Files
quake2-rerelease-dll/rerelease/rogue/m_rogue_turret.cpp
2023-10-03 14:43:06 -04:00

1071 lines
26 KiB
C++

// 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;
}