/* ============================================================================== carrier ============================================================================== */ // self->timestamp used for frame calculations in grenade & spawn code // self->wait used to prevent rapid refire of rocket launcher #include "g_local.h" #include "m_carrier.h" #define CARRIER_ROCKET_TIME 2 // number of seconds between rocket shots #define CARRIER_ROCKET_SPEED 750 #define NUM_FLYERS_SPAWNED 6 // max # of flyers he can spawn #define RAIL_FIRE_TIME 3 void BossExplode (edict_t *self); void Grenade_Explode (edict_t *ent); qboolean infront (edict_t *self, edict_t *other); qboolean inback (edict_t *self, edict_t *other); qboolean below (edict_t *self, edict_t *other); void drawbbox (edict_t *self); //char *ED_NewString (char *string); void ED_CallSpawn (edict_t *ent); static int sound_pain1; static int sound_pain2; static int sound_pain3; static int sound_death; //static int sound_search1; static int sound_sight; static int sound_rail; static int sound_spawn; float orig_yaw_speed; vec3_t flyer_mins = {-16, -16, -24}; vec3_t flyer_maxs = {16, 16, 16}; extern mmove_t flyer_move_attack2, flyer_move_attack3, flyer_move_kamikaze; void carrier_run (edict_t *self); void carrier_stand (edict_t *self); void carrier_dead (edict_t *self); void carrier_attack (edict_t *self); void carrier_attack_mg (edict_t *self); void carrier_reattack_mg (edict_t *self); void carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void carrier_attack_gren (edict_t *self); void carrier_reattack_gren (edict_t *self); void carrier_start_spawn (edict_t *self); void carrier_spawn_check (edict_t *self); void carrier_prep_spawn (edict_t *self); void CarrierMachineGunHold (edict_t *self); void CarrierRocket (edict_t *self); void carrier_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } // code starts here //void carrier_search (edict_t *self) //{ // if (random() < 0.5) // gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0); //} // // this is the smarts for the rocket launcher in coop // // if there is a player behind/below the carrier, and we can shoot, and we can trace a LOS to them .. // pick one of the group, and let it rip void CarrierCoopCheck (edict_t *self) { // no more than 4 players in coop, so.. edict_t *targets[4]; int num_targets = 0, target, player; edict_t *ent; trace_t tr; // if we're not in coop, this is a noop if (!coop || !coop->value) return; // if we are, and we have recently fired, bail if (self->wait > level.time) return; memset (targets, 0, 4*sizeof(edict_t *)); // cycle through players for (player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (inback(self, ent) || below(self, ent)) { tr = gi.trace (self->s.origin, NULL, NULL, ent->s.origin, self, MASK_SOLID); if (tr.fraction == 1.0) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Carrier: found a player who I can shoot\n"); targets[num_targets++] = ent; } } } if (!num_targets) return; // get a number from 0 to (num_targets-1) target = random() * num_targets; // just in case we got a 1.0 from random if (target == num_targets) target--; // make sure to prevent rapid fire rockets self->wait = level.time + CARRIER_ROCKET_TIME; // save off the real enemy ent = self->enemy; // set the new guy as temporary enemy self->enemy = targets[target]; CarrierRocket (self); // put the real enemy back self->enemy = ent; // we're done return; } void CarrierGrenade (edict_t *self) { vec3_t start; vec3_t forward, right, up; vec3_t aim; int flash_number; float direction; // from lower left to upper right, or lower right to upper left float spreadR, spreadU; int mytime; CarrierCoopCheck(self); if (!self->enemy) return; if (random() < 0.5) direction = -1.0; else direction = 1.0; mytime = (int)((level.time - self->timestamp)/0.4); if (mytime == 0) { spreadR = 0.15 * direction; // spreadU = 0.1 * direction; spreadU = 0.1 - 0.1 * direction; } else if (mytime == 1) { spreadR = 0; // spreadU = 0; spreadU = 0.1; } else if (mytime == 2) { spreadR = -0.15 * direction; // spreadU = -0.1 * direction; spreadU = 0.1 - -0.1 * direction; } else if (mytime == 3) { spreadR = 0; // spreadU = 0; spreadU = 0.1; } else { // error, shoot straight // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("CarrierGrenade: bad time %2.2f %2.2f\n", level.time, self->timestamp); spreadR = 0; spreadU = 0; } AngleVectors (self->s.angles, forward, right, up); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_GRENADE], forward, right, start); VectorSubtract (self->enemy->s.origin, start, aim); VectorNormalize (aim); VectorMA (aim, spreadR, right, aim); VectorMA (aim, spreadU, up, aim); if(aim[2] > 0.15) aim[2] = 0.15; else if(aim[2] < -0.5) aim[2] = -0.5; flash_number = MZ2_GUNNER_GRENADE_1; monster_fire_grenade (self, start, aim, 50, 600, flash_number); } void CarrierPredictiveRocket (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("predictive fire\n"); AngleVectors (self->s.angles, forward, right, NULL); //1 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start); PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.3, dir, NULL); monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_1); //2 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start); PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.15, dir, NULL); monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_2); //3 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start); PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0, dir, NULL); monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_3); //4 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start); PredictAim (self->enemy, start, CARRIER_ROCKET_SPEED, false, 0.15, dir, NULL); monster_fire_rocket (self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_4); } void CarrierRocket (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t dir; vec3_t vec; if(self->enemy) { if(self->enemy->client && random() < 0.5) { CarrierPredictiveRocket(self); return; } } else return; AngleVectors (self->s.angles, forward, right, NULL); //1 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1], forward, right, start); VectorCopy (self->enemy->s.origin, vec); // vec[2] += self->enemy->viewheight; vec[2] -= 15; VectorSubtract (vec, start, dir); VectorNormalize (dir); VectorMA (dir, 0.4, right, dir); VectorNormalize (dir); monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_1); //2 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2], forward, right, start); VectorCopy (self->enemy->s.origin, vec); // vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); VectorMA (dir, 0.025, right, dir); VectorNormalize (dir); monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_2); //3 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward, right, start); VectorCopy (self->enemy->s.origin, vec); // vec[2] += self->enemy->viewheight; VectorSubtract (vec, start, dir); VectorNormalize (dir); VectorMA (dir, -0.025, right, dir); VectorNormalize (dir); monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_3); //4 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward, right, start); VectorCopy (self->enemy->s.origin, vec); // vec[2] += self->enemy->viewheight; vec[2] -= 15; VectorSubtract (vec, start, dir); VectorNormalize (dir); VectorMA (dir, -0.4, right, dir); VectorNormalize (dir); monster_fire_rocket (self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_4); //5 // G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start); // VectorCopy (self->enemy->s.origin, vec); // vec[2] += self->enemy->viewheight; // VectorSubtract (vec, start, dir); // VectorNormalize (dir); // monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2); } void carrier_firebullet_right (edict_t *self) { vec3_t forward, right, target; vec3_t start; int flashnum; // if we're in manual steering mode, it means we're leaning down .. use the lower shot if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) flashnum = MZ2_CARRIER_MACHINEGUN_R2; else flashnum = MZ2_CARRIER_MACHINEGUN_R1; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); // VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; /* gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (start); gi.WritePosition (target); gi.multicast (start, MULTICAST_ALL); */ VectorSubtract (target, start, forward); VectorNormalize (forward); monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum); } void carrier_firebullet_left (edict_t *self) { vec3_t forward, right, target; vec3_t start; int flashnum; // if we're in manual steering mode, it means we're leaning down .. use the lower shot if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) flashnum = MZ2_CARRIER_MACHINEGUN_L2; else flashnum = MZ2_CARRIER_MACHINEGUN_L1; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flashnum], forward, right, start); // VectorMA (self->enemy->s.origin, 0.2, self->enemy->velocity, target); VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; VectorSubtract (target, start, forward); /* gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (start); gi.WritePosition (target); gi.multicast (start, MULTICAST_ALL); */ VectorNormalize (forward); monster_fire_bullet (self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD*3, DEFAULT_BULLET_VSPREAD, flashnum); } void CarrierMachineGun (edict_t *self) { CarrierCoopCheck(self); if (self->enemy) carrier_firebullet_left(self); if (self->enemy) carrier_firebullet_right(self); } void CarrierSpawn (edict_t *self) { vec3_t f, r, offset, startpoint, spawnpoint; edict_t *ent; int mytime; // VectorSet (offset, 105, 0, -30); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8 VectorSet (offset, 105, 0, -58); // real distance needed is (sqrt (56*56*2) + sqrt(16*16*2)) or 101.8 AngleVectors (self->s.angles, f, r, NULL); G_ProjectSource (self->s.origin, offset, f, r, startpoint); // the +0.1 is because level.time is sometimes a little low mytime = (int)((level.time + 0.1 - self->timestamp)/0.5); // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("mytime = %d, (%2.2f)\n", mytime, level.time - self->timestamp); if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32)) { // the second flier should be a kamikaze flyer if (mytime != 2) ent = CreateMonster (spawnpoint, self->s.angles, "monster_flyer"); else ent = CreateMonster (spawnpoint, self->s.angles, "monster_kamikaze"); if (!ent) return; gi.sound (self, CHAN_BODY, sound_spawn, 1, ATTN_NONE, 0); self->monsterinfo.monster_slots--; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("carrier: post-spawn : %d slots left\n", self->monsterinfo.monster_slots); ent->nextthink = level.time; ent->think (ent); ent->monsterinfo.aiflags |= AI_SPAWNED_CARRIER|AI_DO_NOT_COUNT|AI_IGNORE_SHOTS; ent->monsterinfo.commander = self; if ((self->enemy->inuse) && (self->enemy->health > 0)) { ent->enemy = self->enemy; FoundTarget (ent); if (mytime == 1) { ent->monsterinfo.lefty = 0; ent->monsterinfo.attack_state = AS_SLIDING; ent->monsterinfo.currentmove = &flyer_move_attack3; } else if (mytime == 2) { ent->monsterinfo.lefty = 0; ent->monsterinfo.attack_state = AS_STRAIGHT; ent->monsterinfo.currentmove = &flyer_move_kamikaze; ent->mass = 100; ent->monsterinfo.aiflags |= AI_CHARGING; } else if (mytime == 3) { ent->monsterinfo.lefty = 1; ent->monsterinfo.attack_state = AS_SLIDING; ent->monsterinfo.currentmove = &flyer_move_attack3; } // else if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("carrier: unexpected time %d!\n", mytime); } } } void carrier_prep_spawn (edict_t *self) { CarrierCoopCheck(self); self->monsterinfo.aiflags |= AI_MANUAL_STEERING; self->timestamp = level.time; self->yaw_speed = 10; CarrierMachineGun(self); } void carrier_spawn_check (edict_t *self) { // gi.dprintf ("times - %2.2f %2.2f\n", level.time, self->timestamp); CarrierCoopCheck(self); CarrierMachineGun(self); CarrierSpawn (self); if (level.time > (self->timestamp + 1.1)) // 0.5 seconds per flyer. this gets three { self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; self->yaw_speed = orig_yaw_speed; return; } else self->monsterinfo.nextframe = FRAME_spawn08; } void carrier_ready_spawn (edict_t *self) { float current_yaw; vec3_t offset, f, r, startpoint, spawnpoint; CarrierCoopCheck(self); CarrierMachineGun(self); current_yaw = anglemod(self->s.angles[YAW]); // gi.dprintf ("yaws = %2.2f %2.2f\n", current_yaw, self->ideal_yaw); if (fabs(current_yaw - self->ideal_yaw) > 0.1) { self->monsterinfo.aiflags |= AI_HOLD_FRAME; self->timestamp += FRAMETIME; return; } self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; VectorSet (offset, 105,0,-58); AngleVectors (self->s.angles, f, r, NULL); G_ProjectSource (self->s.origin, offset, f, r, startpoint); if (FindSpawnPoint (startpoint, flyer_mins, flyer_maxs, spawnpoint, 32)) { SpawnGrow_Spawn (spawnpoint, 0); } } void carrier_start_spawn (edict_t *self) { int mytime; float enemy_yaw; vec3_t temp; // vec3_t offset, f, r, startpoint; CarrierCoopCheck(self); if (!orig_yaw_speed) orig_yaw_speed = self->yaw_speed; if (!self->enemy) return; mytime = (int)((level.time - self->timestamp)/0.5); VectorSubtract (self->enemy->s.origin, self->s.origin, temp); enemy_yaw = vectoyaw2(temp); // note that the offsets are based on a forward of 105 from the end angle if (mytime == 0) { self->ideal_yaw = anglemod(enemy_yaw - 30); // VectorSet (offset, 90.9, 52.5, 0); } else if (mytime == 1) { self->ideal_yaw = anglemod(enemy_yaw); // VectorSet (offset, 90.9, -52.5, 0); } else if (mytime == 2) { self->ideal_yaw = anglemod(enemy_yaw + 30); // VectorSet (offset, 90.9, -52.5, 0); } // else if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("carrier: bad spawntime\n"); CarrierMachineGun (self); } mframe_t carrier_frames_stand [] = { // ai_stand, 0, drawbbox, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL }; mmove_t carrier_move_stand = {FRAME_search01, FRAME_search13, carrier_frames_stand, NULL}; mframe_t carrier_frames_walk [] = { // ai_walk, 12, drawbbox, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL }; mmove_t carrier_move_walk = {FRAME_search01, FRAME_search13, carrier_frames_walk, NULL}; mframe_t carrier_frames_run [] = { // ai_run, 12, drawbbox, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck, ai_run, 6, CarrierCoopCheck }; mmove_t carrier_move_run = {FRAME_search01, FRAME_search13, carrier_frames_run, NULL}; mframe_t carrier_frames_attack_pre_mg [] = { ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, carrier_attack_mg }; mmove_t carrier_move_attack_pre_mg = {FRAME_firea01, FRAME_firea08, carrier_frames_attack_pre_mg, NULL}; // Loop this mframe_t carrier_frames_attack_mg [] = { ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, carrier_reattack_mg /* ai_charge, 0, CarrierMachineGunHold, // ai_charge, 0, CarrierMachineGun, ai_charge, 0, CarrierMachineGun, ai_charge, 0, carrier_reattack_mg */ }; mmove_t carrier_move_attack_mg = {FRAME_firea09, FRAME_firea11, carrier_frames_attack_mg, NULL}; mframe_t carrier_frames_attack_post_mg [] = { ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck }; mmove_t carrier_move_attack_post_mg = {FRAME_firea12, FRAME_firea15, carrier_frames_attack_post_mg, carrier_run}; mframe_t carrier_frames_attack_pre_gren [] = { ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, carrier_attack_gren }; mmove_t carrier_move_attack_pre_gren = {FRAME_fireb01, FRAME_fireb06, carrier_frames_attack_pre_gren, NULL}; mframe_t carrier_frames_attack_gren [] = { ai_charge, -15, CarrierGrenade, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, carrier_reattack_gren }; mmove_t carrier_move_attack_gren = {FRAME_fireb07, FRAME_fireb10, carrier_frames_attack_gren, NULL}; mframe_t carrier_frames_attack_post_gren [] = { ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck, ai_charge, 4, CarrierCoopCheck }; mmove_t carrier_move_attack_post_gren = {FRAME_fireb11, FRAME_fireb16, carrier_frames_attack_post_gren, carrier_run}; mframe_t carrier_frames_attack_rocket [] = { ai_charge, 15, CarrierRocket }; mmove_t carrier_move_attack_rocket = {FRAME_fireb01, FRAME_fireb01, carrier_frames_attack_rocket, carrier_run}; void CarrierRail (edict_t *self) { vec3_t start; vec3_t dir; vec3_t forward, right; CarrierCoopCheck(self); AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CARRIER_RAILGUN], forward, right, start); // calc direction to where we targeted VectorSubtract (self->pos1, start, dir); VectorNormalize (dir); monster_fire_railgun (self, start, dir, 50, 100, MZ2_CARRIER_RAILGUN); self->monsterinfo.attack_finished = level.time + RAIL_FIRE_TIME; } void CarrierSaveLoc (edict_t *self) { CarrierCoopCheck(self); VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot self->pos1[2] += self->enemy->viewheight; }; mframe_t carrier_frames_attack_rail [] = { ai_charge, 2, CarrierCoopCheck, ai_charge, 2, CarrierSaveLoc, ai_charge, 2, CarrierCoopCheck, ai_charge, -20, CarrierRail, ai_charge, 2, CarrierCoopCheck, ai_charge, 2, CarrierCoopCheck, ai_charge, 2, CarrierCoopCheck, ai_charge, 2, CarrierCoopCheck, ai_charge, 2, CarrierCoopCheck }; mmove_t carrier_move_attack_rail = {FRAME_search01, FRAME_search09, carrier_frames_attack_rail, carrier_run}; mframe_t carrier_frames_spawn [] = { ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, carrier_prep_spawn, // 7 - end of wind down ai_charge, -2, carrier_start_spawn, // 8 - start of spawn ai_charge, -2, carrier_ready_spawn, ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -10, carrier_spawn_check, //12 - actual spawn ai_charge, -2, CarrierMachineGun, //13 - begin of wind down ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, CarrierMachineGun, ai_charge, -2, carrier_reattack_mg //18 - end of wind down }; mmove_t carrier_move_spawn = {FRAME_spawn01, FRAME_spawn18, carrier_frames_spawn, NULL}; mframe_t carrier_frames_pain_heavy [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t carrier_move_pain_heavy = {FRAME_death01, FRAME_death10, carrier_frames_pain_heavy, carrier_run}; mframe_t carrier_frames_pain_light [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t carrier_move_pain_light = {FRAME_spawn01, FRAME_spawn04, carrier_frames_pain_light, carrier_run}; mframe_t carrier_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, BossExplode }; mmove_t carrier_move_death = {FRAME_death01, FRAME_death16, carrier_frames_death, carrier_dead}; void carrier_stand (edict_t *self) { // gi.dprintf ("carrier stand\n"); self->monsterinfo.currentmove = &carrier_move_stand; } void carrier_run (edict_t *self) { // gi.dprintf ("carrier run - %2.2f - %s \n", level.time, self->enemy->classname); self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &carrier_move_stand; else self->monsterinfo.currentmove = &carrier_move_run; } void carrier_walk (edict_t *self) { self->monsterinfo.currentmove = &carrier_move_walk; } void CarrierMachineGunHold (edict_t *self) { // self->monsterinfo.aiflags |= AI_HOLD_FRAME; // self->yaw_speed = 0; // self->monsterinfo.currentmove = &carrier_move_attack_mg; CarrierMachineGun (self); } void carrier_attack (edict_t *self) { vec3_t vec; float range, luck; qboolean enemy_inback, enemy_infront, enemy_below; // gi.dprintf ("carrier attack\n"); self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; if ((!self->enemy) || (!self->enemy->inuse)) return; enemy_inback = inback(self, self->enemy); enemy_infront = infront (self, self->enemy); enemy_below = below (self, self->enemy); if (self->bad_area) { if ((enemy_inback) || (enemy_below)) self->monsterinfo.currentmove = &carrier_move_attack_rocket; else if ((random() < 0.1) || (level.time < self->monsterinfo.attack_finished)) self->monsterinfo.currentmove = &carrier_move_attack_pre_mg; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &carrier_move_attack_rail; } return; } if (self->monsterinfo.attack_state == AS_BLIND) { self->monsterinfo.currentmove = &carrier_move_spawn; return; } if (!enemy_inback && !enemy_infront && !enemy_below) // to side and not under { if ((random() < 0.1) || (level.time < self->monsterinfo.attack_finished)) self->monsterinfo.currentmove = &carrier_move_attack_pre_mg; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &carrier_move_attack_rail; } return; } /* if ((g_showlogic) && (g_showlogic->value)) { gi.dprintf ("checking enemy .."); if (enemy_inback) gi.dprintf (" in back\n"); else if (enemy_infront) gi.dprintf (" in front\n"); else gi.dprintf (" inaccessible\n"); } */ if (enemy_infront) { VectorSubtract (self->enemy->s.origin, self->s.origin, vec); range = VectorLength (vec); if (range <= 125) { if ((random() < 0.8) || (level.time < self->monsterinfo.attack_finished)) self->monsterinfo.currentmove = &carrier_move_attack_pre_mg; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &carrier_move_attack_rail; } } else if (range < 600) { luck = random(); if (self->monsterinfo.monster_slots > 2) { if (luck <= 0.20) self->monsterinfo.currentmove = &carrier_move_attack_pre_mg; else if (luck <= 0.40) self->monsterinfo.currentmove = &carrier_move_attack_pre_gren; else if ((luck <= 0.7) && !(level.time < self->monsterinfo.attack_finished)) { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &carrier_move_attack_rail; } else self->monsterinfo.currentmove = &carrier_move_spawn; } else { if (luck <= 0.30) self->monsterinfo.currentmove = &carrier_move_attack_pre_mg; else if (luck <= 0.65) self->monsterinfo.currentmove = &carrier_move_attack_pre_gren; else if (level.time >= self->monsterinfo.attack_finished) { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &carrier_move_attack_rail; } else self->monsterinfo.currentmove = &carrier_move_attack_pre_mg; } } else // won't use grenades at this range { luck = random(); if (self->monsterinfo.monster_slots > 2) { if (luck < 0.3) self->monsterinfo.currentmove = &carrier_move_attack_pre_mg; else if ((luck < 0.65) && !(level.time < self->monsterinfo.attack_finished)) { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot self->pos1[2] += self->enemy->viewheight; self->monsterinfo.currentmove = &carrier_move_attack_rail; } else self->monsterinfo.currentmove = &carrier_move_spawn; } else { if ((luck < 0.45) || (level.time < self->monsterinfo.attack_finished)) self->monsterinfo.currentmove = &carrier_move_attack_pre_mg; else { gi.sound (self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &carrier_move_attack_rail; } } } } else if ((enemy_below) || (enemy_inback)) { self->monsterinfo.currentmove = &carrier_move_attack_rocket; } } void carrier_attack_mg (edict_t *self) { CarrierCoopCheck(self); self->monsterinfo.currentmove = &carrier_move_attack_mg; } void carrier_reattack_mg (edict_t *self) { CarrierCoopCheck(self); if ( infront(self, self->enemy) ) if (random() <= 0.5) if ((random() < 0.7) || (self->monsterinfo.monster_slots <= 2)) self->monsterinfo.currentmove = &carrier_move_attack_mg; else self->monsterinfo.currentmove = &carrier_move_spawn; else self->monsterinfo.currentmove = &carrier_move_attack_post_mg; else self->monsterinfo.currentmove = &carrier_move_attack_post_mg; } void carrier_attack_gren (edict_t *self) { // gi.dprintf ("carrier_attack_gren - %2.2f\n",level.time); CarrierCoopCheck(self); self->timestamp = level.time; self->monsterinfo.currentmove = &carrier_move_attack_gren; } void carrier_reattack_gren (edict_t *self) { CarrierCoopCheck(self); // gi.dprintf ("carrier_reattack - %2.2f", level.time); if ( infront(self, self->enemy) ) if (self->timestamp + 1.3 > level.time ) // four grenades { // gi.dprintf (" attacking\n"); self->monsterinfo.currentmove = &carrier_move_attack_gren; return; } // gi.dprintf ("not attacking\n"); self->monsterinfo.currentmove = &carrier_move_attack_post_gren; } void carrier_pain (edict_t *self, edict_t *other, float kick, int damage) { qboolean changed = false; if (self->health < (self->max_health / 2)) self->s.skinnum = 1; if (skill->value == 3) return; // no pain anims in nightmare // gi.dprintf ("carrier pain\n"); if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 5; if (damage < 10) { gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0); } else if (damage < 30) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0); if (random() < 0.5) { changed = true; self->monsterinfo.currentmove = &carrier_move_pain_light; } } else { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0); self->monsterinfo.currentmove = &carrier_move_pain_heavy; changed = true; } // if we changed frames, clean up our little messes if (changed) { self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; self->yaw_speed = orig_yaw_speed; } } void carrier_dead (edict_t *self) { VectorSet (self->mins, -56, -56, 0); VectorSet (self->maxs, 56, 56, 80); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } void carrier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_NO; self->count = 0; self->monsterinfo.currentmove = &carrier_move_death; } qboolean Carrier_CheckAttack (edict_t *self) { vec3_t spot1, spot2; vec3_t temp; float chance; trace_t tr; qboolean enemy_infront, enemy_inback, enemy_below; int enemy_range; float enemy_yaw; if (self->enemy->health > 0) { // see if any entities are in the way of the shot VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (self->enemy->s.origin, spot2); spot2[2] += self->enemy->viewheight; tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA); // do we have a clear shot? if (tr.ent != self->enemy) { // go ahead and spawn stuff if we're mad a a client if (self->enemy->client && self->monsterinfo.monster_slots > 2) { self->monsterinfo.attack_state = AS_BLIND; return true; } // PGM - we want them to go ahead and shoot at info_notnulls if they can. if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM return false; } } enemy_infront = infront(self, self->enemy); enemy_inback = inback(self, self->enemy); enemy_below = below (self, self->enemy); enemy_range = range(self, self->enemy); VectorSubtract (self->enemy->s.origin, self->s.origin, temp); enemy_yaw = vectoyaw2(temp); self->ideal_yaw = enemy_yaw; // PMM - shoot out the back if appropriate if ((enemy_inback) || (!enemy_infront && enemy_below)) { // this is using wait because the attack is supposed to be independent if (level.time >= self->wait) { self->wait = level.time + CARRIER_ROCKET_TIME; self->monsterinfo.attack(self); if (random() < 0.6) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; return true; } } // melee attack if (enemy_range == RANGE_MELEE) { self->monsterinfo.attack_state = AS_MISSILE; return true; } // if (level.time < self->monsterinfo.attack_finished) // return false; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { chance = 0.4; } else if (enemy_range == RANGE_MELEE) { chance = 0.8; } else if (enemy_range == RANGE_NEAR) { chance = 0.8; } else if (enemy_range == RANGE_MID) { chance = 0.8; } else if (enemy_range == RANGE_FAR) { chance = 0.5; } // PGM - go ahead and shoot every time if it's a info_notnull if ((random () < chance) || (self->enemy->solid == SOLID_NOT)) { self->monsterinfo.attack_state = AS_MISSILE; // self->monsterinfo.attack_finished = level.time + 2*random(); return true; } if (self->flags & FL_FLY) { if (random() < 0.6) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } return false; } void CarrierPrecache () { gi.soundindex ("flyer/flysght1.wav"); gi.soundindex ("flyer/flysrch1.wav"); gi.soundindex ("flyer/flypain1.wav"); gi.soundindex ("flyer/flypain2.wav"); gi.soundindex ("flyer/flyatck2.wav"); gi.soundindex ("flyer/flyatck1.wav"); gi.soundindex ("flyer/flydeth1.wav"); gi.soundindex ("flyer/flyatck3.wav"); gi.soundindex ("flyer/flyidle1.wav"); gi.soundindex ("weapons/rockfly.wav"); gi.soundindex ("infantry/infatck1.wav"); gi.soundindex ("gunner/gunatck3.wav"); gi.soundindex ("weapons/grenlb1b.wav"); gi.soundindex ("tank/rocket.wav"); gi.modelindex ("models/monsters/flyer/tris.md2"); gi.modelindex ("models/objects/rocket/tris.md2"); gi.modelindex ("models/objects/debris2/tris.md2"); gi.modelindex ("models/objects/grenade/tris.md2"); gi.modelindex("models/items/spawngro/tris.md2"); gi.modelindex("models/items/spawngro2/tris.md2"); gi.modelindex ("models/objects/gibs/sm_metal/tris.md2"); gi.modelindex ("models/objects/gibs/gear/tris.md2"); } /*QUAKED monster_carrier (1 .5 0) (-56 -56 -44) (56 56 44) Ambush Trigger_Spawn Sight */ void SP_monster_carrier (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("carrier/pain_md.wav"); sound_pain2 = gi.soundindex ("carrier/pain_lg.wav"); sound_pain3 = gi.soundindex ("carrier/pain_sm.wav"); sound_death = gi.soundindex ("carrier/death.wav"); // sound_search1 = gi.soundindex ("bosshovr/bhvunqv1.wav"); sound_rail = gi.soundindex ("gladiator/railgun.wav"); sound_sight = gi.soundindex ("carrier/sight.wav"); sound_spawn = gi.soundindex ("medic_commander/monsterspawn1.wav"); self->s.sound = gi.soundindex ("bosshovr/bhvengn1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/carrier/tris.md2"); VectorSet (self->mins, -56, -56, -44); VectorSet (self->maxs, 56, 56, 44); // 2000 - 4000 health self->health = max (2000, 2000 + 1000*((skill->value)-1)); // add health in coop (500 * skill) if (coop->value) self->health += 500*(skill->value); self->gib_health = -200; self->mass = 1000; self->yaw_speed = 15; orig_yaw_speed = self->yaw_speed; // self->yaw_speed = 1; self->flags |= FL_IMMUNE_LASER; self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; self->pain = carrier_pain; self->die = carrier_die; self->monsterinfo.melee = NULL; self->monsterinfo.stand = carrier_stand; self->monsterinfo.walk = carrier_walk; self->monsterinfo.run = carrier_run; self->monsterinfo.attack = carrier_attack; // self->monsterinfo.search = carrier_search; self->monsterinfo.sight = carrier_sight; self->monsterinfo.checkattack = Carrier_CheckAttack; gi.linkentity (self); self->monsterinfo.currentmove = &carrier_move_stand; self->monsterinfo.scale = MODEL_SCALE; CarrierPrecache(); flymonster_start (self); self->monsterinfo.attack_finished = 0; switch ((int)skill->value) { case 0: self->monsterinfo.monster_slots = 3; break; case 1: case 2: self->monsterinfo.monster_slots = 6; break; case 3: self->monsterinfo.monster_slots = 9; break; default: self->monsterinfo.monster_slots = 6; break; } }