414 lines
10 KiB
C
414 lines
10 KiB
C
|
// g_turret.c
|
||
|
|
||
|
#include "g_local.h"
|
||
|
|
||
|
|
||
|
void AnglesNormalize(vec3_t vec)
|
||
|
{
|
||
|
while(vec[0] > 360)
|
||
|
vec[0] -= 360;
|
||
|
while(vec[0] < 0)
|
||
|
vec[0] += 360;
|
||
|
while(vec[1] > 360)
|
||
|
vec[1] -= 360;
|
||
|
while(vec[1] < 0)
|
||
|
vec[1] += 360;
|
||
|
}
|
||
|
|
||
|
float SnapToEights(float x)
|
||
|
{
|
||
|
x *= 8.0;
|
||
|
if (x > 0.0)
|
||
|
x += 0.5;
|
||
|
else
|
||
|
x -= 0.5;
|
||
|
return 0.125 * (int)x;
|
||
|
}
|
||
|
|
||
|
|
||
|
void turret_blocked(edict_t *self, edict_t *other)
|
||
|
{
|
||
|
edict_t *attacker;
|
||
|
|
||
|
if (other->takedamage)
|
||
|
{
|
||
|
if (self->teammaster->owner)
|
||
|
attacker = self->teammaster->owner;
|
||
|
else
|
||
|
attacker = self->teammaster;
|
||
|
T_Damage (other, self, attacker, vec3_origin, other->s.origin, vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*QUAKED turret_breach (0 0 0) ?
|
||
|
This portion of the turret can change both pitch and yaw.
|
||
|
The model should be made with a flat pitch.
|
||
|
It (and the associated base) need to be oriented towards 0.
|
||
|
Use "angle" to set the starting angle.
|
||
|
|
||
|
"speed" default 50
|
||
|
"dmg" default 10
|
||
|
"angle" point this forward
|
||
|
"target" point this at an info_notnull at the muzzle tip
|
||
|
"minpitch" min acceptable pitch angle : default -30
|
||
|
"maxpitch" max acceptable pitch angle : default 30
|
||
|
"minyaw" min acceptable yaw angle : default 0
|
||
|
"maxyaw" max acceptable yaw angle : default 360
|
||
|
*/
|
||
|
|
||
|
void turret_breach_fire (edict_t *self)
|
||
|
{
|
||
|
vec3_t f, r, u;
|
||
|
vec3_t start;
|
||
|
int damage;
|
||
|
int speed;
|
||
|
|
||
|
AngleVectors (self->s.angles, f, r, u);
|
||
|
VectorMA (self->s.origin, self->move_origin[0], f, start);
|
||
|
VectorMA (start, self->move_origin[1], r, start);
|
||
|
VectorMA (start, self->move_origin[2], u, start);
|
||
|
|
||
|
damage = 100 + random() * 50;
|
||
|
speed = 550 + 50 * skill->value;
|
||
|
fire_rocket (self->teammaster->owner, start, f, damage, speed, 150, damage);
|
||
|
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
|
||
|
}
|
||
|
|
||
|
void turret_breach_think (edict_t *self)
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
vec3_t current_angles;
|
||
|
vec3_t delta;
|
||
|
|
||
|
VectorCopy (self->s.angles, current_angles);
|
||
|
AnglesNormalize(current_angles);
|
||
|
|
||
|
AnglesNormalize(self->move_angles);
|
||
|
if (self->move_angles[PITCH] > 180)
|
||
|
self->move_angles[PITCH] -= 360;
|
||
|
|
||
|
// clamp angles to mins & maxs
|
||
|
if (self->move_angles[PITCH] > self->pos1[PITCH])
|
||
|
self->move_angles[PITCH] = self->pos1[PITCH];
|
||
|
else if (self->move_angles[PITCH] < self->pos2[PITCH])
|
||
|
self->move_angles[PITCH] = self->pos2[PITCH];
|
||
|
|
||
|
if ((self->move_angles[YAW] < self->pos1[YAW]) || (self->move_angles[YAW] > self->pos2[YAW]))
|
||
|
{
|
||
|
float dmin, dmax;
|
||
|
|
||
|
dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
|
||
|
if (dmin < -180)
|
||
|
dmin += 360;
|
||
|
else if (dmin > 180)
|
||
|
dmin -= 360;
|
||
|
dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
|
||
|
if (dmax < -180)
|
||
|
dmax += 360;
|
||
|
else if (dmax > 180)
|
||
|
dmax -= 360;
|
||
|
if (fabs(dmin) < fabs(dmax))
|
||
|
self->move_angles[YAW] = self->pos1[YAW];
|
||
|
else
|
||
|
self->move_angles[YAW] = self->pos2[YAW];
|
||
|
}
|
||
|
|
||
|
VectorSubtract (self->move_angles, current_angles, delta);
|
||
|
if (delta[0] < -180)
|
||
|
delta[0] += 360;
|
||
|
else if (delta[0] > 180)
|
||
|
delta[0] -= 360;
|
||
|
if (delta[1] < -180)
|
||
|
delta[1] += 360;
|
||
|
else if (delta[1] > 180)
|
||
|
delta[1] -= 360;
|
||
|
delta[2] = 0;
|
||
|
|
||
|
if (delta[0] > self->speed * FRAMETIME)
|
||
|
delta[0] = self->speed * FRAMETIME;
|
||
|
if (delta[0] < -1 * self->speed * FRAMETIME)
|
||
|
delta[0] = -1 * self->speed * FRAMETIME;
|
||
|
if (delta[1] > self->speed * FRAMETIME)
|
||
|
delta[1] = self->speed * FRAMETIME;
|
||
|
if (delta[1] < -1 * self->speed * FRAMETIME)
|
||
|
delta[1] = -1 * self->speed * FRAMETIME;
|
||
|
|
||
|
VectorScale (delta, 1.0/FRAMETIME, self->avelocity);
|
||
|
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
for (ent = self->teammaster; ent; ent = ent->teamchain)
|
||
|
ent->avelocity[1] = self->avelocity[1];
|
||
|
|
||
|
// if we have adriver, adjust his velocities
|
||
|
if (self->owner)
|
||
|
{
|
||
|
float angle;
|
||
|
float target_z;
|
||
|
float diff;
|
||
|
vec3_t target;
|
||
|
vec3_t dir;
|
||
|
|
||
|
// angular is easy, just copy ours
|
||
|
self->owner->avelocity[0] = self->avelocity[0];
|
||
|
self->owner->avelocity[1] = self->avelocity[1];
|
||
|
|
||
|
// x & y
|
||
|
angle = self->s.angles[1] + self->owner->move_origin[1];
|
||
|
angle *= (M_PI*2 / 360);
|
||
|
target[0] = SnapToEights(self->s.origin[0] + cos(angle) * self->owner->move_origin[0]);
|
||
|
target[1] = SnapToEights(self->s.origin[1] + sin(angle) * self->owner->move_origin[0]);
|
||
|
target[2] = self->owner->s.origin[2];
|
||
|
|
||
|
VectorSubtract (target, self->owner->s.origin, dir);
|
||
|
self->owner->velocity[0] = dir[0] * 1.0 / FRAMETIME;
|
||
|
self->owner->velocity[1] = dir[1] * 1.0 / FRAMETIME;
|
||
|
|
||
|
// z
|
||
|
angle = self->s.angles[PITCH] * (M_PI*2 / 360);
|
||
|
target_z = SnapToEights(self->s.origin[2] + self->owner->move_origin[0] * tan(angle) + self->owner->move_origin[2]);
|
||
|
|
||
|
diff = target_z - self->owner->s.origin[2];
|
||
|
self->owner->velocity[2] = diff * 1.0 / FRAMETIME;
|
||
|
|
||
|
if (self->spawnflags & 65536)
|
||
|
{
|
||
|
turret_breach_fire (self);
|
||
|
self->spawnflags &= ~65536;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void turret_breach_finish_init (edict_t *self)
|
||
|
{
|
||
|
// get and save info for muzzle location
|
||
|
if (!self->target)
|
||
|
{
|
||
|
gi.dprintf("%s at %s needs a target\n", self->classname, vtos(self->s.origin));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->target_ent = G_PickTarget (self->target);
|
||
|
VectorSubtract (self->target_ent->s.origin, self->s.origin, self->move_origin);
|
||
|
G_FreeEdict(self->target_ent);
|
||
|
}
|
||
|
|
||
|
self->teammaster->dmg = self->dmg;
|
||
|
self->think = turret_breach_think;
|
||
|
self->think (self);
|
||
|
}
|
||
|
|
||
|
void SP_turret_breach (edict_t *self)
|
||
|
{
|
||
|
self->solid = SOLID_BSP;
|
||
|
self->movetype = MOVETYPE_PUSH;
|
||
|
gi.setmodel (self, self->model);
|
||
|
|
||
|
if (!self->speed)
|
||
|
self->speed = 50;
|
||
|
if (!self->dmg)
|
||
|
self->dmg = 10;
|
||
|
|
||
|
if (!st.minpitch)
|
||
|
st.minpitch = -30;
|
||
|
if (!st.maxpitch)
|
||
|
st.maxpitch = 30;
|
||
|
if (!st.maxyaw)
|
||
|
st.maxyaw = 360;
|
||
|
|
||
|
self->pos1[PITCH] = -1 * st.minpitch;
|
||
|
self->pos1[YAW] = st.minyaw;
|
||
|
self->pos2[PITCH] = -1 * st.maxpitch;
|
||
|
self->pos2[YAW] = st.maxyaw;
|
||
|
|
||
|
self->ideal_yaw = self->s.angles[YAW];
|
||
|
self->move_angles[YAW] = self->ideal_yaw;
|
||
|
|
||
|
self->blocked = turret_blocked;
|
||
|
|
||
|
self->think = turret_breach_finish_init;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
gi.linkentity (self);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED turret_base (0 0 0) ?
|
||
|
This portion of the turret changes yaw only.
|
||
|
MUST be teamed with a turret_breach.
|
||
|
*/
|
||
|
|
||
|
void SP_turret_base (edict_t *self)
|
||
|
{
|
||
|
self->solid = SOLID_BSP;
|
||
|
self->movetype = MOVETYPE_PUSH;
|
||
|
gi.setmodel (self, self->model);
|
||
|
self->blocked = turret_blocked;
|
||
|
gi.linkentity (self);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*QUAKED turret_driver (1 .5 0) (-16 -16 -24) (16 16 32)
|
||
|
Must NOT be on the team with the rest of the turret parts.
|
||
|
Instead it must target the turret_breach.
|
||
|
*/
|
||
|
|
||
|
void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage);
|
||
|
void infantry_stand (edict_t *self);
|
||
|
void monster_use (edict_t *self, edict_t *other, edict_t *activator);
|
||
|
|
||
|
void turret_driver_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
|
||
|
// level the gun
|
||
|
self->target_ent->move_angles[0] = 0;
|
||
|
|
||
|
// remove the driver from the end of them team chain
|
||
|
for (ent = self->target_ent->teammaster; ent->teamchain != self; ent = ent->teamchain)
|
||
|
;
|
||
|
ent->teamchain = NULL;
|
||
|
self->teammaster = NULL;
|
||
|
self->flags &= ~FL_TEAMSLAVE;
|
||
|
|
||
|
self->target_ent->owner = NULL;
|
||
|
self->target_ent->teammaster->owner = NULL;
|
||
|
|
||
|
infantry_die (self, inflictor, attacker, damage);
|
||
|
}
|
||
|
|
||
|
qboolean FindTarget (edict_t *self);
|
||
|
|
||
|
void turret_driver_think (edict_t *self)
|
||
|
{
|
||
|
vec3_t target;
|
||
|
vec3_t dir;
|
||
|
float reaction_time;
|
||
|
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
if (self->enemy && (!self->enemy->inuse || self->enemy->health <= 0))
|
||
|
self->enemy = NULL;
|
||
|
|
||
|
if (!self->enemy)
|
||
|
{
|
||
|
if (!FindTarget (self))
|
||
|
return;
|
||
|
self->monsterinfo.trail_time = level.time;
|
||
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (visible (self, self->enemy))
|
||
|
{
|
||
|
if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
|
||
|
{
|
||
|
self->monsterinfo.trail_time = level.time;
|
||
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->monsterinfo.aiflags |= AI_LOST_SIGHT;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// let the turret know where we want it to aim
|
||
|
VectorCopy (self->enemy->s.origin, target);
|
||
|
target[2] += self->enemy->viewheight;
|
||
|
VectorSubtract (target, self->target_ent->s.origin, dir);
|
||
|
vectoangles (dir, self->target_ent->move_angles);
|
||
|
|
||
|
// decide if we should shoot
|
||
|
if (level.time < self->monsterinfo.attack_finished)
|
||
|
return;
|
||
|
|
||
|
reaction_time = (3 - skill->value) * 1.0;
|
||
|
if ((level.time - self->monsterinfo.trail_time) < reaction_time)
|
||
|
return;
|
||
|
|
||
|
self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
|
||
|
//FIXME how do we really want to pass this along?
|
||
|
self->target_ent->spawnflags |= 65536;
|
||
|
}
|
||
|
|
||
|
void turret_driver_link (edict_t *self)
|
||
|
{
|
||
|
vec3_t vec;
|
||
|
edict_t *ent;
|
||
|
|
||
|
self->think = turret_driver_think;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
self->target_ent = G_PickTarget (self->target);
|
||
|
self->target_ent->owner = self;
|
||
|
self->target_ent->teammaster->owner = self;
|
||
|
VectorCopy (self->target_ent->s.angles, self->s.angles);
|
||
|
|
||
|
vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
|
||
|
vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
|
||
|
vec[2] = 0;
|
||
|
self->move_origin[0] = VectorLength(vec);
|
||
|
|
||
|
VectorSubtract (self->s.origin, self->target_ent->s.origin, vec);
|
||
|
vectoangles (vec, vec);
|
||
|
AnglesNormalize(vec);
|
||
|
self->move_origin[1] = vec[1];
|
||
|
|
||
|
self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
|
||
|
|
||
|
// add the driver to the end of them team chain
|
||
|
for (ent = self->target_ent->teammaster; ent->teamchain; ent = ent->teamchain)
|
||
|
;
|
||
|
ent->teamchain = self;
|
||
|
self->teammaster = self->target_ent->teammaster;
|
||
|
self->flags |= FL_TEAMSLAVE;
|
||
|
}
|
||
|
|
||
|
void SP_turret_driver (edict_t *self)
|
||
|
{
|
||
|
if (deathmatch->value)
|
||
|
{
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->movetype = MOVETYPE_PUSH;
|
||
|
self->solid = SOLID_BBOX;
|
||
|
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
|
||
|
VectorSet (self->mins, -16, -16, -24);
|
||
|
VectorSet (self->maxs, 16, 16, 32);
|
||
|
|
||
|
self->health = 100;
|
||
|
self->gib_health = 0;
|
||
|
self->mass = 200;
|
||
|
self->viewheight = 24;
|
||
|
|
||
|
self->die = turret_driver_die;
|
||
|
self->monsterinfo.stand = infantry_stand;
|
||
|
|
||
|
self->flags |= FL_NO_KNOCKBACK;
|
||
|
|
||
|
level.total_monsters++;
|
||
|
|
||
|
self->svflags |= SVF_MONSTER;
|
||
|
self->s.renderfx |= RF_FRAMELERP;
|
||
|
self->takedamage = DAMAGE_AIM;
|
||
|
self->use = monster_use;
|
||
|
self->clipmask = MASK_MONSTERSOLID;
|
||
|
VectorCopy (self->s.origin, self->s.old_origin);
|
||
|
self->monsterinfo.aiflags |= AI_STAND_GROUND|AI_DUCKED;
|
||
|
|
||
|
if (st.item)
|
||
|
{
|
||
|
self->item = FindItemByClassname (st.item);
|
||
|
if (!self->item)
|
||
|
gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
|
||
|
}
|
||
|
|
||
|
self->think = turret_driver_link;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
|
||
|
gi.linkentity (self);
|
||
|
}
|