diff --git a/src/monster/tank/tank.c b/src/monster/tank/tank.c index e2d66ce..d90836a 100644 --- a/src/monster/tank/tank.c +++ b/src/monster/tank/tank.c @@ -394,6 +394,8 @@ tank_pain(edict_t *self, edict_t *other /* unused */, float kick, int damage) return; /* no pain anims in nightmare */ } + self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; + if (damage <= 30) { self->monsterinfo.currentmove = &tank_move_pain1; @@ -465,12 +467,25 @@ TankRocket(edict_t *self) vec3_t dir; vec3_t vec; int flash_number; + trace_t trace; + int rocketSpeed; + vec3_t target; + qboolean blindfire = false; - if (!self) + if (!self || !self->enemy || !self->enemy->inuse) { return; } + if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) + { + blindfire = true; + } + else + { + blindfire = false; + } + if (self->s.frame == FRAME_attak324) { flash_number = MZ2_TANK_ROCKET_1; @@ -485,15 +500,111 @@ TankRocket(edict_t *self) } AngleVectors(self->s.angles, forward, right, NULL); - G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, - right, start); + G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start); + + rocketSpeed = 500 + (100 * skill->value); + + if (blindfire) + { + VectorCopy (self->monsterinfo.blind_fire_target, target); + } + else + { + VectorCopy (self->enemy->s.origin, target); + } + + if (blindfire) + { + VectorCopy(target, vec); + VectorSubtract(vec, start, dir); + } + else if(random() < 0.66 || (start[2] < self->enemy->absmin[2])) + { + // Don't shoot at the feed if enemy is above. + VectorCopy(self->enemy->s.origin, vec); + vec[2] += self->enemy->viewheight; + VectorSubtract(vec, start, dir); + } + else + { + // Shoot at the feed. + VectorCopy(self->enemy->s.origin, vec); + vec[2] = self->enemy->absmin[2]; + VectorSubtract(vec, start, dir); + } + + // Lead target: 20, 35, 50, 65 chance of leading. + if ((!blindfire) && ((random() < (0.2 + ((3 - skill->value) * 0.15))))) + { + float dist; + float time; + + dist = VectorLength(dir); + time = dist/rocketSpeed; + VectorMA(vec, time, self->enemy->velocity, vec); + VectorSubtract(vec, start, dir); + } - VectorCopy(self->enemy->s.origin, vec); - vec[2] += self->enemy->viewheight; - VectorSubtract(vec, start, dir); VectorNormalize(dir); - monster_fire_rocket(self, start, dir, 50, 550, flash_number); + // 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)) + { + 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); + } + } + } } void @@ -505,7 +616,7 @@ TankMachineGun(edict_t *self) vec3_t forward, right; int flash_number; - if (!self) + if (!self || !self->enemy || !self->enemy->inuse) { return; } @@ -564,9 +675,12 @@ mframe_t tank_frames_attack_blast[] = { {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}; +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}, @@ -820,6 +934,13 @@ tank_refire_rocket(edict_t *self) return; } + if (self->monsterinfo.aiflags & AI_MANUAL_STEERING) + { + self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING; + self->monsterinfo.currentmove = &tank_move_attack_post_rocket; + return; + } + /* Only on hard or nightmare */ if (skill->value >= 2) { @@ -856,8 +977,9 @@ tank_attack(edict_t *self) vec3_t vec; float range; float r; + float chance; - if (!self) + if (!self || !self->enemy || !self->enemy->inuse) { return; } @@ -869,6 +991,45 @@ tank_attack(edict_t *self) return; } + if (self->monsterinfo.attack_state == AS_BLIND) + { + 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) + { + 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; + } + VectorSubtract(self->enemy->s.origin, self->s.origin, vec); range = VectorLength(vec); @@ -986,8 +1147,7 @@ tank_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* un /* check for gib */ if (self->health <= self->gib_health) { - gi.sound(self, CHAN_VOICE, gi.soundindex( - "misc/udeath.wav"), 1, ATTN_NORM, 0); + gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n = 0; n < 1 /*4*/; n++) { @@ -1018,6 +1178,20 @@ tank_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* un self->monsterinfo.currentmove = &tank_move_death; } +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; +} /* * QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight @@ -1086,6 +1260,7 @@ SP_monster_tank(edict_t *self) self->monsterinfo.melee = NULL; self->monsterinfo.sight = tank_sight; self->monsterinfo.idle = tank_idle; + self->monsterinfo.blocked = tank_blocked; gi.linkentity(self); @@ -1094,6 +1269,9 @@ SP_monster_tank(edict_t *self) walkmonster_start(self); + self->monsterinfo.aiflags |= AI_IGNORE_SHOTS; + self->monsterinfo.blindfire = true; + if (strcmp(self->classname, "monster_tank_commander") == 0) { self->s.skinnum = 2; diff --git a/src/savegame/tables/gamefunc_decs.h b/src/savegame/tables/gamefunc_decs.h index 21e1d44..5650136 100644 --- a/src/savegame/tables/gamefunc_decs.h +++ b/src/savegame/tables/gamefunc_decs.h @@ -330,6 +330,7 @@ extern void tank_windup ( edict_t * self ) ; extern void tank_thud ( edict_t * self ) ; extern void tank_footstep ( edict_t * self ) ; extern void tank_sight ( edict_t * self , edict_t * other ) ; +extern qboolean tank_blocked( edict_t *self, float dist ); extern void SP_monster_supertank ( edict_t * self ) ; extern qboolean supertank_blocked ( edict_t * self , float dist ) ; extern void supertank_die ( edict_t * self , edict_t * inflictor , edict_t * attacker , int damage , vec3_t point ) ; diff --git a/src/savegame/tables/gamefunc_list.h b/src/savegame/tables/gamefunc_list.h index ac16840..0e6f0e6 100644 --- a/src/savegame/tables/gamefunc_list.h +++ b/src/savegame/tables/gamefunc_list.h @@ -330,6 +330,7 @@ {"tank_thud", (byte *)tank_thud}, {"tank_footstep", (byte *)tank_footstep}, {"tank_sight", (byte *)tank_sight}, +{"tank_blocked", (byte *)tank_blocked}, {"SP_monster_supertank", (byte *)SP_monster_supertank}, {"supertank_blocked", (byte *)supertank_blocked}, {"supertank_die", (byte *)supertank_die},