thirtyflightsofloving/awaken2/g_turret.c
Knightmare66 9481c7c513 Rewrote Com_strcpy() and Com_strcat() in game DLLs to not be based on strncpy() and to return size copied.
Changed Zaero and 3ZB2 game DLLs to use WORLD_SIZE for various calculations instead of 8192.
Cleaned up string handling in 3ZB2 game DLL.
Added func_plat2, func_door_secret2, and func_force_wall from Rogue to 3ZB2 game DLL.
Added alternate attack contact explode for grenade launcher in 3ZB2 game DLL.
Added awakening2 game DLL source.
2021-02-01 20:19:52 -05:00

1281 lines
33 KiB
C

// g_turret.c
//CW: This turret code is taken from the Lazarus mod source (version 2.1),
// which David Hyde released on 22-Sep-01 for public use.
// See 'http://planetquake.com/lazarus' for more information.
#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
//CW++
#define SF_TURRET_TEAM1 64
#define SF_TURRET_TEAM2 128
//CW--
void NoAmmoWeaponChange (edict_t *ent);
// DH++
// Added TurretTarget to scan the player's view for a damageable target.
// Used with homing rockets
edict_t *TurretTarget(edict_t *self)
{
edict_t *who;
edict_t *best;
trace_t tr;
float bd;
float d;
int i;
vec3_t dir;
vec3_t end;
vec3_t forward;
vec3_t right;
vec3_t up;
vec3_t 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;
}
//DH--
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);
}
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;
}
}
void turret_breach_fire(edict_t *self)
{
edict_t *owner;
vec3_t forward;
vec3_t right;
vec3_t up;
vec3_t 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);
// DWH: automated turrets have no driver, so use self
if (self->owner && !(self->owner->spawnflags & SF_TURRETDRIVER_REMOTE_DRIVER))
owner = self->owner;
else
owner = self;
/*
ed - 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 + 0.001) //CW: Was just < , but this screwed up the RoF
{ //CW: Also, added 0.001 to account for fp error
switch (self->sounds)
{
case 1: // Rocket Launcher
Fire_Rocket(owner, start, forward, self->mass, sv_rocket_speed->value, 150, self->mass, false);
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
self->delay = level.time + self->wait;
break;
case 2: // Railgun
Fire_Rail(owner, start, forward, self->mass, 2);
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/railgf1a.wav"), 1, ATTN_NORM, 0);
gi.WriteByte(svc_muzzleflash);
gi.WriteShort(self-g_edicts);
gi.WriteByte(MZ_RAILGUN);
gi.multicast(start, MULTICAST_PVS);
self->delay = level.time + self->wait;
break;
case 3: // Machinegun
if (++self->style > 4)
{
vec3_t t_start;
trace_t tr;
VectorMA(start, 300.0, forward, t_start);
tr = gi.trace(start, NULL, NULL, t_start, self, MASK_SHOT);
if (tr.fraction == 1.0)
Fire_Tracer(owner, t_start, forward, 2000.0, 0.3);
self->style = 0;
}
Fire_Bullet(owner, start, forward, self->mass, 4, DEFAULT_MGTURRET_HSPREAD, DEFAULT_MGTURRET_VSPREAD, MOD_MACHINEGUN);
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("turret/mchngun.wav"), 1, ATTN_NORM, 0);
self->delay = level.time + FRAMETIME; // no delay on machinegun (=> fires every server frame)
break;
//CW++
case 4: // E.S.G.
Fire_Spike(owner, start, forward, self->mass, sv_spike_speed->value, 2, sv_spike_bang_radius->value, (int)sv_spike_bang_damage->value);
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/esg/fire.wav"), 1, ATTN_NORM, 0);
self->delay = level.time + self->wait;
break;
case 5: // Shock Rifle
Fire_Shock(self, start, forward, 0, sv_shock_speed->value, 2, self->mass, sv_shock_radius->value, false);
gi.WriteByte(svc_muzzleflash);
gi.WriteShort(self-g_edicts);
gi.WriteByte(MZ_BFG);
gi.multicast(self->s.origin, MULTICAST_PVS);
self->delay = level.time + self->wait;
break;
case 6: // Plasma Launcher
Fire_Plasma(owner, start, forward, self->mass, sv_plasma_speed->value);
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
self->delay = level.time + self->wait;
break;
//CW--
default: // Rocket Launcher
Fire_Rocket(owner, start, forward, self->mass, sv_rocket_speed->value, 150, self->mass, false);
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
self->delay = level.time + self->wait;
break;
}
}
}
void turret_disengage(edict_t *self)
{
edict_t *ent;
vec3_t forward;
int i;
// level the gun
self->move_angles[0] = 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, -300.0, forward);
forward[2] = forward[2] + 150.0;
if (forward[2] < 80.0)
forward[2] = 80.0;
for (i = 0; i < 3; i++)
ent->velocity[i] = forward[i];
ent->s.origin[2] = ent->s.origin[2] + 1.0;
ent->movetype = MOVETYPE_WALK;
ent->gravity = 1.0;
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 < 0.0) || (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 < -180.0)
delta_angle += 360.0;
if (delta_angle > 180.0)
delta_angle -= 360.0;
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 < -180.0)
delta_angle += 360.0;
if (delta_angle > 180.0)
delta_angle -= 360.0;
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);
// 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] != 0.0) || (self->pos2[YAW] != 360.0))
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 < 0.0)
yaw_range += 360.0;
yaw_base = self->move_angles[YAW] - self->pos1[YAW];
if (yaw_base < 0.0)
yaw_base += 360.0;
if (yaw_base > yaw_range)
{
float dmin;
float dmax;
dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
if (dmin < 0.0)
dmin += 360.0;
else if (dmin > 360.0)
dmin -= 360.0;
dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
if (dmax < 0.0)
dmax += 360.0;
else if (dmax > 360.0)
dmax -= 360.0;
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] < -180.0)
delta[0] += 360.0;
else if (delta[0] > 180.0)
delta[0] -= 360.0;
if (delta[1] < -180.0)
delta[1] += 360.0;
else if (delta[1] > 180.0)
delta[1] -= 360.0;
delta[2] = 0.0;
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];
}
}
}
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;
float yaw_0 = 0; //CW
int i;
turret_turn(self);
yaw_r = self->pos2[YAW] - self->pos1[YAW];
if (yaw_r < 0.0)
yaw_r += 360.0;
if ((self->pos1[YAW] != 0.0) || (self->pos2[YAW] != 360.0))
yaw_restrict = true;
else
yaw_restrict = false;
self->nextthink = level.time + FRAMETIME;
if (self->deadflag == DEAD_DEAD)
return;
remote_monster = false;
if (self->owner || self->viewer)
{
if (!(self->spawnflags & SF_TURRET_MD2))
{
self->s.effects &= ~EF_ANIM23;
self->s.effects |= EF_ANIM01;
}
}
else
{
if (!(self->spawnflags & SF_TURRET_MD2))
{
self->s.effects &= ~EF_ANIM01;
self->s.effects |= EF_ANIM23;
}
}
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;
}
}
}
// if we have a driver, adjust his velocities
if (self->owner && !remote_monster)
{
if (self->owner->target_ent == self)
{
float angle;
float diff;
float target_z;
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];
//CW++
angle = DEG2RAD(angle);
//CW--
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
//CW++
angle = DEG2RAD(self->s.angles[PITCH]);
//CW--
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)
{ // 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];
// FIXME: do a tracebox from up and behind towards the turret, to try and keep them from
// getting stuck inside the rotating turre
// x & y
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorScale(forward, 32.0, forward);
VectorSubtract(self->s.origin, forward, target);
VectorAdd(target, tv(0.0,0.0,8.0), self->owner->s.origin);
gi.linkentity(self->owner);
if (self->owner->client->ps.pmove.velocity[2] > 15)
turret_disengage(self);
}
}
else if ((self->spawnflags & SF_TURRET_PLAYER_CONTROLLABLE) && !remote_monster)
{ // check if a player has mounted the turret
edict_t *ent;
vec3_t target;
vec3_t forward;
vec3_t dir;
int i;
// find a player
ent = &g_edicts[0];
ent++;
for (i = 0; i < (int)maxclients->value; i++, ent++)
{
if (!ent->inuse)
continue;
if (ent->solid == SOLID_NOT)
continue;
// determine distance from turret seat location
// x & y
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorScale(forward, 32.0, forward);
VectorSubtract(self->s.origin, forward, target);
VectorSubtract(target, ent->s.origin, dir);
if (fabs(dir[2]) < 64.0)
dir[2] = 0.0;
if (VectorLength(dir) < 16.0)
{ // player has taken control of turret
self->owner = ent;
ent->movetype = MOVETYPE_PUSH; // don't let them move, or they'll get stuck
ent->gravity = 0.0;
//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))
{
// TRACK - automated turret
edict_t *gomer;
vec3_t f;
vec3_t forward;
vec3_t right;
vec3_t up;
vec3_t start;
vec3_t t_start;
float best_dist = WORLD_SIZE; // was 8192.0
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 > 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 < 0.0)
yaw_0 += 360.0;
}
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) - 100.0;
}
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 8192.0
}
// 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 8192.0
// 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;
//CW++
// Don't fire at team-mates.
if ((sv_gametype->value == G_CTF) || (sv_gametype->value == G_TDM))
{
if ((self->spawnflags & SF_TURRET_TEAM1) && (gomer->client->resp.ctf_team == CTF_TEAM1))
continue;
if ((self->spawnflags & SF_TURRET_TEAM2) && (gomer->client->resp.ctf_team == CTF_TEAM2))
continue;
}
else if (sv_gametype->value == G_ASLT)
{
if (self->spawnflags & SF_TURRET_TEAM1)
{
if (gomer->client->resp.ctf_team == asltgame.t_attack)
continue;
}
if (self->spawnflags & SF_TURRET_TEAM2)
{
if (gomer->client->resp.ctf_team != asltgame.t_attack)
continue;
}
}
//CW--
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 < 0.0)
yaw_0 += 360.0;
}
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] -= 16.0;
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) > 0.99))
{
// never automatically fire a turret remotely controlled by a player
if (!self->viewer || (self->viewer && !self->viewer->client))
{
//CW++
if (level.time < self->monsterinfo.trail_time)
//CW--
{
turret_turn(self);
return;
}
self->monsterinfo.attack_finished = level.time; //CW
if (self->sounds != 3) //CW
self->monsterinfo.attack_finished += self->wait;
//CW++
else
self->monsterinfo.attack_finished += FRAMETIME;
//CW--
turret_breach_fire(self);
turret_turn(self);
}
}
else
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);
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);
G_FreeEdict(self->target_ent);
}
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 = 0.0;
}
}
void turret_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_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *ent;
edict_t *player;
int i;
// ensure turret_base stops rotating
if (self->team)
{
for (ent = self->teammaster; ent; ent = ent->teamchain)
{
if (ent != self)
{
ent->avelocity[1] = 0.0;
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))
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 < (int)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 deathtarget 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_die_temp_think;
temp->nextthink = level.time + (2.0 * FRAMETIME);
temp->destroytarget = self->destroytarget;
temp->target_ent = attacker;
//CW++
temp->classname = "temp_turret_die";
//CW--
gi.linkentity(temp);
}
self->nextthink = 0.0;
gi.linkentity(self);
}
if (self->dmg > 0)
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 *= 0.25; //CW
if (self->spawnflags & SF_TURRET_MD2)
self->move_angles[0] = self->pos1[0];
else
self->move_angles[0] = 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 = 0.0;
}
else
{
self->spawnflags &= ~SF_TURRET_INACTIVE;
self->think = turret_breach_think;
self->nextthink = level.time + FRAMETIME;
}
}
void use_turret_breach(edict_t *self, edict_t *other, edict_t *activator)
{
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)
{
// 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);
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;
}
Com_sprintf(modelname, sizeof(modelname), "models/%s", self->usermodel);
self->s.modelindex = gi.modelindex (modelname);
if ((VectorLength(self->bleft) == 0.0) && (VectorLength(self->tright) == 0.0))
{
VectorSet(self->bleft, -16.0, -16.0, -16.0);
VectorSet(self->tright, 16.0, 16.0, 16.0);
}
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 = use_turret_breach;
}
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 = use_turret_breach;
}
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;
if (!self->speed)
self->speed = 50.0;
if (!self->dmg)
self->dmg = 10;
if (!st.minpitch)
st.minpitch = -30.0;
if (!st.maxpitch)
st.maxpitch = 30.0;
if (!st.maxyaw)
st.maxyaw = 360.0;
if (!self->wait)
self->wait = 2.0;
if (self->health)
{
self->die = turret_die;
self->takedamage = DAMAGE_YES;
}
else
{
self->die = NULL;
self->takedamage = DAMAGE_NO;
}
//CW++
// Use the 'mass' field to specify damage done by turret's shot; if zero, use the
// default server setting for that weapon type.
if (self->mass < 1)
{
switch (self->sounds)
{
case 1: // Rocket Launcher
self->mass = (int)sv_rocket_damage->value;
break;
case 2: // Railgun
self->mass = (int)sv_railgun_damage->value;
break;
case 3: // Machinegun
if (self->wait < 1.0) // take old-style turrets into account
self->mass = (int)sv_mac10_damage->value;
else
self->mass = (int)self->wait;
break;
case 4: // E.S.G.
self->mass = (int)sv_spike_damage->value;
break;
case 5: // Shock Rifle
self->mass = (int)sv_shock_radius_damage->value;
break;
case 6: // Plasma
self->mass = (int)sv_plasma_damage->value;
break;
default: // Rocket Launcher
self->mass = (int)sv_rocket_damage->value;
break;
}
}
// Avert your eyes - it's ugly hack time!
if (!Q_stricmp(level.mapname, "awaken2_assault2") && self->targetname)
{
if (!Q_stricmp(self->targetname, "turret111"))
{
self->viewmessage = "[Turret #1]:\n\nMachinegun";
self->s.angles[YAW] = 0.0;
st.minpitch = -35.0;
}
else if (!Q_stricmp(self->targetname, "turret1"))
{
self->viewmessage = "[Turret #2]:\n\nShockbolt";
st.minpitch = -35.0;
self->wait = 1.0;
}
}
//CW--
// Added touch routine to help prevent player from getting stuck after jumping on turret barrel
self->touch = turret_breach_touch;
self->pos1[PITCH] = -1.0 * st.minpitch;
self->pos1[YAW] = st.minyaw;
self->pos2[PITCH] = -1.0 * st.maxpitch;
self->pos2[YAW] = st.maxyaw;
if (self->pos1[YAW] < 0.0)
self->pos1[YAW] += 360.0;
if (self->pos2[YAW] < 0.0)
self->pos2[YAW] += 360.0;
self->ideal_yaw = self->s.angles[YAW];
self->move_angles[YAW] = self->ideal_yaw;
self->blocked = turret_blocked;
self->think = turret_breach_finish_init;
self->nextthink = level.time + FRAMETIME;
//CW++
self->delay = level.time;
if (!self->count)
self->count = 1;
//CW--
gi.linkentity(self);
}
void SP_model_turret(edict_t *self)
{
self->spawnflags |= SF_TURRET_MD2;
SP_turret_breach(self);
}
/*QUAKED turret_base (0 0 0) ?
This portion of the turret changes yaw only. MUST be teamed with a turret_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 use_turret_base(edict_t *self, edict_t *other, edict_t *activator)
{
self->svflags &= ~SVF_NOCLIENT;
self->solid = SOLID_BSP;
}
void SP_turret_base(edict_t *self)
{
if (self->spawnflags & SF_TURRET_TRIGGER_SPAWN)
{
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
self->use = use_turret_base;
}
else
self->solid = SOLID_BSP;
self->movetype = MOVETYPE_PUSH;
gi.setmodel(self, self->model);
self->blocked = turret_blocked;
// DWH
self->s.angles[PITCH] = self->s.angles[ROLL] = 0.0;
self->think = turret_base_finish;
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}