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📄 m_tank.c

📁 著名游戏quake2原代码最新版本(vc6.0可以编译的)
💻 C
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/*
Copyright (C) 1997-2001 Id Software, Inc.

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.

*/
/*
==============================================================================

TANK

==============================================================================
*/

#include "g_local.h"
#include "m_tank.h"


void tank_refire_rocket (edict_t *self);
void tank_doattack_rocket (edict_t *self);
void tank_reattack_blaster (edict_t *self);

static int	sound_thud;
static int	sound_pain;
static int	sound_idle;
static int	sound_die;
static int	sound_step;
static int	sound_sight;
static int	sound_windup;
static int	sound_strike;

//
// misc
//

void tank_sight (edict_t *self, edict_t *other)
{
	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}


void tank_footstep (edict_t *self)
{
	gi.sound (self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
}

void tank_thud (edict_t *self)
{
	gi.sound (self, CHAN_BODY, sound_thud, 1, ATTN_NORM, 0);
}

void tank_windup (edict_t *self)
{
	gi.sound (self, CHAN_WEAPON, sound_windup, 1, ATTN_NORM, 0);
}

void tank_idle (edict_t *self)
{
	gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}


//
// stand
//

mframe_t tank_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
};
mmove_t	tank_move_stand = {FRAME_stand01, FRAME_stand30, tank_frames_stand, NULL};
	
void tank_stand (edict_t *self)
{
	self->monsterinfo.currentmove = &tank_move_stand;
}


//
// walk
//

void tank_walk (edict_t *self);

mframe_t tank_frames_start_walk [] =
{
	ai_walk,  0, NULL,
	ai_walk,  6, NULL,
	ai_walk,  6, NULL,
	ai_walk, 11, tank_footstep
};
mmove_t	tank_move_start_walk = {FRAME_walk01, FRAME_walk04, tank_frames_start_walk, tank_walk};

mframe_t tank_frames_walk [] =
{
	ai_walk, 4,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 3,	NULL,
	ai_walk, 2,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 4,	tank_footstep,
	ai_walk, 3,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 4,	NULL,
	ai_walk, 5,	NULL,
	ai_walk, 7,	NULL,
	ai_walk, 7,	NULL,
	ai_walk, 6,	NULL,
	ai_walk, 6,	tank_footstep
};
mmove_t	tank_move_walk = {FRAME_walk05, FRAME_walk20, tank_frames_walk, NULL};

mframe_t tank_frames_stop_walk [] =
{
	ai_walk,  3, NULL,
	ai_walk,  3, NULL,
	ai_walk,  2, NULL,
	ai_walk,  2, NULL,
	ai_walk,  4, tank_footstep
};
mmove_t	tank_move_stop_walk = {FRAME_walk21, FRAME_walk25, tank_frames_stop_walk, tank_stand};

void tank_walk (edict_t *self)
{
		self->monsterinfo.currentmove = &tank_move_walk;
}


//
// run
//

void tank_run (edict_t *self);

mframe_t tank_frames_start_run [] =
{
	ai_run,  0, NULL,
	ai_run,  6, NULL,
	ai_run,  6, NULL,
	ai_run, 11, tank_footstep
};
mmove_t	tank_move_start_run = {FRAME_walk01, FRAME_walk04, tank_frames_start_run, tank_run};

mframe_t tank_frames_run [] =
{
	ai_run, 4,	NULL,
	ai_run, 5,	NULL,
	ai_run, 3,	NULL,
	ai_run, 2,	NULL,
	ai_run, 5,	NULL,
	ai_run, 5,	NULL,
	ai_run, 4,	NULL,
	ai_run, 4,	tank_footstep,
	ai_run, 3,	NULL,
	ai_run, 5,	NULL,
	ai_run, 4,	NULL,
	ai_run, 5,	NULL,
	ai_run, 7,	NULL,
	ai_run, 7,	NULL,
	ai_run, 6,	NULL,
	ai_run, 6,	tank_footstep
};
mmove_t	tank_move_run = {FRAME_walk05, FRAME_walk20, tank_frames_run, NULL};

mframe_t tank_frames_stop_run [] =
{
	ai_run,  3, NULL,
	ai_run,  3, NULL,
	ai_run,  2, NULL,
	ai_run,  2, NULL,
	ai_run,  4, tank_footstep
};
mmove_t	tank_move_stop_run = {FRAME_walk21, FRAME_walk25, tank_frames_stop_run, tank_walk};

void tank_run (edict_t *self)
{
	if (self->enemy && self->enemy->client)
		self->monsterinfo.aiflags |= AI_BRUTAL;
	else
		self->monsterinfo.aiflags &= ~AI_BRUTAL;

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &tank_move_stand;
		return;
	}

	if (self->monsterinfo.currentmove == &tank_move_walk ||
		self->monsterinfo.currentmove == &tank_move_start_run)
	{
		self->monsterinfo.currentmove = &tank_move_run;
	}
	else
	{
		self->monsterinfo.currentmove = &tank_move_start_run;
	}
}

//
// pain
//

mframe_t tank_frames_pain1 [] =
{
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL
};
mmove_t tank_move_pain1 = {FRAME_pain101, FRAME_pain104, tank_frames_pain1, tank_run};

mframe_t tank_frames_pain2 [] =
{
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	ai_move, 0, NULL
};
mmove_t tank_move_pain2 = {FRAME_pain201, FRAME_pain205, tank_frames_pain2, tank_run};

mframe_t tank_frames_pain3 [] =
{
	ai_move, -7, 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, 2,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  NULL,
	ai_move, 0,  tank_footstep
};
mmove_t	tank_move_pain3 = {FRAME_pain301, FRAME_pain316, tank_frames_pain3, tank_run};


void tank_pain (edict_t *self, edict_t *other, float kick, int damage)
{
	if (self->health < (self->max_health / 2))
			self->s.skinnum |= 1;

	if (damage <= 10)
		return;

	if (level.time < self->pain_debounce_time)
			return;

	if (damage <= 30)
		if (random() > 0.2)
			return;
	
	// If hard or nightmare, don't go into pain while attacking
	if ( skill->value >= 2)
	{
		if ( (self->s.frame >= FRAME_attak301) && (self->s.frame <= FRAME_attak330) )
			return;
		if ( (self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak116) )
			return;
	}

	self->pain_debounce_time = level.time + 3;
	gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);

	if (skill->value == 3)
		return;		// no pain anims in nightmare

	if (damage <= 30)
		self->monsterinfo.currentmove = &tank_move_pain1;
	else if (damage <= 60)
		self->monsterinfo.currentmove = &tank_move_pain2;
	else
		self->monsterinfo.currentmove = &tank_move_pain3;
};


//
// attacks
//

void TankBlaster (edict_t *self)
{
	vec3_t	forward, right;
	vec3_t	start;
	vec3_t	end;
	vec3_t	dir;
	int		flash_number;

	if (self->s.frame == FRAME_attak110)
		flash_number = MZ2_TANK_BLASTER_1;
	else if (self->s.frame == FRAME_attak113)
		flash_number = MZ2_TANK_BLASTER_2;
	else // (self->s.frame == FRAME_attak116)
		flash_number = MZ2_TANK_BLASTER_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, end);
	end[2] += self->enemy->viewheight;
	VectorSubtract (end, start, dir);

	monster_fire_blaster (self, start, dir, 30, 800, flash_number, EF_BLASTER);
}	

void TankStrike (edict_t *self)
{
	gi.sound (self, CHAN_WEAPON, sound_strike, 1, ATTN_NORM, 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);
}	

void TankMachineGun (edict_t *self)
{
	vec3_t	dir;
	vec3_t	vec;
	vec3_t	start;
	vec3_t	forward, right;
	int		flash_number;

	flash_number = MZ2_TANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak406);

	AngleVectors (self->s.angles, 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);
		vec[2] += self->enemy->viewheight;
		VectorSubtract (vec, start, vec);
		vectoangles (vec, vec);
		dir[0] = vec[0];
	}
	else
	{
		dir[0] = 0;
	}
	if (self->s.frame <= FRAME_attak415)
		dir[1] = self->s.angles[1] - 8 * (self->s.frame - FRAME_attak411);
	else
		dir[1] = self->s.angles[1] + 8 * (self->s.frame - FRAME_attak419);
	dir[2] = 0;

	AngleVectors (dir, forward, NULL, NULL);

	monster_fire_bullet (self, start, forward, 20, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}	


mframe_t tank_frames_attack_blast [] =
{
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,
	ai_charge, 0,	NULL,

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