// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== SUPERTANK ============================================================================== */ #include "g_local.h" #include "m_supertank.h" #include "m_flash.h" constexpr spawnflags_t SPAWNFLAG_SUPERTANK_POWERSHIELD = 8_spawnflag; // n64 constexpr spawnflags_t SPAWNFLAG_SUPERTANK_LONG_DEATH = 16_spawnflag; static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_death; static int sound_search1; static int sound_search2; static int tread_sound; void TreadSound(edict_t *self) { gi.sound(self, CHAN_BODY, tread_sound, 1, ATTN_NORM, 0); } MONSTERINFO_SEARCH(supertank_search) (edict_t *self) -> void { if (frandom() < 0.5f) gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0); } void supertank_dead(edict_t *self); void supertankRocket(edict_t *self); void supertankMachineGun(edict_t *self); void supertank_reattack1(edict_t *self); // // stand // mframe_t supertank_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 }, { 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(supertank_move_stand) = { FRAME_stand_1, FRAME_stand_60, supertank_frames_stand, nullptr }; MONSTERINFO_STAND(supertank_stand) (edict_t *self) -> void { M_SetAnimation(self, &supertank_move_stand); } mframe_t supertank_frames_run[] = { { ai_run, 12, TreadSound }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 }, { ai_run, 12 } }; MMOVE_T(supertank_move_run) = { FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_run, nullptr }; // // walk // mframe_t supertank_frames_forward[] = { { ai_walk, 4, TreadSound }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 }, { ai_walk, 4 } }; MMOVE_T(supertank_move_forward) = { FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_forward, nullptr }; void supertank_forward(edict_t *self) { M_SetAnimation(self, &supertank_move_forward); } MONSTERINFO_WALK(supertank_walk) (edict_t *self) -> void { M_SetAnimation(self, &supertank_move_forward); } MONSTERINFO_RUN(supertank_run) (edict_t *self) -> void { if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &supertank_move_stand); else M_SetAnimation(self, &supertank_move_run); } #if 0 mframe_t supertank_frames_turn_right[] = { { ai_move, 0, TreadSound }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(supertank_move_turn_right) = { FRAME_right_1, FRAME_right_18, supertank_frames_turn_right, supertank_run }; mframe_t supertank_frames_turn_left[] = { { ai_move, 0, TreadSound }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(supertank_move_turn_left) = { FRAME_left_1, FRAME_left_18, supertank_frames_turn_left, supertank_run }; #endif mframe_t supertank_frames_pain3[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(supertank_move_pain3) = { FRAME_pain3_9, FRAME_pain3_12, supertank_frames_pain3, supertank_run }; mframe_t supertank_frames_pain2[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(supertank_move_pain2) = { FRAME_pain2_5, FRAME_pain2_8, supertank_frames_pain2, supertank_run }; mframe_t supertank_frames_pain1[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(supertank_move_pain1) = { FRAME_pain1_1, FRAME_pain1_4, supertank_frames_pain1, supertank_run }; static void BossLoop(edict_t *self) { if (!(self->spawnflags & SPAWNFLAG_SUPERTANK_LONG_DEATH)) return; if (self->count) self->count--; else self->spawnflags &= ~SPAWNFLAG_SUPERTANK_LONG_DEATH; self->monsterinfo.nextframe = FRAME_death_19; } static void supertankGrenade(edict_t *self) { vec3_t forward, right; vec3_t start; monster_muzzleflash_id_t flash_number; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM if (self->s.frame == FRAME_attak4_1) flash_number = MZ2_SUPERTANK_GRENADE_1; else flash_number = MZ2_SUPERTANK_GRENADE_2; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); vec3_t aim_point; PredictAim(self, self->enemy, start, 0, false, crandom_open() * 0.1f, &forward, &aim_point); for (float speed = 500.f; speed < 1000.f; speed += 100.f) { if (!M_CalculatePitchToFire(self, aim_point, start, forward, speed, 2.5f, true)) continue; monster_fire_grenade(self, start, forward, 50, speed, flash_number, 0.f, 0.f); break; } } mframe_t supertank_frames_death1[] = { { ai_move, 0, BossExplode }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move, 0, BossLoop } }; MMOVE_T(supertank_move_death) = { FRAME_death_1, FRAME_death_24, supertank_frames_death1, supertank_dead }; mframe_t supertank_frames_attack4[] = { { ai_move, 0, supertankGrenade }, { ai_move }, { ai_move }, { ai_move, 0, supertankGrenade }, { ai_move }, { ai_move } }; MMOVE_T(supertank_move_attack4) = { FRAME_attak4_1, FRAME_attak4_6, supertank_frames_attack4, supertank_run }; mframe_t supertank_frames_attack2[] = { { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge, 0, supertankRocket }, { ai_charge }, { ai_charge }, { ai_charge, 0, supertankRocket }, { ai_charge }, { ai_charge }, { ai_charge, 0, supertankRocket }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_charge }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(supertank_move_attack2) = { FRAME_attak2_1, FRAME_attak2_27, supertank_frames_attack2, supertank_run }; mframe_t supertank_frames_attack1[] = { { ai_charge, 0, supertankMachineGun }, { ai_charge, 0, supertankMachineGun }, { ai_charge, 0, supertankMachineGun }, { ai_charge, 0, supertankMachineGun }, { ai_charge, 0, supertankMachineGun }, { ai_charge, 0, supertankMachineGun }, }; MMOVE_T(supertank_move_attack1) = { FRAME_attak1_1, FRAME_attak1_6, supertank_frames_attack1, supertank_reattack1 }; mframe_t supertank_frames_end_attack1[] = { { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move }, { ai_move } }; MMOVE_T(supertank_move_end_attack1) = { FRAME_attak1_7, FRAME_attak1_20, supertank_frames_end_attack1, supertank_run }; void supertank_reattack1(edict_t *self) { if (visible(self, self->enemy)) { if (self->timestamp >= level.time || frandom() < 0.3f) M_SetAnimation(self, &supertank_move_attack1); else M_SetAnimation(self, &supertank_move_end_attack1); } else M_SetAnimation(self, &supertank_move_end_attack1); } PAIN(supertank_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { if (level.time < self->pain_debounce_time) return; // Lessen the chance of him going into his pain frames if (mod.id != MOD_CHAINFIST) { if (damage <= 25) if (frandom() < 0.2f) return; // Don't go into pain if he's firing his rockets if ((self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14)) return; } if (damage <= 10) gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else if (damage <= 25) gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->pain_debounce_time = level.time + 3_sec; if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare if (damage <= 10) M_SetAnimation(self, &supertank_move_pain1); else if (damage <= 25) M_SetAnimation(self, &supertank_move_pain2); else M_SetAnimation(self, &supertank_move_pain3); } MONSTERINFO_SETSKIN(supertank_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; else self->s.skinnum &= ~1; } void supertankRocket(edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; monster_muzzleflash_id_t flash_number; if (!self->enemy || !self->enemy->inuse) // PGM return; // PGM if (self->s.frame == FRAME_attak2_8) flash_number = MZ2_SUPERTANK_ROCKET_1; else if (self->s.frame == FRAME_attak2_11) flash_number = MZ2_SUPERTANK_ROCKET_2; else // (self->s.frame == FRAME_attak2_14) flash_number = MZ2_SUPERTANK_ROCKET_3; AngleVectors(self->s.angles, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); if (self->spawnflags.has(SPAWNFLAG_SUPERTANK_POWERSHIELD)) { vec = self->enemy->s.origin; vec[2] += self->enemy->viewheight; dir = vec - start; dir.normalize(); monster_fire_heat(self, start, dir, 40, 500, flash_number, 0.075f); } else { PredictAim(self, self->enemy, start, 750, false, 0.f, &forward, nullptr); monster_fire_rocket(self, start, forward, 50, 750, flash_number); } } void supertankMachineGun(edict_t *self) { vec3_t dir; 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(MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1)); dir[0] = 0; dir[1] = self->s.angles[1]; dir[2] = 0; AngleVectors(dir, forward, right, nullptr); start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right); PredictAim(self, self->enemy, start, 0, true, -0.1f, &forward, nullptr); monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD * 3, DEFAULT_BULLET_VSPREAD * 3, flash_number); } MONSTERINFO_ATTACK(supertank_attack) (edict_t *self) -> void { vec3_t vec; float range; vec = self->enemy->s.origin - self->s.origin; range = range_to(self, self->enemy); // Attack 1 == Chaingun // Attack 2 == Rocket Launcher // Attack 3 == Grenade Launcher bool chaingun_good = M_CheckClearShot(self, monster_flash_offset[MZ2_SUPERTANK_MACHINEGUN_1]); bool rocket_good = M_CheckClearShot(self, monster_flash_offset[MZ2_SUPERTANK_ROCKET_1]); bool grenade_good = M_CheckClearShot(self, monster_flash_offset[MZ2_SUPERTANK_GRENADE_1]); // fire rockets more often at distance if (chaingun_good && (!rocket_good || range <= 540 || frandom() < 0.3f)) { // prefer grenade if the enemy is above us if (grenade_good && (range >= 350 || vec.z > 120.f || frandom() < 0.2f)) M_SetAnimation(self, &supertank_move_attack4); else { M_SetAnimation(self, &supertank_move_attack1); self->timestamp = level.time + random_time(1500_ms, 2700_ms); } } else if (rocket_good) { // prefer grenade if the enemy is above us if (grenade_good && (vec.z > 120.f || frandom() < 0.2f)) M_SetAnimation(self, &supertank_move_attack4); else M_SetAnimation(self, &supertank_move_attack2); } else if (grenade_good) M_SetAnimation(self, &supertank_move_attack4); } // // death // static void supertank_gib(edict_t *self) { gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_EXPLOSION1_BIG); gi.WritePosition(self->s.origin); gi.multicast(self->s.origin, MULTICAST_PHS, false); self->s.sound = 0; self->s.skinnum /= 2; ThrowGibs(self, 500, { { 2, "models/objects/gibs/sm_meat/tris.md2" }, { 2, "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC }, { "models/monsters/boss1/gibs/cgun.md2", GIB_SKINNED | GIB_METALLIC }, { "models/monsters/boss1/gibs/chest.md2", GIB_SKINNED }, { "models/monsters/boss1/gibs/core.md2", GIB_SKINNED }, { "models/monsters/boss1/gibs/ltread.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss1/gibs/rgun.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss1/gibs/rtread.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss1/gibs/tube.md2", GIB_SKINNED | GIB_UPRIGHT }, { "models/monsters/boss1/gibs/head.md2", GIB_SKINNED | GIB_METALLIC | GIB_HEAD } }); } void supertank_dead(edict_t *self) { // no blowy on deady if (self->spawnflags.has(SPAWNFLAG_MONSTER_DEAD)) { self->deadflag = false; self->takedamage = true; return; } supertank_gib(self); } DIE(supertank_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { if (self->spawnflags.has(SPAWNFLAG_MONSTER_DEAD)) { // check for gib if (M_CheckGib(self, mod)) { supertank_gib(self); self->deadflag = true; return; } if (self->deadflag) return; } else { gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = true; self->takedamage = false; } M_SetAnimation(self, &supertank_move_death); } //=========== // PGM MONSTERINFO_BLOCKED(supertank_blocked) (edict_t *self, float dist) -> bool { if (blocked_checkplat(self, dist)) return true; return false; } // PGM //=========== // // monster_supertank // // RAFAEL (Powershield) /*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight Powershield LongDeath */ void SP_monster_supertank(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } sound_pain1 = gi.soundindex("bosstank/btkpain1.wav"); sound_pain2 = gi.soundindex("bosstank/btkpain2.wav"); sound_pain3 = gi.soundindex("bosstank/btkpain3.wav"); sound_death = gi.soundindex("bosstank/btkdeth1.wav"); sound_search1 = gi.soundindex("bosstank/btkunqv1.wav"); sound_search2 = gi.soundindex("bosstank/btkunqv2.wav"); tread_sound = gi.soundindex("bosstank/btkengn1.wav"); gi.soundindex("gunner/gunatck3.wav"); gi.soundindex("infantry/infatck1.wav"); gi.soundindex("tank/rocket.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/boss1/tris.md2"); gi.modelindex("models/monsters/boss1/gibs/cgun.md2"); gi.modelindex("models/monsters/boss1/gibs/chest.md2"); gi.modelindex("models/monsters/boss1/gibs/core.md2"); gi.modelindex("models/monsters/boss1/gibs/head.md2"); gi.modelindex("models/monsters/boss1/gibs/ltread.md2"); gi.modelindex("models/monsters/boss1/gibs/rgun.md2"); gi.modelindex("models/monsters/boss1/gibs/rtread.md2"); gi.modelindex("models/monsters/boss1/gibs/tube.md2"); self->mins = { -64, -64, 0 }; self->maxs = { 64, 64, 112 }; self->health = 1500 * st.health_multiplier; self->gib_health = -500; self->mass = 800; self->pain = supertank_pain; self->die = supertank_die; self->monsterinfo.stand = supertank_stand; self->monsterinfo.walk = supertank_walk; self->monsterinfo.run = supertank_run; self->monsterinfo.dodge = nullptr; self->monsterinfo.attack = supertank_attack; self->monsterinfo.search = supertank_search; self->monsterinfo.melee = nullptr; self->monsterinfo.sight = nullptr; self->monsterinfo.blocked = supertank_blocked; // PGM self->monsterinfo.setskin = supertank_setskin; gi.linkentity(self); M_SetAnimation(self, &supertank_move_stand); self->monsterinfo.scale = MODEL_SCALE; // RAFAEL if (self->spawnflags.has(SPAWNFLAG_SUPERTANK_POWERSHIELD)) { if (!st.was_key_specified("power_armor_type")) self->monsterinfo.power_armor_type = IT_ITEM_POWER_SHIELD; if (!st.was_key_specified("power_armor_power")) self->monsterinfo.power_armor_power = 400; } // RAFAEL walkmonster_start(self); // PMM self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; // pmm // TODO if (level.is_n64) { self->spawnflags |= SPAWNFLAG_SUPERTANK_LONG_DEATH; self->count = 10; } } // // monster_boss5 // RAFAEL // /*QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight */ void SP_monster_boss5(edict_t *self) { self->spawnflags |= SPAWNFLAG_SUPERTANK_POWERSHIELD; SP_monster_supertank(self); gi.soundindex("weapons/railgr1a.wav"); self->s.skinnum = 2; }