sin-sdk/turret.cpp

748 lines
14 KiB
C++
Raw Normal View History

1998-12-20 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/turret.cpp $
// $Revision:: 35 $
// $Author:: Aldie $
// $Date:: 11/06/98 9:26p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/turret.cpp $
//
// 35 11/06/98 9:26p Aldie
// Moved spawning of explosion to centroid of turret
//
// 34 10/21/98 12:10a Aldie
// Added EV_Activate to the responses.
//
// 33 10/15/98 5:02p Markd
// Fixed turret problems with invulnerability
//
// 32 10/15/98 3:37p Markd
// Added forcefield to turrets with no health
//
// 31 10/14/98 12:13a Aldie
// Don't need to mess with AttackFinished for turrets
//
// 30 10/13/98 7:14p Aldie
// Fixed a warning when no thread was found
//
// 29 10/13/98 2:30p Aldie
// Fix attack_finished to update the weapon as well.
//
// 28 10/09/98 4:54p Markd
// Changed script code to ExecuteThread
//
// 27 9/30/98 5:39p Aldie
// Added showinfo command
//
// 26 9/30/98 4:36p Aldie
// Fixed some weirdness with turrets.
//
// 25 9/30/98 3:42p Markd
// put in bulletproofing for start thread functions
//
// 24 9/23/98 5:19p Markd
// Put DAMAGE_NO in killed functions of these classes
//
// 23 9/22/98 4:57p Aldie
// Moved lagtime check right before firing
//
// 22 9/20/98 9:09p Aldie
// Fixed patience and lagtime for turrets
//
// 21 9/20/98 5:13p Aldie
// Changed some stuff with the thread and targeting when the turret sees a
// player
//
// 20 9/19/98 6:14p Aldie
// Added trigger targets and thread to turrets
//
// 19 9/15/98 6:45p Aldie
// Fixed some sound aliases
//
// 18 9/01/98 3:05p Markd
// Rewrote explosion code
//
// 17 8/29/98 9:46p Jimdose
// Added call info to G_Trace
//
// 16 8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
//
// 15 8/18/98 11:08p Markd
// Added new Alias System
//
// 14 7/26/98 6:54a Aldie
// Removed setting of takedamage. This is now the responsibility of the
// subclass
//
// 13 7/25/98 7:19p Aldie
// Client side explosion
//
// 12 7/23/98 7:12p Aldie
// Update turret stuff so it triggers it's targets
//
// 11 7/23/98 12:17p Aldie
// Removed takedamage=no from the down event
//
// 10 7/22/98 8:40p Aldie
// Deactivate a turret will make it go down.
//
// 9 7/22/98 5:16p Aldie
// Changed general behavior
//
// 8 7/17/98 4:42p Aldie
// Made "fire" call an event when it's through
//
// 7 7/10/98 5:39p Aldie
// Moved some settings from base class to subclasses
//
// 6 7/10/98 3:07p Aldie
// Activate and deactivate turrets.
//
// 5 7/07/98 4:11p Aldie
// New version of turret
//
// DESCRIPTION:
// Generic turret
#include "g_local.h"
#include "turret.h"
#include "explosion.h"
#include "misc.h"
#include "weapon.h"
#include "specialfx.h"
Event EV_Turret_GoUp( "raise" );
Event EV_Turret_GoDown( "lower" );
Event EV_Turret_Down( "down" );
Event EV_Turret_Seek( "seek" );
Event EV_Turret_Turn( "turn" );
Event EV_Turret_EndSeek( "endseek" );
Event EV_Turret_Attack( "attack" );
Event EV_Turret_CheckVicinity( "checkvicinity" );
Event EV_Turret_AttackStart( "attack_start" );
Event EV_Turret_AttackFinished( "attack_finished" );
Event EV_Turret_Activate( "activate" );
Event EV_Turret_Deactivate( "deactivate" );
Event EV_Turret_Lagtime( "lagtime" );
Event EV_Turret_SetSightTime( "setsighttime" );
CLASS_DECLARATION( Sentient, Turret, NULL )
ResponseDef Turret::Responses[] =
{
{ &EV_Turret_GoUp, ( Response )Turret::GoUp },
{ &EV_Turret_GoDown, ( Response )Turret::GoDown },
{ &EV_Turret_Down, ( Response )Turret::Down },
{ &EV_Turret_Seek, ( Response )Turret::Seek },
{ &EV_Turret_Turn, ( Response )Turret::Turn },
{ &EV_Turret_EndSeek, ( Response )Turret::EndSeek },
{ &EV_Turret_Attack, ( Response )Turret::Fire },
{ &EV_Turret_CheckVicinity, ( Response )Turret::CheckVicinity },
{ &EV_Turret_AttackStart, ( Response )Turret::AttackStart },
{ &EV_Turret_AttackFinished, ( Response )Turret::AttackFinished },
{ &EV_Turret_Activate, ( Response )Turret::Activate },
{ &EV_Turret_Deactivate, ( Response )Turret::Deactivate },
{ &EV_Turret_Lagtime, ( Response )Turret::Lagtime },
{ &EV_Turret_SetSightTime, ( Response )Turret::SetSightTime },
{ &EV_Pain, ( Response )Turret::Pain },
{ &EV_Killed, ( Response )Turret::Killed },
{ &EV_Activate, ( Response )Turret::Activate },
{ NULL, NULL }
};
void Turret::Lagtime
(
Event *ev
)
{
lagtime = ev->GetFloat( 1 );
}
Turret::Turret
(
void
)
{
str hstr;
base = 0;
enemy = 0;
lastSightTime = 0;
attacking = false;
turning = false;
active = false;
turntime = 0;
thread = G_GetStringArg( "sightthread", "" );
sight_target = G_GetStringArg( "sighttarget", "" );
patience = G_GetFloatArg( "patience", 1 );
lagtime = G_GetFloatArg( "lagtime", 0 );
firetime = 0;
takedamage = DAMAGE_YES;
hstr = G_GetStringArg( "health" );
if ( hstr != "" )
{
health = G_GetFloatArg( "health" );
if ( health )
{
flags |= FL_SPARKS;
}
else
{
flags |= FL_FORCEFIELD;
}
}
else
{
flags |= FL_SPARKS;
}
if ( Targeted() )
activated = false;
else
activated = true;
}
void Turret::Activate
(
Event *ev
)
{
activated = true;
firetime = level.time + lagtime;
}
void Turret::Deactivate
(
Event *ev
)
{
activated = false;
ProcessEvent( EV_Turret_GoDown );
}
void Turret::Killed
(
Event *ev
)
{
Entity *attacker;
Vector dir;
int power;
const char *name;
int num;
Entity *ent;
Event *event;
takedamage = DAMAGE_NO;
attacker = ev->GetEntity( 1 );
power = ev->GetInteger( 2 );
if ( power < 40 )
{
power = 40;
}
ProcessEvent( EV_BreakingSound );
dir = worldorigin - attacker->worldorigin;
CreateExplosion( centroid, 30, 0.5, true, this, attacker, this );
//
// kill the killtargets
//
name = KillTarget();
if ( name && strcmp( name, "" ) )
{
num = 0;
do
{
num = G_FindTarget( num, name );
if ( !num )
{
break;
}
ent = G_GetEntity( num );
ent->PostEvent( EV_Remove, 0 );
}
while ( 1 );
}
//
// fire targets
//
name = Target();
if ( name && strcmp( name, "" ) )
{
num = 0;
do
{
num = G_FindTarget( num, name );
if ( !num )
{
break;
}
ent = G_GetEntity( num );
event = new Event( EV_Activate );
event->AddEntity( attacker );
ent->PostEvent( event, 0 );
}
while ( 1 );
}
ProcessEvent( EV_Turret_GoDown );
PostEvent( EV_Remove, 0 );
}
qboolean Turret::CanSee
(
Entity *ent
)
{
Vector delta;
Vector start;
Vector end;
trace_t trace;
start = worldorigin + gunoffset;
end = ( ent->absmin + ent->absmax ) * 0.5;
// Check if he's visible
trace = G_Trace( start, vec_zero, vec_zero, end, this, MASK_OPAQUE, "Turret::CanSee" );
if ( trace.fraction == 1.0 || trace.ent == ent->edict )
{
return true;
}
return false;
}
int Turret::Range
(
float dist
)
{
if ( dist > wakeupdistance )
{
return TURRET_OUTOFRANGE;
}
if ( dist > firingdistance )
{
return TURRET_WAKEUPRANGE;
}
return TURRET_FIRERANGE;
}
float Turret::Distance
(
Entity *targ
)
{
Vector delta;
delta = worldorigin + gunoffset - ( targ->absmin + targ->absmax ) * 0.5;
return delta.length();
}
void Turret::Pain
(
Event *ev
)
{
Entity *attacker;
Vector dir;
if ( takedamage == DAMAGE_NO )
{
return;
}
attacker = ev->GetEntity( 2 );
dir = worldorigin - attacker->worldorigin;
if ( attacker != this )
enemy = attacker->entnum;
}
qboolean Turret::FindTarget
(
void
)
{
Entity *ent;
edict_t *ed;
int i;
float dist;
float bestdist;
Entity *bestent;
bestent = NULL;
bestdist = wakeupdistance + 1;
for( i = 0; i < game.maxclients; i++ )
{
ed = &g_edicts[ 1 + i ];
if ( !ed->inuse || !ed->entity )
{
continue;
}
ent = ed->entity;
if ( ( ent->health < 0 ) || ( ent->flags & FL_NOTARGET ) )
{
continue;
}
dist = Distance( ent );
if ( Range( dist ) == TURRET_OUTOFRANGE )
{
continue;
}
if ( ( dist < bestdist ) && CanSee( ent ) )
{
bestent = ent;
bestdist = dist;
}
}
if ( bestent )
{
enemy = bestent->entnum;
return true;
}
enemy = 0;
return false;
}
//FIXME
// make this a common function
float Turret::AdjustAngle
(
float maxadjust,
float currangle,
float targetangle
)
{
float dangle;
float magangle;
dangle = currangle - targetangle;
if ( dangle )
{
magangle = ( float )fabs( dangle );
if ( magangle < maxadjust )
{
currangle = targetangle;
}
else
{
if ( magangle > 180.0f )
{
maxadjust = -maxadjust;
}
if ( dangle > 0 )
{
maxadjust = -maxadjust;
}
currangle += maxadjust;
}
}
while( currangle >= 360.0f )
{
currangle -= 360.0f;
}
while( currangle < 0.0f )
{
currangle += 360.0f;
}
return currangle;
}
void Turret::Seek
(
Event *ev
)
{
Entity *ent;
Vector v;
Vector s;
float t;
int range;
Vector f;
active = true;
ent = NULL;
if ( enemy )
{
ent = G_GetEntity( enemy );
if ( ( !ent ) || ( ent->health <= 0 ) || ( ent->flags & FL_NOTARGET ) )
{
enemy = 0;
ent = NULL;
}
else
{
range = Range( Distance( ent ) );
}
}
if ( ( lastSightTime ) && ( ( lastSightTime + patience ) < level.time ) )
{
ProcessEvent( EV_Turret_GoDown );
}
if ( !enemy )
{
FindTarget();
PostEvent( EV_Turret_Seek, FRAMETIME * 2 );
return;
}
if ( ( range != TURRET_OUTOFRANGE ) && ent && CanSee( ent ) )
{
lastSightTime = level.time;
v = ent->worldorigin - worldorigin;
neworientation = v.toYaw();
}
if ( ( angles.y != neworientation ) && !turning )
{
ProcessEvent( EV_Turret_Turn );
}
t = worldorigin.z + gunoffset.z;
if ( ( !attacking ) && ( t < ent->absmax.z ) && ( t > ent->absmin.z ) &&
( range == TURRET_FIRERANGE ) )
{
// Allow some freetime to let player get somewhere before turret shoots
if ( level.time < firetime )
{
PostEvent( EV_Turret_Seek, FRAMETIME * 2 );
return;
}
ProcessEvent( EV_Turret_Attack );
}
PostEvent( EV_Turret_Seek, FRAMETIME * 2 );
}
void Turret::Fire
(
Event *ev
)
{
RandomAnimate( "fire", EV_Turret_AttackFinished );
}
void Turret::Turn
(
Event *ev
)
{
if ( angles[ 1 ] != neworientation )
{
turntime = level.time + 0.2;
if ( !turning )
{
ProcessEvent( EV_MachineSound );
RandomSound( "snd_seek", 1 );
turning = true;
}
}
else if ( turntime < level.time )
{
turning = false;
ProcessEvent( EV_MachineSound );
RandomSound( "snd_stop", 1 );
return;
}
angles[ 1 ] = AdjustAngle( 12, angles[ 1 ], neworientation );
setAngles( angles );
PostEvent( EV_Turret_Turn, FRAMETIME );
}
void Turret::EndSeek
(
Event *ev
)
{
RandomSound( "snd_stop", 1 );
CancelEventsOfType( EV_Turret_Seek );
CancelEventsOfType( EV_Turret_Turn );
CancelEventsOfType( EV_Turret_Attack );
ProcessEvent( EV_Turret_AttackFinished );
turning = false;
lastSightTime = 0;
enemy = false;
active = false;
}
void Turret::CheckVicinity
(
Event *ev
)
{
Event *e;
if ( activated && FindTarget() )
{
e = new Event( EV_Turret_GoUp );
e->AddEntity( G_GetEntity( enemy ) );
ProcessEvent( e );
}
}
void Turret::SetSightTime
(
Event *ev
)
{
lastSightTime = level.time;
}
void Turret::GoUp
(
Event *ev
)
{
Entity *b;
Entity *ent;
const char *name;
int num;
Event *event;
lastSightTime = level.time;
ent = ev->GetEntity( 1 );
enemy = ent->entnum;
if ( !active )
{
active = true;
}
if ( base )
{
b = G_GetEntity( base );
assert( b );
if ( b )
{
b->ProcessEvent( EV_Turret_GoUp );
}
}
firetime = level.time + lagtime;
RandomAnimate( "raise", EV_Turret_SetSightTime );
// Turret just woke up, trigger targets and call thread.
name = sight_target.c_str();
if ( name && strcmp( name, "" ) )
{
num = 0;
do
{
num = G_FindTarget( num, name );
if ( !num )
{
break;
}
ent = G_GetEntity( num );
event = new Event( EV_Activate );
event->AddEntity( G_GetEntity( enemy ) );
ent->PostEvent( event, 0 );
}
while ( 1 );
}
if ( thread.length() && !ExecuteThread( thread ) )
{
warning( "GoUp", "%s not found.", thread.c_str() );
}
}
void Turret::GoDown
(
Event *ev
)
{
Entity *b;
if ( base )
{
b = G_GetEntity( base );
assert( b );
if ( b )
{
b->ProcessEvent( EV_Turret_GoDown );
}
}
ProcessEvent( EV_Turret_EndSeek );
RandomAnimate( "lower", EV_Turret_Down );
}
void Turret::Down
(
Event *ev
)
{
}
void Turret::AttackStart
(
Event *ev
)
{
attacking = true;
}
void Turret::AttackFinished
(
Event *ev
)
{
attacking = false;
}