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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- TURRET
- ==============================================================================
- */
- #include "../g_local.h"
- #include "m_rogue_turret.h"
- constexpr spawnflags_t SPAWNFLAG_TURRET_BLASTER = 0x0008_spawnflag;
- constexpr spawnflags_t SPAWNFLAG_TURRET_MACHINEGUN = 0x0010_spawnflag;
- constexpr spawnflags_t SPAWNFLAG_TURRET_ROCKET = 0x0020_spawnflag;
- constexpr spawnflags_t SPAWNFLAG_TURRET_HEATBEAM = 0x0040_spawnflag;
- constexpr spawnflags_t SPAWNFLAG_TURRET_WEAPONCHOICE = SPAWNFLAG_TURRET_HEATBEAM | SPAWNFLAG_TURRET_ROCKET | SPAWNFLAG_TURRET_MACHINEGUN | SPAWNFLAG_TURRET_BLASTER;
- constexpr spawnflags_t SPAWNFLAG_TURRET_WALL_UNIT = 0x0080_spawnflag;
- constexpr spawnflags_t SPAWNFLAG_TURRET_NO_LASERSIGHT = 18_spawnflag_bit;
- bool FindTarget(edict_t *self);
- void TurretAim(edict_t *self);
- void turret_ready_gun(edict_t *self);
- void turret_run(edict_t *self);
- extern const mmove_t turret_move_fire;
- extern const mmove_t turret_move_fire_blind;
- static cached_soundindex sound_moved, sound_moving;
- void TurretAim(edict_t *self)
- {
- vec3_t end, dir;
- vec3_t ang;
- float move, idealPitch, idealYaw, current, speed;
- int orientation;
- if (!self->enemy || self->enemy == world)
- {
- if (!FindTarget(self))
- return;
- }
- // if turret is still in inactive mode, ready the gun, but don't aim
- if (self->s.frame < FRAME_active01)
- {
- turret_ready_gun(self);
- return;
- }
- // if turret is still readying, don't aim.
- if (self->s.frame < FRAME_run01)
- return;
- // PMM - blindfire aiming here
- if (self->monsterinfo.active_move == &turret_move_fire_blind)
- {
- end = self->monsterinfo.blind_fire_target;
- if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2])
- end[2] += self->enemy->viewheight + 10;
- else
- end[2] += self->enemy->mins[2] - 10;
- }
- else
- {
- end = self->enemy->s.origin;
- if (self->enemy->client)
- end[2] += self->enemy->viewheight;
- }
- dir = end - self->s.origin;
- ang = vectoangles(dir);
- //
- // Clamp first
- //
- idealPitch = ang[PITCH];
- idealYaw = ang[YAW];
- orientation = (int) self->offset[1];
- switch (orientation)
- {
- case -1: // up pitch: 0 to 90
- if (idealPitch < -90)
- idealPitch += 360;
- if (idealPitch > -5)
- idealPitch = -5;
- break;
- case -2: // down pitch: -180 to -360
- if (idealPitch > -90)
- idealPitch -= 360;
- if (idealPitch < -355)
- idealPitch = -355;
- else if (idealPitch > -185)
- idealPitch = -185;
- break;
- case 0: // +X pitch: 0 to -90, -270 to -360 (or 0 to 90)
- if (idealPitch < -180)
- idealPitch += 360;
- if (idealPitch > 85)
- idealPitch = 85;
- else if (idealPitch < -85)
- idealPitch = -85;
- // yaw: 270 to 360, 0 to 90
- // yaw: -90 to 90 (270-360 == -90-0)
- if (idealYaw > 180)
- idealYaw -= 360;
- if (idealYaw > 85)
- idealYaw = 85;
- else if (idealYaw < -85)
- idealYaw = -85;
- break;
- case 90: // +Y pitch: 0 to 90, -270 to -360 (or 0 to 90)
- if (idealPitch < -180)
- idealPitch += 360;
- if (idealPitch > 85)
- idealPitch = 85;
- else if (idealPitch < -85)
- idealPitch = -85;
- // yaw: 0 to 180
- if (idealYaw > 270)
- idealYaw -= 360;
- if (idealYaw > 175)
- idealYaw = 175;
- else if (idealYaw < 5)
- idealYaw = 5;
- break;
- case 180: // -X pitch: 0 to 90, -270 to -360 (or 0 to 90)
- if (idealPitch < -180)
- idealPitch += 360;
- if (idealPitch > 85)
- idealPitch = 85;
- else if (idealPitch < -85)
- idealPitch = -85;
- // yaw: 90 to 270
- if (idealYaw > 265)
- idealYaw = 265;
- else if (idealYaw < 95)
- idealYaw = 95;
- break;
- case 270: // -Y pitch: 0 to 90, -270 to -360 (or 0 to 90)
- if (idealPitch < -180)
- idealPitch += 360;
- if (idealPitch > 85)
- idealPitch = 85;
- else if (idealPitch < -85)
- idealPitch = -85;
- // yaw: 180 to 360
- if (idealYaw < 90)
- idealYaw += 360;
- if (idealYaw > 355)
- idealYaw = 355;
- else if (idealYaw < 185)
- idealYaw = 185;
- break;
- }
- //
- // adjust pitch
- //
- current = self->s.angles[PITCH];
- speed = self->yaw_speed / (gi.tick_rate / 10);
- if (idealPitch != current)
- {
- move = idealPitch - current;
- while (move >= 360)
- move -= 360;
- if (move >= 90)
- {
- move = move - 360;
- }
- while (move <= -360)
- move += 360;
- if (move <= -90)
- {
- move = move + 360;
- }
- if (move > 0)
- {
- if (move > speed)
- move = speed;
- }
- else
- {
- if (move < -speed)
- move = -speed;
- }
- self->s.angles[PITCH] = anglemod(current + move);
- }
- //
- // adjust yaw
- //
- current = self->s.angles[YAW];
- if (idealYaw != current)
- {
- move = idealYaw - current;
- // while(move >= 360)
- // move -= 360;
- if (move >= 180)
- {
- move = move - 360;
- }
- // while(move <= -360)
- // move += 360;
- if (move <= -180)
- {
- move = move + 360;
- }
- if (move > 0)
- {
- if (move > speed)
- move = speed;
- }
- else
- {
- if (move < -speed)
- move = -speed;
- }
- self->s.angles[YAW] = anglemod(current + move);
- }
- if (self->spawnflags.has(SPAWNFLAG_TURRET_NO_LASERSIGHT))
- return;
- // Paril: improved turrets; draw lasersight
- if (!self->target_ent)
- {
- self->target_ent = G_Spawn();
- self->target_ent->s.modelindex = MODELINDEX_WORLD;
- self->target_ent->s.renderfx = RF_BEAM;
- self->target_ent->s.frame = 1;
- self->target_ent->s.skinnum = 0xf0f0f0f0;
- self->target_ent->classname = "turret_lasersight";
- self->target_ent->s.origin = self->s.origin;
- }
- vec3_t forward;
- AngleVectors(self->s.angles, forward, nullptr, nullptr);
- end = self->s.origin + (forward * 8192);
- trace_t tr = gi.traceline(self->s.origin, end, self, MASK_SOLID);
- float scan_range = 64.f;
- if (visible(self, self->enemy))
- scan_range = 12.f;
- tr.endpos[0] += sinf(level.time.seconds() + self->s.number) * scan_range;
- tr.endpos[1] += cosf((level.time.seconds() - self->s.number) * 3.f) * scan_range;
- tr.endpos[2] += sinf((level.time.seconds() - self->s.number) * 2.5f) * scan_range;
- forward = tr.endpos - self->s.origin;
- forward.normalize();
- end = self->s.origin + (forward * 8192);
- tr = gi.traceline(self->s.origin, end, self, MASK_SOLID);
- self->target_ent->s.old_origin = tr.endpos;
- gi.linkentity(self->target_ent);
- }
- MONSTERINFO_SIGHT(turret_sight) (edict_t *self, edict_t *other) -> void
- {
- }
- MONSTERINFO_SEARCH(turret_search) (edict_t *self) -> void
- {
- }
- mframe_t turret_frames_stand[] = {
- { ai_stand },
- { ai_stand }
- };
- MMOVE_T(turret_move_stand) = { FRAME_stand01, FRAME_stand02, turret_frames_stand, nullptr };
- MONSTERINFO_STAND(turret_stand) (edict_t *self) -> void
- {
- M_SetAnimation(self, &turret_move_stand);
- if (self->target_ent)
- {
- G_FreeEdict(self->target_ent);
- self->target_ent = nullptr;
- }
- }
- mframe_t turret_frames_ready_gun[] = {
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand }
- };
- MMOVE_T(turret_move_ready_gun) = { FRAME_active01, FRAME_run01, turret_frames_ready_gun, turret_run };
- void turret_ready_gun(edict_t *self)
- {
- if (self->monsterinfo.active_move != &turret_move_ready_gun)
- {
- M_SetAnimation(self, &turret_move_ready_gun);
- self->monsterinfo.weapon_sound = sound_moving;
- }
- }
- mframe_t turret_frames_seek[] = {
- { ai_walk, 0, TurretAim },
- { ai_walk, 0, TurretAim }
- };
- MMOVE_T(turret_move_seek) = { FRAME_run01, FRAME_run02, turret_frames_seek, nullptr };
- MONSTERINFO_WALK(turret_walk) (edict_t *self) -> void
- {
- if (self->s.frame < FRAME_run01)
- turret_ready_gun(self);
- else
- M_SetAnimation(self, &turret_move_seek);
- }
- mframe_t turret_frames_run[] = {
- { ai_run, 0, TurretAim },
- { ai_run, 0, TurretAim }
- };
- MMOVE_T(turret_move_run) = { FRAME_run01, FRAME_run02, turret_frames_run, turret_run };
- MONSTERINFO_RUN(turret_run) (edict_t *self) -> void
- {
- if (self->s.frame < FRAME_run01)
- turret_ready_gun(self);
- else
- {
- self->monsterinfo.aiflags |= AI_HIGH_TICK_RATE;
- M_SetAnimation(self, &turret_move_run);
- if (self->monsterinfo.weapon_sound)
- {
- self->monsterinfo.weapon_sound = 0;
- gi.sound(self, CHAN_WEAPON, sound_moved, 1.0f, ATTN_NORM, 0.f);
- }
- }
- }
- // **********************
- // ATTACK
- // **********************
- constexpr int32_t TURRET_BLASTER_DAMAGE = 8;
- constexpr int32_t TURRET_BULLET_DAMAGE = 2;
- // unused
- // constexpr int32_t TURRET_HEAT_DAMAGE = 4;
- void TurretFire(edict_t *self)
- {
- vec3_t forward;
- vec3_t start, end, dir;
- float dist, chance;
- trace_t trace;
- int rocketSpeed;
- TurretAim(self);
- if (!self->enemy || !self->enemy->inuse)
- return;
- if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
- end = self->monsterinfo.blind_fire_target;
- else
- end = self->enemy->s.origin;
- dir = end - self->s.origin;
- dir.normalize();
- AngleVectors(self->s.angles, forward, nullptr, nullptr);
- chance = dir.dot(forward);
- if (chance < 0.98f)
- return;
- chance = frandom();
- if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
- rocketSpeed = 650;
- else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
- rocketSpeed = 800;
- else
- rocketSpeed = 0;
- if (self->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN) || visible(self, self->enemy))
- {
- start = self->s.origin;
- // aim for the head.
- if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
- {
- if ((self->enemy) && (self->enemy->client))
- end[2] += self->enemy->viewheight;
- else
- end[2] += 22;
- }
- dir = end - start;
- dist = dir.length();
- // check for predictive fire
- // Paril: adjusted to be a bit more fair
- if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
- {
- // on harder difficulties, randomly fire directly at enemy
- // more often; makes them more unpredictable
- if (self->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN))
- PredictAim(self, self->enemy, start, 0, true, 0.3f, &dir, nullptr);
- else if (frandom() < skill->integer / 5.f)
- PredictAim(self, self->enemy, start, (float) rocketSpeed, true, (frandom(3.f - skill->integer) / 3.f) - frandom(0.05f * (3.f - skill->integer)), &dir, nullptr);
- }
- dir.normalize();
- trace = gi.traceline(start, end, self, MASK_PROJECTILE);
- if (trace.ent == self->enemy || trace.ent == world)
- {
- if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
- monster_fire_blaster(self, start, dir, TURRET_BLASTER_DAMAGE, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER);
- else if (self->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN))
- {
- if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
- {
- self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- self->monsterinfo.duck_wait_time = level.time + 2_sec + gtime_t::from_sec(frandom(skill->value));
- self->monsterinfo.next_duck_time = level.time + 1_sec;
- gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_NORM, 0);
- }
- else
- {
- if (self->monsterinfo.next_duck_time < level.time &&
- self->monsterinfo.melee_debounce_time <= level.time)
- {
- monster_fire_bullet(self, start, dir, TURRET_BULLET_DAMAGE, 0, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_TURRET_MACHINEGUN);
- self->monsterinfo.melee_debounce_time = level.time + 10_hz;
- }
- if (self->monsterinfo.duck_wait_time < level.time)
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- }
- }
- else if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
- {
- if (dist * trace.fraction > 72)
- monster_fire_rocket(self, start, dir, 40, rocketSpeed, MZ2_TURRET_ROCKET);
- }
- }
- }
- }
- // PMM
- void TurretFireBlind(edict_t *self)
- {
- vec3_t forward;
- vec3_t start, end, dir;
- float chance;
- int rocketSpeed = 550;
- TurretAim(self);
- if (!self->enemy || !self->enemy->inuse)
- return;
- dir = self->monsterinfo.blind_fire_target - self->s.origin;
- dir.normalize();
- AngleVectors(self->s.angles, forward, nullptr, nullptr);
- chance = dir.dot(forward);
- if (chance < 0.98f)
- return;
- if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
- rocketSpeed = 650;
- else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
- rocketSpeed = 800;
- else
- rocketSpeed = 0;
- start = self->s.origin;
- end = self->monsterinfo.blind_fire_target;
- if (self->enemy->s.origin[2] < self->monsterinfo.blind_fire_target[2])
- end[2] += self->enemy->viewheight + 10;
- else
- end[2] += self->enemy->mins[2] - 10;
- dir = end - start;
- dir.normalize();
- if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
- monster_fire_blaster(self, start, dir, TURRET_BLASTER_DAMAGE, rocketSpeed, MZ2_TURRET_BLASTER, EF_BLASTER);
- else if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
- monster_fire_rocket(self, start, dir, 40, rocketSpeed, MZ2_TURRET_ROCKET);
- }
- // pmm
- mframe_t turret_frames_fire[] = {
- { ai_run, 0, TurretFire },
- { ai_run, 0, TurretAim },
- { ai_run, 0, TurretAim },
- { ai_run, 0, TurretAim }
- };
- MMOVE_T(turret_move_fire) = { FRAME_pow01, FRAME_pow04, turret_frames_fire, turret_run };
- // PMM
- // the blind frames need to aim first
- mframe_t turret_frames_fire_blind[] = {
- { ai_run, 0, TurretAim },
- { ai_run, 0, TurretAim },
- { ai_run, 0, TurretAim },
- { ai_run, 0, TurretFireBlind }
- };
- MMOVE_T(turret_move_fire_blind) = { FRAME_pow01, FRAME_pow04, turret_frames_fire_blind, turret_run };
- // pmm
- MONSTERINFO_ATTACK(turret_attack) (edict_t *self) -> void
- {
- float r, chance;
- if (self->s.frame < FRAME_run01)
- turret_ready_gun(self);
- // PMM
- else if (self->monsterinfo.attack_state != AS_BLIND)
- {
- M_SetAnimation(self, &turret_move_fire);
- }
- else
- {
- // setup shot probabilities
- if (self->monsterinfo.blind_fire_delay < 1_sec)
- chance = 1.0;
- else if (self->monsterinfo.blind_fire_delay < 7.5_sec)
- chance = 0.4f;
- else
- chance = 0.1f;
- r = frandom();
- // minimum of 3 seconds, plus 0-4, after the shots are done - total time should be max less than 7.5
- self->monsterinfo.blind_fire_delay += random_time(3.4_sec, 7.4_sec);
- // don't shoot at the origin
- if (!self->monsterinfo.blind_fire_target)
- return;
- // don't shoot if the dice say not to
- if (r > chance)
- return;
- M_SetAnimation(self, &turret_move_fire_blind);
- }
- // pmm
- }
- // **********************
- // PAIN
- // **********************
- PAIN(turret_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
- {
- }
- // **********************
- // DEATH
- // **********************
- DIE(turret_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
- {
- vec3_t forward;
- edict_t *base;
- AngleVectors(self->s.angles, forward, nullptr, nullptr);
- self->s.origin += (forward * 1);
- ThrowGibs(self, 2, {
- { 2, "models/objects/debris1/tris.md2", GIB_METALLIC | GIB_DEBRIS }
- });
- ThrowGibs(self, 1, {
- { 2, "models/objects/debris1/tris.md2", GIB_METALLIC | GIB_DEBRIS }
- });
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_PLAIN_EXPLOSION);
- gi.WritePosition(self->s.origin);
- gi.multicast(self->s.origin, MULTICAST_PHS, false);
- if (self->teamchain)
- {
- base = self->teamchain;
- base->solid = SOLID_NOT;
- base->takedamage = false;
- base->movetype = MOVETYPE_NONE;
- base->teammaster = base;
- base->teamchain = nullptr;
- base->flags &= ~FL_TEAMSLAVE;
- base->flags |= FL_TEAMMASTER;
- gi.linkentity(base);
- self->teammaster = self->teamchain = nullptr;
- self->flags &= ~(FL_TEAMSLAVE | FL_TEAMMASTER);
- }
- if (self->target)
- {
- if (self->enemy && self->enemy->inuse)
- G_UseTargets(self, self->enemy);
- else
- G_UseTargets(self, self);
- }
- if (self->target_ent)
- {
- G_FreeEdict(self->target_ent);
- self->target_ent = nullptr;
- }
- edict_t *gib = ThrowGib(self, "models/monsters/turret/tris.md2", damage, GIB_SKINNED | GIB_METALLIC | GIB_HEAD | GIB_DEBRIS, self->s.scale);
- gib->s.frame = 14;
- }
- // **********************
- // WALL SPAWN
- // **********************
- void turret_wall_spawn(edict_t *turret)
- {
- edict_t *ent;
- int angle;
- ent = G_Spawn();
- ent->s.origin = turret->s.origin;
- ent->s.angles = turret->s.angles;
- angle = (int) ent->s.angles[1];
- if (ent->s.angles[0] == 90)
- angle = -1;
- else if (ent->s.angles[0] == 270)
- angle = -2;
- switch (angle)
- {
- case -1:
- ent->mins = { -16, -16, -8 };
- ent->maxs = { 16, 16, 0 };
- break;
- case -2:
- ent->mins = { -16, -16, 0 };
- ent->maxs = { 16, 16, 8 };
- break;
- case 0:
- ent->mins = { -8, -16, -16 };
- ent->maxs = { 0, 16, 16 };
- break;
- case 90:
- ent->mins = { -16, -8, -16 };
- ent->maxs = { 16, 0, 16 };
- break;
- case 180:
- ent->mins = { 0, -16, -16 };
- ent->maxs = { 8, 16, 16 };
- break;
- case 270:
- ent->mins = { -16, 0, -16 };
- ent->maxs = { 16, 8, 16 };
- break;
- }
- ent->movetype = MOVETYPE_PUSH;
- ent->solid = SOLID_NOT;
- ent->teammaster = turret;
- turret->flags |= FL_TEAMMASTER;
- turret->teammaster = turret;
- turret->teamchain = ent;
- ent->teamchain = nullptr;
- ent->flags |= FL_TEAMSLAVE;
- ent->owner = turret;
- ent->s.modelindex = gi.modelindex("models/monsters/turretbase/tris.md2");
- gi.linkentity(ent);
- }
- MOVEINFO_ENDFUNC(turret_wake) (edict_t *ent) -> void
- {
- // the wall section will call this when it stops moving.
- // just return without doing anything. easiest way to have a null function.
- if (ent->flags & FL_TEAMSLAVE)
- {
- ent->s.sound = 0;
- return;
- }
- ent->monsterinfo.stand = turret_stand;
- ent->monsterinfo.walk = turret_walk;
- ent->monsterinfo.run = turret_run;
- ent->monsterinfo.dodge = nullptr;
- ent->monsterinfo.attack = turret_attack;
- ent->monsterinfo.melee = nullptr;
- ent->monsterinfo.sight = turret_sight;
- ent->monsterinfo.search = turret_search;
- M_SetAnimation(ent, &turret_move_stand);
- ent->takedamage = true;
- ent->movetype = MOVETYPE_NONE;
- // prevent counting twice
- ent->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
- gi.linkentity(ent);
- stationarymonster_start(ent);
- if (ent->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN))
- {
- ent->s.skinnum = 1;
- }
- else if (ent->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
- {
- ent->s.skinnum = 2;
- }
- // but we do want the death to count
- ent->monsterinfo.aiflags &= ~AI_DO_NOT_COUNT;
- }
- USE(turret_activate) (edict_t *self, edict_t *other, edict_t *activator) -> void
- {
- vec3_t endpos;
- vec3_t forward;
- edict_t *base;
- self->movetype = MOVETYPE_PUSH;
- if (!self->speed)
- self->speed = 15;
- self->moveinfo.speed = self->speed;
- self->moveinfo.accel = self->speed;
- self->moveinfo.decel = self->speed;
- if (self->s.angles[0] == 270)
- {
- forward = { 0, 0, 1 };
- }
- else if (self->s.angles[0] == 90)
- {
- forward = { 0, 0, -1 };
- }
- else if (self->s.angles[1] == 0)
- {
- forward = { 1, 0, 0 };
- }
- else if (self->s.angles[1] == 90)
- {
- forward = { 0, 1, 0 };
- }
- else if (self->s.angles[1] == 180)
- {
- forward = { -1, 0, 0 };
- }
- else if (self->s.angles[1] == 270)
- {
- forward = { 0, -1, 0 };
- }
- // start up the turret
- endpos = self->s.origin + (forward * 32);
- Move_Calc(self, endpos, turret_wake);
- base = self->teamchain;
- if (base)
- {
- base->movetype = MOVETYPE_PUSH;
- base->speed = self->speed;
- base->moveinfo.speed = base->speed;
- base->moveinfo.accel = base->speed;
- base->moveinfo.decel = base->speed;
- // start up the wall section
- endpos = self->teamchain->s.origin + (forward * 32);
- Move_Calc(self->teamchain, endpos, turret_wake);
- base->s.sound = sound_moving;
- base->s.loop_attenuation = ATTN_NORM;
- }
- }
- // PMM
- // checkattack .. ignore range, just attack if available
- MONSTERINFO_CHECKATTACK(turret_checkattack) (edict_t *self) -> bool
- {
- vec3_t spot1, spot2;
- float chance;
- trace_t tr;
- if (self->enemy->health > 0)
- {
- // see if any entities are in the way of the shot
- spot1 = self->s.origin;
- spot1[2] += self->viewheight;
- spot2 = self->enemy->s.origin;
- spot2[2] += self->enemy->viewheight;
- tr = gi.traceline(spot1, spot2, self, CONTENTS_SOLID | CONTENTS_PLAYER | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA | CONTENTS_WINDOW);
- // do we have a clear shot?
- if (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))
- {
- // PGM - we want them to go ahead and shoot at info_notnulls if they can.
- if (self->enemy->solid != SOLID_NOT || tr.fraction < 1.0f) // PGM
- {
- // PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available
- if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy)))
- {
- if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 10_sec))
- {
- if (level.time < self->monsterinfo.attack_finished)
- {
- return false;
- }
- if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay))
- {
- // wait for our time
- return false;
- }
- else
- {
- // make sure we're not going to shoot something we don't want to shoot
- tr = gi.traceline(spot1, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER | CONTENTS_PLAYER);
- if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0f) && (tr.ent != self->enemy && !(tr.ent->svflags & SVF_PLAYER))))
- {
- return false;
- }
- self->monsterinfo.attack_state = AS_BLIND;
- self->monsterinfo.attack_finished = level.time + random_time(500_ms, 2.5_sec);
- return true;
- }
- }
- }
- // pmm
- return false;
- }
- }
- }
- if (level.time < self->monsterinfo.attack_finished)
- return false;
- gtime_t nexttime;
- if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
- {
- chance = 0.10f;
- nexttime = (1.8_sec - (0.2_sec * skill->integer));
- }
- else if (self->spawnflags.has(SPAWNFLAG_TURRET_BLASTER))
- {
- chance = 0.35f;
- nexttime = (1.2_sec - (0.2_sec * skill->integer));
- }
- else
- {
- chance = 0.50f;
- nexttime = (0.8_sec - (0.1_sec * skill->integer));
- }
- if (skill->integer == 0)
- chance *= 0.5f;
- else if (skill->integer > 1)
- chance *= 2;
- // PGM - go ahead and shoot every time if it's a info_notnull
- // PMM - added visibility check
- if (((frandom() < chance) && (visible(self, self->enemy))) || (self->enemy->solid == SOLID_NOT))
- {
- self->monsterinfo.attack_state = AS_MISSILE;
- self->monsterinfo.attack_finished = level.time + nexttime;
- return true;
- }
- self->monsterinfo.attack_state = AS_STRAIGHT;
- return false;
- }
- // **********************
- // SPAWN
- // **********************
- /*QUAKED monster_turret (1 .5 0) (-16 -16 -16) (16 16 16) Ambush Trigger_Spawn Sight Blaster MachineGun Rocket Heatbeam WallUnit
- The automated defense turret that mounts on walls.
- Check the weapon you want it to use: blaster, machinegun, rocket, heatbeam.
- Default weapon is blaster.
- When activated, wall units move 32 units in the direction they're facing.
- */
- void SP_monster_turret(edict_t *self)
- {
- int angle;
- if ( !M_AllowSpawn( self ) ) {
- G_FreeEdict( self );
- return;
- }
- // pre-caches
- sound_moved.assign("turret/moved.wav");
- sound_moving.assign("turret/moving.wav");
- gi.modelindex("models/objects/debris1/tris.md2");
- self->s.modelindex = gi.modelindex("models/monsters/turret/tris.md2");
- self->mins = { -12, -12, -12 };
- self->maxs = { 12, 12, 12 };
- self->movetype = MOVETYPE_NONE;
- self->solid = SOLID_BBOX;
- self->health = 50 * st.health_multiplier;
- self->gib_health = -100;
- self->mass = 250;
- self->yaw_speed = 10 * skill->integer;
- self->monsterinfo.armor_type = IT_ARMOR_COMBAT;
- self->monsterinfo.armor_power = 50;
- self->flags |= FL_MECHANICAL;
- self->pain = turret_pain;
- self->die = turret_die;
- // map designer didn't specify weapon type. set it now.
- if (!self->spawnflags.has(SPAWNFLAG_TURRET_WEAPONCHOICE))
- self->spawnflags |= SPAWNFLAG_TURRET_BLASTER;
- if (self->spawnflags.has(SPAWNFLAG_TURRET_HEATBEAM))
- {
- self->spawnflags &= ~SPAWNFLAG_TURRET_HEATBEAM;
- self->spawnflags |= SPAWNFLAG_TURRET_BLASTER;
- }
- if (!self->spawnflags.has(SPAWNFLAG_TURRET_WALL_UNIT))
- {
- self->monsterinfo.stand = turret_stand;
- self->monsterinfo.walk = turret_walk;
- self->monsterinfo.run = turret_run;
- self->monsterinfo.dodge = nullptr;
- self->monsterinfo.attack = turret_attack;
- self->monsterinfo.melee = nullptr;
- self->monsterinfo.sight = turret_sight;
- self->monsterinfo.search = turret_search;
- M_SetAnimation(self, &turret_move_stand);
- }
- // PMM
- self->monsterinfo.checkattack = turret_checkattack;
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- self->monsterinfo.scale = MODEL_SCALE;
- self->gravity = 0;
- self->offset = self->s.angles;
- angle = (int) self->s.angles[1];
- switch (angle)
- {
- case -1: // up
- self->s.angles[0] = 270;
- self->s.angles[1] = 0;
- self->s.origin[2] += 2;
- break;
- case -2: // down
- self->s.angles[0] = 90;
- self->s.angles[1] = 0;
- self->s.origin[2] -= 2;
- break;
- case 0:
- self->s.origin[0] += 2;
- break;
- case 90:
- self->s.origin[1] += 2;
- break;
- case 180:
- self->s.origin[0] -= 2;
- break;
- case 270:
- self->s.origin[1] -= 2;
- break;
- default:
- break;
- }
- gi.linkentity(self);
- if (self->spawnflags.has(SPAWNFLAG_TURRET_WALL_UNIT))
- {
- if (!self->targetname)
- {
- G_FreeEdict(self);
- return;
- }
- self->takedamage = false;
- self->use = turret_activate;
- turret_wall_spawn(self);
- if (!(self->monsterinfo.aiflags & AI_DO_NOT_COUNT))
- {
- if (g_debug_monster_kills->integer)
- level.monsters_registered[level.total_monsters] = self;
- level.total_monsters++;
- }
- }
- else
- {
- stationarymonster_start(self);
- }
- if (self->spawnflags.has(SPAWNFLAG_TURRET_MACHINEGUN))
- {
- gi.soundindex("infantry/infatck1.wav");
- gi.soundindex("weapons/chngnu1a.wav");
- self->s.skinnum = 1;
- self->spawnflags &= ~SPAWNFLAG_TURRET_WEAPONCHOICE;
- self->spawnflags |= SPAWNFLAG_TURRET_MACHINEGUN;
- }
- else if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET))
- {
- gi.soundindex("weapons/rockfly.wav");
- gi.modelindex("models/objects/rocket/tris.md2");
- gi.soundindex("chick/chkatck2.wav");
- self->s.skinnum = 2;
- self->spawnflags &= ~SPAWNFLAG_TURRET_WEAPONCHOICE;
- self->spawnflags |= SPAWNFLAG_TURRET_ROCKET;
- }
- else
- {
- gi.modelindex("models/objects/laser/tris.md2");
- gi.soundindex("misc/lasfly.wav");
- gi.soundindex("soldier/solatck2.wav");
- self->spawnflags &= ~SPAWNFLAG_TURRET_WEAPONCHOICE;
- self->spawnflags |= SPAWNFLAG_TURRET_BLASTER;
- }
- // PMM - turrets don't get mad at monsters, and visa versa
- self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
- // PMM - blindfire
- if (self->spawnflags.has(SPAWNFLAG_TURRET_ROCKET | SPAWNFLAG_TURRET_BLASTER))
- self->monsterinfo.blindfire = true;
- }
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