (self->enemy->s.origin, target);
- // pmm
- // VectorCopy (self->enemy->s.origin, vec);
- // vec[2] += self->enemy->viewheight;
- // VectorSubtract (vec, start, dir);
- //PGM
- // PMM - blindfire shooting
- if (blindfire)
- {
- VectorCopy (target, vec);
- VectorSubtract (vec, start, dir);
- }
- // pmm
- // don't shoot at feet if they're above me.
- else if(random() < 0.66 || (start[2] < self->enemy->absmin[2]))
- {
- // gi.dprintf("normal shot\n");
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, dir);
- }
- else
- {
- // gi.dprintf("shooting at feet!\n");
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] = self->enemy->absmin[2];
- VectorSubtract (vec, start, dir);
- }
- //PGM
-
- //======
- //PMM - lead target (not when blindfiring)
- // 20, 35, 50, 65 chance of leading
- if((!blindfire) && ((random() < (0.2 + ((3 - skill->value) * 0.15)))))
- {
- float dist;
- float time;
- // gi.dprintf ("leading target\n");
- dist = VectorLength (dir);
- time = dist/rocketSpeed;
- VectorMA(vec, time, self->enemy->velocity, vec);
- VectorSubtract(vec, start, dir);
- }
- //PMM - lead target
- //======
- VectorNormalize (dir);
- // gi.WriteByte (svc_temp_entity);
- // gi.WriteByte (TE_DEBUGTRAIL);
- // gi.WritePosition (start);
- // gi.WritePosition (vec);
- // gi.multicast (start, MULTICAST_ALL);
- // pmm blindfire doesn't check target (done in checkattack)
- // paranoia, make sure we're not shooting a target right next to us
- trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
- if (blindfire)
- {
- // blindfire has different fail criteria for the trace
- if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
- monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
- else
- {
- // try shifting the target to the left a little (to help counter large offset)
- VectorCopy (target, vec);
- VectorMA (vec, -20, right, vec);
- VectorSubtract(vec, start, dir);
- VectorNormalize (dir);
- trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
- if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
- monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
- else
- {
- // ok, that failed. try to the right
- VectorCopy (target, vec);
- VectorMA (vec, 20, right, vec);
- VectorSubtract(vec, start, dir);
- VectorNormalize (dir);
- trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
- if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
- monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
- else if ((g_showlogic) && (g_showlogic->value))
- // ok, I give up
- gi.dprintf ("tank avoiding blindfire shot\n");
- }
- }
- }
- else
- {
- trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
- if(trace.ent == self->enemy || trace.ent == world)
- {
- if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
- monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
- // else
- // gi.dprintf("didn't make it halfway to target...aborting\n");
- }
- }
- }
- void TankMachineGun (edict_t *self)
- {
- vec3_t dir;
- vec3_t vec;
- vec3_t start;
- vec3_t forward, right;
- int flash_number;
- if(!self->enemy || !self->enemy->inuse) //PGM
- return; //PGM
- flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- if (self->enemy)
- {
- VectorCopy (self->enemy->s.origin, vec);
- vec[2] += self->enemy->viewheight;
- VectorSubtract (vec, start, vec);
- vectoangles (vec, vec);
- dir[0] = vec[0];
- }
- else
- {
- dir[0] = 0;
- }
- if (self->s.frame <= FRAME_attak415)
- dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
- else
- dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
- dir[2] = 0;
- AngleVectors (dir, forward, NULL, NULL);
- monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
- }
- mframe_t tank_frames_attack_blast [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, -1, NULL,
- ai_charge, -2, NULL,
- ai_charge, -1, NULL,
- ai_charge, -1, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, TankBlaster, // 10
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, TankBlaster,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, TankBlaster // 16
- };
- mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster};
- mframe_t tank_frames_reattack_blast [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, TankBlaster,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, TankBlaster // 16
- };
- mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster};
- mframe_t tank_frames_attack_post_blast [] =
- {
- ai_move, 0, NULL, // 17
- ai_move, 0, NULL,
- ai_move, 2, NULL,
- ai_move, 3, NULL,
- ai_move, 2, NULL,
- ai_move, -2, tank_footstep // 22
- };
- mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run};
- void tank_reattack_blaster (edict_t *self)
- {
- if (skill->value >= 2)
- if (visible (self, self->enemy))
- if (self->enemy->health > 0)
- if (random() <= 0.6)
- {
- self->monsterinfo.currentmove = &tank_move_reattack_blast;
- return;
- }
- self->monsterinfo.currentmove = &tank_move_attack_post_blast;
- }
- void tank_poststrike (edict_t *self)
- {
- self->enemy = NULL;
- tank_run (self);
- }
- mframe_t tank_frames_attack_strike [] =
- {
- ai_move, 3, NULL,
- ai_move, 2, NULL,
- ai_move, 2, NULL,
- ai_move, 1, NULL,
- ai_move, 6, NULL,
- ai_move, 7, NULL,
- ai_move, 9, tank_footstep,
- ai_move, 2, NULL,
- ai_move, 1, NULL,
- ai_move, 2, NULL,
- ai_move, 2, tank_footstep,
- ai_move, 2, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -2, NULL,
- ai_move, -2, NULL,
- ai_move, 0, tank_windup,
- 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, TankStrike,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, -1, NULL,
- ai_move, -1, NULL,
- ai_move, -1, NULL,
- ai_move, -1, NULL,
- ai_move, -3, NULL,
- ai_move, -10, NULL,
- ai_move, -10, NULL,
- ai_move, -2, NULL,
- ai_move, -3, NULL,
- ai_move, -2, tank_footstep
- };
- mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike};
- mframe_t tank_frames_attack_pre_rocket [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL, // 10
- ai_charge, 0, NULL,
- ai_charge, 1, NULL,
- ai_charge, 2, NULL,
- ai_charge, 7, NULL,
- ai_charge, 7, NULL,
- ai_charge, 7, tank_footstep,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL, // 20
- ai_charge, -3, NULL
- };
- mmove_t tank_move_attack_pre_rocket = {FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket};
- mframe_t tank_frames_attack_fire_rocket [] =
- {
- ai_charge, -3, NULL, // Loop Start 22
- ai_charge, 0, NULL,
- ai_charge, 0, TankRocket, // 24
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, TankRocket,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, -1, TankRocket // 30 Loop End
- };
- mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket};
- mframe_t tank_frames_attack_post_rocket [] =
- {
- ai_charge, 0, NULL, // 31
- ai_charge, -1, NULL,
- ai_charge, -1, NULL,
- ai_charge, 0, NULL,
- ai_charge, 2, NULL,
- ai_charge, 3, NULL,
- ai_charge, 4, NULL,
- ai_charge, 2, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL, // 40
- ai_charge, 0, NULL,
- ai_charge, -9, NULL,
- ai_charge, -8, NULL,
- ai_charge, -7, NULL,
- ai_charge, -1, NULL,
- ai_charge, -1, tank_footstep,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL, // 50
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL
- };
- mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run};
- mframe_t tank_frames_attack_chain [] =
- {
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- NULL, 0, TankMachineGun,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL,
- ai_charge, 0, NULL
- };
- mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run};
- void tank_refire_rocket (edict_t *self)
- {
- // PMM - blindfire cleanup
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- {
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
- return;
- }
- // pmm
- // Only on hard or nightmare
- if ( skill->value >= 2 )
- if (self->enemy->health > 0)
- if (visible(self, self->enemy) )
- if (random() <= 0.4)
- {
- self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
- return;
- }
- self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
- }
- void tank_doattack_rocket (edict_t *self)
- {
- self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
- }
- void tank_attack(edict_t *self)
- {
- vec3_t vec;
- float range;
- float r;
- // PMM
- float chance;
- // PMM
- if (!self->enemy || !self->enemy->inuse)
- return;
- if (self->enemy->health < 0)
- {
- self->monsterinfo.currentmove = &tank_move_attack_strike;
- self->monsterinfo.aiflags &= ~AI_BRUTAL;
- return;
- }
- // 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();
- self->monsterinfo.blind_fire_delay += 3.2 + 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;
- self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
- self->monsterinfo.attack_finished = level.time + 3.0 + 2*random();
- self->pain_debounce_time = level.time + 5.0; // no pain for a while
- return;
- }
- // pmm
- VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
- range = VectorLength (vec);
- r = random();
- if (range <= 125)
- {
- if (r < 0.4)
- self->monsterinfo.currentmove = &tank_move_attack_chain;
- else
- self->monsterinfo.currentmove = &tank_move_attack_blast;
- }
- else if (range <= 250)
- {
- if (r < 0.5)
- self->monsterinfo.currentmove = &tank_move_attack_chain;
- else
- self->monsterinfo.currentmove = &tank_move_attack_blast;
- }
- else
- {
- if (r < 0.33)
- self->monsterinfo.currentmove = &tank_move_attack_chain;
- else if (r < 0.66)
- {
- self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
- self->pain_debounce_time = level.time + 5.0; // no pain for a while
- }
- else
- self->monsterinfo.currentmove = &tank_move_attack_blast;
- }
- }
- //
- // death
- //
- void tank_dead (edict_t *self)
- {
- VectorSet (self->mins, -16, -16, -16);
- VectorSet (self->maxs, 16, 16, -0);
- self->movetype = MOVETYPE_TOSS;
- self->svflags |= SVF_DEADMONSTER;
- self->nextthink = 0;
- gi.linkentity (self);
- }
- mframe_t tank_frames_death1 [] =
- {
- ai_move, -7, NULL,
- ai_move, -2, NULL,
- ai_move, -2, NULL,
- ai_move, 1, NULL,
- ai_move, 3, NULL,
- ai_move, 6, NULL,
- ai_move, 1, NULL,
- ai_move, 1, NULL,
- ai_move, 2, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -2, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -3, 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, -4, NULL,
- ai_move, -6, NULL,
- ai_move, -4, NULL,
- ai_move, -5, NULL,
- ai_move, -7, NULL,
- ai_move, -15, tank_thud,
- ai_move, -5, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead};
- void tank_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 < 1 /*4*/; n++)
- ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
- for (n= 0; n < 4; n++)
- ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
- ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
- ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
- self->deadflag = DEAD_DEAD;
- return;
- }
- if (self->deadflag == DEAD_DEAD)
- return;
- // regular death
- gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_YES;
- self->monsterinfo.currentmove = &tank_move_death;
-
- }
- //===========
- //PGM
- qboolean tank_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;
- return false;
- }
- //PGM
- //===========
- //
- // monster_tank
- //
- /*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
- */
- /*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
- */
- void SP_monster_tank (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
- VectorSet (self->mins, -32, -32, -16);
- VectorSet (self->maxs, 32, 32, 72);
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- sound_pain = gi.soundindex ("tank/tnkpain2.wav");
- sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
- sound_idle = gi.soundindex ("tank/tnkidle1.wav");
- sound_die = gi.soundindex ("tank/death.wav");
- sound_step = gi.soundindex ("tank/step.wav");
- sound_windup = gi.soundindex ("tank/tnkatck4.wav");
- sound_strike = gi.soundindex ("tank/tnkatck5.wav");
- sound_sight = gi.soundindex ("tank/sight1.wav");
- gi.soundindex ("tank/tnkatck1.wav");
- gi.soundindex ("tank/tnkatk2a.wav");
- gi.soundindex ("tank/tnkatk2b.wav");
- gi.soundindex ("tank/tnkatk2c.wav");
- gi.soundindex ("tank/tnkatk2d.wav");
- gi.soundindex ("tank/tnkatk2e.wav");
- gi.soundindex ("tank/tnkatck3.wav");
- if (strcmp(self->classname, "monster_tank_commander") == 0)
- {
- self->health = 1000;
- self->gib_health = -225;
- }
- else
- {
- self->health = 750;
- self->gib_health = -200;
- }
- self->mass = 500;
- self->pain = tank_pain;
- self->die = tank_die;
- self->monsterinfo.stand = tank_stand;
- self->monsterinfo.walk = tank_walk;
- self->monsterinfo.run = tank_run;
- self->monsterinfo.dodge = NULL;
- self->monsterinfo.attack = tank_attack;
- self->monsterinfo.melee = NULL;
- self->monsterinfo.sight = tank_sight;
- self->monsterinfo.idle = tank_idle;
- self->monsterinfo.blocked = tank_blocked; // PGM
- gi.linkentity (self);
-
- self->monsterinfo.currentmove = &tank_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- walkmonster_start(self);
- // PMM
- self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
- self->monsterinfo.blindfire = true;
- //pmm
- if (strcmp(self->classname, "monster_tank_commander") == 0)
- self->s.skinnum = 2;
- }
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