jkxr/Projects/Android/jni/OpenJK/codeJK2/game/g_weapon.cpp

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// g_weapon.c
// perform the server side effects of a weapon firing
#include "g_headers.h"
#include "g_local.h"
#include "g_functions.h"
#include "anims.h"
#include "b_local.h"
#include "w_local.h"
vec3_t wpFwd, wpVright, wpUp;
vec3_t wpMuzzle;
gentity_t *ent_list[MAX_GENTITIES];
// some naughty little things that are used cg side
int g_rocketLockEntNum = ENTITYNUM_NONE;
int g_rocketLockTime = 0;
int g_rocketSlackTime = 0;
// Weapon Helper Functions
//-----------------------------------------------------------------------------
void WP_TraceSetStart( const gentity_t *ent, vec3_t start, const vec3_t mins, const vec3_t maxs )
//-----------------------------------------------------------------------------
{
//make sure our start point isn't on the other side of a wall
trace_t tr;
vec3_t entMins, newstart;
vec3_t entMaxs;
VectorSet( entMaxs, 5, 5, 5 );
VectorScale( entMaxs, -1, entMins );
if ( !ent->client )
{
return;
}
VectorCopy( ent->currentOrigin, newstart );
newstart[2] = start[2]; // force newstart to be on the same plane as the wpMuzzle ( start )
gi.trace( &tr, newstart, entMins, entMaxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP, G2_NOCOLLIDE, 0 );
if ( tr.startsolid || tr.allsolid )
{
// there is a problem here..
return;
}
if ( tr.fraction < 1.0f )
{
VectorCopy( tr.endpos, start );
}
}
//-----------------------------------------------------------------------------
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire )
//-----------------------------------------------------------------------------
{
gentity_t *missile;
missile = G_Spawn();
missile->nextthink = level.time + life;
missile->e_ThinkFunc = thinkF_G_FreeEntity;
missile->s.eType = ET_MISSILE;
missile->owner = owner;
missile->alt_fire = altFire;
missile->s.pos.trType = TR_LINEAR;
missile->s.pos.trTime = level.time;// - 10; // move a bit on the very first frame
VectorCopy( org, missile->s.pos.trBase );
VectorScale( dir, vel, missile->s.pos.trDelta );
VectorCopy( org, missile->currentOrigin);
gi.linkentity( missile );
return missile;
}
//-----------------------------------------------------------------------------
void WP_Stick( gentity_t *missile, trace_t *trace, float fudge_distance )
//-----------------------------------------------------------------------------
{
vec3_t org, ang;
// not moving or rotating
missile->s.pos.trType = TR_STATIONARY;
VectorClear( missile->s.pos.trDelta );
VectorClear( missile->s.apos.trDelta );
// so we don't stick into the wall
VectorMA( trace->endpos, fudge_distance, trace->plane.normal, org );
G_SetOrigin( missile, org );
vectoangles( trace->plane.normal, ang );
G_SetAngles( missile, ang );
// I guess explode death wants me as the normal?
// VectorCopy( trace->plane.normal, missile->pos1 );
gi.linkentity( missile );
}
// This version shares is in the thinkFunc format
//-----------------------------------------------------------------------------
void WP_Explode( gentity_t *self )
//-----------------------------------------------------------------------------
{
gentity_t *attacker = self;
vec3_t wpFwd;
// stop chain reaction runaway loops
self->takedamage = qfalse;
self->s.loopSound = 0;
// VectorCopy( self->currentOrigin, self->s.pos.trBase );
AngleVectors( self->s.angles, wpFwd, NULL, NULL );
if ( self->fxID > 0 )
{
G_PlayEffect( self->fxID, self->currentOrigin, wpFwd );
}
if ( self->owner )
{
attacker = self->owner;
}
else if ( self->activator )
{
attacker = self->activator;
}
if ( self->splashDamage > 0 && self->splashRadius > 0 )
{
G_RadiusDamage( self->currentOrigin, attacker, self->splashDamage, self->splashRadius, attacker, MOD_EXPLOSIVE_SPLASH );
}
if ( self->target )
{
G_UseTargets( self, attacker );
}
G_SetOrigin( self, self->currentOrigin );
self->nextthink = level.time + 50;
self->e_ThinkFunc = thinkF_G_FreeEntity;
}
// We need to have a dieFunc, otherwise G_Damage won't actually make us die. I could modify G_Damage, but that entails too many changes
//-----------------------------------------------------------------------------
void WP_ExplosiveDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath,int dFlags,int hitLoc )
//-----------------------------------------------------------------------------
{
self->enemy = attacker;
if ( attacker && !attacker->s.number )
{
// less damage when shot by player
self->splashDamage /= 3;
self->splashRadius /= 3;
}
self->s.eFlags &= ~EF_FIRING; // don't draw beam if we are dead
WP_Explode( self );
}
//---------------------------------------------------------
void AddLeanOfs(const gentity_t *const ent, vec3_t point)
//---------------------------------------------------------
{
if(ent->client)
{
if(ent->client->ps.leanofs)
{
vec3_t right;
//add leaning offset
AngleVectors(ent->client->ps.viewangles, NULL, right, NULL);
VectorMA(point, (float)ent->client->ps.leanofs, right, point);
}
}
}
//---------------------------------------------------------
void SubtractLeanOfs(const gentity_t *const ent, vec3_t point)
//---------------------------------------------------------
{
if(ent->client)
{
if(ent->client->ps.leanofs)
{
vec3_t right;
//add leaning offset
AngleVectors( ent->client->ps.viewangles, NULL, right, NULL );
VectorMA( point, ent->client->ps.leanofs*-1, right, point );
}
}
}
//---------------------------------------------------------
void ViewHeightFix(const gentity_t *const ent)
//---------------------------------------------------------
{
//FIXME: this is hacky and doesn't need to be here. Was only put here to make up
//for the times a crouch anim would be used but not actually crouching.
//When we start calcing eyepos (SPOT_HEAD) from the tag_eyes, we won't need
//this (or viewheight at all?)
if ( !ent )
return;
if ( !ent->client || !ent->NPC )
return;
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 )
return;//dead
if ( ent->client->ps.legsAnim == BOTH_CROUCH1IDLE || ent->client->ps.legsAnim == BOTH_CROUCH1 || ent->client->ps.legsAnim == BOTH_CROUCH1WALK )
{
if ( ent->client->ps.viewheight!=ent->client->crouchheight + STANDARD_VIEWHEIGHT_OFFSET )
ent->client->ps.viewheight = ent->client->crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
}
else
{
if ( ent->client->ps.viewheight!=ent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET )
ent->client->ps.viewheight = ent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
}
}
qboolean W_AccuracyLoggableWeapon( int weapon, qboolean alt_fire, int mod )
{
if ( mod != MOD_UNKNOWN )
{
switch( mod )
{
//standard weapons
case MOD_BRYAR:
case MOD_BRYAR_ALT:
case MOD_BLASTER:
case MOD_BLASTER_ALT:
case MOD_DISRUPTOR:
case MOD_SNIPER:
case MOD_BOWCASTER:
case MOD_BOWCASTER_ALT:
case MOD_ROCKET:
case MOD_ROCKET_ALT:
return qtrue;
break;
//non-alt standard
case MOD_REPEATER:
case MOD_DEMP2:
case MOD_FLECHETTE:
return qtrue;
break;
//emplaced gun
case MOD_EMPLACED:
return qtrue;
break;
//atst
case MOD_ENERGY:
case MOD_EXPLOSIVE:
if ( weapon == WP_ATST_MAIN || weapon == WP_ATST_SIDE )
{
return qtrue;
}
break;
}
}
else if ( weapon != WP_NONE )
{
switch( weapon )
{
case WP_BRYAR_PISTOL:
case WP_BLASTER:
case WP_DISRUPTOR:
case WP_BOWCASTER:
case WP_ROCKET_LAUNCHER:
return qtrue;
break;
//non-alt standard
case WP_REPEATER:
case WP_DEMP2:
case WP_FLECHETTE:
if ( !alt_fire )
{
return qtrue;
}
break;
//emplaced gun
case WP_EMPLACED_GUN:
return qtrue;
break;
//atst
case WP_ATST_MAIN:
case WP_ATST_SIDE:
return qtrue;
break;
}
}
return qfalse;
}
/*
===============
LogAccuracyHit
===============
*/
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
if( !target->takedamage ) {
return qfalse;
}
if ( target == attacker ) {
return qfalse;
}
if( !target->client ) {
return qfalse;
}
if( !attacker->client ) {
return qfalse;
}
if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
return qfalse;
}
if ( OnSameTeam( target, attacker ) ) {
return qfalse;
}
return qtrue;
}
//---------------------------------------------------------
void CalcMuzzlePoint( gentity_t *const ent, vec3_t wpFwd, vec3_t right, vec3_t wpUp, vec3_t muzzlePoint, float lead_in )
//---------------------------------------------------------
{
vec3_t org;
mdxaBone_t boltMatrix;
if( !lead_in ) //&& ent->s.number != 0
{//Not players or melee
if( ent->client )
{
if ( ent->client->renderInfo.mPCalcTime >= level.time - FRAMETIME*2 )
{//Our muzz point was calced no more than 2 frames ago
VectorCopy(ent->client->renderInfo.muzzlePoint, muzzlePoint);
return;
}
}
}
VectorCopy( ent->currentOrigin, muzzlePoint );
switch( ent->s.weapon )
{
case WP_BRYAR_PISTOL:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 16;
VectorMA( muzzlePoint, 28, wpFwd, muzzlePoint );
VectorMA( muzzlePoint, 6, wpVright, muzzlePoint );
break;
case WP_ROCKET_LAUNCHER:
case WP_THERMAL:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 2;
break;
case WP_BLASTER:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 1;
if ( ent->s.number == 0 )
VectorMA( muzzlePoint, 12, wpFwd, muzzlePoint ); // player, don't set this any lower otherwise the projectile will impact immediately when your back is to a wall
else
VectorMA( muzzlePoint, 2, wpFwd, muzzlePoint ); // NPC, don't set too far wpFwd otherwise the projectile can go through doors
VectorMA( muzzlePoint, 1, wpVright, muzzlePoint );
break;
case WP_SABER:
if(ent->NPC!=NULL &&
(ent->client->ps.torsoAnim == TORSO_WEAPONREADY2 ||
ent->client->ps.torsoAnim == BOTH_ATTACK2))//Sniper pose
{
ViewHeightFix(ent);
wpMuzzle[2] += ent->client->ps.viewheight;//By eyes
}
else
{
muzzlePoint[2] += 16;
}
VectorMA( muzzlePoint, 8, wpFwd, muzzlePoint );
VectorMA( muzzlePoint, 16, wpVright, muzzlePoint );
break;
case WP_BOT_LASER:
muzzlePoint[2] -= 16; //
break;
case WP_ATST_MAIN:
if (ent->count > 0)
{
ent->count = 0;
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel,
ent->handLBolt,
&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
NULL, ent->s.modelScale );
}
else
{
ent->count = 1;
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel,
ent->handRBolt,
&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
NULL, ent->s.modelScale );
}
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
VectorCopy(org,muzzlePoint);
break;
}
AddLeanOfs(ent, muzzlePoint);
}
//---------------------------------------------------------
void FireWeapon( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
float alert = 256;
// track shots taken for accuracy tracking.
ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
// set aiming directions
if ( ent->s.weapon == WP_DISRUPTOR && alt_fire )
{
if ( ent->NPC )
{
//snipers must use the angles they actually did their shot trace with
AngleVectors( ent->lastAngles, wpFwd, wpVright, wpUp );
}
}
else if ( ent->s.weapon == WP_ATST_SIDE || ent->s.weapon == WP_ATST_MAIN )
{
vec3_t delta1, enemy_org1, muzzle1;
vec3_t angleToEnemy1;
VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle1 );
if ( !ent->s.number )
{//player driving an AT-ST
//SIGH... because we can't anticipate alt-fire, must calc muzzle here and now
mdxaBone_t boltMatrix;
int bolt;
if ( ent->client->ps.weapon == WP_ATST_MAIN )
{//FIXME: alt_fire should fire both barrels, but slower?
if ( ent->alt_fire )
{
bolt = ent->handRBolt;
}
else
{
bolt = ent->handLBolt;
}
}
else
{// ATST SIDE weapons
if ( ent->alt_fire )
{
if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_light_blaster_cann" ) )
{//don't have it!
return;
}
bolt = ent->genericBolt2;
}
else
{
if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_concussion_charger" ) )
{//don't have it!
return;
}
bolt = ent->genericBolt1;
}
}
vec3_t yawOnlyAngles = {0, ent->currentAngles[YAW], 0};
if ( ent->currentAngles[YAW] != ent->client->ps.legsYaw )
{
yawOnlyAngles[YAW] = ent->client->ps.legsYaw;
}
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel, bolt, &boltMatrix, yawOnlyAngles, ent->currentOrigin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale );
// work the matrix axis stuff into the original axis and origins used.
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->renderInfo.muzzlePoint );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, ent->client->renderInfo.muzzleDir );
ent->client->renderInfo.mPCalcTime = level.time;
AngleVectors( ent->client->ps.viewangles, wpFwd, wpVright, wpUp );
//CalcMuzzlePoint( ent, wpFwd, vright, wpUp, wpMuzzle, 0 );
}
else if ( !ent->enemy )
{//an NPC with no enemy to auto-aim at
VectorCopy( ent->client->renderInfo.muzzleDir, wpFwd );
}
else
{//NPC, auto-aim at enemy
CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, wpFwd, wpVright, wpUp);
}
}
else if ( ent->s.weapon == WP_BOT_LASER && ent->enemy )
{
vec3_t delta1, enemy_org1, muzzle1;
vec3_t angleToEnemy1;
CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
CalcEntitySpot( ent, SPOT_WEAPON, muzzle1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, wpFwd, wpVright, wpUp);
}
else
{
AngleVectors( ent->client->ps.viewangles, wpFwd, wpVright, wpUp );
}
ent->alt_fire = alt_fire;
CalcMuzzlePoint ( ent, wpFwd, wpVright, wpUp, wpMuzzle , 0);
// fire the specific weapon
switch( ent->s.weapon )
{
// Player weapons
//-----------------
case WP_SABER:
return;
break;
case WP_BRYAR_PISTOL:
WP_FireBryarPistol( ent, alt_fire );
break;
case WP_BLASTER:
WP_FireBlaster( ent, alt_fire );
break;
case WP_DISRUPTOR:
alert = 50; // if you want it to alert enemies, remove this
WP_FireDisruptor( ent, alt_fire );
break;
case WP_BOWCASTER:
WP_FireBowcaster( ent, alt_fire );
break;
case WP_REPEATER:
WP_FireRepeater( ent, alt_fire );
break;
case WP_DEMP2:
WP_FireDEMP2( ent, alt_fire );
break;
case WP_FLECHETTE:
WP_FireFlechette( ent, alt_fire );
break;
case WP_ROCKET_LAUNCHER:
WP_FireRocket( ent, alt_fire );
break;
case WP_THERMAL:
WP_FireThermalDetonator( ent, alt_fire );
break;
case WP_TRIP_MINE:
alert = 0; // if you want it to alert enemies, remove this
WP_PlaceLaserTrap( ent, alt_fire );
break;
case WP_DET_PACK:
alert = 0; // if you want it to alert enemies, remove this
WP_FireDetPack( ent, alt_fire );
break;
case WP_BOT_LASER:
WP_BotLaser( ent );
break;
case WP_EMPLACED_GUN:
// doesn't care about whether it's alt-fire or not. We can do an alt-fire if needed
WP_EmplacedFire( ent );
break;
case WP_MELEE:
alert = 0; // if you want it to alert enemies, remove this
WP_Melee( ent );
break;
case WP_ATST_MAIN:
WP_ATSTMainFire( ent );
break;
case WP_ATST_SIDE:
// TEMP
if ( alt_fire )
{
// WP_FireRocket( ent, qfalse );
WP_ATSTSideAltFire(ent);
}
else
{
if ( ent->s.number == 0 && ent->client->ps.vehicleModel )
{
WP_ATSTMainFire( ent );
}
else
{
WP_ATSTSideFire(ent);
}
}
break;
case WP_TIE_FIGHTER:
// TEMP
WP_EmplacedFire( ent );
break;
case WP_RAPID_FIRE_CONC:
// TEMP
if ( alt_fire )
{
WP_FireRepeater( ent, alt_fire );
}
else
{
WP_EmplacedFire( ent );
}
break;
case WP_STUN_BATON:
WP_FireStunBaton( ent, alt_fire );
break;
case WP_BLASTER_PISTOL: // enemy version
WP_FireBryarPistol( ent, qfalse ); // never an alt-fire?
break;
default:
return;
break;
}
if ( !ent->s.number )
{
if ( ent->s.weapon == WP_FLECHETTE || (ent->s.weapon == WP_BOWCASTER && !alt_fire) )
{//these can fire multiple shots, count them individually within the firing functions
}
else if ( W_AccuracyLoggableWeapon( ent->s.weapon, alt_fire, MOD_UNKNOWN ) )
{
ent->client->sess.missionStats.shotsFired++;
}
}
// We should probably just use this as a default behavior, in special cases, just set alert to false.
if ( ent->s.number == 0 && alert > 0 )
{
AddSoundEvent( ent, wpMuzzle, alert, AEL_DISCOVERED );
AddSightEvent( ent, wpMuzzle, alert*2, AEL_DISCOVERED, 20 );
}
}
// spawnflag
#define EMPLACED_INACTIVE 1
#define EMPLACED_FACING 2
#define EMPLACED_VULNERABLE 4
//----------------------------------------------------------
/*QUAKED emplaced_gun (0 0 1) (-24 -24 0) (24 24 64) INACTIVE FACING VULNERABLE
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
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 )
*/
//----------------------------------------------------------
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;
}
// 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;
if ( activator->weaponModel >= 0 )
{
// rip that gun out of their hands....
gi.G2API_RemoveGhoul2Model( activator->ghoul2, activator->weaponModel );
activator->weaponModel = -1;
}
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
if ( activator->NPC )
{
if ( activator->weaponModel >= 0 )
{
// rip that gun out of their hands....
gi.G2API_RemoveGhoul2Model( activator->ghoul2, activator->weaponModel );
activator->weaponModel = -1;
// Doesn't work?
// activator->maxs[2] += 35; // make it so you can potentially shoot their head
// activator->s.radius += 10; // increase ghoul radius so we can collide with the enemy more accurately
// gi.linkentity( activator );
}
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( "@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
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_FindClosestWaypointForEnt( self, WAYPOINT_NONE );
#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" ));
}
}
//----------------------------------------------------------
void emplaced_gun_pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, 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 + Q_flrand(-1.0f, 1.0f) * 6;
ugly[ROLL] = Q_flrand(-1.0f, 1.0f) * 7;
gi.G2API_SetBoneAnglesIndex( &self->ghoul2[self->playerModel], self->lowerLumbarBone, ugly, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 0, 0 );
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, NULL_HANDLE, NULL_HANDLE, 0, 0 );
// Activate our tags and bones
ent->headBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*seat" );
ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*flash01" );
ent->handRBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*flash02" );
ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "base_bone", qtrue );
ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[0], "swivel_bone", qtrue );
gi.G2API_SetBoneAngles( &ent->ghoul2[0], "swivel_bone", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 0, 0);
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;
gi.linkentity (ent);
}