mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
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1162 lines
No EOL
28 KiB
C++
1162 lines
No EOL
28 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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/*
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==============================================================================
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TANK
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_tank.h"
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#include "m_flash.h"
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void tank_refire_rocket(edict_t *self);
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void tank_doattack_rocket(edict_t *self);
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void tank_reattack_blaster(edict_t *self);
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static int sound_thud;
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static int sound_pain, sound_pain2;
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static int sound_idle;
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static int sound_die;
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static int sound_step;
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static int sound_sight;
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static int sound_windup;
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static int sound_strike;
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constexpr spawnflags_t SPAWNFLAG_TANK_COMMANDER_GUARDIAN = 8_spawnflag;
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constexpr spawnflags_t SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING = 16_spawnflag;
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//
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// misc
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//
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MONSTERINFO_SIGHT(tank_sight) (edict_t *self, edict_t *other) -> void
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{
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gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void tank_footstep(edict_t *self)
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{
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gi.sound(self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
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}
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void tank_thud(edict_t *self)
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{
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gi.sound(self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
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}
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void tank_windup(edict_t *self)
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{
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gi.sound(self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
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}
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MONSTERINFO_IDLE(tank_idle) (edict_t *self) -> void
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{
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gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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//
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// stand
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//
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mframe_t tank_frames_stand[] = {
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand }
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};
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MMOVE_T(tank_move_stand) = { FRAME_stand01, FRAME_stand30, tank_frames_stand, nullptr };
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MONSTERINFO_STAND(tank_stand) (edict_t *self) -> void
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{
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M_SetAnimation(self, &tank_move_stand);
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}
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//
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// walk
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//
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void tank_walk(edict_t *self);
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#if 0
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mframe_t tank_frames_start_walk[] = {
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{ ai_walk },
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{ ai_walk, 6 },
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{ ai_walk, 6 },
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{ ai_walk, 11, tank_footstep }
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};
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MMOVE_T(tank_move_start_walk) = { FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk };
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#endif
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mframe_t tank_frames_walk[] = {
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{ ai_walk, 4 },
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{ ai_walk, 5 },
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{ ai_walk, 3 },
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{ ai_walk, 2 },
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{ ai_walk, 5 },
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{ ai_walk, 5 },
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{ ai_walk, 4 },
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{ ai_walk, 4, tank_footstep },
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{ ai_walk, 3 },
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{ ai_walk, 5 },
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{ ai_walk, 4 },
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{ ai_walk, 5 },
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{ ai_walk, 7 },
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{ ai_walk, 7 },
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{ ai_walk, 6 },
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{ ai_walk, 6, tank_footstep }
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};
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MMOVE_T(tank_move_walk) = { FRAME_walk05, FRAME_walk20, tank_frames_walk, nullptr };
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#if 0
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mframe_t tank_frames_stop_walk[] = {
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{ ai_walk, 3 },
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{ ai_walk, 3 },
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{ ai_walk, 2 },
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{ ai_walk, 2 },
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{ ai_walk, 4, tank_footstep }
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};
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MMOVE_T(tank_move_stop_walk) = { FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand };
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#endif
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MONSTERINFO_WALK(tank_walk) (edict_t *self) -> void
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{
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M_SetAnimation(self, &tank_move_walk);
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}
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//
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// run
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//
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void tank_run(edict_t *self);
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mframe_t tank_frames_start_run[] = {
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{ ai_run },
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{ ai_run, 6 },
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{ ai_run, 6 },
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{ ai_run, 11, tank_footstep }
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};
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MMOVE_T(tank_move_start_run) = { FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run };
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mframe_t tank_frames_run[] = {
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{ ai_run, 4 },
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{ ai_run, 5 },
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{ ai_run, 3 },
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{ ai_run, 2 },
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{ ai_run, 5 },
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{ ai_run, 5 },
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{ ai_run, 4 },
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{ ai_run, 4, tank_footstep },
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{ ai_run, 3 },
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{ ai_run, 5 },
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{ ai_run, 4 },
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{ ai_run, 5 },
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{ ai_run, 7 },
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{ ai_run, 7 },
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{ ai_run, 6 },
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{ ai_run, 6, tank_footstep }
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};
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MMOVE_T(tank_move_run) = { FRAME_walk05, FRAME_walk20, tank_frames_run, nullptr };
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#if 0
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mframe_t tank_frames_stop_run[] = {
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{ ai_run, 3 },
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{ ai_run, 3 },
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{ ai_run, 2 },
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{ ai_run, 2 },
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{ ai_run, 4, tank_footstep }
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};
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MMOVE_T(tank_move_stop_run) = { FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk };
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#endif
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MONSTERINFO_RUN(tank_run) (edict_t *self) -> void
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{
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if (self->enemy && self->enemy->client)
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self->monsterinfo.aiflags |= AI_BRUTAL;
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else
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self->monsterinfo.aiflags &= ~AI_BRUTAL;
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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M_SetAnimation(self, &tank_move_stand);
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return;
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}
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if (self->monsterinfo.active_move == &tank_move_walk ||
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self->monsterinfo.active_move == &tank_move_start_run)
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{
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M_SetAnimation(self, &tank_move_run);
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}
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else
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{
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M_SetAnimation(self, &tank_move_start_run);
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}
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}
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//
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// pain
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//
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mframe_t tank_frames_pain1[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(tank_move_pain1) = { FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run };
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mframe_t tank_frames_pain2[] = {
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move }
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};
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MMOVE_T(tank_move_pain2) = { FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run };
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mframe_t tank_frames_pain3[] = {
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{ ai_move, -7 },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move, 2 },
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{ ai_move },
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{ ai_move },
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{ ai_move, 3 },
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{ ai_move },
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{ ai_move, 2 },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move },
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{ ai_move, 0, tank_footstep }
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};
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MMOVE_T(tank_move_pain3) = { FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run };
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PAIN(tank_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
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{
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if (mod.id != MOD_CHAINFIST && damage <= 10)
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return;
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if (level.time < self->pain_debounce_time)
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return;
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if (mod.id != MOD_CHAINFIST)
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{
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if (damage <= 30)
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if (frandom() > 0.2f)
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return;
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// don't go into pain while attacking
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if ((self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330))
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return;
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if ((self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116))
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return;
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}
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self->pain_debounce_time = level.time + 3_sec;
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if (self->count)
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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else
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gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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if (!M_ShouldReactToPain(self, mod))
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return; // no pain anims in nightmare
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// PMM - blindfire cleanup
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self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
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// pmm
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if (damage <= 30)
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M_SetAnimation(self, &tank_move_pain1);
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else if (damage <= 60)
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M_SetAnimation(self, &tank_move_pain2);
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else
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M_SetAnimation(self, &tank_move_pain3);
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}
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MONSTERINFO_SETSKIN(tank_setskin) (edict_t *self) -> void
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{
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if (self->health < (self->max_health / 2))
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self->s.skinnum |= 1;
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else
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self->s.skinnum &= ~1;
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}
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// [Paril-KEX]
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bool M_AdjustBlindfireTarget(edict_t *self, const vec3_t &start, const vec3_t &target, const vec3_t &right, vec3_t &out_dir)
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{
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trace_t trace = gi.traceline(start, target, self, MASK_PROJECTILE);
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// blindfire has different fail criteria for the trace
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
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{
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out_dir = target - start;
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out_dir.normalize();
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return true;
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}
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// try shifting the target to the left a little (to help counter large offset)
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vec3_t left_target = target + (right * -20);
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trace = gi.traceline(start, left_target, self, MASK_PROJECTILE);
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
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{
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out_dir = left_target - start;
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out_dir.normalize();
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return true;
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}
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// ok, that failed. try to the right
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vec3_t right_target = target + (right * 20);
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trace = gi.traceline(start, right_target, self, MASK_PROJECTILE);
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if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5f)))
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{
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out_dir = right_target - start;
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out_dir.normalize();
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return true;
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}
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return false;
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}
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//
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// attacks
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//
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void TankBlaster(edict_t *self)
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{
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vec3_t forward, right;
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vec3_t start;
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vec3_t dir;
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monster_muzzleflash_id_t flash_number;
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if (!self->enemy || !self->enemy->inuse) // PGM
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return; // PGM
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bool blindfire = self->monsterinfo.aiflags & AI_MANUAL_STEERING;
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if (self->s.frame == FRAME_attak110)
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flash_number = MZ2_TANK_BLASTER_1;
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else if (self->s.frame == FRAME_attak113)
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flash_number = MZ2_TANK_BLASTER_2;
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else // (self->s.frame == FRAME_attak116)
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flash_number = MZ2_TANK_BLASTER_3;
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AngleVectors(self->s.angles, forward, right, nullptr);
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start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
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// pmm - blindfire support
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vec3_t target;
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// PMM
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if (blindfire)
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{
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target = self->monsterinfo.blind_fire_target;
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if (!M_AdjustBlindfireTarget(self, start, target, right, dir))
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return;
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}
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else
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PredictAim(self, self->enemy, start, 0, false, 0.f, &dir, nullptr);
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// pmm
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monster_fire_blaster(self, start, dir, 30, 800, flash_number, EF_BLASTER);
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}
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void TankStrike(edict_t *self)
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{
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gi.sound(self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
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}
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void TankRocket(edict_t *self)
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{
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vec3_t forward, right;
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vec3_t start;
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vec3_t dir;
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vec3_t vec;
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monster_muzzleflash_id_t flash_number;
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int rocketSpeed; // PGM
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// pmm - blindfire support
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vec3_t target;
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if (!self->enemy || !self->enemy->inuse) // PGM
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return; // PGM
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bool blindfire = self->monsterinfo.aiflags & AI_MANUAL_STEERING;
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if (self->s.frame == FRAME_attak324)
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flash_number = MZ2_TANK_ROCKET_1;
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else if (self->s.frame == FRAME_attak327)
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flash_number = MZ2_TANK_ROCKET_2;
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else // (self->s.frame == FRAME_attak330)
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flash_number = MZ2_TANK_ROCKET_3;
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AngleVectors(self->s.angles, forward, right, nullptr);
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// [Paril-KEX] scale
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start = M_ProjectFlashSource(self, monster_flash_offset[flash_number], forward, right);
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if (self->speed)
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rocketSpeed = self->speed;
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else if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING))
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rocketSpeed = 500;
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else
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rocketSpeed = 650;
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// PMM
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if (blindfire)
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target = self->monsterinfo.blind_fire_target;
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else
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target = self->enemy->s.origin;
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// pmm
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// PGM
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// PMM - blindfire shooting
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if (blindfire)
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{
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vec = target;
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dir = vec - start;
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}
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// pmm
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// don't shoot at feet if they're above me.
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else if (frandom() < 0.66f || (start[2] < self->enemy->absmin[2]))
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{
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vec = self->enemy->s.origin;
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vec[2] += self->enemy->viewheight;
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dir = vec - start;
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}
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else
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{
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vec = self->enemy->s.origin;
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vec[2] = self->enemy->absmin[2] + 1;
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dir = vec - start;
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}
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// PGM
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//======
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// PMM - lead target (not when blindfiring)
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// 20, 35, 50, 65 chance of leading
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if ((!blindfire) && ((frandom() < (0.2f + ((3 - skill->integer) * 0.15f)))))
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PredictAim(self, self->enemy, start, rocketSpeed, false, 0, &dir, &vec);
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// PMM - lead target
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//======
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dir.normalize();
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// pmm blindfire doesn't check target (done in checkattack)
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// paranoia, make sure we're not shooting a target right next to us
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if (blindfire)
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{
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// blindfire has different fail criteria for the trace
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if (M_AdjustBlindfireTarget(self, start, vec, right, dir))
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{
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if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING))
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monster_fire_heat(self, start, dir, 50, rocketSpeed, flash_number, self->accel);
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else
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monster_fire_rocket(self, start, dir, 50, rocketSpeed, flash_number);
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}
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}
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else
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{
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trace_t trace = gi.traceline(start, vec, self, MASK_PROJECTILE);
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if (trace.fraction > 0.5f || trace.ent->solid != SOLID_BSP)
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{
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if (self->spawnflags.has(SPAWNFLAG_TANK_COMMANDER_HEAT_SEEKING))
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monster_fire_heat(self, start, dir, 50, rocketSpeed, flash_number, self->accel);
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else
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monster_fire_rocket(self, start, dir, 50, rocketSpeed, flash_number);
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}
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}
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}
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void TankMachineGun(edict_t *self)
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{
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vec3_t dir;
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vec3_t vec;
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vec3_t start;
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vec3_t forward, right;
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monster_muzzleflash_id_t flash_number;
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if (!self->enemy || !self->enemy->inuse) // PGM
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return; // PGM
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|
|
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);
|
|
} |