コード例 #1
0
ファイル: m_boss2.c プロジェクト: calking25/quake2vr
void Boss2Rocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		rocketSpeed;

	if((self->spawnflags & SF_MONSTER_SPECIAL))
		rocketSpeed = 400; // Lazarus: Homing rockets are tougher if slow
	else
		rocketSpeed = 500 + (100 * skill->value);

	AngleVectors (self->s.angles, forward, right, NULL);

	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;

	// Lazarus fog reduction of accuracy
	if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
	{
		vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
	}

//1
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_BOSS2_ROCKET_1,
		(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );

//2
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_BOSS2_ROCKET_2,
		(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );

//3
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_BOSS2_ROCKET_3,
		(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );

//4
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_BOSS2_ROCKET_4,
		(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
}	
コード例 #2
0
ファイル: m_boss2.c プロジェクト: slapin/q2game-lua
void Boss2Rocket(edict_t * self)
{
    vec3_t forward, right;
    vec3_t start;
    vec3_t dir;
    vec3_t vec;

    AngleVectors(self->s.angles, forward, right, NULL);

//1
    G_ProjectSource(self->s.origin,
                    monster_flash_offset[MZ2_BOSS2_ROCKET_1], 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, MZ2_BOSS2_ROCKET_1);

//2
    G_ProjectSource(self->s.origin,
                    monster_flash_offset[MZ2_BOSS2_ROCKET_2], 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, MZ2_BOSS2_ROCKET_2);

//3
    G_ProjectSource(self->s.origin,
                    monster_flash_offset[MZ2_BOSS2_ROCKET_3], 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, MZ2_BOSS2_ROCKET_3);

//4
    G_ProjectSource(self->s.origin,
                    monster_flash_offset[MZ2_BOSS2_ROCKET_4], 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, MZ2_BOSS2_ROCKET_4);
}
コード例 #3
0
ファイル: drone_bitch.c プロジェクト: emmamai/vortex-indy
void myChickRocket (edict_t *self)
{
	int		damage, speed;
	vec3_t	forward, start;

	if (self->monsterinfo.bonus_flags & BF_UNIQUE_FIRE)
	{
		myChickFireball(self);
		return;
	}

	if (!G_EntExists(self->enemy))
		return;

	damage = 50 + 15*self->monsterinfo.level;
	if ( self->activator && self->activator->client )
	{
		speed = 450 + 30*self->monsterinfo.level;
	}
	else
	{
		speed = 450;	
	}

	MonsterAim(self, 1, speed, true, MZ2_CHICK_ROCKET_1, forward, start);
	monster_fire_rocket (self, start, forward, damage, speed, MZ2_CHICK_ROCKET_1);
}
コード例 #4
0
void TankRocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		flash_number;

	if (self->s.frame == FRAME_attak324)
		flash_number = MZ2_TANK_ROCKET_1;
	else if (self->s.frame == FRAME_attak327)
		flash_number = MZ2_TANK_ROCKET_2;
	else // (self->s.frame == FRAME_attak330)
		flash_number = MZ2_TANK_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, 550, flash_number);
}	
コード例 #5
0
ファイル: m_chick.c プロジェクト: Chromozon/Quake2_Giex-G10
void ChickRocket (edict_t *self) {
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int damage;

	if (!self->enemy)
		return;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start);

	VectorMA(self->enemy->s.origin, 0.4, self->enemy->velocity, vec);
//	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);

	if (self->radius_dmg)
		damage = (80 + 14 * self->monsterinfo.skill);
	else
		damage = (40 + 7 * self->monsterinfo.skill);

	monster_fire_rocket (self, start, dir, damage, 650 + 10 * self->monsterinfo.skill, MZ2_CHICK_ROCKET_1);
}
コード例 #6
0
ファイル: supertank.c プロジェクト: axltxl/hecatomb
 void
 supertankRocket ( edict_t *self )
 {
   vec3_t forward, right;
   vec3_t start;
   vec3_t dir;
   vec3_t vec;
   q_int32_t 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 );
 }
コード例 #7
0
ファイル: carrier.c プロジェクト: yquake2/rogue
void
CarrierPredictiveRocket(edict_t *self)
{
	vec3_t forward, right;
	vec3_t start;
	vec3_t dir;

	if (!self)
	{
		return;
	}

	AngleVectors(self->s.angles, forward, right, NULL);

	/* 1 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1],
			forward, right, start);
	PredictAim(self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.3, dir, NULL);
	monster_fire_rocket(self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_1);

	/* 2 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2],
			forward, right, start);
	PredictAim(self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.15, dir, NULL);
	monster_fire_rocket(self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_2);

	/* 3 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward,
			right, start);
	PredictAim(self->enemy, start, CARRIER_ROCKET_SPEED, false, 0, dir, NULL);
	monster_fire_rocket(self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_3);

	/* 4 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward,
			right, start);
	PredictAim(self->enemy, start, CARRIER_ROCKET_SPEED, false, 0.15, dir, NULL);
	monster_fire_rocket(self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_4);
}
コード例 #8
0
ファイル: drone_soldier.c プロジェクト: zardoru/vrxcl
void soldier_firerocket (edict_t *self)
{
	int		damage, speed;
	vec3_t	forward, start;
	
	if (!G_EntExists(self->enemy))
		return;

	damage = 50 + 10*self->monsterinfo.level;
	speed = 650 + 30*self->monsterinfo.level;

	MonsterAim(self, 0.8, speed, true, MZ2_SOLDIER_BLASTER_8, forward, start);
	monster_fire_rocket (self, start, forward, damage, speed, MZ2_SOLDIER_BLASTER_8);
}
コード例 #9
0
void supertankRocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		flash_number;
	int		rocketSpeed;

	if((self->spawnflags & SF_MONSTER_SPECIAL))
		rocketSpeed = 400; // DWH: Homing rockets are tougher if slow
	else
		rocketSpeed = 500 + (100 * skill->value);

	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;

	// Lazarus fog reduction of accuracy
	if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
	{
		vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
	}
	
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number,
		(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
}	
コード例 #10
0
ファイル: m_chick.c プロジェクト: janisl/quake2-game
void ChickRocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	qboolean tone = true;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start);

	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);

	if (self->s.skinnum > 1)
		monster_fire_heat (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1);
	else
		monster_fire_rocket (self, start, dir, 50, 500, MZ2_CHICK_ROCKET_1);

}	
コード例 #11
0
ファイル: drone_decoy.c プロジェクト: Ciclop/quake-2-vortex
void decoy_rocket (edict_t *self)
{
	int		damage, speed;
	vec3_t	forward, start;

	speed = 650 + 30*self->activator->myskills.level;
	if (speed > 950)
		speed = 950;

	//if (random() <= 0.1)
	//	damage = 50 + 10*self->activator->myskills.level;	
	//else
		damage = 1;

	MonsterAim(self, damage, speed, true, 0, forward, start);
	monster_fire_rocket (self, start, forward, damage, speed, 0);

	gi.WriteByte (svc_muzzleflash);
	gi.WriteShort (self-g_edicts);
	gi.WriteByte (MZ_ROCKET);
	gi.multicast (self->s.origin, MULTICAST_PVS);
}
コード例 #12
0
ファイル: drone_tank.c プロジェクト: Ciclop/quake-2-vortex
void myTankRocket (edict_t *self)
{
	int		flash_number, damage, speed;
	vec3_t	forward, start;

	// sanity check
	if (!self->enemy || !self->enemy->inuse)
		return;

	if (self->s.frame == FRAME_attak324)
		flash_number = MZ2_TANK_ROCKET_1;
	else if (self->s.frame == FRAME_attak327)
		flash_number = MZ2_TANK_ROCKET_2;
	else
		flash_number = MZ2_TANK_ROCKET_3;

	damage = 50 + 10*self->monsterinfo.level;
	speed = 650 + 30*self->monsterinfo.level;

	MonsterAim(self, 0.5, speed, true, flash_number, forward, start);

	monster_fire_rocket (self, start, forward, damage, speed, flash_number);
}	
コード例 #13
0
ファイル: chick.c プロジェクト: Clever-Boy/yquake2
void
ChickRocket(edict_t *self)
{
	if (!self)
	{
		return;
	}

	vec3_t forward, right;
	vec3_t start;
	vec3_t dir;
	vec3_t vec;

	AngleVectors(self->s.angles, forward, right, NULL);
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1],
			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, MZ2_CHICK_ROCKET_1);
}
コード例 #14
0
ファイル: m_boss2.c プロジェクト: MaddTheSane/Quake2-Rogue
void Boss2PredictiveRocket  (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	float	time, dist;

gi.dprintf("predictive fire\n");

	AngleVectors (self->s.angles, forward, right, NULL);

//1
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
		VectorSubtract(self->enemy->s.origin, start, dir);
//		dir[2] += self->enemy->viewheight;
		dist = VectorLength(dir);
		time = dist / BOSS2_ROCKET_SPEED;
		VectorMA(self->enemy->s.origin, time-0.3, self->enemy->velocity, vec);

//	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_1);

//2
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
		VectorSubtract(self->enemy->s.origin, start, dir);
//		dir[2] += self->enemy->viewheight;
		dist = VectorLength(dir);
		time = dist / BOSS2_ROCKET_SPEED;
		VectorMA(self->enemy->s.origin, time-0.15, self->enemy->velocity, vec);

//	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_2);

//3
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
		VectorSubtract(self->enemy->s.origin, start, dir);
//		dir[2] += self->enemy->viewheight;
		dist = VectorLength(dir);
		time = dist / BOSS2_ROCKET_SPEED;
		VectorMA(self->enemy->s.origin, time, self->enemy->velocity, vec);

//	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_3);

//4
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
		VectorSubtract(self->enemy->s.origin, start, dir);
//		dir[2] += self->enemy->viewheight;
		dist = VectorLength(dir);
		time = dist / BOSS2_ROCKET_SPEED;
		VectorMA(self->enemy->s.origin, time+0.15, self->enemy->velocity, vec);

//	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, BOSS2_ROCKET_SPEED, MZ2_BOSS2_ROCKET_4);
}	
コード例 #15
0
ファイル: carrier.c プロジェクト: yquake2/rogue
void
CarrierRocket(edict_t *self)
{
	vec3_t forward, right;
	vec3_t start;
	vec3_t dir;
	vec3_t vec;

	if (!self)
	{
		return;
	}

	if (self->enemy)
	{
		if (self->enemy->client && (random() < 0.5))
		{
			CarrierPredictiveRocket(self);
			return;
		}
	}
	else
	{
		return;
	}

	AngleVectors(self->s.angles, forward, right, NULL);

	/* 1 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1],
			forward, right, start);
	VectorCopy(self->enemy->s.origin, vec);
	vec[2] -= 15;
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);
	VectorMA(dir, 0.4, right, dir);
	VectorNormalize(dir);
	monster_fire_rocket(self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_1);

	/* 2 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2],
			forward, right, start);
	VectorCopy(self->enemy->s.origin, vec);
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);
	VectorMA(dir, 0.025, right, dir);
	VectorNormalize(dir);
	monster_fire_rocket(self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_2);

	/* 3 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3],
			forward, right, start);
	VectorCopy(self->enemy->s.origin, vec);
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);
	VectorMA(dir, -0.025, right, dir);
	VectorNormalize(dir);
	monster_fire_rocket(self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_3);

	/* 4 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4],
			forward, right, start);
	VectorCopy(self->enemy->s.origin, vec);
	vec[2] -= 15;
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);
	VectorMA(dir, -0.4, right, dir);
	VectorNormalize(dir);
	monster_fire_rocket(self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_4);
}
コード例 #16
0
void ChickRocket (edict_t *self)
{
	// DWH: Added skill level-dependent rocket speed, leading target, suicide prevention,
	//      target elevation dependent target location, and homing rockets

	trace_t	trace;
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		rocketSpeed;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start);

	if((self->spawnflags & SF_MONSTER_SPECIAL))
		rocketSpeed = 400; // DWH: Homing rockets are tougher if slow
	else
		rocketSpeed = 500 + (100 * skill->value);

	if(visible(self,self->enemy))
	{
		if(random() < 0.66 || (start[2] < self->enemy->absmin[2]))
		{
			VectorCopy (self->enemy->s.origin, vec);
			vec[2] += self->enemy->viewheight;
			VectorSubtract (vec, start, dir);
		}
		else
		{
			VectorCopy (self->enemy->s.origin, vec);
			vec[2] = self->enemy->absmin[2];
			VectorSubtract (vec, start, dir);
		}

		// Lazarus fog reduction of accuracy
		if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
		{
			vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
			vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
			vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		}
		
		// lead target, but not if using homers
		// 20, 35, 50, 65 chance of leading
		// DWH: Switched this around from Rogue code... it led target more often
		//      for Easy, which seemed backwards
		if( (random() < (0.2 + skill->value * 0.15) ) && !(self->spawnflags & SF_MONSTER_SPECIAL))
		{
			float	dist;
			float	time;

			dist = VectorLength (dir);
			time = dist/rocketSpeed;
			VectorMA(vec, time, self->enemy->velocity, vec);
			VectorSubtract(vec, start, dir);
		}
	}
	else
	{
		// Fire at feet of last known position
		VectorCopy(self->monsterinfo.last_sighting,vec);
		vec[2] += self->enemy->mins[2];
		VectorSubtract(vec,start,dir);
	}

	VectorNormalize(dir);
	// paranoia, make sure we're not shooting a target right next to us
	trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
	if(trace.ent == self->enemy || trace.ent == world)
	{
		VectorSubtract(trace.endpos,start,vec);
		if(VectorLength(vec) > MELEE_DISTANCE)
		{
			if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
				monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1,
					(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
		}
	}
}	
コード例 #17
0
ファイル: m_tank.c プロジェクト: MaddTheSane/Quake2-Rogue
void TankRocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		flash_number;
	trace_t	trace;				// PGM
	int		rocketSpeed;		// PGM
	// pmm - blindfire support
	vec3_t	target;
	qboolean blindfire = false;

	if(!self->enemy || !self->enemy->inuse)		//PGM
		return;									//PGM

	// pmm - blindfire check
	if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
		blindfire = true;
	else
		blindfire = false;

	if (self->s.frame == FRAME_attak324)
		flash_number = MZ2_TANK_ROCKET_1;
	else if (self->s.frame == FRAME_attak327)
		flash_number = MZ2_TANK_ROCKET_2;
	else // (self->s.frame == FRAME_attak330)
		flash_number = MZ2_TANK_ROCKET_3;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);

	rocketSpeed = 500 + (100 * skill->value);	// PGM rock & roll.... :)

		// PMM
	if (blindfire)
		VectorCopy (self->monsterinfo.blind_fire_target, target);
	else
		VectorCopy (self->enemy->s.origin, target);
	// pmm

//	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
//	VectorSubtract (vec, start, dir);

//PGM
	// PMM - blindfire shooting
	if (blindfire)
	{
		VectorCopy (target, vec);
		VectorSubtract (vec, start, dir);
	}
	// pmm
	// don't shoot at feet if they're above me.
	else if(random() < 0.66 || (start[2] < self->enemy->absmin[2]))
	{
//		gi.dprintf("normal shot\n");
		VectorCopy (self->enemy->s.origin, vec);
		vec[2] += self->enemy->viewheight;
		VectorSubtract (vec, start, dir);
	}
	else
	{
//		gi.dprintf("shooting at feet!\n");
		VectorCopy (self->enemy->s.origin, vec);
		vec[2] = self->enemy->absmin[2];
		VectorSubtract (vec, start, dir);
	}
//PGM
	
//======
//PMM - lead target  (not when blindfiring)
	// 20, 35, 50, 65 chance of leading
	if((!blindfire) && ((random() < (0.2 + ((3 - skill->value) * 0.15)))))
	{
		float	dist;
		float	time;

//		gi.dprintf ("leading target\n");
		dist = VectorLength (dir);
		time = dist/rocketSpeed;
		VectorMA(vec, time, self->enemy->velocity, vec);
		VectorSubtract(vec, start, dir);
	}
//PMM - lead target
//======

	VectorNormalize (dir);

//			gi.WriteByte (svc_temp_entity);
//			gi.WriteByte (TE_DEBUGTRAIL);
//			gi.WritePosition (start);
//			gi.WritePosition (vec);
//			gi.multicast (start, MULTICAST_ALL);

	// pmm blindfire doesn't check target (done in checkattack)
	// paranoia, make sure we're not shooting a target right next to us
	trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
	if (blindfire)
	{
		// blindfire has different fail criteria for the trace
		if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
			monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
		else 
		{
			// try shifting the target to the left a little (to help counter large offset)
			VectorCopy (target, vec);
			VectorMA (vec, -20, right, vec);
			VectorSubtract(vec, start, dir);
			VectorNormalize (dir);
			trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
			if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
				monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
			else 
			{
				// ok, that failed.  try to the right
				VectorCopy (target, vec);
				VectorMA (vec, 20, right, vec);
				VectorSubtract(vec, start, dir);
				VectorNormalize (dir);
				trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
				if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
					monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number);
				else if ((g_showlogic) && (g_showlogic->value))
					// ok, I give up
					gi.dprintf ("tank avoiding blindfire shot\n");
			}
		}
	}
	else
	{
		trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
		if(trace.ent == self->enemy || trace.ent == world)
		{
			if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
				monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
	//		else
	//			gi.dprintf("didn't make it halfway to target...aborting\n");
		}
	}
}	
コード例 #18
0
ファイル: m_tank.c プロジェクト: Nephatrine/nephq2-game
void TankRocket (edict_t *self)
{
	trace_t	trace;
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;
	int		flash_number;
	// Lazarus: Added skill level-dependent rocket speed similar to Rogue pack
	int		rocketSpeed;

	// check if enemy went away
	if (!self->enemy || !self->enemy->inuse)
		return;

	if (self->s.frame == FRAME_attak324)
		flash_number = MZ2_TANK_ROCKET_1;
	else if (self->s.frame == FRAME_attak327)
		flash_number = MZ2_TANK_ROCKET_2;
	else // (self->s.frame == FRAME_attak330)
		flash_number = MZ2_TANK_ROCKET_3;

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);

	if((self->spawnflags & SF_MONSTER_SPECIAL))
		rocketSpeed = 400; // Lazarus: Homing rockets are tougher if slow
	else
		rocketSpeed = 500 + (100 * skill->value);

/*	VectorCopy (self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir); */
	// Lazarus: Added homers
	VectorCopy (self->enemy->s.origin, vec);
	if(random() < 0.66 || (start[2] < self->enemy->absmin[2]))
	{
//		gi.dprintf("normal shot\n");
		vec[2] += self->enemy->viewheight;
	}
	else
	{
//		gi.dprintf("shooting at feet!\n");
		vec[2] = self->enemy->absmin[2];
	}

	// Lazarus fog reduction of accuracy
	if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
	{
		vec[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		vec[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		vec[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
	}

	VectorSubtract (vec, start, dir);
	// lead target, but not if using homers
	// 20, 35, 50, 65 chance of leading
	// Lazarus: Switched this around from Rogue code... it led target more often
	//          for Easy, which seemed backwards
	if( (random() < (0.2 + skill->value * 0.15) ) && !(self->spawnflags & SF_MONSTER_SPECIAL))
	{
		float	dist;
		float	time;

		dist = VectorLength (dir);
		time = dist/rocketSpeed;
		VectorMA(vec, time, self->enemy->velocity, vec);
		VectorSubtract(vec, start, dir);
	}

	VectorNormalize(dir);
	// paranoia, make sure we're not shooting a target right next to us
	trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
	if(trace.ent == self->enemy || trace.ent == world)
	{
		if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
			monster_fire_rocket (self, start, dir, 50, rocketSpeed, flash_number,
				(self->spawnflags & SF_MONSTER_SPECIAL ? self->enemy : NULL) );
	}
}	
コード例 #19
0
ファイル: m_boss2.c プロジェクト: MaddTheSane/Quake2-Rogue
void Boss2Rocket (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	dir;
	vec3_t	vec;

	if(self->enemy)
	{
		if(self->enemy->client && random() < 0.9)
		{
			Boss2PredictiveRocket(self);
			return;
		}
	}

	AngleVectors (self->s.angles, forward, right, NULL);

//1
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
	vec[2] -= 15;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	VectorMA (dir, 0.4, right, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);

//2
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	VectorMA (dir, 0.025, right, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);

//3
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	VectorMA (dir, -0.025, right, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);

//4
	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
	VectorCopy (self->enemy->s.origin, vec);
//	vec[2] += self->enemy->viewheight;
	vec[2] -= 15;
	VectorSubtract (vec, start, dir);
	VectorNormalize (dir);
	VectorMA (dir, -0.4, right, dir);
	VectorNormalize (dir);
	monster_fire_rocket (self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);

//5
//	G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], 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, MZ2_BOSS2_ROCKET_2);
}