thirtyflightsofloving/missionpack/m_gunner.c

1164 lines
28 KiB
C

/*
==============================================================================
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;
// NOTE: Original gunner grenade velocity was 600 units/sec, but then
// fire_grenade added 200 units/sec in a direction perpendicular
// to the aim direction. We've removed that from fire_grenade
// (for the gunner, not for players) since the gunner now shoots
// smarter, and adjusted things so that the initial velocity out
// of the barrel is the same.
#define GRENADE_VELOCITY 632.4555320337
#define GRENADE_VELOCITY_SQUARED 400000
void gunner_idlesound (edict_t *self)
{
if(!(self->spawnflags & SF_MONSTER_AMBUSH))
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);
M_FlyCheck (self);
// Lazarus monster fade
if(world->effects & FX_WORLDSPAWN_CORPSEFADE)
{
self->think=FadeDieSink;
self->nextthink=level.time+corpse_fadetime->value;
}
}
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;
self->s.skinnum |= 1;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// check for gib
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
{
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);
ThrowGib (self, "models/objects/gibs/chest/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;
}
qboolean gunner_grenade_check(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t target;
trace_t tr;
vec3_t dir;
vec3_t vhorz;
float horz,vertmax;
if(!self->enemy)
return false;
// if the player is above my head, use machinegun.
// if(self->absmax[2] <= self->enemy->absmin[2])
// return false;
// Lazarus: We can do better than that... see below
// 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);
// see if we're too close
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
if (VectorLength(dir) < 100)
return false;
// Lazarus: Max vertical distance - this is approximate and conservative
VectorCopy(dir,vhorz);
vhorz[2] = 0;
horz = VectorLength(vhorz);
vertmax = (GRENADE_VELOCITY_SQUARED)/(2*sv_gravity->value) -
0.5*sv_gravity->value*horz*horz/GRENADE_VELOCITY_SQUARED;
if(dir[2] > vertmax)
return false;
// Lazarus: Make sure there's a more-or-less clear flight path to target
// Rogue checked target origin, but if target is above gunner then the trace
// would almost always hit the platform the target was standing on
VectorCopy(self->enemy->s.origin,target);
target[2] = self->enemy->absmax[2];
tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT);
if(tr.ent == self->enemy || tr.fraction == 1)
return true;
// Repeat for feet... in case we're looking down at a target standing under,
// for example, a short doorway
target[2] = self->enemy->absmin[2];
tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SHOT);
if(tr.ent == self->enemy || tr.fraction == 1)
return true;
return false;
}
// 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;
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (target, start, aim);
VectorNormalize (aim);
monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
void GunnerGrenade (edict_t *self)
{
vec3_t start;
vec3_t forward, right, up;
vec3_t aim;
vec_t monster_speed;
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 at enemy's feet if he's at same elevation or lower. otherwise aim at origin
VectorCopy(self->enemy->s.origin,target);
if(self->enemy->absmin[2] <= self->absmax[2]) target[2] = self->enemy->absmin[2];
// Lazarus fog reduction of accuracy
if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
// lead target... 20, 35, 50, 65 chance of leading
if( random() < (0.2 + skill->value * 0.15) )
{
float dist;
float time;
VectorSubtract(target, start, aim);
dist = VectorLength (aim);
time = dist/GRENADE_VELOCITY; // Not correct, but better than nothin'
VectorMA(target, time, self->enemy->velocity, target);
}
// 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
AimGrenade (self, start, target, GRENADE_VELOCITY, aim);
// Lazarus - take into account (sort of) feature of adding shooter's velocity to
// grenade velocity
monster_speed = VectorLength(self->velocity);
if(monster_speed > 0)
{
vec3_t v1;
vec_t delta;
VectorCopy(self->velocity,v1);
VectorNormalize(v1);
delta = -monster_speed/GRENADE_VELOCITY;
VectorMA(aim,delta,v1,aim);
VectorNormalize(aim);
}
//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;
self->monsterinfo.monsterflags |= 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 GoodGuy NoGib
*/
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;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/gunner/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2");
{ // Coconut Monkey 2 sombrero
cvar_t *gamedir = gi.cvar("gamedir", "", 0);
if (strlen(gamedir->string) && !strcmp(gamedir->string, "coconut2"))
self->s.modelindex2 = gi.modelindex ("models/monsters/gunner/gear.md2");
}
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
if (!self->health)
self->health = 175;
if (!self->gib_health)
self->gib_health = -150;
if (!self->mass)
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
if (!self->blood_type)
self->blood_type = 3; //sparks and blood
// Lazarus
if (self->powerarmor)
{
if (self->powerarmortype == 1)
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
else
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = self->powerarmor;
}
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.30;
self->common_name = "Gunner";
gi.linkentity (self);
self->monsterinfo.currentmove = &gunner_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
// PMM
self->monsterinfo.blindfire = true;
walkmonster_start (self);
}