q2wf-portable/wf_turret.c

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/*
Grenade Turrets
by xxxx xxx
Modified by Gregg Reno
*/
#include "g_local.h"
void Turret_Explode (edict_t *ent);
//The grenade turrets hit the ceiling and stick out halfway.
//this makes it so they drop down a bit, eliminating this.
void grenturret_think4 (edict_t *ent)
{
vec3_t down;
int speed;
down[0]=0; //We're going DOWN!!!
down[1]=0;
down[2]=-100;
VectorNormalize(down);
VectorCopy(down, ent->movedir);
speed=75;
VectorScale(down, speed, ent->velocity);
ent->nextthink=level.time + .3;
ent->think=grenturret_think2;
}
void grenturret_think3 (edict_t *ent)
{
if (((int) (ent->turrettime * 10)) % 10==0)
ent->movedir[2]*=-1;
//Finally, KILL KILL KILL!!!
if (ent->show_hostile==false)
{
ent->show_hostile=true;
ent->nextthink=level.time + .1;
ent->think=grenturret_think3;
}
else
{
fire_rail (ent, ent->s.origin, ent->targetdir, wf_game.grenade_damage[GRENADE_TYPE_TURRET], 250, MOD_WF_TURRET);
ent->nextthink=level.time + .1;
ent->think=grenturret_think2;
ent->turrettime=0;
ent->turretammo-=1;
}
ent->turrettime+=.1;
}
// Second think function for da grenade turrets
//Initially this was a homing think function from qdevels www.planetquake.com/qdevels
//Imp was here (duh)
//MUST go before grenturret_think1 so that think1 can set ent->think to grenturret_think2
//Note 3/22: Putting think2 before 1 isn't necessary anymore, since I
//prototyped it in g_local.h, but what the hell...
void grenturret_think2 (edict_t *ent)
{
edict_t *target = NULL;
edict_t *blip = NULL;
vec3_t targetdir, blipdir;
// vec3_t *start;
// vec3_t point;
// vec3_t dir;
VectorScale(ent->movedir, 12, ent->velocity); //Keep speed at 25
if (((int) (ent->turrettime * 10)) % 10==0)
ent->movedir[2]*=-1;
if (!(ent->turrettime < 2.0))
{
//Find targets
while ((blip = findradius(blip, ent->s.origin, 1024)) != NULL)
{
if (!(blip->svflags & SVF_MONSTER) && !blip->client)
continue;
if (blip->solid == SOLID_NOT)
continue; //don't see observers
//dont attack same team
if (blip->wf_team == ent->wf_team)
continue;
if (!blip->takedamage)
continue;
if (blip->health <= 0)
continue;
if (blip->disguised)
continue;
if (!visible(ent, blip))
continue;
VectorSubtract(blip->s.origin, ent->s.origin, blipdir);
blipdir[2] += 20; //don't shoot at the feet
if ((target == NULL) || (VectorLength(blipdir) < VectorLength(targetdir)))
{
target = blip;
VectorCopy(blipdir, targetdir);
VectorCopy(targetdir, ent->targetdir);
}
}
}
ent->nextthink = level.time + .1;
if (target!=NULL)
{
// target acquired, shoot it DOWN!!!!
// Well, not quite. Call think3 to shoot .2 seconds later...
ent->enemy = target;
ent->think=grenturret_think3;
ent->show_hostile=false; //
}
//If our turret is out of ammo or has been too long, kill it
if (level.time>=ent->turretdie || ent->turretammo<=0)
{
ent->think=Turret_Explode; //Drops to the ground and explodes
ent->nextthink=level.time+2; //Looks better than just disappearing
ent->movetype=MOVETYPE_BOUNCE;
//FIXME: This is ugly... is it possible to subtract effects
//instead of totally redefining the effects?
ent->s.effects = EF_GRENADE; //Lights out!!!
ent->s.renderfx = 0; //Goodbye shell :(
}
ent->turrettime+=.1;
}
//First new think function for grenade turrets
//Imp was here
void grenturret_think1 (edict_t *ent)
{
vec3_t up;
vec3_t right;
int speed;
//Take out gravity
ent->movetype=MOVETYPE_FLYMISSILE;
up[0]=0; //We're going UP!!!
up[1]=0;
up[2]=100;
right[0]=100; //we're pointing right... ugly hack
right[1]=0;
right[2]=0;
ent->s.effects |= EF_HYPERBLASTER; //Lots of fun with green lights
/* For now, turn off special effects. Use skins instead
ent->s.effects |= EF_COLOR_SHELL; //Green shell... fun!
// ent->s.renderfx |= RF_SHELL_GREEN; //It's a GREEN shell!!!
if (ent->wf_team == CTF_TEAM1) //team 1 is red
ent->s.renderfx |= RF_SHELL_RED;
else
ent->s.renderfx |= RF_SHELL_BLUE;
*/
VectorNormalize(up);
VectorCopy(up, ent->movedir);
speed=300;
VectorScale(up, speed, ent->velocity);
ent->avelocity[0]=0;
// ent->avelocity[1]=360*5;
ent->avelocity[1]=360;
ent->avelocity[2]=0;
vectoangles(right, ent->s.angles);
ent->nextthink=level.time+.5;
ent->think=grenturret_think4;
ent->turrettime=1;
}
void Turret_Explode (edict_t *ent)
{
vec3_t origin;
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, MOD_WF_TURRET);
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
}
else
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
}
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
G_FreeEdict (ent);
}
static void Turret_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
Turret_Explode (ent);
return;
}
if (!other->takedamage)
{
//WF
if (ent->think==grenturret_think4) //Move the grenade away from
ent->nextthink=level.time; //the ceiling when it hits it
//WF
if (ent->spawnflags & 1)
{
if (random() > 0.5)
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
else
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
}
else
{
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
}
return;
}
ent->enemy = other;
Turret_Explode (ent);
}
// When a grenade 'dies', it blows up next frame
void Turret_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + .1;
self->think = Turret_Explode;
}
void fire_turret_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
if (wfdebug)
{
gi.dprintf("fire_turret_grenade start.\n");
}
++self->client->pers.active_grenades[GRENADE_TYPE_TURRET];
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
grenade->grenade_index = GRENADE_TYPE_TURRET;
VectorCopy (start, grenade->s.origin);
VectorScale (aimdir, speed, grenade->velocity);
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet (grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
// grenade->clipmask = MASK_PLAYERSOLID;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
//Try to raise up the object a bit
VectorSet(grenade->mins, -20,-20,-20);
VectorSet(grenade->maxs, 20, 20, 20);
grenade->s.modelindex = gi.modelindex ("models/objects/turretg/tris.md2");
if (self->wf_team == CTF_TEAM1) //team 1 is red
grenade->s.skinnum = 0;
else
grenade->s.skinnum = 1;
// grenade->s.modelindex = gi.modelindex (GRTURRET_MODEL);
// grenade->s.skinnum = GRTURRET_SKIN;
grenade->owner = self;
grenade->touch = Turret_Touch;
if ((int)wfflags->value & WF_ANARCHY)
grenade->wf_team = 0; //fire at anybody
else
grenade->wf_team = self->client->resp.ctf_team;
// A few more attributes to let the grenade 'die'
VectorSet(grenade->mins, -10, -10, 0);
VectorSet(grenade->maxs, 10, 10, 10);
grenade->mass = 40;
grenade->health = 10;
grenade->gib_health = -10;
grenade->max_health = 10;
grenade->die = Turret_Die;
grenade->takedamage = DAMAGE_AIM;
grenade->monsterinfo.aiflags = AI_NOSTEP;
if ((int)wfflags->value & WF_NO_TURRET)
{
safe_cprintf(self, PRINT_HIGH, "Turret Grenades Are Disabled\n");
grenade->nextthink = level.time + 2;
grenade->think = Turret_Explode;
}
else if ( self->client->pers.inventory[ITEM_INDEX(FindItem("Grenades"))] >= TURRET_GRENADES
&& self->client->pers.inventory[ITEM_INDEX(FindItem("Slugs"))] >= TURRET_SLUGS)
{
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
{
self->client->pers.inventory[ITEM_INDEX(FindItem("Grenades"))] -= TURRET_GRENADES;
self->client->pers.inventory[ITEM_INDEX(FindItem("Slugs"))] -= TURRET_SLUGS;
}
grenade->nextthink = level.time + timer;
grenade->think = grenturret_think1;
grenade->turrettime=0;
// grenade->turretdie=level.time+30.55 + timer;
grenade->turretdie=level.time+61.10 + timer;
grenade->turretammo=6;
}
else
{
safe_cprintf(self, PRINT_HIGH, "You need %d Grenades and %d Slugs for Grenade Turret\n",TURRET_GRENADES,TURRET_SLUGS);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
self->client->pers.inventory[ITEM_INDEX(FindItem("Grenades"))] -= 1;
grenade->nextthink = level.time + 2;
grenade->think = Turret_Explode;
}
grenade->dmg = wf_game.grenade_damage[GRENADE_TYPE_TURRET];
grenade->dmg_radius = damage_radius;
grenade->classname = "turret";
if (held)
grenade->spawnflags = 3;
else
grenade->spawnflags = 1;
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
if (timer <= 0.0)
Turret_Explode (grenade);
else
{
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity (grenade);
}
}