sof-sdk/Source/Game/gamecpp/m_tankai.cpp

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2000-06-15 00:00:00 +00:00
// m_tankai.cpp
#include "g_local.h"
#include "ai_private.h"
#include "m_generic.h"
#include "m_tankai.h"
#include "g_obj.h" // for OrientBolton() and modelSpawnData stuff
#include "callback.h"
#include "..\qcommon\ef_flags.h"
#define TANK_INACTIVE (1<<0)
typedef enum
{
TANKOBJ_TANK = 0,
TANKOBJ_TURRET,
TANKOBJ_CANNON,
TANKOBJ_NULL,
TANKOBJ_MACHGUN,
TANKOBJ_MAXOBJS
};
enum
{
MAINGUN_FALSE = 0,
MAINGUN_TRUE,
MAINGUN_ERROR
};
void debug_drawbox(edict_t* self,vec3_t vOrigin, vec3_t vMins, vec3_t vMaxs, int nColor);
modelSpawnData_t tankModelData[MD_TANK_SIZE] =
{
// dir file surfaceType material health solid material file cnt scale
"enemy/tank", "tank", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, "tank", 0, DEBRIS_SM, NULL, // TANKOBJ_TANK
"enemy/tank", "turret", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, NULL, 0, DEBRIS_SM, NULL, // TANKOBJ_TURRET
"enemy/tank", "canon", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, NULL, 0, DEBRIS_SM, NULL, // TANKOBJ_CANON
"objects/generic/gun_auto", "null", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, NULL, 0, DEBRIS_SM, NULL, // TANKOBJ_NULL
"enemy/tank", "machine_gun", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, NULL, 0, DEBRIS_SM, NULL, // TANKOBJ_MACHGUN
};
TankTreadCallback theTankTreadCallback;
bool TankTreadCallback::Execute(IGhoulInst *me,void *ent,float time,const void *matrix)
{
edict_t* self = (edict_t*)ent;
generic_ghoul_tank_ai* ai = (generic_ghoul_tank_ai*)(ai_public_c*)self->ai;
body_tank* body = NULL;
if (ai)
{
body = ai->GetTankBody();
}
if (!body)
{
return false;
}
if (body->GetTreadFire())
{
// we're at the end of a firing sequence for the tank body, so switch
//back to the appropriate non-firing tread sequence (slightly complicated
//by the rotating texture coords for the treads)
body->SetTreadFire(false);
if (body->GetTreads())
{
SimpleModelSetSequence2(body->GetTankInst(), "tank", SMSEQ_LOOP);
}
else
{
SimpleModelSetSequence2(body->GetTankInst(), "tank", SMSEQ_HOLDFRAME);
}
}
return true;
}
int GetGhoulPosDir2(vec3_t sourcePos, vec3_t sourceAng, IGhoulInst *inst,
GhoulID partID, char *name, vec3_t pos, vec3_t dir, vec3_t right,
vec3_t up);
static void FinalTankDeathFX(edict_t &monster, body_tank *tank)
{
IGhoulObj *obj = (tank->GetTankInst()?tank->GetTankInst()->GetGhoulObject():NULL);
GhoulID smoke1 = (obj?obj->FindPart("bolt_turret"):NULL);
// stop the tank
VectorClear(monster.velocity);
VectorClear(monster.avelocity);
FX_VehicleExplosion(monster.s.origin, 255);
BlindingLight(monster.s.origin, 5000, 0.9, 0.5);
// stop treads
tank->SetTreads(false);
// turn off main turret, cannon, and machine gun
SimpleModelTurnOnOff(tank->GetTurretInst(), false);
SimpleModelTurnOnOff(tank->GetCannonInst(), false);
SimpleModelTurnOnOff(tank->GetMachGunInst(), false);
// if this is a snowcat, turn off the other mach gun barrel
if (tank->GetClassCode() == BODY_SNOWCAT)
{
SimpleModelTurnOnOff( ((body_snowcat*)tank)->GetMachGun2Inst(), false);
((body_snowcat*)tank)->SetTreads(false);
}
// switch to damage skin
SetSkin2(tank->GetTankInst(), "enemy/tank", "tank", "tank","tank_d");
// toss some debris
FX_ThrowDebris(monster.s.origin, vec3_up, 30, DEBRIS_MED, MAT_METAL_DGREY, 0, 0, 0, SURF_METAL);
// smoke 'em if you got 'em
fxRunner.execContinualEffect("environ/helismoke", &monster, smoke1);
fxRunner.editContinualEffect("environ/helismoke", &monster, smoke1, 1.5);
// no more thinking for you
tank->Deactivate(true);
}
generic_ghoul_tank_ai::~generic_ghoul_tank_ai()
{
}
void generic_ghoul_tank_ai::Think(edict_t &monster)
{
if (ai_freeze->value)
{
return;
}
// gi.dprintf("tank health = %3.2f percent\n", (float)monster.health*100/(float)monster.max_health);
// debug_drawbox(&monster, NULL, NULL, NULL, 0);
if (GetTankBody() && GetTankBody()->IsDeactivated())
{
// deactivate
// monster.nextthink = 0;
GetTankBody()->SetTreads(false);
monster.s.sound = 0;
monster.s.sound_data = 0;
return;
}
// if our machine gun has been set to auto attack...
if (m_bMachGunAuto)
{
Tank_MachGunAuto(&monster);
}
monster.nextthink = level.time + FRAMETIME;
EvaluateSenses(monster);
if (!current_action)
{ // do some thinking - this is not correct
if (actions.size())
{
NextAction(monster);
}
}
if (current_action)
{
m_LastThinkingActionID = ((tank_action*)(action_c*)current_action)->GetID();
if (current_action->Think(*this, monster))
{
NextAction(monster);
if (GetTankBody())
{
GetTankBody()->ResetScriptParams();
}
}
}
gi.linkentity(&monster);
if (monster.linkcount != linkcount)
{
linkcount = monster.linkcount;
gmonster.CheckGround (&monster);
}
gmonster.CatagorizePosition (&monster);
gmonster.WorldEffects (&monster);//leaving this in for drowning, lava damage, etc., but it should prolly be handled in ai class somewhere
//if monster is dead, consider removing it
if (m_bTimeToDie)
{
//get ai to poll actions, decisions, & senses to check if removal is ok
if (SafeToRemove(monster))
{
Die(monster, m_attacker, m_attacker, monster.max_health, vec3_origin);
G_FreeEdict (&monster);
}
}
// AimMainGun(ent->s.origin);
// AimMachGun(ent->s.origin);
}
void generic_ghoul_tank_ai::Init(edict_t *self, char *ghoulname, char* subclass)
{
m_ScriptActionCounter = m_LastThinkingActionID = 0;
m_bTimeToDie = false;
m_attacker = NULL;
m_bMachGunAuto = false;
m_bMoveBackward = false;
m_bCheckMachGunLOS = true;
m_bRetVal = false;
// build the tank here
// tank (root object)
ggObjC *cTank = NULL;
// turret, cannon, machine gun
ggObjC *cTurret = NULL,
*cCannon = NULL,
*cNull = NULL,
*cMachGun = NULL;
// anims for fuselage and boltons
GhoulID cTurretSeq=0,
cTankSeq=0,
cCannonSeq=0,
cNullSeq=0,
cMachGunSeq=0;
// bolt located on the fuselage (aka "bolter")
GhoulID cBolterBolt=0;
// bolt located on the bolted-on item (aka "boltee")
GhoulID cBolteeBolt=0;
ggOinstC *t=NULL;
ggBinstC *cBolteeBolted=NULL, *bInstTurret = NULL, *bInstMachGunBase = NULL;
IGhoulInst *pInst=NULL;
Matrix4 mat,mat1,mat2;
GhoulID tempNote=0, tempMaterial = 0;
char materialName[100] = "";
IGhoulObj *boltObj = NULL;
ent->clipmask = MASK_MONSTERSOLID|MASK_PLAYERSOLID;
if (!GetTankBody())
{
return;
}
// create the tank body
// gotta remove this flag or SimpleModelInit2 bombs out
ent->s.renderfx &= ~RF_GHOUL;
SimpleModelInit2(ent,&tankModelData[TANKOBJ_TANK],NULL,NULL);
if (ent->ghoulInst)
{
ent->movetype = MOVETYPE_PUSH;
GetTankBody()->SetTankEdict(ent);
SimpleModelSetSequence2(GetTankBody()->GetTankInst(), "tank", SMSEQ_HOLDFRAME);
}
// bolt on the turret
if ( cBolteeBolted = SimpleModelAddBolt(ent, tankModelData[TANKOBJ_TANK], "bolt_turret",
tankModelData[TANKOBJ_TURRET], "to_bolt_turret", NULL) )
{
bInstTurret = cBolteeBolted;
pInst = cBolteeBolted->GetInstPtr();
GetTankBody()->SetTurretInst(cBolteeBolted);
if (pInst && (boltObj = pInst->GetGhoulObject()) )
{
GetTankBody()->SetTurretBolt(boltObj->FindPart("to_bolt_turret"));
// register a callback for the tank tread sequence
tempNote=pInst->GetGhoulObject()->FindNoteToken("EOS");
if (tempNote)
{
pInst->AddNoteCallBack(&theTankTreadCallback,tempNote);
}
}
}
// bolt the cannon onto the turret
if (cBolteeBolted = ComplexModelAddBolt(bInstTurret, tankModelData[TANKOBJ_TURRET],
"bolt_canon", tankModelData[TANKOBJ_CANNON], "to_bolt_canon", NULL))
{
pInst = cBolteeBolted->GetInstPtr();
GetTankBody()->SetCannonInst(cBolteeBolted);
}
if (pInst && pInst->GetGhoulObject())
{
GetTankBody()->SetCannonBolt(pInst->GetGhoulObject()->FindPart("to_bolt_canon"));
}
// bolt the machine gun base (just a null) onto the turret
if (cBolteeBolted = ComplexModelAddBolt(bInstTurret, tankModelData[TANKOBJ_TURRET],
"bolt_machine_gun", tankModelData[TANKOBJ_NULL], "DUMMY01", NULL))
{
bInstMachGunBase = cBolteeBolted;
pInst = bInstMachGunBase->GetInstPtr();
GetTankBody()->SetMachGunNullInst(bInstMachGunBase);
if (pInst && pInst->GetGhoulObject())
{
GetTankBody()->SetMachGunNullBolt(pInst->GetGhoulObject()->FindPart("DUMMY01"));
// the NULL actually has some geometry in it (ghoul made me do it :< ) so turn it off
SimpleModelTurnOnOff(pInst, false);
}
}
// bolt the machine gun onto its base
if (cBolteeBolted = ComplexModelAddBolt(bInstMachGunBase, tankModelData[TANKOBJ_NULL],
"DUMMY01", tankModelData[TANKOBJ_MACHGUN], "to_bolt_machine_gun", NULL))
{
GetTankBody()->SetMachGunInst(cBolteeBolted);
pInst = cBolteeBolted->GetInstPtr();
if (pInst && pInst->GetGhoulObject())
{
GetTankBody()->SetMachGunBolt(pInst->GetGhoulObject()->FindPart("to_bolt_machine_gun"));
}
}
}
void generic_ghoul_tank_ai::Activate(edict_t &monster)
{
isActive=true;
}
void generic_ghoul_tank_ai::AddBody(edict_t *monster)
{
if (!monster)
{
return;
}
if (!body)
{
body = new body_tank(monster);
}
}
int generic_ghoul_tank_ai::AimMainGun(vec3_t vTarget)
{
body_tank* body = GetTankBody();
IGhoulInst* gunInst = body->GetTurretInst();
GhoulID gunBolt = body->GetTurretBolt();
boltonOrientation_c boltonInfo;
edict_t* self = NULL;
boltonOrientation_c::retCode_e ret1, ret2;
if (!body || !body->GetTankInst() || !(self = (edict_t*)body->GetTankInst()->GetUserData()) )
{
return MAINGUN_ERROR;
}
if (!gunInst || !gunInst->GetGhoulObject())
{
return MAINGUN_ERROR;
}
// turn the turret to face the player (only pivots horizontally)
boltonInfo.root = self;
boltonInfo.boltonInst = gunInst;
boltonInfo.boltonID = gunBolt;
boltonInfo.parentInst = self->ghoulInst;
VectorCopy(vTarget, boltonInfo.vTarget);
boltonInfo.vTarget[2] += 12;
boltonInfo.fMinPitch = 0;
boltonInfo.fMaxPitch = 0;
boltonInfo.fMinYaw = -4000;
boltonInfo.fMaxYaw = 4000;
boltonInfo.fMaxTurnSpeed = body->GetTurretSpeed();
boltonInfo.bUsePitch = false;
boltonInfo.bUseYaw = true;
boltonInfo.bToRoot = true;
ret1 = boltonInfo.OrientBolton();
// turn the cannon to face the player (only pivots vertically)
boltonInfo.boltonInst = body->GetCannonInst();
boltonInfo.boltonID = body->GetCannonBolt();
boltonInfo.parentInst = gunInst;
boltonInfo.parentID = gunInst->GetGhoulObject()->FindPart("to_bolt_turret");
// determine min yaw based on turret facing
if (boltonInfo.fRetYaw > -0.13 && boltonInfo.fRetYaw < 0.13)
{
boltonInfo.fMinPitch = -0.05;
}
else if (boltonInfo.fRetYaw > 0.8 && boltonInfo.fRetYaw < 2.4)
{
boltonInfo.fMinPitch = -0.05;
}
else if (boltonInfo.fRetYaw < -0.8 && boltonInfo.fRetYaw > -2.4)
{
boltonInfo.fMinPitch = -0.05;
}
else
{
boltonInfo.fMinPitch = -0.02;
}
boltonInfo.fMaxPitch = .2;
boltonInfo.fMinYaw = -4000;
boltonInfo.fMaxYaw = 4000;
boltonInfo.fMaxTurnSpeed = body->GetCannonSpeed();
boltonInfo.bUsePitch = true;
boltonInfo.bUseYaw = false;
boltonInfo.bToRoot = true;
ret2 = boltonInfo.OrientBolton();
if ( (boltonOrientation_c::retCode_e::ret_TRUE == ret1) && (ret2 == ret1) )
{ // pointing at our target
return MAINGUN_TRUE;
}
else if ( (boltonOrientation_c::retCode_e::ret_ERROR == ret1 && boltonOrientation_c::retCode_e::ret_TRUE == ret2) ||
(boltonOrientation_c::retCode_e::ret_ERROR == ret2 && boltonOrientation_c::retCode_e::ret_TRUE == ret1) ||
(boltonOrientation_c::retCode_e::ret_ERROR == ret1 && boltonOrientation_c::retCode_e::ret_ERROR == ret2) )
{ // either the pitch or the yaw is outside of our range of motion. don't return error until we've
//gotten as close as we can.
return MAINGUN_ERROR;
}
else
{ // we just plain haven't got there yet
return MAINGUN_FALSE;
}
}
bool generic_ghoul_tank_ai::AimMachGun(vec3_t vTarget)
{
body_tank* body = GetTankBody();
IGhoulInst *gunInst = body->GetMachGunInst(),
*baseInst = body->GetMachGunNullInst(),
*turretInst = body->GetTurretInst();
GhoulID gunBolt = body->GetMachGunBolt(),
baseBolt = body->GetMachGunNullBolt();
boltonOrientation_c boltonInfo;
edict_t* self = NULL;
boltonOrientation_c::retCode_e ret1, ret2;
if (!body ||
!body->GetTankInst() ||
!(self = (edict_t*)body->GetTankInst()->GetUserData()) ||
(game.playerSkills.getEnemyValue() == 0))
{
return false;
}
if (!turretInst || !turretInst->GetGhoulObject())
{
return false;
}
// turn the mach gun's base (just a null) to face the player (only pivots horizontally)
if (!gunInst || !gunBolt || !baseInst || !baseBolt)
{
return false;
}
boltonInfo.root = self;
boltonInfo.boltonInst = baseInst;
boltonInfo.boltonID = baseBolt;
boltonInfo.parentInst = turretInst;
boltonInfo.parentID = turretInst->GetGhoulObject()->FindPart("to_bolt_turret");
VectorCopy(vTarget, boltonInfo.vTarget);
boltonInfo.vTarget[2] += 20;
boltonInfo.fMinPitch = 0;
boltonInfo.fMaxPitch = 0;
boltonInfo.fMinYaw = -4000;
boltonInfo.fMaxYaw = 4000;
boltonInfo.fMaxTurnSpeed = body->GetMachGunSpeed();
boltonInfo.bUsePitch = false;
boltonInfo.bUseYaw = true;
boltonInfo.bToRoot = true;
ret1 = boltonInfo.OrientBolton();
// turn the mach gun itself (only pivots vertically)
boltonInfo.boltonInst = gunInst;
boltonInfo.boltonID = gunBolt;
boltonInfo.parentInst = baseInst;
boltonInfo.parentID = baseBolt;
boltonInfo.fMinPitch = -M_PI*0.10;
boltonInfo.fMaxPitch = M_PI*0.25;
boltonInfo.fMinYaw = 0;
boltonInfo.fMaxYaw = 0;
boltonInfo.fMaxTurnSpeed = body->GetMachGunSpeed();
boltonInfo.bUsePitch = true;
boltonInfo.bUseYaw = false;
boltonInfo.bToRoot = true;
ret2 = boltonInfo.OrientBolton();
return ( (boltonOrientation_c::retCode_e::ret_TRUE == ret1) && (ret2 == ret1) );
}
action_c *generic_ghoul_tank_ai::TankAction(decision_c *od, action_c *oa,
ai_c* ai, mmove_t *newanim, int nCommand, vec3_t vPos, edict_t* target, float fArg)
{
// uniquely identify each action generated by the script so we can poll it later in
//HelicopterDoneEvent::Process() to find out when it's done
m_ScriptActionCounter++;
return new tank_action(od, oa, ai, newanim, nCommand, vPos, target, fArg, m_ScriptActionCounter);
}
int generic_ghoul_tank_ai::GetCurrentActionID()
{
if (current_action)
{
return ((tank_action*)(action_c*)current_action)->GetID();
}
else
{
return 0;
}
}
int generic_ghoul_tank_ai::GetMostRecentlyAddedActionID()
{
return m_ScriptActionCounter;
}
qboolean generic_ghoul_tank_ai::Damage (edict_t &monster, edict_t *inflictor,
edict_t *attacker, vec3_t dir, vec3_t point,
vec3_t origin, int damage, int knockback,
int dflags, int mod, float penetrate, float absorb)
{
// fixme: centralize skill level stuff
int take;
edict_t *killTarget = NULL;
VectorNormalize(dir);
take = damage;
if (attacker && attacker->client && attacker->client->inv)
{
// knives can't hurt tanks, silly.
if (SFW_KNIFE == attacker->client->inv->getCurWeaponType())
{
// make some pretty sparks, though
vec3_t vNormal; // fake this
VectorSubtract(attacker->s.origin, monster.s.origin, vNormal);
fxRunner.exec("environ/wallspark", point);
gi.sound (&monster, CHAN_VOICE, gi.soundindex(va("impact/surfs/metal%d.wav",gi.irand(1,3))), .6, ATTN_NORM, 0);
return true;
}
}
if (body && take)
{
if(dflags&(DT_PROJECTILE|DT_EXPLODE))
{
take=damage=body->ShowDamage(monster, inflictor, attacker, dir, point, origin, damage, knockback, dflags, mod, penetrate, absorb);
}
}
// do the damage
if (take)
{
monster.health = monster.health - take;
if (monster.health <= 0)
{
if (monster.killtarget)
{
while ((killTarget = G_Find (killTarget, FOFS(targetname), monster.killtarget)))
{
killTarget->use(killTarget, &monster, &monster);
}
}
else
{
m_attacker = attacker;
monster.flags |= FL_NO_KNOCKBACK;
// monster.takedamage = DAMAGE_NO;
if (monster.deadflag != DEAD_DEAD)
{
Die(monster, inflictor, attacker, damage, point);
}
monster.nextthink = level.time + FRAMETIME; // should break heli out of PAUSE command if in one, but only private heli pause, not script main pause (unless that breaks out when you get shot anyway)
}
return true;
}
if(dflags&(DT_PROJECTILE|DT_EXPLODE))
{
Pain (monster, attacker, knockback, take);
}
return true;
}
return false;//no hit!
}
void generic_ghoul_tank_ai::Pain(edict_t &monster, edict_t *other, float kick, int damage)
{
float fHealthPercentage = (float)monster.health/(float)monster.max_health;
if (GetTankBody())
{
GetTankBody()->UpdateSmoke(&monster, fHealthPercentage);
}
}
void generic_ghoul_tank_ai::Die(edict_t &monster, edict_t *inflictor, edict_t *attacker,
int damage, vec3_t point)
{
vec3_t forward,to_dam;
if (monster.health < -999)
{
monster.health = -999;
}
// make sure our movement sound is off
monster.s.sound = 0;
monster.s.sound_data = 0;
if (monster.killtarget)
{
edict_t *t = NULL;
while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
{
t->use(t, &monster, &monster);
}
}
monster.enemy = attacker;//for awarding credit?
// CHECKME possible issues:
// If monster is killed by barrel, should we chain to find who was the barrel's killer?
// what about being clever and using architecture to kill monsters (like 16 ton weights)
if (monster.deadflag != DEAD_DEAD)
{
vec3_t facedir;
list<action_c_ptr>::iterator ia;
list<sense_c_ptr>::iterator is;
list<decision_c_ptr>::iterator id;
/* if (attacker && game.GameStats->CanBuy(attacker))
{
//changed this to be conditional so it wouldn't crash --ss
if(CMonsterStats *MonsterStats = game.GameStats->GetMonsterStats(&monster))
{
GetPlayerStats(attacker)->AdjustCashToBeAwarded(MonsterStats->GetKilledValue());
}
else
{
gi.dprintf("Error: no stats for monster!\n");
}
// this stuff gets put into bank account at "end" of mission
}
*/
//fixme: do need the npc check, but do it a good way
// if (!(monster.monsterinfo.aiflags & AI_GOOD_GUY))
// {
level.killed_monsters++;
/* if (coop->value && attacker && attacker->client)
{
attacker->client->resp.score++;
}*/
// }
// huh? should have list-eating separated out?
for (is=senses.begin();is != senses.end();is++)
{
(*is).Destroy();
}
for (ia=actions.begin();ia!=actions.end();ia++)
{
(*ia).Destroy();
}
for (id=decisions.begin();id!=decisions.end();id++)
{
(*id).Destroy();
}
//now ditch nodes
while (senses.size())
{
senses.pop_front();
}
while (actions.size())
{
actions.pop_front();
}
while (decisions.size())
{
decisions.pop_front();
}
if (current_action)
{
current_action.Destroy();
}
if (recycle_action)
{
recycle_action.Destroy();
}
AngleVectors(monster.s.angles, forward, NULL, NULL);
VectorSubtract(point, monster.s.origin, to_dam);
VectorNormalize(to_dam);
monster.touch = NULL;//do we need this here?
monster.deadflag = DEAD_DEAD;
VectorSubtract(point,monster.s.origin,facedir);
VectorCopy(monster.s.angles, ideal_angles);
gi.linkentity (&monster);
}
// monster.s.effects |= EF_EXPLODING;
if (GetTankBody())
{
FinalTankDeathFX(monster, GetTankBody());
}
}
void generic_ghoul_tank_ai::SetCurrentActionNextThink(void (*think)(edict_t *ent))
{
if (current_action)
{
((tank_action*)(action_c*)current_action)->SetNextThink(think);
}
}
void tanktouch(edict_t *self, edict_t *other, cplane_t *plane, mtexinfo_t *surf)
{
vec3_t up = {0,0,1};
vec3_t point;
vec3_t pushVel;
if ((other->s.origin[2] + other->mins[2]) > self->s.origin[2])
{
VectorSet(point, other->s.origin[0], other->s.origin[1], other->absmin[2]);
T_Damage(other, self, self, up, point, point, 10, 100, DT_SHOTGUN, 0);
VectorSubtract(other->s.origin, self->s.origin, pushVel);
VectorNormalize(pushVel);
VectorScale(pushVel, 100, pushVel);
if (pushVel[2] < 10)
{
pushVel[2] = 10;
}
VectorAdd(other->velocity, pushVel, other->velocity);
}
}
void TankUse(edict_t *self, edict_t *other, edict_t *activator)
{
bool bDeactivate = false;
// toggle the tank on and off
if (self->spawnflags & TANK_INACTIVE)
{
self->spawnflags &= ~TANK_INACTIVE;
}
else
{
self->spawnflags |= TANK_INACTIVE;
bDeactivate = true;
}
if (self->ai)
{
body_tank* body = ((generic_ghoul_tank_ai*)(ai_public_c*)self->ai)->GetTankBody();
if (body)
{
body->Deactivate(bDeactivate);
}
}
}
/*QUAKED m_x_tank (1 .5 0) (-152 -85 -44) (152 85 80) INACTIVE
Not much AI right now, but you can disable what's there with the INACTIVE flag.
--------SPAWNFLAGS----------
INACTIVE - just a tank. no AI.
--------KEYS------------
*/
void generic_tank_spawnnow (edict_t *self, char *subclass)
{
bool bDeactivate = false;
self->s.renderfx = RF_GHOUL;
VectorSet (self->mins, -152,-85,-44);
VectorSet (self->maxs, 152, 85, 80);
if (self->spawnflags & TANK_INACTIVE)
{
bDeactivate = true;
// set a new bbox, aligned with the tank (BBoxRotate will get called by SimpleModelInit2)
// VectorSet (self->mins, -154,-78,-44);
// VectorSet (self->maxs, 267, 78, 24);
}
self->spawnflags = SF_NOPUSH;
self->flags |= FL_NO_KNOCKBACK;
self->movetype = MOVETYPE_DAN;
self->solid = SOLID_BBOX;
self->takedamage= DAMAGE_YES;
self->pain = NULL;//CobraThink_Pain;
self->die = NULL;//CobraThink_Die;
self->think = NULL;//CobraThink_OnPad;
self->nextthink = level.time + FRAMETIME;
self->use = TankUse; // get it? Tank Use? Like, tank use very much?
self->touch = tanktouch;
self->health = self->max_health = 500 + (game.playerSkills.getEnemyValue()*500);
gi.linkentity (self);
self->ai = ai_c::Create(AI_TANK, self, "enemy/tank", subclass);//new generic_ghoul_heli_ai(self, subclass);
if (self->ai)
{
body_tank* body = ((generic_ghoul_tank_ai*)(ai_public_c*)self->ai)->GetTankBody();
if (body)
{
body->Deactivate(bDeactivate);
}
}
}
void generic_tank_init (edict_t *self)
{
// this is the last time we have to set the nextthink. from now on the ai
//will take care of it.
self->nextthink = level.time + FRAMETIME;
self->ai->NewDecision(new base_decision(), self);
}
void SP_m_x_tank (edict_t *self)
{
generic_tank_spawnnow(self,"tank");
self->think = generic_tank_init;
gi.soundindex("Ambient/Models/Tank/tanklp.wav");
// in case some moron attacks a tank with a knife
gi.soundindex("impact/surfs/metal1.wav");
gi.soundindex("impact/surfs/metal2.wav");
gi.soundindex("impact/surfs/metal3.wav");
gi.effectindex("environ/wallspark");
gi.effectindex("environ/helismoke");
gi.effectindex("weapons/othermz/tank");
gi.effectindex("weapons/world/rocketexplode");
gi.effectindex("weapons/othermz/machinegun");
gi.effectindex("environ/machgun_smoke2");
game_ghoul.FindObject("effects/explosion", "explode80");
}
//
// tank helpers
//
bool generic_ghoul_tank_ai::TankH_FaceCoords(edict_t *entity)
{
body_tank* body = GetTankBody();
vec3_t vDest, vDestDir, vDestAngles;
if (!body)
{
return false;
}
VectorCopy(body->m_vPos, vDest);
VectorSubtract(vDest, ent->s.origin, vDestDir);
if (m_bMoveBackward)
{ // negate direction but leave z alone
vDestDir[0] = -vDestDir[0];
vDestDir[1] = -vDestDir[1];
}
vectoangles(vDestDir, vDestAngles);
if (ent->s.angles[YAW] > 180)
{
ent->s.angles[YAW] -= 360;
}
float fMove = vDestAngles[YAW] - ent->s.angles[YAW];
float fAbsMove = 0;
float fMaxYawSpeed = body->GetMaxYawSpeed();
ent->s.angles[YAW] = anglemod(ent->s.angles[YAW]);
fAbsMove = fabs(fMove);
fMove = anglemod(fMove);
if ( fAbsMove < 1.5 )
{
ent->s.angles[YAW] = vDestAngles[YAW];
ent->avelocity[YAW] = 0;
return true;
}
else
{
if (fMove<180)
{
// turn to left...
//
ent->avelocity[YAW] = fMaxYawSpeed;
}
else
{
// turn to right...
//
ent->avelocity[YAW] = -fMaxYawSpeed;
}
}
return false;
}
bool generic_ghoul_tank_ai::TankH_MoveForward(edict_t *entity)
{
// already facing our destination, so move toward it
body_tank* body = GetTankBody();
edict_t *ent = NULL;
trace_t tr;
vec3_t vDest, vFwd;
if (body && (ent = body->GetTankEdict()) )
{
VectorCopy(body->m_vPos, vDest);
// am I really close to my dest?
if (fabs(vDest[0] - ent->s.origin[0]) < 5 &&
fabs(vDest[1] - ent->s.origin[1]) < 5)// &&
//fabs(vDest[2] - ent->s.origin[2]) < 5)
{
// pretty close. stop the tank and stop the treads
VectorClear(ent->velocity);
body->SetTreads(false);
return true;
}
gi.trace(ent->s.origin, ent->mins, ent->maxs, vDest, ent, MASK_SOLID, &tr);
if (1 == tr.fraction)
{
// if we aren't moving yet, set our velocity
if (ent->velocity[0] || ent->velocity[1] || ent->velocity[2])
{
// already moving
return false;
}
else
{
// not moving yet, apply our velocity
AngleVectors(ent->s.angles, vFwd, NULL, NULL);
VectorNormalize(vFwd); // ouch
VectorScale(vFwd, body->GetMaxFwdSpeed(), ent->velocity);
if (m_bMoveBackward)
{
VectorInverse(ent->velocity);
}
// set the sequence on our treads
body->SetTreads(true);
return false;
}
}
else
{
// sumthin's in the way. should probably do a huge amount of damage to it and just roll
//through it
body->SetTreads(false);
return true;
}
}
return true;
}
bool generic_ghoul_tank_ai::TankH_AimCannon(edict_t *entity)
{
body_tank* body = GetTankBody();
int aimRet = MAINGUN_ERROR;
if (body)
{
aimRet = AimMainGun(body->m_vPos);
if ( (aimRet == MAINGUN_TRUE) || (aimRet == MAINGUN_ERROR) )
{
return true;
}
else
{
return false;
}
}
return true;
}
bool generic_ghoul_tank_ai::TankH_FireCannon(edict_t *entity)
{
body_tank* body = GetTankBody();
IGhoulInst *instCannon = NULL;
IGhoulObj *obj = NULL;
GhoulID idEndOfCannon = 0;
// fire!
if (body && (instCannon = body->GetCannonInst()) )
{
if (obj = instCannon->GetGhoulObject())
{
// play a nice firing sound
FX_LargeExplosion(entity->s.origin, 1/*doesn't matter for sound-only effect*/, 2/*2 == sound only*/);
// perform the visual effect
idEndOfCannon = obj->FindPart("flash_canon");
fxRunner.execWithInst("weapons/othermz/tank", body->GetTankEdict(),
instCannon, idEndOfCannon);
// play the recoil sequence for the cannon
SimpleModelSetSequence2(instCannon, "canon", SMSEQ_HOLD);
// play the recoil sequence for the turret
SimpleModelSetSequence2(body->GetTurretInst(), "turret", SMSEQ_HOLD);
// play the recoil sequence for the tank body
if (body->GetTreads())
{
body->SetTreadFire(true);
SimpleModelSetSequence2(body->GetTankInst(), "tank_fire", SMSEQ_HOLD);
}
else
{
body->SetTreadFire(true);
SimpleModelSetSequence2(body->GetTankInst(), "tank_still", SMSEQ_HOLD);
}
// start the attack
if (TankH_CannonAttack(entity))
{
// finished the attack
return true;
}
else
{
// need to continue the attack
SetCurrentActionNextThink(TankW_CannonAttack);
return false;
}
}
}
return true;
}
bool generic_ghoul_tank_ai::TankH_CannonAttack(edict_t *entity)
{
// the raison d'etre for this fn is that we want to depict the cannon firing as a
//projectile weapon (as opposed to an instantaneous weapon like a pistol) but we don't want to
//show a moving projectile (like the rocket launcher does)
vec3_t vFireDir, vFirePos, vEndPos;
body_tank* body = GetTankBody();
edict_t *ent = NULL;
IGhoulInst *instCannon = NULL;
IGhoulObj *obj = NULL;
GhoulID idEndOfCannon = 0;
trace_t tr;
float fProjectileDist = 0;
if (!body || !(instCannon = body->GetCannonInst()) || !(obj = instCannon->GetGhoulObject()) ||
!(ent = body->GetTankEdict()) )
{
body->SetCurProjectileDist(0); // just to make sure
return true;
}
// have we launched our shell yet?
if ( !(fProjectileDist = body->GetCurProjectileDist()) )
{
// get id of bolt on the front of the cannon
idEndOfCannon = obj->FindPart("flash_canon");
// find range to target
GetGhoulPosDir2(ent->s.origin, ent->s.angles,
instCannon,
idEndOfCannon,
NULL, vFirePos, vFireDir, NULL, NULL);
VectorMA(vFirePos, 4096, vFireDir, vEndPos);
gi.trace(vFirePos, NULL, NULL, vEndPos, ent, MASK_SOLID, &tr);
if (1 == tr.fraction)
{
// freakin' a. this thing just shot 4096 units and didn't hit a thing.
return true;
}
fProjectileDist = tr.fraction * 4000; // shave off a little to make sure we hit the correct
//side of the architecture
body->SetGroundZero(tr.endpos);
}
// wherever it hits, generate an explosion. if it hits something a fair distance away, though,
//wait a frame or two before the damage occurs (projectile moves at 500 units a frame)
if ( fProjectileDist > 500 )
{
// shell is still moving
body->SetCurProjectileDist(fProjectileDist - 500);
return false;
}
else
{ // shell will land this frame
body->SetCurProjectileDist(0);
// damage! (stolen from MissileCollide())
vec3_t pos;
edict_t *tempXP = G_Spawn();
body->GetGroundZero(pos);
pos[2] += 10;
tempXP->owner = ent;
VectorCopy(pos, tempXP->s.origin);
fxRunner.exec("weapons/world/rocketexplode", pos);
T_RadiusDamage (tempXP, tempXP->owner, 130, tempXP, 150, 0, DT_MANGLE);
gmonster.RadiusDeafen(tempXP, 150, 250);
ShakeCameras (tempXP->s.origin, 100, 300, DEFAULT_JITTER_DELTA);
G_FreeEdict(tempXP);
return true;
}
}
bool generic_ghoul_tank_ai::TankH_FireMachGun(edict_t *entity)
{
// at this point our machine gun should already be pointing at our target, so
//just fire the dumb thing
vec3_t vFireDir, vFirePos, vTemp;
body_tank* body = GetTankBody();
IGhoulInst *instMachGun = NULL;
IGhoulObj *obj = NULL;
GhoulID idEndOfMachGun = 0;
trace_t tr;
bool bFire = true;
if ( !body || !(instMachGun = body->GetMachGunInst()) || !(obj = instMachGun->GetGhoulObject()) )
{
return true;
}
idEndOfMachGun = obj->FindPart("flash_machine_gun");
GetGhoulPosDir2(entity->s.origin, ent->s.angles, instMachGun, idEndOfMachGun, NULL,
vFirePos, vFireDir, NULL, NULL);
if (m_bCheckMachGunLOS)
{
gi.trace(vFirePos, NULL, NULL, m_vMachGunTarget, entity, MASK_SOLID, &tr);
if (tr.fraction < .95)
{ // something's blocking our line of sight to our target. if it's an entity that's
//not on our team, shoot anyway.
if (tr.ent && (tr.ent != &g_edicts[0]))
{
if ( (NULL == (ai_public_c*)tr.ent->ai) || (!OnSameTeam(tr.ent, entity)) )
{ // hit a non-ai entity (like maybe a crate) or an entity that's not on our team.
//either way, shoot it.
bFire = true;
}
else
{ // I suppose it's conceivable that our trace hit an entity that's on our team. don't shoot.
bFire = false;
}
}
else
{ // probably hit architecture. that'll stop a bullet.
bFire = false;
}
}
}
if (bFire)
{
bool bBursting = ((level.time - m_fLastBurst) < ( (gi.flrand(0.0, 0.2)*game.playerSkills.getEnemyValue()) + 0.2) );
// perform the effect
if (((level.time - m_fLastBurst) > 0) && bBursting)
{
float waver = (5 - game.playerSkills.getEnemyValue())*0.03;
fxRunner.execWithInst("weapons/othermz/machinegun", entity, instMachGun, idEndOfMachGun);
VectorSet(vTemp, gi.flrand(-waver, waver), gi.flrand(-waver, waver), gi.flrand(-waver, waver));
VectorAdd(vFireDir, vTemp, vFireDir);
// do the damage
weapons.attack(ATK_MACHINEGUN, entity, vFirePos, vFireDir);//same damage, but bigger impact sound
}
else if (!bBursting)
{ // time to reset our burst timer for a new ~0.5 second break (depending on skill) in the firing
m_fLastBurst = level.time + (gi.flrand(0.3, 0.6) * (5 - game.playerSkills.getEnemyValue()));
}
}
return true;
}
//
// tank action wrappers -- these get called from tank_actions, then they call the corresponding
// member function for the ai
//
void TankW_GotoCoords(edict_t* ent)
{
generic_ghoul_tank_ai* ai = (generic_ghoul_tank_ai*)(ai_public_c*)ent->ai;
body_tank* body = NULL;
if (ai && (body = ai->GetTankBody()) )
{
ai->MoveBackward(body->m_fArg == 1.0);
}
ai->SetRetVal(ai->Tank_GotoCoords(ent));
}
void TankW_FireCannonAtCoords(edict_t* ent)
{
generic_ghoul_tank_ai* ai = (generic_ghoul_tank_ai*)(ai_public_c*)ent->ai;
ai->SetRetVal(ai->Tank_FireCannonAtCoords(ent));
}
void TankW_CannonAttack(edict_t *ent)
{
generic_ghoul_tank_ai* ai = (generic_ghoul_tank_ai*)(ai_public_c*)ent->ai;
ai->SetRetVal(ai->TankH_CannonAttack(ent));
}
void TankW_MachGunAuto(edict_t *ent)
{
// wherever the player is, attack him with the machine gun ( or stop attacking him)
generic_ghoul_tank_ai* ai = (generic_ghoul_tank_ai*)(ai_public_c*)ent->ai;
body_tank* body = NULL;
if (ai && (body = ai->GetTankBody()) )
{
ai->SetMachGunAuto(0 != body->m_fArg);
}
ai->SetRetVal(true);
}
void TankW_Die(edict_t *ent)
{
// perform some spectacular exploding, dying, blammo effects
generic_ghoul_tank_ai* ai = (generic_ghoul_tank_ai*)(ai_public_c*)ent->ai;
if (ai)
{
ai->Die(*ent, NULL, ent, 10000, vec3_origin);
}
ai->SetRetVal(true);
}
void TankW_AimTurret(edict_t *ent)
{
generic_ghoul_tank_ai* ai = (generic_ghoul_tank_ai*)(ai_public_c*)ent->ai;
ai->SetRetVal(ai->TankH_AimCannon(ent));
}
//
// tank action functions
//
bool generic_ghoul_tank_ai::Tank_GotoCoords(edict_t *entity)
{
body_tank* body = GetTankBody();
trace_t tr;
vec3_t vDest;
edict_t *ent = NULL;
if (body && (ent = body->GetTankEdict()) )
{
VectorCopy(body->m_vPos, vDest);
gi.trace(ent->s.origin, ent->mins, ent->maxs, vDest, ent, MASK_SOLID, &tr);
if (1 == tr.fraction)
{
// turn to face our destination. turn on our movement sound
entity->s.sound = gi.soundindex("Ambient/Models/Tank/tanklp.wav");
entity->s.sound_data = (255 & ENT_VOL_MASK) | SND_FARATTN;
if (TankH_FaceCoords(entity))
{
// head toward destination
if (TankH_MoveForward(entity))
{
// reached destination. turn off our movement sound.
/// entity->s.sound = 0;
// entity->s.sound_data = 0;
return true;
}
else
{
// still moving toward destination
}
}
else
{
// still turning toward our destination
}
}
return false;
}
entity->s.sound = 0;
entity->s.sound_data = 0;
return true;
}
bool generic_ghoul_tank_ai::Tank_FireCannonAtCoords(edict_t *entity)
{
body_tank* body = GetTankBody();
if (body)
{
if (TankH_AimCannon(entity))
{
return TankH_FireCannon(entity);
}
return false;
}
return true;
}
bool generic_ghoul_tank_ai::Tank_MachGunAuto(edict_t *entity)
{
// wherever the player is, attack him with the machine gun
body_tank* body = GetTankBody();
edict_t *target = NULL;
if (body && body->IsMachGunFunctioning())
{
target = &g_edicts[1];
if (AimMachGun(target->s.origin))
{
// make sure the gun has LOS
VectorCopy(target->s.origin, m_vMachGunTarget);
TankH_FireMachGun(entity);
return true;
}
return false;
}
return true;
}
//
// end of tank_action stuff
//
generic_ghoul_tank_ai::generic_ghoul_tank_ai()
{
m_ScriptActionCounter = -1;
m_LastThinkingActionID = -1;
m_attacker = NULL;
m_bTimeToDie = false;
m_bMoveBackward = false;
VectorClear(m_vCannonTarget);
m_bMachGunAuto = false;
m_bCheckMachGunLOS = true;
m_bRetVal = false;
m_fLastBurst = 0;
VectorClear(m_vMachGunTarget);
}
generic_ghoul_tank_ai::generic_ghoul_tank_ai(generic_ghoul_tank_ai *orig)
{
m_ScriptActionCounter = orig->m_ScriptActionCounter;
m_LastThinkingActionID = orig->m_LastThinkingActionID;
*(int *)&m_attacker = GetEdictNum(orig->m_attacker);
m_bTimeToDie = orig->m_bTimeToDie;
m_bMoveBackward = orig->m_bMoveBackward;
VectorCopy(orig->m_vCannonTarget, m_vCannonTarget);
m_bMachGunAuto = orig->m_bMachGunAuto;
m_bCheckMachGunLOS = orig->m_bCheckMachGunLOS;
m_bRetVal = orig->m_bRetVal;
m_fLastBurst = orig->m_fLastBurst;
VectorCopy(orig->m_vMachGunTarget, m_vMachGunTarget);
}
void generic_ghoul_tank_ai::Evaluate(generic_ghoul_tank_ai *orig)
{
m_ScriptActionCounter = orig->m_ScriptActionCounter;
m_LastThinkingActionID = orig->m_LastThinkingActionID;
m_attacker = GetEdictPtr((int)orig->m_attacker);
m_bTimeToDie = orig->m_bTimeToDie;
m_bMoveBackward = orig->m_bMoveBackward;
VectorCopy(orig->m_vCannonTarget, m_vCannonTarget);
m_bMachGunAuto = orig->m_bMachGunAuto;
m_bCheckMachGunLOS = orig->m_bCheckMachGunLOS;
m_bRetVal = orig->m_bRetVal;
m_fLastBurst = orig->m_fLastBurst;
VectorCopy(orig->m_vMachGunTarget, m_vMachGunTarget);
// Don't go down the Evaluate heirachy as this is a special case
}
void generic_ghoul_tank_ai::Read()
{
char loaded[sizeof(generic_ghoul_tank_ai)];
gi.ReadFromSavegame('AITA', loaded + GGTA_SAVE_START, GGTA_SAVE_END - GGTA_SAVE_START);
Evaluate((generic_ghoul_tank_ai *)loaded);
ai_c::Read();
}
void generic_ghoul_tank_ai::Write()
{
byte *save_start;
generic_ghoul_tank_ai *savable;
savable = new generic_ghoul_tank_ai(this);
save_start = (byte *)savable;
gi.AppendToSavegame('AITA', save_start + GGTA_SAVE_START, GGTA_SAVE_END - GGTA_SAVE_START);
delete savable;
ai_c::Write();
}