jedi-academy/codemp/game/g_turret_G2.c

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2013-04-19 02:52:48 +00:00
#include "g_local.h"
#include "../ghoul2/G2.h"
#include "q_shared.h"
void G_SetEnemy( gentity_t *self, gentity_t *enemy );
void finish_spawning_turretG2( gentity_t *base );
void ObjectDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void turretG2_base_use( gentity_t *self, gentity_t *other, gentity_t *activator );
#define SPF_TURRETG2_CANRESPAWN 4
#define SPF_TURRETG2_TURBO 8
#define SPF_TURRETG2_LEAD_ENEMY 16
#define SPF_SHOWONRADAR 32
#define ARM_ANGLE_RANGE 60
#define HEAD_ANGLE_RANGE 90
#define name "models/map_objects/imp_mine/turret_canon.glm"
#define name2 "models/map_objects/imp_mine/turret_damage.md3"
#define name3 "models/map_objects/wedge/laser_cannon_model.glm"
//special routine for tracking angles between client and server -rww
void G2Tur_SetBoneAngles(gentity_t *ent, char *bone, vec3_t angles)
{
#ifdef _XBOX
byte *thebone = &ent->s.boneIndex1;
byte *firstFree = NULL;
#else
int *thebone = &ent->s.boneIndex1;
int *firstFree = NULL;
#endif
int i = 0;
int boneIndex = G_BoneIndex(bone);
int flags, up, right, forward;
vec3_t *boneVector = &ent->s.boneAngles1;
vec3_t *freeBoneVec = NULL;
while (thebone)
{
if (!*thebone && !firstFree)
{ //if the value is 0 then this index is clear, we can use it if we don't find the bone we want already existing.
firstFree = thebone;
freeBoneVec = boneVector;
}
else if (*thebone)
{
if (*thebone == boneIndex)
{ //this is it
break;
}
}
switch (i)
{
case 0:
thebone = &ent->s.boneIndex2;
boneVector = &ent->s.boneAngles2;
break;
case 1:
thebone = &ent->s.boneIndex3;
boneVector = &ent->s.boneAngles3;
break;
case 2:
thebone = &ent->s.boneIndex4;
boneVector = &ent->s.boneAngles4;
break;
default:
thebone = NULL;
boneVector = NULL;
break;
}
i++;
}
if (!thebone)
{ //didn't find it, create it
if (!firstFree)
{ //no free bones.. can't do a thing then.
Com_Printf("WARNING: NPC has no free bone indexes\n");
return;
}
thebone = firstFree;
*thebone = boneIndex;
boneVector = freeBoneVec;
}
//If we got here then we have a vector and an index.
//Copy the angles over the vector in the entitystate, so we can use the corresponding index
//to set the bone angles on the client.
VectorCopy(angles, *boneVector);
//Now set the angles on our server instance if we have one.
if (!ent->ghoul2)
{
return;
}
flags = BONE_ANGLES_POSTMULT;
up = POSITIVE_Y;
right = NEGATIVE_Z;
forward = NEGATIVE_X;
//first 3 bits is forward, second 3 bits is right, third 3 bits is up
ent->s.boneOrient = ((forward)|(right<<3)|(up<<6));
trap_G2API_SetBoneAngles( ent->ghoul2,
0,
bone,
angles,
flags,
up,
right,
forward,
NULL,
100,
level.time );
}
void turretG2_set_models( gentity_t *self, qboolean dying )
{
if ( dying )
{
if ( !(self->spawnflags&SPF_TURRETG2_TURBO) )
{
self->s.modelindex = G_ModelIndex( name2 );
self->s.modelindex2 = G_ModelIndex( name );
}
trap_G2API_RemoveGhoul2Model( &self->ghoul2, 0 );
G_KillG2Queue( self->s.number );
self->s.modelGhoul2 = 0;
/*
trap_G2API_InitGhoul2Model( &self->ghoul2,
name2,
0, //base->s.modelindex,
//note, this is not the same kind of index - this one's referring to the actual
//index of the model in the g2 instance, whereas modelindex is the index of a
//configstring -rww
0,
0,
0,
0);
*/
}
else
{
if ( !(self->spawnflags&SPF_TURRETG2_TURBO) )
{
self->s.modelindex = G_ModelIndex( name );
self->s.modelindex2 = G_ModelIndex( name2 );
//set the new onw
trap_G2API_InitGhoul2Model( &self->ghoul2,
name,
0, //base->s.modelindex,
//note, this is not the same kind of index - this one's referring to the actual
//index of the model in the g2 instance, whereas modelindex is the index of a
//configstring -rww
0,
0,
0,
0);
}
else
{
self->s.modelindex = G_ModelIndex( name3 );
//set the new onw
trap_G2API_InitGhoul2Model( &self->ghoul2,
name3,
0, //base->s.modelindex,
//note, this is not the same kind of index - this one's referring to the actual
//index of the model in the g2 instance, whereas modelindex is the index of a
//configstring -rww
0,
0,
0,
0);
}
self->s.modelGhoul2 = 1;
if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
{//larger
self->s.g2radius = 128;
}
else
{
self->s.g2radius = 80;
}
if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
{//different pitch bone and muzzle flash points
G2Tur_SetBoneAngles(self, "pitch", vec3_origin);
self->genericValue11 = trap_G2API_AddBolt( self->ghoul2, 0, "*muzzle1" );
self->genericValue12 = trap_G2API_AddBolt( self->ghoul2, 0, "*muzzle2" );
}
else
{
G2Tur_SetBoneAngles(self, "Bone_body", vec3_origin);
self->genericValue11 = trap_G2API_AddBolt( self->ghoul2, 0, "*flash03" );
}
}
}
//------------------------------------------------------------------------------------------------------------
void TurretG2Pain( gentity_t *self, gentity_t *attacker, int damage )
//------------------------------------------------------------------------------------------------------------
{
if (self->paintarget && self->paintarget[0])
{
if (self->genericValue8 < level.time)
{
G_UseTargets2(self, self, self->paintarget);
self->genericValue8 = level.time + self->genericValue4;
}
}
if ( attacker->client && attacker->client->ps.weapon == WP_DEMP2 )
{
self->attackDebounceTime = level.time + 2000 + random() * 500;
self->painDebounceTime = self->attackDebounceTime;
}
if ( !self->enemy )
{//react to being hit
G_SetEnemy( self, attacker );
}
//self->s.health = self->health;
//mmm..yes..bad.
}
//------------------------------------------------------------------------------------------------------------
void turretG2_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
vec3_t forward = { 0,0,-1 }, pos;
// Turn off the thinking of the base & use it's targets
//self->think = NULL;
self->use = NULL;
// clear my data
self->die = NULL;
self->pain = NULL;
self->takedamage = qfalse;
self->s.health = self->health = 0;
self->s.loopSound = 0;
self->s.shouldtarget = qfalse;
//self->s.owner = MAX_CLIENTS; //not owned by any client
if ( attacker
&& attacker->s.number < MAX_CLIENTS
&& !OnSameTeam( attacker, self ) )
{//give them a point for the kill
AddScore( attacker, self->r.currentOrigin, 1 );
//should we send an obit? nah...
}
// hack the effect angle so that explode death can orient the effect properly
if ( self->spawnflags & 2 )
{
VectorSet( forward, 0, 0, 1 );
}
// VectorCopy( self->r.currentOrigin, self->s.pos.trBase );
VectorMA( self->r.currentOrigin, 12, forward, pos );
G_PlayEffect( EFFECT_EXPLOSION_TURRET, pos, forward );
if ( self->splashDamage > 0 && self->splashRadius > 0 )
{
G_RadiusDamage( self->r.currentOrigin,
attacker,
self->splashDamage,
self->splashRadius,
attacker,
NULL,
MOD_UNKNOWN );
}
if ( self->s.eFlags & EF_SHADER_ANIM )
{
self->s.frame = 1; // black
}
self->s.weapon = 0; // crosshair code uses this to mark crosshair red
if ( self->s.modelindex2 )
{
// switch to damage model if we should
turretG2_set_models( self, qtrue );
VectorCopy( self->r.currentAngles, self->s.apos.trBase );
VectorClear( self->s.apos.trDelta );
if ( self->target )
{
G_UseTargets( self, attacker );
}
if (self->spawnflags & SPF_TURRETG2_CANRESPAWN)
{//respawn
if (self->health < 1 && !self->genericValue5)
{ //we are dead, set our respawn delay if we have one
self->genericValue5 = level.time + self->count;
}
}
}
else
{
ObjectDie( self, inflictor, attacker, damage, meansOfDeath );
}
}
#define START_DIS 15
//start an animation on model_root both server side and client side
void TurboLaser_SetBoneAnim(gentity_t *eweb, int startFrame, int endFrame)
{
//set info on the entity so it knows to start the anim on the client next snapshot.
eweb->s.eFlags |= EF_G2ANIMATING;
if (eweb->s.torsoAnim == startFrame && eweb->s.legsAnim == endFrame)
{ //already playing this anim, let's flag it to restart
eweb->s.torsoFlip = !eweb->s.torsoFlip;
}
else
{
eweb->s.torsoAnim = startFrame;
eweb->s.legsAnim = endFrame;
}
//now set the animation on the server ghoul2 instance.
assert(eweb->ghoul2);
trap_G2API_SetBoneAnim(eweb->ghoul2, 0, "model_root", startFrame, endFrame,
(BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND), 1.0f, level.time, -1, 100);
}
extern void WP_FireTurboLaserMissile( gentity_t *ent, vec3_t start, vec3_t dir );
//----------------------------------------------------------------
static void turretG2_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
//----------------------------------------------------------------
{
vec3_t org, ang;
gentity_t *bolt;
if ( (trap_PointContents( start, ent->s.number )&MASK_SHOT) )
{
return;
}
VectorMA( start, -START_DIS, dir, org ); // dumb....
if ( ent->random )
{
vectoangles( dir, ang );
ang[PITCH] += flrand( -ent->random, ent->random );
ang[YAW] += flrand( -ent->random, ent->random );
AngleVectors( ang, dir, NULL, NULL );
}
vectoangles(dir, ang);
if ( (ent->spawnflags&SPF_TURRETG2_TURBO) )
{
//muzzle flash
G_PlayEffectID( ent->genericValue13, org, ang );
WP_FireTurboLaserMissile( ent, start, dir );
if ( ent->alt_fire )
{
TurboLaser_SetBoneAnim( ent, 2, 3 );
}
else
{
TurboLaser_SetBoneAnim( ent, 0, 1 );
}
}
else
{
G_PlayEffectID( G_EffectIndex("blaster/muzzle_flash"), org, ang );
bolt = G_Spawn();
bolt->classname = "turret_proj";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->s.weapon = WP_BLASTER;
bolt->r.ownerNum = ent->s.number;
bolt->damage = ent->damage;
bolt->alliedTeam = ent->alliedTeam;
bolt->teamnodmg = ent->teamnodmg;
bolt->dflags = (DAMAGE_NO_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS); // Don't push them around, or else we are constantly re-aiming
bolt->splashDamage = ent->splashDamage;
bolt->splashRadius = ent->splashDamage;
bolt->methodOfDeath = MOD_TARGET_LASER;//MOD_ENERGY;
bolt->splashMethodOfDeath = MOD_TARGET_LASER;//MOD_ENERGY;
bolt->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
//bolt->trigger_formation = qfalse; // don't draw tail on first frame
VectorSet( bolt->r.maxs, 1.5, 1.5, 1.5 );
VectorScale( bolt->r.maxs, -1, bolt->r.mins );
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time;
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, ent->mass, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin);
}
}
void turretG2_respawn( gentity_t *self )
{
self->use = turretG2_base_use;
self->pain = TurretG2Pain;
self->die = turretG2_die;
self->takedamage = qtrue;
self->s.shouldtarget = qtrue;
//self->s.owner = MAX_CLIENTS; //not owned by any client
if ( self->s.eFlags & EF_SHADER_ANIM )
{
self->s.frame = 0; // normal
}
self->s.weapon = WP_TURRET; // crosshair code uses this to mark crosshair red
turretG2_set_models( self, qfalse );
self->s.health = self->health = self->genericValue6;
if (self->maxHealth) {
G_ScaleNetHealth(self);
}
self->genericValue5 = 0;//clear this now
}
//-----------------------------------------------------
void turretG2_head_think( gentity_t *self )
//-----------------------------------------------------
{
// if it's time to fire and we have an enemy, then gun 'em down! pushDebounce time controls next fire time
if ( self->enemy
&& self->setTime < level.time
&& self->attackDebounceTime < level.time )
{
vec3_t fwd, org;
mdxaBone_t boltMatrix;
// set up our next fire time
self->setTime = level.time + self->wait;
// Getting the flash bolt here
trap_G2API_GetBoltMatrix( self->ghoul2,
0,
(self->alt_fire?self->genericValue12:self->genericValue11),
&boltMatrix,
self->r.currentAngles,
self->r.currentOrigin,
level.time,
NULL,
self->modelScale );
if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
{
self->alt_fire = !self->alt_fire;
}
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );
//BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_Y, fwd );
if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
{
BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_X, fwd );
}
else
{
BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_X, fwd );
}
VectorMA( org, START_DIS, fwd, org );
turretG2_fire( self, org, fwd );
self->fly_sound_debounce_time = level.time;//used as lastShotTime
}
}
//-----------------------------------------------------
static void turretG2_aim( gentity_t *self )
//-----------------------------------------------------
{
vec3_t enemyDir, org, org2;
vec3_t desiredAngles, setAngle;
float diffYaw = 0.0f, diffPitch = 0.0f;
float maxYawSpeed = (self->spawnflags&SPF_TURRETG2_TURBO)?30.0f:14.0f;
float maxPitchSpeed = (self->spawnflags&SPF_TURRETG2_TURBO)?15.0f:3.0f;
// move our gun base yaw to where we should be at this time....
BG_EvaluateTrajectory( &self->s.apos, level.time, self->r.currentAngles );
self->r.currentAngles[YAW] = AngleNormalize360( self->r.currentAngles[YAW] );
self->speed = AngleNormalize360( self->speed );
if ( self->enemy )
{
mdxaBone_t boltMatrix;
// ...then we'll calculate what new aim adjustments we should attempt to make this frame
// Aim at enemy
if ( self->enemy->client )
{
VectorCopy( self->enemy->client->renderInfo.eyePoint, org );
}
else
{
VectorCopy( self->enemy->r.currentOrigin, org );
}
if ( self->spawnflags & 2 )
{
org[2] -= 15;
}
else
{
org[2] -= 5;
}
if ( (self->spawnflags&SPF_TURRETG2_LEAD_ENEMY) )
{//we want to lead them a bit
vec3_t diff, velocity;
float dist;
VectorSubtract( org, self->s.origin, diff );
dist = VectorNormalize( diff );
if ( self->enemy->client )
{
VectorCopy( self->enemy->client->ps.velocity, velocity );
}
else
{
VectorCopy( self->enemy->s.pos.trDelta, velocity );
}
VectorMA( org, (dist/self->mass), velocity, org );
}
// Getting the "eye" here
trap_G2API_GetBoltMatrix( self->ghoul2,
0,
(self->alt_fire?self->genericValue12:self->genericValue11),
&boltMatrix,
self->r.currentAngles,
self->s.origin,
level.time,
NULL,
self->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org2 );
VectorSubtract( org, org2, enemyDir );
vectoangles( enemyDir, desiredAngles );
diffYaw = AngleSubtract( self->r.currentAngles[YAW], desiredAngles[YAW] );
diffPitch = AngleSubtract( self->speed, desiredAngles[PITCH] );
}
else
{
// no enemy, so make us slowly sweep back and forth as if searching for a new one
// diffYaw = sin( level.time * 0.0001f + self->count ) * 5.0f; // don't do this for now since it can make it go into walls.
}
if ( diffYaw )
{
// cap max speed....
if ( fabs(diffYaw) > maxYawSpeed )
{
diffYaw = ( diffYaw >= 0 ? maxYawSpeed : -maxYawSpeed );
}
// ...then set up our desired yaw
VectorSet( setAngle, 0.0f, diffYaw, 0.0f );
VectorCopy( self->r.currentAngles, self->s.apos.trBase );
VectorScale( setAngle,- 5, self->s.apos.trDelta );
self->s.apos.trTime = level.time;
self->s.apos.trType = TR_LINEAR;
}
if ( diffPitch )
{
if ( fabs(diffPitch) > maxPitchSpeed )
{
// cap max speed
self->speed += (diffPitch > 0.0f) ? -maxPitchSpeed : maxPitchSpeed;
}
else
{
// small enough, so just add half the diff so we smooth out the stopping
self->speed -= ( diffPitch );//desiredAngles[PITCH];
}
// Note that this is NOT interpolated, so it will be less smooth...On the other hand, it does use Ghoul2 to blend, so it may smooth it out a bit?
if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
{
if ( self->spawnflags & 2 )
{
VectorSet( desiredAngles, 0.0f, 0.0f, -self->speed );
}
else
{
VectorSet( desiredAngles, 0.0f, 0.0f, self->speed );
}
G2Tur_SetBoneAngles(self, "pitch", desiredAngles);
}
else
{
if ( self->spawnflags & 2 )
{
VectorSet( desiredAngles, self->speed, 0.0f, 0.0f );
}
else
{
VectorSet( desiredAngles, -self->speed, 0.0f, 0.0f );
}
G2Tur_SetBoneAngles(self, "Bone_body", desiredAngles);
}
/*
trap_G2API_SetBoneAngles( self->ghoul2,
0,
"Bone_body",
desiredAngles,
BONE_ANGLES_POSTMULT,
POSITIVE_Y,
POSITIVE_Z,
POSITIVE_X,
NULL,
100,
level.time );
*/
}
if ( diffYaw || diffPitch )
{//FIXME: turbolaser sounds
if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
{
self->s.loopSound = G_SoundIndex( "sound/vehicles/weapons/turbolaser/turn.wav" );
}
else
{
self->s.loopSound = G_SoundIndex( "sound/chars/turret/move.wav" );
}
}
else
{
self->s.loopSound = 0;
}
}
//-----------------------------------------------------
static void turretG2_turnoff( gentity_t *self )
//-----------------------------------------------------
{
if ( self->enemy == NULL )
{
// we don't need to turnoff
return;
}
if ( (self->spawnflags&SPF_TURRETG2_TURBO) )
{
TurboLaser_SetBoneAnim( self, 4, 5 );
}
// shut-down sound
if ( !(self->spawnflags&SPF_TURRETG2_TURBO) )
{
G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
}
// make turret play ping sound for 5 seconds
self->aimDebounceTime = level.time + 5000;
// Clear enemy
self->enemy = NULL;
}
//-----------------------------------------------------
static qboolean turretG2_find_enemies( gentity_t *self )
//-----------------------------------------------------
{
qboolean found = qfalse;
int i, count;
float bestDist = self->radius * self->radius;
float enemyDist;
vec3_t enemyDir, org, org2;
qboolean foundClient = qfalse;
gentity_t *entity_list[MAX_GENTITIES], *target, *bestTarget = NULL;
if ( self->aimDebounceTime > level.time ) // time since we've been shut off
{
// We were active and alert, i.e. had an enemy in the last 3 secs
if ( self->painDebounceTime < level.time )
{
if ( !(self->spawnflags&SPF_TURRETG2_TURBO) )
{
G_Sound(self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/ping.wav" ));
}
self->painDebounceTime = level.time + 1000;
}
}
VectorCopy( self->r.currentOrigin, org2 );
if ( self->spawnflags & 2 )
{
org2[2] += 20;
}
else
{
org2[2] -= 20;
}
count = G_RadiusList( org2, self->radius, self, qtrue, entity_list );
for ( i = 0; i < count; i++ )
{
trace_t tr;
target = entity_list[i];
if ( !target->client )
{
// only attack clients
if ( !(target->flags&FL_BBRUSH)//not a breakable brush
|| !target->takedamage//is a bbrush, but invincible
|| (target->NPC_targetname&&self->targetname&&Q_stricmp(target->NPC_targetname,self->targetname)!=0) )//not in invicible bbrush, but can only be broken by an NPC that is not me
{
continue;
}
//else: we will shoot at bbrushes!
}
if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET ))
{
continue;
}
if ( target->client && target->client->sess.sessionTeam == TEAM_SPECTATOR )
{
continue;
}
if ( self->alliedTeam )
{
if ( target->client )
{
if ( target->client->sess.sessionTeam == self->alliedTeam )
{
// A bot/client/NPC we don't want to shoot
continue;
}
}
else if ( target->teamnodmg == self->alliedTeam )
{
// An ent we don't want to shoot
continue;
}
}
if ( !trap_InPVS( org2, target->r.currentOrigin ))
{
continue;
}
if ( target->client )
{
VectorCopy( target->client->renderInfo.eyePoint, org );
}
else
{
VectorCopy( target->r.currentOrigin, org );
}
if ( self->spawnflags & 2 )
{
org[2] -= 15;
}
else
{
org[2] += 5;
}
trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );
if ( !tr.allsolid && !tr.startsolid && ( tr.fraction == 1.0 || tr.entityNum == target->s.number ))
{
// Only acquire if have a clear shot, Is it in range and closer than our best?
VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, enemyDir );
enemyDist = VectorLengthSquared( enemyDir );
if ( enemyDist < bestDist || (target->client && !foundClient))// all things equal, keep current
{
if ( self->attackDebounceTime < level.time )
{
// We haven't fired or acquired an enemy in the last 2 seconds-start-up sound
if ( !(self->spawnflags&SPF_TURRETG2_TURBO) )
{
G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" ));
}
// Wind up turrets for a bit
self->attackDebounceTime = level.time + 1400;
}
bestTarget = target;
bestDist = enemyDist;
found = qtrue;
if ( target->client )
{//prefer clients over non-clients
foundClient = qtrue;
}
}
}
}
if ( found )
{
/*
if ( !self->enemy )
{//just aquired one
AddSoundEvent( bestTarget, self->r.currentOrigin, 256, AEL_DISCOVERED );
AddSightEvent( bestTarget, self->r.currentOrigin, 512, AEL_DISCOVERED, 20 );
}
*/
G_SetEnemy( self, bestTarget );
if ( VALIDSTRING( self->target2 ))
{
G_UseTargets2( self, self, self->target2 );
}
}
return found;
}
//-----------------------------------------------------
void turretG2_base_think( gentity_t *self )
//-----------------------------------------------------
{
qboolean turnOff = qtrue;
float enemyDist;
vec3_t enemyDir, org, org2;
self->nextthink = level.time + FRAMETIME;
if ( self->health <= 0 )
{//dead
if (self->spawnflags & SPF_TURRETG2_CANRESPAWN)
{//can respawn
if ( self->genericValue5 && self->genericValue5 < level.time )
{ //we are dead, see if it's time to respawn
turretG2_respawn( self );
}
}
return;
}
else if ( self->spawnflags & 1 )
{// not turned on
turretG2_turnoff( self );
turretG2_aim( self );
// No target
self->flags |= FL_NOTARGET;
return;
}
else
{
// I'm all hot and bothered
self->flags &= ~FL_NOTARGET;
}
if ( self->enemy )
{
if ( self->enemy->health < 0
|| !self->enemy->inuse )
{
self->enemy = NULL;
}
}
if ( self->last_move_time < level.time )
{//MISNOMER: used a enemy recalcing debouncer
if ( turretG2_find_enemies( self ) )
{//found one
turnOff = qfalse;
if ( self->enemy->client )
{//hold on to clients for a min of 3 seconds
self->last_move_time = level.time + 3000;
}
else
{//hold less
self->last_move_time = level.time + 500;
}
}
}
if ( self->enemy != NULL )
{
if ( self->enemy->client && self->enemy->client->sess.sessionTeam == TEAM_SPECTATOR )
{//don't keep going after spectators
self->enemy = NULL;
}
else
{//FIXME: remain single-minded or look for a new enemy every now and then?
// enemy is alive
VectorSubtract( self->enemy->r.currentOrigin, self->r.currentOrigin, enemyDir );
enemyDist = VectorLengthSquared( enemyDir );
if ( enemyDist < self->radius * self->radius )
{
// was in valid radius
if ( trap_InPVS( self->r.currentOrigin, self->enemy->r.currentOrigin ) )
{
// Every now and again, check to see if we can even trace to the enemy
trace_t tr;
if ( self->enemy->client )
{
VectorCopy( self->enemy->client->renderInfo.eyePoint, org );
}
else
{
VectorCopy( self->enemy->r.currentOrigin, org );
}
VectorCopy( self->r.currentOrigin, org2 );
if ( self->spawnflags & 2 )
{
org2[2] += 10;
}
else
{
org2[2] -= 10;
}
trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT );
if ( !tr.allsolid && !tr.startsolid && tr.entityNum == self->enemy->s.number )
{
turnOff = qfalse; // Can see our enemy
}
}
}
}
}
if ( turnOff )
{
if ( self->bounceCount < level.time ) // bounceCount is used to keep the thing from ping-ponging from on to off
{
turretG2_turnoff( self );
}
}
else
{
// keep our enemy for a minimum of 2 seconds from now
self->bounceCount = level.time + 2000 + random() * 150;
}
turretG2_aim( self );
if ( !turnOff )
{
turretG2_head_think( self );
}
}
//-----------------------------------------------------------------------------
void turretG2_base_use( gentity_t *self, gentity_t *other, gentity_t *activator )
//-----------------------------------------------------------------------------
{
// Toggle on and off
self->spawnflags = (self->spawnflags ^ 1);
if (( self->s.eFlags & EF_SHADER_ANIM ) && ( self->spawnflags & 1 )) // Start_Off
{
self->s.frame = 1; // black
}
else
{
self->s.frame = 0; // glow
}
}
/*QUAKED misc_turretG2 (1 0 0) (-8 -8 -22) (8 8 0) START_OFF UPSIDE_DOWN CANRESPAWN TURBO LEAD SHOWRADAR
Turret that hangs from the ceiling, will aim and shoot at enemies
START_OFF - Starts off
UPSIDE_DOWN - make it rest on a surface/floor instead of hanging from the ceiling
CANRESPAWN - will respawn after being killed (use count)
TURBO - Big-ass, Boxy Death Star Turbo Laser version
LEAD - Turret will aim ahead of moving targets ("lead" them)
SHOWRADAR - show on radar
radius - How far away an enemy can be for it to pick it up (default 512)
wait - Time between shots (default 150 ms)
dmg - How much damage each shot does (default 5)
health - How much damage it can take before exploding (default 100)
count - if CANRESPAWN spawnflag, decides how long it is before gun respawns (in ms) - defaults to 20000 (20 seconds)
paintarget - target to fire off upon being hurt
painwait - ms to wait between firing off pain targets
random - random error (in degrees) of projectile direction when it comes out of the muzzle (default is 2)
shotspeed - the speed of the missile it fires travels at (default is 1100 for regular turrets, 20000 for TURBOLASERS)
splashDamage - How much damage the explosion does
splashRadius - The radius of the explosion
targetname - Toggles it on/off
target - What to use when destroyed
target2 - What to use when it decides to start shooting at an enemy
showhealth - set to 1 to show health bar on this entity when crosshair is over it
teamowner - crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue
alliedTeam - team that this turret won't target
0 - none
1 - red
2 - blue
teamnodmg - team that turret does not take damage from
0 - none
1 - red
2 - blue
customscale - custom scaling size. 100 is normal size, 1024 is the max scaling. this will change the bounding box size, so be careful of starting in solid!
"icon" - icon that represents the objective on the radar
*/
//-----------------------------------------------------
void SP_misc_turretG2( gentity_t *base )
//-----------------------------------------------------
{
int customscaleVal;
char* s;
turretG2_set_models( base, qfalse );
G_SpawnInt("painwait", "0", &base->genericValue4);
base->genericValue8 = 0;
G_SpawnInt("customscale", "0", &customscaleVal);
base->s.iModelScale = customscaleVal;
if (base->s.iModelScale)
{
if (base->s.iModelScale > 1023)
{
base->s.iModelScale = 1023;
}
base->modelScale[0] = base->modelScale[1] = base->modelScale[2] = base->s.iModelScale/100.0f;
}
G_SpawnString( "icon", "", &s );
if (s && s[0])
{
// We have an icon, so index it now. We are reusing the genericenemyindex
// variable rather than adding a new one to the entity state.
base->s.genericenemyindex = G_IconIndex(s);
}
finish_spawning_turretG2( base );
if (( base->spawnflags & 1 )) // Start_Off
{
base->s.frame = 1; // black
}
else
{
base->s.frame = 0; // glow
}
if ( !(base->spawnflags&SPF_TURRETG2_TURBO) )
{
base->s.eFlags |= EF_SHADER_ANIM;
}
if (base->spawnflags & SPF_SHOWONRADAR)
{
base->s.eFlags |= EF_RADAROBJECT;
}
#undef name
#undef name2
#undef name3
}
//-----------------------------------------------------
void finish_spawning_turretG2( gentity_t *base )
{
vec3_t fwd;
int t;
if ( (base->spawnflags&2) )
{
base->s.angles[ROLL] += 180;
base->s.origin[2] -= 22.0f;
}
G_SetAngles( base, base->s.angles );
AngleVectors( base->r.currentAngles, fwd, NULL, NULL );
G_SetOrigin(base, base->s.origin);
base->s.eType = ET_GENERAL;
if ( base->team && base->team[0] && //g_gametype.integer == GT_SIEGE &&
!base->teamnodmg)
{
base->teamnodmg = atoi(base->team);
}
base->team = NULL;
// Set up our explosion effect for the ExplodeDeath code....
G_EffectIndex( "turret/explode" );
G_EffectIndex( "sparks/spark_exp_nosnd" );
base->use = turretG2_base_use;
base->pain = TurretG2Pain;
// don't start working right away
base->think = turretG2_base_think;
base->nextthink = level.time + FRAMETIME * 5;
// this is really the pitch angle.....
base->speed = 0;
// respawn time defaults to 20 seconds
if ( (base->spawnflags&SPF_TURRETG2_CANRESPAWN) && !base->count )
{
base->count = 20000;
}
G_SpawnFloat( "shotspeed", "0", &base->mass );
if ( (base->spawnflags&SPF_TURRETG2_TURBO) )
{
if ( !base->random )
{//error worked into projectile direction
base->random = 2.0f;
}
if ( !base->mass )
{//misnomer: speed of projectile
base->mass = 20000;
}
if ( !base->health )
{
base->health = 2000;
}
// search radius
if ( !base->radius )
{
base->radius = 32768;
}
// How quickly to fire
if ( !base->wait )
{
base->wait = 1000;// + random() * 500;
}
if ( !base->splashDamage )
{
base->splashDamage = 200;
}
if ( !base->splashRadius )
{
base->splashRadius = 500;
}
// how much damage each shot does
if ( !base->damage )
{
base->damage = 500;
}
if ( (base->spawnflags&SPF_TURRETG2_TURBO) )
{
VectorSet( base->r.maxs, 64.0f, 64.0f, 30.0f );
VectorSet( base->r.mins, -64.0f, -64.0f, -30.0f );
}
//start in "off" anim
TurboLaser_SetBoneAnim( base, 4, 5 );
if ( g_gametype.integer == GT_SIEGE )
{//FIXME: designer-specified?
//FIXME: put on other entities, too, particularly siege objectives and bbrushes...
base->s.eFlags2 |= EF2_BRACKET_ENTITY;
}
}
else
{
if ( !base->random )
{//error worked into projectile direction
base->random = 2.0f;
}
if ( !base->mass )
{//misnomer: speed of projectile
base->mass = 1100;
}
if ( !base->health )
{
base->health = 100;
}
// search radius
if ( !base->radius )
{
base->radius = 512;
}
// How quickly to fire
if ( !base->wait )
{
base->wait = 150 + random() * 55;
}
if ( !base->splashDamage )
{
base->splashDamage = 10;
}
if ( !base->splashRadius )
{
base->splashRadius = 25;
}
// how much damage each shot does
if ( !base->damage )
{
base->damage = 5;
}
if ( base->spawnflags & 2 )
{//upside-down, invert r.mins and maxe
VectorSet( base->r.maxs, 10.0f, 10.0f, 30.0f );
VectorSet( base->r.mins, -10.0f, -10.0f, 0.0f );
}
else
{
VectorSet( base->r.maxs, 10.0f, 10.0f, 0.0f );
VectorSet( base->r.mins, -10.0f, -10.0f, -30.0f );
}
}
//stash health off for respawn. NOTE: cannot use maxhealth because that might not be set if not showing the health bar
base->genericValue6 = base->health;
G_SpawnInt( "showhealth", "0", &t );
if (t)
{ //a non-0 maxhealth value will mean we want to show the health on the hud
base->maxHealth = base->health;
G_ScaleNetHealth(base);
base->s.shouldtarget = qtrue;
//base->s.owner = MAX_CLIENTS; //not owned by any client
}
if (base->s.iModelScale)
{ //let's scale the bbox too...
float fScale = base->s.iModelScale/100.0f;
VectorScale(base->r.mins, fScale, base->r.mins);
VectorScale(base->r.maxs, fScale, base->r.maxs);
}
// Precache special FX and moving sounds
if ( (base->spawnflags&SPF_TURRETG2_TURBO) )
{
base->genericValue13 = G_EffectIndex( "turret/turb_muzzle_flash" );
base->genericValue14 = G_EffectIndex( "turret/turb_shot" );
base->genericValue15 = G_EffectIndex( "turret/turb_impact" );
//FIXME: Turbo Laser Cannon sounds!
G_SoundIndex( "sound/vehicles/weapons/turbolaser/turn.wav" );
}
else
{
G_SoundIndex( "sound/chars/turret/startup.wav" );
G_SoundIndex( "sound/chars/turret/shutdown.wav" );
G_SoundIndex( "sound/chars/turret/ping.wav" );
G_SoundIndex( "sound/chars/turret/move.wav" );
}
base->r.contents = CONTENTS_BODY|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_SHOTCLIP;
//base->max_health = base->health;
base->takedamage = qtrue;
base->die = turretG2_die;
base->material = MAT_METAL;
//base->r.svFlags |= SVF_NO_TELEPORT|SVF_NONNPC_ENEMY|SVF_SELF_ANIMATING;
// Register this so that we can use it for the missile effect
RegisterItem( BG_FindItemForWeapon( WP_BLASTER ));
// But set us as a turret so that we can be identified as a turret
base->s.weapon = WP_TURRET;
trap_LinkEntity( base );
}