123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662 |
- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- // g_turret.c
- #include "g_local.h"
- constexpr spawnflags_t SPAWNFLAG_TURRET_BREACH_FIRE = 65536_spawnflag;
- 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;
- }
- MOVEINFO_BLOCKED(turret_blocked) (edict_t *self, edict_t *other) -> void
- {
- 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, DAMAGE_NONE, 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);
- start = self->s.origin + (f * self->move_origin[0]);
- start += (r * self->move_origin[1]);
- start += (u * self->move_origin[2]);
- if (self->count)
- damage = self->count;
- else
- damage = (int) frandom(100, 150);
- speed = 550 + 50 * skill->integer;
- edict_t *rocket = fire_rocket(self->teammaster->owner->activator ? self->teammaster->owner->activator : self->teammaster->owner, start, f, damage, speed, 150, damage);
- rocket->s.scale = self->teammaster->dmg_radius;
- gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
- }
- THINK(turret_breach_think) (edict_t *self) -> void
- {
- edict_t *ent;
- vec3_t current_angles;
- vec3_t delta;
- current_angles = self->s.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 = fabsf(self->pos1[YAW] - self->move_angles[YAW]);
- if (dmin < -180)
- dmin += 360;
- else if (dmin > 180)
- dmin -= 360;
- dmax = fabsf(self->pos2[YAW] - self->move_angles[YAW]);
- if (dmax < -180)
- dmax += 360;
- else if (dmax > 180)
- dmax -= 360;
- if (fabsf(dmin) < fabsf(dmax))
- self->move_angles[YAW] = self->pos1[YAW];
- else
- self->move_angles[YAW] = self->pos2[YAW];
- }
- delta = self->move_angles - current_angles;
- 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 * gi.frame_time_s)
- delta[0] = self->speed * gi.frame_time_s;
- if (delta[0] < -1 * self->speed * gi.frame_time_s)
- delta[0] = -1 * self->speed * gi.frame_time_s;
- if (delta[1] > self->speed * gi.frame_time_s)
- delta[1] = self->speed * gi.frame_time_s;
- if (delta[1] < -1 * self->speed * gi.frame_time_s)
- delta[1] = -1 * self->speed * gi.frame_time_s;
- for (ent = self->teammaster; ent; ent = ent->teamchain)
- {
- if (ent->noise_index)
- {
- if (delta[0] || delta[1])
- {
- ent->s.sound = ent->noise_index;
- ent->s.loop_attenuation = ATTN_NORM;
- }
- else
- ent->s.sound = 0;
- }
- }
- self->avelocity = delta * (1.0f / gi.frame_time_s);
- self->nextthink = level.time + FRAME_TIME_S;
- for (ent = self->teammaster; ent; ent = ent->teamchain)
- ent->avelocity[1] = self->avelocity[1];
- // if we have a driver, 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 *= (float) (PI * 2 / 360);
- target[0] = self->s.origin[0] + cosf(angle) * self->owner->move_origin[0];
- target[1] = self->s.origin[1] + sinf(angle) * self->owner->move_origin[0];
- target[2] = self->owner->s.origin[2];
- dir = target - self->owner->s.origin;
- self->owner->velocity[0] = dir[0] * 1.0f / gi.frame_time_s;
- self->owner->velocity[1] = dir[1] * 1.0f / gi.frame_time_s;
- // z
- angle = self->s.angles[PITCH] * (float) (PI * 2 / 360);
- target_z = 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 * 1.0f / gi.frame_time_s;
- if (self->spawnflags.has(SPAWNFLAG_TURRET_BREACH_FIRE))
- {
- turret_breach_fire(self);
- self->spawnflags &= ~SPAWNFLAG_TURRET_BREACH_FIRE;
- }
- }
- }
- THINK(turret_breach_finish_init) (edict_t *self) -> void
- {
- // get and save info for muzzle location
- if (!self->target)
- {
- gi.Com_PrintFmt("{}: needs a target\n", *self);
- }
- else
- {
- self->target_ent = G_PickTarget(self->target);
- if (self->target_ent)
- {
- self->move_origin = self->target_ent->s.origin - self->s.origin;
- G_FreeEdict(self->target_ent);
- }
- else
- gi.Com_PrintFmt("{}: could not find target entity \"{}\"\n", *self, self->target);
- }
- self->teammaster->dmg = self->dmg;
- self->teammaster->dmg_radius = self->dmg_radius; // scale
- self->think = turret_breach_think;
- self->think(self);
- }
- void SP_turret_breach(edict_t *self)
- {
- self->solid = SOLID_BSP;
- self->movetype = MOVETYPE_PUSH;
- if (st.noise)
- self->noise_index = gi.soundindex(st.noise);
- 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;
- // scale used for rocket scale
- self->dmg_radius = self->s.scale;
- self->s.scale = 0;
- self->ideal_yaw = self->s.angles[YAW];
- self->move_angles[YAW] = self->ideal_yaw;
- self->moveinfo.blocked = turret_blocked;
- self->think = turret_breach_finish_init;
- self->nextthink = level.time + FRAME_TIME_S;
- 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;
- if (st.noise)
- self->noise_index = gi.soundindex(st.noise);
- gi.setmodel(self, self->model);
- self->moveinfo.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, const vec3_t &point, const mod_t &mod);
- void infantry_stand(edict_t *self);
- void infantry_pain(edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod);
- void infantry_setskin(edict_t *self);
- DIE(turret_driver_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
- {
- if (!self->deadflag)
- {
- 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 = nullptr;
- self->teammaster = nullptr;
- self->flags &= ~FL_TEAMSLAVE;
- self->target_ent->owner = nullptr;
- self->target_ent->teammaster->owner = nullptr;
- self->target_ent->moveinfo.blocked = nullptr;
- // clear pitch
- self->s.angles[0] = 0;
- self->movetype = MOVETYPE_STEP;
- self->think = monster_think;
- }
- infantry_die(self, inflictor, attacker, damage, point, mod);
- G_FixStuckObject(self, self->s.origin);
- AngleVectors(self->s.angles, self->velocity, nullptr, nullptr);
- self->velocity *= -50;
- self->velocity.z += 110.f;
- }
- bool FindTarget(edict_t *self);
- THINK(turret_driver_think) (edict_t *self) -> void
- {
- vec3_t target;
- vec3_t dir;
- self->nextthink = level.time + FRAME_TIME_S;
- if (self->enemy && (!self->enemy->inuse || self->enemy->health <= 0))
- self->enemy = nullptr;
- 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
- target = self->enemy->s.origin;
- target[2] += self->enemy->viewheight;
- dir = target - self->target_ent->s.origin;
- self->target_ent->move_angles = vectoangles(dir);
- // decide if we should shoot
- if (level.time < self->monsterinfo.attack_finished)
- return;
- gtime_t reaction_time = gtime_t::from_sec(3 - skill->integer);
- if ((level.time - self->monsterinfo.trail_time) < reaction_time)
- return;
- self->monsterinfo.attack_finished = level.time + reaction_time + 1_sec;
- // FIXME how do we really want to pass this along?
- self->target_ent->spawnflags |= SPAWNFLAG_TURRET_BREACH_FIRE;
- }
- THINK(turret_driver_link) (edict_t *self) -> void
- {
- vec3_t vec;
- edict_t *ent;
- self->think = turret_driver_think;
- self->nextthink = level.time + FRAME_TIME_S;
- self->target_ent = G_PickTarget(self->target);
- self->target_ent->owner = self;
- self->target_ent->teammaster->owner = self;
- self->s.angles = self->target_ent->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] = vec.length();
- vec = self->s.origin - self->target_ent->s.origin;
- vec = vectoangles(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 InfantryPrecache();
- void SP_turret_driver(edict_t *self)
- {
- if (deathmatch->integer)
- {
- G_FreeEdict(self);
- return;
- }
- InfantryPrecache();
- self->movetype = MOVETYPE_PUSH;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
- self->mins = { -16, -16, -24 };
- self->maxs = { 16, 16, 32 };
- self->health = self->max_health = 100;
- self->gib_health = -40;
- self->mass = 200;
- self->viewheight = 24;
- self->pain = infantry_pain;
- self->die = turret_driver_die;
- self->monsterinfo.stand = infantry_stand;
- self->flags |= FL_NO_KNOCKBACK;
- if (g_debug_monster_kills->integer)
- level.monsters_registered[level.total_monsters] = self;
- level.total_monsters++;
- self->svflags |= SVF_MONSTER;
- self->takedamage = true;
- self->use = monster_use;
- self->clipmask = MASK_MONSTERSOLID;
- self->s.old_origin = self->s.origin;
- self->monsterinfo.aiflags |= AI_STAND_GROUND;
- self->monsterinfo.setskin = infantry_setskin;
- if (st.item)
- {
- self->item = FindItemByClassname(st.item);
- if (!self->item)
- gi.Com_PrintFmt("{}: bad item: {}\n", *self, st.item);
- }
- self->think = turret_driver_link;
- self->nextthink = level.time + FRAME_TIME_S;
- gi.linkentity(self);
- }
- //============
- // ROGUE
- // invisible turret drivers so we can have unmanned turrets.
- // originally designed to shoot at func_trains and such, so they
- // fire at the center of the bounding box, rather than the entity's
- // origin.
- constexpr spawnflags_t SPAWNFLAG_TURRET_BRAIN_IGNORE_SIGHT = 1_spawnflag;
- THINK(turret_brain_think) (edict_t *self) -> void
- {
- vec3_t target;
- vec3_t dir;
- vec3_t endpos;
- trace_t trace;
- self->nextthink = level.time + FRAME_TIME_S;
- if (self->enemy)
- {
- if (!self->enemy->inuse)
- self->enemy = nullptr;
- else if (self->enemy->takedamage && self->enemy->health <= 0)
- self->enemy = nullptr;
- }
- if (!self->enemy)
- {
- if (!FindTarget(self))
- return;
- self->monsterinfo.trail_time = level.time;
- self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
- }
- endpos = self->enemy->absmax + self->enemy->absmin;
- endpos *= 0.5f;
- if (!self->spawnflags.has(SPAWNFLAG_TURRET_BRAIN_IGNORE_SIGHT))
- {
- trace = gi.traceline(self->target_ent->s.origin, endpos, self->target_ent, MASK_SHOT);
- if (trace.fraction == 1 || trace.ent == 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
- target = endpos;
- dir = target - self->target_ent->s.origin;
- self->target_ent->move_angles = vectoangles(dir);
- // decide if we should shoot
- if (level.time < self->monsterinfo.attack_finished)
- return;
- gtime_t reaction_time;
- if (self->delay)
- reaction_time = gtime_t::from_sec(self->delay);
- else
- reaction_time = gtime_t::from_sec(3 - skill->integer);
- if ((level.time - self->monsterinfo.trail_time) < reaction_time)
- return;
- self->monsterinfo.attack_finished = level.time + reaction_time + 1_sec;
- // FIXME how do we really want to pass this along?
- self->target_ent->spawnflags |= SPAWNFLAG_TURRET_BREACH_FIRE;
- }
- // =================
- // =================
- THINK(turret_brain_link) (edict_t *self) -> void
- {
- vec3_t vec;
- edict_t *ent;
- if (self->killtarget)
- {
- self->enemy = G_PickTarget(self->killtarget);
- }
- self->think = turret_brain_think;
- self->nextthink = level.time + FRAME_TIME_S;
- self->target_ent = G_PickTarget(self->target);
- self->target_ent->owner = self;
- self->target_ent->teammaster->owner = self;
- self->s.angles = self->target_ent->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] = vec.length();
- vec = self->s.origin - self->target_ent->s.origin;
- vec = vectoangles(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->activator = self->activator; // pass along activator to breach, etc
- ent->teamchain = self;
- self->teammaster = self->target_ent->teammaster;
- self->flags |= FL_TEAMSLAVE;
- }
- // =================
- // =================
- USE(turret_brain_deactivate) (edict_t *self, edict_t *other, edict_t *activator) -> void
- {
- self->think = nullptr;
- self->nextthink = 0_ms;
- }
- // =================
- // =================
- USE(turret_brain_activate) (edict_t *self, edict_t *other, edict_t *activator) -> void
- {
- if (!self->enemy)
- self->enemy = activator;
- // wait at least 3 seconds to fire.
- if (self->wait)
- self->monsterinfo.attack_finished = level.time + gtime_t::from_sec(self->wait);
- else
- self->monsterinfo.attack_finished = level.time + 3_sec;
- self->use = turret_brain_deactivate;
- // Paril NOTE: rhangar1 has a turret_invisible_brain that breaks the
- // hangar ceiling; once the final rocket explodes the barrier,
- // it attempts to print "Barrier neutralized." to the rocket owner
- // who happens to be this brain rather than the player that activated
- // the turret. this resolves this by passing it along to fire_rocket.
- self->activator = activator;
- self->think = turret_brain_link;
- self->nextthink = level.time + FRAME_TIME_S;
- }
- /*QUAKED turret_invisible_brain (1 .5 0) (-16 -16 -16) (16 16 16)
- Invisible brain to drive the turret.
- Does not search for targets. If targeted, can only be turned on once
- and then off once. After that they are completely disabled.
- "delay" the delay between firing (default ramps for skill level)
- "Target" the turret breach
- "Killtarget" the item you want it to attack.
- Target the brain if you want it activated later, instead of immediately. It will wait 3 seconds
- before firing to acquire the target.
- */
- void SP_turret_invisible_brain(edict_t *self)
- {
- if (!self->killtarget)
- {
- gi.Com_Print("turret_invisible_brain with no killtarget!\n");
- G_FreeEdict(self);
- return;
- }
- if (!self->target)
- {
- gi.Com_Print("turret_invisible_brain with no target!\n");
- G_FreeEdict(self);
- return;
- }
- if (self->targetname)
- {
- self->use = turret_brain_activate;
- }
- else
- {
- self->think = turret_brain_link;
- self->nextthink = level.time + FRAME_TIME_S;
- }
- self->movetype = MOVETYPE_PUSH;
- gi.linkentity(self);
- }
- // ROGUE
- //============
|