quake2-rogue/m_turret.c

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1998-11-29 00:00:00 +00:00
/*
==============================================================================
TURRET
==============================================================================
*/
#include "g_local.h"
#include "m_turret.h"
#define SPAWN_BLASTER 0x0008
#define SPAWN_MACHINEGUN 0x0010
#define SPAWN_ROCKET 0x0020
#define SPAWN_HEATBEAM 0x0040
#define SPAWN_WEAPONCHOICE 0x0078
#define SPAWN_INSTANT_WEAPON 0x0050
#define SPAWN_WALL_UNIT 0x0080
extern qboolean FindTarget (edict_t *self);
void turret_run (edict_t *self);
void TurretAim (edict_t *self);
void turret_sight (edict_t *self, edict_t *other);
void turret_search (edict_t *self);
void turret_stand (edict_t *self);
void turret_wake (edict_t *self);
void turret_ready_gun (edict_t *self);
void turret_run (edict_t *self);
void turret_attack (edict_t *self);
mmove_t turret_move_fire;
mmove_t turret_move_fire_blind;
void TurretAim(edict_t *self)
{
vec3_t end, dir;
vec3_t ang;
float move, idealPitch, idealYaw, current, speed;
int orientation;
// gi.dprintf("turret_aim: %d %d\n", self->s.frame, self->monsterinfo.nextframe);
if(!self->enemy || self->enemy == world)
{
if(!FindTarget (self))
return;
}
// if turret is still in inactive mode, ready the gun, but don't aim
if(self->s.frame < FRAME_active01)
{
turret_ready_gun(self);
return;
}
// if turret is still readying, don't aim.
if(self->s.frame < FRAME_run01)
return;
// PMM - blindfire aiming here
if (self->monsterinfo.currentmove == &turret_move_fire_blind)
{
VectorCopy(self->monsterinfo.blind_fire_target, end);
if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2])
end[2] += self->enemy->viewheight + 10;
else
end[2] += self->enemy->mins[2] - 10;
}
else
{
VectorCopy(self->enemy->s.origin, end);
if (self->enemy->client)
end[2] += self->enemy->viewheight;
}
VectorSubtract(end, self->s.origin, dir);
vectoangles2(dir, ang);
//
// Clamp first
//
idealPitch = ang[PITCH];
idealYaw = ang[YAW];
orientation = self->offset[1];
switch(orientation)
{
case -1: // up pitch: 0 to 90
if(idealPitch < -90)
idealPitch += 360;
if(idealPitch > -5)
idealPitch = -5;
break;
case -2: // down pitch: -180 to -360
if(idealPitch > -90)
idealPitch -= 360;
if(idealPitch < -355)
idealPitch = -355;
else if(idealPitch > -185)
idealPitch = -185;
break;
case 0: // +X pitch: 0 to -90, -270 to -360 (or 0 to 90)
//gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw);
if(idealPitch < -180)
idealPitch += 360;
if(idealPitch > 85)
idealPitch = 85;
else if(idealPitch < -85)
idealPitch = -85;
//gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw);
// yaw: 270 to 360, 0 to 90
// yaw: -90 to 90 (270-360 == -90-0)
if(idealYaw > 180)
idealYaw -= 360;
if(idealYaw > 85)
idealYaw = 85;
else if(idealYaw < -85)
idealYaw = -85;
//gi.dprintf("idealpitch %0.1f idealyaw %0.1f\n", idealPitch, idealYaw);
break;
case 90: // +Y pitch: 0 to 90, -270 to -360 (or 0 to 90)
if(idealPitch < -180)
idealPitch += 360;
if(idealPitch > 85)
idealPitch = 85;
else if(idealPitch < -85)
idealPitch = -85;
// yaw: 0 to 180
if(idealYaw > 270)
idealYaw -= 360;
if(idealYaw > 175) idealYaw = 175;
else if(idealYaw < 5) idealYaw = 5;
break;
case 180: // -X pitch: 0 to 90, -270 to -360 (or 0 to 90)
if(idealPitch < -180)
idealPitch += 360;
if(idealPitch > 85)
idealPitch = 85;
else if(idealPitch < -85)
idealPitch = -85;
// yaw: 90 to 270
if(idealYaw > 265) idealYaw = 265;
else if(idealYaw < 95) idealYaw = 95;
break;
case 270: // -Y pitch: 0 to 90, -270 to -360 (or 0 to 90)
if(idealPitch < -180)
idealPitch += 360;
if(idealPitch > 85)
idealPitch = 85;
else if(idealPitch < -85)
idealPitch = -85;
// yaw: 180 to 360
if(idealYaw < 90)
idealYaw += 360;
if(idealYaw > 355) idealYaw = 355;
else if(idealYaw < 185) idealYaw = 185;
break;
}
//
// adjust pitch
//
current = self->s.angles[PITCH];
speed = self->yaw_speed;
if(idealPitch != current)
{
move = idealPitch - current;
while(move >= 360)
move -= 360;
if (move >= 90)
{
move = move - 360;
}
while(move <= -360)
move += 360;
if (move <= -90)
{
move = move + 360;
}
if (move > 0)
{
if (move > speed)
move = speed;
}
else
{
if (move < -speed)
move = -speed;
}
self->s.angles[PITCH] = anglemod (current + move);
}
//
// adjust yaw
//
current = self->s.angles[YAW];
speed = self->yaw_speed;
if(idealYaw != current)
{
move = idealYaw - current;
// while(move >= 360)
// move -= 360;
if (move >= 180)
{
move = move - 360;
}
// while(move <= -360)
// move += 360;
if (move <= -180)
{
move = move + 360;
}
if (move > 0)
{
if (move > speed)
move = speed;
}
else
{
if (move < -speed)
move = -speed;
}
self->s.angles[YAW] = anglemod (current + move);
}
}
void turret_sight (edict_t *self, edict_t *other)
{
}
void turret_search (edict_t *self)
{
}
mframe_t turret_frames_stand [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t turret_move_stand = {FRAME_stand01, FRAME_stand02, turret_frames_stand, NULL};
void turret_stand (edict_t *self)
{
//gi.dprintf("turret_stand\n");
self->monsterinfo.currentmove = &turret_move_stand;
}
mframe_t turret_frames_ready_gun [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t turret_move_ready_gun = { FRAME_active01, FRAME_run01, turret_frames_ready_gun, turret_run };
void turret_ready_gun (edict_t *self)
{
self->monsterinfo.currentmove = &turret_move_ready_gun;
}
mframe_t turret_frames_seek [] =
{
ai_walk, 0, TurretAim,
ai_walk, 0, TurretAim
};
mmove_t turret_move_seek = {FRAME_run01, FRAME_run02, turret_frames_seek, NULL};
void turret_walk (edict_t *self)
{
if(self->s.frame < FRAME_run01)
turret_ready_gun(self);
else
self->monsterinfo.currentmove = &turret_move_seek;
}
mframe_t turret_frames_run [] =
{
ai_run, 0, TurretAim,
ai_run, 0, TurretAim
};
mmove_t turret_move_run = {FRAME_run01, FRAME_run02, turret_frames_run, turret_run};
void turret_run (edict_t *self)
{
if(self->s.frame < FRAME_run01)
turret_ready_gun(self);
else
self->monsterinfo.currentmove = &turret_move_run;
}
// **********************
// ATTACK
// **********************
#define TURRET_BULLET_DAMAGE 4
#define TURRET_HEAT_DAMAGE 4
void TurretFire (edict_t *self)
{
vec3_t forward;
vec3_t start, end, dir;
float time, dist, chance;
trace_t trace;
int rocketSpeed;
TurretAim(self);
if(!self->enemy || !self->enemy->inuse)
return;
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
VectorNormalize(dir);
AngleVectors(self->s.angles, forward, NULL, NULL);
chance = DotProduct(dir, forward);
if(chance < 0.98)
{
// gi.dprintf("off-angle\n");
return;
}
chance = random();
// rockets fire less often than the others do.
if (self->spawnflags & SPAWN_ROCKET)
{
chance = chance * 3;
rocketSpeed = 550;
if (skill->value == 2)
{
rocketSpeed += 200 * random();
}
else if (skill->value == 3)
{
rocketSpeed += 100 + (200 * random());
}
}
else if (self->spawnflags & SPAWN_BLASTER)
{
if (skill->value == 0)
rocketSpeed = 600;
else if (skill->value == 1)
rocketSpeed = 800;
else
rocketSpeed = 1000;
chance = chance * 2;
}
// up the fire chance 20% per skill level.
chance = chance - (0.2 * skill->value);
if(/*chance < 0.5 && */visible(self, self->enemy))
{
VectorCopy(self->s.origin, start);
VectorCopy(self->enemy->s.origin, end);
// aim for the head.
if ((self->enemy) && (self->enemy->client))
end[2]+=self->enemy->viewheight;
else
end[2]+=22;
VectorSubtract(end, start, dir);
dist = VectorLength(dir);
// check for predictive fire if distance less than 512
if(!(self->spawnflags & SPAWN_INSTANT_WEAPON) && (dist<512))
{
chance = random();
// ramp chance. easy - 50%, avg - 60%, hard - 70%, nightmare - 80%
chance += (3 - skill->value) * 0.1;
if(chance < 0.8)
{
// lead the target....
time = dist / 1000;
VectorMA(end, time, self->enemy->velocity, end);
VectorSubtract(end, start, dir);
}
}
VectorNormalize(dir);
trace = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT);
if(trace.ent == self->enemy || trace.ent == world)
{
if(self->spawnflags & SPAWN_BLASTER)
monster_fire_blaster(self, start, dir, 20, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER);
else if(self->spawnflags & SPAWN_MACHINEGUN)
monster_fire_bullet (self, start, dir, TURRET_BULLET_DAMAGE, 0, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_TURRET_MACHINEGUN);
else if(self->spawnflags & SPAWN_ROCKET)
{
if(dist * trace.fraction > 72)
monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_TURRET_ROCKET);
}
}
}
}
// PMM
void TurretFireBlind (edict_t *self)
{
vec3_t forward;
vec3_t start, end, dir;
float dist, chance;
int rocketSpeed;
TurretAim(self);
if(!self->enemy || !self->enemy->inuse)
return;
VectorSubtract(self->monsterinfo.blind_fire_target, self->s.origin, dir);
VectorNormalize(dir);
AngleVectors(self->s.angles, forward, NULL, NULL);
chance = DotProduct(dir, forward);
if(chance < 0.98)
{
// gi.dprintf("off-angle\n");
return;
}
if (self->spawnflags & SPAWN_ROCKET)
{
rocketSpeed = 550;
if (skill->value == 2)
{
rocketSpeed += 200 * random();
}
else if (skill->value == 3)
{
rocketSpeed += 100 + (200 * random());
}
}
VectorCopy(self->s.origin, start);
VectorCopy(self->monsterinfo.blind_fire_target, end);
if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2])
end[2] += self->enemy->viewheight + 10;
else
end[2] += self->enemy->mins[2] - 10;
VectorSubtract(end, start, dir);
dist = VectorLength(dir);
VectorNormalize(dir);
if(self->spawnflags & SPAWN_BLASTER)
monster_fire_blaster(self, start, dir, 20, 1000, MZ2_TURRET_BLASTER, EF_BLASTER);
else if(self->spawnflags & SPAWN_ROCKET)
monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_TURRET_ROCKET);
}
//pmm
mframe_t turret_frames_fire [] =
{
ai_run, 0, TurretFire,
ai_run, 0, TurretAim,
ai_run, 0, TurretAim,
ai_run, 0, TurretAim
};
mmove_t turret_move_fire = {FRAME_pow01, FRAME_pow04, turret_frames_fire, turret_run};
//PMM
// the blind frames need to aim first
mframe_t turret_frames_fire_blind [] =
{
ai_run, 0, TurretAim,
ai_run, 0, TurretAim,
ai_run, 0, TurretAim,
ai_run, 0, TurretFireBlind
};
mmove_t turret_move_fire_blind = {FRAME_pow01, FRAME_pow04, turret_frames_fire_blind, turret_run};
//pmm
void turret_attack(edict_t *self)
{
float r, chance;
if(self->s.frame < FRAME_run01)
turret_ready_gun(self);
// PMM
else if (self->monsterinfo.attack_state != AS_BLIND)
{
self->monsterinfo.nextframe = FRAME_pow01;
self->monsterinfo.currentmove = &turret_move_fire;
}
else
{
// setup shot probabilities
if (self->monsterinfo.blind_fire_delay < 1.0)
chance = 1.0;
else if (self->monsterinfo.blind_fire_delay < 7.5)
chance = 0.4;
else
chance = 0.1;
r = random();
// minimum of 3 seconds, plus 0-4, after the shots are done - total time should be max less than 7.5
self->monsterinfo.blind_fire_delay += 0.4 + 3.0 + random()*4.0;
// don't shoot at the origin
if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
return;
// don't shoot if the dice say not to
if (r > chance)
return;
self->monsterinfo.nextframe = FRAME_pow01;
self->monsterinfo.currentmove = &turret_move_fire_blind;
}
// pmm
}
// **********************
// PAIN
// **********************
void turret_pain (edict_t *self, edict_t *other, float kick, int damage)
{
return;
}
// **********************
// DEATH
// **********************
void turret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
vec3_t forward;
vec3_t start;
edict_t *base;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PLAIN_EXPLOSION);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PHS);
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorMA(self->s.origin, 1, forward, start);
ThrowDebris (self, "models/objects/debris1/tris.md2", 1, start);
ThrowDebris (self, "models/objects/debris1/tris.md2", 2, start);
ThrowDebris (self, "models/objects/debris1/tris.md2", 1, start);
ThrowDebris (self, "models/objects/debris1/tris.md2", 2, start);
if(self->teamchain)
{
base = self->teamchain;
base->solid = SOLID_BBOX;
base->takedamage = DAMAGE_NO;
base->movetype = MOVETYPE_NONE;
gi.linkentity (base);
}
if(self->target)
{
if(self->enemy && self->enemy->inuse)
G_UseTargets (self, self->enemy);
else
G_UseTargets (self, self);
}
G_FreeEdict(self);
}
// **********************
// WALL SPAWN
// **********************
void turret_wall_spawn (edict_t *turret)
{
edict_t *ent;
int angle;
ent = G_Spawn();
VectorCopy(turret->s.origin, ent->s.origin);
VectorCopy(turret->s.angles, ent->s.angles);
angle = ent->s.angles[1];
if(ent->s.angles[0] == 90)
angle = -1;
else if(ent->s.angles[0] == 270)
angle = -2;
switch (angle)
{
case -1:
VectorSet(ent->mins, -16, -16, -8);
VectorSet(ent->maxs, 16, 16, 0);
break;
case -2:
VectorSet(ent->mins, -16, -16, 0);
VectorSet(ent->maxs, 16, 16, 8);
break;
case 0:
VectorSet(ent->mins, -8, -16, -16);
VectorSet(ent->maxs, 0, 16, 16);
break;
case 90:
VectorSet(ent->mins, -16, -8, -16);
VectorSet(ent->maxs, 16, 0, 16);
break;
case 180:
VectorSet(ent->mins, 0, -16, -16);
VectorSet(ent->maxs, 8, 16, 16);
break;
case 270:
VectorSet(ent->mins, -16, 0, -16);
VectorSet(ent->maxs, 16, 8, 16);
break;
}
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_NOT;
ent->teammaster = turret;
turret->teammaster = turret;
turret->teamchain = ent;
ent->teamchain = NULL;
ent->flags |= FL_TEAMSLAVE;
ent->owner = turret;
ent->s.modelindex = gi.modelindex("models/monsters/turretbase/tris.md2");
gi.linkentity (ent);
}
void turret_wake (edict_t *self)
{
// the wall section will call this when it stops moving.
// just return without doing anything. easiest way to have a null function.
if(self->flags & FL_TEAMSLAVE)
{
return;
}
self->monsterinfo.stand = turret_stand;
self->monsterinfo.walk = turret_walk;
self->monsterinfo.run = turret_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = turret_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = turret_sight;
self->monsterinfo.search = turret_search;
self->monsterinfo.currentmove = &turret_move_stand;
self->takedamage = DAMAGE_AIM;
self->movetype = MOVETYPE_NONE;
// prevent counting twice
self->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
gi.linkentity (self);
stationarymonster_start (self);
if(self->spawnflags & SPAWN_MACHINEGUN)
{
self->s.skinnum = 1;
}
else if(self->spawnflags & SPAWN_ROCKET)
{
self->s.skinnum = 2;
}
// but we do want the death to count
self->monsterinfo.aiflags &= ~AI_DO_NOT_COUNT;
}
extern void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*));
void turret_activate (edict_t *self, edict_t *other, edict_t *activator)
{
vec3_t endpos;
vec3_t forward;
edict_t *base;
self->movetype = MOVETYPE_PUSH;
if(!self->speed)
self->speed = 15;
self->moveinfo.speed = self->speed;
self->moveinfo.accel = self->speed;
self->moveinfo.decel = self->speed;
if(self->s.angles[0] == 270)
{
VectorSet (forward, 0,0,1);
}
else if(self->s.angles[0] == 90)
{
VectorSet (forward, 0,0,-1);
}
else if(self->s.angles[1] == 0)
{
VectorSet (forward, 1,0,0);
}
else if(self->s.angles[1] == 90)
{
VectorSet (forward, 0,1,0);
}
else if(self->s.angles[1] == 180)
{
VectorSet (forward, -1,0,0);
}
else if(self->s.angles[1] == 270)
{
VectorSet (forward, 0,-1,0);
}
// start up the turret
VectorMA(self->s.origin, 32, forward, endpos);
Move_Calc(self, endpos, turret_wake);
base = self->teamchain;
if(base)
{
base->movetype = MOVETYPE_PUSH;
base->speed = self->speed;
base->moveinfo.speed = base->speed;
base->moveinfo.accel = base->speed;
base->moveinfo.decel = base->speed;
// start up the wall section
VectorMA(self->teamchain->s.origin, 32, forward, endpos);
Move_Calc(self->teamchain, endpos, turret_wake);
}
gi.sound (self, CHAN_VOICE, gi.soundindex ("world/dr_short.wav"), 1, ATTN_NORM, 0);
}
// PMM
// checkattack .. ignore range, just attack if available
qboolean turret_checkattack (edict_t *self)
{
vec3_t spot1, spot2;
float chance, nexttime;
trace_t tr;
int enemy_range;
if (self->enemy->health > 0)
{
// see if any entities are in the way of the shot
VectorCopy (self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy (self->enemy->s.origin, spot2);
spot2[2] += self->enemy->viewheight;
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW);
// do we have a clear shot?
if (tr.ent != self->enemy)
{
// PGM - we want them to go ahead and shoot at info_notnulls if they can.
if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
{
// PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available
if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy)))
{
if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 10.0))
{
if (level.time < self->monsterinfo.attack_finished)
{
return false;
}
if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay))
{
// wait for our time
return false;
}
else
{
// make sure we're not going to shoot something we don't want to shoot
tr = gi.trace (spot1, NULL, NULL, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER);
if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0) && (tr.ent != self->enemy)))
{
return false;
}
self->monsterinfo.attack_state = AS_BLIND;
self->monsterinfo.attack_finished = level.time + 0.5 + 2*random();
return true;
}
}
}
// pmm
return false;
}
}
}
if (level.time < self->monsterinfo.attack_finished)
return false;
enemy_range = range(self, self->enemy);
if (enemy_range == RANGE_MELEE)
{
// don't always melee in easy mode
if (skill->value == 0 && (rand()&3) )
return false;
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
if (self->spawnflags & SPAWN_ROCKET)
{
chance = 0.10;
nexttime = (1.8 - (0.2 * skill->value));
}
else if(self->spawnflags & SPAWN_BLASTER)
{
chance = 0.35;
nexttime = (1.2 - (0.2 * skill->value));
}
else
{
chance = 0.50;
nexttime = (0.8 - (0.1 * skill->value));
}
if (skill->value == 0)
chance *= 0.5;
else if (skill->value > 1)
chance *= 2;
// PGM - go ahead and shoot every time if it's a info_notnull
// PMM - added visibility check
if ( ((random () < chance) && (visible(self, self->enemy))) || (self->enemy->solid == SOLID_NOT))
{
self->monsterinfo.attack_state = AS_MISSILE;
// self->monsterinfo.attack_finished = level.time + 0.3 + 2*random();
self->monsterinfo.attack_finished = level.time + nexttime;
return true;
}
self->monsterinfo.attack_state = AS_STRAIGHT;
return false;
}
// **********************
// SPAWN
// **********************
/*QUAKED monster_turret (1 .5 0) (-16 -16 -16) (16 16 16) Ambush Trigger_Spawn Sight Blaster MachineGun Rocket Heatbeam WallUnit
The automated defense turret that mounts on walls.
Check the weapon you want it to use: blaster, machinegun, rocket, heatbeam.
Default weapon is blaster.
When activated, wall units move 32 units in the direction they're facing.
*/
void SP_monster_turret (edict_t *self)
{
int angle;
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
// VERSIONING
// if (g_showlogic && g_showlogic->value)
// gi.dprintf ("%s\n", ROGUE_VERSION_STRING);
// self->plat2flags = ROGUE_VERSION_ID;
// versions
// pre-caches
gi.soundindex ("world/dr_short.wav");
gi.modelindex ("models/objects/debris1/tris.md2");
self->s.modelindex = gi.modelindex("models/monsters/turret/tris.md2");
VectorSet (self->mins, -12, -12, -12);
VectorSet (self->maxs, 12, 12, 12);
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_BBOX;
self->health = 240;
self->gib_health = -100;
self->mass = 250;
self->yaw_speed = 45;
self->flags |= FL_MECHANICAL;
self->pain = turret_pain;
self->die = turret_die;
// map designer didn't specify weapon type. set it now.
if(!(self->spawnflags & SPAWN_WEAPONCHOICE))
{
self->spawnflags |= SPAWN_BLASTER;
// self->spawnflags |= SPAWN_MACHINEGUN;
// self->spawnflags |= SPAWN_ROCKET;
// self->spawnflags |= SPAWN_HEATBEAM;
}
if(self->spawnflags & SPAWN_HEATBEAM)
{
self->spawnflags &= ~SPAWN_HEATBEAM;
self->spawnflags |= SPAWN_BLASTER;
}
if(!(self->spawnflags & SPAWN_WALL_UNIT))
{
self->monsterinfo.stand = turret_stand;
self->monsterinfo.walk = turret_walk;
self->monsterinfo.run = turret_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = turret_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = turret_sight;
self->monsterinfo.search = turret_search;
self->monsterinfo.currentmove = &turret_move_stand;
}
// PMM
self->monsterinfo.checkattack = turret_checkattack;
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
self->monsterinfo.scale = MODEL_SCALE;
self->gravity = 0;
VectorCopy(self->s.angles, self->offset);
angle=(int)self->s.angles[1];
switch(angle)
{
case -1: // up
self->s.angles[0] = 270;
self->s.angles[1] = 0;
self->s.origin[2] += 2;
break;
case -2: // down
self->s.angles[0] = 90;
self->s.angles[1] = 0;
self->s.origin[2] -= 2;
break;
case 0:
self->s.origin[0] += 2;
break;
case 90:
self->s.origin[1] += 2;
break;
case 180:
self->s.origin[0] -= 2;
break;
case 270:
self->s.origin[1] -= 2;
break;
default:
break;
}
gi.linkentity (self);
if(self->spawnflags & SPAWN_WALL_UNIT)
{
if(!self->targetname)
{
// gi.dprintf("Wall Unit Turret without targetname! %s\n", vtos(self->s.origin));
G_FreeEdict(self);
return;
}
self->takedamage = DAMAGE_NO;
self->use = turret_activate;
turret_wall_spawn(self);
if ((!(self->monsterinfo.aiflags & AI_GOOD_GUY)) && (!(self->monsterinfo.aiflags & AI_DO_NOT_COUNT)))
level.total_monsters++;
}
else
{
stationarymonster_start (self);
}
if(self->spawnflags & SPAWN_MACHINEGUN)
{
gi.soundindex ("infantry/infatck1.wav");
self->s.skinnum = 1;
}
else if(self->spawnflags & SPAWN_ROCKET)
{
gi.soundindex ("weapons/rockfly.wav");
gi.modelindex ("models/objects/rocket/tris.md2");
gi.soundindex ("chick/chkatck2.wav");
self->s.skinnum = 2;
}
else
{
if (!(self->spawnflags & SPAWN_BLASTER))
{
self->spawnflags |= SPAWN_BLASTER;
}
gi.modelindex ("models/objects/laser/tris.md2");
gi.soundindex ("misc/lasfly.wav");
gi.soundindex ("soldier/solatck2.wav");
}
// PMM - turrets don't get mad at monsters, and visa versa
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
// PMM - blindfire
if(self->spawnflags & (SPAWN_ROCKET|SPAWN_BLASTER))
self->monsterinfo.blindfire = true;
}