yquake2remaster/original/xatrix/monster/supertank/supertank.c

890 lines
17 KiB
C

/*
* Copyright (c) ZeniMax Media Inc.
* Licensed under the GNU General Public License 2.0.
*/
/* =======================================================================
*
* Supertank aka "Boss1". This enhanced version features a nice
* powershield.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "supertank.h"
qboolean visible(edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_search1;
static int sound_search2;
static int tread_sound;
void BossExplode(edict_t *self);
void supertank_dead(edict_t *self);
void supertankRocket(edict_t *self);
void supertankMachineGun(edict_t *self);
void supertank_reattack1(edict_t *self);
void
TreadSound(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
}
void
supertank_search(edict_t *self)
{
if (!self)
{
return;
}
if (random() < 0.5)
{
gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
}
else
{
gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
}
}
mframe_t supertank_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},
{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 supertank_move_stand = {
FRAME_stand_1,
FRAME_stand_60,
supertank_frames_stand,
NULL
};
void
supertank_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &supertank_move_stand;
}
mframe_t supertank_frames_run[] = {
{ai_run, 12, TreadSound},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL},
{ai_run, 12, NULL}
};
mmove_t supertank_move_run = {
FRAME_forwrd_1,
FRAME_forwrd_18,
supertank_frames_run,
NULL
};
mframe_t supertank_frames_forward[] = {
{ai_walk, 4, TreadSound},
{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},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL}
};
mmove_t supertank_move_forward = {
FRAME_forwrd_1,
FRAME_forwrd_18,
supertank_frames_forward,
NULL
};
void
supertank_forward(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &supertank_move_forward;
}
void
supertank_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &supertank_move_forward;
}
void
supertank_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &supertank_move_stand;
}
else
{
self->monsterinfo.currentmove = &supertank_move_run;
}
}
mframe_t supertank_frames_turn_right[] = {
{ai_move, 0, TreadSound},
{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, NULL},
{ai_move, 0, NULL}
};
mmove_t supertank_move_turn_right = {
FRAME_right_1,
FRAME_right_18,
supertank_frames_turn_right,
supertank_run
};
mframe_t supertank_frames_turn_left[] = {
{ai_move, 0, TreadSound},
{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, NULL},
{ai_move, 0, NULL}
};
mmove_t supertank_move_turn_left = {
FRAME_left_1,
FRAME_left_18,
supertank_frames_turn_left,
supertank_run
};
mframe_t supertank_frames_pain3[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t supertank_move_pain3 = {
FRAME_pain3_9,
FRAME_pain3_12,
supertank_frames_pain3,
supertank_run
};
mframe_t supertank_frames_pain2[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t supertank_move_pain2 = {
FRAME_pain2_5,
FRAME_pain2_8,
supertank_frames_pain2,
supertank_run
};
mframe_t supertank_frames_pain1[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t supertank_move_pain1 = {
FRAME_pain1_1,
FRAME_pain1_4,
supertank_frames_pain1,
supertank_run
};
mframe_t supertank_frames_death1[] = {
{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, 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 supertank_move_death = {
FRAME_death_1,
FRAME_death_24,
supertank_frames_death1,
supertank_dead
};
mframe_t supertank_frames_backward[] = {
{ai_walk, 0, TreadSound},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL},
{ai_walk, 0, NULL}
};
mmove_t supertank_move_backward = {
FRAME_backwd_1,
FRAME_backwd_18,
supertank_frames_backward,
NULL
};
mframe_t supertank_frames_attack4[] = {
{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 supertank_move_attack4 = {
FRAME_attak4_1,
FRAME_attak4_6,
supertank_frames_attack4,
supertank_run
};
mframe_t supertank_frames_attack3[] = {
{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, 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}
};
mmove_t supertank_move_attack3 = {
FRAME_attak3_1,
FRAME_attak3_27,
supertank_frames_attack3,
supertank_run
};
mframe_t supertank_frames_attack2[] = {
{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, supertankRocket},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, supertankRocket},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, supertankRocket},
{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}
};
mmove_t supertank_move_attack2 = {
FRAME_attak2_1,
FRAME_attak2_27,
supertank_frames_attack2,
supertank_run
};
mframe_t supertank_frames_attack1[] = {
{ai_charge, 0, supertankMachineGun},
{ai_charge, 0, supertankMachineGun},
{ai_charge, 0, supertankMachineGun},
{ai_charge, 0, supertankMachineGun},
{ai_charge, 0, supertankMachineGun},
{ai_charge, 0, supertankMachineGun},
};
mmove_t supertank_move_attack1 = {
FRAME_attak1_1,
FRAME_attak1_6,
supertank_frames_attack1,
supertank_reattack1
};
mframe_t supertank_frames_end_attack1[] = {
{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}
};
mmove_t supertank_move_end_attack1 = {
FRAME_attak1_7,
FRAME_attak1_20,
supertank_frames_end_attack1,
supertank_run
};
void
supertank_reattack1(edict_t *self)
{
if (!self)
{
return;
}
if (visible(self, self->enemy))
{
if (random() < 0.9)
{
self->monsterinfo.currentmove = &supertank_move_attack1;
}
else
{
self->monsterinfo.currentmove = &supertank_move_end_attack1;
}
}
else
{
self->monsterinfo.currentmove = &supertank_move_end_attack1;
}
}
void
supertank_pain(edict_t *self, edict_t *other /* unused */,
float kick /* unused */, int damage)
{
if (!self)
{
return;
}
if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time)
{
return;
}
/* Lessen the chance of him going into his pain frames */
if (damage <= 25)
{
if (random() < 0.2)
{
return;
}
}
/* Don't go into pain if he's firing his rockets */
if (skill->value >= SKILL_HARD)
{
if ((self->s.frame >= FRAME_attak2_1) &&
(self->s.frame <= FRAME_attak2_14))
{
return;
}
}
self->pain_debounce_time = level.time + 3;
if (skill->value == SKILL_HARDPLUS)
{
return; /* no pain anims in nightmare */
}
if (damage <= 10)
{
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &supertank_move_pain1;
}
else if (damage <= 25)
{
gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &supertank_move_pain2;
}
else
{
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &supertank_move_pain3;
}
}
void
supertankRocket(edict_t *self)
{
vec3_t forward, right;
vec3_t start;
vec3_t dir;
vec3_t vec;
int flash_number;
if (!self)
{
return;
}
if (self->s.frame == FRAME_attak2_8)
{
flash_number = MZ2_SUPERTANK_ROCKET_1;
}
else if (self->s.frame == FRAME_attak2_11)
{
flash_number = MZ2_SUPERTANK_ROCKET_2;
}
else
{
flash_number = MZ2_SUPERTANK_ROCKET_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, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract(vec, start, dir);
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, flash_number);
}
void
supertankMachineGun(edict_t *self)
{
vec3_t dir;
vec3_t vec;
vec3_t start;
vec3_t forward, right;
int flash_number;
if (!self)
{
return;
}
flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);
dir[0] = 0;
dir[1] = self->s.angles[1];
dir[2] = 0;
AngleVectors(dir, 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);
VectorMA(vec, 0, self->enemy->velocity, vec);
vec[2] += self->enemy->viewheight;
VectorSubtract(vec, start, forward);
VectorNormalize(forward);
}
monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD,
DEFAULT_BULLET_VSPREAD, flash_number);
}
void
supertank_attack(edict_t *self)
{
vec3_t vec;
float range;
if (!self)
{
return;
}
VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
range = VectorLength(vec);
if (range <= 160)
{
self->monsterinfo.currentmove = &supertank_move_attack1;
}
else
{
/* fire rockets more often at distance */
if (random() < 0.3)
{
self->monsterinfo.currentmove = &supertank_move_attack1;
}
else
{
self->monsterinfo.currentmove = &supertank_move_attack2;
}
}
}
void
supertank_dead(edict_t *self)
{
if (!self)
{
return;
}
VectorSet(self->mins, -60, -60, 0);
VectorSet(self->maxs, 60, 60, 72);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity(self);
}
void
BossExplode(edict_t *self)
{
vec3_t org;
int n;
if (!self)
{
return;
}
self->think = BossExplode;
VectorCopy(self->s.origin, org);
org[2] += 24 + (rand() & 15);
switch (self->count++)
{
case 0:
org[0] -= 24;
org[1] -= 24;
break;
case 1:
org[0] += 24;
org[1] += 24;
break;
case 2:
org[0] += 24;
org[1] -= 24;
break;
case 3:
org[0] -= 24;
org[1] += 24;
break;
case 4:
org[0] -= 48;
org[1] -= 48;
break;
case 5:
org[0] += 48;
org[1] += 48;
break;
case 6:
org[0] -= 48;
org[1] += 48;
break;
case 7:
org[0] += 48;
org[1] -= 48;
break;
case 8:
self->s.sound = 0;
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC);
}
for (n = 0; n < 8; n++)
{
ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC);
}
ThrowGib(self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC);
ThrowHead(self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC);
self->deadflag = DEAD_DEAD;
return;
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_EXPLOSION1);
gi.WritePosition(org);
gi.multicast(self->s.origin, MULTICAST_PVS);
self->nextthink = level.time + 0.1;
}
void
supertank_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage /* unused */,
vec3_t point /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_NO;
self->count = 0;
self->monsterinfo.currentmove = &supertank_move_death;
}
/*
* QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight Powershield
*/
void
SP_monster_supertank(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
sound_pain1 = gi.soundindex("bosstank/btkpain1.wav");
sound_pain2 = gi.soundindex("bosstank/btkpain2.wav");
sound_pain3 = gi.soundindex("bosstank/btkpain3.wav");
sound_death = gi.soundindex("bosstank/btkdeth1.wav");
sound_search1 = gi.soundindex("bosstank/btkunqv1.wav");
sound_search2 = gi.soundindex("bosstank/btkunqv2.wav");
tread_sound = gi.soundindex("bosstank/btkengn1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/boss1/tris.md2");
VectorSet(self->mins, -64, -64, 0);
VectorSet(self->maxs, 64, 64, 112);
self->health = 1500;
self->gib_health = -500;
self->mass = 800;
self->pain = supertank_pain;
self->die = supertank_die;
self->monsterinfo.stand = supertank_stand;
self->monsterinfo.walk = supertank_walk;
self->monsterinfo.run = supertank_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = supertank_attack;
self->monsterinfo.search = supertank_search;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = NULL;
gi.linkentity(self);
self->monsterinfo.currentmove = &supertank_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
if (self->spawnflags & 8)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = 400;
}
walkmonster_start(self);
}