mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-23 04:52:07 +00:00
73e6dc6307
This reverts commit 12ce981d64
.
609 lines
12 KiB
C
609 lines
12 KiB
C
/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Turrets aka big cannons with a driver.
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*
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* =======================================================================
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*/
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#include "header/local.h"
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void infantry_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
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int damage);
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void infantry_stand(edict_t *self);
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void monster_use(edict_t *self, edict_t *other, edict_t *activator);
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qboolean FindTarget(edict_t *self);
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void
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AnglesNormalize(vec3_t vec)
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{
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while (vec[0] > 360)
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{
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vec[0] -= 360;
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}
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while (vec[0] < 0)
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{
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vec[0] += 360;
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}
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while (vec[1] > 360)
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{
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vec[1] -= 360;
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}
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while (vec[1] < 0)
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{
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vec[1] += 360;
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}
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}
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float
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SnapToEights(float x)
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{
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x *= 8.0;
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if (x > 0.0)
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{
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x += 0.5;
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}
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else
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{
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x -= 0.5;
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}
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return 0.125 * (int)x;
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}
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void
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turret_blocked(edict_t *self, edict_t *other)
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{
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edict_t *attacker;
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if (!self || !other)
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{
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return;
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}
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if (other->takedamage)
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{
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if (self->teammaster->owner)
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{
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attacker = self->teammaster->owner;
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}
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else
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{
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attacker = self->teammaster;
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}
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T_Damage(other, self, attacker, vec3_origin, other->s.origin,
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vec3_origin, self->teammaster->dmg, 10, 0, MOD_CRUSH);
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}
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}
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/*
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* QUAKED turret_breach (0 0 0) ?
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* This portion of the turret can change both pitch and yaw.
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* The model should be made with a flat pitch.
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* It (and the associated base) need to be oriented towards 0.
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* Use "angle" to set the starting angle.
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*
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* "speed" default 50
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* "dmg" default 10
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* "angle" point this forward
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* "target" point this at an info_notnull at the muzzle tip
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* "minpitch" min acceptable pitch angle : default -30
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* "maxpitch" max acceptable pitch angle : default 30
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* "minyaw" min acceptable yaw angle : default 0
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* "maxyaw" max acceptable yaw angle : default 360
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*/
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void
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turret_breach_fire(edict_t *self)
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{
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vec3_t f, r, u;
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vec3_t start;
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int damage;
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int speed;
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if (!self)
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{
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return;
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}
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AngleVectors(self->s.angles, f, r, u);
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VectorMA(self->s.origin, self->move_origin[0], f, start);
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VectorMA(start, self->move_origin[1], r, start);
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VectorMA(start, self->move_origin[2], u, start);
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damage = 100 + random() * 50;
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speed = 550 + 50 * skill->value;
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fire_rocket(self->teammaster->owner, start, f, damage, speed, 150, damage);
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gi.positioned_sound(start, self, CHAN_WEAPON,
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gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
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}
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void
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turret_breach_think(edict_t *self)
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{
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edict_t *ent;
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vec3_t current_angles;
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vec3_t delta;
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if (!self)
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{
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return;
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}
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VectorCopy(self->s.angles, current_angles);
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AnglesNormalize(current_angles);
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AnglesNormalize(self->move_angles);
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if (self->move_angles[PITCH] > 180)
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{
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self->move_angles[PITCH] -= 360;
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}
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/* clamp angles to mins & maxs */
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if (self->move_angles[PITCH] > self->pos1[PITCH])
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{
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self->move_angles[PITCH] = self->pos1[PITCH];
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}
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else if (self->move_angles[PITCH] < self->pos2[PITCH])
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{
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self->move_angles[PITCH] = self->pos2[PITCH];
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}
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if ((self->move_angles[YAW] < self->pos1[YAW]) ||
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(self->move_angles[YAW] > self->pos2[YAW]))
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{
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float dmin, dmax;
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dmin = fabs(self->pos1[YAW] - self->move_angles[YAW]);
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if (dmin < -180)
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{
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dmin += 360;
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}
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else if (dmin > 180)
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{
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dmin -= 360;
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}
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dmax = fabs(self->pos2[YAW] - self->move_angles[YAW]);
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if (dmax < -180)
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{
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dmax += 360;
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}
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else if (dmax > 180)
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{
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dmax -= 360;
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}
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if (fabs(dmin) < fabs(dmax))
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{
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self->move_angles[YAW] = self->pos1[YAW];
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}
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else
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{
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self->move_angles[YAW] = self->pos2[YAW];
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}
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}
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VectorSubtract(self->move_angles, current_angles, delta);
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if (delta[0] < -180)
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{
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delta[0] += 360;
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}
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else if (delta[0] > 180)
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{
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delta[0] -= 360;
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}
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if (delta[1] < -180)
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{
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delta[1] += 360;
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}
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else if (delta[1] > 180)
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{
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delta[1] -= 360;
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}
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delta[2] = 0;
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if (delta[0] > self->speed * FRAMETIME)
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{
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delta[0] = self->speed * FRAMETIME;
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}
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if (delta[0] < -1 * self->speed * FRAMETIME)
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{
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delta[0] = -1 * self->speed * FRAMETIME;
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}
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if (delta[1] > self->speed * FRAMETIME)
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{
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delta[1] = self->speed * FRAMETIME;
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}
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if (delta[1] < -1 * self->speed * FRAMETIME)
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{
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delta[1] = -1 * self->speed * FRAMETIME;
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}
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VectorScale(delta, 1.0 / FRAMETIME, self->avelocity);
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self->nextthink = level.time + FRAMETIME;
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for (ent = self->teammaster; ent; ent = ent->teamchain)
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{
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ent->avelocity[1] = self->avelocity[1];
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}
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/* if we have adriver, adjust his velocities */
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if (self->owner)
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{
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float angle;
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float target_z;
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float diff;
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vec3_t target;
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vec3_t dir;
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/* angular is easy, just copy ours */
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self->owner->avelocity[0] = self->avelocity[0];
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self->owner->avelocity[1] = self->avelocity[1];
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/* x & y */
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angle = self->s.angles[1] + self->owner->move_origin[1];
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angle *= (M_PI * 2 / 360);
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target[0] = SnapToEights(self->s.origin[0] + cos(
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angle) * self->owner->move_origin[0]);
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target[1] = SnapToEights(self->s.origin[1] + sin(
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angle) * self->owner->move_origin[0]);
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target[2] = self->owner->s.origin[2];
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VectorSubtract(target, self->owner->s.origin, dir);
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self->owner->velocity[0] = dir[0] * 1.0 / FRAMETIME;
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self->owner->velocity[1] = dir[1] * 1.0 / FRAMETIME;
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/* z */
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angle = self->s.angles[PITCH] * (M_PI * 2 / 360);
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target_z = SnapToEights(
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self->s.origin[2] + self->owner->move_origin[0] * tan(
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angle) + self->owner->move_origin[2]);
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diff = target_z - self->owner->s.origin[2];
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self->owner->velocity[2] = diff * 1.0 / FRAMETIME;
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if (self->spawnflags & 65536)
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{
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turret_breach_fire(self);
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self->spawnflags &= ~65536;
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}
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}
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}
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void
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turret_breach_finish_init(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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/* get and save info for muzzle location */
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if (!self->target)
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{
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gi.dprintf("%s at %s needs a target\n", self->classname,
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vtos(self->s.origin));
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}
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else
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{
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self->target_ent = G_PickTarget(self->target);
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VectorSubtract(self->target_ent->s.origin,
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self->s.origin, self->move_origin);
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G_FreeEdict(self->target_ent);
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}
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self->teammaster->dmg = self->dmg;
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self->think = turret_breach_think;
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self->think(self);
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}
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void
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SP_turret_breach(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->solid = SOLID_BSP;
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self->movetype = MOVETYPE_PUSH;
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gi.setmodel(self, self->model);
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if (!self->speed)
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{
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self->speed = 50;
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}
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if (!self->dmg)
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{
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self->dmg = 10;
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}
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if (!st.minpitch)
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{
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st.minpitch = -30;
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}
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if (!st.maxpitch)
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{
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st.maxpitch = 30;
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}
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if (!st.maxyaw)
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{
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st.maxyaw = 360;
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}
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self->pos1[PITCH] = -1 * st.minpitch;
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self->pos1[YAW] = st.minyaw;
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self->pos2[PITCH] = -1 * st.maxpitch;
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self->pos2[YAW] = st.maxyaw;
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self->ideal_yaw = self->s.angles[YAW];
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self->move_angles[YAW] = self->ideal_yaw;
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self->blocked = turret_blocked;
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self->think = turret_breach_finish_init;
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self->nextthink = level.time + FRAMETIME;
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gi.linkentity(self);
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}
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/*
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* QUAKED turret_base (0 0 0) ?
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* This portion of the turret changes yaw only.
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* MUST be teamed with a turret_breach.
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*/
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void
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SP_turret_base(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->solid = SOLID_BSP;
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self->movetype = MOVETYPE_PUSH;
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gi.setmodel(self, self->model);
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self->blocked = turret_blocked;
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gi.linkentity(self);
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}
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/*
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* QUAKED turret_driver (1 .5 0) (-16 -16 -24) (16 16 32)
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* Must NOT be on the team with the rest of the turret parts.
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* Instead it must target the turret_breach.
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*/
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void
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turret_driver_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
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int damage, vec3_t point /* unused */)
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{
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edict_t *ent;
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if (!self || !inflictor || !attacker)
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{
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return;
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}
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/* level the gun */
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self->target_ent->move_angles[0] = 0;
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/* remove the driver from the end of them team chain */
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for (ent = self->target_ent->teammaster;
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ent->teamchain != self;
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ent = ent->teamchain)
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{
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}
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ent->teamchain = NULL;
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self->teammaster = NULL;
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self->flags &= ~FL_TEAMSLAVE;
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self->target_ent->owner = NULL;
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self->target_ent->teammaster->owner = NULL;
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infantry_die(self, inflictor, attacker, damage);
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}
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void
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turret_driver_think(edict_t *self)
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{
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vec3_t target;
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vec3_t dir;
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float reaction_time;
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if (!self)
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{
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return;
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}
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self->nextthink = level.time + FRAMETIME;
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if (self->enemy && (!self->enemy->inuse || (self->enemy->health <= 0)))
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{
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self->enemy = NULL;
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}
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if (!self->enemy)
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{
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if (!FindTarget(self))
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{
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return;
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}
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self->monsterinfo.trail_time = level.time;
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self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
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}
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else
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{
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if (visible(self, self->enemy))
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{
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if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
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{
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self->monsterinfo.trail_time = level.time;
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self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
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}
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}
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else
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{
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self->monsterinfo.aiflags |= AI_LOST_SIGHT;
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return;
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}
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}
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/* let the turret know where we want it to aim */
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VectorCopy(self->enemy->s.origin, target);
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target[2] += self->enemy->viewheight;
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VectorSubtract(target, self->target_ent->s.origin, dir);
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vectoangles(dir, self->target_ent->move_angles);
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/* decide if we should shoot */
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if (level.time < self->monsterinfo.attack_finished)
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{
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return;
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}
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reaction_time = (3 - skill->value) * 1.0;
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if ((level.time - self->monsterinfo.trail_time) < reaction_time)
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{
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return;
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}
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self->monsterinfo.attack_finished = level.time + reaction_time + 1.0;
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self->target_ent->spawnflags |= 65536;
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}
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void
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turret_driver_link(edict_t *self)
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{
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vec3_t vec;
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edict_t *ent;
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if (!self)
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{
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return;
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}
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self->think = turret_driver_think;
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self->nextthink = level.time + FRAMETIME;
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self->target_ent = G_PickTarget(self->target);
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self->target_ent->owner = self;
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self->target_ent->teammaster->owner = self;
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VectorCopy(self->target_ent->s.angles, self->s.angles);
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vec[0] = self->target_ent->s.origin[0] - self->s.origin[0];
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vec[1] = self->target_ent->s.origin[1] - self->s.origin[1];
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vec[2] = 0;
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self->move_origin[0] = VectorLength(vec);
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VectorSubtract(self->s.origin, self->target_ent->s.origin, vec);
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vectoangles(vec, vec);
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AnglesNormalize(vec);
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self->move_origin[1] = vec[1];
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self->move_origin[2] = self->s.origin[2] - self->target_ent->s.origin[2];
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/* add the driver to the end of them team chain */
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for (ent = self->target_ent->teammaster;
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ent->teamchain;
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ent = ent->teamchain)
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{
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}
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ent->teamchain = self;
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self->teammaster = self->target_ent->teammaster;
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self->flags |= FL_TEAMSLAVE;
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}
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void
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SP_turret_driver(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (deathmatch->value)
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{
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G_FreeEdict(self);
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return;
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}
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self->movetype = MOVETYPE_PUSH;
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self->solid = SOLID_BBOX;
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self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
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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);
|
|
}
|