quake2-rerelease-dll/rerelease/m_tank.cpp

1162 lines
28 KiB
C++
Raw Normal View History

2023-08-07 19:47:28 +00:00
// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
/*
==============================================================================
TANK
==============================================================================
*/
#include "g_local.h"
#include "m_tank.h"
#include "m_flash.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, sound_pain2;
static int sound_idle;
static int sound_die;
static int sound_step;
static int sound_sight;
static int sound_windup;
static int sound_strike;
constexpr spawnflags_t SPAWNFLAG_TANK_COMMANDER_GUARDIAN = 8_spawnflag;
constexpr spawnflags_t SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING = 16_spawnflag;
//
// misc
//
MONSTERINFO_SIGHT(tank_sight) (edict_t *self, edict_t *other) -> void
{
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);
}
MONSTERINFO_IDLE(tank_idle) (edict_t *self) -> void
{
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
//
// stand
//
mframe_t tank_frames_stand[] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }
};
MMOVE_T(tank_move_stand) = { FRAME_stand01, FRAME_stand30, tank_frames_stand, nullptr };
MONSTERINFO_STAND(tank_stand) (edict_t *self) -> void
{
M_SetAnimation(self, &tank_move_stand);
}
//
// walk
//
void tank_walk(edict_t *self);
#if 0
mframe_t tank_frames_start_walk[] = {
{ ai_walk },
{ ai_walk, 6 },
{ ai_walk, 6 },
{ ai_walk, 11, tank_footstep }
};
MMOVE_T(tank_move_start_walk) = { FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk };
#endif
mframe_t tank_frames_walk[] = {
{ ai_walk, 4 },
{ ai_walk, 5 },
{ ai_walk, 3 },
{ ai_walk, 2 },
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, 4 },
{ ai_walk, 4, tank_footstep },
{ ai_walk, 3 },
{ ai_walk, 5 },
{ ai_walk, 4 },
{ ai_walk, 5 },
{ ai_walk, 7 },
{ ai_walk, 7 },
{ ai_walk, 6 },
{ ai_walk, 6, tank_footstep }
};
MMOVE_T(tank_move_walk) = { FRAME_walk05, FRAME_walk20, tank_frames_walk, nullptr };
#if 0
mframe_t tank_frames_stop_walk[] = {
{ ai_walk, 3 },
{ ai_walk, 3 },
{ ai_walk, 2 },
{ ai_walk, 2 },
{ ai_walk, 4, tank_footstep }
};
MMOVE_T(tank_move_stop_walk) = { FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand };
#endif
MONSTERINFO_WALK(tank_walk) (edict_t *self) -> void
{
M_SetAnimation(self, &tank_move_walk);
}
//
// run
//
void tank_run(edict_t *self);
mframe_t tank_frames_start_run[] = {
{ ai_run },
{ ai_run, 6 },
{ ai_run, 6 },
{ 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 },
{ ai_run, 5 },
{ ai_run, 3 },
{ ai_run, 2 },
{ ai_run, 5 },
{ ai_run, 5 },
{ ai_run, 4 },
{ ai_run, 4, tank_footstep },
{ ai_run, 3 },
{ ai_run, 5 },
{ ai_run, 4 },
{ ai_run, 5 },
{ ai_run, 7 },
{ ai_run, 7 },
{ ai_run, 6 },
{ ai_run, 6, tank_footstep }
};
MMOVE_T(tank_move_run) = { FRAME_walk05, FRAME_walk20, tank_frames_run, nullptr };
#if 0
mframe_t tank_frames_stop_run[] = {
{ ai_run, 3 },
{ ai_run, 3 },
{ ai_run, 2 },
{ ai_run, 2 },
{ ai_run, 4, tank_footstep }
};
MMOVE_T(tank_move_stop_run) = { FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk };
#endif
MONSTERINFO_RUN(tank_run) (edict_t *self) -> void
{
if (self->enemy && self->enemy->client)
self->monsterinfo.aiflags |= AI_BRUTAL;
else
self->monsterinfo.aiflags &= ~AI_BRUTAL;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
M_SetAnimation(self, &tank_move_stand);
return;
}
if (self->monsterinfo.active_move == &tank_move_walk ||
self->monsterinfo.active_move == &tank_move_start_run)
{
M_SetAnimation(self, &tank_move_run);
}
else
{
M_SetAnimation(self, &tank_move_start_run);
}
}
//
// pain
//
mframe_t tank_frames_pain1[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(tank_move_pain1) = { FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run };
mframe_t tank_frames_pain2[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(tank_move_pain2) = { FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run };
mframe_t tank_frames_pain3[] = {
{ ai_move, -7 },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 2 },
{ ai_move },
{ ai_move },
{ ai_move, 3 },
{ ai_move },
{ ai_move, 2 },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, tank_footstep }
};
MMOVE_T(tank_move_pain3) = { FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run };
PAIN(tank_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
{
if (mod.id != MOD_CHAINFIST && damage <= 10)
return;
if (level.time < self->pain_debounce_time)
return;
if (mod.id != MOD_CHAINFIST)
{
if (damage <= 30)
if (frandom() > 0.2f)
return;
// don't go into pain while attacking
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_sec;
if (self->count)
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if (!M_ShouldReactToPain(self, mod))
return; // no pain anims in nightmare
// PMM - blindfire cleanup
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
// pmm
if (damage <= 30)
M_SetAnimation(self, &tank_move_pain1);
else if (damage <= 60)
M_SetAnimation(self, &tank_move_pain2);
else
M_SetAnimation(self, &tank_move_pain3);
}
MONSTERINFO_SETSKIN(tank_setskin) (edict_t *self) -> void
{
if (self->health < (self->max_health / 2))
self->s.skinnum |= 1;
else
self->s.skinnum &= ~1;
}
// [Paril-KEX]
bool M_AdjustBlindfireTarget(edict_t *self, const vec3_t &start, const vec3_t &target, const vec3_t &right, vec3_t &out_dir)
{
trace_t trace = gi.traceline(start, target, self, MASK_PROJECTILE);
// blindfire has different fail criteria for the trace
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
{
out_dir = target - start;
out_dir.normalize();
return true;
}
// try shifting the target to the left a little (to help counter large offset)
vec3_t left_target = target + (right * -20);
trace = gi.traceline(start, left_target, self, MASK_PROJECTILE);
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
{
out_dir = left_target - start;
out_dir.normalize();
return true;
}
// ok, that failed. try to the right
vec3_t right_target = target + (right * 20);
trace = gi.traceline(start, right_target, self, MASK_PROJECTILE);
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
{
out_dir = right_target - start;
out_dir.normalize();
return true;
}
return false;
}
//
// attacks
//
void TankBlaster(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
monster_muzzleflash_id_t flash_number;
if (!self->enemy || !self->enemy->inuse) // PGM
return; // PGM
bool blindfire = self->monsterinfo.aiflags & AI_MANUAL_STEERING;
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, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
// pmm - blindfire support
vec3_t target;
// PMM
if (blindfire)
{
target = self->monsterinfo.blind_fire_target;
if (!M_AdjustBlindfireTarget(self, start, target, right, dir))
return;
}
else
PredictAim(self, self->enemy, start, 0, false, 0.f, &dir, nullptr);
// pmm
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;
monster_muzzleflash_id_t flash_number;
int rocketSpeed; // PGM
// pmm - blindfire support
vec3_t target;
if (!self->enemy || !self->enemy->inuse) // PGM
return; // PGM
bool blindfire = self->monsterinfo.aiflags & AI_MANUAL_STEERING;
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, nullptr);
// [Paril-KEX] scale
start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
if (self->speed)
rocketSpeed = self->speed;
else if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING))
rocketSpeed = 500;
else
rocketSpeed = 650;
// PMM
if (blindfire)
target = self->monsterinfo.blind_fire_target;
else
target = self->enemy->s.origin;
// pmm
// PGM
// PMM - blindfire shooting
if (blindfire)
{
vec = target;
dir = vec - start;
}
// pmm
// don't shoot at feet if they're above me.
else if (frandom() < 0.66f || (start[2] < self->enemy->absmin[2]))
{
vec = self->enemy->s.origin;
vec[2] += self->enemy->viewheight;
dir = vec - start;
}
else
{
vec = self->enemy->s.origin;
vec[2] = self->enemy->absmin[2] + 1;
dir = vec - start;
}
// PGM
//======
// PMM - lead target (not when blindfiring)
// 20, 35, 50, 65 chance of leading
if ((!blindfire) && ((frandom() < (0.2f + ((3 - skill->integer) * 0.15f)))))
PredictAim(self, self->enemy, start, rocketSpeed, false, 0, &dir, &vec);
// PMM - lead target
//======
dir.normalize();
// pmm blindfire doesn't check target (done in checkattack)
// paranoia, make sure we're not shooting a target right next to us
if (blindfire)
{
// blindfire has different fail criteria for the trace
if (M_AdjustBlindfireTarget(self, start, vec, right, dir))
{
if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING))
monster_fire_heat(self, start, dir, 50, rocketSpeed, flash_number, self->accel);
else
monster_fire_rocket(self, start, dir, 50, rocketSpeed, flash_number);
}
}
else
{
trace_t trace = gi.traceline(start, vec, self, MASK_PROJECTILE);
if (trace.fraction > 0.5f || trace.ent->solid != SOLID_BSP)
{
if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING))
monster_fire_heat(self, start, dir, 50, rocketSpeed, flash_number, self->accel);
else
monster_fire_rocket(self, start, dir, 50, rocketSpeed, flash_number);
}
}
}
void TankMachineGun(edict_t *self)
{
vec3_t dir;
vec3_t vec;
vec3_t start;
vec3_t forward, right;
monster_muzzleflash_id_t flash_number;
if (!self->enemy || !self->enemy->inuse) // PGM
return; // PGM
flash_number = static_cast<monster_muzzleflash_id_t>(MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406));
AngleVectors(self->s.angles, forward, right, nullptr);
start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
if (self->enemy)
{
vec = self->enemy->s.origin;
vec[2] += self->enemy->viewheight;
vec -= start;
vec = vectoangles(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, nullptr, nullptr);
monster_fire_bullet(self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
static void tank_blind_check(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
vec3_t aim = self->monsterinfo.blind_fire_target - self->s.origin;
self->ideal_yaw = vectoyaw(aim);
}
}
mframe_t tank_frames_attack_blast[] = {
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, -1 },
{ ai_charge, -2 },
{ ai_charge, -1 },
{ ai_charge, -1, tank_blind_check },
{ ai_charge },
{ ai_charge, 0, TankBlaster }, // 10
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, TankBlaster },
{ ai_charge },
{ ai_charge },
{ 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 },
{ ai_charge },
{ ai_charge, 0, TankBlaster },
{ ai_charge },
{ ai_charge },
{ 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 }, // 17
{ ai_move },
{ ai_move, 2 },
{ ai_move, 3 },
{ ai_move, 2 },
{ 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 (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
M_SetAnimation(self, &tank_move_attack_post_blast);
return;
}
if (visible(self, self->enemy))
if (self->enemy->health > 0)
if (frandom() <= 0.6f)
{
M_SetAnimation(self, &tank_move_reattack_blast);
return;
}
M_SetAnimation(self, &tank_move_attack_post_blast);
}
void tank_poststrike(edict_t *self)
{
self->enemy = nullptr;
tank_run(self);
}
mframe_t tank_frames_attack_strike[] = {
{ ai_move, 3 },
{ ai_move, 2 },
{ ai_move, 2 },
{ ai_move, 1 },
{ ai_move, 6 },
{ ai_move, 7 },
{ ai_move, 9, tank_footstep },
{ ai_move, 2 },
{ ai_move, 1 },
{ ai_move, 2 },
{ ai_move, 2, tank_footstep },
{ ai_move, 2 },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, -2 },
{ ai_move, -2 },
{ ai_move, 0, tank_windup },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, TankStrike },
{ ai_move },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -1 },
{ ai_move, -3 },
{ ai_move, -10 },
{ ai_move, -10 },
{ ai_move, -2 },
{ ai_move, -3 },
{ 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 },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }, // 10
{ ai_charge },
{ ai_charge, 1 },
{ ai_charge, 2 },
{ ai_charge, 7 },
{ ai_charge, 7 },
{ ai_charge, 7, tank_footstep },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }, // 20
{ ai_charge, -3 }
};
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, tank_blind_check }, // Loop Start 22
{ ai_charge },
{ ai_charge, 0, TankRocket }, // 24
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, TankRocket },
{ ai_charge },
{ ai_charge },
{ 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 }, // 31
{ ai_charge, -1 },
{ ai_charge, -1 },
{ ai_charge },
{ ai_charge, 2 },
{ ai_charge, 3 },
{ ai_charge, 4 },
{ ai_charge, 2 },
{ ai_charge },
{ ai_charge }, // 40
{ ai_charge },
{ ai_charge, -9 },
{ ai_charge, -8 },
{ ai_charge, -7 },
{ ai_charge, -1 },
{ ai_charge, -1, tank_footstep },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }, // 50
{ ai_charge },
{ ai_charge },
{ ai_charge }
};
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 },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ nullptr, 0, TankMachineGun },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge }
};
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;
M_SetAnimation(self, &tank_move_attack_post_rocket);
return;
}
// pmm
if (self->enemy->health > 0)
if (visible(self, self->enemy))
if (frandom() <= 0.4f)
{
M_SetAnimation(self, &tank_move_attack_fire_rocket);
return;
}
M_SetAnimation(self, &tank_move_attack_post_rocket);
}
void tank_doattack_rocket(edict_t *self)
{
M_SetAnimation(self, &tank_move_attack_fire_rocket);
}
MONSTERINFO_ATTACK(tank_attack) (edict_t *self) -> void
{
vec3_t vec;
float range;
float r;
// PMM
float chance;
// PMM
if (!self->enemy || !self->enemy->inuse)
return;
if (self->enemy->health <= 0)
{
M_SetAnimation(self, &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_sec)
chance = 1.0f;
else if (self->monsterinfo.blind_fire_delay < 7.5_sec)
chance = 0.4f;
else
chance = 0.1f;
r = frandom();
self->monsterinfo.blind_fire_delay += 5.2_sec + random_time(3_sec);
// don't shoot at the origin
if (!self->monsterinfo.blind_fire_target)
return;
// don't shoot if the dice say not to
if (r > chance)
return;
bool rocket_visible = M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_ROCKET_1]);
bool blaster_visible = M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_BLASTER_1]);
if (!rocket_visible && !blaster_visible)
return;
bool use_rocket = (rocket_visible && blaster_visible) ? brandom() : rocket_visible;
// turn on manual steering to signal both manual steering and blindfire
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
if (use_rocket)
M_SetAnimation(self, &tank_move_attack_fire_rocket);
else
{
M_SetAnimation(self, &tank_move_attack_blast);
self->monsterinfo.nextframe = FRAME_attak108;
}
self->monsterinfo.attack_finished = level.time + random_time(3_sec, 5_sec);
self->pain_debounce_time = level.time + 5_sec; // no pain for a while
return;
}
// pmm
vec = self->enemy->s.origin - self->s.origin;
range = vec.length();
r = frandom();
if (range <= 125)
{
bool can_machinegun = (!self->enemy->classname || strcmp(self->enemy->classname, "tesla_mine")) && M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_MACHINEGUN_5]);
if (can_machinegun && r < 0.5f)
M_SetAnimation(self, &tank_move_attack_chain);
else if (M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_BLASTER_1]))
M_SetAnimation(self, &tank_move_attack_blast);
}
else if (range <= 250)
{
bool can_machinegun = (!self->enemy->classname || strcmp(self->enemy->classname, "tesla_mine")) && M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_MACHINEGUN_5]);
if (can_machinegun && r < 0.25f)
M_SetAnimation(self, &tank_move_attack_chain);
else if (M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_BLASTER_1]))
M_SetAnimation(self, &tank_move_attack_blast);
}
else
{
bool can_machinegun = M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_MACHINEGUN_5]);
bool can_rocket = M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_ROCKET_1]);
if (can_machinegun && r < 0.33f)
M_SetAnimation(self, &tank_move_attack_chain);
else if (can_rocket && r < 0.66f)
{
M_SetAnimation(self, &tank_move_attack_pre_rocket);
self->pain_debounce_time = level.time + 5_sec; // no pain for a while
}
else if (M_CheckClearShot(self, monster_flash_offset[MZ2_TANK_BLASTER_1]))
M_SetAnimation(self, &tank_move_attack_blast);
}
}
//
// death
//
void tank_dead(edict_t *self)
{
self->mins = { -16, -16, -16 };
self->maxs = { 16, 16, -0 };
monster_dead(self);
}
static void tank_shrink(edict_t *self)
{
self->maxs[2] = 0;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity(self);
}
mframe_t tank_frames_death1[] = {
{ ai_move, -7 },
{ ai_move, -2 },
{ ai_move, -2 },
{ ai_move, 1 },
{ ai_move, 3 },
{ ai_move, 6 },
{ ai_move, 1 },
{ ai_move, 1 },
{ ai_move, 2 },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, -2 },
{ ai_move },
{ ai_move },
{ ai_move, -3 },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, -4 },
{ ai_move, -6 },
{ ai_move, -4 },
{ ai_move, -5 },
{ ai_move, -7, tank_shrink },
{ ai_move, -15, tank_thud },
{ ai_move, -5 },
{ ai_move },
{ ai_move },
{ ai_move }
};
MMOVE_T(tank_move_death) = { FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead };
DIE(tank_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
// check for gib
if (M_CheckGib(self, mod))
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
self->s.skinnum /= 2;
ThrowGibs(self, damage, {
{ "models/objects/gibs/sm_meat/tris.md2" },
{ 3, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC },
{ "models/objects/gibs/gear/tris.md2", GIB_METALLIC },
{ 2, "models/monsters/tank/gibs/foot.md2", GIB_SKINNED | GIB_METALLIC },
{ 2, "models/monsters/tank/gibs/thigh.md2", GIB_SKINNED | GIB_METALLIC },
{ "models/monsters/tank/gibs/chest.md2", GIB_SKINNED },
{ "models/monsters/tank/gibs/head.md2", GIB_HEAD | GIB_SKINNED }
});
if (!self->style)
ThrowGib(self, "models/monsters/tank/gibs/barm.md2", damage, GIB_SKINNED | GIB_UPRIGHT, self->s.scale);
self->deadflag = true;
return;
}
if (self->deadflag)
return;
// [Paril-KEX] dropped arm
if (!self->style)
{
self->style = 1;
auto [ fwd, rgt, up] = AngleVectors(self->s.angles);
edict_t *arm_gib = ThrowGib(self, "models/monsters/tank/gibs/barm.md2", damage, GIB_SKINNED | GIB_UPRIGHT, self->s.scale);
arm_gib->s.origin = self->s.origin + (rgt * -16.f) + (up * 23.f);
arm_gib->s.old_origin = arm_gib->s.origin;
arm_gib->avelocity = { crandom() * 15.f, crandom() * 15.f, 180.f };
arm_gib->velocity = (up * 100.f) + (rgt * -120.f);
arm_gib->s.angles = self->s.angles;
arm_gib->s.angles[2] = -90.f;
arm_gib->s.skinnum /= 2;
gi.linkentity(arm_gib);
}
// regular death
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = true;
self->takedamage = true;
M_SetAnimation(self, &tank_move_death);
}
//===========
// PGM
MONSTERINFO_BLOCKED(tank_blocked) (edict_t *self, float dist) -> bool
{
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
model="models/monsters/tank/tris.md2"
*/
/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight Guardian HeatSeeking
*/
void SP_monster_tank(edict_t *self)
{
if ( !M_AllowSpawn( self ) ) {
G_FreeEdict( self );
return;
}
self->s.modelindex = gi.modelindex("models/monsters/tank/tris.md2");
self->mins = { -32, -32, -16 };
self->maxs = { 32, 32, 64 };
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
gi.modelindex("models/monsters/tank/gibs/barm.md2");
gi.modelindex("models/monsters/tank/gibs/head.md2");
gi.modelindex("models/monsters/tank/gibs/chest.md2");
gi.modelindex("models/monsters/tank/gibs/foot.md2");
gi.modelindex("models/monsters/tank/gibs/thigh.md2");
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 * st.health_multiplier;
self->gib_health = -225;
self->count = 1;
sound_pain2 = gi.soundindex("tank/pain.wav");
}
else
{
self->health = 750 * st.health_multiplier;
self->gib_health = -200;
sound_pain = gi.soundindex("tank/tnkpain2.wav");
}
self->monsterinfo.scale = MODEL_SCALE;
// [Paril-KEX] N64 tank commander is a chonky boy
if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_GUARDIAN))
{
if (!self->s.scale)
self->s.scale = 1.5f;
self->health = 1500 * st.health_multiplier;
}
// heat seekingness
if (!self->accel)
self->accel = 0.075f;
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 = nullptr;
self->monsterinfo.attack = tank_attack;
self->monsterinfo.melee = nullptr;
self->monsterinfo.sight = tank_sight;
self->monsterinfo.idle = tank_idle;
self->monsterinfo.blocked = tank_blocked; // PGM
self->monsterinfo.setskin = tank_setskin;
gi.linkentity(self);
M_SetAnimation(self, &tank_move_stand);
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;
}
void Use_Boss3(edict_t *ent, edict_t *other, edict_t *activator);
THINK(Think_TankStand) (edict_t *ent) -> void
{
if (ent->s.frame == FRAME_stand30)
ent->s.frame = FRAME_stand01;
else
ent->s.frame++;
ent->nextthink = level.time + 10_hz;
}
/*QUAKED monster_tank_stand (1 .5 0) (-32 -32 0) (32 32 90)
Just stands and cycles in one place until targeted, then teleports away.
N64 edition!
*/
void SP_monster_tank_stand(edict_t *self)
{
if( !M_AllowSpawn( self ) ) {
G_FreeEdict( self );
return;
}
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->model = "models/monsters/tank/tris.md2";
self->s.modelindex = gi.modelindex(self->model);
self->s.frame = FRAME_stand01;
self->s.skinnum = 2;
gi.soundindex("misc/bigtele.wav");
self->mins = { -32, -32, -16 };
self->maxs = { 32, 32, 64 };
if (!self->s.scale)
self->s.scale = 1.5f;
self->mins *= self->s.scale;
self->maxs *= self->s.scale;
self->use = Use_Boss3;
self->think = Think_TankStand;
self->nextthink = level.time + 10_hz;
gi.linkentity(self);
}