/* =========================================================================== 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 . =========================================================================== */ #include "g_local.h" #include "g_functions.h" #include "anims.h" #include "wp_saber.h" #include "../cgame/cg_local.h" #include "b_local.h" #include "g_navigator.h" extern Vehicle_t *G_IsRidingVehicle( gentity_t *pEnt ); //lock the owner into place relative to the cannon pos void EWebPositionUser(gentity_t *owner, gentity_t *eweb) { mdxaBone_t boltMatrix; vec3_t p, p2, d; trace_t tr; qboolean traceOver = qtrue; if ( owner->s.number < MAX_CLIENTS ) {//extra checks gi.trace(&tr, owner->currentOrigin, owner->mins, owner->maxs, owner->currentOrigin, owner->s.number, owner->clipmask, (EG2_Collision)0, 0); if ( tr.startsolid || tr.allsolid ) {//crap, they're already in solid somehow, don't bother tracing over traceOver = qfalse; } } if ( traceOver ) {//trace up VectorCopy( owner->currentOrigin, p2 ); p2[2] += STEPSIZE; gi.trace(&tr, owner->currentOrigin, owner->mins, owner->maxs, p2, owner->s.number, owner->clipmask, (EG2_Collision)0, 0); if (!tr.startsolid && !tr.allsolid ) { VectorCopy( tr.endpos, p2 ); } else { VectorCopy( owner->currentOrigin, p2 ); } } //trace over gi.G2API_GetBoltMatrix( eweb->ghoul2, 0, eweb->headBolt, &boltMatrix, eweb->s.apos.trBase, eweb->currentOrigin, (cg.time?cg.time:level.time), NULL, eweb->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, p ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, d ); d[2] = 0; VectorNormalize( d ); VectorMA( p, -44.0f, d, p ); if ( !traceOver ) { VectorCopy( p, tr.endpos ); tr.allsolid = tr.startsolid = qfalse; } else { p[2] = p2[2]; if ( owner->s.number < MAX_CLIENTS ) {//extra checks //just see if end point is not in solid gi.trace(&tr, p, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask, (EG2_Collision)0, 0); if ( tr.startsolid || tr.allsolid ) {//would be in solid there, so just trace over, I guess? gi.trace(&tr, p2, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask, (EG2_Collision)0, 0); } } else {//trace over gi.trace(&tr, p2, owner->mins, owner->maxs, p, owner->s.number, owner->clipmask, (EG2_Collision)0, 0); } } if (!tr.startsolid && !tr.allsolid ) { //trace down VectorCopy( tr.endpos, p ); VectorCopy( p, p2 ); p2[2] -= STEPSIZE; gi.trace(&tr, p, owner->mins, owner->maxs, p2, owner->s.number, owner->clipmask, (EG2_Collision)0, 0); if (!tr.startsolid && !tr.allsolid )//&& tr.fraction == 1.0f) { //all clear, we can move there vec3_t moveDir; float moveDist; VectorCopy( tr.endpos, p ); VectorSubtract( p, eweb->pos4, moveDir ); moveDist = VectorNormalize( moveDir ); if ( moveDist > 4.0f ) {//moved past the threshold from last position vec3_t oRight; int strafeAnim; VectorCopy( p, eweb->pos4 );//update the position //find out what direction he moved in AngleVectors( owner->currentAngles, NULL, oRight, NULL ); if ( DotProduct( moveDir, oRight ) > 0 ) {//moved to his right, play right strafe strafeAnim = BOTH_STRAFE_RIGHT1; } else {//moved left, play left strafe strafeAnim = BOTH_STRAFE_LEFT1; } NPC_SetAnim( owner, SETANIM_LEGS, strafeAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD); } G_SetOrigin(owner, p); VectorCopy(p, owner->client->ps.origin); gi.linkentity( owner ); } } //FIXME: IK the hands to the handles of the gun? } //=============================================== //End E-Web //=============================================== //---------------------------------------------------------- //=============================================== //Emplaced Gun //=============================================== // spawnflag #define EMPLACED_INACTIVE 1 #define EMPLACED_FACING 2 #define EMPLACED_VULNERABLE 4 #define EWEB_INVULNERABLE 4 #define EMPLACED_PLAYERUSE 8 /*QUAKED emplaced_eweb (0 0 1) (-12 -12 -24) (12 12 24) INACTIVE FACING INVULNERABLE PLAYERUSE INACTIVE cannot be used until used by a target_activate FACING - player must be facing relatively in the same direction as the gun in order to use it VULNERABLE - allow the gun to take damage PLAYERUSE - only the player makes it run its usescript count - how much ammo to give this gun ( default 999 ) health - how much damage the gun can take before it blows ( default 250 ) delay - ONLY AFFECTS NPCs - time between shots ( default 200 on hardest setting ) wait - ONLY AFFECTS NPCs - time between bursts ( default 800 on hardest setting ) splashdamage - how much damage a blowing up gun deals ( default 80 ) splashradius - radius for exploding damage ( default 128 ) scripts: will run usescript, painscript and deathscript */ //---------------------------------------------------------- void eweb_pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc ) { if ( self->health <= 0 ) { // play pain effect? } else { if ( self->paintarget ) { G_UseTargets2( self, self->activator, self->paintarget ); } // Don't do script if dead G_ActivateBehavior( self, BSET_PAIN ); } } //---------------------------------------------------------- void eweb_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc ) { vec3_t org; // turn off any firing animations it may have been doing self->s.frame = self->startFrame = self->endFrame = 0; self->svFlags &= ~(SVF_ANIMATING|SVF_PLAYER_USABLE); self->health = 0; // self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon self->takedamage = qfalse; self->lastEnemy = attacker; if ( self->activator && self->activator->client ) { if ( self->activator->NPC ) { vec3_t right; // radius damage seems to throw them, but add an extra bit to throw them away from the weapon AngleVectors( self->currentAngles, NULL, right, NULL ); VectorMA( self->activator->client->ps.velocity, 140, right, self->activator->client->ps.velocity ); self->activator->client->ps.velocity[2] = -100; // kill them self->activator->health = 0; self->activator->client->ps.stats[STAT_HEALTH] = 0; } // kill the players emplaced ammo, cheesy way to keep the gun from firing self->activator->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0; } self->e_PainFunc = painF_NULL; if ( self->target ) { G_UseTargets( self, attacker ); } G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN ); VectorCopy( self->currentOrigin, org ); org[2] += 20; G_PlayEffect( "emplaced/explode", org ); // Turn the top of the eweb off. #define TURN_OFF 0x00000100//G2SURFACEFLAG_NODESCENDANTS gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "eweb_damage", TURN_OFF ); // create some persistent smoke by using a dynamically created fx runner gentity_t *ent = G_Spawn(); if ( ent ) { ent->delay = 200; ent->random = 100; ent->fxID = G_EffectIndex( "emplaced/dead_smoke" ); ent->e_ThinkFunc = thinkF_fx_runner_think; ent->nextthink = level.time + 50; // move up above the gun origin VectorCopy( self->currentOrigin, org ); org[2] += 35; G_SetOrigin( ent, org ); VectorCopy( org, ent->s.origin ); VectorSet( ent->s.angles, -90, 0, 0 ); // up G_SetAngles( ent, ent->s.angles ); gi.linkentity( ent ); } G_ActivateBehavior( self, BSET_DEATH ); } qboolean eweb_can_be_used( gentity_t *self, gentity_t *other, gentity_t *activator ) { if ( self->health <= 0 ) { // can't use a dead gun. return qfalse; } if ( self->svFlags & SVF_INACTIVE ) { return qfalse; // can't use inactive gun } if ( !activator->client ) { return qfalse; // only a client can use it. } if ( self->activator ) { // someone is already in the gun. return qfalse; } if ( other && other->client && G_IsRidingVehicle( other ) ) {//can't use eweb when on a vehicle return qfalse; } if ( activator && activator->client && G_IsRidingVehicle( activator ) ) {//can't use eweb when on a vehicle return qfalse; } if ( activator && activator->client && (activator->client->ps.pm_flags&PMF_DUCKED) ) {//stand up, ya cowardly varmint! return qfalse; } if ( activator && activator->health <= 0 ) {//dead men ain't got no more use fer guns... return qfalse; } vec3_t fwd1, fwd2; vec3_t facingAngles; VectorAdd( self->s.angles, self->pos1, facingAngles ); if ( activator->s.number < MAX_CLIENTS ) {//player must be facing general direction of the turret head // Let's get some direction vectors for the users AngleVectors( activator->client->ps.viewangles, fwd1, NULL, NULL ); fwd1[2] = 0; // Get the gun's direction vector AngleVectors( facingAngles, fwd2, NULL, NULL ); fwd2[2] = 0; float dot = DotProduct( fwd1, fwd2 ); // Must be reasonably facing the way the gun points ( 90 degrees or so ), otherwise we don't allow to use it. if ( dot < 0.75f ) { return qfalse; } } if ( self->delay + 500 < level.time ) { return qtrue; } return qfalse; } void eweb_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { if ( !eweb_can_be_used( self, other, activator ) ) { return; } int oldWeapon = activator->s.weapon; if ( oldWeapon == WP_SABER ) { self->alt_fire = activator->client->ps.SaberActive(); } // swap the users weapon with the emplaced gun and add the ammo the gun has to the player activator->client->ps.weapon = self->s.weapon; Add_Ammo( activator, WP_EMPLACED_GUN, self->count ); activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN ); // Allow us to point from one to the other activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it. self->activator = activator; G_RemoveWeaponModels( activator ); extern void ChangeWeapon( gentity_t *ent, int newWeapon ); if ( activator->NPC ) { ChangeWeapon( activator, WP_EMPLACED_GUN ); } else if ( activator->s.number == 0 ) { // we don't want for it to draw the weapon select stuff cg.weaponSelect = WP_EMPLACED_GUN; CG_CenterPrint( "@SP_INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 ); } VectorCopy( activator->currentOrigin, self->pos4 );//keep this around so we know when to make them play the strafe anim // the gun will track which weapon we used to have self->s.weapon = oldWeapon; // Lock the player activator->client->ps.eFlags |= EF_LOCKED_TO_WEAPON; activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it. self->activator = activator; self->delay = level.time; // can't disconnect from the thing for half a second // Let the gun be considered an enemy //Ugh, so much AI code seems to assume enemies are clients, maybe this shouldn't be on, but it's too late in the game to change it now without knowing what side-effects this will have self->svFlags |= SVF_NONNPC_ENEMY; self->noDamageTeam = activator->client->playerTeam; //FIXME: should really wait a bit after spawn and get this just once? self->waypoint = NAV::GetNearestNode(self); #ifdef _DEBUG if ( self->waypoint == -1 ) { gi.Printf( S_COLOR_RED"ERROR: no waypoint for emplaced_gun %s at %s\n", self->targetname, vtos(self->currentOrigin) ); } #endif G_Sound( self, G_SoundIndex( "sound/weapons/eweb/eweb_mount.mp3" )); if ( !(self->spawnflags&EMPLACED_PLAYERUSE) || activator->s.number == 0 ) {//player-only usescript or any usescript // Run use script G_ActivateBehavior( self, BSET_USE ); } } //---------------------------------------------------------- void SP_emplaced_eweb( gentity_t *ent ) { char name[] = "models/map_objects/hoth/eweb_model.glm"; ent->svFlags |= SVF_PLAYER_USABLE; ent->contents = CONTENTS_BODY; if ( ent->spawnflags & EMPLACED_INACTIVE ) { ent->svFlags |= SVF_INACTIVE; } VectorSet( ent->mins, -12, -12, -24 ); VectorSet( ent->maxs, 12, 12, 24 ); ent->takedamage = qtrue; if ( ( ent->spawnflags & EWEB_INVULNERABLE )) { ent->flags |= FL_GODMODE; } ent->s.radius = 80; ent->spawnflags |= 4; // deadsolid //ent->e_ThinkFunc = thinkF_NULL; ent->e_PainFunc = painF_eweb_pain; ent->e_DieFunc = dieF_eweb_die; G_EffectIndex( "emplaced/explode" ); G_EffectIndex( "emplaced/dead_smoke" ); G_SoundIndex( "sound/weapons/eweb/eweb_aim.wav" ); G_SoundIndex( "sound/weapons/eweb/eweb_dismount.mp3" ); //G_SoundIndex( "sound/weapons/eweb/eweb_empty.wav" ); G_SoundIndex( "sound/weapons/eweb/eweb_fire.wav" ); G_SoundIndex( "sound/weapons/eweb/eweb_hitplayer.wav" ); G_SoundIndex( "sound/weapons/eweb/eweb_hitsurface.wav" ); //G_SoundIndex( "sound/weapons/eweb/eweb_load.wav" ); G_SoundIndex( "sound/weapons/eweb/eweb_mount.mp3" ); // Set up our defaults and override with custom amounts as necessary G_SpawnInt( "count", "999", &ent->count ); G_SpawnInt( "health", "250", &ent->health ); G_SpawnInt( "splashDamage", "40", &ent->splashDamage ); G_SpawnInt( "splashRadius", "100", &ent->splashRadius ); G_SpawnFloat( "delay", "200", &ent->random ); // NOTE: spawning into a different field!! G_SpawnFloat( "wait", "800", &ent->wait ); ent->max_health = ent->health; ent->dflags |= DAMAGE_CUSTOM_HUD; // dumb, but we draw a custom hud ent->s.modelindex = G_ModelIndex( name ); ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, name, ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0 ); // Activate our tags and bones ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*cannonflash" ); //muzzle bolt ent->headBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "cannon_Xrot" ); //for placing the owner relative to rotation ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue ); ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cannon_Yrot", qtrue ); ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cannon_Xrot", qtrue ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, 0); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, 0); //gi.G2API_SetBoneAngles( &ent->ghoul2[0], "cannon_Yrot", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL); //set the constraints for this guy as an emplaced weapon, and his constraint angles //ent->s.origin2[0] = 60.0f; //60 degrees in either direction RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN )); ent->s.weapon = WP_EMPLACED_GUN; G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); VectorCopy( ent->s.angles, ent->lastAngles ); // store base angles for later VectorClear( ent->pos1 ); ent->e_UseFunc = useF_eweb_use; ent->bounceCount = 1;//to distinguish it from the emplaced gun gi.linkentity (ent); } /*QUAKED emplaced_gun (0 0 1) (-24 -24 0) (24 24 64) INACTIVE x VULNERABLE PLAYERUSE INACTIVE cannot be used until used by a target_activate VULNERABLE - allow the gun to take damage PLAYERUSE - only the player makes it run its usescript count - how much ammo to give this gun ( default 999 ) health - how much damage the gun can take before it blows ( default 250 ) delay - ONLY AFFECTS NPCs - time between shots ( default 200 on hardest setting ) wait - ONLY AFFECTS NPCs - time between bursts ( default 800 on hardest setting ) splashdamage - how much damage a blowing up gun deals ( default 80 ) splashradius - radius for exploding damage ( default 128 ) scripts: will run usescript, painscript and deathscript */ //---------------------------------------------------------- void emplaced_gun_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { vec3_t fwd1, fwd2; if ( self->health <= 0 ) { // can't use a dead gun. return; } if ( self->svFlags & SVF_INACTIVE ) { return; // can't use inactive gun } if ( !activator->client ) { return; // only a client can use it. } if ( self->activator ) { // someone is already in the gun. return; } if ( other && other->client && G_IsRidingVehicle( other ) ) {//can't use eweb when on a vehicle return; } if ( activator && activator->client && G_IsRidingVehicle( activator ) ) {//can't use eweb when on a vehicle return; } // We'll just let the designers duke this one out....I mean, as to whether they even want to limit such a thing. if ( self->spawnflags & EMPLACED_FACING ) { // Let's get some direction vectors for the users AngleVectors( activator->client->ps.viewangles, fwd1, NULL, NULL ); // Get the guns direction vector AngleVectors( self->pos1, fwd2, NULL, NULL ); float dot = DotProduct( fwd1, fwd2 ); // Must be reasonably facing the way the gun points ( 90 degrees or so ), otherwise we don't allow to use it. if ( dot < 0.0f ) { return; } } // don't allow using it again for half a second if ( self->delay + 500 < level.time ) { int oldWeapon = activator->s.weapon; if ( oldWeapon == WP_SABER ) { self->alt_fire = activator->client->ps.SaberActive(); } // swap the users weapon with the emplaced gun and add the ammo the gun has to the player activator->client->ps.weapon = self->s.weapon; Add_Ammo( activator, WP_EMPLACED_GUN, self->count ); activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN ); // Allow us to point from one to the other activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it. self->activator = activator; G_RemoveWeaponModels( activator ); extern void ChangeWeapon( gentity_t *ent, int newWeapon ); if ( activator->NPC ) { ChangeWeapon( activator, WP_EMPLACED_GUN ); } else if ( activator->s.number == 0 ) { // we don't want for it to draw the weapon select stuff cg.weaponSelect = WP_EMPLACED_GUN; CG_CenterPrint( "@SP_INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 ); } // Since we move the activator inside of the gun, we reserve a solid spot where they were standing in order to be able to get back out without being in solid if ( self->nextTrain ) {//you never know G_FreeEntity( self->nextTrain ); } self->nextTrain = G_Spawn(); //self->nextTrain->classname = "emp_placeholder"; self->nextTrain->contents = CONTENTS_MONSTERCLIP|CONTENTS_PLAYERCLIP;//hmm... playerclip too now that we're doing it for NPCs? G_SetOrigin( self->nextTrain, activator->client->ps.origin ); VectorCopy( activator->mins, self->nextTrain->mins ); VectorCopy( activator->maxs, self->nextTrain->maxs ); gi.linkentity( self->nextTrain ); //need to inflate the activator's mins/maxs since the gunsit anim puts them outside of their bbox VectorSet( activator->mins, -24, -24, -24 ); VectorSet( activator->maxs, 24, 24, 40 ); // Move the activator into the center of the gun. For NPC's the only way the can get out of the gun is to die. VectorCopy( self->s.origin, activator->client->ps.origin ); activator->client->ps.origin[2] += 30; // move them up so they aren't standing in the floor gi.linkentity( activator ); // the gun will track which weapon we used to have self->s.weapon = oldWeapon; // Lock the player activator->client->ps.eFlags |= EF_LOCKED_TO_WEAPON; activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it. self->activator = activator; self->delay = level.time; // can't disconnect from the thing for half a second // Let the gun be considered an enemy //Ugh, so much AI code seems to assume enemies are clients, maybe this shouldn't be on, but it's too late in the game to change it now without knowing what side-effects this will have self->svFlags |= SVF_NONNPC_ENEMY; self->noDamageTeam = activator->client->playerTeam; // FIXME: don't do this, we'll try and actually put the player in this beast // move the player to the center of the gun // activator->contents = 0; // VectorCopy( self->currentOrigin, activator->client->ps.origin ); SetClientViewAngle( activator, self->pos1 ); //FIXME: should really wait a bit after spawn and get this just once? self->waypoint = NAV::GetNearestNode(self); #ifdef _DEBUG if ( self->waypoint == -1 ) { gi.Printf( S_COLOR_RED"ERROR: no waypoint for emplaced_gun %s at %s\n", self->targetname, vtos(self->currentOrigin) ); } #endif G_Sound( self, G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" )); if ( !(self->spawnflags&EMPLACED_PLAYERUSE) || activator->s.number == 0 ) {//player-only usescript or any usescript // Run use script G_ActivateBehavior( self, BSET_USE ); } } } //---------------------------------------------------------- void emplaced_gun_pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc ) { if ( self->health <= 0 ) { // play pain effect? } else { if ( self->paintarget ) { G_UseTargets2( self, self->activator, self->paintarget ); } // Don't do script if dead G_ActivateBehavior( self, BSET_PAIN ); } } //---------------------------------------------------------- void emplaced_blow( gentity_t *ent ) { ent->e_DieFunc = dieF_NULL; emplaced_gun_die( ent, ent->lastEnemy, ent->lastEnemy, 0, MOD_UNKNOWN ); } //---------------------------------------------------------- void emplaced_gun_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc ) { vec3_t org; // turn off any firing animations it may have been doing self->s.frame = self->startFrame = self->endFrame = 0; self->svFlags &= ~SVF_ANIMATING; self->health = 0; // self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon self->takedamage = qfalse; self->lastEnemy = attacker; // we defer explosion so the player has time to get out if ( self->e_DieFunc ) { self->e_ThinkFunc = thinkF_emplaced_blow; self->nextthink = level.time + 3000; // don't blow for a couple of seconds return; } if ( self->activator && self->activator->client ) { if ( self->activator->NPC ) { vec3_t right; // radius damage seems to throw them, but add an extra bit to throw them away from the weapon AngleVectors( self->currentAngles, NULL, right, NULL ); VectorMA( self->activator->client->ps.velocity, 140, right, self->activator->client->ps.velocity ); self->activator->client->ps.velocity[2] = -100; // kill them self->activator->health = 0; self->activator->client->ps.stats[STAT_HEALTH] = 0; } // kill the players emplaced ammo, cheesy way to keep the gun from firing self->activator->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0; } self->e_PainFunc = painF_NULL; self->e_ThinkFunc = thinkF_NULL; if ( self->target ) { G_UseTargets( self, attacker ); } G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN ); // when the gun is dead, add some ugliness to it. vec3_t ugly; ugly[YAW] = 4; ugly[PITCH] = self->lastAngles[PITCH] * 0.8f + 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[ent->playerModel], "*seat" ); ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*flash01" ); ent->handRBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*flash02" ); ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "base_bone", qtrue ); ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "swivel_bone", qtrue ); gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 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; ent->bounceCount = 0;//to distinguish it from the eweb gi.linkentity (ent); } //==================================================== //General Emplaced Weapon Funcs called in g_active.cpp //==================================================== void G_UpdateEmplacedWeaponData( gentity_t *ent ) { if ( ent && ent->owner && ent->health > 0 ) { gentity_t *chair = ent->owner; if ( chair->e_UseFunc == useF_emplaced_gun_use )//yeah, crappy way to check this, but... {//one that you sit in //take the emplaced gun's waypoint as your own ent->waypoint = chair->waypoint; //update the actual origin of the sitter mdxaBone_t boltMatrix; vec3_t chairAng = {0, ent->client->ps.viewangles[YAW], 0}; // Getting the seat bolt here gi.G2API_GetBoltMatrix( chair->ghoul2, chair->playerModel, chair->headBolt, &boltMatrix, chairAng, chair->currentOrigin, (cg.time?cg.time:level.time), NULL, chair->s.modelScale ); // Storing ent position, bolt position, and bolt axis gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->ps.origin ); gi.linkentity( ent ); } else if ( chair->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but... {//standing at an E-Web EWebPositionUser( ent, chair ); } } } void ExitEmplacedWeapon( gentity_t *ent ) { // requesting to unlock from the weapon // We'll leave the gun pointed in the direction it was last facing, though we'll cut out the pitch if ( ent->client ) { // if we are the player we will have put down a brush that blocks NPCs so that we have a clear spot to get back out. //gentity_t *place = G_Find( NULL, FOFS(classname), "emp_placeholder" ); if ( ent->health > 0 ) {//he's still alive, and we have a placeholder, so put him back if ( ent->owner->nextTrain ) { // reset the players position VectorCopy( ent->owner->nextTrain->currentOrigin, ent->client->ps.origin ); //reset ent's size to normal VectorCopy( ent->owner->nextTrain->mins, ent->mins ); VectorCopy( ent->owner->nextTrain->maxs, ent->maxs ); //free the placeholder G_FreeEntity( ent->owner->nextTrain ); //re-link the ent gi.linkentity( ent ); } else if ( ent->owner->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but... { // so give 'em a push away from us vec3_t backDir, start, end; trace_t trace; gentity_t *eweb = ent->owner; float curRadius = 0.0f; float minRadius, maxRadius; qboolean safeExit = qfalse; VectorSubtract( ent->currentOrigin, eweb->currentOrigin, backDir ); backDir[2] = 0; minRadius = VectorNormalize( backDir )-8.0f; maxRadius = (ent->maxs[0]+ent->maxs[1])*0.5f; maxRadius += (eweb->maxs[0]+eweb->maxs[1])*0.5f; maxRadius *= 1.5f; if ( minRadius >= maxRadius - 1.0f ) { maxRadius = minRadius + 8.0f; } ent->owner = NULL;//so his trace hits me for ( curRadius = minRadius; curRadius <= maxRadius; curRadius += 4.0f ) { VectorMA( ent->currentOrigin, curRadius, backDir, start ); //make sure they're not in the ground VectorCopy( start, end ); start[2] += 18; end[2] -= 18; gi.trace(&trace, start, ent->mins, ent->maxs, end, ent->s.number, ent->clipmask, (EG2_Collision)0, 0); if ( !trace.allsolid && !trace.startsolid ) { G_SetOrigin( ent, trace.endpos ); gi.linkentity( ent ); safeExit = qtrue; break; } } //Hmm... otherwise, don't allow them to get off? ent->owner = eweb; if ( !safeExit ) {//don't try again for a second ent->owner->delay = level.time + 500; return; } } } else if ( ent->health <= 0 ) { // dead, so give 'em a push out of the chair vec3_t dir; AngleVectors( ent->owner->s.angles, NULL, dir, NULL ); if ( rand() & 1 ) { VectorScale( dir, -1, dir ); } VectorMA( ent->client->ps.velocity, 75, dir, ent->client->ps.velocity ); } //don't let them move towards me for a couple frames so they don't step back into me while I'm becoming solid to them if ( ent->s.number < MAX_CLIENTS ) { if ( ent->client->ps.pm_time < 100 ) { ent->client->ps.pm_time = 100; } ent->client->ps.pm_flags |= (PMF_TIME_NOFRICTION|PMF_TIME_KNOCKBACK); } if ( !ent->owner->bounceCount ) {//not an EWeb - the overridden bone angles will remember the angle we left it at VectorCopy( ent->client->ps.viewangles, ent->owner->s.angles ); ent->owner->s.angles[PITCH] = 0; G_SetAngles( ent->owner, ent->owner->s.angles ); VectorCopy( ent->owner->s.angles, ent->owner->pos1 ); } } // Remove the emplaced gun from our inventory ent->client->ps.stats[STAT_WEAPONS] &= ~( 1 << WP_EMPLACED_GUN ); extern void ChangeWeapon( gentity_t *ent, int newWeapon ); extern void CG_ChangeWeapon( int num ); if ( ent->health <= 0 ) {//when die, don't set weapon back on when ejected from emplaced/eweb //empty hands ent->client->ps.weapon = WP_NONE; if ( ent->NPC ) { ChangeWeapon( ent, ent->client->ps.weapon ); // should be OK actually. } else { CG_ChangeWeapon( ent->client->ps.weapon ); } if ( ent->s.number < MAX_CLIENTS ) { gi.cvar_set( "cg_thirdperson", "1" ); } } else { // when we lock or unlock from the the gun, we get our old weapon back ent->client->ps.weapon = ent->owner->s.weapon; if ( ent->NPC ) {//BTW, if a saber-using NPC ever gets off of an emplaced gun/eweb, this will not work, look at NPC_ChangeWeapon for the proper way ChangeWeapon( ent, ent->client->ps.weapon ); } else { G_RemoveWeaponModels( ent ); CG_ChangeWeapon( ent->client->ps.weapon ); if ( ent->client->ps.weapon == WP_SABER ) { WP_SaberAddG2SaberModels( ent ); } else { G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 ); } if ( ent->s.number < MAX_CLIENTS ) { if ( ent->client->ps.weapon == WP_SABER && cg_saberAutoThird.value ) { gi.cvar_set( "cg_thirdperson", "1" ); } else if ( ent->client->ps.weapon != WP_SABER && cg_gunAutoFirst.integer ) { gi.cvar_set( "cg_thirdperson", "0" ); } } } if ( ent->client->ps.weapon == WP_SABER ) { if ( ent->owner->alt_fire ) { ent->client->ps.SaberActivate(); } else { ent->client->ps.SaberDeactivate(); } } } //set the emplaced gun/eweb's weapon back to the emplaced gun ent->owner->s.weapon = WP_EMPLACED_GUN; // gi.G2API_DetachG2Model( &ent->ghoul2[ent->playerModel] ); ent->s.eFlags &= ~EF_LOCKED_TO_WEAPON; ent->client->ps.eFlags &= ~EF_LOCKED_TO_WEAPON; ent->owner->noDamageTeam = TEAM_FREE; ent->owner->svFlags &= ~SVF_NONNPC_ENEMY; ent->owner->delay = level.time; ent->owner->activator = NULL; if ( !ent->NPC ) { // by keeping the owner, a dead npc can be pushed out of the chair without colliding with it ent->owner = NULL; } } void RunEmplacedWeapon( gentity_t *ent, usercmd_t **ucmd ) { if (( (*ucmd)->buttons & BUTTON_USE ||/* (*ucmd)->forwardmove < 0 ||*/ (*ucmd)->upmove > 0 ) && ent->owner && ent->owner->delay + 500 < level.time ) { ent->owner->s.loopSound = 0; if ( ent->owner->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but... { G_Sound( ent, G_SoundIndex( "sound/weapons/eweb/eweb_dismount.mp3" )); } else { G_Sound( ent, G_SoundIndex( "sound/weapons/emplaced/emplaced_dismount.mp3" )); } ExitEmplacedWeapon( ent ); (*ucmd)->buttons &= ~BUTTON_USE; if ( (*ucmd)->upmove > 0 ) {//don't actually jump (*ucmd)->upmove = 0; } } else { // this is a crappy way to put sounds on a moving eweb.... if ( ent->owner && ent->owner->e_UseFunc == useF_eweb_use )//yeah, crappy way to check this, but... { if ( !VectorCompare( ent->client->ps.viewangles, ent->owner->movedir )) { ent->owner->s.loopSound = G_SoundIndex( "sound/weapons/eweb/eweb_aim.wav" ); ent->owner->fly_sound_debounce_time = level.time; } else { if ( ent->owner->fly_sound_debounce_time + 100 <= level.time ) { ent->owner->s.loopSound = 0; } } VectorCopy( ent->client->ps.viewangles, ent->owner->movedir ); } // don't allow movement, weapon switching, and most kinds of button presses //(*ucmd)->forwardmove = 0; //(*ucmd)->rightmove = 0; //(*ucmd)->upmove = 0; (*ucmd)->buttons &= (BUTTON_ATTACK|BUTTON_ALT_ATTACK); (*ucmd)->weapon = ent->client->ps.weapon; //WP_EMPLACED_GUN; if ( ent->health <= 0 ) { ExitEmplacedWeapon( ent ); } } }