1385 lines
38 KiB
C++
1385 lines
38 KiB
C++
// m_tankai.cpp
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#include "g_local.h"
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#include "ai_private.h"
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#include "m_generic.h"
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#include "m_tankai.h"
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#include "g_obj.h" // for OrientBolton() and modelSpawnData stuff
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#include "callback.h"
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#include "..\qcommon\ef_flags.h"
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#define TANK_INACTIVE (1<<0)
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typedef enum
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{
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TANKOBJ_TANK = 0,
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TANKOBJ_TURRET,
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TANKOBJ_CANNON,
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TANKOBJ_NULL,
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TANKOBJ_MACHGUN,
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TANKOBJ_MAXOBJS
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};
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enum
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{
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MAINGUN_FALSE = 0,
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MAINGUN_TRUE,
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MAINGUN_ERROR
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};
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void debug_drawbox(edict_t* self,vec3_t vOrigin, vec3_t vMins, vec3_t vMaxs, int nColor);
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modelSpawnData_t tankModelData[MD_TANK_SIZE] =
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{
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// dir file surfaceType material health solid material file cnt scale
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"enemy/tank", "tank", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, "tank", 0, DEBRIS_SM, NULL, // TANKOBJ_TANK
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"enemy/tank", "turret", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, NULL, 0, DEBRIS_SM, NULL, // TANKOBJ_TURRET
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"enemy/tank", "canon", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, NULL, 0, DEBRIS_SM, NULL, // TANKOBJ_CANON
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"objects/generic/gun_auto", "null", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, NULL, 0, DEBRIS_SM, NULL, // TANKOBJ_NULL
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"enemy/tank", "machine_gun", SURF_METAL, MAT_METAL_DGREY, 100, SOLID_BBOX, NULL, 0, DEBRIS_SM, NULL, // TANKOBJ_MACHGUN
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};
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TankTreadCallback theTankTreadCallback;
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bool TankTreadCallback::Execute(IGhoulInst *me,void *ent,float time,const void *matrix)
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{
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edict_t* self = (edict_t*)ent;
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generic_ghoul_tank_ai* ai = (generic_ghoul_tank_ai*)(ai_public_c*)self->ai;
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body_tank* body = NULL;
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if (ai)
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{
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body = ai->GetTankBody();
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}
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if (!body)
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{
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return false;
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}
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if (body->GetTreadFire())
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{
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// we're at the end of a firing sequence for the tank body, so switch
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//back to the appropriate non-firing tread sequence (slightly complicated
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//by the rotating texture coords for the treads)
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body->SetTreadFire(false);
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if (body->GetTreads())
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{
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SimpleModelSetSequence2(body->GetTankInst(), "tank", SMSEQ_LOOP);
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}
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else
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{
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SimpleModelSetSequence2(body->GetTankInst(), "tank", SMSEQ_HOLDFRAME);
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}
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}
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return true;
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}
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int GetGhoulPosDir2(vec3_t sourcePos, vec3_t sourceAng, IGhoulInst *inst,
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GhoulID partID, char *name, vec3_t pos, vec3_t dir, vec3_t right,
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vec3_t up);
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static void FinalTankDeathFX(edict_t &monster, body_tank *tank)
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{
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IGhoulObj *obj = (tank->GetTankInst()?tank->GetTankInst()->GetGhoulObject():NULL);
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GhoulID smoke1 = (obj?obj->FindPart("bolt_turret"):NULL);
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// stop the tank
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VectorClear(monster.velocity);
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VectorClear(monster.avelocity);
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FX_VehicleExplosion(monster.s.origin, 255);
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BlindingLight(monster.s.origin, 5000, 0.9, 0.5);
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// stop treads
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tank->SetTreads(false);
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// turn off main turret, cannon, and machine gun
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SimpleModelTurnOnOff(tank->GetTurretInst(), false);
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SimpleModelTurnOnOff(tank->GetCannonInst(), false);
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SimpleModelTurnOnOff(tank->GetMachGunInst(), false);
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// if this is a snowcat, turn off the other mach gun barrel
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if (tank->GetClassCode() == BODY_SNOWCAT)
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{
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SimpleModelTurnOnOff( ((body_snowcat*)tank)->GetMachGun2Inst(), false);
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((body_snowcat*)tank)->SetTreads(false);
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}
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// switch to damage skin
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SetSkin2(tank->GetTankInst(), "enemy/tank", "tank", "tank","tank_d");
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// toss some debris
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FX_ThrowDebris(monster.s.origin, vec3_up, 30, DEBRIS_MED, MAT_METAL_DGREY, 0, 0, 0, SURF_METAL);
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// smoke 'em if you got 'em
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fxRunner.execContinualEffect("environ/helismoke", &monster, smoke1);
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fxRunner.editContinualEffect("environ/helismoke", &monster, smoke1, 1.5);
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// no more thinking for you
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tank->Deactivate(true);
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}
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generic_ghoul_tank_ai::~generic_ghoul_tank_ai()
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{
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}
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void generic_ghoul_tank_ai::Think(edict_t &monster)
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{
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if (ai_freeze->value)
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{
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return;
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}
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// gi.dprintf("tank health = %3.2f percent\n", (float)monster.health*100/(float)monster.max_health);
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// debug_drawbox(&monster, NULL, NULL, NULL, 0);
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if (GetTankBody() && GetTankBody()->IsDeactivated())
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{
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// deactivate
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// monster.nextthink = 0;
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GetTankBody()->SetTreads(false);
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monster.s.sound = 0;
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monster.s.sound_data = 0;
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return;
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}
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// if our machine gun has been set to auto attack...
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if (m_bMachGunAuto)
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{
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Tank_MachGunAuto(&monster);
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}
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monster.nextthink = level.time + FRAMETIME;
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EvaluateSenses(monster);
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if (!current_action)
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{ // do some thinking - this is not correct
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if (actions.size())
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{
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NextAction(monster);
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}
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}
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if (current_action)
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{
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m_LastThinkingActionID = ((tank_action*)(action_c*)current_action)->GetID();
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if (current_action->Think(*this, monster))
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{
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NextAction(monster);
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if (GetTankBody())
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{
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GetTankBody()->ResetScriptParams();
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}
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}
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}
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gi.linkentity(&monster);
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if (monster.linkcount != linkcount)
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{
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linkcount = monster.linkcount;
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gmonster.CheckGround (&monster);
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}
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gmonster.CatagorizePosition (&monster);
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gmonster.WorldEffects (&monster);//leaving this in for drowning, lava damage, etc., but it should prolly be handled in ai class somewhere
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//if monster is dead, consider removing it
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if (m_bTimeToDie)
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{
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//get ai to poll actions, decisions, & senses to check if removal is ok
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if (SafeToRemove(monster))
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{
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Die(monster, m_attacker, m_attacker, monster.max_health, vec3_origin);
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G_FreeEdict (&monster);
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}
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}
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// AimMainGun(ent->s.origin);
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// AimMachGun(ent->s.origin);
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}
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void generic_ghoul_tank_ai::Init(edict_t *self, char *ghoulname, char* subclass)
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{
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m_ScriptActionCounter = m_LastThinkingActionID = 0;
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m_bTimeToDie = false;
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m_attacker = NULL;
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m_bMachGunAuto = false;
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m_bMoveBackward = false;
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m_bCheckMachGunLOS = true;
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m_bRetVal = false;
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// build the tank here
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// tank (root object)
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ggObjC *cTank = NULL;
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// turret, cannon, machine gun
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ggObjC *cTurret = NULL,
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*cCannon = NULL,
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*cNull = NULL,
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*cMachGun = NULL;
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// anims for fuselage and boltons
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GhoulID cTurretSeq=0,
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cTankSeq=0,
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cCannonSeq=0,
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cNullSeq=0,
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cMachGunSeq=0;
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// bolt located on the fuselage (aka "bolter")
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GhoulID cBolterBolt=0;
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// bolt located on the bolted-on item (aka "boltee")
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GhoulID cBolteeBolt=0;
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ggOinstC *t=NULL;
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ggBinstC *cBolteeBolted=NULL, *bInstTurret = NULL, *bInstMachGunBase = NULL;
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IGhoulInst *pInst=NULL;
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Matrix4 mat,mat1,mat2;
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GhoulID tempNote=0, tempMaterial = 0;
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char materialName[100] = "";
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IGhoulObj *boltObj = NULL;
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ent->clipmask = MASK_MONSTERSOLID|MASK_PLAYERSOLID;
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if (!GetTankBody())
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{
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return;
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}
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// create the tank body
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// gotta remove this flag or SimpleModelInit2 bombs out
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ent->s.renderfx &= ~RF_GHOUL;
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SimpleModelInit2(ent,&tankModelData[TANKOBJ_TANK],NULL,NULL);
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if (ent->ghoulInst)
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{
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ent->movetype = MOVETYPE_PUSH;
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GetTankBody()->SetTankEdict(ent);
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SimpleModelSetSequence2(GetTankBody()->GetTankInst(), "tank", SMSEQ_HOLDFRAME);
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}
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// bolt on the turret
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if ( cBolteeBolted = SimpleModelAddBolt(ent, tankModelData[TANKOBJ_TANK], "bolt_turret",
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tankModelData[TANKOBJ_TURRET], "to_bolt_turret", NULL) )
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{
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bInstTurret = cBolteeBolted;
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pInst = cBolteeBolted->GetInstPtr();
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GetTankBody()->SetTurretInst(cBolteeBolted);
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if (pInst && (boltObj = pInst->GetGhoulObject()) )
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{
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GetTankBody()->SetTurretBolt(boltObj->FindPart("to_bolt_turret"));
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// register a callback for the tank tread sequence
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tempNote=pInst->GetGhoulObject()->FindNoteToken("EOS");
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if (tempNote)
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{
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pInst->AddNoteCallBack(&theTankTreadCallback,tempNote);
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}
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}
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}
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// bolt the cannon onto the turret
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if (cBolteeBolted = ComplexModelAddBolt(bInstTurret, tankModelData[TANKOBJ_TURRET],
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"bolt_canon", tankModelData[TANKOBJ_CANNON], "to_bolt_canon", NULL))
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{
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pInst = cBolteeBolted->GetInstPtr();
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GetTankBody()->SetCannonInst(cBolteeBolted);
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}
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if (pInst && pInst->GetGhoulObject())
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{
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GetTankBody()->SetCannonBolt(pInst->GetGhoulObject()->FindPart("to_bolt_canon"));
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}
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// bolt the machine gun base (just a null) onto the turret
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if (cBolteeBolted = ComplexModelAddBolt(bInstTurret, tankModelData[TANKOBJ_TURRET],
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"bolt_machine_gun", tankModelData[TANKOBJ_NULL], "DUMMY01", NULL))
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{
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bInstMachGunBase = cBolteeBolted;
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pInst = bInstMachGunBase->GetInstPtr();
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GetTankBody()->SetMachGunNullInst(bInstMachGunBase);
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if (pInst && pInst->GetGhoulObject())
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{
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GetTankBody()->SetMachGunNullBolt(pInst->GetGhoulObject()->FindPart("DUMMY01"));
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// the NULL actually has some geometry in it (ghoul made me do it :< ) so turn it off
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SimpleModelTurnOnOff(pInst, false);
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}
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}
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// bolt the machine gun onto its base
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if (cBolteeBolted = ComplexModelAddBolt(bInstMachGunBase, tankModelData[TANKOBJ_NULL],
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"DUMMY01", tankModelData[TANKOBJ_MACHGUN], "to_bolt_machine_gun", NULL))
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{
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GetTankBody()->SetMachGunInst(cBolteeBolted);
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pInst = cBolteeBolted->GetInstPtr();
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if (pInst && pInst->GetGhoulObject())
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{
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GetTankBody()->SetMachGunBolt(pInst->GetGhoulObject()->FindPart("to_bolt_machine_gun"));
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}
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}
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}
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void generic_ghoul_tank_ai::Activate(edict_t &monster)
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{
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isActive=true;
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}
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void generic_ghoul_tank_ai::AddBody(edict_t *monster)
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{
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if (!monster)
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{
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return;
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}
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if (!body)
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{
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body = new body_tank(monster);
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}
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}
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int generic_ghoul_tank_ai::AimMainGun(vec3_t vTarget)
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{
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body_tank* body = GetTankBody();
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IGhoulInst* gunInst = body->GetTurretInst();
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GhoulID gunBolt = body->GetTurretBolt();
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boltonOrientation_c boltonInfo;
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edict_t* self = NULL;
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boltonOrientation_c::retCode_e ret1, ret2;
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if (!body || !body->GetTankInst() || !(self = (edict_t*)body->GetTankInst()->GetUserData()) )
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{
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return MAINGUN_ERROR;
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}
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if (!gunInst || !gunInst->GetGhoulObject())
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{
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return MAINGUN_ERROR;
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}
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// turn the turret to face the player (only pivots horizontally)
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boltonInfo.root = self;
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boltonInfo.boltonInst = gunInst;
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boltonInfo.boltonID = gunBolt;
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boltonInfo.parentInst = self->ghoulInst;
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VectorCopy(vTarget, boltonInfo.vTarget);
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boltonInfo.vTarget[2] += 12;
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boltonInfo.fMinPitch = 0;
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boltonInfo.fMaxPitch = 0;
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boltonInfo.fMinYaw = -4000;
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boltonInfo.fMaxYaw = 4000;
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boltonInfo.fMaxTurnSpeed = body->GetTurretSpeed();
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boltonInfo.bUsePitch = false;
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boltonInfo.bUseYaw = true;
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boltonInfo.bToRoot = true;
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ret1 = boltonInfo.OrientBolton();
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// turn the cannon to face the player (only pivots vertically)
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boltonInfo.boltonInst = body->GetCannonInst();
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boltonInfo.boltonID = body->GetCannonBolt();
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boltonInfo.parentInst = gunInst;
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boltonInfo.parentID = gunInst->GetGhoulObject()->FindPart("to_bolt_turret");
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// determine min yaw based on turret facing
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if (boltonInfo.fRetYaw > -0.13 && boltonInfo.fRetYaw < 0.13)
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{
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boltonInfo.fMinPitch = -0.05;
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}
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else if (boltonInfo.fRetYaw > 0.8 && boltonInfo.fRetYaw < 2.4)
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{
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boltonInfo.fMinPitch = -0.05;
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}
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else if (boltonInfo.fRetYaw < -0.8 && boltonInfo.fRetYaw > -2.4)
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{
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boltonInfo.fMinPitch = -0.05;
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}
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else
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{
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boltonInfo.fMinPitch = -0.02;
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}
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boltonInfo.fMaxPitch = .2;
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boltonInfo.fMinYaw = -4000;
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boltonInfo.fMaxYaw = 4000;
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boltonInfo.fMaxTurnSpeed = body->GetCannonSpeed();
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boltonInfo.bUsePitch = true;
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boltonInfo.bUseYaw = false;
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boltonInfo.bToRoot = true;
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ret2 = boltonInfo.OrientBolton();
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if ( (boltonOrientation_c::retCode_e::ret_TRUE == ret1) && (ret2 == ret1) )
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{ // pointing at our target
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return MAINGUN_TRUE;
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}
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else if ( (boltonOrientation_c::retCode_e::ret_ERROR == ret1 && boltonOrientation_c::retCode_e::ret_TRUE == ret2) ||
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(boltonOrientation_c::retCode_e::ret_ERROR == ret2 && boltonOrientation_c::retCode_e::ret_TRUE == ret1) ||
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(boltonOrientation_c::retCode_e::ret_ERROR == ret1 && boltonOrientation_c::retCode_e::ret_ERROR == ret2) )
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{ // either the pitch or the yaw is outside of our range of motion. don't return error until we've
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//gotten as close as we can.
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return MAINGUN_ERROR;
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}
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else
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{ // we just plain haven't got there yet
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return MAINGUN_FALSE;
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}
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}
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bool generic_ghoul_tank_ai::AimMachGun(vec3_t vTarget)
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{
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body_tank* body = GetTankBody();
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IGhoulInst *gunInst = body->GetMachGunInst(),
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*baseInst = body->GetMachGunNullInst(),
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*turretInst = body->GetTurretInst();
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GhoulID gunBolt = body->GetMachGunBolt(),
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baseBolt = body->GetMachGunNullBolt();
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boltonOrientation_c boltonInfo;
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edict_t* self = NULL;
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boltonOrientation_c::retCode_e ret1, ret2;
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if (!body ||
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!body->GetTankInst() ||
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!(self = (edict_t*)body->GetTankInst()->GetUserData()) ||
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(game.playerSkills.getEnemyValue() == 0))
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{
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return false;
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}
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if (!turretInst || !turretInst->GetGhoulObject())
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{
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return false;
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}
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// turn the mach gun's base (just a null) to face the player (only pivots horizontally)
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if (!gunInst || !gunBolt || !baseInst || !baseBolt)
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{
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return false;
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}
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boltonInfo.root = self;
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boltonInfo.boltonInst = baseInst;
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boltonInfo.boltonID = baseBolt;
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boltonInfo.parentInst = turretInst;
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boltonInfo.parentID = turretInst->GetGhoulObject()->FindPart("to_bolt_turret");
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VectorCopy(vTarget, boltonInfo.vTarget);
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boltonInfo.vTarget[2] += 20;
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boltonInfo.fMinPitch = 0;
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boltonInfo.fMaxPitch = 0;
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boltonInfo.fMinYaw = -4000;
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boltonInfo.fMaxYaw = 4000;
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boltonInfo.fMaxTurnSpeed = body->GetMachGunSpeed();
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boltonInfo.bUsePitch = false;
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boltonInfo.bUseYaw = true;
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boltonInfo.bToRoot = true;
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ret1 = boltonInfo.OrientBolton();
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// turn the mach gun itself (only pivots vertically)
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boltonInfo.boltonInst = gunInst;
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boltonInfo.boltonID = gunBolt;
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boltonInfo.parentInst = baseInst;
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boltonInfo.parentID = baseBolt;
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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();
|
|
}
|
|
|
|
|
|
|
|
|