/* * Copyright(c) 1997-2001 Id Software, Inc. * Copyright(c) 2002 The Quakeforge Project. * Copyright(c) 2006 Quetoo. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or(at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* SUPERTANK */ #include "g_local.h" #include "m_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 TreadSound(edict_t *self){ gi.sound(self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0); } void supertank_search(edict_t *self){ 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); } void supertank_dead(edict_t *self); void supertankRocket(edict_t *self); void supertankMachineGun(edict_t *self); void supertank_reattack1(edict_t *self); // stand 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){ 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}; // walk 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){ self->monsterinfo.currentmove = &supertank_move_forward; } void supertank_walk(edict_t *self){ self->monsterinfo.currentmove = &supertank_move_forward; } void supertank_run(edict_t *self){ 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(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, float kick, int damage){ 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 >= 2) if((self->s.frame >= FRAME_attak2_1) &&(self->s.frame <= FRAME_attak2_14)) return; self->pain_debounce_time = level.time + 3; if(skill->value == 3) 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->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 //(self->s.frame == FRAME_attak2_14) 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; flash_number = MZ2_SUPERTANK_MACHINEGUN_1 +(self->s.frame - FRAME_attak1_1); //FIXME!!! 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; //float r; VectorSubtract(self->enemy->s.origin, self->s.origin, vec); range = VectorLength(vec); //r = random(); // Attack 1 == Chaingun // Attack 2 == Rocket Launcher 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; } } // death void supertank_dead(edict_t *self){ 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; 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, edict_t *attacker, int damage, vec3_t point){ 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; } // monster_supertank /*QUAKED monster_supertank(1 .5 0)(-64 -64 0)(64 64 72) Ambush Trigger_Spawn Sight */ void SP_monster_supertank(edict_t *self){ 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"); // self->s.sound = gi.soundindex("bosstank/btkengn1.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; walkmonster_start(self); }