mirror of
https://github.com/yquake2/slightmechanicaldestruction.git
synced 2025-02-16 16:31:02 +00:00
1082 lines
27 KiB
C
1082 lines
27 KiB
C
/*
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==============================================================================
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TANK
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_tank.h"
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void tank_refire_rocket (edict_t *self);
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void tank_doattack_rocket (edict_t *self);
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void tank_reattack_blaster (edict_t *self);
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static int sound_thud;
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static int sound_pain;
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static int sound_idle;
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static int sound_die;
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static int sound_step;
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static int sound_sight;
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static int sound_windup;
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static int sound_strike;
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//
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// misc
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//
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void tank_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void tank_footstep (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
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}
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void tank_thud (edict_t *self)
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{
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gi.sound (self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
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}
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void tank_windup (edict_t *self)
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{
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gi.sound (self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
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}
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void tank_idle (edict_t *self)
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{
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if (!(self->spawnflags & SF_MONSTER_AMBUSH))
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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//
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// stand
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//
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mframe_t tank_frames_stand []=
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{
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};
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void tank_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &tank_move_stand;
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}
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//
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// walk
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//
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void tank_walk (edict_t *self);
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mframe_t tank_frames_start_walk [] =
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{
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{ai_walk, 0, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 11, tank_footstep}
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};
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mmove_t tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};
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mframe_t tank_frames_walk [] =
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{
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 3, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 4, tank_footstep},
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{ai_walk, 3, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 5, NULL},
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{ai_walk, 7, NULL},
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{ai_walk, 7, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 6, tank_footstep}
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};
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mmove_t tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};
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mframe_t tank_frames_stop_walk [] =
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{
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{ai_walk, 3, NULL},
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{ai_walk, 3, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 4, tank_footstep}
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};
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mmove_t tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};
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void tank_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &tank_move_walk;
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}
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//
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// run
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//
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void tank_run (edict_t *self);
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mframe_t tank_frames_start_run [] =
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{
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{ai_run, 0, NULL},
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{ai_run, 6, NULL},
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{ai_run, 6, NULL},
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{ai_run, 11, tank_footstep}
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};
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mmove_t tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};
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mframe_t tank_frames_run [] =
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{
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{ai_run, 4, NULL},
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{ai_run, 5, NULL},
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{ai_run, 3, NULL},
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{ai_run, 2, NULL},
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{ai_run, 5, NULL},
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{ai_run, 5, NULL},
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{ai_run, 4, NULL},
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{ai_run, 4, tank_footstep},
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{ai_run, 3, NULL},
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{ai_run, 5, NULL},
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{ai_run, 4, NULL},
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{ai_run, 5, NULL},
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{ai_run, 7, NULL},
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{ai_run, 7, NULL},
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{ai_run, 6, NULL},
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{ai_run, 6, tank_footstep}
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};
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mmove_t tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};
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mframe_t tank_frames_stop_run [] =
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{
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{ai_run, 3, NULL},
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{ai_run, 3, NULL},
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{ai_run, 2, NULL},
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{ai_run, 2, NULL},
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{ai_run, 4, tank_footstep}
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};
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mmove_t tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};
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void tank_run (edict_t *self)
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{
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if (self->enemy && self->enemy->client)
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self->monsterinfo.aiflags |= AI_BRUTAL;
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else
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self->monsterinfo.aiflags &= ~AI_BRUTAL;
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &tank_move_stand;
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return;
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}
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if (self->monsterinfo.currentmove == &tank_move_walk ||
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self->monsterinfo.currentmove == &tank_move_start_run)
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{
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self->monsterinfo.currentmove = &tank_move_run;
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}
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else
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{
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self->monsterinfo.currentmove = &tank_move_start_run;
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}
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}
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//
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// pain
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//
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mframe_t tank_frames_pain1 [] =
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{
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};
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mframe_t tank_frames_pain2 [] =
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{
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};
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mframe_t tank_frames_pain3 [] =
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{
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{ai_move, -7, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 2, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 3, NULL},
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{ai_move, 0, NULL},
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{ai_move, 2, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, tank_footstep}
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};
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mmove_t tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};
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void tank_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (self->health < (0.5 * self->max_health))
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self->s.skinnum |= 1;
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if (damage <= 20) //CW: shrug off low damage
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return;
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if (level.time < self->pain_debounce_time)
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return;
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if (damage <= 30)
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if (random() > 0.2)
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return;
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// If hard or nightmare, don't go into pain while attacking
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if ( skill->value >= 2)
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{
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if ( (self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330) )
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return;
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if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116) )
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return;
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}
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self->pain_debounce_time = level.time + 3;
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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if (skill->value > 1)
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return; // no pain anims in nightmare (CW: or hard)
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if (damage <= 30)
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self->monsterinfo.currentmove = &tank_move_pain1;
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else if (damage <= 60)
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self->monsterinfo.currentmove = &tank_move_pain2;
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else
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self->monsterinfo.currentmove = &tank_move_pain3;
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};
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//
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// attacks
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//
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void TankBlaster (edict_t *self)
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{
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vec3_t forward, right;
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vec3_t start;
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vec3_t end;
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vec3_t dir;
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int flash_number;
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if (!self->enemy || !self->enemy->inuse)
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return;
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if (self->s.frame == FRAME_attak110)
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flash_number = MZ2_TANK_BLASTER_1;
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else if (self->s.frame == FRAME_attak113)
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flash_number = MZ2_TANK_BLASTER_2;
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else // (self->s.frame == FRAME_attak116)
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flash_number = MZ2_TANK_BLASTER_3;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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VectorCopy (self->enemy->s.origin, end);
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end[2] += self->enemy->viewheight;
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// Lazarus fog reduction of accuracy
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if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
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{
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end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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}
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VectorSubtract (end, start, dir);
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monster_fire_blaster (self, start, dir, 30, 800, flash_number, EF_BLASTER);
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}
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void TankStrike (edict_t *self)
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{
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gi.sound (self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 0);
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}
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void TankRocket (edict_t *self)
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{
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trace_t trace;
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vec3_t forward, right;
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vec3_t start;
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vec3_t dir;
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vec3_t vec;
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int flash_number;
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// Lazarus: Added Rogue's skill level-dependent rocket speed
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int rocketSpeed;
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if (!self->enemy || !self->enemy->inuse) //PGM
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return; //PGM
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if (self->s.frame == FRAME_attak324)
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flash_number = MZ2_TANK_ROCKET_1;
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else if (self->s.frame == FRAME_attak327)
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flash_number = MZ2_TANK_ROCKET_2;
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else // (self->s.frame == FRAME_attak330)
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flash_number = MZ2_TANK_ROCKET_3;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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if (self->spawnflags & SF_MONSTER_SPECIAL)
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rocketSpeed = 400; // Lazarus: Homing rockets are tougher if slow
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else
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rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :)
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/* VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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VectorSubtract (vec, start, dir);
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VectorNormalize (dir); */
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// Lazarus: Added Rogue stuff and homers
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VectorCopy (self->enemy->s.origin, vec);
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if (random() < 0.66 || (start[2] < self->enemy->absmin[2]))
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{
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// gi.dprintf("normal shot\n");
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vec[2] += self->enemy->viewheight;
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}
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else
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{
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// gi.dprintf("shooting at feet!\n");
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vec[2] = self->enemy->absmin[2];
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}
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// Lazarus fog reduction of accuracy
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if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
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{
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vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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}
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VectorSubtract (vec, start, dir);
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// lead target, but not if using homers
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// 20, 35, 50, 65 chance of leading
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// Lazarus: Switched this around from Rogue code... it led target more often
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// for Easy, which seemed backwards
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if ( (random() < (0.2 + skill->value * 0.15) ) && !(self->spawnflags & SF_MONSTER_SPECIAL))
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{
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float dist;
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float time;
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dist = VectorLength (dir);
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time = dist/rocketSpeed;
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VectorMA(vec, time, self->enemy->velocity, vec);
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VectorSubtract(vec, start, dir);
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}
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VectorNormalize(dir);
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// paranoia, make sure we're not shooting a target right next to us
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trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
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if (trace.ent == self->enemy || trace.ent == world)
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{
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if (trace.fraction > 0.5 || (trace.ent && trace.ent->client))
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monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number,
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(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
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}
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}
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void TankMachineGun (edict_t *self)
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{
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vec3_t dir;
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vec3_t vec;
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vec3_t start;
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vec3_t forward, right;
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int flash_number;
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if (!self->enemy || !self->enemy->inuse) //PGM
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return; //PGM
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flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
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if (self->enemy)
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{
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VectorCopy (self->enemy->s.origin, vec);
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vec[2] += self->enemy->viewheight;
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// Lazarus fog reduction of accuracy
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if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
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{
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vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
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}
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VectorSubtract (vec, start, vec);
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vectoangles (vec, vec);
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dir[0] = vec[0];
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}
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else
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{
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dir[0] = 0;
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}
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if (self->s.frame <= FRAME_attak415)
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dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
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else
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dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
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dir[2] = 0;
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AngleVectors (dir, forward, NULL, NULL);
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monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
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}
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mframe_t tank_frames_attack_blast [] =
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{
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, -1, NULL},
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{ai_charge, -2, NULL},
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{ai_charge, -1, NULL},
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{ai_charge, -1, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, TankBlaster}, // 10
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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|
{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)
|
|
{
|
|
//CW++ Fix potential crashes
|
|
if (!self->enemy || !self->enemy->inuse)
|
|
{
|
|
self->monsterinfo.currentmove = &tank_move_attack_post_blast;
|
|
return;
|
|
}
|
|
//CW--
|
|
|
|
if ((visible(self, self->enemy)) && (self->enemy->health > 0))
|
|
{
|
|
if (random() <= (0.5 + 0.1*skill->value)) //CW: was just >= 0.6, for skill >= 2
|
|
{
|
|
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},*/ //CW: commented out to decrease time-to-fire
|
|
{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_attak312, FRAME_attak321, tank_frames_attack_pre_rocket, tank_doattack_rocket};//CW: initial frame was 301
|
|
|
|
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},
|
|
|
|
//CW+++ Make sure Tank follows target when firing MG.
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
{ai_charge, 0, TankMachineGun},
|
|
//CW---
|
|
|
|
/* //CW: commented out for above reason
|
|
{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)
|
|
{
|
|
//CW++ Fix potential crashes
|
|
if (!self->enemy || !self->enemy->inuse)
|
|
{
|
|
self->monsterinfo.currentmove = &tank_move_attack_post_rocket;
|
|
return;
|
|
}
|
|
//CW--
|
|
|
|
if ((self->enemy->health > 0) && (visible(self, self->enemy)))
|
|
{
|
|
if (random() <= (0.3 + 0.1*skill->value)) //CW: was just >= 0.4, for skill >= 2
|
|
{
|
|
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
|
|
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;
|
|
}
|
|
|
|
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 < 0.6) //CW: was 0.5
|
|
self->monsterinfo.currentmove = &tank_move_attack_chain;
|
|
else
|
|
self->monsterinfo.currentmove = &tank_move_attack_blast;
|
|
}
|
|
else
|
|
{
|
|
//CW+++ Make rocket attacks more likely if using homing rockets; exact probability depends on skill level.
|
|
if (self->spawnflags & SF_MONSTER_SPECIAL)
|
|
{
|
|
if (r < (0.25 - 0.05*skill->value))
|
|
self->monsterinfo.currentmove = &tank_move_attack_chain;
|
|
else if (r < (0.75 + 0.05*skill->value))
|
|
{
|
|
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;
|
|
}
|
|
else
|
|
//CW---
|
|
{
|
|
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
|
|
//
|
|
|
|
//CW++
|
|
void tank_cmdr_body_think(edict_t *self)
|
|
{
|
|
if (++self->s.frame < 24)
|
|
self->nextthink = level.time + FRAMETIME;
|
|
else
|
|
{
|
|
VectorSet(self->mins, -16, -16, -16);
|
|
VectorSet(self->maxs, 16, 16, -0);
|
|
self->think = NULL;
|
|
self->nextthink = 0;
|
|
gi.linkentity(self);
|
|
M_FlyCheck(self);
|
|
|
|
// Lazarus monster fade
|
|
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
|
|
{
|
|
self->think = FadeDieSink;
|
|
self->nextthink = level.time + corpse_fadetime->value;
|
|
}
|
|
}
|
|
|
|
if (self->s.frame == 3)
|
|
gi.sound(self, CHAN_BODY, gi.soundindex("makron/spine.wav"), 1, ATTN_NORM, 0);
|
|
else if (self->s.frame == 22)
|
|
gi.sound(self, CHAN_BODY, gi.soundindex("tank/thud.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
//CW--
|
|
|
|
void tank_dead(edict_t *self)
|
|
{
|
|
//CW++
|
|
if (strcmp(self->classname, "monster_tank_commander") == 0)
|
|
{
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_EXPLOSION1);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.multicast(self->s.origin, MULTICAST_PHS);
|
|
if (level.num_reflectors)
|
|
ReflectExplosion(TE_EXPLOSION1, self->s.origin);
|
|
|
|
|
|
self->item = FindItemByClassname("key_commander_head");
|
|
Drop_Item(self, self->item);
|
|
self->item = NULL;
|
|
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->solid = SOLID_BBOX;
|
|
self->model = "models/monsters/commandr/tris.md2";
|
|
self->s.modelindex = gi.modelindex(self->model);
|
|
self->s.frame = 1;
|
|
VectorSet(self->mins, -32, -32, 0);
|
|
VectorSet(self->maxs, 32, 32, 48);
|
|
self->takedamage = DAMAGE_YES;
|
|
self->flags = FL_GODMODE;
|
|
self->s.renderfx |= RF_FRAMELERP;
|
|
self->think = tank_cmdr_body_think;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
gi.linkentity(self);
|
|
|
|
return;
|
|
}
|
|
//CW--
|
|
|
|
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);
|
|
M_FlyCheck(self);
|
|
|
|
// Lazarus monster fade
|
|
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
|
|
{
|
|
self->think=FadeDieSink;
|
|
self->nextthink=level.time+corpse_fadetime->value;
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
|
|
// check for gib
|
|
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
|
|
{
|
|
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;
|
|
|
|
}
|
|
|
|
//
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// monster_tank
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//
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/*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
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*/
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/*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight
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*/
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void SP_monster_tank (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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// Lazarus: special purpose skins
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if (strcmp(self->classname, "monster_tank_commander") == 0)
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self->s.skinnum = 2;
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if ( self->style )
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{
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PatchMonsterModel("models/monsters/tank/tris.md2");
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self->s.skinnum += self->style * 4;
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}
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self->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
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VectorSet (self->mins, -32, -32, -16);
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VectorSet (self->maxs, 32, 32, 72);
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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sound_pain = gi.soundindex ("tank/tnkpain2.wav");
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sound_thud = gi.soundindex ("tank/tnkdeth2.wav");
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sound_idle = gi.soundindex ("tank/tnkidle1.wav");
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sound_die = gi.soundindex ("tank/death.wav");
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sound_step = gi.soundindex ("tank/step.wav");
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sound_windup = gi.soundindex ("tank/tnkatck4.wav");
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sound_strike = gi.soundindex ("tank/tnkatck5.wav");
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sound_sight = gi.soundindex ("tank/sight1.wav");
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gi.soundindex ("tank/tnkatck1.wav");
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gi.soundindex ("tank/tnkatk2a.wav");
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gi.soundindex ("tank/tnkatk2b.wav");
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gi.soundindex ("tank/tnkatk2c.wav");
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gi.soundindex ("tank/tnkatk2d.wav");
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gi.soundindex ("tank/tnkatk2e.wav");
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gi.soundindex ("tank/tnkatck3.wav");
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if (strcmp(self->classname, "monster_tank_commander") == 0)
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{
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// Lazarus: mapper-configurable health
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if (!self->health)
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self->health = 1000;
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if (!self->gib_health)
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self->gib_health = -10000; //CW: was -225
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self->common_name = "Tank Commander";
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}
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else
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{
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// Lazarus: mapper-configurable health
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if (!self->health)
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self->health = 750;
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if (!self->gib_health)
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self->gib_health = -250; //CW: was -200
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self->common_name = "Tank";
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}
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if (!self->mass)
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self->mass = 500;
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self->pain = tank_pain;
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self->die = tank_die;
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self->monsterinfo.stand = tank_stand;
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self->monsterinfo.walk = tank_walk;
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self->monsterinfo.run = tank_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = tank_attack;
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self->monsterinfo.melee = NULL;
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self->monsterinfo.sight = tank_sight;
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self->monsterinfo.idle = tank_idle;
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//CW+++ Use negative powerarmor values to give the monster a Power Screen.
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if (self->powerarmor < 0)
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{
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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self->monsterinfo.power_armor_power = -self->powerarmor;
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}
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//CW---
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//DWH+++
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else if (self->powerarmor > 0)
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{
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self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
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self->monsterinfo.power_armor_power = self->powerarmor;
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}
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//DWH---
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//if (!self->monsterinfo.flies)
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// self->monsterinfo.flies = 0.01; //CW: was 0.05
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gi.linkentity (self);
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self->monsterinfo.currentmove = &tank_move_stand;
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if (self->health < 0)
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{
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mmove_t *deathmoves[] = {&tank_move_death,
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NULL};
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M_SetDeath(self,(mmove_t **)&deathmoves);
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}
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self->monsterinfo.scale = MODEL_SCALE;
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walkmonster_start(self);
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}
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