// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" #include "q_shared.h" void G_SetEnemy( gentity_t *self, gentity_t *enemy ); qboolean turret_base_spawn_top( gentity_t *base ); void ObjectDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ); //------------------------------------------------------------------------------------------------------------ void TurretPain( gentity_t *self, gentity_t *attacker, int damage ) //------------------------------------------------------------------------------------------------------------ { if (self->target_ent) { self->target_ent->health = self->health; if (self->target_ent->maxHealth) { G_ScaleNetHealth(self->target_ent); } } if ( attacker->client && attacker->client->ps.weapon == WP_DEMP2 ) { self->attackDebounceTime = level.time + 800 + random() * 500; self->painDebounceTime = self->attackDebounceTime; } if ( !self->enemy ) {//react to being hit G_SetEnemy( self, attacker ); } } //------------------------------------------------------------------------------------------------------------ void TurretBasePain( gentity_t *self, gentity_t *attacker, int damage ) //------------------------------------------------------------------------------------------------------------ { if (self->target_ent) { self->target_ent->health = self->health; if (self->target_ent->maxHealth) { G_ScaleNetHealth(self->target_ent); } TurretPain(self->target_ent, attacker, damage); } } //------------------------------------------------------------------------------------------------------------ void auto_turret_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 g_entities[self->r.ownerNum].think = NULL; g_entities[self->r.ownerNum].use = NULL; // clear my data self->die = 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 VectorCopy( self->r.currentOrigin, pos ); pos[2] += self->r.maxs[2]*0.5f; G_PlayEffect( EFFECT_EXPLOSION_TURRET, pos, forward ); G_PlayEffectID( G_EffectIndex( "turret/explode" ), pos, forward ); if ( self->splashDamage > 0 && self->splashRadius > 0 ) { G_RadiusDamage( self->r.currentOrigin, attacker, self->splashDamage, self->splashRadius, attacker, NULL, MOD_UNKNOWN ); } self->s.weapon = 0; // crosshair code uses this to mark crosshair red if ( self->s.modelindex2 ) { // switch to damage model if we should self->s.modelindex = self->s.modelindex2; if (self->target_ent && self->target_ent->s.modelindex2) { self->target_ent->s.modelindex = self->target_ent->s.modelindex2; } VectorCopy( self->r.currentAngles, self->s.apos.trBase ); VectorClear( self->s.apos.trDelta ); if ( self->target ) { G_UseTargets( self, attacker ); } } else { ObjectDie( self, inflictor, attacker, damage, meansOfDeath ); } } //------------------------------------------------------------------------------------------------------------ void bottom_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) //------------------------------------------------------------------------------------------------------------ { if (self->target_ent && self->target_ent->health > 0) { self->target_ent->health = self->health; if (self->target_ent->maxHealth) { G_ScaleNetHealth(self->target_ent); } auto_turret_die(self->target_ent, inflictor, attacker, damage, meansOfDeath); } } #define START_DIS 15 //---------------------------------------------------------------- static void turret_fire ( gentity_t *ent, vec3_t start, vec3_t dir ) //---------------------------------------------------------------- { vec3_t org; gentity_t *bolt; if ( (trap_PointContents( start, ent->s.number )&MASK_SHOT) ) { return; } VectorMA( start, -START_DIS, dir, org ); // dumb.... G_PlayEffectID( ent->genericValue13, org, dir ); bolt = G_Spawn(); //use a custom shot effect bolt->s.otherEntityNum2 = ent->genericValue14; //use a custom impact effect bolt->s.emplacedOwner = ent->genericValue15; bolt->classname = "turret_proj"; bolt->nextthink = level.time + 10000; bolt->think = G_FreeEntity; bolt->s.eType = ET_MISSILE; bolt->s.weapon = WP_EMPLACED_GUN; 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->damage; bolt->splashRadius = 100; bolt->methodOfDeath = MOD_TARGET_LASER; 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); bolt->parent = ent; } //----------------------------------------------------- void turret_head_think( gentity_t *self ) //----------------------------------------------------- { gentity_t *top = &g_entities[self->r.ownerNum]; if ( !top ) { return; } if ( self->painDebounceTime > level.time ) { vec3_t v_up; VectorSet( v_up, 0, 0, 1 ); G_PlayEffect( EFFECT_SPARKS, self->r.currentOrigin, v_up ); if ( Q_irand( 0, 3) ) {//25% chance of still firing return; } } // 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; // set up our next fire time self->setTime = level.time + self->wait; /* mdxaBone_t boltMatrix; // Getting the flash bolt here gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, self->torsoBolt, &boltMatrix, self->r.currentAngles, self->r.currentOrigin, (cg.time?cg.time:level.time), NULL, self->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, POSITIVE_Y, fwd ); */ VectorCopy( top->r.currentOrigin, org ); org[2] += top->r.maxs[2]-8; AngleVectors( top->r.currentAngles, fwd, NULL, NULL ); VectorMA( org, START_DIS, fwd, org ); turret_fire( top, org, fwd ); self->fly_sound_debounce_time = level.time;//used as lastShotTime } } //----------------------------------------------------- static void turret_aim( gentity_t *self ) //----------------------------------------------------- { vec3_t enemyDir, org, org2; vec3_t desiredAngles, setAngle; float diffYaw = 0.0f, diffPitch = 0.0f, turnSpeed; const float pitchCap = 40.0f; gentity_t *top = &g_entities[self->r.ownerNum]; if ( !top ) { return; } // move our gun base yaw to where we should be at this time.... BG_EvaluateTrajectory( &top->s.apos, level.time, top->r.currentAngles ); top->r.currentAngles[YAW] = AngleNormalize180( top->r.currentAngles[YAW] ); top->r.currentAngles[PITCH] = AngleNormalize180( top->r.currentAngles[PITCH] ); turnSpeed = top->speed; if ( self->painDebounceTime > level.time ) { desiredAngles[YAW] = top->r.currentAngles[YAW]+flrand(-45,45); desiredAngles[PITCH] = top->r.currentAngles[PITCH]+flrand(-10,10); if (desiredAngles[PITCH] < -pitchCap) { desiredAngles[PITCH] = -pitchCap; } else if (desiredAngles[PITCH] > pitchCap) { desiredAngles[PITCH] = pitchCap; } diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] ); diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] ); turnSpeed = flrand( -5, 5 ); } else if ( self->enemy ) { // ...then we'll calculate what new aim adjustments we should attempt to make this frame // Aim at enemy VectorCopy( self->enemy->r.currentOrigin, org ); org[2]+=self->enemy->r.maxs[2]*0.5f; if (self->enemy->s.eType == ET_NPC && self->enemy->s.NPC_class == CLASS_VEHICLE && self->enemy->m_pVehicle && self->enemy->m_pVehicle->m_pVehicleInfo->type == VH_WALKER) { //hack! org[2] += 32.0f; } /* mdxaBone_t boltMatrix; // Getting the "eye" here gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, self->torsoBolt, &boltMatrix, self->r.currentAngles, self->s.origin, (cg.time?cg.time:level.time), NULL, self->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org2 ); */ VectorCopy( top->r.currentOrigin, org2 ); VectorSubtract( org, org2, enemyDir ); vectoangles( enemyDir, desiredAngles ); desiredAngles[PITCH] = AngleNormalize180(desiredAngles[PITCH]); if (desiredAngles[PITCH] < -pitchCap) { desiredAngles[PITCH] = -pitchCap; } else if (desiredAngles[PITCH] > pitchCap) { desiredAngles[PITCH] = pitchCap; } diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] ); diffPitch = AngleSubtract( desiredAngles[PITCH], top->r.currentAngles[PITCH] ); } else {//FIXME: Pan back and forth in original facing // no enemy, so make us slowly sweep back and forth as if searching for a new one desiredAngles[YAW] = sin( level.time * 0.0001f + top->count ); desiredAngles[YAW] *= 60.0f; desiredAngles[YAW] += self->s.angles[YAW]; desiredAngles[YAW] = AngleNormalize180( desiredAngles[YAW] ); diffYaw = AngleSubtract( desiredAngles[YAW], top->r.currentAngles[YAW] ); diffPitch = AngleSubtract( 0, top->r.currentAngles[PITCH] ); turnSpeed = 1.0f; } if ( diffYaw ) { // cap max speed.... if ( fabs(diffYaw) > turnSpeed ) { diffYaw = ( diffYaw >= 0 ? turnSpeed : -turnSpeed ); } } if ( diffPitch ) { if ( fabs(diffPitch) > turnSpeed ) { // cap max speed diffPitch = (diffPitch > 0.0f ? turnSpeed : -turnSpeed ); } } // ...then set up our desired yaw VectorSet( setAngle, diffPitch, diffYaw, 0 ); VectorCopy( top->r.currentAngles, top->s.apos.trBase ); VectorScale( setAngle, (1000/FRAMETIME), top->s.apos.trDelta ); top->s.apos.trTime = level.time; top->s.apos.trType = TR_LINEAR_STOP; top->s.apos.trDuration = FRAMETIME; if ( diffYaw || diffPitch ) { top->s.loopSound = G_SoundIndex( "sound/vehicles/weapons/hoth_turret/turn.wav" ); } else { top->s.loopSound = 0; } } //----------------------------------------------------- static void turret_turnoff( gentity_t *self ) //----------------------------------------------------- { gentity_t *top = &g_entities[self->r.ownerNum]; if ( top != NULL ) {//still have a top //stop it from rotating VectorCopy( top->r.currentAngles, top->s.apos.trBase ); VectorClear( top->s.apos.trDelta ); top->s.apos.trTime = level.time; top->s.apos.trType = TR_STATIONARY; } self->s.loopSound = 0; // shut-down sound //G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" )); // Clear enemy self->enemy = NULL; } //----------------------------------------------------- static void turret_sleep( gentity_t *self ) //----------------------------------------------------- { if ( self->enemy == NULL ) { // we don't need to play sound return; } // make turret play ping sound for 5 seconds self->aimDebounceTime = level.time + 5000; // Clear enemy self->enemy = NULL; } //----------------------------------------------------- static qboolean turret_find_enemies( gentity_t *self ) //----------------------------------------------------- { qboolean found = qfalse; int i, count; float bestDist = self->radius * self->radius; float enemyDist; vec3_t enemyDir, org, org2; gentity_t *entity_list[MAX_GENTITIES], *target, *bestTarget = NULL; trace_t tr; gentity_t *top = &g_entities[self->r.ownerNum]; if ( !top ) { return qfalse; } 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->timestamp < level.time ) { //G_Sound(self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/ping.wav" )); self->timestamp = level.time + 1000; } } VectorCopy( top->r.currentOrigin, org2 ); count = G_RadiusList( org2, self->radius, self, qtrue, entity_list ); for ( i = 0; i < count; i++ ) { target = entity_list[i]; if ( !target->client ) { // only attack clients continue; } if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET )) { continue; } if ( 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; } VectorCopy( target->r.currentOrigin, org ); org[2] += target->r.maxs[2]*0.5f; 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, top->r.currentOrigin, enemyDir ); enemyDist = VectorLengthSquared( enemyDir ); if ( enemyDist < bestDist // all things equal, keep current || (!Q_stricmp( "atst_vehicle", target->NPC_type ) && bestTarget && Q_stricmp( "atst_vehicle", bestTarget->NPC_type ) ) )//target AT-STs over non-AT-STs... FIXME: must be a better, easier way to tell this, no? { if ( self->attackDebounceTime < level.time ) { // We haven't fired or acquired an enemy in the last 2 seconds-start-up sound //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 ( found ) { G_SetEnemy( self, bestTarget ); if ( VALIDSTRING( self->target2 )) { G_UseTargets2( self, self, self->target2 ); } } return found; } //----------------------------------------------------- void turret_base_think( gentity_t *self ) //----------------------------------------------------- { qboolean turnOff = qtrue; float enemyDist; vec3_t enemyDir, org, org2; if ( self->spawnflags & 1 ) { // not turned on turret_turnoff( self ); // No target self->flags |= FL_NOTARGET; self->nextthink = -1;//never think again return; } else { // I'm all hot and bothered self->flags &= ~FL_NOTARGET; //remember to keep thinking! self->nextthink = level.time + FRAMETIME; } if ( !self->enemy ) { if ( turret_find_enemies( self )) { turnOff = qfalse; } } else 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? if ( self->enemy->health > 0 ) { // 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 } } } } turret_head_think( self ); } if ( turnOff ) { if ( self->bounceCount < level.time ) // bounceCount is used to keep the thing from ping-ponging from on to off { turret_sleep( self ); } } else { // keep our enemy for a minimum of 2 seconds from now self->bounceCount = level.time + 2000 + random() * 150; } turret_aim( self ); } //----------------------------------------------------------------------------- void turret_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_turret (1 0 0) (-48 -48 0) (48 48 144) START_OFF Large 2-piece turbolaser turret START_OFF - Starts off radius - How far away an enemy can be for it to pick it up (default 1024) wait - Time between shots (default 300 ms) dmg - How much damage each shot does (default 100) health - How much damage it can take before exploding (default 3000) speed - how fast it turns (default 10) splashDamage - How much damage the explosion does (300) splashRadius - The radius of the explosion (128) shotspeed - speed at which projectiles will move 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 "icon" - icon that represents the objective on the radar */ //----------------------------------------------------- void SP_misc_turret( gentity_t *base ) //----------------------------------------------------- { char* s; base->s.modelindex2 = G_ModelIndex( "models/map_objects/hoth/turret_bottom.md3" ); base->s.modelindex = G_ModelIndex( "models/map_objects/hoth/turret_base.md3" ); //base->playerModel = gi.G2API_InitGhoul2Model( base->ghoul2, "models/map_objects/imp_mine/turret_canon.glm", base->s.modelindex ); //base->s.radius = 80.0f; //gi.G2API_SetBoneAngles( &base->ghoul2[base->playerModel], "Bone_body", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL ); //base->torsoBolt = gi.G2API_AddBolt( &base->ghoul2[base->playerModel], "*flash03" ); 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); } G_SetAngles( base, base->s.angles ); G_SetOrigin( base, base->s.origin ); base->r.contents = CONTENTS_BODY; VectorSet( base->r.maxs, 32.0f, 32.0f, 128.0f ); VectorSet( base->r.mins, -32.0f, -32.0f, 0.0f ); base->use = turret_base_use; base->think = turret_base_think; // don't start working right away base->nextthink = level.time + FRAMETIME * 5; trap_LinkEntity( base ); if ( !turret_base_spawn_top( base ) ) { G_FreeEntity( base ); } } //----------------------------------------------------- qboolean turret_base_spawn_top( gentity_t *base ) { vec3_t org; int t; gentity_t *top = G_Spawn(); if ( !top ) { return qfalse; } top->s.modelindex = G_ModelIndex( "models/map_objects/hoth/turret_top_new.md3" ); top->s.modelindex2 = G_ModelIndex( "models/map_objects/hoth/turret_top.md3" ); G_SetAngles( top, base->s.angles ); VectorCopy( base->s.origin, org ); org[2] += 128; G_SetOrigin( top, org ); base->r.ownerNum = top->s.number; top->r.ownerNum = base->s.number; if ( base->team && base->team[0] && //g_gametype.integer == GT_SIEGE && !base->teamnodmg) { base->teamnodmg = atoi(base->team); } base->team = NULL; top->teamnodmg = base->teamnodmg; top->alliedTeam = base->alliedTeam; base->s.eType = ET_GENERAL; // Set up our explosion effect for the ExplodeDeath code.... G_EffectIndex( "turret/explode" ); G_EffectIndex( "sparks/spark_exp_nosnd" ); G_EffectIndex( "turret/hoth_muzzle_flash" ); // this is really the pitch angle..... top->speed = 0; // this is a random time offset for the no-enemy-search-around-mode top->count = random() * 9000; if ( !base->health ) { base->health = 3000; } top->health = 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 top->maxHealth = base->health; //acts as "maxhealth" G_ScaleNetHealth(top); base->maxHealth = base->health; G_ScaleNetHealth(base); } base->takedamage = qtrue; base->pain = TurretBasePain; base->die = bottom_die; //design specified shot speed G_SpawnFloat( "shotspeed", "1100", &base->mass ); top->mass = base->mass; //even if we don't want to show health, let's at least light the crosshair up properly over ourself if ( !top->s.teamowner ) { top->s.teamowner = top->alliedTeam; } base->alliedTeam = top->alliedTeam; base->s.teamowner = top->s.teamowner; base->s.shouldtarget = qtrue; top->s.shouldtarget = qtrue; //link them to each other base->target_ent = top; top->target_ent = base; //top->s.owner = MAX_CLIENTS; //not owned by any client // search radius if ( !base->radius ) { base->radius = 1024; } top->radius = base->radius; // How quickly to fire if ( !base->wait ) { base->wait = 300 + random() * 55; } top->wait = base->wait; if ( !base->splashDamage ) { base->splashDamage = 300; } top->splashDamage = base->splashDamage; if ( !base->splashRadius ) { base->splashRadius = 128; } top->splashRadius = base->splashRadius; // how much damage each shot does if ( !base->damage ) { base->damage = 100; } top->damage = base->damage; // how fast it turns if ( !base->speed ) { base->speed = 20; } top->speed = base->speed; VectorSet( top->r.maxs, 48.0f, 48.0f, 16.0f ); VectorSet( top->r.mins, -48.0f, -48.0f, 0.0f ); // Precache moving sounds //G_SoundIndex( "sound/chars/turret/startup.wav" ); //G_SoundIndex( "sound/chars/turret/shutdown.wav" ); //G_SoundIndex( "sound/chars/turret/ping.wav" ); G_SoundIndex( "sound/vehicles/weapons/hoth_turret/turn.wav" ); top->genericValue13 = G_EffectIndex( "turret/hoth_muzzle_flash" ); top->genericValue14 = G_EffectIndex( "turret/hoth_shot" ); top->genericValue15 = G_EffectIndex( "turret/hoth_impact" ); top->r.contents = CONTENTS_BODY; //base->max_health = base->health; top->takedamage = qtrue; top->pain = TurretPain; top->die = auto_turret_die; top->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_EMPLACED_GUN )); // But set us as a turret so that we can be identified as a turret top->s.weapon = WP_EMPLACED_GUN; trap_LinkEntity( top ); return qtrue; }