rpg-x2/game/g_turrets.c

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2011-06-01 12:20:56 +00:00
#include "g_local.h"
//#include "g_functions.h"
//#include "b_local.h"
//extern team_t TranslateTeamName( const char *name );
//extern cvar_t *g_spskill;
#define ARM_ANGLE_RANGE 60
#define HEAD_ANGLE_RANGE 90
#define TURR_FOFS 18.0f
#define TURR_ROFS 0.0f
#define TURR_UOFS 12.0f
#define ARM_FOFS 0.0f
#define ARM_ROFS 0.0f
#define ARM_UOFS 0.0f
#define FARM_FOFS 14.0f
#define FARM_ROFS 0.0f
#define FARM_UOFS 4.0f
#define FTURR_FOFS 0.0f
#define FTURR_ROFS 0.0f
#define FTURR_UOFS 6.0f
#define LARM_FOFS 2.0f
#define LARM_ROFS 0.0f
#define LARM_UOFS -26.0f
void turret_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
{
vec3_t dir;
gentity_t *owner, *te, *activator = self->activator;
//Turn off the thinking of the base & use it's targets
activator->think = 0/*NULL*/;
activator->nextthink = -1;
activator->use = 0/*NULL*/;
if ( self->activator->target )
{
G_UseTargets( activator, attacker );
}
//Remove the arm
if ( self->r.ownerNum >= 0 && self->r.ownerNum < ENTITYNUM_WORLD )
{
owner = &g_entities[self->r.ownerNum];
G_FreeEntity( owner );
}
//clear my data
self->die = 0/*NULL*/;
self->think = 0/*NULL*/;
self->nextthink = -1;
self->takedamage = qfalse;
self->health = 0;
//Throw some chunks
//AngleVectors( activator->r.currentAngles, dir, NULL, NULL );
//VectorNormalize( dir );
//CG_Chunks( self->s.number, self->r.currentOrigin, dir, Q_flrand(150, 300), irandom(3, 7), self->material, -1, 1.0 );
if ( self->splashDamage > 0 && self->splashRadius > 0 )
{//FIXME: specify type of explosion? (barrel, electrical, etc.)
G_RadiusDamage( self->r.currentOrigin, attacker, self->splashDamage, self->splashRadius, activator, DAMAGE_RADIUS, MOD_EXPLOSION );
te = G_TempEntity( self->r.currentOrigin, EV_MISSILE_MISS );
VectorSet( dir, 0, 0, 1 );
te->s.eventParm = DirToByte( dir );
te->s.weapon = WP_8;
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//G_Sound(activator, G_SoundIndex("sound/weapons/explosions/explode11.wav"));
}
activator->s.modelindex = activator->s.modelindex2;
G_FreeEntity( self );
}
#define FORGE_TURRET_DAMAGE 2
#define FORGE_TURRET_SPLASH_RAD 64
#define FORGE_TURRET_SPLASH_DAM 4
#define FORGE_TURRET_VELOCITY 500
void turret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "red turret shot";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_10;
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bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = ent->damage;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_STASIS;
bolt->clipmask = MASK_SHOT;
// There are going to be a couple of different sized projectiles, so store 'em here
// kef -- need to keep the size in something that'll reach the cgame side
bolt->count = bolt->s.time2 = 2;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( dir, 1100, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin );
VectorCopy (start, bolt->r.currentOrigin);
// Used by trails
VectorCopy (start, bolt->pos1 );
VectorCopy (start, bolt->pos2 );
// kef -- need to keep the origin in something that'll reach the cgame side
VectorCopy(start, bolt->s.angles2);
SnapVector( bolt->s.angles2 ); // save net bandwidth
}
void fturret_fire ( gentity_t *ent, vec3_t start, vec3_t dir )
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "red turret shot";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->s.weapon = WP_4;
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bolt->r.ownerNum = ent->s.number;
bolt->damage = ent->damage;
bolt->methodOfDeath = MOD_SCAVENGER; // ?
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 1100, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin);
}
void turret_head_think (gentity_t *self)
{
qboolean fire_now = qfalse;
if ( !(self->activator->spawnflags & 2) )
{//because forge turret heads have no anims... sigh...
//animate
if ( self->activator->enemy || self->pain_debounce_time > level.time || self->s.frame )
{
self->s.frame++;
if ( self->s.frame > 10 )
{
self->s.frame = 0;
}
if ( self->s.frame == 0 || self->s.frame == 4 )
{
fire_now = qtrue;
}
}
}
else
{
if ( self->fly_sound_debounce_time < level.time )
{
self->fly_sound_debounce_time = level.time + self->wait * 10;
fire_now = qtrue;
}
}
//Fire
if ( fire_now && self->activator->enemy && self->last_move_time < level.time )
{//Only fire if ready to
vec3_t forward, right, up, muzzleSpot;
float rOfs = 0;
AngleVectors(self->r.currentAngles, forward, right, up);
VectorMA( self->r.currentOrigin, 16, forward, muzzleSpot );
VectorMA( self->r.currentOrigin, 8, up, muzzleSpot );
if ( !(self->activator->spawnflags & 2) )
{//DN turrets have offsets
if ( self->s.frame == 0 )
{//Fire left barrel
rOfs = -6;
}
else if ( self->s.frame == 4 )
{//Fire right barrel
rOfs = 6;
}
}
VectorMA( self->r.currentOrigin, rOfs, right, muzzleSpot );
if ( atoi(self->team) == TEAM_RED )
{
//G_Sound(self, G_SoundIndex("sound/enemies/turret/ffire.wav"));
fturret_fire( self, muzzleSpot, forward );
}
else
{
//G_Sound(self, G_SoundIndex("sound/enemies/turret/fire.wav"));
turret_fire( self, muzzleSpot, forward );
}
}
//next think
self->nextthink = level.time + self->wait;
}
void bolt_head_to_arm( gentity_t *arm, gentity_t *head, float fwdOfs, float rtOfs, float upOfs )
{
vec3_t headOrg, forward, right, up;
AngleVectors( arm->r.currentAngles, forward, right, up );
VectorMA( arm->r.currentOrigin, fwdOfs, forward, headOrg );
VectorMA( headOrg, rtOfs, right, headOrg );
VectorMA( headOrg, upOfs, up, headOrg );
G_SetOrigin( head, headOrg );
head->r.currentAngles[1] = head->s.apos.trBase[1] = head->s.angles[1] = arm->r.currentAngles[1];
trap_LinkEntity( head );
}
void bolt_arm_to_base( gentity_t *base, gentity_t *arm, float fwdOfs, float rtOfs, float upOfs )
{
vec3_t headOrg, forward, right, up;
AngleVectors( base->r.currentAngles, forward, right, up );
VectorMA( base->r.currentOrigin, fwdOfs, forward, headOrg );
VectorMA( headOrg, rtOfs, right, headOrg );
VectorMA( headOrg, upOfs, up, headOrg );
G_SetOrigin( arm, headOrg );
trap_LinkEntity( arm );
VectorCopy( base->r.currentAngles, arm->s.apos.trBase );
}
void rebolt_turret( gentity_t *base )
{
vec3_t headOrg, forward, right, up;
gentity_t *lastEnemy = base->lastEnemy;
if ( !lastEnemy )
{//no arm
return;
}
if ( !lastEnemy->lastEnemy )
{//no head
return;
}
if ( base->spawnflags&2 )
{
bolt_arm_to_base( base, lastEnemy, FARM_FOFS, FARM_ROFS, FARM_UOFS );
bolt_head_to_arm( lastEnemy, lastEnemy->lastEnemy, FTURR_FOFS, FTURR_ROFS, FTURR_UOFS );
}
else
{
//FIXME: maybe move these seperately so they interpolate?
G_SetOrigin( lastEnemy, base->s.pos.trBase );
trap_LinkEntity(lastEnemy);
//VectorCopy( base->r.currentAngles, lastEnemy->s.apos.trBase );
AngleVectors( lastEnemy->r.currentAngles, forward, right, up );
VectorMA( lastEnemy->r.currentOrigin, TURR_FOFS, forward, headOrg );
VectorMA( headOrg, TURR_ROFS, right, headOrg );
VectorMA( headOrg, TURR_UOFS, up, headOrg );
G_SetOrigin( lastEnemy->lastEnemy, headOrg );
//lastEnemy->lastEnemy->r.currentAngles[1] = lastEnemy->lastEnemy->s.apos.trBase[1] = lastEnemy->lastEnemy->s.angles[1] = lastEnemy->r.currentAngles[1];
trap_LinkEntity( lastEnemy->lastEnemy );
}
}
/*
void turret_aim( gentity_t *self )
aims arm and head at enemy or neutral position
*/
void turret_aim( gentity_t *self )
{
vec3_t enemyDir;
vec3_t desiredAngles;
float diffAngle, armAngleDiff, headAngleDiff;
//qboolean turned = qfalse;
int upTurn = 0;
int yawTurn = 0;
gentity_t *lastEnemy = self->lastEnemy;
if ( self->enemy )
{//Aim at enemy
VectorSubtract( self->enemy->r.currentOrigin, self->r.currentOrigin, enemyDir );
vectoangles( enemyDir, desiredAngles );
}
else
{//Return to front
VectorCopy( self->r.currentAngles, desiredAngles );
}
//yaw-aim arm at enemy at speed
//FIXME: noise when turning?
diffAngle = AngleSubtract(desiredAngles[1], lastEnemy->r.currentAngles[1]);
if ( diffAngle )
{
if ( fabs(diffAngle) < self->speed )
{//Just set the angle
lastEnemy->r.currentAngles[1] = desiredAngles[1];
//turned = qtrue;
}
else
{//Add the increment
lastEnemy->r.currentAngles[1] += (diffAngle < 0) ? -self->speed : self->speed;
//turned = qtrue;
}
yawTurn = (diffAngle > 0) ? 1 : -1;
}
//Cap the range
armAngleDiff = AngleSubtract(self->r.currentAngles[1], lastEnemy->r.currentAngles[1]);
if ( armAngleDiff > ARM_ANGLE_RANGE )
{
lastEnemy->r.currentAngles[1] = AngleNormalize360(self->r.currentAngles[1] - ARM_ANGLE_RANGE);
//turned = qfalse;
}
else if ( armAngleDiff < -ARM_ANGLE_RANGE )
{
lastEnemy->r.currentAngles[1] = AngleNormalize360(self->r.currentAngles[1] + ARM_ANGLE_RANGE);
//turned = qfalse;
}
VectorCopy( lastEnemy->r.currentAngles, lastEnemy->s.apos.trBase );
//Now put the turret at the tip of the arm
if ( self->spawnflags&2 )
{
bolt_head_to_arm( lastEnemy, lastEnemy->lastEnemy, FTURR_FOFS, FTURR_ROFS, FTURR_UOFS );
}
else
{
bolt_head_to_arm( lastEnemy, lastEnemy->lastEnemy, TURR_FOFS, TURR_ROFS, TURR_UOFS );
}
//pitch-aim head at enemy at speed
//FIXME: noise when turning?
if ( self->enemy )
{
VectorSubtract( self->enemy->r.currentOrigin, lastEnemy->lastEnemy->r.currentOrigin, enemyDir );
vectoangles( enemyDir, desiredAngles );
}
/*//Not necc
else
{
VectorCopy(self->r.currentAngles, desiredAngles);
}
*/
diffAngle = AngleSubtract( desiredAngles[0], lastEnemy->lastEnemy->r.currentAngles[0] );
if ( diffAngle )
{
if ( fabs(diffAngle) < self->speed )
{//Just set the angle
lastEnemy->lastEnemy->r.currentAngles[0] = desiredAngles[0];
//turned = qtrue;
}
else
{//Add the increment
lastEnemy->lastEnemy->r.currentAngles[0] += (diffAngle < 0) ? -self->speed : self->speed;
//turned = qtrue;
}
upTurn = (diffAngle > 0) ? 1 : -1;
}
//Cap the range
headAngleDiff = AngleSubtract(self->r.currentAngles[0], lastEnemy->lastEnemy->r.currentAngles[0]);
if ( headAngleDiff > HEAD_ANGLE_RANGE )
{
lastEnemy->lastEnemy->r.currentAngles[0] = AngleNormalize360(self->r.currentAngles[0] - HEAD_ANGLE_RANGE);
//turned = qfalse;
}
else if ( headAngleDiff < -HEAD_ANGLE_RANGE )
{
lastEnemy->lastEnemy->r.currentAngles[0] = AngleNormalize360(lastEnemy->r.currentAngles[0] + HEAD_ANGLE_RANGE);
//turned = qfalse;
}
VectorCopy( lastEnemy->lastEnemy->r.currentAngles, lastEnemy->lastEnemy->s.apos.trBase );
//Play sound if turret changes direction
//Pitch:
/*
if ( upTurn && upTurn != self->count )
{//changed dir
G_Sound(lastEnemy->lastEnemy, G_SoundIndex("sound/enemies/turret/move.wav"));
}
else if ( !upTurn && self->count )
{//Just stopped
G_Sound(lastEnemy->lastEnemy, G_SoundIndex("sound/enemies/turret/stop.wav"));
}
self->count = upTurn;
*/
//Yaw:
if ( yawTurn && yawTurn != self->soundPos2 )
{//changed dir
G_Sound(lastEnemy, G_SoundIndex("sound/enemies/turret/move.wav"));
}
else if ( !yawTurn && self->soundPos2 )
{//Just stopped
G_Sound(lastEnemy, G_SoundIndex("sound/enemies/turret/stop.wav"));
}
self->soundPos2 = yawTurn;
/*
if ( turned )
{
G_Sound(lastEnemy, G_SoundIndex("sound/enemies/turret/move.wav"));
}
*/
}
void turret_turnoff (gentity_t *self)
{
if ( self->enemy == NULL )
{
return;
}
//shut-down sound
G_Sound(self, G_SoundIndex("sound/enemies/turret/shutdown.wav"));
//make turret keep animating for 3 secs
self->lastEnemy->lastEnemy->pain_debounce_time = level.time + 3000;
//Clear enemy
self->enemy = NULL;
}
void turret_base_think (gentity_t *self)
{
vec3_t enemyDir;
float enemyDist;
gentity_t *lastEnemy;
if(!self) return;
lastEnemy = self->lastEnemy;
self->nextthink = level.time + FRAMETIME;
if ( self->spawnflags & 1 )
{//not turned on
turret_turnoff( self );
turret_aim( self );
//No target
if ( lastEnemy && lastEnemy->lastEnemy )
{
lastEnemy->lastEnemy->flags |= FL_NOTARGET;
}
return;
}
else
{//I'm all hot and bothered
if ( lastEnemy && lastEnemy->lastEnemy )
{
lastEnemy->lastEnemy->flags &= ~FL_NOTARGET;
}
}
if ( !self->enemy )
{//Find one
gentity_t *entity_list[MAX_GENTITIES], *target;
int count, i;
float bestDist = self->random * self->random;
if ( self->last_move_time > level.time )
{//We're active and alert, had an enemy in the last 5 secs
if ( self->pain_debounce_time < level.time )
{
G_Sound(self, G_SoundIndex("sound/enemies/turret/ping.wav"));
self->pain_debounce_time = level.time + 1000;
}
}
if(lastEnemy && lastEnemy->lastEnemy)
count = G_RadiusList( self->r.currentOrigin, self->random, lastEnemy->lastEnemy, qtrue, entity_list );
else
count = G_RadiusList( self->r.currentOrigin, self->random, NULL, qtrue, entity_list );
for ( i = 0; i < count; i++ )
{
target = entity_list[i];
if ( target == self )
{
continue;
}
if ( target->takedamage && target->health > 0 && !(target->flags & FL_NOTARGET) )
{
if ( !target->client && target->team && atoi(target->team) == atoi(self->team) )
{//Something of ours we don't want to destroy
continue;
}
if ( target->client && target->client->sess.sessionTeam == atoi(self->team) )
{//A bot we don't want to shoot
continue;
}
if ( trap_InPVS( lastEnemy->lastEnemy->r.currentOrigin, target->r.currentOrigin ) )
{
trace_t tr;
trap_Trace( &tr, lastEnemy->lastEnemy->r.currentOrigin, NULL, NULL, target->r.currentOrigin, lastEnemy->lastEnemy->s.number, MASK_SHOT );
if ( !tr.allsolid && !tr.startsolid && (tr.fraction == 1.0 || tr.entityNum == target->s.number) )
{//Only acquire if have a clear shot
//Is it in range and closer than our best?
VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, enemyDir );
enemyDist = VectorLengthSquared( enemyDir );
if ( enemyDist < bestDist )//all things equal, keep current
{
if ( self->last_move_time < level.time )
{//We haven't fired or acquired an enemy in the last 5 seconds
//start-up sound
G_Sound(self, G_SoundIndex("sound/enemies/turret/startup.wav"));
//Wind up turrets for a second
lastEnemy->lastEnemy->last_move_time = level.time + 1000;
}
self->enemy = target;
bestDist = enemyDist;
}
}
}
}
}
}
if ( self->enemy )
{//Check if still in random
if ( self->enemy->health <= 0 )
{
turret_turnoff( self );
return;
}
VectorSubtract( self->enemy->r.currentOrigin, self->r.currentOrigin, enemyDir );
enemyDist = VectorLengthSquared( enemyDir );
if ( enemyDist > self->random*self->random )
{
turret_turnoff( self );
return;
}
if(lastEnemy) {
if(lastEnemy->lastEnemy) {
if ( !trap_InPVS( lastEnemy->lastEnemy->r.currentOrigin, self->enemy->r.currentOrigin ) )
{
turret_turnoff( self );
return;
}
}
}
// Every now and again, check to see if we can even trace to the enemy
if ( irandom( 0, 16 ) > 15 )
{
trace_t tr;
if(lastEnemy) {
if(lastEnemy->lastEnemy) {
trap_Trace( &tr, lastEnemy->lastEnemy->r.currentOrigin, NULL, NULL, self->enemy->r.currentOrigin, lastEnemy->lastEnemy->s.number, MASK_SHOT );
if ( tr.allsolid || tr.startsolid || tr.fraction != 1.0 )
{
// Couldn't see our enemy
turret_turnoff( self );
}
}
}
}
}
if ( self->enemy )
{//Aim
//Won't need to wind up turrets for a while
self->last_move_time = level.time + 5000;
turret_aim( self );
}
else if ( self->last_move_time < level.time )
{
//Move arm and head back to neutral angles
turret_aim( self );
}
}
void turret_base_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{//Toggle on and off
self->spawnflags = (self->spawnflags ^ 1);
}
/*QUAKED misc_turret (1 0 0) (-8 -8 -8) (8 8 8) START_OFF
Will aim and shoot at enemies
START_OFF - Starts off
random - How far away an enemy can be for it to pick it up (default 512)
speed - How fast it turns (degrees per second, default 30)
wait - How fast it shoots (shots per second, default 4, can't be less)
dmg - How much damage each shot does (default 5)
health - How much damage it can take before exploding (default 100)
splashDamage - How much damage the explosion does
splashRadius - The random of the explosion
NOTE: If either of the above two are 0, it will not make an explosion
targetname - Toggles it on/off
target - What to use when destroyed
"team" - This cannot take damage from members of this team and will not target members of this team (2 = blue, 1 = red)
*/
void SP_misc_turret (gentity_t *base)
{
//We're the base, spawn the arm and head
gentity_t *arm = G_Spawn();
gentity_t *head = G_Spawn();
vec3_t fwd;
//Base
//Base does the looking for enemies and pointing the arm and head
VectorCopy( base->s.angles, base->s.apos.trBase );
VectorCopy( base->s.angles, base->r.currentAngles );
AngleVectors( base->r.currentAngles, fwd, NULL, NULL );
VectorMA( base->s.origin, -8, fwd, base->s.origin );
G_SetOrigin(base, base->s.origin);
trap_LinkEntity(base);
if ( atoi( base->team ) == TEAM_RED )
{//red model
base->s.modelindex = G_ModelIndex("models/mapobjects/forge/turret.md3");
base->s.modelindex2 = G_ModelIndex("models/mapobjects/forge/turret_d1.md3");
}
else
{//blue model
base->s.modelindex = G_ModelIndex("models/mapobjects/dn/gunturret_base.md3");
}
base->s.eType = ET_GENERAL;
//anglespeed - how fast it can track the player, entered in degrees per second, so we divide by FRAMETIME/1000
if ( !base->speed )
{
base->speed = 3.0f;
}
else
{
base->speed /= FRAMETIME/1000.0f;
}
//range
if ( !base->random )
{
base->random = 512;
}
base->use = turret_base_use;
base->think = turret_base_think;
base->nextthink = level.time + FRAMETIME;
//Arm
//Does nothing, not solid, gets removed when head explodes
if ( atoi( base->team ) == TEAM_RED )
{
bolt_arm_to_base( base, arm, FARM_FOFS, FARM_ROFS, FARM_UOFS );
bolt_head_to_arm( arm, head, FTURR_FOFS, FTURR_ROFS, FTURR_UOFS );
}
else
{
bolt_arm_to_base( base, arm, ARM_FOFS, ARM_ROFS, ARM_UOFS );
//G_SetOrigin( arm, base->s.origin );
//trap_LinkEntity(arm);
//VectorCopy( base->r.currentAngles, arm->s.apos.trBase );
bolt_head_to_arm( arm, head, TURR_FOFS, TURR_ROFS, TURR_UOFS );
}
if ( atoi( base->team ) == TEAM_RED )
{
arm->s.modelindex = G_ModelIndex("models/mapobjects/forge/turret_neck.md3");
}
else
{
arm->s.modelindex = G_ModelIndex("models/mapobjects/dn/gunturret_arm.md3");
}
arm->team = base->team;
//Head
//Fires when enemy detected, animates, can be blown up
VectorCopy( base->r.currentAngles, head->s.apos.trBase );
if ( atoi( base->team ) == TEAM_RED )
{
head->s.modelindex = G_ModelIndex("models/mapobjects/forge/turret_head.md3");
}
else
{
head->s.modelindex = G_ModelIndex("models/mapobjects/dn/gunturret_head.md3");
}
head->team = base->team;
head->s.eType = ET_GENERAL;
VectorSet( head->r.mins, -8, -8, -16 );
VectorSet( head->r.maxs, 8, 8, 16 );
//FIXME: make an index into an external string table for localization
//head->fullName = "Turret";
trap_LinkEntity(head);
//How much health head takes to explode
if ( !base->health )
{
head->health = 100;
}
else
{
head->health = base->health;
}
base->health = 0;
//How quickly to fire
if ( !base->wait )
{
head->wait = 50;
}
else
{
head->wait = 100/(base->wait/2);
}
base->wait = 0;
//splashDamage
if ( !base->splashDamage )
{
head->splashDamage = 10;
}
else
{
head->splashDamage = base->splashDamage;
}
base->splashDamage = 0;
//splashRadius
if ( !base->splashRadius )
{
head->splashRadius = 25;
}
else
{
head->splashRadius = base->splashRadius;
}
base->splashRadius = 0;
//dmg
if ( !base->damage )
{
head->damage = 5;
}
else
{
head->damage = base->damage;
}
base->damage = 0;
//Precache firing and explode sounds
G_SoundIndex("sound/weapons/explosions/explode11.wav");
G_SoundIndex("sound/enemies/turret/startup.wav");
G_SoundIndex("sound/enemies/turret/shutdown.wav");
G_SoundIndex("sound/enemies/turret/move.wav");
G_SoundIndex("sound/enemies/turret/stop.wav");
G_SoundIndex("sound/enemies/turret/ping.wav");
if ( atoi( base->team ) == TEAM_RED )
{
G_SoundIndex("sound/enemies/turret/ffire.wav");
}
else
{
G_SoundIndex("sound/enemies/turret/fire.wav");
}
head->r.contents = CONTENTS_BODY;
//head->max_health = head->health;
head->takedamage = qtrue;
head->die = turret_die;
head->think = turret_head_think;
head->nextthink = level.time + FRAMETIME;
//head->material = MAT_METAL;
//head->r.svFlags |= SVF_NO_TELEPORT|SVF_NONNPC_ENEMY|SVF_SELF_ANIMATING;
//Link them up
base->lastEnemy = arm;
arm->lastEnemy = head;
head->r.ownerNum = arm->s.number;
arm->activator = head->activator = base;
//FIXME: register the weapons whose effects are being used
if ( base->team )
{
if ( atoi( base->team ) == TEAM_BLUE )
{
//temp gfx and sounds
RegisterItem( BG_FindItemForWeapon( WP_10 ) ); //precache the weapon
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}
else
{
//temp gfx and sounds
RegisterItem( BG_FindItemForWeapon( WP_4 ) ); //precache the weapon
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}
}
else
{
RegisterItem( BG_FindItemForWeapon( WP_4 ) ); //precache the weapon
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}
}
void laser_arm_fire (gentity_t *ent)
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{
vec3_t start, end, fwd, rt, up;
trace_t trace;
if ( ent->health < level.time && ent->booleanstate )
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{
// If I'm firing the laser and it's time to quit....then quit!
ent->booleanstate = qfalse;
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// ent->e_ThinkFunc = thinkF_NULL;
// return;
}
ent->nextthink = ent->health = level.time + FRAMETIME;
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// If a fool gets in the laser path, fry 'em
AngleVectors( ent->r.currentAngles, fwd, rt, up );
VectorMA( ent->r.currentOrigin, 20, fwd, start );
//VectorMA( start, -6, rt, start );
//VectorMA( start, -3, up, start );
VectorMA( start, 4096, fwd, end );
trap_Trace( &trace, start, NULL, NULL, end, -1, MASK_SHOT );//ignore
// Only deal damage when in alt-fire mode
if ( trace.fraction < 1.0 && ent->booleanstate )
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{
if ( trace.entityNum < ENTITYNUM_WORLD )
{
gentity_t *hapless_victim = &g_entities[trace.entityNum];
if ( hapless_victim && hapless_victim->takedamage && ent->damage )
{
G_Damage( hapless_victim, ent, ent->nextTrain->activator, fwd, trace.endpos, ent->damage, DAMAGE_ALL_TEAMS, 1 );
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}
}
}
if ( ent->booleanstate )
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{
ent->s.origin2[0] = trace.endpos[0];
ent->s.origin2[1] = trace.endpos[1];
ent->s.origin2[2] = trace.endpos[2];
ent->s.angles[0] = trace.plane.normal[0];
ent->s.angles[1] = trace.plane.normal[1];
ent->s.angles[2] = trace.plane.normal[2];
ent->s.angles2[0] = ent->nextTrain->startRGBA[0];
ent->s.angles2[1] = ent->nextTrain->startRGBA[1];
ent->s.angles2[2] = ent->nextTrain->startRGBA[2];
//ent->s.scale = ent->nextTrain->startRGBA[3];
G_AddEvent( ent, EV_LASERTURRET_FIRE, 0 );
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}
else
{
ent->s.origin2[0] = trace.endpos[0];
ent->s.origin2[1] = trace.endpos[1];
ent->s.origin2[2] = trace.endpos[2];
ent->s.angles[0] = trace.plane.normal[0];
ent->s.angles[1] = trace.plane.normal[1];
ent->s.angles[2] = trace.plane.normal[2];
G_AddEvent( ent, EV_LASERTURRET_AIM, 0 );
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}
}
void laser_arm_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
vec3_t newAngles;
self->activator = activator;
switch( self->count )
{
case 0:
default:
//Fire
//trap_Printf("FIRE!\n");
self->lastEnemy->lastEnemy->think = laser_arm_fire;
self->lastEnemy->lastEnemy->nextthink = level.time + FRAMETIME;
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//For 3 seconds
self->lastEnemy->lastEnemy->booleanstate = qtrue; // Let 'er rip!
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self->lastEnemy->lastEnemy->last_move_time = level.time + self->lastEnemy->lastEnemy->wait;
G_Sound(self->lastEnemy->lastEnemy, G_SoundIndex("sound/enemies/l_arm/fire.wav"));
break;
case 1:
//Yaw left
//trap_Printf("LEFT...\n");
VectorCopy( self->lastEnemy->r.currentAngles, newAngles );
newAngles[1] += self->speed;
VectorCopy( newAngles, self->lastEnemy->s.apos.trBase );
bolt_head_to_arm( self->lastEnemy, self->lastEnemy->lastEnemy, LARM_FOFS, LARM_ROFS, LARM_UOFS );
G_Sound( self->lastEnemy, G_SoundIndex( "sound/enemies/l_arm/move.wav" ) );
break;
case 2:
//Yaw right
//trap_Printf("RIGHT...\n");
VectorCopy( self->lastEnemy->r.currentAngles, newAngles );
newAngles[1] -= self->speed;
VectorCopy( newAngles, self->lastEnemy->s.apos.trBase );
bolt_head_to_arm( self->lastEnemy, self->lastEnemy->lastEnemy, LARM_FOFS, LARM_ROFS, LARM_UOFS );
G_Sound( self->lastEnemy, G_SoundIndex( "sound/enemies/l_arm/move.wav" ) );
break;
case 3:
//pitch up
//trap_Printf("UP...\n");
//FIXME: Clamp
VectorCopy( self->lastEnemy->lastEnemy->r.currentAngles, newAngles );
newAngles[0] -= self->speed;
if ( newAngles[0] < -45 )
{
newAngles[0] = -45;
}
VectorCopy( newAngles, self->lastEnemy->lastEnemy->s.apos.trBase );
G_Sound( self->lastEnemy->lastEnemy, G_SoundIndex( "sound/enemies/l_arm/move.wav" ) );
break;
case 4:
//pitch down
//trap_Printf("DOWN...\n");
//FIXME: Clamp
VectorCopy( self->lastEnemy->lastEnemy->r.currentAngles, newAngles );
newAngles[0] += self->speed;
if ( newAngles[0] > 90 )
{
newAngles[0] = 90;
}
VectorCopy( newAngles, self->lastEnemy->lastEnemy->s.apos.trBase );
G_Sound( self->lastEnemy->lastEnemy, G_SoundIndex( "sound/enemies/l_arm/move.wav" ) );
break;
}
}
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/*QUAKED misc_laser_arm (1 0 0) (-8 -8 -8) (8 8 8)
What it does when used depends on it's "count" (can be set by a script)
count:
0 (default) - Fire in direction facing
1 turn left
2 turn right
3 aim up
4 aim down
speed - How fast it turns (degrees per second, default 30)
dmg - How much damage the laser does 10 times a second (default 5 = 50 points per second)
wait - How long the beam lasts, in seconds (default is 3)
targetname - to use it
target - What thing for it to be pointing at to start with
"startRGBA" - laser color, Red Green Blue Alpha, range 0 to 1 (default 1.0 0.85 0.15 0.75 = Yellow-Orange)
*/
void laser_arm_start (gentity_t *base)
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{
vec3_t armAngles;
vec3_t headAngles;
base->think = 0;
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//We're the base, spawn the arm and head
gentity_t *arm = G_Spawn();
gentity_t *head = G_Spawn();
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VectorCopy( base->s.angles, armAngles );
VectorCopy( base->s.angles, headAngles );
if ( base->target && base->target[0] )
{//Start out pointing at something
gentity_t *targ = G_Find( NULL, FOFS(targetname), base->target );
if ( !targ )
{//couldn't find it!
Com_Printf(S_COLOR_RED "ERROR : laser_arm can't find target %s!\n", base->target);
}
else
{//point at it
vec3_t dir, angles;
VectorSubtract(targ->r.currentOrigin, base->s.origin, dir );
vectoangles( dir, angles );
armAngles[1] = angles[1];
headAngles[0] = angles[0];
headAngles[1] = angles[1];
}
}
//Base
//Base does the looking for enemies and pointing the arm and head
VectorCopy( base->s.angles, base->s.apos.trBase );
//base->s.origin[2] += 4;
G_SetOrigin(base, base->s.origin);
trap_LinkEntity(base);
//FIXME: need an actual model
base->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_base.md3");
base->s.eType = ET_GENERAL;
if ( !base->startRGBA )
{ base->startRGBA[0] = 1.0;
base->startRGBA[1] = 0.85;
base->startRGBA[2] = 0.15 ;
base->startRGBA[3] = 0.75;
}
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//anglespeed - how fast it can track the player, entered in degrees per second, so we divide by FRAMETIME/1000
if ( !base->speed )
{
base->speed = 3.0f;
}
else
{
base->speed *= FRAMETIME/1000.0f;
}
base->use = laser_arm_use;
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base->nextthink = level.time + FRAMETIME;
//Arm
//Does nothing, not solid, gets removed when head explodes
G_SetOrigin( arm, base->s.origin );
trap_LinkEntity(arm);
VectorCopy( armAngles, arm->s.apos.trBase );
bolt_head_to_arm( arm, head, LARM_FOFS, LARM_ROFS, LARM_UOFS );
arm->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_arm.md3");
//Head
//Fires when enemy detected, animates, can be blown up
//Need to normalize the headAngles pitch for the clamping later
if ( headAngles[0] < -180 )
{
headAngles[0] += 360;
}
else if ( headAngles[0] > 180 )
{
headAngles[0] -= 360;
}
VectorCopy( headAngles, head->s.apos.trBase );
head->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_head.md3");
head->s.eType = ET_GENERAL;
// head->r.svFlags |= SVF_BROADCAST;// Broadcast to all clients
VectorSet( head->r.mins, -8, -8, -8 );
VectorSet( head->r.maxs, 8, 8, 8 );
head->r.contents = CONTENTS_BODY;
//FIXME: make an index into an external string table for localization
head->message = "Surgical Laser";
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trap_LinkEntity(head);
//dmg
if ( !base->damage )
{
head->damage = 5;
}
else
{
head->damage = base->damage;
}
base->damage = 0;
//lifespan of beam
if ( !base->wait )
{
head->wait = 3000;
}
else
{
head->wait = base->wait * 1000;
}
base->wait = 0;
//Precache firing and explode sounds
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
G_SoundIndex("sound/enemies/l_arm/fire.wav");
G_SoundIndex("sound/enemies/l_arm/move.wav");
//Link them up
base->lastEnemy = arm;
arm->lastEnemy = head;
head->parent = arm;
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arm->nextTrain = head->nextTrain = base;
// The head should always think, since it will be either firing a damage laser or just a target laser
head->think = laser_arm_fire;
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head->nextthink = level.time + FRAMETIME;
head->booleanstate = qfalse; // Don't do damage until told to
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}
void SP_laser_arm (gentity_t *base)
{
base->think = laser_arm_start;
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base->nextthink = level.time + FRAMETIME;
}