thirtyflightsofloving/missionpack/g_turret.c
2021-09-30 20:09:36 -04:00

2190 lines
61 KiB
C

// g_turret.c
#include "g_local.h"
#define SF_TURRETDRIVER_REMOTE_DRIVER 1
#define SF_TURRET_PLAYER_CONTROLLABLE 1
#define SF_TURRET_TRIGGER_SPAWN 2
#define SF_TURRET_TRACKING 4
#define SF_TURRET_GOODGUY 8
#define SF_TURRET_INACTIVE 16
#define SF_TURRET_MD2 32
// Added Musashi's double barreled turret code
//CW++
//CW--
#define TURRET_GRENADE_SPEED 800
void SpawnTargetingSystem (edict_t *turret); // PGM
// Lazarus - Added TurretTarget to scan the turret driver's view for a
// damageable target. Used with homing rockets
edict_t *TurretTarget(edict_t *self)
{
float bd, d;
int i;
edict_t *who, *best;
trace_t tr;
vec3_t dir, end, forward, right, up, start;
AngleVectors(self->s.angles, forward, right, up);
VectorMA(self->s.origin, self->move_origin[0], forward, start);
VectorMA(start, self->move_origin[1], right, start);
VectorMA(start, self->move_origin[2], up, start);
VectorMA(start, WORLD_SIZE, forward, end); // was 8192
/* Check for aiming directly at a damageable entity */
tr = gi.trace(start, NULL, NULL, end, self, MASK_SHOT);
if ((tr.ent->takedamage != DAMAGE_NO) && (tr.ent->solid != SOLID_NOT))
return tr.ent;
/* Check for damageable entity within a tolerance of view angle */
bd = 0;
best = NULL;
for (i=1, who=g_edicts+1; i<globals.num_edicts; i++, who++)
{
if (!who->inuse)
continue;
if (who->takedamage == DAMAGE_NO)
continue;
if (who->solid == SOLID_NOT)
continue;
VectorMA(who->absmin,0.5,who->size,end);
tr = gi.trace (start, vec3_origin, vec3_origin, end, self, MASK_OPAQUE);
if (tr.fraction < 1.0)
continue;
VectorSubtract(end, self->s.origin, dir);
VectorNormalize(dir);
d = DotProduct(forward, dir);
if (d > bd)
{
bd = d;
best = who;
}
}
if (bd > 0.90)
return best;
return NULL;
}
void turret_blocked(edict_t *self, edict_t *other)
{
edict_t *attacker;
edict_t *ent;
edict_t *master;
if (other == world)
{
// world brush - stop
self->avelocity[YAW] = 0;
if (self->team)
{
for (ent = self->teammaster; ent; ent = ent->teamchain)
ent->avelocity[YAW] = 0;
}
if (self->owner)
self->owner->avelocity[YAW] = 0;
gi.linkentity(self);
}
if (other->takedamage)
{
vec3_t dir;
VectorSubtract(other->s.origin,self->s.origin,dir);
VectorNormalize(dir);
if (self->teammaster)
master = self->teammaster;
else
master = self;
if (self->teammaster)
{
if (self->teammaster->owner)
attacker = self->teammaster->owner;
else
attacker = self->teammaster;
}
else if (self->owner)
{
attacker = self->owner;
}
else
{
attacker = self;
}
// give a big kickback to help prevent getting stuck
T_Damage (other, self, attacker, dir, other->s.origin, vec3_origin, master->dmg, 50, 0, MOD_CRUSH);
//T_Damage (other, self, attacker, vec3_origin, other->s.origin, vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
}
if (!(other->svflags & SVF_MONSTER) && (!other->client))
{
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
if (other)
BecomeExplosion1 (other);
return;
}
}
/*QUAKED turret_breach (0 0 0) ? OCCUPIABLE TRIGGER_SPAWN TRACK
This portion of the turret can change both pitch and yaw.
The model should be made with a flat pitch.
It (and the associated base) need to be oriented towards 0.
Use "angle" to set the starting angle.
OCCUPIABLE - player can jump on this turret and use it
TRIGGER_SPAWN- Spawns upon being triggered
TRACK- It will attack the player without having a driver.
"speed" default 50
"dmg" default 10
"distance" initial velocity of fired grenades in units/sec
"angle" point this forward
"target" point this at an info_notnull at the muzzle tip
"minpitch" min acceptable pitch angle : default -30
"maxpitch" max acceptable pitch angle : default 30
"minyaw" min acceptable yaw angle : default 0
"maxyaw" max acceptable yaw angle : default 360
"target" the info_notnull (rocket origin)
"combattarget" the 2nd info_notnull for a 2nd barrel
"style" set to 1 to enable alternate firing of dual barrels
"targetname" name of this breach
"team" give this the same value as the turret_base "team" key
"health" if set, it explodes like a func_explosive- default to 100 health, 75 mass, etc
It will not destroy the turret base.
"sounds" - weapon to use -
1) Railgun
2) Rocket Launcher
3) BFG
4) Homing Rockets
5) Machine Gun
6) Hyperblaster
7) Grenade
"effects" Sets hyperblaster color. 0 = Orange, 1 = Blue, 2 = Green, 3 = Red
"wait" The meaning of "wait" is dependent on the weapon type (sounds) used. Firing rate: When sounds=1, 2, 3, 4, or 7 (RG, RL, BFG, HomingRL, GL), "wait" sets the number of seconds to wait between weapon firing events. Note: An additional skill-level dependent "reaction time" delay is added to this, as described by the formula:
[reaction time]=[2-skill]/2
So if a RL turret uses wait=1, on normal skill the actual time between firings would be 1.5 seconds. Damage level: When sounds=5 or 6 (MG or HB), "wait" sets the amount of damage points each shot will do (firing rate is fixed at 10 shots/second). Ignored when sounds=-1. Default=2.
*/
//CW++
void hrocket_turret_fire (edict_t *self, edict_t *owner, vec3_t start, vec3_t dir, vec3_t start2, vec3_t dir2, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target)
{
if (self->moreflags & FL2_TURRET_DOUBLE)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT_FIRING)
{
fire_rocket (owner, start2, dir2, damage, speed, damage_radius, radius_damage, home_target);
self->moreflags &= ~FL2_TURRET_DOUBLE_ALT_FIRING;
}
else
{
fire_rocket (owner, start, dir, damage, speed, damage_radius, radius_damage, home_target);
self->moreflags |= FL2_TURRET_DOUBLE_ALT_FIRING;
}
}
else
{
fire_rocket (owner, start, dir, damage, speed, damage_radius, radius_damage, home_target);
fire_rocket (owner, start2, dir2, damage, speed, damage_radius, radius_damage, home_target);
}
}
else
fire_rocket (owner, start, dir, damage, speed, 150, damage, home_target);
}
//CW--
static unsigned int /*long*/ HB_Shots;
void turret_breach_fire (edict_t *self)
{
edict_t *owner;
vec3_t forward, right, up;
vec3_t start;
int damage, speed, radius;
//CW++
vec3_t forward2, right2, up2;
vec3_t start2;
//CW--
AngleVectors (self->s.angles, forward, right, up);
VectorMA (self->s.origin, self->move_origin[0], forward, start);
VectorMA (start, self->move_origin[1], right, start);
VectorMA (start, self->move_origin[2], up, start);
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)
{
AngleVectors (self->s.angles, forward2, right2, up2);
VectorMA (self->s.origin, self->muzzle2[0], forward2, start2);
VectorMA (start2, self->muzzle2[1], right2, start2);
VectorMA (start2, self->muzzle2[2], up2, start2);
}
//CW--
// Zaero add
if (EMPNukeCheck(self, start))
{
gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
return;
}
// end Zaero
damage = 100 + random() * 50;
speed = 550 + 50 * skill->value;
// Lazarus: automated turrets have no driver, so use self
if (self->owner && !(self->owner->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER))
owner = self->owner;
else
owner = self;
// fire_rocket (self->teammaster->owner, start, f, damage, speed, 150, damage);
// gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
/*
Mappaack - self->teammaster->owner causes quake 2 to crash when the player uses BUTTON_SHOOT
its been changed to self->owner incase anything weird happens.
*/
// FIXME : only use the normal damages if self->owner (turret_driver) doesn't have one
if (self->delay < level.time)
{
switch (self->sounds)
{
case 1: // railgun
{
damage = 150;
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT_FIRING)
{
fire_rail(owner, start2, forward2, damage, 0);
self->moreflags &= ~FL2_TURRET_DOUBLE_ALT_FIRING;
}
else
{
fire_rail(owner, start, forward, damage, 0);
self->moreflags |= FL2_TURRET_DOUBLE_ALT_FIRING;
}
}
else
{
fire_rail(owner, start, forward, damage, 0);
fire_rail(owner, start2, forward2, damage, 0);
}
}
else
//CW--
fire_rail (owner, start, forward, damage, 0);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/railgf1a.wav"), 1, ATTN_NORM, 0);
// was level.time + 1.3
self->delay = level.time + max((self->wait + ((2 - skill->value) / 2)), self->wait);
// Mappack - Muzzleflash? On a turret? Yeah baby!
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (self-g_edicts);
gi.WriteByte (MZ_RAILGUN);
gi.multicast (start, MULTICAST_PVS);
break;
}
case 2: // rocket
{
damage = 100 + random() * 50;
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT_FIRING)
{
fire_rocket(owner, start2, forward2, damage, speed, 150, damage, NULL);
self->moreflags &= ~FL2_TURRET_DOUBLE_ALT_FIRING;
}
else
{
fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
self->moreflags |= FL2_TURRET_DOUBLE_ALT_FIRING;
}
}
else
{
fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
fire_rocket(owner, start2, forward2, damage, speed, 150, damage, NULL);
}
}
else
//CW--
fire_rocket (owner, start, forward, damage, speed, 150, damage, NULL);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
// was level.time + 0.45
self->delay = level.time + max((self->wait + ((2 - skill->value) / 2)), self->wait);
break;
}
case 3: // BFG
{
damage = 500;
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT_FIRING)
{
fire_bfg(owner, start2, forward2, damage, speed, 1000);
self->moreflags &= ~FL2_TURRET_DOUBLE_ALT_FIRING;
}
else
{
fire_bfg(owner, start, forward, damage, speed, 1000);
self->moreflags |= FL2_TURRET_DOUBLE_ALT_FIRING;
}
}
else
{
fire_bfg(owner, start, forward, damage, speed, 1000);
fire_bfg(owner, start2, forward2, damage, speed, 1000);
}
}
else
//CW--
fire_bfg (owner, start, forward, damage, speed, 1000);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
// was level.time + 3;
self->delay = level.time + max((self->wait + ((2 - skill->value) / 2)), self->wait);
break;
}
case 4: // Homing rocket
{
damage = 100 + random() * 50;
if (owner->target_ent == self || owner == self)
{
// monster-controlled or automated turret
// fire_rocket (owner, start, forward, damage, speed, 150, damage, owner->enemy);
hrocket_turret_fire (self, owner, start, forward, start2, forward2, damage, speed, 150, damage, owner->enemy); //CW
}
else if (self->spawnflags & SF_TURRET_PLAYER_CONTROLLABLE
|| allow_player_use_abandoned_turret->value)
{
// what is player aiming at?
edict_t *target;
target = TurretTarget(self);
// fire_rocket (owner, start, forward, damage, speed, 150, damage, target);
hrocket_turret_fire (self, owner, start, forward, start2, forward2, damage, speed, 150, damage, target); //CW
}
else
{
// shouldn't be possible to get here
// fire_rocket (owner, start, forward, damage, speed, 150, damage, NULL);
hrocket_turret_fire (self, owner, start, forward, start2, forward2, damage, speed, 150, damage, NULL); //CW
}
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
// was level.time + 0.45
self->delay = level.time + max((self->wait + ((2 - skill->value) / 2)), self->wait);
break;
}
case 5: // Machine Gun
{
if (!self->wait)
damage = 4;
else
damage = self->wait;
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT_FIRING)
{
fire_bullet(owner, start2, forward2, damage, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
self->moreflags &= ~FL2_TURRET_DOUBLE_ALT_FIRING;
}
else
{
fire_bullet(owner, start, forward, damage, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
self->moreflags |= FL2_TURRET_DOUBLE_ALT_FIRING;
}
}
else
{
fire_bullet(owner, start, forward, damage, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
fire_bullet(owner, start2, forward2, damage, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
}
}
else
//CW--
fire_bullet (owner, start, forward, damage, 2, 100, 100, MOD_MACHINEGUN);
// gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
self->delay = level.time; // no delay
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (self-g_edicts);
gi.WriteByte (MZ_MACHINEGUN);
gi.multicast (start, MULTICAST_PVS);
break;
}
case 6: // Hyperblaster
{
unsigned int effect, color;
if (!self->wait)
damage = 5;
else
damage = self->wait;
if (self->effects == 1) // Blue
{ effect = EF_BLUEHYPERBLASTER; color = BLASTER_BLUE; }
else if (self->effects == 2) // Green
{ effect = EF_HYPERBLASTER|EF_TRACKER; color = BLASTER_GREEN; }
#ifdef KMQUAKE2_ENGINE_MOD
else if (self->effects == 3) // Red
{ effect = EF_HYPERBLASTER|EF_IONRIPPER; color = BLASTER_RED; }
#endif // KMQUAKE2_ENGINE_MOD
else // (self->effects == 0) // Orange
{ effect = EF_HYPERBLASTER; color = BLASTER_ORANGE; }
HB_Shots++;
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT_FIRING)
{
fire_blaster (owner, start2, forward2, self->wait, 1000, (!(HB_Shots % 4))?effect:0, true, color);
self->moreflags &= ~FL2_TURRET_DOUBLE_ALT_FIRING;
}
else
{
fire_blaster (owner, start, forward, self->wait, 1000, (!(HB_Shots % 4))?effect:0, true, color);
self->moreflags |= FL2_TURRET_DOUBLE_ALT_FIRING;
}
}
else
{
fire_blaster (owner, start, forward, self->wait, 1000, (!(HB_Shots % 4))?effect:0, true, color);
fire_blaster (owner, start2, forward2, self->wait, 1000, 0, true, color);
}
}
else
//CW--
fire_blaster (owner, start, forward, damage, 1000, (!(HB_Shots % 4))?effect:0, true, color);
// fire_blaster (owner, start, forward, damage, 1000, EF_HYPERBLASTER, true, BLASTER_ORANGE);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("makron/blaster.wav"), 1, ATTN_NORM, 0);
self->delay = level.time; // no delay
break;
}
case 7: // Grenade
{
damage = 100 + random() * 50;
if (self->distance > 0)
speed = self->distance;
radius = 90;
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT_FIRING)
{
fire_grenade (owner, start2, forward2, damage, speed, 2.5, radius, false);
self->moreflags &= ~FL2_TURRET_DOUBLE_ALT_FIRING;
}
else
{
fire_grenade (owner, start, forward, damage, speed, 2.5, radius, false);
self->moreflags |= FL2_TURRET_DOUBLE_ALT_FIRING;
}
}
else
{
fire_grenade (owner, start, forward, damage, speed, 2.5, radius, false);
fire_grenade (owner, start2, forward2, damage, speed, 2.5, radius, false);
}
}
else
//CW--
fire_grenade (owner, start, forward, damage, speed, 2.5, radius, false);
// was level.time + 0.45;
self->delay = level.time + max((self->wait + ((2 - skill->value) / 2)), self->wait);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_GUNNER_GRENADE_1);
gi.multicast (start, MULTICAST_PVS);
break;
}
/*case 8: // Blue Hyperblaster
{
if (!self->wait)
damage = 5;
else
damage = self->wait;
// fire_blaster (owner, start, forward, damage, 1000, EF_BLUEHYPERBLASTER, true, BLASTER_BLUE);
fire_blueblaster (owner, start, forward, damage, 1000, EF_BLUEHYPERBLASTER);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("makron/blaster.wav"), 1, ATTN_NORM, 0);
self->delay = level.time; // no delay
break;
}
case 9: // Green Hyperblaster
{
if (!self->wait)
damage = 5;
else
damage = self->wait;
// fire_blaster (owner, start, forward, damage, 1000, EF_HYPERBLASTER|EF_TRACKER, true, BLASTER_GREEN);
fire_blaster2 (owner, start, forward, damage, 1000, EF_HYPERBLASTER, true);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("makron/blaster.wav"), 1, ATTN_NORM, 0);
self->delay = level.time; // no delay
break;
}*/
default:
{
damage = 100;
//CW++
if (self->moreflags & FL2_TURRET_DOUBLE)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT)
{
if (self->moreflags & FL2_TURRET_DOUBLE_ALT_FIRING)
{
fire_rocket(owner, start2, forward2, damage, speed, 150, damage, NULL);
self->moreflags &= ~FL2_TURRET_DOUBLE_ALT_FIRING;
}
else
{
fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
self->moreflags |= FL2_TURRET_DOUBLE_ALT_FIRING;
}
}
else
{
fire_rocket(owner, start, forward, damage, speed, 150, damage, NULL);
fire_rocket(owner, start2, forward2, damage, speed, 150, damage, NULL);
}
}
else
//CW--
fire_rocket (owner, start, forward, damage, speed, 150, damage, NULL);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
self->delay = level.time + 1;
break;
}
}
}
}
void turret_disengage (edict_t *self)
{
int i;
edict_t *ent;
vec3_t forward;
// level the gun
self->move_angles[0] = 0;
ent = self->owner;
//ed - to keep remove tracking of the entity
ent->turret = NULL;
// throw them back from turret
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorScale(forward, -300, forward);
forward[2] = forward[2] + 150;
if (forward[2] < 80)
forward[2] = 80;
for (i=0; i<3; i++)
ent->velocity[i] = forward[i];
ent->s.origin[2] = ent->s.origin[2] + 1;
ent->movetype = MOVETYPE_WALK;
ent->gravity = 1;
ent->flags &= ~FL_TURRET_OWNER;
// turn ON client side prediction for this player
ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
gi.linkentity (ent);
self->owner = NULL;
}
void turret_turn (edict_t *self)
{
vec3_t current_angles;
vec3_t delta;
qboolean yaw_restrict;
VectorCopy (self->s.angles, current_angles);
AnglesNormalize(current_angles);
if (self->viewer && self->viewer->client)
{
gclient_t *client = self->viewer->client;
if ( (client->old_owner_angles[0] != client->ucmd.angles[0]) ||
(client->old_owner_angles[1] != client->ucmd.angles[1]) )
{
// Give game a bit of time to catch up after player
// causes ucmd pitch angle to roll over... otherwise
// we'll hit on the above test even though player
// hasn't hit +lookup/+lookdown
float delta;
delta = level.time - self->touch_debounce_time;
if ( delta < 0 || delta > 1.0)
{
float delta_angle;
float fastest = self->speed * FRAMETIME;
delta_angle = SHORT2ANGLE(client->ucmd.angles[0]-client->old_owner_angles[0]);
if (delta_angle < -180)
delta_angle += 360;
if (delta_angle > 180)
delta_angle -= 360;
if (delta_angle > fastest)
delta_angle = fastest;
if (delta_angle < -fastest)
delta_angle = -fastest;
self->move_angles[0] += delta_angle;
delta_angle = SHORT2ANGLE(client->ucmd.angles[1]-client->old_owner_angles[1]);
if (delta_angle < -180)
delta_angle += 360;
if (delta_angle > 180)
delta_angle -= 360;
if (delta_angle > fastest)
delta_angle = fastest;
if (delta_angle < -fastest)
delta_angle = -fastest;
self->move_angles[1] += delta_angle;
client->old_owner_angles[0] = client->ucmd.angles[0];
client->old_owner_angles[1] = client->ucmd.angles[1];
}
self->touch_debounce_time = level.time + 5.0;
}
}
//=======
AnglesNormalize(self->move_angles);
// if (self->move_angles[PITCH] > 180)
// self->move_angles[PITCH] -= 360;
// clamp angles to mins & maxs
if (self->move_angles[PITCH] > self->pos1[PITCH])
self->move_angles[PITCH] = self->pos1[PITCH];
else if (self->move_angles[PITCH] < self->pos2[PITCH])
self->move_angles[PITCH] = self->pos2[PITCH];
// Lazarus: Special case - if there are no constraints on YAW, don't
// adjust angle
if (self->pos1[YAW] != 0 || self->pos2[YAW] != 360)
yaw_restrict = true;
else
yaw_restrict = false;
if ( yaw_restrict )
{
float yaw_range;
float yaw_base;
yaw_range = self->pos2[YAW] - self->pos1[YAW];
if (yaw_range < 0)
yaw_range += 360;
yaw_base = self->move_angles[YAW] - self->pos1[YAW];
if (yaw_base < 0)
yaw_base += 360;
if (yaw_base > yaw_range)
if ((self->move_angles[YAW] < self->pos1[YAW]) || (self->move_angles[YAW] > self->pos2[YAW]))
{
float dmin, dmax;
dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
if (dmin < 0 )
dmin += 360;
else if (dmin > 360)
dmin -= 360;
dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
if (dmax < 0)
dmax += 360;
else if (dmax > 360)
dmax -= 360;
if (fabs(dmin) < fabs(dmax))
self->move_angles[YAW] = self->pos1[YAW];
else
self->move_angles[YAW] = self->pos2[YAW];
}
}
VectorSubtract (self->move_angles, current_angles, delta);
if (delta[0] < -180)
delta[0] += 360;
else if (delta[0] > 180)
delta[0] -= 360;
if (delta[1] < -180)
delta[1] += 360;
else if (delta[1] > 180)
delta[1] -= 360;
delta[2] = 0;
// gi.dprintf("move=%g, current=%g, delta=%g, pos1=%g, pos2=%g\n",
// self->move_angles[PITCH],current_angles[PITCH],delta[PITCH],self->pos1[PITCH],self->pos2[PITCH]);
/* if (delta[0] > self->speed * FRAMETIME)
delta[0] = self->speed * FRAMETIME;
if (delta[0] < -1 * self->speed * FRAMETIME)
delta[0] = -1 * self->speed * FRAMETIME;
if (delta[1] > self->speed * FRAMETIME)
delta[1] = self->speed * FRAMETIME;
if (delta[1] < -1 * self->speed * FRAMETIME)
delta[1] = -1 * self->speed * FRAMETIME;
VectorScale (delta, 1.0/FRAMETIME, self->avelocity);
*/
VectorScale (delta, 1.0/FRAMETIME, delta);
if (delta[0] > self->speed)
delta[0] = self->speed;
if (delta[0] < -self->speed)
delta[0] = -self->speed;
if (delta[1] > self->speed)
delta[1] = self->speed;
if (delta[1] < -self->speed)
delta[1] = -self->speed;
VectorCopy (delta, self->avelocity);
if (self->team)
{
edict_t *ent;
for (ent = self->teammaster; ent; ent = ent->teamchain)
{
ent->avelocity[1] = self->avelocity[1];
if (ent->solid == SOLID_NOT)
ent->avelocity[0] = self->avelocity[0];
}
}
}
qboolean FindTarget (edict_t *self);
void turret_breach_think (edict_t *self)
{
edict_t *ent;
edict_t *victim;
trace_t tr;
vec3_t dir, angles;
vec3_t target;
qboolean remote_monster;
qboolean yaw_restrict;
float yaw_r, yaw_0;
int i;
turret_turn(self);
yaw_r = self->pos2[YAW] - self->pos1[YAW];
if (yaw_r < 0)
yaw_r += 360;
if (self->pos1[YAW] != 0 || self->pos2[YAW] != 360)
yaw_restrict = true;
else
yaw_restrict = false;
self->nextthink = level.time + FRAMETIME;
if (self->deadflag == DEAD_DEAD)
return;
if ( (self->owner) && (self->owner->target_ent == self) &&
(self->owner->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER))
remote_monster = true;
else
remote_monster = false;
// Lazarus: If turret is in the control of somebody/something,
// animate it. "viewer" is a player using the turret
// as a camera.
if (self->owner || self->viewer)
{
if (!(self->spawnflags & SF_TURRET_MD2))
{
self->s.effects &= ~EF_ANIM23;
self->s.effects |= EF_ANIM01;
}
self->do_not_rotate = true;
}
else
{
if (!(self->spawnflags & SF_TURRET_MD2))
{
self->s.effects &= ~EF_ANIM01;
self->s.effects |= EF_ANIM23;
}
self->do_not_rotate = false;
}
if (self->team)
{
for (ent = self->teammaster; ent; ent = ent->teamchain)
{
if (ent != self->owner)
{
if (ent->solid != SOLID_NOT)
ent->s.effects = self->s.effects;
ent->do_not_rotate = self->do_not_rotate;
}
}
}
// if we have a driver, adjust his velocities
if (self->owner && !remote_monster)
{
if (self->owner->target_ent == self)
{
float angle;
float target_z;
float diff;
// vec3_t target;
vec3_t dir;
// angular is easy, just copy ours
self->owner->avelocity[0] = self->avelocity[0];
self->owner->avelocity[1] = self->avelocity[1];
// x & y
angle = self->s.angles[1] + self->owner->move_origin[1];
angle *= (M_PI*2 / 360);
target[0] = SnapToEights(self->s.origin[0] + cos(angle) * self->owner->move_origin[0]);
target[1] = SnapToEights(self->s.origin[1] + sin(angle) * self->owner->move_origin[0]);
target[2] = self->owner->s.origin[2];
VectorSubtract (target, self->owner->s.origin, dir);
self->owner->velocity[0] = dir[0] * 1.0 / FRAMETIME;
self->owner->velocity[1] = dir[1] * 1.0 / FRAMETIME;
// z
angle = self->s.angles[PITCH] * (M_PI*2 / 360);
target_z = SnapToEights(self->s.origin[2] + self->owner->move_origin[0] * tan(angle) + self->owner->move_origin[2]);
diff = target_z - self->owner->s.origin[2];
self->owner->velocity[2] = diff * 1.0 / FRAMETIME;
if (self->spawnflags & 65536)
{
turret_breach_fire (self);
self->spawnflags &= ~65536;
}
return;
}
else if ((self->spawnflags & SF_TURRET_PLAYER_CONTROLLABLE
|| allow_player_use_abandoned_turret->value))// && !remote_monster)
{ // a player is controlling the turret, move towards view angles
vec3_t target, forward;
for (i=0; i<3; i++)
self->move_angles[i] = self->owner->client->v_angle[i];
AnglesNormalize(self->move_angles);
// FIXME: do a tracebox from up and behind towards the turret, to try and keep them from
// getting stuck inside the rotating turret
// x & y
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorScale(forward, 32, forward);
VectorSubtract(self->s.origin, forward, target);
VectorAdd(target, tv(0,0,8), self->owner->s.origin);
gi.linkentity(self->owner);
// should the turret shoot now?
if ((self->owner->client->buttons & BUTTON_ATTACK) && (self->delay < level.time)) // 1 second break between shots
{
turret_breach_fire (self);
// self->delay = level.time + 1;
}
// has the player abondoned the turret?
// jump button disables turret
// if (self->owner->client->ps.pmove.velocity[2] > 150)
// turret_disengage(self);
else if (self->owner->client->ucmd.upmove >= 20)
turret_disengage(self);
}
}
// Mappack
else if ((self->spawnflags & SF_TURRET_PLAYER_CONTROLLABLE
|| allow_player_use_abandoned_turret->value) && !remote_monster)
{ // check if a player has mounted the turret
int i;
edict_t *ent;
vec3_t target, forward;
vec3_t dir;
// find a player
ent = &g_edicts[0];
ent++;
for (i=0 ; i < maxclients->value ; i++, ent++)
{
retry:
if (!ent->inuse)
continue;
if (ent->solid == SOLID_NOT)
continue;
// Knightmare- if it's an oldplayer, switch to client entity
if (ent->svflags & SVF_OLDPLAYER && ent->to && ent->to->client && ent->to->client->oldplayer)
{
ent = ent->to;
goto retry;
}
// determine distance from turret seat location
// x & y
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorScale(forward, 32, forward);
VectorSubtract(self->s.origin, forward, target);
VectorSubtract (target, ent->s.origin, dir);
if (fabs(dir[2]) < 64)
dir[2] = 0;
if (VectorLength(dir) < 16)
{ // player has taken control of turret
// Knightmare- leave thirdperson mode
if (ent->client->chaseactive)
ChasecamRemove (ent);
self->owner = ent;
ent->movetype = MOVETYPE_PUSH; // don't let them move, or they'll get stuck
//ent->solid = SOLID_NOT; //Knightmare- don't let them get pinched by angled turret
ent->gravity = 0;
//ed - to keep track of the entity
ent->turret = self;
// turn off client side prediction for this player
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
gi.linkentity(ent);
//ed - set the flag on the client so that when they shoot the
// turret shoots instead of "using" it
ent->flags |= FL_TURRET_OWNER;
}
}
}
if ((self->spawnflags & SF_TURRET_TRACKING) && ((!self->owner) || remote_monster))
{
// Lazarus: Automated turret that is not under the control of anybody
// (except possibly a "remote" turret_driver)
float reaction_time;
vec3_t f, forward, right, up, start, t_start;
edict_t *gomer;
float best_dist = WORLD_SIZE; // was 8192
float dist;
if (self->viewer && level.time < self->touch_debounce_time)
return;
AngleVectors(self->s.angles, forward, right, up);
VectorMA(self->s.origin,self->move_origin[0],forward,start);
VectorMA(start, self->move_origin[1],right, start);
VectorMA(start, self->move_origin[2],up, start);
self->oldenemy = self->enemy;
if (self->enemy)
{ // check that current enemy is valid. if so, find
// distance. don't switch enemies unless another
// monster is at least 100 units closer to the camera
if (self->enemy->inuse)
{
if ((self->enemy->health > 0 /*self->enemy->gib_health*/) &&
!(self->enemy->svflags & SVF_NOCLIENT) &&
!(self->enemy->flags & FL_NOTARGET))
{
if (gi.inPVS(self->s.origin,self->enemy->s.origin))
{
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
VectorSubtract(target,self->s.origin,dir);
vectoangles(dir,angles);
AnglesNormalize(angles);
if ( yaw_restrict )
{
yaw_0 = angles[YAW] - self->pos1[YAW];
if (yaw_0 < 0)
yaw_0 += 360;
}
if ( (angles[PITCH] > self->pos1[PITCH]) || (angles[PITCH] < self->pos2[PITCH]) ||
( yaw_restrict && (yaw_0 > yaw_r) ) )
{
self->enemy = NULL;
}
else
{
VectorCopy(self->s.origin,t_start);
VectorCopy(dir,f);
VectorNormalize(f);
VectorMA(t_start,self->teammaster->base_radius,f,t_start);
tr = gi.trace(t_start,vec3_origin,vec3_origin,target,self,MASK_SHOT);
if (tr.ent == self->enemy)
{
VectorSubtract(target,self->s.origin,dir);
best_dist = VectorLength(dir) - 100;
}
else
self->enemy = NULL;
}
}
else
{
self->enemy = NULL;
}
}
else
self->enemy = NULL;
}
else
self->enemy = NULL;
}
// for GOODGUY weapon-firing turrets, if current enemy is a player or GOODGUY monster,
// reset best_dist so that bad monsters will be selected if found, regardless of distance.
if ( (self->enemy) && (self->sounds >= 0) && (self->spawnflags & SF_TURRET_GOODGUY)) {
if ((self->enemy->client) || (self->enemy->monsterinfo.aiflags & AI_GOOD_GUY))
best_dist = WORLD_SIZE; // was 8192
}
// hunt for monster
if (!remote_monster)
{
for (i=maxclients->value+1; i<globals.num_edicts; i++)
{
gomer = g_edicts + i;
if (gomer == self->enemy) continue; // no need to re-check this guy
if (!gomer->inuse) continue;
if (!(gomer->svflags & SVF_MONSTER)) continue;
if (gomer->health < gomer->gib_health) continue;
if (gomer->svflags & SVF_NOCLIENT) continue;
if (!gi.inPVS(self->s.origin,gomer->s.origin)) continue;
VectorMA(gomer->absmin,0.5,gomer->size,target);
VectorCopy(self->s.origin,t_start);
VectorSubtract(target,self->s.origin,dir);
VectorCopy(dir,f);
VectorNormalize(f);
VectorMA(t_start,self->teammaster->base_radius,f,t_start);
tr = gi.trace(t_start,vec3_origin,vec3_origin,target,self,MASK_SHOT);
if (tr.ent == gomer)
{
vectoangles(dir,angles);
AnglesNormalize(angles);
if ( yaw_restrict )
{
yaw_0 = angles[YAW] - self->pos1[YAW];
if (yaw_0 < 0)
yaw_0 += 360;
}
if ( (angles[PITCH] <= self->pos1[PITCH]) && (angles[PITCH] >= self->pos2[PITCH]) &&
( !yaw_restrict || (yaw_0 <= yaw_r) ))
{
dist = VectorLength(dir);
if (dist < best_dist)
{
self->enemy = gomer;
best_dist = dist;
}
}
}
}
}
// for weapon-firing turrets, if GOODGUY is set and we already have an enemy, we're
// done.
if ( (self->sounds >= 0) && (self->spawnflags & SF_TURRET_GOODGUY) && self->enemy)
goto good_enemy;
// for non-GOODGUY weapon-firing turrets, reset best_dist so that players will
// ALWAYS be selected if found
if ( (self->sounds >= 0) && !(self->spawnflags & SF_TURRET_GOODGUY))
best_dist = WORLD_SIZE; // was 8192
// hunt for closest player - hunt ALL entities since
// we want to view fake players using camera
for (i=1; i<globals.num_edicts; i++)
{
gomer = g_edicts + i;
if (!gomer->inuse) continue;
if (!gomer->client) continue;
if (gomer->svflags & SVF_NOCLIENT) continue;
if (gomer->health < gomer->gib_health) continue;
if (gomer->flags & FL_NOTARGET) continue;
if (!gi.inPVS(self->s.origin,gomer->s.origin)) continue;
VectorMA(gomer->absmin,0.5,gomer->size,target);
VectorCopy(self->s.origin,t_start);
VectorSubtract(target,self->s.origin,dir);
VectorCopy(dir,f);
VectorNormalize(f);
VectorMA(t_start,self->teammaster->base_radius,f,t_start);
tr = gi.trace(t_start,vec3_origin,vec3_origin,target,self,MASK_SHOT);
if (tr.ent == gomer)
{
vectoangles(dir,angles);
AnglesNormalize(angles);
if ( yaw_restrict )
{
yaw_0 = angles[YAW] - self->pos1[YAW];
if (yaw_0 < 0)
yaw_0 += 360;
}
if ( (angles[PITCH] <= self->pos1[PITCH]) && (angles[PITCH] >= self->pos2[PITCH]) &&
( !yaw_restrict || (yaw_0 <= yaw_r) ) )
{
dist = VectorLength(dir);
if (dist < best_dist)
{
self->enemy = gomer;
best_dist = dist;
}
}
}
}
good_enemy:
if (self->enemy)
{
if (self->enemy != self->oldenemy)
{
self->monsterinfo.trail_time = level.time;
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
}
VectorCopy (self->enemy->s.origin, target);
if (self->enemy->deadflag)
target[2] -= 16;
if (skill->value >= 2)
{
VectorMA(target,FRAMETIME,self->enemy->velocity,target);
/* May add some variant of this for skill 3 later. For now, the following is virtually
indistinguishable from skill 2 for most normal setups. Trouble is, it is sometimes
EASIER than skill 2.
if (skill->value > 2)
{
float t;
VectorSubtract(target,self->s.origin,dir);
VectorNormalize(dir);
vectoangles(dir,dir);
VectorSubtract(dir,self->s.angles,dir);
AnglesNormalize(dir);
dir[2] = max( fabs(dir[0]), fabs(dir[1]) );
if (dir[2] > 0)
{
t = dir[2]/self->speed;
VectorMA(target,t,self->enemy->velocity,target);
}
} */
}
if (self->sounds == 7)
{
if (!AimGrenade (self, start, target, self->fog_far, dir, false))
{
// Can't get a grenade to target. Correct yaw but
// not pitch
vec_t pitch = self->move_angles[PITCH];
vectoangles (dir, self->move_angles);
self->move_angles[PITCH] = pitch;
if (skill->value > 0)
turret_turn(self);
return;
}
}
else
VectorSubtract (target, self->s.origin, dir);
VectorNormalize(dir);
vectoangles (dir, self->move_angles);
// decide if we should shoot
victim = NULL;
if (self->spawnflags & SF_TURRET_GOODGUY)
{
if ((self->enemy->svflags & SVF_MONSTER) && !(self->enemy->monsterinfo.aiflags & AI_GOOD_GUY))
victim = self->enemy;
}
else
{
if (self->enemy->client)
victim = self->enemy;
}
if ( victim && self->sounds >= 0 && DotProduct(forward,dir) > 0.99f )
{
// never automatically fire a turret remotely controlled by
// a player
if (!self->viewer || (self->viewer && !self->viewer->client))
{
// don't fire rockets or homing rockets if remote turret_driver is
// too close to target
if (remote_monster)
{
vec3_t range;
vec_t r;
VectorSubtract(self->enemy->s.origin,self->owner->s.origin,range);
r = VectorLength(range);
if (r < 128) return;
}
if (level.time < self->monsterinfo.attack_finished)
{
if (skill->value > 0)
turret_turn(self);
return;
}
if ( (self->sounds == 5) || (self->sounds == 6) )
reaction_time = 0;
else
reaction_time = max(0., 0.5*(2-skill->value));
if ((level.time - self->monsterinfo.trail_time) < reaction_time)
{
if (skill->value > 0)
turret_turn(self);
return;
}
self->monsterinfo.attack_finished = level.time + reaction_time;
if ( (self->sounds != 5) && (self->sounds != 6) )
self->monsterinfo.attack_finished += self->wait;
turret_breach_fire (self);
if (skill->value > 0)
turret_turn(self);
}
}
else
{
if (skill->value > 0)
turret_turn(self);
}
}
}
// If turret has no enemy and isn't controlled by a player or monster,
// check for "followtarget"
if ((!self->enemy) && ((!self->owner) || remote_monster))
{
if (self->followtarget)
{
self->enemy = G_Find(NULL,FOFS(targetname),self->followtarget);
if (self->enemy)
{
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, target);
VectorSubtract (target, self->s.origin, dir);
vectoangles (dir, self->move_angles);
if (skill->value > 0)
turret_turn(self);
}
}
}
}
void turret_breach_finish_init (edict_t *self)
{
// get and save info for muzzle location
if (!self->target)
{
gi.dprintf("%s at %s needs a target\n", self->classname, vtos(self->s.origin));
}
else
{
self->target_ent = G_PickTarget (self->target);
if (!self->target_ent)
{
gi.dprintf("%s at %s, target %s does not exist\n",
self->classname, vtos(self->s.origin), self->target);
G_FreeEdict(self);
return;
}
VectorSubtract (self->target_ent->s.origin, self->s.origin, self->move_origin);
// Knightmare- if we've been moved by a func_train before initializing,
// shift firing point by the distance moved
if (VectorLength(self->aim_point))
VectorAdd (self->move_origin, self->aim_point, self->move_origin);
G_FreeEdict(self->target_ent);
//CW++ Double-barrelled turrets.
self->target_ent = NULL;
self->target_ent = G_PickTarget(self->combattarget);
if (self->target_ent)
{
VectorSubtract(self->target_ent->s.origin, self->s.origin, self->muzzle2);
// Knightmare- if we've been moved by a func_train before initializing,
// shift firing point by the distance moved
if (VectorLength(self->aim_point))
VectorAdd (self->muzzle2, self->aim_point, self->muzzle2);
self->moreflags |= FL2_TURRET_DOUBLE;
if (self->style > 0)
self->moreflags |= FL2_TURRET_DOUBLE_ALT;
G_FreeEdict(self->target_ent);
}
//CW--
}
if (!self->team)
self->teammaster = self;
self->teammaster->dmg = self->dmg;
if (!(self->spawnflags & (SF_TURRET_TRIGGER_SPAWN | SF_TURRET_GOODGUY | SF_TURRET_INACTIVE) ))
{
self->think = turret_breach_think;
self->think (self);
}
else
{
self->think = NULL;
self->nextthink = 0;
}
}
void turret_breach_die_temp_think(edict_t *self)
{
edict_t *target;
target = G_Find(NULL,FOFS(targetname),self->destroytarget);
while (target)
{
if (target && target->use)
target->use(target,self->target_ent,self->target_ent);
target = G_Find(target,FOFS(targetname),self->destroytarget);
}
G_FreeEdict(self);
}
void turret_driver_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void SP_monster_infantry (edict_t *self);
void monster_start_go(edict_t *self);
void turret_breach_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int i;
edict_t *ent;
edict_t *player;
// ensure turret_base stops rotating
if (self->team)
{
for (ent = self->teammaster; ent; ent = ent->teamchain)
{
if (ent != self)
{
ent->avelocity[1] = 0;
gi.linkentity(ent);
}
}
}
if (self->deadflag != DEAD_DEAD)
{ // if turret has a driver, kill him too unless he's a "remote" driver
if (self->owner && (self->owner->target_ent == self))
{
if (self->owner->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER)
{
// remote driver - remove and replace with normal infantry
edict_t *monster;
monster = self->owner->child;
if (monster)
{
monster->health = self->owner->health;
monster->enemy = self->owner->enemy;
G_FreeEdict(self->owner);
monster->solid = SOLID_BBOX;
monster->movetype = MOVETYPE_STEP;
monster->svflags &= ~SVF_NOCLIENT;
monster_start_go (monster);
gi.linkentity (monster);
if (monster->enemy) FoundTarget(monster);
}
}
else
{
T_Damage(self->owner, inflictor, attacker, vec3_origin, self->owner->s.origin, vec3_origin, 100000, 1, 0, 0);
}
}
// if turret is being used as a camera by a player, turn camera off for that player
for (i=0,player=g_edicts+1; i<maxclients->value; i++, player++)
{
if (player->client && player->client->spycam == self)
camera_off(player);
}
if (self->deathtarget)
{
edict_t *target;
target = G_Find(NULL,FOFS(targetname),self->deathtarget);
while (target)
{
if (target && target->use)
target->use(target,attacker,attacker);
target = G_Find(target,FOFS(targetname),self->deathtarget);
}
}
}
if (self->health <= self->gib_health)
{
if (self->destroytarget)
{
if (self->deadflag == DEAD_DEAD)
{
// we were already dead, so destroytarget has been fired
edict_t *target;
target = G_Find(NULL,FOFS(targetname),self->destroytarget);
while (target)
{
if (target && target->use)
target->use(target,attacker,attacker);
target = G_Find(target,FOFS(targetname),self->destroytarget);
}
}
else
{
// we were killed and gibbed in the same frame. postpone
// destroytarget just a bit
edict_t *temp;
temp = G_Spawn();
temp->solid = SOLID_NOT;
temp->svflags = SVF_NOCLIENT;
temp->think = turret_breach_die_temp_think;
temp->nextthink = level.time + 2*FRAMETIME;
temp->destroytarget = self->destroytarget;
temp->target_ent = attacker;
gi.linkentity(temp);
}
self->nextthink = 0;
gi.linkentity(self);
}
if (self->dmg > 0)
{
if (self->mass >= 400)
BecomeExplosion3 (self);
else
BecomeExplosion1(self);
}
else
G_FreeEdict(self);
return;
}
if (self->deadflag == DEAD_DEAD)
return;
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
// slow turret down and level it... or for MD2 turrets set to minpitch
self->speed /= 4;
if (self->spawnflags & SF_TURRET_MD2)
self->move_angles[0] = self->pos1[0];
else
self->move_angles[0] = 0;
}
void toggle_turret_breach (edict_t *self, edict_t *other, edict_t *activator)
{
if (!(self->spawnflags & SF_TURRET_INACTIVE))
{
self->spawnflags |= SF_TURRET_INACTIVE;
VectorCopy(self->s.angles,self->move_angles);
if (self->team)
{
edict_t *ent;
for (ent = self->teammaster; ent; ent = ent->teamchain)
{
VectorClear(ent->avelocity);
gi.linkentity(ent);
}
}
self->think = NULL;
self->nextthink = 0;
}
else
{
self->spawnflags &= ~SF_TURRET_INACTIVE;
self->think = turret_breach_think;
self->nextthink = level.time + FRAMETIME;
}
}
void turret_breach_use (edict_t *self, edict_t *activator, edict_t *other)
{
/* self->use = NULL;
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
self->think = turret_breach_finish_init;
self->nextthink = level.time + FRAMETIME;
gi.linkentity (self);
*/
if (self->spawnflags & SF_TURRET_TRIGGER_SPAWN)
{
self->spawnflags &= ~SF_TURRET_TRIGGER_SPAWN;
self->svflags &= ~SVF_NOCLIENT;
if (self->spawnflags & SF_TURRET_MD2)
self->solid = SOLID_BBOX;
else
self->solid = SOLID_BSP;
self->think = turret_breach_think;
self->think(self);
}
}
void turret_breach_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
// This added for Lazarus to help prevent player from becoming stuck when
// jumping onto a TRACK turret.
// We only care about TRACK turrets. For monster controlled turrets the angles
// should of course be controlled by the monster.
if (!(self->spawnflags & SF_TURRET_TRACKING))
return;
// We only care about players... everybody else knows better than to
// get tangled up with turret :-)
if (!other->client)
return;
// Do nothing for turrets that already have an enemy
if (self->enemy)
return;
if ( (other->client) && (other->absmin[2] > self->s.origin[2]) )
{
if ( fabs(self->s.angles[PITCH] - self->pos1[PITCH]) <
fabs(self->s.angles[PITCH] - self->pos2[PITCH]) )
self->move_angles[PITCH] = self->pos2[PITCH];
else
self->move_angles[PITCH] = self->pos1[PITCH];
if ( fabs(self->s.angles[YAW] - self->pos1[YAW]) <
fabs(self->s.angles[YAW] - self->pos2[YAW]) )
self->move_angles[YAW] = self->pos2[YAW];
else
self->move_angles[YAW] = self->pos1[YAW];
}
}
void SP_turret_breach (edict_t *self)
{
self->class_id = ENTITY_TURRET_BREACH;
self->common_name = "Turret Breach";
//Knightmare- no goodguy flag on level02 of Zorius
if (/*Q_stricmp(level.mapname, "level02") == 0
||*/ Q_stricmp(level.mapname, "cm3pt1") == 0
|| Q_stricmp(level.mapname, "cm3pt3") == 0)
{
gi.dprintf("Removing goodguy flag from turret\n");
self->spawnflags &= ~SF_TURRET_GOODGUY;
}
// Good guy turrets shoot at monsters, not players. Turn TRACK on if it ain't already
if (self->spawnflags & SF_TURRET_GOODGUY)
self->spawnflags |= (SF_TURRET_TRACKING | SF_TURRET_INACTIVE);
// self->solid = SOLID_BSP;
// self->movetype = MOVETYPE_PUSH;
// gi.setmodel (self, self->model);
if (self->spawnflags & SF_TURRET_MD2)
{
char modelname[256];
if (!self->usermodel)
{
gi.dprintf("%s w/o a model and MD2 spawnflag set at %s\n",
self->classname,vtos(self->s.origin));
G_FreeEdict(self);
return;
}
// Knightmare- check for "models/" already in path
if ( !strncmp(self->usermodel, "models/", 7) )
Com_sprintf(modelname, sizeof(modelname), "%s", self->usermodel);
else
Com_sprintf(modelname, sizeof(modelname), "models/%s", self->usermodel);
self->s.modelindex = gi.modelindex (modelname);
if ( (VectorLength(self->bleft) == 0) &&
(VectorLength(self->tright) == 0) )
{
VectorSet(self->bleft,-16,-16,-16);
VectorSet(self->tright,16, 16, 16);
}
VectorCopy(self->bleft,self->mins);
VectorCopy(self->tright,self->maxs);
if (self->spawnflags & SF_TURRET_TRIGGER_SPAWN)
{
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
self->use = turret_breach_use;
}
else
{
self->solid = SOLID_BBOX;
if (self->spawnflags & SF_TURRET_TRACKING)
self->use = toggle_turret_breach;
}
}
else
{
if (self->spawnflags & SF_TURRET_TRIGGER_SPAWN)
{
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
self->use = turret_breach_use;
}
else
{
self->solid = SOLID_BSP;
if (self->spawnflags & SF_TURRET_TRACKING)
self->use = toggle_turret_breach;
}
gi.setmodel (self, self->model);
}
self->movetype = MOVETYPE_PUSH;
// grenade speed. Yes I know this is a misuse of this. Sue me.
if (self->distance)
st.distance = self->distance;
if (st.distance)
self->fog_far = st.distance;
else
self->fog_far = TURRET_GRENADE_SPEED;
if (!self->speed)
self->speed = 50;
if (!self->dmg)
self->dmg = 10;
if (!st.minpitch)
st.minpitch = -30;
if (!st.maxpitch)
st.maxpitch = 30;
if (!st.maxyaw)
st.maxyaw = 360;
if (!self->wait && (self->sounds != 5) && (self->sounds != 6) )
self->wait = 1;
if (self->health > 0)
{
self->die = turret_breach_die;
self->takedamage = DAMAGE_YES;
}
// Added touch routine to help prevent player from getting stuck after
// jumping on turret barrel
self->touch = turret_breach_touch;
self->pos1[PITCH] = -1 * st.minpitch;
self->pos1[YAW] = st.minyaw;
self->pos2[PITCH] = -1 * st.maxpitch;
self->pos2[YAW] = st.maxyaw;
if (self->pos1[YAW] < 0)
self->pos1[YAW] += 360;
if (self->pos2[YAW] < 0)
self->pos2[YAW] += 360;
self->ideal_yaw = self->s.angles[YAW];
self->move_angles[YAW] = self->ideal_yaw;
self->blocked = turret_blocked;
self->think = turret_breach_finish_init;
// Knightmare- wait 2 serverframes for all entities to spawn
self->nextthink = level.time + 2 * FRAMETIME;
// Lazarus: Added so monsters will attack turrets that
// fire at them
self->monsterinfo.aiflags |= AI_GOOD_GUY;
gi.linkentity (self);
}
void SP_model_turret(edict_t *self)
{
self->spawnflags |= SF_TURRET_MD2;
SP_turret_breach(self);
self->class_id = ENTITY_MODEL_TURRET;
}
/*QUAKED turret_base (0 0 0) ? x TRIGGER_SPAWN
This portion of the turret changes yaw only.
MUST be teamed with a turret_breach.
TRIGGER_SPAWN- Spawns upon being triggered
"health" if set, it explodes like a func_explosive- default to 100 health, 75 mass, etc
Will also destroy the turret's breach.
*/
void turret_base_finish(edict_t *self)
{
vec_t radius;
if (self->team)
{
// should ALWAYS have a team, but we're being pessimistic here
radius = (self->maxs[0] - self->mins[0])*(self->maxs[0] - self->mins[0]) +
(self->maxs[1] - self->mins[1])*(self->maxs[1] - self->mins[1]) +
(self->maxs[2] - self->mins[2])*(self->maxs[2] - self->mins[2]);
self->teammaster->base_radius = sqrt(radius);
}
}
void turret_base_use (edict_t *self, edict_t *activator, edict_t *other)
{
self->use = NULL;
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
gi.linkentity (self);
}
void SP_turret_base (edict_t *self)
{
self->class_id = ENTITY_TURRET_BASE;
if (self->spawnflags & SF_TURRET_TRIGGER_SPAWN)
{
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
self->use = turret_base_use;
}
else
self->solid = SOLID_BSP;
self->movetype = MOVETYPE_PUSH;
gi.setmodel (self, self->model);
self->blocked = turret_blocked;
//Knightmare- explode option
if (self->health > 0)
{
//the func_explosive is handled exactly the same way. (look in g_misc.c)
self->die = func_explosive_die; //what to call when we die (in g_misc.c)
self->takedamage = DAMAGE_YES; //we take damage hits (spark, bleed, etc)
}
// Lazarus - added turret_base_finish to find the circle that encloses
// the base. That radius is used to look past the turret_base when
// searching for targets.
self->s.angles[PITCH] = self->s.angles[ROLL] = 0;
self->think = turret_base_finish;
self->nextthink = level.time + FRAMETIME;
gi.linkentity (self);
}
/*QUAKED turret_driver (1 .5 0) (-16 -16 -24) (16 16 32) REMOTE_DRIVER
Must NOT be on the team with the rest of the turret parts.
Instead it must target the turret_breach.
*/
void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage);
void infantry_stand (edict_t *self);
void monster_use (edict_t *self, edict_t *other, edict_t *activator);
void turret_driver_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *ent;
if (self->target_ent->inuse)
{
// level the gun
self->target_ent->move_angles[0] = 0;
if (self->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER)
// "remote" driver... turn off TRACK for turret
self->target_ent->spawnflags &= ~SF_TURRET_TRACKING;
else
{
// remove the driver from the end of them team chain
for (ent = self->target_ent->teammaster; ent->teamchain != self; ent = ent->teamchain)
;
ent->teamchain = NULL;
self->teammaster = NULL;
self->flags &= ~FL_TEAMSLAVE;
self->target_ent->owner = NULL;
self->target_ent->teammaster->owner = NULL;
}
self->target_ent->owner = NULL;
}
infantry_die (self, inflictor, attacker, damage);
}
void turret_driver_think (edict_t *self)
{
vec3_t target;
vec3_t dir;
float reaction_time;
self->nextthink = level.time + FRAMETIME;
if (self->enemy && (!self->enemy->inuse || self->enemy->health <= 0))
self->enemy = NULL;
if (!self->enemy)
{
if (!FindTarget (self))
return;
self->monsterinfo.trail_time = level.time;
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
}
else
{
if (visible (self, self->enemy))
{
if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
{
self->monsterinfo.trail_time = level.time;
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
}
}
else
{
self->monsterinfo.aiflags |= AI_LOST_SIGHT;
return;
}
}
// let the turret know where we want it to aim
VectorCopy (self->enemy->s.origin, target);
target[2] += self->enemy->viewheight;
VectorSubtract (target, self->target_ent->s.origin, dir);
vectoangles (dir, self->target_ent->move_angles);
// decide if we should shoot
if (level.time < self->monsterinfo.attack_finished)
return;
reaction_time = (3 - skill->value) * 1.0;
if ((level.time - self->monsterinfo.trail_time) < reaction_time)
return;
self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
//FIXME how do we really want to pass this along?
self->target_ent->spawnflags |= 65536;
}
void turret_driver_link (edict_t *self)
{
vec3_t vec;
edict_t *ent;
self->think = turret_driver_think;
self->nextthink = level.time + FRAMETIME;
self->target_ent = G_PickTarget (self->target);
self->target_ent->owner = self;
// self->target_ent->teammaster->owner = self;
// VectorCopy (self->target_ent->s.angles, self->s.angles);
// DWH: We no longer require turret_breach to be teamed with a turret_base UNLESS
// there's a turret_driver
if (!self->target_ent->team)
{
gi.dprintf("turret_driver at %s targets a no-team turret_breach\n",
vtos(self->s.origin));
G_FreeEdict(self);
return;
}
// DWH: REMOTE (=1) drivers aren't part of the turret team, and don't think
// (the turret_breach thinks for them)
if (!(self->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER))
{
self->think = turret_driver_think;
self->nextthink = level.time + FRAMETIME;
self->target_ent->teammaster->owner = self;
VectorCopy (self->target_ent->s.angles, self->s.angles);
}
vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
vec[2] = 0;
self->move_origin[0] = VectorLength(vec);
VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
vectoangles (vec, vec);
AnglesNormalize(vec);
self->move_origin[1] = vec[1];
self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
// add the driver to the end of the team chain
// DWH: REMOTE (=1) drivers don't move with turret, and the turret tracks
// players
if (self->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER)
self->target_ent->spawnflags |= SF_TURRET_TRACKING;
else
{
for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
;
ent->teamchain = self;
self->teammaster = self->target_ent->teammaster;
self->flags |= FL_TEAMSLAVE;
}
}
void SP_turret_driver (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
self->class_id = ENTITY_TURRET_DRIVER;
self->common_name = "Turret Driver";
self->movetype = MOVETYPE_PUSH;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
self->health = 100;
self->gib_health = 0;
self->mass = 200;
self->viewheight = 24;
self->die = turret_driver_die;
self->monsterinfo.stand = infantry_stand;
self->flags |= FL_NO_KNOCKBACK;
level.total_monsters++;
self->svflags |= SVF_MONSTER;
self->s.renderfx |= RF_FRAMELERP;
self->takedamage = DAMAGE_AIM;
self->use = monster_use;
self->clipmask = MASK_MONSTERSOLID;
VectorCopy (self->s.origin, self->s.old_origin);
self->monsterinfo.aiflags |= AI_STAND_GROUND|AI_DUCKED;
//Knightmare- set max visible range
self->monsterinfo.max_range = 1280;
if (st.item)
{
self->item = FindItemByClassname (st.item);
if (!self->item)
gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
}
self->think = turret_driver_link;
self->nextthink = level.time + FRAMETIME;
if (self->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER)
{
// remote turret driver - go ahead and create his "real" infantry replacement
// NOW so the switch won't be so time-consuming
edict_t *infantry;
infantry = G_Spawn();
infantry->spawnflags = SF_TURRET_TRIGGER_SPAWN;
VectorCopy(self->s.angles,infantry->s.angles);
VectorCopy(self->s.origin,infantry->s.origin);
infantry->s.origin[2] += 1.0;
infantry->health = self->health;
SP_monster_infantry(infantry);
self->child = infantry;
}
gi.linkentity (self);
}
//============
// ROGUE
// invisible turret drivers so we can have unmanned turrets.
// originally designed to shoot at func_trains and such, so they
// fire at the center of the bounding box, rather than the entity's
// origin.
void turret_brain_think (edict_t *self)
{
vec3_t target;
vec3_t dir;
vec3_t endpos;
float reaction_time;
trace_t trace;
self->nextthink = level.time + FRAMETIME;
if (self->enemy)
{
if (!self->enemy->inuse)
self->enemy = NULL;
else if (self->enemy->takedamage && self->enemy->health <= 0)
self->enemy = NULL;
}
if (!self->enemy)
{
if (!FindTarget (self))
return;
self->monsterinfo.trail_time = level.time;
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
}
else
{
VectorAdd (self->enemy->absmax, self->enemy->absmin, endpos);
VectorScale (endpos, 0.5, endpos);
trace = gi.trace (self->target_ent->s.origin, vec3_origin, vec3_origin, endpos, self->target_ent, MASK_SHOT);
if (trace.fraction == 1 || trace.ent == self->enemy)
{
if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
{
self->monsterinfo.trail_time = level.time;
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
}
}
else
{
self->monsterinfo.aiflags |= AI_LOST_SIGHT;
return;
}
}
// let the turret know where we want it to aim
VectorCopy (endpos, target);
VectorSubtract (target, self->target_ent->s.origin, dir);
vectoangles (dir, self->target_ent->move_angles);
// decide if we should shoot
if (level.time < self->monsterinfo.attack_finished)
return;
if (self->delay)
reaction_time = self->delay;
else
reaction_time = (3 - skill->value) * 1.0;
if ((level.time - self->monsterinfo.trail_time) < reaction_time)
return;
self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
//FIXME how do we really want to pass this along?
self->target_ent->spawnflags |= 65536;
}
// =================
// =================
void turret_brain_link (edict_t *self)
{
vec3_t vec;
edict_t *ent;
if (self->killtarget)
{
self->enemy = G_PickTarget (self->killtarget);
}
self->think = turret_brain_think;
self->nextthink = level.time + FRAMETIME;
self->target_ent = G_PickTarget (self->target);
self->target_ent->owner = self;
self->target_ent->teammaster->owner = self;
VectorCopy (self->target_ent->s.angles, self->s.angles);
vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
vec[2] = 0;
self->move_origin[0] = VectorLength(vec);
VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
vectoangles (vec, vec);
AnglesNormalize(vec);
self->move_origin[1] = vec[1];
self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
// add the driver to the end of them team chain
for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
;
ent->teamchain = self;
self->teammaster = self->target_ent->teammaster;
self->flags |= FL_TEAMSLAVE;
}
// =================
// =================
void turret_brain_activate (edict_t *self, edict_t *other, edict_t *activator);
void turret_brain_deactivate (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & 2) //Knightmare- allow reactivation with toggle flag
self->use = turret_brain_activate;
self->think = NULL;
self->nextthink = 0;
}
// =================
// =================
void turret_brain_activate (edict_t *self, edict_t *other, edict_t *activator)
{
if (!self->enemy)
{
self->enemy = activator;
}
// wait at least 3 seconds to fire.
self->monsterinfo.attack_finished = level.time + 3;
self->use = turret_brain_deactivate;
self->think = turret_brain_link;
self->nextthink = level.time + FRAMETIME;
}
/*QUAKED turret_invisible_brain (1 .5 0) (-16 -16 -16) (16 16 16) x TOGGLE
Invisible brain to drive the turret.
Does not search for targets. If targeted, can only be turned on once
and then off once. After that they are completely disabled, unless
the toggle flag is checked.
"delay" the delay between firing (default ramps for skill level)
"target" the turret breach
"killtarget" the item you want it to attack.
Target the brain if you want it activated later, instead of immediately. It will wait 3 seconds
before firing to acquire the target.
*/
void SP_turret_invisible_brain (edict_t *self)
{
if (!self->killtarget && !(self->spawnflags & 1)) //Knightmare- exception for attack player mode
{
gi.dprintf("turret_invisible_brain with no killtarget!\n");
G_FreeEdict (self);
return;
}
if (!self->target)
{
gi.dprintf("turret_invisible_brain with no target!\n");
G_FreeEdict (self);
return;
}
if (self->targetname)
{
self->use = turret_brain_activate;
}
else
{
self->think = turret_brain_link;
self->nextthink = level.time + FRAMETIME;
}
self->class_id = ENTITY_TURRET_INVISIBLE_BRAIN;
self->movetype = MOVETYPE_PUSH;
gi.linkentity (self);
}
// ROGUE
//============