jedi-academy/code/game/g_emplaced.cpp
2013-04-23 15:21:39 +10:00

1133 lines
35 KiB
C++

// 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 );
}
}
}