ref: a6d435a131bd7d0828a26257d89ef92223ac07eb
dir: /rogue/g_turret.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" void SpawnTargetingSystem (edict_t *turret); // PGM 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 + qrandom() * 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); if(self->target_ent) { VectorSubtract (self->target_ent->s.origin, self->s.origin, self->move_origin); G_FreeEdict(self->target_ent); } else gi.dprintf("could not find target entity for %s at %s\n", self->classname, vtos(self->s.origin)); } 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, vec3_t); 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) { 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, 0.0); } 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); } //============ // 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. void turret_brain_think (edict_t *self) { vec3_t target; vec3_t dir; vec3_t endpos; float reaction_time; trace_t trace; self->nextthink = level.time + FRAMETIME; if (self->enemy) { if(!self->enemy->inuse) self->enemy = NULL; else if(self->enemy->takedamage && 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 { VectorAdd (self->enemy->absmax, self->enemy->absmin, endpos); VectorScale (endpos, 0.5, endpos); trace = gi.trace (self->target_ent->s.origin, vec3_origin, vec3_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 VectorCopy (endpos, target); 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; if(self->delay) reaction_time = self->delay; else 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_brain_link (edict_t *self) { vec3_t vec; edict_t *ent; if (self->killtarget) { self->enemy = G_PickTarget (self->killtarget); } self->think = turret_brain_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 turret_brain_deactivate (edict_t *self, edict_t *, edict_t *) { self->think = NULL; self->nextthink = 0; } // ================= // ================= void turret_brain_activate (edict_t *self, edict_t *, edict_t *activator) { if (!self->enemy) { self->enemy = activator; } // wait at least 3 seconds to fire. self->monsterinfo.attack_finished = level.time + 3; self->use = turret_brain_deactivate; self->think = turret_brain_link; self->nextthink = level.time + FRAMETIME; } /*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.dprintf("turret_invisible_brain with no killtarget!\n"); G_FreeEdict (self); return; } if (!self->target) { gi.dprintf("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 + FRAMETIME; } self->movetype = MOVETYPE_PUSH; gi.linkentity (self); } // ROGUE //============