quake2-rogue/m_tank.c

1034 lines
24 KiB
C

/*
==============================================================================
TANK
==============================================================================
*/
#include "g_local.h"
#include "m_tank.h"
void tank_refire_rocket (edict_t *self);
void tank_doattack_rocket (edict_t *self);
void tank_reattack_blaster (edict_t *self);
static int sound_thud;
static int sound_pain;
static int sound_idle;
static int sound_die;
static int sound_step;
static int sound_sight;
static int sound_windup;
static int sound_strike;
//
// misc
//
void tank_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void tank_footstep (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
}
void tank_thud (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
}
void tank_windup (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
}
void tank_idle (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
//
// stand
//
mframe_t tank_frames_stand []=
{
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,
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,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};
void tank_stand (edict_t *self)
{
self->monsterinfo.currentmove = &tank_move_stand;
}
//
// walk
//
void tank_walk (edict_t *self);
mframe_t tank_frames_start_walk [] =
{
ai_walk, 0, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 11, tank_footstep
};
mmove_t tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};
mframe_t tank_frames_walk [] =
{
ai_walk, 4, NULL,
ai_walk, 5, NULL,
ai_walk, 3, NULL,
ai_walk, 2, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 4, NULL,
ai_walk, 4, tank_footstep,
ai_walk, 3, NULL,
ai_walk, 5, NULL,
ai_walk, 4, NULL,
ai_walk, 5, NULL,
ai_walk, 7, NULL,
ai_walk, 7, NULL,
ai_walk, 6, NULL,
ai_walk, 6, tank_footstep
};
mmove_t tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};
mframe_t tank_frames_stop_walk [] =
{
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 2, NULL,
ai_walk, 2, NULL,
ai_walk, 4, tank_footstep
};
mmove_t tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};
void tank_walk (edict_t *self)
{
self->monsterinfo.currentmove = &tank_move_walk;
}
//
// run
//
void tank_run (edict_t *self);
mframe_t tank_frames_start_run [] =
{
ai_run, 0, NULL,
ai_run, 6, NULL,
ai_run, 6, NULL,
ai_run, 11, tank_footstep
};
mmove_t tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};
mframe_t tank_frames_run [] =
{
ai_run, 4, NULL,
ai_run, 5, NULL,
ai_run, 3, NULL,
ai_run, 2, NULL,
ai_run, 5, NULL,
ai_run, 5, NULL,
ai_run, 4, NULL,
ai_run, 4, tank_footstep,
ai_run, 3, NULL,
ai_run, 5, NULL,
ai_run, 4, NULL,
ai_run, 5, NULL,
ai_run, 7, NULL,
ai_run, 7, NULL,
ai_run, 6, NULL,
ai_run, 6, tank_footstep
};
mmove_t tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};
mframe_t tank_frames_stop_run [] =
{
ai_run, 3, NULL,
ai_run, 3, NULL,
ai_run, 2, NULL,
ai_run, 2, NULL,
ai_run, 4, tank_footstep
};
mmove_t tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};
void tank_run (edict_t *self)
{
if (self->enemy && self->enemy->client)
self->monsterinfo.aiflags |= AI_BRUTAL;
else
self->monsterinfo.aiflags &= ~AI_BRUTAL;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &tank_move_stand;
return;
}
if (self->monsterinfo.currentmove == &tank_move_walk ||
self->monsterinfo.currentmove == &tank_move_start_run)
{
self->monsterinfo.currentmove = &tank_move_run;
}
else
{
self->monsterinfo.currentmove = &tank_move_start_run;
}
}
//
// pain
//
mframe_t tank_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};
mframe_t tank_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};
mframe_t tank_frames_pain3 [] =
{
ai_move, -7, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, tank_footstep
};
mmove_t tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};
void tank_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum |= 1;
if (damage <= 10)
return;
if (level.time < self->pain_debounce_time)
return;
if (damage <= 30)
if (random() > 0.2)
return;
// If hard or nightmare, don't go into pain while attacking
if ( skill->value >= 2)
{
if ( (self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330) )
return;
if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116) )
return;
}
self->pain_debounce_time = level.time + 3;
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if (skill->value == 3)
return; // no pain anims in nightmare
// PMM - blindfire cleanup
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
// pmm
if (damage <= 30)
self->monsterinfo.currentmove = &tank_move_pain1;
else if (damage <= 60)
self->monsterinfo.currentmove = &tank_move_pain2;
else
self->monsterinfo.currentmove = &tank_move_pain3;
};
//
// attacks
//
void TankBlaster (edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t end;
vec3_t dir;
int flash_number;
if(!self->enemy || !self->enemy->inuse) //PGM
return; //PGM
if (self->s.frame == FRAME_attak110)
flash_number = MZ2_TANK_BLASTER_1;
else if (self->s.frame == FRAME_attak113)
flash_number = MZ2_TANK_BLASTER_2;
else // (self->s.frame == FRAME_attak116)
flash_number = MZ2_TANK_BLASTER_3;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, dir);
monster_fire_blaster (self, start, dir, 30, 800, flash_number, EF_BLASTER);
}
void TankStrike (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
}
void TankRocket (edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
int flash_number;
trace_t trace; // PGM
int rocketSpeed; // PGM
// pmm - blindfire support
vec3_t target;
qboolean blindfire = false;
if(!self->enemy || !self->enemy->inuse) //PGM
return; //PGM
// pmm - blindfire check
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
blindfire = true;
else
blindfire = false;
if (self->s.frame == FRAME_attak324)
flash_number = MZ2_TANK_ROCKET_1;
else if (self->s.frame == FRAME_attak327)
flash_number = MZ2_TANK_ROCKET_2;
else // (self->s.frame == FRAME_attak330)
flash_number = MZ2_TANK_ROCKET_3;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :)
// PMM
if (blindfire)
VectorCopy (self->monsterinfo.blind_fire_target, target);
else
VectorCopy (self->enemy->s.origin, target);
// pmm
// VectorCopy (self->enemy->s.origin, vec);
// vec[2] += self->enemy->viewheight;
// VectorSubtract (vec, start, dir);
//PGM
// PMM - blindfire shooting
if (blindfire)
{
VectorCopy (target, vec);
VectorSubtract (vec, start, dir);
}
// pmm
// don't shoot at feet if they're above me.
else if(random() < 0.66 || (start[2] < self->enemy->absmin[2]))
{
// gi.dprintf("normal shot\n");
VectorCopy (self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, dir);
}
else
{
// gi.dprintf("shooting at feet!\n");
VectorCopy (self->enemy->s.origin, vec);
vec[2] = self->enemy->absmin[2];
VectorSubtract (vec, start, dir);
}
//PGM
//======
//PMM - lead target (not when blindfiring)
// 20, 35, 50, 65 chance of leading
if((!blindfire) && ((random() < (0.2 + ((3 - skill->value) * 0.15)))))
{
float dist;
float time;
// gi.dprintf ("leading target\n");
dist = VectorLength (dir);
time = dist/rocketSpeed;
VectorMA(vec, time, self->enemy->velocity, vec);
VectorSubtract(vec, start, dir);
}
//PMM - lead target
//======
VectorNormalize (dir);
// gi.WriteByte (svc_temp_entity);
// gi.WriteByte (TE_DEBUGTRAIL);
// gi.WritePosition (start);
// gi.WritePosition (vec);
// gi.multicast (start, MULTICAST_ALL);
// pmm blindfire doesn't check target (done in checkattack)
// paranoia, make sure we're not shooting a target right next to us
trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
if (blindfire)
{
// blindfire has different fail criteria for the trace
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
else
{
// try shifting the target to the left a little (to help counter large offset)
VectorCopy (target, vec);
VectorMA (vec, -20, right, vec);
VectorSubtract(vec, start, dir);
VectorNormalize (dir);
trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
else
{
// ok, that failed. try to the right
VectorCopy (target, vec);
VectorMA (vec, 20, right, vec);
VectorSubtract(vec, start, dir);
VectorNormalize (dir);
trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
else if ((g_showlogic) && (g_showlogic->value))
// ok, I give up
gi.dprintf ("tank avoiding blindfire shot\n");
}
}
}
else
{
trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
if(trace.ent == self->enemy || trace.ent == world)
{
if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
// else
// gi.dprintf("didn't make it halfway to target...aborting\n");
}
}
}
void TankMachineGun (edict_t *self)
{
vec3_t dir;
vec3_t vec;
vec3_t start;
vec3_t forward, right;
int flash_number;
if(!self->enemy || !self->enemy->inuse) //PGM
return; //PGM
flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
if (self->enemy)
{
VectorCopy (self->enemy->s.origin, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract (vec, start, vec);
vectoangles (vec, vec);
dir[0] = vec[0];
}
else
{
dir[0] = 0;
}
if (self->s.frame <= FRAME_attak415)
dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
else
dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
dir[2] = 0;
AngleVectors (dir, forward, NULL, NULL);
monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
mframe_t tank_frames_attack_blast [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, -1, NULL,
ai_charge, -2, NULL,
ai_charge, -1, NULL,
ai_charge, -1, NULL,
ai_charge, 0, NULL,
ai_charge, 0, TankBlaster, // 10
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, TankBlaster,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, TankBlaster // 16
};
mmove_t tank_move_attack_blast = {FRAME_attak101, FRAME_attak116, tank_frames_attack_blast, tank_reattack_blaster};
mframe_t tank_frames_reattack_blast [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, TankBlaster,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, TankBlaster // 16
};
mmove_t tank_move_reattack_blast = {FRAME_attak111, FRAME_attak116, tank_frames_reattack_blast, tank_reattack_blaster};
mframe_t tank_frames_attack_post_blast [] =
{
ai_move, 0, NULL, // 17
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, -2, tank_footstep // 22
};
mmove_t tank_move_attack_post_blast = {FRAME_attak117, FRAME_attak122, tank_frames_attack_post_blast, tank_run};
void tank_reattack_blaster (edict_t *self)
{
if (skill->value >= 2)
if (visible (self, self->enemy))
if (self->enemy->health > 0)
if (random() <= 0.6)
{
self->monsterinfo.currentmove = &tank_move_reattack_blast;
return;
}
self->monsterinfo.currentmove = &tank_move_attack_post_blast;
}
void tank_poststrike (edict_t *self)
{
self->enemy = NULL;
tank_run (self);
}
mframe_t tank_frames_attack_strike [] =
{
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 6, NULL,
ai_move, 7, NULL,
ai_move, 9, tank_footstep,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 2, NULL,
ai_move, 2, tank_footstep,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, -2, NULL,
ai_move, 0, tank_windup,
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, TankStrike,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -3, NULL,
ai_move, -10, NULL,
ai_move, -10, NULL,
ai_move, -2, NULL,
ai_move, -3, NULL,
ai_move, -2, tank_footstep
};
mmove_t tank_move_attack_strike = {FRAME_attak201, FRAME_attak238, tank_frames_attack_strike, tank_poststrike};
mframe_t tank_frames_attack_pre_rocket [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL, // 10
ai_charge, 0, NULL,
ai_charge, 1, NULL,
ai_charge, 2, NULL,
ai_charge, 7, NULL,
ai_charge, 7, NULL,
ai_charge, 7, tank_footstep,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL, // 20
ai_charge, -3, NULL
};
mmove_t tank_move_attack_pre_rocket = {FRAME_attak301, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket};
mframe_t tank_frames_attack_fire_rocket [] =
{
ai_charge, -3, NULL, // Loop Start 22
ai_charge, 0, NULL,
ai_charge, 0, TankRocket, // 24
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, TankRocket,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, -1, TankRocket // 30 Loop End
};
mmove_t tank_move_attack_fire_rocket = {FRAME_attak322, FRAME_attak330, tank_frames_attack_fire_rocket, tank_refire_rocket};
mframe_t tank_frames_attack_post_rocket [] =
{
ai_charge, 0, NULL, // 31
ai_charge, -1, NULL,
ai_charge, -1, NULL,
ai_charge, 0, NULL,
ai_charge, 2, NULL,
ai_charge, 3, NULL,
ai_charge, 4, NULL,
ai_charge, 2, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL, // 40
ai_charge, 0, NULL,
ai_charge, -9, NULL,
ai_charge, -8, NULL,
ai_charge, -7, NULL,
ai_charge, -1, NULL,
ai_charge, -1, tank_footstep,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL, // 50
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t tank_move_attack_post_rocket = {FRAME_attak331, FRAME_attak353, tank_frames_attack_post_rocket, tank_run};
mframe_t tank_frames_attack_chain [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
NULL, 0, TankMachineGun,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t tank_move_attack_chain = {FRAME_attak401, FRAME_attak429, tank_frames_attack_chain, tank_run};
void tank_refire_rocket (edict_t *self)
{
// PMM - blindfire cleanup
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
return;
}
// pmm
// Only on hard or nightmare
if ( skill->value >= 2 )
if (self->enemy->health > 0)
if (visible(self, self->enemy) )
if (random() <= 0.4)
{
self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
return;
}
self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
}
void tank_doattack_rocket (edict_t *self)
{
self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
}
void tank_attack(edict_t *self)
{
vec3_t vec;
float range;
float r;
// PMM
float chance;
// PMM
if (!self->enemy || !self->enemy->inuse)
return;
if (self->enemy->health < 0)
{
self->monsterinfo.currentmove = &tank_move_attack_strike;
self->monsterinfo.aiflags &= ~AI_BRUTAL;
return;
}
// PMM
if (self->monsterinfo.attack_state == AS_BLIND)
{
// setup shot probabilities
if (self->monsterinfo.blind_fire_delay < 1.0)
chance = 1.0;
else if (self->monsterinfo.blind_fire_delay < 7.5)
chance = 0.4;
else
chance = 0.1;
r = random();
self->monsterinfo.blind_fire_delay += 3.2 + 2.0 + random()*3.0;
// don't shoot at the origin
if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
return;
// don't shoot if the dice say not to
if (r > chance)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("blindfire - NO SHOT\n");
return;
}
// turn on manual steering to signal both manual steering and blindfire
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
self->monsterinfo.currentmove = &tank_move_attack_fire_rocket;
self->monsterinfo.attack_finished = level.time + 3.0 + 2*random();
self->pain_debounce_time = level.time + 5.0; // no pain for a while
return;
}
// pmm
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
range = VectorLength (vec);
r = random();
if (range <= 125)
{
if (r < 0.4)
self->monsterinfo.currentmove = &tank_move_attack_chain;
else
self->monsterinfo.currentmove = &tank_move_attack_blast;
}
else if (range <= 250)
{
if (r < 0.5)
self->monsterinfo.currentmove = &tank_move_attack_chain;
else
self->monsterinfo.currentmove = &tank_move_attack_blast;
}
else
{
if (r < 0.33)
self->monsterinfo.currentmove = &tank_move_attack_chain;
else if (r < 0.66)
{
self->monsterinfo.currentmove = &tank_move_attack_pre_rocket;
self->pain_debounce_time = level.time + 5.0; // no pain for a while
}
else
self->monsterinfo.currentmove = &tank_move_attack_blast;
}
}
//
// death
//
void tank_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -16);
VectorSet (self->maxs, 16, 16, -0);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
}
mframe_t tank_frames_death1 [] =
{
ai_move, -7, NULL,
ai_move, -2, NULL,
ai_move, -2, NULL,
ai_move, 1, NULL,
ai_move, 3, NULL,
ai_move, 6, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -3, 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, -4, NULL,
ai_move, -6, NULL,
ai_move, -4, NULL,
ai_move, -5, NULL,
ai_move, -7, NULL,
ai_move, -15, tank_thud,
ai_move, -5, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t tank_move_death = {FRAME_death101, FRAME_death132, tank_frames_death1, tank_dead};
void tank_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// check for gib
if (self->health <= self->gib_health)
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 1 /*4*/; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
ThrowGib (self, "models/objects/gibs/chest/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &tank_move_death;
}
//===========
//PGM
qboolean tank_blocked (edict_t *self, float dist)
{
if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
return true;
if(blocked_checkplat (self, dist))
return true;
return false;
}
//PGM
//===========
//
// monster_tank
//
/*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
*/
void SP_monster_tank (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
VectorSet (self->mins, -32, -32, -16);
VectorSet (self->maxs, 32, 32, 72);
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
sound_pain = gi.soundindex ("tank/tnkpain2.wav");
sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
sound_idle = gi.soundindex ("tank/tnkidle1.wav");
sound_die = gi.soundindex ("tank/death.wav");
sound_step = gi.soundindex ("tank/step.wav");
sound_windup = gi.soundindex ("tank/tnkatck4.wav");
sound_strike = gi.soundindex ("tank/tnkatck5.wav");
sound_sight = gi.soundindex ("tank/sight1.wav");
gi.soundindex ("tank/tnkatck1.wav");
gi.soundindex ("tank/tnkatk2a.wav");
gi.soundindex ("tank/tnkatk2b.wav");
gi.soundindex ("tank/tnkatk2c.wav");
gi.soundindex ("tank/tnkatk2d.wav");
gi.soundindex ("tank/tnkatk2e.wav");
gi.soundindex ("tank/tnkatck3.wav");
if (strcmp(self->classname, "monster_tank_commander") == 0)
{
self->health = 1000;
self->gib_health = -225;
}
else
{
self->health = 750;
self->gib_health = -200;
}
self->mass = 500;
self->pain = tank_pain;
self->die = tank_die;
self->monsterinfo.stand = tank_stand;
self->monsterinfo.walk = tank_walk;
self->monsterinfo.run = tank_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = tank_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = tank_sight;
self->monsterinfo.idle = tank_idle;
self->monsterinfo.blocked = tank_blocked; // PGM
gi.linkentity (self);
self->monsterinfo.currentmove = &tank_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
// PMM
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
self->monsterinfo.blindfire = true;
//pmm
if (strcmp(self->classname, "monster_tank_commander") == 0)
self->s.skinnum = 2;
}