2013-04-19 02:52:48 +00:00
// leave this line at the top for all g_xxxx.cpp files...
# include "g_headers.h"
# include "g_local.h"
# include "g_functions.h"
# include "anims.h"
# include "wp_saber.h"
extern Vehicle_t * G_IsRidingVehicle ( gentity_t * pEnt ) ;
//lock the owner into place relative to the cannon pos
void EWebPositionUser ( gentity_t * owner , gentity_t * eweb )
{
mdxaBone_t boltMatrix ;
vec3_t p , p2 , d ;
trace_t tr ;
qboolean traceOver = qtrue ;
if ( owner - > s . number < MAX_CLIENTS )
{ //extra checks
gi . trace ( & tr , owner - > currentOrigin , owner - > mins , owner - > maxs , owner - > currentOrigin , owner - > s . number , owner - > clipmask ) ;
if ( tr . startsolid | | tr . allsolid )
{ //crap, they're already in solid somehow, don't bother tracing over
traceOver = qfalse ;
}
}
if ( traceOver )
{ //trace up
VectorCopy ( owner - > currentOrigin , p2 ) ;
p2 [ 2 ] + = STEPSIZE ;
gi . trace ( & tr , owner - > currentOrigin , owner - > mins , owner - > maxs , p2 , owner - > s . number , owner - > clipmask ) ;
if ( ! tr . startsolid & & ! tr . allsolid )
{
VectorCopy ( tr . endpos , p2 ) ;
}
else
{
VectorCopy ( owner - > currentOrigin , p2 ) ;
}
}
//trace over
gi . G2API_GetBoltMatrix ( eweb - > ghoul2 , 0 , eweb - > headBolt , & boltMatrix ,
eweb - > s . apos . trBase , eweb - > currentOrigin ,
( cg . time ? cg . time : level . time ) , NULL , eweb - > s . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , p ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , d ) ;
d [ 2 ] = 0 ;
VectorNormalize ( d ) ;
VectorMA ( p , - 44.0f , d , p ) ;
if ( ! traceOver )
{
VectorCopy ( p , tr . endpos ) ;
tr . allsolid = tr . startsolid = qfalse ;
}
else
{
p [ 2 ] = p2 [ 2 ] ;
if ( owner - > s . number < MAX_CLIENTS )
{ //extra checks
//just see if end point is not in solid
gi . trace ( & tr , p , owner - > mins , owner - > maxs , p , owner - > s . number , owner - > clipmask ) ;
if ( tr . startsolid | | tr . allsolid )
{ //would be in solid there, so just trace over, I guess?
gi . trace ( & tr , p2 , owner - > mins , owner - > maxs , p , owner - > s . number , owner - > clipmask ) ;
}
}
else
{ //trace over
gi . trace ( & tr , p2 , owner - > mins , owner - > maxs , p , owner - > s . number , owner - > clipmask ) ;
}
}
if ( ! tr . startsolid & & ! tr . allsolid )
{
//trace down
VectorCopy ( tr . endpos , p ) ;
VectorCopy ( p , p2 ) ;
p2 [ 2 ] - = STEPSIZE ;
gi . trace ( & tr , p , owner - > mins , owner - > maxs , p2 , owner - > s . number , owner - > clipmask ) ;
if ( ! tr . startsolid & & ! tr . allsolid ) //&& tr.fraction == 1.0f)
{ //all clear, we can move there
vec3_t moveDir ;
float moveDist ;
VectorCopy ( tr . endpos , p ) ;
VectorSubtract ( p , eweb - > pos4 , moveDir ) ;
moveDist = VectorNormalize ( moveDir ) ;
if ( moveDist > 4.0f )
{ //moved past the threshold from last position
vec3_t oRight ;
int strafeAnim ;
VectorCopy ( p , eweb - > pos4 ) ; //update the position
//find out what direction he moved in
AngleVectors ( owner - > currentAngles , NULL , oRight , NULL ) ;
if ( DotProduct ( moveDir , oRight ) > 0 )
{ //moved to his right, play right strafe
strafeAnim = BOTH_STRAFE_RIGHT1 ;
}
else
{ //moved left, play left strafe
strafeAnim = BOTH_STRAFE_LEFT1 ;
}
NPC_SetAnim ( owner , SETANIM_LEGS , strafeAnim , SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ) ;
}
G_SetOrigin ( owner , p ) ;
VectorCopy ( p , owner - > client - > ps . origin ) ;
gi . linkentity ( owner ) ;
}
}
//FIXME: IK the hands to the handles of the gun?
}
//===============================================
//End E-Web
//===============================================
//----------------------------------------------------------
//===============================================
//Emplaced Gun
//===============================================
// spawnflag
# define EMPLACED_INACTIVE 1
# define EMPLACED_FACING 2
# define EMPLACED_VULNERABLE 4
# define EWEB_INVULNERABLE 4
# define EMPLACED_PLAYERUSE 8
/*QUAKED emplaced_eweb (0 0 1) (-12 -12 -24) (12 12 24) INACTIVE FACING INVULNERABLE PLAYERUSE
INACTIVE cannot be used until used by a target_activate
FACING - player must be facing relatively in the same direction as the gun in order to use it
VULNERABLE - allow the gun to take damage
PLAYERUSE - only the player makes it run its usescript
count - how much ammo to give this gun ( default 999 )
health - how much damage the gun can take before it blows ( default 250 )
delay - ONLY AFFECTS NPCs - time between shots ( default 200 on hardest setting )
wait - ONLY AFFECTS NPCs - time between bursts ( default 800 on hardest setting )
splashdamage - how much damage a blowing up gun deals ( default 80 )
splashradius - radius for exploding damage ( default 128 )
scripts :
will run usescript , painscript and deathscript
*/
//----------------------------------------------------------
void eweb_pain ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , const vec3_t point , int damage , int mod , int hitLoc )
{
if ( self - > health < = 0 )
{
// play pain effect?
}
else
{
if ( self - > paintarget )
{
G_UseTargets2 ( self , self - > activator , self - > paintarget ) ;
}
// Don't do script if dead
G_ActivateBehavior ( self , BSET_PAIN ) ;
}
}
//----------------------------------------------------------
void eweb_die ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , int damage , int mod , int dFlags , int hitLoc )
{
vec3_t org ;
// turn off any firing animations it may have been doing
self - > s . frame = self - > startFrame = self - > endFrame = 0 ;
self - > svFlags & = ~ ( SVF_ANIMATING | SVF_PLAYER_USABLE ) ;
self - > health = 0 ;
// self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon
self - > takedamage = qfalse ;
self - > lastEnemy = attacker ;
if ( self - > activator & & self - > activator - > client )
{
if ( self - > activator - > NPC )
{
vec3_t right ;
// radius damage seems to throw them, but add an extra bit to throw them away from the weapon
AngleVectors ( self - > currentAngles , NULL , right , NULL ) ;
VectorMA ( self - > activator - > client - > ps . velocity , 140 , right , self - > activator - > client - > ps . velocity ) ;
self - > activator - > client - > ps . velocity [ 2 ] = - 100 ;
// kill them
self - > activator - > health = 0 ;
self - > activator - > client - > ps . stats [ STAT_HEALTH ] = 0 ;
}
// kill the players emplaced ammo, cheesy way to keep the gun from firing
self - > activator - > client - > ps . ammo [ weaponData [ WP_EMPLACED_GUN ] . ammoIndex ] = 0 ;
}
self - > e_PainFunc = painF_NULL ;
if ( self - > target )
{
G_UseTargets ( self , attacker ) ;
}
G_RadiusDamage ( self - > currentOrigin , self , self - > splashDamage , self - > splashRadius , self , MOD_UNKNOWN ) ;
VectorCopy ( self - > currentOrigin , org ) ;
org [ 2 ] + = 20 ;
G_PlayEffect ( " emplaced/explode " , org ) ;
// Turn the top of the eweb off.
# define TURN_OFF 0x00000100 //G2SURFACEFLAG_NODESCENDANTS
gi . G2API_SetSurfaceOnOff ( & self - > ghoul2 [ self - > playerModel ] , " eweb_damage " , TURN_OFF ) ;
// create some persistent smoke by using a dynamically created fx runner
gentity_t * ent = G_Spawn ( ) ;
if ( ent )
{
ent - > delay = 200 ;
ent - > random = 100 ;
ent - > fxID = G_EffectIndex ( " emplaced/dead_smoke " ) ;
ent - > e_ThinkFunc = thinkF_fx_runner_think ;
ent - > nextthink = level . time + 50 ;
// move up above the gun origin
VectorCopy ( self - > currentOrigin , org ) ;
org [ 2 ] + = 35 ;
G_SetOrigin ( ent , org ) ;
VectorCopy ( org , ent - > s . origin ) ;
VectorSet ( ent - > s . angles , - 90 , 0 , 0 ) ; // up
G_SetAngles ( ent , ent - > s . angles ) ;
gi . linkentity ( ent ) ;
}
G_ActivateBehavior ( self , BSET_DEATH ) ;
}
qboolean eweb_can_be_used ( gentity_t * self , gentity_t * other , gentity_t * activator )
{
if ( self - > health < = 0 )
{
// can't use a dead gun.
return qfalse ;
}
if ( self - > svFlags & SVF_INACTIVE )
{
return qfalse ; // can't use inactive gun
}
if ( ! activator - > client )
{
return qfalse ; // only a client can use it.
}
if ( self - > activator )
{
// someone is already in the gun.
return qfalse ;
}
if ( other & & other - > client & & G_IsRidingVehicle ( other ) )
{ //can't use eweb when on a vehicle
return qfalse ;
}
if ( activator & & activator - > client & & G_IsRidingVehicle ( activator ) )
{ //can't use eweb when on a vehicle
return qfalse ;
}
if ( activator & & activator - > client & & ( activator - > client - > ps . pm_flags & PMF_DUCKED ) )
{ //stand up, ya cowardly varmint!
return qfalse ;
}
if ( activator & & activator - > health < = 0 )
{ //dead men ain't got no more use fer guns...
return qfalse ;
}
vec3_t fwd1 , fwd2 ;
vec3_t facingAngles ;
VectorAdd ( self - > s . angles , self - > pos1 , facingAngles ) ;
if ( activator - > s . number < MAX_CLIENTS )
{ //player must be facing general direction of the turret head
// Let's get some direction vectors for the users
AngleVectors ( activator - > client - > ps . viewangles , fwd1 , NULL , NULL ) ;
fwd1 [ 2 ] = 0 ;
// Get the gun's direction vector
AngleVectors ( facingAngles , fwd2 , NULL , NULL ) ;
fwd2 [ 2 ] = 0 ;
float dot = DotProduct ( fwd1 , fwd2 ) ;
// Must be reasonably facing the way the gun points ( 90 degrees or so ), otherwise we don't allow to use it.
if ( dot < 0.75f )
{
return qfalse ;
}
}
if ( self - > delay + 500 < level . time )
{
return qtrue ;
}
return qfalse ;
}
void eweb_use ( gentity_t * self , gentity_t * other , gentity_t * activator )
{
if ( ! eweb_can_be_used ( self , other , activator ) )
{
return ;
}
int oldWeapon = activator - > s . weapon ;
if ( oldWeapon = = WP_SABER )
{
self - > alt_fire = activator - > client - > ps . SaberActive ( ) ;
}
// swap the users weapon with the emplaced gun and add the ammo the gun has to the player
activator - > client - > ps . weapon = self - > s . weapon ;
Add_Ammo ( activator , WP_EMPLACED_GUN , self - > count ) ;
activator - > client - > ps . stats [ STAT_WEAPONS ] | = ( 1 < < WP_EMPLACED_GUN ) ;
// Allow us to point from one to the other
activator - > owner = self ; // kind of dumb, but when we are locked to the weapon, we are owned by it.
self - > activator = activator ;
G_RemoveWeaponModels ( activator ) ;
extern void ChangeWeapon ( gentity_t * ent , int newWeapon ) ;
if ( activator - > NPC )
{
ChangeWeapon ( activator , WP_EMPLACED_GUN ) ;
}
else if ( activator - > s . number = = 0 )
{
// we don't want for it to draw the weapon select stuff
cg . weaponSelect = WP_EMPLACED_GUN ;
CG_CenterPrint ( " @SP_INGAME_EXIT_VIEW " , SCREEN_HEIGHT * 0.95 ) ;
}
VectorCopy ( activator - > currentOrigin , self - > pos4 ) ; //keep this around so we know when to make them play the strafe anim
// the gun will track which weapon we used to have
self - > s . weapon = oldWeapon ;
// Lock the player
activator - > client - > ps . eFlags | = EF_LOCKED_TO_WEAPON ;
activator - > owner = self ; // kind of dumb, but when we are locked to the weapon, we are owned by it.
self - > activator = activator ;
self - > delay = level . time ; // can't disconnect from the thing for half a second
// Let the gun be considered an enemy
//Ugh, so much AI code seems to assume enemies are clients, maybe this shouldn't be on, but it's too late in the game to change it now without knowing what side-effects this will have
self - > svFlags | = SVF_NONNPC_ENEMY ;
self - > noDamageTeam = activator - > client - > playerTeam ;
//FIXME: should really wait a bit after spawn and get this just once?
self - > waypoint = NAV : : GetNearestNode ( self ) ;
# ifdef _DEBUG
if ( self - > waypoint = = - 1 )
{
gi . Printf ( S_COLOR_RED " ERROR: no waypoint for emplaced_gun %s at %s \n " , self - > targetname , vtos ( self - > currentOrigin ) ) ;
}
# endif
G_Sound ( self , G_SoundIndex ( " sound/weapons/eweb/eweb_mount.mp3 " ) ) ;
# ifdef _IMMERSION
G_Force ( self , G_ForceIndex ( " fffx/weapons/emplaced/emplaced_mount " , FF_CHANNEL_TOUCH ) ) ;
# endif // _IMMERSION
if ( ! ( self - > spawnflags & EMPLACED_PLAYERUSE ) | | activator - > s . number = = 0 )
{ //player-only usescript or any usescript
// Run use script
G_ActivateBehavior ( self , BSET_USE ) ;
}
}
//----------------------------------------------------------
void SP_emplaced_eweb ( gentity_t * ent )
{
char name [ ] = " models/map_objects/hoth/eweb_model.glm " ;
ent - > svFlags | = SVF_PLAYER_USABLE ;
ent - > contents = CONTENTS_BODY ;
if ( ent - > spawnflags & EMPLACED_INACTIVE )
{
ent - > svFlags | = SVF_INACTIVE ;
}
VectorSet ( ent - > mins , - 12 , - 12 , - 24 ) ;
VectorSet ( ent - > maxs , 12 , 12 , 24 ) ;
ent - > takedamage = qtrue ;
if ( ( ent - > spawnflags & EWEB_INVULNERABLE ) )
{
ent - > flags | = FL_GODMODE ;
}
ent - > s . radius = 80 ;
ent - > spawnflags | = 4 ; // deadsolid
//ent->e_ThinkFunc = thinkF_NULL;
ent - > e_PainFunc = painF_eweb_pain ;
ent - > e_DieFunc = dieF_eweb_die ;
G_EffectIndex ( " emplaced/explode " ) ;
G_EffectIndex ( " emplaced/dead_smoke " ) ;
G_SoundIndex ( " sound/weapons/eweb/eweb_aim.wav " ) ;
G_SoundIndex ( " sound/weapons/eweb/eweb_dismount.mp3 " ) ;
//G_SoundIndex( "sound/weapons/eweb/eweb_empty.wav" );
G_SoundIndex ( " sound/weapons/eweb/eweb_fire.wav " ) ;
G_SoundIndex ( " sound/weapons/eweb/eweb_hitplayer.wav " ) ;
G_SoundIndex ( " sound/weapons/eweb/eweb_hitsurface.wav " ) ;
//G_SoundIndex( "sound/weapons/eweb/eweb_load.wav" );
G_SoundIndex ( " sound/weapons/eweb/eweb_mount.mp3 " ) ;
// Set up our defaults and override with custom amounts as necessary
G_SpawnInt ( " count " , " 999 " , & ent - > count ) ;
G_SpawnInt ( " health " , " 250 " , & ent - > health ) ;
G_SpawnInt ( " splashDamage " , " 40 " , & ent - > splashDamage ) ;
G_SpawnInt ( " splashRadius " , " 100 " , & ent - > splashRadius ) ;
G_SpawnFloat ( " delay " , " 200 " , & ent - > random ) ; // NOTE: spawning into a different field!!
G_SpawnFloat ( " wait " , " 800 " , & ent - > wait ) ;
ent - > max_health = ent - > health ;
ent - > dflags | = DAMAGE_CUSTOM_HUD ; // dumb, but we draw a custom hud
ent - > s . modelindex = G_ModelIndex ( name ) ;
ent - > playerModel = gi . G2API_InitGhoul2Model ( ent - > ghoul2 , name , ent - > s . modelindex ) ;
// Activate our tags and bones
ent - > handLBolt = gi . G2API_AddBolt ( & ent - > ghoul2 [ ent - > playerModel ] , " *cannonflash " ) ; //muzzle bolt
ent - > headBolt = gi . G2API_AddBolt ( & ent - > ghoul2 [ ent - > playerModel ] , " cannon_Xrot " ) ; //for placing the owner relative to rotation
ent - > rootBone = gi . G2API_GetBoneIndex ( & ent - > ghoul2 [ ent - > playerModel ] , " model_root " , qtrue ) ;
ent - > lowerLumbarBone = gi . G2API_GetBoneIndex ( & ent - > ghoul2 [ ent - > playerModel ] , " cannon_Yrot " , qtrue ) ;
ent - > upperLumbarBone = gi . G2API_GetBoneIndex ( & ent - > ghoul2 [ ent - > playerModel ] , " cannon_Xrot " , qtrue ) ;
gi . G2API_SetBoneAnglesIndex ( & ent - > ghoul2 [ ent - > playerModel ] , ent - > lowerLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_Z , NEGATIVE_X , NEGATIVE_Y , NULL ) ;
gi . G2API_SetBoneAnglesIndex ( & ent - > ghoul2 [ ent - > playerModel ] , ent - > upperLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_Z , NEGATIVE_X , NEGATIVE_Y , NULL ) ;
//gi.G2API_SetBoneAngles( &ent->ghoul2[0], "cannon_Yrot", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL);
//set the constraints for this guy as an emplaced weapon, and his constraint angles
//ent->s.origin2[0] = 60.0f; //60 degrees in either direction
RegisterItem ( FindItemForWeapon ( WP_EMPLACED_GUN ) ) ;
ent - > s . weapon = WP_EMPLACED_GUN ;
G_SetOrigin ( ent , ent - > s . origin ) ;
G_SetAngles ( ent , ent - > s . angles ) ;
VectorCopy ( ent - > s . angles , ent - > lastAngles ) ;
// store base angles for later
VectorClear ( ent - > pos1 ) ;
ent - > e_UseFunc = useF_eweb_use ;
ent - > bounceCount = 1 ; //to distinguish it from the emplaced gun
gi . linkentity ( ent ) ;
}
/*QUAKED emplaced_gun (0 0 1) (-24 -24 0) (24 24 64) INACTIVE x VULNERABLE PLAYERUSE
INACTIVE cannot be used until used by a target_activate
VULNERABLE - allow the gun to take damage
PLAYERUSE - only the player makes it run its usescript
count - how much ammo to give this gun ( default 999 )
health - how much damage the gun can take before it blows ( default 250 )
delay - ONLY AFFECTS NPCs - time between shots ( default 200 on hardest setting )
wait - ONLY AFFECTS NPCs - time between bursts ( default 800 on hardest setting )
splashdamage - how much damage a blowing up gun deals ( default 80 )
splashradius - radius for exploding damage ( default 128 )
scripts :
will run usescript , painscript and deathscript
*/
//----------------------------------------------------------
void emplaced_gun_use ( gentity_t * self , gentity_t * other , gentity_t * activator )
{
vec3_t fwd1 , fwd2 ;
if ( self - > health < = 0 )
{
// can't use a dead gun.
return ;
}
if ( self - > svFlags & SVF_INACTIVE )
{
return ; // can't use inactive gun
}
if ( ! activator - > client )
{
return ; // only a client can use it.
}
if ( self - > activator )
{
// someone is already in the gun.
return ;
}
if ( other & & other - > client & & G_IsRidingVehicle ( other ) )
{ //can't use eweb when on a vehicle
return ;
}
if ( activator & & activator - > client & & G_IsRidingVehicle ( activator ) )
{ //can't use eweb when on a vehicle
return ;
}
// We'll just let the designers duke this one out....I mean, as to whether they even want to limit such a thing.
if ( self - > spawnflags & EMPLACED_FACING )
{
// Let's get some direction vectors for the users
AngleVectors ( activator - > client - > ps . viewangles , fwd1 , NULL , NULL ) ;
// Get the guns direction vector
AngleVectors ( self - > pos1 , fwd2 , NULL , NULL ) ;
float dot = DotProduct ( fwd1 , fwd2 ) ;
// Must be reasonably facing the way the gun points ( 90 degrees or so ), otherwise we don't allow to use it.
if ( dot < 0.0f )
{
return ;
}
}
// don't allow using it again for half a second
if ( self - > delay + 500 < level . time )
{
int oldWeapon = activator - > s . weapon ;
if ( oldWeapon = = WP_SABER )
{
self - > alt_fire = activator - > client - > ps . SaberActive ( ) ;
}
// swap the users weapon with the emplaced gun and add the ammo the gun has to the player
activator - > client - > ps . weapon = self - > s . weapon ;
Add_Ammo ( activator , WP_EMPLACED_GUN , self - > count ) ;
activator - > client - > ps . stats [ STAT_WEAPONS ] | = ( 1 < < WP_EMPLACED_GUN ) ;
// Allow us to point from one to the other
activator - > owner = self ; // kind of dumb, but when we are locked to the weapon, we are owned by it.
self - > activator = activator ;
G_RemoveWeaponModels ( activator ) ;
extern void ChangeWeapon ( gentity_t * ent , int newWeapon ) ;
if ( activator - > NPC )
{
ChangeWeapon ( activator , WP_EMPLACED_GUN ) ;
}
else if ( activator - > s . number = = 0 )
{
// we don't want for it to draw the weapon select stuff
cg . weaponSelect = WP_EMPLACED_GUN ;
CG_CenterPrint ( " @SP_INGAME_EXIT_VIEW " , SCREEN_HEIGHT * 0.95 ) ;
}
// Since we move the activator inside of the gun, we reserve a solid spot where they were standing in order to be able to get back out without being in solid
if ( self - > nextTrain )
{ //you never know
G_FreeEntity ( self - > nextTrain ) ;
}
self - > nextTrain = G_Spawn ( ) ;
//self->nextTrain->classname = "emp_placeholder";
self - > nextTrain - > contents = CONTENTS_MONSTERCLIP | CONTENTS_PLAYERCLIP ; //hmm... playerclip too now that we're doing it for NPCs?
G_SetOrigin ( self - > nextTrain , activator - > client - > ps . origin ) ;
VectorCopy ( activator - > mins , self - > nextTrain - > mins ) ;
VectorCopy ( activator - > maxs , self - > nextTrain - > maxs ) ;
gi . linkentity ( self - > nextTrain ) ;
//need to inflate the activator's mins/maxs since the gunsit anim puts them outside of their bbox
VectorSet ( activator - > mins , - 24 , - 24 , - 24 ) ;
VectorSet ( activator - > maxs , 24 , 24 , 40 ) ;
// Move the activator into the center of the gun. For NPC's the only way the can get out of the gun is to die.
VectorCopy ( self - > s . origin , activator - > client - > ps . origin ) ;
activator - > client - > ps . origin [ 2 ] + = 30 ; // move them up so they aren't standing in the floor
gi . linkentity ( activator ) ;
// the gun will track which weapon we used to have
self - > s . weapon = oldWeapon ;
// Lock the player
activator - > client - > ps . eFlags | = EF_LOCKED_TO_WEAPON ;
activator - > owner = self ; // kind of dumb, but when we are locked to the weapon, we are owned by it.
self - > activator = activator ;
self - > delay = level . time ; // can't disconnect from the thing for half a second
// Let the gun be considered an enemy
//Ugh, so much AI code seems to assume enemies are clients, maybe this shouldn't be on, but it's too late in the game to change it now without knowing what side-effects this will have
self - > svFlags | = SVF_NONNPC_ENEMY ;
self - > noDamageTeam = activator - > client - > playerTeam ;
// FIXME: don't do this, we'll try and actually put the player in this beast
// move the player to the center of the gun
// activator->contents = 0;
// VectorCopy( self->currentOrigin, activator->client->ps.origin );
SetClientViewAngle ( activator , self - > pos1 ) ;
//FIXME: should really wait a bit after spawn and get this just once?
self - > waypoint = NAV : : GetNearestNode ( self ) ;
# ifdef _DEBUG
if ( self - > waypoint = = - 1 )
{
gi . Printf ( S_COLOR_RED " ERROR: no waypoint for emplaced_gun %s at %s \n " , self - > targetname , vtos ( self - > currentOrigin ) ) ;
}
# endif
G_Sound ( self , G_SoundIndex ( " sound/weapons/emplaced/emplaced_mount.mp3 " ) ) ;
# ifdef _IMMERSION
G_Force ( self , G_ForceIndex ( " fffx/weapons/emplaced/emplaced_mount " , FF_CHANNEL_TOUCH ) ) ;
# endif // _IMMERSION
if ( ! ( self - > spawnflags & EMPLACED_PLAYERUSE ) | | activator - > s . number = = 0 )
{ //player-only usescript or any usescript
// Run use script
G_ActivateBehavior ( self , BSET_USE ) ;
}
}
}
//----------------------------------------------------------
void emplaced_gun_pain ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , const vec3_t point , int damage , int mod , int hitLoc )
{
if ( self - > health < = 0 )
{
// play pain effect?
}
else
{
if ( self - > paintarget )
{
G_UseTargets2 ( self , self - > activator , self - > paintarget ) ;
}
// Don't do script if dead
G_ActivateBehavior ( self , BSET_PAIN ) ;
}
}
//----------------------------------------------------------
void emplaced_blow ( gentity_t * ent )
{
ent - > e_DieFunc = dieF_NULL ;
emplaced_gun_die ( ent , ent - > lastEnemy , ent - > lastEnemy , 0 , MOD_UNKNOWN ) ;
}
//----------------------------------------------------------
void emplaced_gun_die ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , int damage , int mod , int dFlags , int hitLoc )
{
vec3_t org ;
// turn off any firing animations it may have been doing
self - > s . frame = self - > startFrame = self - > endFrame = 0 ;
self - > svFlags & = ~ SVF_ANIMATING ;
self - > health = 0 ;
// self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon
self - > takedamage = qfalse ;
self - > lastEnemy = attacker ;
// we defer explosion so the player has time to get out
if ( self - > e_DieFunc )
{
self - > e_ThinkFunc = thinkF_emplaced_blow ;
self - > nextthink = level . time + 3000 ; // don't blow for a couple of seconds
return ;
}
if ( self - > activator & & self - > activator - > client )
{
if ( self - > activator - > NPC )
{
vec3_t right ;
// radius damage seems to throw them, but add an extra bit to throw them away from the weapon
AngleVectors ( self - > currentAngles , NULL , right , NULL ) ;
VectorMA ( self - > activator - > client - > ps . velocity , 140 , right , self - > activator - > client - > ps . velocity ) ;
self - > activator - > client - > ps . velocity [ 2 ] = - 100 ;
// kill them
self - > activator - > health = 0 ;
self - > activator - > client - > ps . stats [ STAT_HEALTH ] = 0 ;
}
// kill the players emplaced ammo, cheesy way to keep the gun from firing
self - > activator - > client - > ps . ammo [ weaponData [ WP_EMPLACED_GUN ] . ammoIndex ] = 0 ;
}
self - > e_PainFunc = painF_NULL ;
self - > e_ThinkFunc = thinkF_NULL ;
if ( self - > target )
{
G_UseTargets ( self , attacker ) ;
}
G_RadiusDamage ( self - > currentOrigin , self , self - > splashDamage , self - > splashRadius , self , MOD_UNKNOWN ) ;
// when the gun is dead, add some ugliness to it.
vec3_t ugly ;
ugly [ YAW ] = 4 ;
ugly [ PITCH ] = self - > lastAngles [ PITCH ] * 0.8f + crandom ( ) * 6 ;
ugly [ ROLL ] = crandom ( ) * 7 ;
gi . G2API_SetBoneAnglesIndex ( & self - > ghoul2 [ self - > playerModel ] , self - > lowerLumbarBone , ugly , BONE_ANGLES_POSTMULT , POSITIVE_Y , POSITIVE_Z , POSITIVE_X , NULL ) ;
VectorCopy ( self - > currentOrigin , org ) ;
org [ 2 ] + = 20 ;
G_PlayEffect ( " emplaced/explode " , org ) ;
// create some persistent smoke by using a dynamically created fx runner
gentity_t * ent = G_Spawn ( ) ;
if ( ent )
{
ent - > delay = 200 ;
ent - > random = 100 ;
ent - > fxID = G_EffectIndex ( " emplaced/dead_smoke " ) ;
ent - > e_ThinkFunc = thinkF_fx_runner_think ;
ent - > nextthink = level . time + 50 ;
// move up above the gun origin
VectorCopy ( self - > currentOrigin , org ) ;
org [ 2 ] + = 35 ;
G_SetOrigin ( ent , org ) ;
VectorCopy ( org , ent - > s . origin ) ;
VectorSet ( ent - > s . angles , - 90 , 0 , 0 ) ; // up
G_SetAngles ( ent , ent - > s . angles ) ;
gi . linkentity ( ent ) ;
}
G_ActivateBehavior ( self , BSET_DEATH ) ;
}
//----------------------------------------------------------
void SP_emplaced_gun ( gentity_t * ent )
{
char name [ ] = " models/map_objects/imp_mine/turret_chair.glm " ;
ent - > svFlags | = SVF_PLAYER_USABLE ;
ent - > contents = CONTENTS_BODY ; //CONTENTS_SHOTCLIP|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP;//CONTENTS_SOLID;
if ( ent - > spawnflags & EMPLACED_INACTIVE )
{
ent - > svFlags | = SVF_INACTIVE ;
}
VectorSet ( ent - > mins , - 30 , - 30 , - 5 ) ;
VectorSet ( ent - > maxs , 30 , 30 , 60 ) ;
ent - > takedamage = qtrue ;
if ( ! ( ent - > spawnflags & EMPLACED_VULNERABLE ) )
{
ent - > flags | = FL_GODMODE ;
}
ent - > s . radius = 110 ;
ent - > spawnflags | = 4 ; // deadsolid
//ent->e_ThinkFunc = thinkF_NULL;
ent - > e_PainFunc = painF_emplaced_gun_pain ;
ent - > e_DieFunc = dieF_emplaced_gun_die ;
G_EffectIndex ( " emplaced/explode " ) ;
G_EffectIndex ( " emplaced/dead_smoke " ) ;
G_SoundIndex ( " sound/weapons/emplaced/emplaced_mount.mp3 " ) ;
G_SoundIndex ( " sound/weapons/emplaced/emplaced_dismount.mp3 " ) ;
G_SoundIndex ( " sound/weapons/emplaced/emplaced_move_lp.wav " ) ;
// Set up our defaults and override with custom amounts as necessary
G_SpawnInt ( " count " , " 999 " , & ent - > count ) ;
G_SpawnInt ( " health " , " 250 " , & ent - > health ) ;
G_SpawnInt ( " splashDamage " , " 80 " , & ent - > splashDamage ) ;
G_SpawnInt ( " splashRadius " , " 128 " , & ent - > splashRadius ) ;
G_SpawnFloat ( " delay " , " 200 " , & ent - > random ) ; // NOTE: spawning into a different field!!
G_SpawnFloat ( " wait " , " 800 " , & ent - > wait ) ;
ent - > max_health = ent - > health ;
ent - > dflags | = DAMAGE_CUSTOM_HUD ; // dumb, but we draw a custom hud
ent - > s . modelindex = G_ModelIndex ( name ) ;
ent - > playerModel = gi . G2API_InitGhoul2Model ( ent - > ghoul2 , name , ent - > s . modelindex ) ;
// Activate our tags and bones
ent - > headBolt = gi . G2API_AddBolt ( & ent - > ghoul2 [ ent - > playerModel ] , " *seat " ) ;
ent - > handLBolt = gi . G2API_AddBolt ( & ent - > ghoul2 [ ent - > playerModel ] , " *flash01 " ) ;
ent - > handRBolt = gi . G2API_AddBolt ( & ent - > ghoul2 [ ent - > playerModel ] , " *flash02 " ) ;
ent - > rootBone = gi . G2API_GetBoneIndex ( & ent - > ghoul2 [ ent - > playerModel ] , " base_bone " , qtrue ) ;
ent - > lowerLumbarBone = gi . G2API_GetBoneIndex ( & ent - > ghoul2 [ ent - > playerModel ] , " swivel_bone " , qtrue ) ;
gi . G2API_SetBoneAnglesIndex ( & ent - > ghoul2 [ ent - > playerModel ] , ent - > lowerLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_Y , POSITIVE_Z , POSITIVE_X , NULL ) ;
RegisterItem ( FindItemForWeapon ( WP_EMPLACED_GUN ) ) ;
ent - > s . weapon = WP_EMPLACED_GUN ;
G_SetOrigin ( ent , ent - > s . origin ) ;
G_SetAngles ( ent , ent - > s . angles ) ;
VectorCopy ( ent - > s . angles , ent - > lastAngles ) ;
// store base angles for later
VectorCopy ( ent - > s . angles , ent - > pos1 ) ;
ent - > e_UseFunc = useF_emplaced_gun_use ;
ent - > bounceCount = 0 ; //to distinguish it from the eweb
gi . linkentity ( ent ) ;
}
//====================================================
//General Emplaced Weapon Funcs called in g_active.cpp
//====================================================
void G_UpdateEmplacedWeaponData ( gentity_t * ent )
{
if ( ent & & ent - > owner & & ent - > health > 0 )
{
gentity_t * chair = ent - > owner ;
if ( chair - > e_UseFunc = = useF_emplaced_gun_use ) //yeah, crappy way to check this, but...
{ //one that you sit in
//take the emplaced gun's waypoint as your own
ent - > waypoint = chair - > waypoint ;
//update the actual origin of the sitter
mdxaBone_t boltMatrix ;
vec3_t chairAng = { 0 , ent - > client - > ps . viewangles [ YAW ] , 0 } ;
// Getting the seat bolt here
gi . G2API_GetBoltMatrix ( chair - > ghoul2 , chair - > playerModel , chair - > headBolt ,
& boltMatrix , chairAng , chair - > currentOrigin , ( cg . time ? cg . time : level . time ) ,
NULL , chair - > s . modelScale ) ;
// Storing ent position, bolt position, and bolt axis
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , ent - > client - > ps . origin ) ;
gi . linkentity ( ent ) ;
}
else if ( chair - > e_UseFunc = = useF_eweb_use ) //yeah, crappy way to check this, but...
{ //standing at an E-Web
EWebPositionUser ( ent , chair ) ;
}
}
}
void ExitEmplacedWeapon ( gentity_t * ent )
{
// requesting to unlock from the weapon
// We'll leave the gun pointed in the direction it was last facing, though we'll cut out the pitch
if ( ent - > client )
{
// if we are the player we will have put down a brush that blocks NPCs so that we have a clear spot to get back out.
//gentity_t *place = G_Find( NULL, FOFS(classname), "emp_placeholder" );
if ( ent - > health > 0 )
{ //he's still alive, and we have a placeholder, so put him back
if ( ent - > owner - > nextTrain )
{
// reset the players position
VectorCopy ( ent - > owner - > nextTrain - > currentOrigin , ent - > client - > ps . origin ) ;
//reset ent's size to normal
VectorCopy ( ent - > owner - > nextTrain - > mins , ent - > mins ) ;
VectorCopy ( ent - > owner - > nextTrain - > maxs , ent - > maxs ) ;
//free the placeholder
G_FreeEntity ( ent - > owner - > nextTrain ) ;
//re-link the ent
gi . linkentity ( ent ) ;
}
else if ( ent - > owner - > e_UseFunc = = useF_eweb_use ) //yeah, crappy way to check this, but...
{
// so give 'em a push away from us
vec3_t backDir , start , end ;
trace_t trace ;
gentity_t * eweb = ent - > owner ;
float curRadius = 0.0f ;
float minRadius , maxRadius ;
qboolean safeExit = qfalse ;
VectorSubtract ( ent - > currentOrigin , eweb - > currentOrigin , backDir ) ;
backDir [ 2 ] = 0 ;
minRadius = VectorNormalize ( backDir ) - 8.0f ;
maxRadius = ( ent - > maxs [ 0 ] + ent - > maxs [ 1 ] ) * 0.5f ;
maxRadius + = ( eweb - > maxs [ 0 ] + eweb - > maxs [ 1 ] ) * 0.5f ;
maxRadius * = 1.5f ;
if ( minRadius > = maxRadius - 1.0f )
{
maxRadius = minRadius + 8.0f ;
}
ent - > owner = NULL ; //so his trace hits me
for ( curRadius = minRadius ; curRadius < = maxRadius ; curRadius + = 4.0f )
{
VectorMA ( ent - > currentOrigin , curRadius , backDir , start ) ;
//make sure they're not in the ground
VectorCopy ( start , end ) ;
start [ 2 ] + = 18 ;
end [ 2 ] - = 18 ;
gi . trace ( & trace , start , ent - > mins , ent - > maxs , end , ent - > s . number , ent - > clipmask ) ;
if ( ! trace . allsolid & & ! trace . startsolid )
{
G_SetOrigin ( ent , trace . endpos ) ;
gi . linkentity ( ent ) ;
safeExit = qtrue ;
break ;
}
}
//Hmm... otherwise, don't allow them to get off?
ent - > owner = eweb ;
if ( ! safeExit )
{ //don't try again for a second
ent - > owner - > delay = level . time + 500 ;
return ;
}
}
}
else if ( ent - > health < = 0 )
{
// dead, so give 'em a push out of the chair
vec3_t dir ;
AngleVectors ( ent - > owner - > s . angles , NULL , dir , NULL ) ;
if ( rand ( ) & 1 )
{
VectorScale ( dir , - 1 , dir ) ;
}
VectorMA ( ent - > client - > ps . velocity , 75 , dir , ent - > client - > ps . velocity ) ;
}
//don't let them move towards me for a couple frames so they don't step back into me while I'm becoming solid to them
if ( ent - > s . number < MAX_CLIENTS )
{
if ( ent - > client - > ps . pm_time < 100 )
{
ent - > client - > ps . pm_time = 100 ;
}
ent - > client - > ps . pm_flags | = ( PMF_TIME_NOFRICTION | PMF_TIME_KNOCKBACK ) ;
}
if ( ! ent - > owner - > bounceCount )
{ //not an EWeb - the overridden bone angles will remember the angle we left it at
VectorCopy ( ent - > client - > ps . viewangles , ent - > owner - > s . angles ) ;
ent - > owner - > s . angles [ PITCH ] = 0 ;
G_SetAngles ( ent - > owner , ent - > owner - > s . angles ) ;
VectorCopy ( ent - > owner - > s . angles , ent - > owner - > pos1 ) ;
}
}
// Remove the emplaced gun from our inventory
ent - > client - > ps . stats [ STAT_WEAPONS ] & = ~ ( 1 < < WP_EMPLACED_GUN ) ;
extern void ChangeWeapon ( gentity_t * ent , int newWeapon ) ;
extern void CG_ChangeWeapon ( int num ) ;
if ( ent - > health < = 0 )
{ //when die, don't set weapon back on when ejected from emplaced/eweb
//empty hands
ent - > client - > ps . weapon = WP_NONE ;
if ( ent - > NPC )
{
ChangeWeapon ( ent , ent - > client - > ps . weapon ) ; // should be OK actually.
}
else
{
CG_ChangeWeapon ( ent - > client - > ps . weapon ) ;
}
if ( ent - > s . number < MAX_CLIENTS )
{
gi . cvar_set ( " cg_thirdperson " , " 1 " ) ;
}
}
else
{
// when we lock or unlock from the the gun, we get our old weapon back
ent - > client - > ps . weapon = ent - > owner - > s . weapon ;
if ( ent - > NPC )
{ //BTW, if a saber-using NPC ever gets off of an emplaced gun/eweb, this will not work, look at NPC_ChangeWeapon for the proper way
ChangeWeapon ( ent , ent - > client - > ps . weapon ) ;
}
else
{
G_RemoveWeaponModels ( ent ) ;
CG_ChangeWeapon ( ent - > client - > ps . weapon ) ;
if ( ent - > client - > ps . weapon = = WP_SABER )
{
WP_SaberAddG2SaberModels ( ent ) ;
}
else
{
G_CreateG2AttachedWeaponModel ( ent , weaponData [ ent - > client - > ps . weapon ] . weaponMdl , ent - > handRBolt , 0 ) ;
}
if ( ent - > s . number < MAX_CLIENTS )
{
if ( ent - > client - > ps . weapon = = WP_SABER )
{
gi . cvar_set ( " cg_thirdperson " , " 1 " ) ;
}
else if ( ent - > client - > ps . weapon ! = WP_SABER & & cg_gunAutoFirst . integer )
{
gi . cvar_set ( " cg_thirdperson " , " 0 " ) ;
}
}
}
if ( ent - > client - > ps . weapon = = WP_SABER )
{
if ( ent - > owner - > alt_fire )
{
ent - > client - > ps . SaberActivate ( ) ;
}
else
{
ent - > client - > ps . SaberDeactivate ( ) ;
}
}
}
//set the emplaced gun/eweb's weapon back to the emplaced gun
ent - > owner - > s . weapon = WP_EMPLACED_GUN ;
// gi.G2API_DetachG2Model( &ent->ghoul2[ent->playerModel] );
ent - > s . eFlags & = ~ EF_LOCKED_TO_WEAPON ;
ent - > client - > ps . eFlags & = ~ EF_LOCKED_TO_WEAPON ;
ent - > owner - > noDamageTeam = TEAM_FREE ;
ent - > owner - > svFlags & = ~ SVF_NONNPC_ENEMY ;
ent - > owner - > delay = level . time ;
ent - > owner - > activator = NULL ;
if ( ! ent - > NPC )
{
// by keeping the owner, a dead npc can be pushed out of the chair without colliding with it
ent - > owner = NULL ;
}
}
void RunEmplacedWeapon ( gentity_t * ent , usercmd_t * * ucmd )
{
if ( ( ( * ucmd ) - > buttons & BUTTON_USE | | ( * ucmd ) - > forwardmove < 0 | | ( * ucmd ) - > upmove > 0 ) & & ent - > owner & & ent - > owner - > delay + 500 < level . time )
{
ent - > owner - > s . loopSound = 0 ;
if ( ent - > owner - > e_UseFunc = = useF_eweb_use ) //yeah, crappy way to check this, but...
{
G_Sound ( ent , G_SoundIndex ( " sound/weapons/eweb/eweb_dismount.mp3 " ) ) ;
}
else
{
G_Sound ( ent , G_SoundIndex ( " sound/weapons/emplaced/emplaced_dismount.mp3 " ) ) ;
}
# ifdef _IMMERSION
G_Force ( ent , G_ForceIndex ( " fffx/weapons/emplaced/emplaced_dismount " , FF_CHANNEL_TOUCH ) ) ;
# endif // _IMMERSION
ExitEmplacedWeapon ( ent ) ;
( * ucmd ) - > buttons & = ~ BUTTON_USE ;
if ( ( * ucmd ) - > upmove > 0 )
{ //don't actually jump
( * ucmd ) - > upmove = 0 ;
}
}
else
{
// this is a crappy way to put sounds on a moving eweb....
if ( ent - > owner
& & ent - > owner - > e_UseFunc = = useF_eweb_use ) //yeah, crappy way to check this, but...
{
if ( ! VectorCompare ( ent - > client - > ps . viewangles , ent - > owner - > movedir ) )
{
ent - > owner - > s . loopSound = G_SoundIndex ( " sound/weapons/eweb/eweb_aim.wav " ) ;
ent - > owner - > fly_sound_debounce_time = level . time ;
}
else
{
if ( ent - > owner - > fly_sound_debounce_time + 100 < = level . time )
{
ent - > owner - > s . loopSound = 0 ;
}
}
VectorCopy ( ent - > client - > ps . viewangles , ent - > owner - > movedir ) ;
}
// don't allow movement, weapon switching, and most kinds of button presses
( * ucmd ) - > forwardmove = 0 ;
( * ucmd ) - > rightmove = 0 ;
( * ucmd ) - > upmove = 0 ;
( * ucmd ) - > buttons & = ( BUTTON_ATTACK | BUTTON_ALT_ATTACK ) ;
( * ucmd ) - > weapon = ent - > client - > ps . weapon ; //WP_EMPLACED_GUN;
if ( ent - > health < = 0 )
{
ExitEmplacedWeapon ( ent ) ;
}
}
}