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supertank.qc
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supertank.qc
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#ifdef SINGLE_PLAYER
#include "m_supertank.h"
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;
static void TreadSound(entity self)
{
gi.sound(self, CHAN_VOICE, tread_sound, 1, ATTN_NORM, 0);
}
static void supertank_search(entity self)
{
if (random() < 0.5f)
gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
}
//
// stand
//
static mframe_t supertank_frames_stand [] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }
};
static var mmove_t supertank_move_stand = { FRAME_stand_1, FRAME_stand_60 };
static void supertank_stand(entity self)
{
self.monsterinfo.currentmove = &supertank_move_stand;
}
static mframe_t supertank_frames_run [] = {
{ ai_run, 12, TreadSound },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 },
{ ai_run, 12 }
};
static var mmove_t supertank_move_run = { FRAME_forwrd_1, FRAME_forwrd_18 };
//
// walk
//
static mframe_t supertank_frames_forward [] = {
{ ai_walk, 4, TreadSound },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 },
{ ai_walk, 4 }
};
static var mmove_t supertank_move_forward = { FRAME_forwrd_1, FRAME_forwrd_18 };
static void supertank_forward(entity self)
{
self.monsterinfo.currentmove = &supertank_move_forward;
}
static void supertank_walk(entity self)
{
self.monsterinfo.currentmove = &supertank_move_forward;
}
static void supertank_run(entity self)
{
if (self.monsterinfo.aiflags & AI_STAND_GROUND)
self.monsterinfo.currentmove = &supertank_move_stand;
else
self.monsterinfo.currentmove = &supertank_move_run;
}
static mframe_t supertank_frames_pain3 [] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t supertank_move_pain3 = { FRAME_pain3_9, FRAME_pain3_12, supertank_run };
static mframe_t supertank_frames_pain2 [] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t supertank_move_pain2 = { FRAME_pain2_5, FRAME_pain2_8, supertank_run };
static mframe_t supertank_frames_pain1 [] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t supertank_move_pain1 = { FRAME_pain1_1, FRAME_pain1_4, supertank_run };
static void supertank_dead(entity self)
{
self.mins = '-60 -60 0';
self.maxs = '60 60 72';
self.movetype = MOVETYPE_TOSS;
self.svflags |= SVF_DEADMONSTER;
self.nextthink = 0;
gi.linkentity(self);
}
//
// death
//
void BossExplode(entity self)
{
vector org;
int n;
self.think = BossExplode;
org = self.s.origin;
org[2] += 24 + (Q_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.framenum + 1;
}
static mframe_t supertank_frames_death1 [] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move, 0, BossExplode }
};
static var mmove_t supertank_move_death = { FRAME_death_1, FRAME_death_24, supertank_dead };
static void supertankRocket(entity self)
{
#ifdef GROUND_ZERO
if(!self.enemy || !self.enemy.inuse)
return;
#endif
vector forward, right;
vector start;
vector dir;
vector 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, 0);
start = G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], forward, right);
vec = self.enemy.s.origin;
vec[2] += self.enemy.viewheight;
dir = vec - start;
VectorNormalize(dir);
monster_fire_rocket(self, start, dir, 50, 500, flash_number);
}
static mframe_t supertank_frames_attack2[] = {
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, supertankRocket },
{ ai_move },
{ ai_move },
{ ai_move, 0, supertankRocket },
{ ai_move },
{ ai_move },
{ ai_move, 0, supertankRocket },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t supertank_move_attack2 = { FRAME_attak2_1, FRAME_attak2_27, supertank_run };
void supertankMachineGun(entity self)
{
#ifdef GROUND_ZERO
if(!self.enemy || !self.enemy.inuse)
return;
#endif
vector dir;
vector vec;
vector start;
vector 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, 0);
start = G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], forward, right);
if (self.enemy) {
vec = self.enemy.s.origin;
vec[2] += self.enemy.viewheight;
forward = vec - start;
VectorNormalize(forward);
}
monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
static 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 },
};
static var mmove_t supertank_move_attack1 = { FRAME_attak1_1, FRAME_attak1_6 };
static mframe_t supertank_frames_end_attack1[] = {
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move },
{ ai_move }
};
static var mmove_t supertank_move_end_attack1 = { FRAME_attak1_7, FRAME_attak1_20, supertank_run };
static void supertank_reattack1(entity self)
{
if (visible(self, self.enemy))
if (random() < 0.9f)
self.monsterinfo.currentmove = &supertank_move_attack1;
else
self.monsterinfo.currentmove = &supertank_move_end_attack1;
else
self.monsterinfo.currentmove = &supertank_move_end_attack1;
}
static void supertank_pain(entity self, entity other, float kick, int damage)
{
if (self.health < (self.max_health / 2))
self.s.skinnum = 1;
if (level.framenum < self.pain_debounce_framenum)
return;
// Lessen the chance of him going into his pain frames
if (damage <= 25)
if (random() < 0.2f)
return;
// Don't go into pain if he's firing his rockets
if (skill.intVal >= 2)
if ((self.s.frame >= FRAME_attak2_1) && (self.s.frame <= FRAME_attak2_14))
return;
self.pain_debounce_framenum = level.framenum + 3 * BASE_FRAMERATE;
if (skill.intVal == 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;
}
}
static void supertank_attack(entity self)
{
vector vec;
float range;
vec = self.enemy.s.origin - self.s.origin;
range = VectorLength(vec);
// 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() < 0.3f)
self.monsterinfo.currentmove = &supertank_move_attack1;
else
self.monsterinfo.currentmove = &supertank_move_attack2;
}
}
static void supertank_die(entity self, entity inflictor, entity attacker, int damage, vector point)
{
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self.deadflag = DEAD_DEAD;
self.takedamage = false;
self.count = 0;
self.monsterinfo.currentmove = &supertank_move_death;
}
#ifdef GROUND_ZERO
static bool supertank_blocked (entity self, float dist)
{
if(blocked_checkshot (self, 0.25 + (0.05 * skill.intVal)))
return true;
if(blocked_checkplat (self, dist))
return true;
return false;
}
#endif
//
// monster_supertank
//
/*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
*/
API_FUNC static void SP_monster_supertank(entity self)
{
if (deathmatch.intVal) {
G_FreeEdict(self);
return;
}
if (!supertank_move_stand.frame)
{
supertank_move_stand.frame = &supertank_frames_stand;
supertank_move_run.frame = &supertank_frames_run;
supertank_move_forward.frame = &supertank_frames_forward;
supertank_move_pain1.frame = &supertank_frames_pain1;
supertank_move_pain2.frame = &supertank_frames_pain2;
supertank_move_pain3.frame = &supertank_frames_pain3;
supertank_move_death.frame = &supertank_frames_death1;
supertank_move_attack2.frame = &supertank_frames_attack2;
supertank_move_attack1.frame = &supertank_frames_attack1;
supertank_move_attack1.endfunc = supertank_reattack1;
supertank_move_end_attack1.frame = &supertank_frames_end_attack1;
}
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.mins = '-64 -64 0';
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 = 0;
self.monsterinfo.attack = supertank_attack;
self.monsterinfo.search = supertank_search;
self.monsterinfo.melee = 0;
self.monsterinfo.sight = 0;
gi.linkentity(self);
self.monsterinfo.currentmove = &supertank_move_stand;
self.monsterinfo.scale = MODEL_SCALE;
#ifdef THE_RECKONING
if (self.spawnflags & 8)
{
self.monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self.monsterinfo.power_armor_power = 400;
self.s.modelindex = gi.modelindex("models/monsters/boss5/tris.md2");
}
else
#endif
self.s.modelindex = gi.modelindex("models/monsters/boss1/tris.md2");
walkmonster_start(self);
#ifdef GROUND_ZERO
self.monsterinfo.blocked = supertank_blocked;
self.monsterinfo.aiflags |= AI_IGNORE_SHOTS;
#endif
}
#ifdef THE_RECKONING
API_FUNC static void(entity self) SP_monster_boss5 =
{
self.spawnflags |= 8;
SP_monster_supertank(self);
};
#endif
#endif