1052 lines
30 KiB
C
1052 lines
30 KiB
C
#include "g_local.h"
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//#include "g_functions.h"
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//#include "b_local.h"
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//extern team_t TranslateTeamName( const char *name );
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//extern cvar_t *g_spskill;
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//client side shortcut hacks from cg_local.h
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//extern void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qboolean hit_ent );
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//extern void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal );
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#define ARM_ANGLE_RANGE 60
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#define HEAD_ANGLE_RANGE 90
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#define TURR_FOFS 18.0f
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#define TURR_ROFS 0.0f
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#define TURR_UOFS 12.0f
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#define ARM_FOFS 0.0f
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#define ARM_ROFS 0.0f
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#define ARM_UOFS 0.0f
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#define FARM_FOFS 14.0f
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#define FARM_ROFS 0.0f
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#define FARM_UOFS 4.0f
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#define FTURR_FOFS 0.0f
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#define FTURR_ROFS 0.0f
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#define FTURR_UOFS 6.0f
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#define LARM_FOFS 2.0f
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#define LARM_ROFS 0.0f
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#define LARM_UOFS -26.0f
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void turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
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{
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vec3_t dir;
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gentity_t *owner, *te;
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//Turn off the thinking of the base & use it's targets
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self->activator->think = 0/*NULL*/;
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self->activator->nextthink = -1;
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self->activator->use = 0/*NULL*/;
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if ( self->activator->target )
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{
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G_UseTargets( self->activator, attacker );
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}
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//Remove the arm
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if ( self->r.ownerNum >= 0 && self->r.ownerNum < ENTITYNUM_WORLD )
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{
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owner = &g_entities[self->r.ownerNum];
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G_FreeEntity( owner );
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}
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//clear my data
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self->die = 0/*NULL*/;
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self->think = 0/*NULL*/;
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self->nextthink = -1;
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self->takedamage = qfalse;
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self->health = 0;
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//Throw some chunks
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//AngleVectors( self->activator->r.currentAngles, dir, NULL, NULL );
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//VectorNormalize( dir );
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//CG_Chunks( self->s.number, self->r.currentOrigin, dir, Q_flrand(150, 300), irandom(3, 7), self->material, -1, 1.0 );
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if ( self->splashDamage > 0 && self->splashRadius > 0 )
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{//FIXME: specify type of explosion? (barrel, electrical, etc.)
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G_RadiusDamage( self->r.currentOrigin, attacker, self->splashDamage, self->splashRadius, self->activator, DAMAGE_RADIUS, MOD_UNKNOWN );
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te = G_TempEntity( self->r.currentOrigin, EV_MISSILE_MISS );
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VectorSet( dir, 0, 0, 1 );
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te->s.eventParm = DirToByte( dir );
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te->s.weapon = WP_GRENADE_LAUNCHER;
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//G_Sound(self->activator, G_SoundIndex("sound/weapons/explosions/explode11.wav"));
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}
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self->activator->s.modelindex = self->activator->s.modelindex2;
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G_FreeEntity( self );
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}
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#define FORGE_TURRET_DAMAGE 2
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#define FORGE_TURRET_SPLASH_RAD 64
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#define FORGE_TURRET_SPLASH_DAM 4
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#define FORGE_TURRET_VELOCITY 500
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void turret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
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{
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gentity_t *bolt;
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bolt = G_Spawn();
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bolt->classname = "red turret shot";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_FreeEntity;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_STASIS;
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bolt->r.ownerNum = ent->s.number;
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bolt->parent = ent;
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bolt->damage = ent->damage;
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bolt->splashDamage = 0;
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bolt->splashRadius = 0;
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bolt->methodOfDeath = MOD_STASIS;
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bolt->clipmask = MASK_SHOT;
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// There are going to be a couple of different sized projectiles, so store 'em here
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// kef -- need to keep the size in something that'll reach the cgame side
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bolt->count = bolt->s.time2 = 2;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trBase ); // save net bandwidth
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VectorScale( dir, 1100, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy( start, bolt->r.currentOrigin );
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VectorCopy (start, bolt->r.currentOrigin);
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// Used by trails
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VectorCopy (start, bolt->pos1 );
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VectorCopy (start, bolt->pos2 );
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// kef -- need to keep the origin in something that'll reach the cgame side
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VectorCopy(start, bolt->s.angles2);
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SnapVector( bolt->s.angles2 ); // save net bandwidth
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}
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void fturret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
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{
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gentity_t *bolt;
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bolt = G_Spawn();
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bolt->classname = "red turret shot";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_FreeEntity;
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bolt->s.eType = ET_MISSILE;
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bolt->s.weapon = WP_SCAVENGER_RIFLE;
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bolt->r.ownerNum = ent->s.number;
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bolt->damage = ent->damage;
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bolt->methodOfDeath = MOD_SCAVENGER; // ?
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bolt->clipmask = MASK_SHOT;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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VectorScale( dir, 1100, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy( start, bolt->r.currentOrigin);
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}
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void turret_head_think (gentity_t *self)
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{
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qboolean fire_now = qfalse;
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if ( !(self->activator->spawnflags & 2) )
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{//because forge turret heads have no anims... sigh...
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//animate
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if ( self->activator->enemy || self->pain_debounce_time > level.time || self->s.frame )
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{
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self->s.frame++;
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if ( self->s.frame > 10 )
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{
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self->s.frame = 0;
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}
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if ( self->s.frame == 0 || self->s.frame == 4 )
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{
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fire_now = qtrue;
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}
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}
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}
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else
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{
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if ( self->fly_sound_debounce_time < level.time )
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{
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self->fly_sound_debounce_time = level.time + self->wait * 10;
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fire_now = qtrue;
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}
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}
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//Fire
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if ( fire_now && self->activator->enemy && self->last_move_time < level.time )
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{//Only fire if ready to
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vec3_t forward, right, up, muzzleSpot;
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float rOfs = 0;
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AngleVectors(self->r.currentAngles, forward, right, up);
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VectorMA( self->r.currentOrigin, 16, forward, muzzleSpot );
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VectorMA( self->r.currentOrigin, 8, up, muzzleSpot );
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if ( !(self->activator->spawnflags & 2) )
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{//DN turrets have offsets
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if ( self->s.frame == 0 )
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{//Fire left barrel
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rOfs = -6;
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}
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else if ( self->s.frame == 4 )
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{//Fire right barrel
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rOfs = 6;
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}
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}
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VectorMA( self->r.currentOrigin, rOfs, right, muzzleSpot );
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if ( atoi(self->team) == TEAM_RED )
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{
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//G_Sound(self, G_SoundIndex("sound/enemies/turret/ffire.wav"));
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fturret_fire( self, muzzleSpot, forward );
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}
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else
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{
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//G_Sound(self, G_SoundIndex("sound/enemies/turret/fire.wav"));
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turret_fire( self, muzzleSpot, forward );
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}
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}
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//next think
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self->nextthink = level.time + self->wait;
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}
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void bolt_head_to_arm( gentity_t *arm, gentity_t *head, float fwdOfs, float rtOfs, float upOfs )
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{
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vec3_t headOrg, forward, right, up;
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AngleVectors( arm->r.currentAngles, forward, right, up );
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VectorMA( arm->r.currentOrigin, fwdOfs, forward, headOrg );
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VectorMA( headOrg, rtOfs, right, headOrg );
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VectorMA( headOrg, upOfs, up, headOrg );
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G_SetOrigin( head, headOrg );
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head->r.currentAngles[1] = head->s.apos.trBase[1] = head->s.angles[1] = arm->r.currentAngles[1];
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trap_LinkEntity( head );
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}
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void bolt_arm_to_base( gentity_t *base, gentity_t *arm, float fwdOfs, float rtOfs, float upOfs )
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{
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vec3_t headOrg, forward, right, up;
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AngleVectors( base->r.currentAngles, forward, right, up );
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VectorMA( base->r.currentOrigin, fwdOfs, forward, headOrg );
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VectorMA( headOrg, rtOfs, right, headOrg );
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VectorMA( headOrg, upOfs, up, headOrg );
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G_SetOrigin( arm, headOrg );
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trap_LinkEntity( arm );
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VectorCopy( base->r.currentAngles, arm->s.apos.trBase );
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}
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void rebolt_turret( gentity_t *base )
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{
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vec3_t headOrg, forward, right, up;
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if ( !base->lastEnemy )
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{//no arm
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return;
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}
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if ( !base->lastEnemy->lastEnemy )
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{//no head
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return;
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}
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if ( base->spawnflags&2 )
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{
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bolt_arm_to_base( base, base->lastEnemy, FARM_FOFS, FARM_ROFS, FARM_UOFS );
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bolt_head_to_arm( base->lastEnemy, base->lastEnemy->lastEnemy, FTURR_FOFS, FTURR_ROFS, FTURR_UOFS );
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}
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else
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{
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//FIXME: maybe move these seperately so they interpolate?
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G_SetOrigin( base->lastEnemy, base->s.pos.trBase );
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trap_LinkEntity(base->lastEnemy);
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//VectorCopy( base->r.currentAngles, base->lastEnemy->s.apos.trBase );
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AngleVectors( base->lastEnemy->r.currentAngles, forward, right, up );
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VectorMA( base->lastEnemy->r.currentOrigin, TURR_FOFS, forward, headOrg );
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VectorMA( headOrg, TURR_ROFS, right, headOrg );
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VectorMA( headOrg, TURR_UOFS, up, headOrg );
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G_SetOrigin( base->lastEnemy->lastEnemy, headOrg );
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//base->lastEnemy->lastEnemy->r.currentAngles[1] = base->lastEnemy->lastEnemy->s.apos.trBase[1] = base->lastEnemy->lastEnemy->s.angles[1] = base->lastEnemy->r.currentAngles[1];
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trap_LinkEntity( base->lastEnemy->lastEnemy );
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}
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}
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/*
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void turret_aim( gentity_t *self )
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aims arm and head at enemy or neutral position
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*/
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void turret_aim( gentity_t *self )
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{
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vec3_t enemyDir;
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vec3_t desiredAngles;
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float diffAngle, armAngleDiff, headAngleDiff;
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//qboolean turned = qfalse;
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int upTurn = 0;
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int yawTurn = 0;
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if ( self->enemy )
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{//Aim at enemy
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VectorSubtract( self->enemy->r.currentOrigin, self->r.currentOrigin, enemyDir );
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vectoangles( enemyDir, desiredAngles );
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}
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else
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{//Return to front
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VectorCopy( self->r.currentAngles, desiredAngles );
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}
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//yaw-aim arm at enemy at speed
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//FIXME: noise when turning?
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diffAngle = AngleSubtract(desiredAngles[1], self->lastEnemy->r.currentAngles[1]);
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if ( diffAngle )
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{
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if ( fabs(diffAngle) < self->speed )
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{//Just set the angle
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self->lastEnemy->r.currentAngles[1] = desiredAngles[1];
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//turned = qtrue;
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}
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else
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{//Add the increment
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self->lastEnemy->r.currentAngles[1] += (diffAngle < 0) ? -self->speed : self->speed;
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//turned = qtrue;
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}
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yawTurn = (diffAngle > 0) ? 1 : -1;
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}
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//Cap the range
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armAngleDiff = AngleSubtract(self->r.currentAngles[1], self->lastEnemy->r.currentAngles[1]);
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if ( armAngleDiff > ARM_ANGLE_RANGE )
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{
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self->lastEnemy->r.currentAngles[1] = AngleNormalize360(self->r.currentAngles[1] - ARM_ANGLE_RANGE);
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//turned = qfalse;
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}
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else if ( armAngleDiff < -ARM_ANGLE_RANGE )
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{
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self->lastEnemy->r.currentAngles[1] = AngleNormalize360(self->r.currentAngles[1] + ARM_ANGLE_RANGE);
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//turned = qfalse;
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}
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VectorCopy( self->lastEnemy->r.currentAngles, self->lastEnemy->s.apos.trBase );
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//Now put the turret at the tip of the arm
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if ( self->spawnflags&2 )
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{
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bolt_head_to_arm( self->lastEnemy, self->lastEnemy->lastEnemy, FTURR_FOFS, FTURR_ROFS, FTURR_UOFS );
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}
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else
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{
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bolt_head_to_arm( self->lastEnemy, self->lastEnemy->lastEnemy, TURR_FOFS, TURR_ROFS, TURR_UOFS );
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}
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//pitch-aim head at enemy at speed
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//FIXME: noise when turning?
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if ( self->enemy )
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{
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VectorSubtract( self->enemy->r.currentOrigin, self->lastEnemy->lastEnemy->r.currentOrigin, enemyDir );
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vectoangles( enemyDir, desiredAngles );
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}
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/*//Not necc
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else
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{
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VectorCopy(self->r.currentAngles, desiredAngles);
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}
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*/
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diffAngle = AngleSubtract( desiredAngles[0], self->lastEnemy->lastEnemy->r.currentAngles[0] );
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if ( diffAngle )
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{
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if ( fabs(diffAngle) < self->speed )
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{//Just set the angle
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self->lastEnemy->lastEnemy->r.currentAngles[0] = desiredAngles[0];
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//turned = qtrue;
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}
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else
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{//Add the increment
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self->lastEnemy->lastEnemy->r.currentAngles[0] += (diffAngle < 0) ? -self->speed : self->speed;
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//turned = qtrue;
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}
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upTurn = (diffAngle > 0) ? 1 : -1;
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}
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//Cap the range
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headAngleDiff = AngleSubtract(self->r.currentAngles[0], self->lastEnemy->lastEnemy->r.currentAngles[0]);
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if ( headAngleDiff > HEAD_ANGLE_RANGE )
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{
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self->lastEnemy->lastEnemy->r.currentAngles[0] = AngleNormalize360(self->r.currentAngles[0] - HEAD_ANGLE_RANGE);
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//turned = qfalse;
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}
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else if ( headAngleDiff < -HEAD_ANGLE_RANGE )
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{
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self->lastEnemy->lastEnemy->r.currentAngles[0] = AngleNormalize360(self->lastEnemy->r.currentAngles[0] + HEAD_ANGLE_RANGE);
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//turned = qfalse;
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}
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VectorCopy( self->lastEnemy->lastEnemy->r.currentAngles, self->lastEnemy->lastEnemy->s.apos.trBase );
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//Play sound if turret changes direction
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//Pitch:
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/*
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if ( upTurn && upTurn != self->count )
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{//changed dir
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G_Sound(self->lastEnemy->lastEnemy, G_SoundIndex("sound/enemies/turret/move.wav"));
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}
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else if ( !upTurn && self->count )
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{//Just stopped
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G_Sound(self->lastEnemy->lastEnemy, G_SoundIndex("sound/enemies/turret/stop.wav"));
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}
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self->count = upTurn;
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*/
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//Yaw:
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if ( yawTurn && yawTurn != self->soundPos2 )
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{//changed dir
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G_Sound(self->lastEnemy, G_SoundIndex("sound/enemies/turret/move.wav"));
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}
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else if ( !yawTurn && self->soundPos2 )
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{//Just stopped
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G_Sound(self->lastEnemy, G_SoundIndex("sound/enemies/turret/stop.wav"));
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}
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self->soundPos2 = yawTurn;
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/*
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if ( turned )
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{
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G_Sound(self->lastEnemy, G_SoundIndex("sound/enemies/turret/move.wav"));
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}
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*/
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}
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void turret_turnoff (gentity_t *self)
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{
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if ( self->enemy == NULL )
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{
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return;
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}
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//shut-down sound
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G_Sound(self, G_SoundIndex("sound/enemies/turret/shutdown.wav"));
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//make turret keep animating for 3 secs
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self->lastEnemy->lastEnemy->pain_debounce_time = level.time + 3000;
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//Clear enemy
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self->enemy = NULL;
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}
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void turret_base_think (gentity_t *self)
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{
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vec3_t enemyDir;
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float enemyDist;
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self->nextthink = level.time + FRAMETIME;
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if ( self->spawnflags & 1 )
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{//not turned on
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turret_turnoff( self );
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turret_aim( self );
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//No target
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if ( self->lastEnemy && self->lastEnemy->lastEnemy )
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{
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self->lastEnemy->lastEnemy->flags |= FL_NOTARGET;
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}
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return;
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}
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else
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{//I'm all hot and bothered
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if ( self->lastEnemy && self->lastEnemy->lastEnemy )
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{
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self->lastEnemy->lastEnemy->flags &= ~FL_NOTARGET;
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}
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}
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if ( !self->enemy )
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{//Find one
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gentity_t *entity_list[MAX_GENTITIES], *target;
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int count, i;
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float bestDist = self->random * self->random;
|
|
|
|
if ( self->last_move_time > level.time )
|
|
{//We're active and alert, had an enemy in the last 5 secs
|
|
if ( self->pain_debounce_time < level.time )
|
|
{
|
|
G_Sound(self, G_SoundIndex("sound/enemies/turret/ping.wav"));
|
|
self->pain_debounce_time = level.time + 1000;
|
|
}
|
|
}
|
|
|
|
count = G_RadiusList( self->r.currentOrigin, self->random, self->lastEnemy->lastEnemy, qtrue, entity_list );
|
|
for ( i = 0; i < count; i++ )
|
|
{
|
|
target = entity_list[i];
|
|
if ( target == self )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( target->takedamage && target->health > 0 && !(target->flags & FL_NOTARGET) )
|
|
{
|
|
if ( !target->client && target->team && atoi(target->team) == atoi(self->team) )
|
|
{//Something of ours we don't want to destroy
|
|
continue;
|
|
}
|
|
if ( target->client && target->client->sess.sessionTeam == atoi(self->team) )
|
|
{//A bot we don't want to shoot
|
|
continue;
|
|
}
|
|
|
|
if ( trap_InPVS( self->lastEnemy->lastEnemy->r.currentOrigin, target->r.currentOrigin ) )
|
|
{
|
|
trace_t tr;
|
|
|
|
trap_Trace( &tr, self->lastEnemy->lastEnemy->r.currentOrigin, NULL, NULL, target->r.currentOrigin, self->lastEnemy->lastEnemy->s.number, MASK_SHOT );
|
|
|
|
if ( !tr.allsolid && !tr.startsolid && (tr.fraction == 1.0 || tr.entityNum == target->s.number) )
|
|
{//Only acquire if have a clear shot
|
|
//Is it in range and closer than our best?
|
|
VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, enemyDir );
|
|
enemyDist = VectorLengthSquared( enemyDir );
|
|
if ( enemyDist < bestDist )//all things equal, keep current
|
|
{
|
|
if ( self->last_move_time < level.time )
|
|
{//We haven't fired or acquired an enemy in the last 5 seconds
|
|
//start-up sound
|
|
G_Sound(self, G_SoundIndex("sound/enemies/turret/startup.wav"));
|
|
//Wind up turrets for a second
|
|
self->lastEnemy->lastEnemy->last_move_time = level.time + 1000;
|
|
}
|
|
self->enemy = target;
|
|
bestDist = enemyDist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( self->enemy )
|
|
{//Check if still in random
|
|
if ( self->enemy->health <= 0 )
|
|
{
|
|
turret_turnoff( self );
|
|
return;
|
|
}
|
|
|
|
VectorSubtract( self->enemy->r.currentOrigin, self->r.currentOrigin, enemyDir );
|
|
enemyDist = VectorLengthSquared( enemyDir );
|
|
if ( enemyDist > self->random*self->random )
|
|
{
|
|
turret_turnoff( self );
|
|
return;
|
|
}
|
|
|
|
if ( !trap_InPVS( self->lastEnemy->lastEnemy->r.currentOrigin, self->enemy->r.currentOrigin ) )
|
|
{
|
|
turret_turnoff( self );
|
|
return;
|
|
}
|
|
|
|
// Every now and again, check to see if we can even trace to the enemy
|
|
if ( irandom( 0, 16 ) > 15 )
|
|
{
|
|
trace_t tr;
|
|
|
|
trap_Trace( &tr, self->lastEnemy->lastEnemy->r.currentOrigin, NULL, NULL, self->enemy->r.currentOrigin, self->lastEnemy->lastEnemy->s.number, MASK_SHOT );
|
|
if ( tr.allsolid || tr.startsolid || tr.fraction != 1.0 )
|
|
{
|
|
// Couldn't see our enemy
|
|
turret_turnoff( self );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( self->enemy )
|
|
{//Aim
|
|
//Won't need to wind up turrets for a while
|
|
self->last_move_time = level.time + 5000;
|
|
turret_aim( self );
|
|
}
|
|
else if ( self->last_move_time < level.time )
|
|
{
|
|
//Move arm and head back to neutral angles
|
|
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);
|
|
}
|
|
|
|
/*QUAKED misc_turret (1 0 0) (-8 -8 -8) (8 8 8) START_OFF
|
|
Will aim and shoot at enemies
|
|
|
|
START_OFF - Starts off
|
|
|
|
random - How far away an enemy can be for it to pick it up (default 512)
|
|
speed - How fast it turns (degrees per second, default 30)
|
|
wait - How fast it shoots (shots per second, default 4, can't be less)
|
|
dmg - How much damage each shot does (default 5)
|
|
health - How much damage it can take before exploding (default 100)
|
|
|
|
splashDamage - How much damage the explosion does
|
|
splashRadius - The random of the explosion
|
|
NOTE: If either of the above two are 0, it will not make an explosion
|
|
|
|
targetname - Toggles it on/off
|
|
target - What to use when destroyed
|
|
|
|
"team" - This cannot take damage from members of this team and will not target members of this team (2 = blue, 1 = red)
|
|
*/
|
|
void SP_misc_turret (gentity_t *base)
|
|
{
|
|
//We're the base, spawn the arm and head
|
|
gentity_t *arm = G_Spawn();
|
|
gentity_t *head = G_Spawn();
|
|
vec3_t fwd;
|
|
|
|
//Base
|
|
//Base does the looking for enemies and pointing the arm and head
|
|
VectorCopy( base->s.angles, base->s.apos.trBase );
|
|
VectorCopy( base->s.angles, base->r.currentAngles );
|
|
AngleVectors( base->r.currentAngles, fwd, NULL, NULL );
|
|
VectorMA( base->s.origin, -8, fwd, base->s.origin );
|
|
G_SetOrigin(base, base->s.origin);
|
|
trap_LinkEntity(base);
|
|
if ( atoi( base->team ) == TEAM_RED )
|
|
{//red model
|
|
base->s.modelindex = G_ModelIndex("models/mapobjects/forge/turret.md3");
|
|
base->s.modelindex2 = G_ModelIndex("models/mapobjects/forge/turret_d1.md3");
|
|
}
|
|
else
|
|
{//blue model
|
|
base->s.modelindex = G_ModelIndex("models/mapobjects/dn/gunturret_base.md3");
|
|
}
|
|
base->s.eType = ET_GENERAL;
|
|
//anglespeed - how fast it can track the player, entered in degrees per second, so we divide by FRAMETIME/1000
|
|
if ( !base->speed )
|
|
{
|
|
base->speed = 3.0f;
|
|
}
|
|
else
|
|
{
|
|
base->speed /= FRAMETIME/1000.0f;
|
|
}
|
|
//range
|
|
if ( !base->random )
|
|
{
|
|
base->random = 512;
|
|
}
|
|
base->use = turret_base_use;
|
|
base->think = turret_base_think;
|
|
base->nextthink = level.time + FRAMETIME;
|
|
|
|
//Arm
|
|
//Does nothing, not solid, gets removed when head explodes
|
|
if ( atoi( base->team ) == TEAM_RED )
|
|
{
|
|
bolt_arm_to_base( base, arm, FARM_FOFS, FARM_ROFS, FARM_UOFS );
|
|
bolt_head_to_arm( arm, head, FTURR_FOFS, FTURR_ROFS, FTURR_UOFS );
|
|
}
|
|
else
|
|
{
|
|
bolt_arm_to_base( base, arm, ARM_FOFS, ARM_ROFS, ARM_UOFS );
|
|
//G_SetOrigin( arm, base->s.origin );
|
|
//trap_LinkEntity(arm);
|
|
//VectorCopy( base->r.currentAngles, arm->s.apos.trBase );
|
|
bolt_head_to_arm( arm, head, TURR_FOFS, TURR_ROFS, TURR_UOFS );
|
|
}
|
|
if ( atoi( base->team ) == TEAM_RED )
|
|
{
|
|
arm->s.modelindex = G_ModelIndex("models/mapobjects/forge/turret_neck.md3");
|
|
}
|
|
else
|
|
{
|
|
arm->s.modelindex = G_ModelIndex("models/mapobjects/dn/gunturret_arm.md3");
|
|
}
|
|
arm->team = base->team;
|
|
|
|
//Head
|
|
//Fires when enemy detected, animates, can be blown up
|
|
VectorCopy( base->r.currentAngles, head->s.apos.trBase );
|
|
if ( atoi( base->team ) == TEAM_RED )
|
|
{
|
|
head->s.modelindex = G_ModelIndex("models/mapobjects/forge/turret_head.md3");
|
|
}
|
|
else
|
|
{
|
|
head->s.modelindex = G_ModelIndex("models/mapobjects/dn/gunturret_head.md3");
|
|
}
|
|
head->team = base->team;
|
|
head->s.eType = ET_GENERAL;
|
|
VectorSet( head->r.mins, -8, -8, -16 );
|
|
VectorSet( head->r.maxs, 8, 8, 16 );
|
|
//FIXME: make an index into an external string table for localization
|
|
//head->fullName = "Turret";
|
|
trap_LinkEntity(head);
|
|
|
|
//How much health head takes to explode
|
|
if ( !base->health )
|
|
{
|
|
head->health = 100;
|
|
}
|
|
else
|
|
{
|
|
head->health = base->health;
|
|
}
|
|
base->health = 0;
|
|
//How quickly to fire
|
|
if ( !base->wait )
|
|
{
|
|
head->wait = 50;
|
|
}
|
|
else
|
|
{
|
|
head->wait = 100/(base->wait/2);
|
|
}
|
|
base->wait = 0;
|
|
//splashDamage
|
|
if ( !base->splashDamage )
|
|
{
|
|
head->splashDamage = 10;
|
|
}
|
|
else
|
|
{
|
|
head->splashDamage = base->splashDamage;
|
|
}
|
|
base->splashDamage = 0;
|
|
//splashRadius
|
|
if ( !base->splashRadius )
|
|
{
|
|
head->splashRadius = 25;
|
|
}
|
|
else
|
|
{
|
|
head->splashRadius = base->splashRadius;
|
|
}
|
|
base->splashRadius = 0;
|
|
//dmg
|
|
if ( !base->damage )
|
|
{
|
|
head->damage = 5;
|
|
}
|
|
else
|
|
{
|
|
head->damage = base->damage;
|
|
}
|
|
base->damage = 0;
|
|
|
|
//Precache firing and explode sounds
|
|
G_SoundIndex("sound/weapons/explosions/explode11.wav");
|
|
G_SoundIndex("sound/enemies/turret/startup.wav");
|
|
G_SoundIndex("sound/enemies/turret/shutdown.wav");
|
|
G_SoundIndex("sound/enemies/turret/move.wav");
|
|
G_SoundIndex("sound/enemies/turret/stop.wav");
|
|
G_SoundIndex("sound/enemies/turret/ping.wav");
|
|
if ( atoi( base->team ) == TEAM_RED )
|
|
{
|
|
G_SoundIndex("sound/enemies/turret/ffire.wav");
|
|
}
|
|
else
|
|
{
|
|
G_SoundIndex("sound/enemies/turret/fire.wav");
|
|
}
|
|
|
|
head->r.contents = CONTENTS_BODY;
|
|
//head->max_health = head->health;
|
|
head->takedamage = qtrue;
|
|
head->die = turret_die;
|
|
|
|
head->think = turret_head_think;
|
|
head->nextthink = level.time + FRAMETIME;
|
|
|
|
//head->material = MAT_METAL;
|
|
//head->r.svFlags |= SVF_NO_TELEPORT|SVF_NONNPC_ENEMY|SVF_SELF_ANIMATING;
|
|
|
|
//Link them up
|
|
base->lastEnemy = arm;
|
|
arm->lastEnemy = head;
|
|
head->r.ownerNum = arm->s.number;
|
|
arm->activator = head->activator = base;
|
|
|
|
//FIXME: register the weapons whose effects are being used
|
|
if ( base->team )
|
|
{
|
|
if ( atoi( base->team ) == TEAM_BLUE )
|
|
{
|
|
//temp gfx and sounds
|
|
RegisterItem( BG_FindItemForWeapon( WP_STASIS ) ); //precache the weapon
|
|
}
|
|
else
|
|
{
|
|
//temp gfx and sounds
|
|
RegisterItem( BG_FindItemForWeapon( WP_SCAVENGER_RIFLE ) ); //precache the weapon
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RegisterItem( BG_FindItemForWeapon( WP_SCAVENGER_RIFLE ) ); //precache the weapon
|
|
}
|
|
}
|
|
|
|
/*
|
|
void laser_arm_fire (gentity_t *ent)
|
|
{
|
|
vec3_t start, end, fwd, rt, up;
|
|
trace_t trace;
|
|
|
|
if ( ent->last_move_time < level.time && ent->alt_fire )
|
|
{
|
|
// If I'm firing the laser and it's time to quit....then quit!
|
|
ent->alt_fire = qfalse;
|
|
// ent->e_ThinkFunc = thinkF_NULL;
|
|
// return;
|
|
}
|
|
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
|
|
// If a fool gets in the laser path, fry 'em
|
|
AngleVectors( ent->r.currentAngles, fwd, rt, up );
|
|
|
|
VectorMA( ent->r.currentOrigin, 20, fwd, start );
|
|
//VectorMA( start, -6, rt, start );
|
|
//VectorMA( start, -3, up, start );
|
|
VectorMA( start, 4096, fwd, end );
|
|
|
|
trap_Trace( &trace, start, NULL, NULL, end, -1, MASK_SHOT );//ignore
|
|
|
|
// Only deal damage when in alt-fire mode
|
|
if ( trace.fraction < 1.0 && ent->alt_fire )
|
|
{
|
|
if ( trace.entityNum < ENTITYNUM_WORLD )
|
|
{
|
|
gentity_t *hapless_victim = &g_entities[trace.entityNum];
|
|
if ( hapless_victim && hapless_victim->takedamage && ent->damage )
|
|
{
|
|
G_Damage( hapless_victim, ent, ent->nextTrain->activator, fwd, trace.endpos, ent->damage, DAMAGE_IGNORE_TEAM, MOD_SURGICAL_LASER );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ent->alt_fire )
|
|
{
|
|
CG_FireLaser( start, trace.endpos, trace.plane.normal, ent->nextTrain->startRGBA, qfalse );
|
|
}
|
|
else
|
|
{
|
|
CG_AimLaser( start, trace.endpos, trace.plane.normal );
|
|
}
|
|
}
|
|
|
|
void laser_arm_use (gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
vec3_t newAngles;
|
|
|
|
self->activator = activator;
|
|
switch( self->count )
|
|
{
|
|
case 0:
|
|
default:
|
|
//Fire
|
|
//trap_Printf("FIRE!\n");
|
|
// self->lastEnemy->lastEnemy->e_ThinkFunc = thinkF_laser_arm_fire;
|
|
// self->lastEnemy->lastEnemy->nextthink = level.time + FRAMETIME;
|
|
//For 3 seconds
|
|
self->lastEnemy->lastEnemy->alt_fire = qtrue; // Let 'er rip!
|
|
self->lastEnemy->lastEnemy->last_move_time = level.time + self->lastEnemy->lastEnemy->wait;
|
|
G_Sound(self->lastEnemy->lastEnemy, G_SoundIndex("sound/enemies/l_arm/fire.wav"));
|
|
break;
|
|
case 1:
|
|
//Yaw left
|
|
//trap_Printf("LEFT...\n");
|
|
VectorCopy( self->lastEnemy->r.currentAngles, newAngles );
|
|
newAngles[1] += self->speed;
|
|
VectorCopy( newAngles, self->lastEnemy->s.apos.trBase );
|
|
bolt_head_to_arm( self->lastEnemy, self->lastEnemy->lastEnemy, LARM_FOFS, LARM_ROFS, LARM_UOFS );
|
|
G_Sound( self->lastEnemy, G_SoundIndex( "sound/enemies/l_arm/move.wav" ) );
|
|
break;
|
|
case 2:
|
|
//Yaw right
|
|
//trap_Printf("RIGHT...\n");
|
|
VectorCopy( self->lastEnemy->r.currentAngles, newAngles );
|
|
newAngles[1] -= self->speed;
|
|
VectorCopy( newAngles, self->lastEnemy->s.apos.trBase );
|
|
bolt_head_to_arm( self->lastEnemy, self->lastEnemy->lastEnemy, LARM_FOFS, LARM_ROFS, LARM_UOFS );
|
|
G_Sound( self->lastEnemy, G_SoundIndex( "sound/enemies/l_arm/move.wav" ) );
|
|
break;
|
|
case 3:
|
|
//pitch up
|
|
//trap_Printf("UP...\n");
|
|
//FIXME: Clamp
|
|
VectorCopy( self->lastEnemy->lastEnemy->r.currentAngles, newAngles );
|
|
newAngles[0] -= self->speed;
|
|
if ( newAngles[0] < -45 )
|
|
{
|
|
newAngles[0] = -45;
|
|
}
|
|
VectorCopy( newAngles, self->lastEnemy->lastEnemy->s.apos.trBase );
|
|
G_Sound( self->lastEnemy->lastEnemy, G_SoundIndex( "sound/enemies/l_arm/move.wav" ) );
|
|
break;
|
|
case 4:
|
|
//pitch down
|
|
//trap_Printf("DOWN...\n");
|
|
//FIXME: Clamp
|
|
VectorCopy( self->lastEnemy->lastEnemy->r.currentAngles, newAngles );
|
|
newAngles[0] += self->speed;
|
|
if ( newAngles[0] > 90 )
|
|
{
|
|
newAngles[0] = 90;
|
|
}
|
|
VectorCopy( newAngles, self->lastEnemy->lastEnemy->s.apos.trBase );
|
|
G_Sound( self->lastEnemy->lastEnemy, G_SoundIndex( "sound/enemies/l_arm/move.wav" ) );
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
/*QUAKED misc_laser_arm (1 0 0) (-8 -8 -8) (8 8 8)
|
|
|
|
What it does when used depends on it's "count" (can be set by a script)
|
|
count:
|
|
0 (default) - Fire in direction facing
|
|
1 turn left
|
|
2 turn right
|
|
3 aim up
|
|
4 aim down
|
|
|
|
speed - How fast it turns (degrees per second, default 30)
|
|
dmg - How much damage the laser does 10 times a second (default 5 = 50 points per second)
|
|
wait - How long the beam lasts, in seconds (default is 3)
|
|
|
|
targetname - to use it
|
|
target - What thing for it to be pointing at to start with
|
|
|
|
"startRGBA" - laser color, Red Green Blue Alpha, range 0 to 1 (default 1.0 0.85 0.15 0.75 = Yellow-Orange)
|
|
*/
|
|
/*
|
|
void laser_arm_start (gentity_t *base)
|
|
{
|
|
vec3_t armAngles;
|
|
vec3_t headAngles;
|
|
|
|
base->e_ThinkFunc = thinkF_NULL;
|
|
//We're the base, spawn the arm and head
|
|
gentity_t *arm = G_Spawn();
|
|
gentity_t *head = G_Spawn();
|
|
|
|
VectorCopy( base->s.angles, armAngles );
|
|
VectorCopy( base->s.angles, headAngles );
|
|
if ( base->target && base->target[0] )
|
|
{//Start out pointing at something
|
|
gentity_t *targ = G_Find( NULL, FOFS(targetname), base->target );
|
|
if ( !targ )
|
|
{//couldn't find it!
|
|
Com_Printf(S_COLOR_RED "ERROR : laser_arm can't find target %s!\n", base->target);
|
|
}
|
|
else
|
|
{//point at it
|
|
vec3_t dir, angles;
|
|
|
|
VectorSubtract(targ->r.currentOrigin, base->s.origin, dir );
|
|
vectoangles( dir, angles );
|
|
armAngles[1] = angles[1];
|
|
headAngles[0] = angles[0];
|
|
headAngles[1] = angles[1];
|
|
}
|
|
}
|
|
|
|
//Base
|
|
//Base does the looking for enemies and pointing the arm and head
|
|
VectorCopy( base->s.angles, base->s.apos.trBase );
|
|
//base->s.origin[2] += 4;
|
|
G_SetOrigin(base, base->s.origin);
|
|
trap_LinkEntity(base);
|
|
//FIXME: need an actual model
|
|
base->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_base.md3");
|
|
base->s.eType = ET_GENERAL;
|
|
G_SpawnVector4( "startRGBA", "1.0 0.85 0.15 0.75", (float *)&base->startRGBA );
|
|
//anglespeed - how fast it can track the player, entered in degrees per second, so we divide by FRAMETIME/1000
|
|
if ( !base->speed )
|
|
{
|
|
base->speed = 3.0f;
|
|
}
|
|
else
|
|
{
|
|
base->speed *= FRAMETIME/1000.0f;
|
|
}
|
|
base->e_UseFunc = useF_laser_arm_use;
|
|
base->nextthink = level.time + FRAMETIME;
|
|
|
|
//Arm
|
|
//Does nothing, not solid, gets removed when head explodes
|
|
G_SetOrigin( arm, base->s.origin );
|
|
trap_LinkEntity(arm);
|
|
VectorCopy( armAngles, arm->s.apos.trBase );
|
|
bolt_head_to_arm( arm, head, LARM_FOFS, LARM_ROFS, LARM_UOFS );
|
|
arm->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_arm.md3");
|
|
|
|
//Head
|
|
//Fires when enemy detected, animates, can be blown up
|
|
//Need to normalize the headAngles pitch for the clamping later
|
|
if ( headAngles[0] < -180 )
|
|
{
|
|
headAngles[0] += 360;
|
|
}
|
|
else if ( headAngles[0] > 180 )
|
|
{
|
|
headAngles[0] -= 360;
|
|
}
|
|
VectorCopy( headAngles, head->s.apos.trBase );
|
|
head->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_head.md3");
|
|
head->s.eType = ET_GENERAL;
|
|
// head->r.svFlags |= SVF_BROADCAST;// Broadcast to all clients
|
|
VectorSet( head->r.mins, -8, -8, -8 );
|
|
VectorSet( head->r.maxs, 8, 8, 8 );
|
|
head->r.contents = CONTENTS_BODY;
|
|
//FIXME: make an index into an external string table for localization
|
|
head->fullName = "Surgical Laser";
|
|
trap_LinkEntity(head);
|
|
|
|
//dmg
|
|
if ( !base->damage )
|
|
{
|
|
head->damage = 5;
|
|
}
|
|
else
|
|
{
|
|
head->damage = base->damage;
|
|
}
|
|
base->damage = 0;
|
|
//lifespan of beam
|
|
if ( !base->wait )
|
|
{
|
|
head->wait = 3000;
|
|
}
|
|
else
|
|
{
|
|
head->wait = base->wait * 1000;
|
|
}
|
|
base->wait = 0;
|
|
|
|
//Precache firing and explode sounds
|
|
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
|
|
G_SoundIndex("sound/enemies/l_arm/fire.wav");
|
|
G_SoundIndex("sound/enemies/l_arm/move.wav");
|
|
|
|
//Link them up
|
|
base->lastEnemy = arm;
|
|
arm->lastEnemy = head;
|
|
head->owner = arm;
|
|
arm->nextTrain = head->nextTrain = base;
|
|
|
|
// The head should always think, since it will be either firing a damage laser or just a target laser
|
|
head->e_ThinkFunc = thinkF_laser_arm_fire;
|
|
head->nextthink = level.time + FRAMETIME;
|
|
head->alt_fire = qfalse; // Don't do damage until told to
|
|
}
|
|
|
|
void SP_laser_arm (gentity_t *base)
|
|
{
|
|
base->e_ThinkFunc = thinkF_laser_arm_start;
|
|
base->nextthink = level.time + FRAMETIME;
|
|
}
|
|
*/
|