openmohaa/code/fgame/weapturret.cpp

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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110EV_DEFAULT301 USA
===========================================================================
*/
// weapturret.cpp: MOH Turret. Usable by sentients and monsters.
//
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#include "g_phys.h"
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#include "weapturret.h"
#include "player.h"
Event EV_Turret_IdleCheckOffset
(
"idleCheckOffset",
EV_DEFAULT,
"v",
"offset",
"Sets the to trace to for collision checking when idling"
);
Event EV_Turret_ViewOffset
(
"viewOffset",
EV_DEFAULT,
"v",
"offset",
"Sets the view to use for the turret"
);
Event EV_Turret_SetPlayerUsable
(
"setPlayerUsable",
EV_DEFAULT,
"i",
"state",
"Sets wether the turret can be used by players. 0 means no, 1 means yes."
);
Event EV_Turret_SetAimTarget
(
"setAimTarget",
EV_DEFAULT,
"S",
"target",
"Makes the turret aim at an entity"
);
Event EV_Turret_SetAimOffset
(
"setAimOffset",
EV_DEFAULT,
"v",
"offset",
"Makes the turret aim with specified offset"
);
Event EV_Turret_ClearAimTarget
(
"clearAimTarget",
EV_DEFAULT,
"S",
"target",
"Makes the turret aim at an entity"
);
Event EV_Turret_StartFiring
(
"startFiring",
EV_DEFAULT,
0,
0,
"Makes the turret start shooting"
);
Event EV_Turret_StopFiring
(
"stopFiring",
EV_DEFAULT,
0,
0,
"Makes the turret stop shooting"
);
Event EV_Turret_TurnSpeed
(
"turnSpeed",
EV_DEFAULT,
"f",
"speed",
"Sets the turret's turn speed"
);
Event EV_Turret_PitchCaps
(
"pitchCaps",
EV_DEFAULT,
"v",
"caps",
"Sets the pitch caps for the turret. First number is upward cap, second is downward cap, and the third just makes it nice little vector"
);
Event EV_Turret_MaxYawOffset
(
"maxYawOffset",
EV_DEFAULT,
"f",
"maxoffset",
"Sets the max yaw from the turrets central facing direction"
);
Event EV_Turret_YawCenter
(
"yawCenter",
EV_DEFAULT,
"f",
"yaw",
"Sets the yaw for the center of the turret's turning arc"
);
Event EV_Turret_UserDistance
(
"userdistance",
EV_DEFAULT,
"f",
"min_dist",
"Sets the distance the user should be placed at while using this turret"
);
Event EV_Turret_ViewJitter
(
"viewjitter",
EV_DEFAULT,
"f",
"amount",
"Sets the amount that the owner's view should be jittered when fired"
);
Event EV_Turret_BurstFireSettings
(
"burstFireSettings",
EV_DEFAULT,
"ffff",
"mintime maxtime mindelay maxdelay",
"Sets the settings for burst mode firing"
);
Event EV_Turret_Enter
(
"turretenter",
EV_DEFAULT,
"eS",
"turret driver_anim",
"Called when someone gets into a turret."
);
Event EV_Turret_Exit
(
"turretexit",
EV_DEFAULT,
"e",
"turret",
"Called when driver gets out of the turret."
);
Event EV_Turret_SetThread
(
"setthread",
EV_DEFAULT,
"s",
"value",
"Sets the name of the thread called when a player uses the turret"
);
CLASS_DECLARATION( Weapon, TurretGun, NULL )
{
{ &EV_Trigger_Effect, NULL },
{ &EV_Item_DropToFloor, &TurretGun::PlaceTurret },
{ &EV_Item_Pickup, NULL },
{ &EV_Weapon_Shoot, &TurretGun::Shoot },
{ &EV_Use, &TurretGun::TurretUsed },
{ &EV_Turret_SetPlayerUsable, &TurretGun::SetPlayerUsable },
{ &EV_Turret_IdleCheckOffset, &TurretGun::SetIdleCheckOffset },
{ &EV_Turret_ViewOffset, &TurretGun::SetViewOffset },
{ &EV_Turret_SetAimTarget, &TurretGun::EventSetAimTarget },
{ &EV_Turret_SetAimOffset, &TurretGun::EventSetAimOffset },
{ &EV_Turret_ClearAimTarget, &TurretGun::EventClearAimTarget },
{ &EV_Turret_StartFiring, &TurretGun::EventStartFiring },
{ &EV_Turret_StopFiring, &TurretGun::EventStopFiring },
{ &EV_Turret_TurnSpeed, &TurretGun::EventTurnSpeed },
{ &EV_Turret_PitchCaps, &TurretGun::EventPitchCaps },
{ &EV_Turret_MaxYawOffset, &TurretGun::EventMaxYawOffset },
{ &EV_Turret_YawCenter, &TurretGun::EventYawCenter },
{ &EV_Turret_UserDistance, &TurretGun::EventUserDistance },
{ &EV_Turret_ViewJitter, &TurretGun::EventViewJitter },
{ &EV_Turret_BurstFireSettings, &TurretGun::EventBurstFireSettings },
{ &EV_Turret_SetThread, &TurretGun::EventSetThread },
{ &EV_SetViewangles, &TurretGun::SetViewangles },
{ &EV_GetViewangles, &TurretGun::GetViewangles },
{ NULL, NULL }
};
TurretGun::TurretGun()
{
entflags |= EF_TURRET;
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AddWaitTill(STRING_ONTARGET);
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if( LoadingSavegame )
{
return;
}
// turrets must not respawn
// it can't be picked up
setRespawn( qfalse );
// allow monsters to use the turret
respondto = TRIGGER_PLAYERS | TRIGGER_MONSTERS;
// set the clipmask
edict->clipmask = MASK_AUTOCALCLIFE;
m_iIdleHitCount = 0;
// set the fakebullets
m_bFakeBullets = ( spawnflags & FAKEBULLETS );
// make the turret already usable
m_bUsable = true;
m_bPlayerUsable = true;
m_bRestable = true;
m_fIdlePitchSpeed = 0;
// set the size
setSize( Vector( -16, -16, -8 ), Vector( 16, 16, 32 ) );
// setup the turret angles cap
m_fTurnSpeed = 180.0f;
m_fPitchUpCap = -45.0f;
m_fPitchDownCap = 45.0f;
m_fMaxYawOffset = 180.0f;
m_fUserDistance = 64.0f;
// set the idle angles
m_vIdleCheckOffset = Vector( -56, 0, 0 );
// set the burst time
m_fMinBurstTime = 0;
m_fMaxBurstTime = 0;
// set the burst delay
m_fMinBurstDelay = 0;
m_fMaxBurstDelay = 0;
m_iFiring = 0;
m_fFireToggleTime = level.time;
// set the camera
m_pUserCamera = NULL;
// setup the view jitter
m_fViewJitter = 0;
m_fCurrViewJitter = 0;
// turret doesn't have an owner when spawning
m_bHadOwner = 0;
m_pViewModel = NULL;
}
TurretGun::~TurretGun()
{
Unregister( STRING_ONTARGET );
entflags &= ~EF_TURRET;
}
void TurretGun::Archive
(
Archiver& arc
)
{
Weapon::Archive( arc );
arc.ArchiveBool( &m_bFakeBullets );
arc.ArchiveBool( &m_bPlayerUsable );
arc.ArchiveFloat( &m_fIdlePitchSpeed );
arc.ArchiveInteger( &m_iIdleHitCount );
arc.ArchiveVector( &m_vIdleCheckOffset );
arc.ArchiveVector( &m_vViewOffset );
arc.ArchiveFloat( &m_fTurnSpeed );
arc.ArchiveFloat( &m_fPitchUpCap );
arc.ArchiveFloat( &m_fPitchDownCap );
arc.ArchiveFloat( &m_fStartYaw );
arc.ArchiveFloat( &m_fMaxYawOffset );
arc.ArchiveFloat( &m_fUserDistance );
arc.ArchiveFloat( &m_fMinBurstTime );
arc.ArchiveFloat( &m_fMaxBurstTime );
arc.ArchiveFloat( &m_fMinBurstDelay );
arc.ArchiveFloat( &m_fMaxBurstDelay );
arc.ArchiveFloat( &m_fFireToggleTime );
arc.ArchiveInteger( &m_iFiring );
arc.ArchiveVector( &m_vUserViewAng );
arc.ArchiveSafePointer( &m_pUserCamera );
arc.ArchiveFloat( &m_fViewJitter );
arc.ArchiveFloat( &m_fCurrViewJitter );
arc.ArchiveVector( &m_Aim_offset );
arc.ArchiveSafePointer( &m_pViewModel );
arc.ArchiveBool( &m_bUsable );
m_UseThread.Archive( arc );
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arc.ArchiveBool( &m_bHadOwner );
arc.ArchiveBool( &m_bRestable );
if( arc.Loading() )
{
m_vUserLastCmdAng = vec_zero;
}
}
void TurretGun::SetTargetAngles
(
Vector& vTargAngles
)
{
float fDiff;
float fTurnAmount;
if( vTargAngles[ 0 ] > 180.0f )
{
vTargAngles[ 0 ] -= 360.0f;
}
else if( vTargAngles[ 0 ] < -180.0f )
{
vTargAngles[ 0 ] += 360.0f;
}
if( vTargAngles[ 0 ] < m_fPitchUpCap )
{
vTargAngles[ 0 ] = m_fPitchUpCap;
}
if( vTargAngles[ 0 ] > m_fPitchDownCap )
{
vTargAngles[ 0 ] = m_fPitchDownCap;
}
if( owner && owner->IsSubclassOfPlayer() )
{
fTurnAmount = 180.0f;
}
else
{
fTurnAmount = level.frametime * m_fTurnSpeed;
}
fDiff = AngleSubtract( m_fPitchDownCap, angles[ 0 ] );
if( fTurnAmount <= fabs( fDiff ) )
{
if( fDiff <= 0.0f )
{
angles[ 0 ] = angles[ 0 ] - fTurnAmount;
}
else
{
angles[ 0 ] = fTurnAmount + angles[ 0 ];
}
}
else
{
angles[ 0 ] = vTargAngles[ 0 ];
}
fDiff = AngleSubtract( vTargAngles[ 1 ], m_fStartYaw );
if( fDiff <= m_fMaxYawOffset )
{
vTargAngles[ 1 ] = fDiff + m_fStartYaw;
if( -( m_fMaxYawOffset ) > fDiff )
{
vTargAngles[ 1 ] = m_fStartYaw - m_fMaxYawOffset;
}
}
else
{
vTargAngles[ 1 ] = m_fMaxYawOffset + m_fStartYaw;
}
fDiff = AngleSubtract( vTargAngles[ 1 ], angles[ 1 ] );
if( fTurnAmount <= fabs( fDiff ) )
{
if( fDiff <= 0.0f )
{
angles[ 1 ] = angles[ 1 ] - fTurnAmount;
}
else
{
angles[ 1 ] = angles[ 1 ] + fTurnAmount;
}
}
else
{
angles[ 1 ] = vTargAngles[ 1 ];
}
setAngles( angles );
if( fabs( fDiff ) < 2.0f )
{
Unregister( STRING_ONTARGET );
}
}
void TurretGun::ThinkActive
(
void
)
{
Vector vTarg;
Vector vTargAngles;
Vector vDelta;
Vector vAngles;
if( ( owner ) && owner->IsSubclassOfPlayer() )
{
if( m_vUserViewAng[ 0 ] < m_fPitchUpCap )
{
m_vUserViewAng[ 0 ] = m_fPitchUpCap;
}
else if( m_vUserViewAng[ 0 ] > m_fPitchDownCap )
{
m_vUserViewAng[ 0 ] = m_fPitchDownCap;
}
float fDiff = AngleSubtract( m_vUserViewAng[ 1 ], m_fStartYaw );
if( fDiff <= m_fMaxYawOffset )
{
m_vUserViewAng[ 1 ] = fDiff + m_fStartYaw;
if( -( m_fMaxYawOffset ) > fDiff )
{
m_vUserViewAng[ 1 ] = m_fStartYaw - m_fMaxYawOffset;
}
}
else
{
m_vUserViewAng[ 1 ] = m_fMaxYawOffset + m_fStartYaw;
}
owner->SetViewAngles( m_vUserViewAng );
vTarg = owner->GunTarget( false ) - origin;
vTargAngles = vTarg.toAngles();
SetTargetAngles( vTargAngles );
}
else if( aim_target )
{
Vector vNewOfs;
vDelta = aim_target->centroid - origin;
vNewOfs = vDelta + m_Aim_offset;
vectoangles( vDelta, vTargAngles );
SetTargetAngles( vTargAngles );
if( owner )
{
Vector forward;
AngleVectorsLeft( angles, forward, NULL, NULL );
origin = forward * vNewOfs.length();
}
}
if( m_iFiring )
{
if( m_fMaxBurstTime == 0 || ( owner != NULL && owner->client ) )
{
m_iFiring = 2;
if( ReadyToFire( FIRE_PRIMARY ) )
{
Fire( FIRE_PRIMARY );
if( owner->IsSubclassOfPlayer() )
{
m_fCurrViewJitter = m_fViewJitter;
}
}
}
else if( m_iFiring != 2 )
{
if( level.time > m_fFireToggleTime )
{
m_iFiring = 2;
m_fFireToggleTime = G_Random( m_fMaxBurstTime - m_fMinBurstTime ) + ( level.time + m_fMinBurstTime );
}
}
else if( ReadyToFire( FIRE_PRIMARY ) )
{
Fire( FIRE_PRIMARY );
if( owner->IsSubclassOfPlayer() )
{
m_fCurrViewJitter = m_fViewJitter;
}
}
else if( level.time > m_fFireToggleTime )
{
m_iFiring = 1;
m_fFireToggleTime = G_Random( m_fMaxBurstDelay - m_fMaxBurstDelay) + ( level.time + m_fMinBurstDelay );
}
}
if( owner && owner->IsSubclassOfPlayer() )
{
vAngles = m_vUserViewAng;
if( !m_pUserCamera ) {
m_pUserCamera = new Camera;
}
if( m_fCurrViewJitter > 0.0f )
{
float x = ( float )( rand() & 0x7FFF );
float y = ( float )( rand() & 0x7FFF );
float z = ( float )( rand() & 0x7FFF );
vAngles[ 0 ] += ( x * 0.00003f + x * 0.00003f - 1.0f ) * m_fCurrViewJitter;
vAngles[ 1 ] += ( y * 0.00003f + y * 0.00003f - 1.0f ) * m_fCurrViewJitter;
vAngles[ 2 ] += ( z * 0.00003f + z * 0.00003f - 1.0f ) * m_fCurrViewJitter;
m_fCurrViewJitter -= level.frametime * 6.0f;
if( m_fCurrViewJitter < 0.0f ) {
m_fCurrViewJitter = 0.0f;
}
}
m_pUserCamera->setOrigin( origin );
m_pUserCamera->setAngles( vAngles );
m_pUserCamera->SetPositionOffset( m_vViewOffset );
owner->client->ps.camera_flags |= CF_CAMERA_ANGLES_ALLOWOFFSET;
Player *player = ( Player * )owner.Pointer();
if( !player->IsZoomed() )
{
player->ToggleZoom( 80 );
}
}
if( owner && owner->client )
{
Vector vPos;
Vector vEnd;
Vector vAng;
Vector vForward;
Vector vMins;
Vector vMaxs;
trace_t trace;
Vector( 0, angles[ 1 ], 0 ).AngleVectorsLeft( &vForward );
vPos = origin - vForward * m_fUserDistance;
vPos[ 2 ] -= 16.0f;
vEnd = vPos;
vEnd[ 2 ] -= 64.0f;
vMins = owner->mins;
vMaxs = owner->maxs;
vMaxs[ 2 ] = owner->mins[ 2 ] + 4.0f;
trace = G_Trace(
vPos,
vMins,
vMaxs,
vEnd,
owner,
MASK_PLAYERSOLID,
qtrue,
"TurretGun::ThinkActive 1"
);
vPos = trace.endpos;
trace = G_Trace(
vPos,
owner->mins,
owner->maxs,
vPos,
owner,
MASK_PLAYERSOLID,
qtrue,
"TurretGun::ThinkActive 2"
);
if( !trace.allsolid && !trace.startsolid )
{
owner->setOrigin( vPos );
}
}
}
void TurretGun::ThinkIdle
(
void
)
{
Vector vDir, vNewAngles, vEnd;
trace_t trace;
if( !m_bRestable ) {
return;
}
if( angles[ 0 ] > 180.0f )
{
angles[ 0 ] -= 360.0f;
}
if( angles[ 0 ] < -80.0f )
{
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
return;
}
if( m_iIdleHitCount > 1 )
{
return;
}
m_fIdlePitchSpeed -= level.frametime * 300.0f;
vNewAngles = Vector( angles[ 0 ] + level.frametime * m_fIdlePitchSpeed, angles[ 1 ], angles[ 2 ] );
vNewAngles.AngleVectorsLeft( &vDir );
vEnd = origin + vDir * m_vIdleCheckOffset[ 0 ];
trace = G_Trace(
origin,
vec_zero,
vec_zero,
vEnd,
this,
edict->clipmask,
false,
"TurretGun::Think" );
if( trace.fraction == 1.0f )
{
setAngles( vNewAngles );
m_iIdleHitCount = 0;
return;
}
int iTry;
for( iTry = 3; iTry > 0; iTry-- )
{
vNewAngles[ 0 ] = angles[ 0 ] + level.frametime * m_fIdlePitchSpeed * iTry * 0.25f;
vNewAngles.AngleVectorsLeft( &vDir );
vEnd = origin + vDir * m_vIdleCheckOffset[ 0 ];
trace = G_Trace(
origin,
vec_zero,
vec_zero,
vEnd,
this,
edict->clipmask,
false,
"TurretGun::Think" );
if( trace.fraction == 1.0f )
{
setAngles( vNewAngles );
m_iIdleHitCount = 0;
m_fIdlePitchSpeed *= 0.25f * iTry;
break;
}
}
if( !iTry )
{
m_fIdlePitchSpeed = 0;
Entity *ent = G_GetEntity( trace.entityNum );
if( ent && ent == world )
{
m_iIdleHitCount++;
}
else
{
m_iIdleHitCount = 0;
}
}
}
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void TurretGun::P_ThinkActive()
{
// FIXME: unimplemented
}
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void TurretGun::Think
(
void
)
{
if (owner || (!m_bHadOwner && aim_target))
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{
ThinkActive();
}
else
{
ThinkIdle();
}
}
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void TurretGun::P_UserAim(usercmd_t* cmd)
{
// FIXME: unimplemented
}
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qboolean TurretGun::UserAim
(
usercmd_s *ucmd
)
{
Vector vNewCmdAng;
if( owner == NULL )
{
return qfalse;
}
vNewCmdAng = Vector( ucmd->angles[ 0 ], ucmd->angles[ 1 ], ucmd->angles[ 2 ] ) * 0.005493f;
if( vNewCmdAng[ 0 ] || vNewCmdAng[ 1 ] || vNewCmdAng[ 2 ] )
{
m_vUserViewAng[ 0 ] += AngleSubtract( vNewCmdAng[ 0 ], m_vUserLastCmdAng[ 0 ] );
m_vUserViewAng[ 1 ] += AngleSubtract( vNewCmdAng[ 1 ], m_vUserLastCmdAng[ 1 ] );
m_vUserViewAng[ 2 ] += AngleSubtract( vNewCmdAng[ 2 ], m_vUserLastCmdAng[ 2 ] );
}
m_vUserLastCmdAng = vNewCmdAng;
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if( ( ucmd->buttons & BUTTON_ATTACKLEFT ) || ( ucmd->buttons & BUTTON_ATTACKRIGHT ) )
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{
if( !m_iFiring ) {
m_iFiring = 1;
}
}
else
{
m_iFiring = 0;
}
flags |= FL_THINK;
return qtrue;
}
void TurretGun::PlaceTurret
(
Event *ev
)
{
// Don't make the turret solid
setSolidType( SOLID_NOT );
// The turret shouldn't move
setMoveType( MOVETYPE_NONE );
showModel();
groundentity = NULL;
m_fStartYaw = angles[ 1 ];
if( m_bFakeBullets ) {
firetype[ FIRE_PRIMARY ] = FT_FAKEBULLET;
}
flags |= FL_THINK;
}
void TurretGun::TurretBeginUsed
(
Sentient *pEnt
)
{
owner = pEnt;
edict->r.ownerNum = pEnt->entnum;
m_bHadOwner = true;
Sound( sPickupSound );
if( m_vUserViewAng[ 0 ] > 180.0f ) {
m_vUserViewAng[ 0 ] -= -360.0f;
}
m_vUserLastCmdAng = vec_zero;
if( owner->IsSubclassOfPlayer() )
{
Player *player = ( Player * )owner.Pointer();
player->EnterTurret( this );
if( !m_pUserCamera ) {
m_pUserCamera = new Camera;
}
player->SetCamera( m_pUserCamera, 0.0f );
}
current_attachToTag = "";
ForceIdle();
CreateViewModel();
}
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void TurretGun::P_TurretBeginUsed(Player* pEnt)
{
// FIXME: unimplemented
}
void TurretGun::P_TurretEndUsed()
{
// FIXME: unimplemented
}
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void TurretGun::TurretEndUsed
(
void
)
{
if( owner->IsSubclassOfPlayer() )
{
Player *player = ( Player * )owner.Pointer();
if( m_pUserCamera )
{
player->SetCamera( NULL, 1.0f );
player->ZoomOff();
player->client->ps.camera_flags &= ~CF_CAMERA_ANGLES_TURRETMODE;
m_pUserCamera->PostEvent( EV_Remove, 0 );
m_pUserCamera = NULL;
}
player->ExitTurret();
if( m_pViewModel )
{
delete m_pViewModel;
m_pViewModel = NULL;
// Make the turret visible to everyone
edict->r.svFlags &= ~SVF_PORTAL;
}
}
owner = NULL;
edict->r.ownerNum = ENTITYNUM_NONE;
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
m_iFiring = 0;
}
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void TurretGun::P_TurretUsed(Player* player)
{
// FIXME: unimplemented
}
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void TurretGun::TurretUsed
(
Sentient *pEnt
)
{
if( ( pEnt->IsSubclassOfPlayer() ) && ( pEnt == owner ) )
{
if( ( !m_bPlayerUsable || !m_bUsable ) &&
owner->health > 0.0f )
{
return;
}
}
if( owner )
{
if( owner == pEnt )
{
TurretEndUsed();
m_iFiring = 0;
}
}
else
{
m_vUserViewAng = pEnt->GetViewAngles();
if( fabs( AngleSubtract( m_vUserViewAng[ 1 ], angles[ 1 ] ) ) <= 80.0f )
{
TurretBeginUsed( pEnt );
flags &= ~FL_THINK;
m_iFiring = 0;
if( pEnt->IsSubclassOfPlayer() )
{
m_UseThread.Execute( this );
}
}
}
}
void TurretGun::SetAimTarget
(
Entity *ent
)
{
aim_target = ent;
}
void TurretGun::SetAimOffset
(
const Vector& offset
)
{
m_Aim_offset = offset;
}
void TurretGun::ClearAimTarget
(
void
)
{
aim_target = NULL;
// Clear idle values
m_fIdlePitchSpeed = 0;
m_iIdleHitCount = 0;
}
void TurretGun::StartFiring
(
void
)
{
m_iFiring = 1;
}
void TurretGun::StopFiring
(
void
)
{
m_iFiring = 0;
}
bool TurretGun::IsFiring
(
void
)
{
return m_iFiring == 2;
}
void TurretGun::CalcFiringViewJitter
(
void
)
{
if( owner && owner->IsSubclassOfPlayer() )
{
m_fCurrViewJitter = m_fViewJitter;
}
}
void TurretGun::ApplyFiringViewJitter
(
Vector& vAng
)
{
}
void TurretGun::TurnSpeed
(
float speed
)
{
m_fTurnSpeed = speed;
}
void TurretGun::PitchCaps
(
float upcap,
float downcap
)
{
m_fPitchUpCap = upcap;
m_fPitchDownCap = downcap;
if( upcap > downcap )
{
m_fPitchUpCap = -30.0f;
m_fPitchDownCap = 10.0f;
}
}
void TurretGun::MaxYawOffset
(
float max
)
{
m_fMaxYawOffset = max;
if( max < 0.0f )
{
m_fMaxYawOffset = 0.0f;
}
else if( max > 180.0f )
{
m_fMaxYawOffset = 180.0f;
}
}
void TurretGun::YawCenter
(
float center
)
{
m_fStartYaw = center;
}
void TurretGun::UserDistance
(
float dist
)
{
m_fUserDistance = dist;
}
void TurretGun::BurstFireSettings
(
float min_bursttime,
float max_bursttime,
float min_burstdelay,
float max_burstdelay
)
{
m_fMinBurstTime = min_bursttime;
m_fMaxBurstTime = max_bursttime;
m_fMinBurstDelay = min_burstdelay;
m_fMaxBurstDelay = max_burstdelay;
}
void TurretGun::CreateViewModel
(
void
)
{
char newmodel[ MAX_STRING_TOKENS ];
int tagnum;
// Owner must be a client
if( !owner->IsSubclassOfPlayer() ) {
return;
}
m_pViewModel = new Animate;
COM_StripExtension( model.c_str(), newmodel, sizeof( newmodel ) );
strcat( newmodel, "_viewmodel.tik" );
m_pViewModel->setScale( edict->s.scale );
m_pViewModel->detach_at_death = qtrue;
m_pViewModel->setModel( newmodel );
m_pViewModel->edict->s.renderfx |= RF_VIEWMODEL;
if( !m_pViewModel->edict->tiki )
{
delete m_pViewModel;
m_pViewModel = NULL;
warning( "CreateViewModel", "Couldn't find turret view model tiki %s", newmodel );
return;
}
// Get the eyes bone
tagnum = gi.Tag_NumForName( owner->edict->tiki, "eyes bone" );
if( tagnum < 0 )
{
warning( "CreateViewModel", "Tag eyes bone not found" );
}
else if( !m_pViewModel->attach( owner->entnum, tagnum ) )
{
delete m_pViewModel;
m_pViewModel = NULL;
warning( "CreateViewModel", "Could not attach model %s", newmodel );
return;
}
m_pViewModel->NewAnim( "idle" );
// Make the world model invisible to the owner
edict->r.svFlags |= SVF_PORTAL;
edict->r.singleClient |= owner->edict->s.number;
// Make the viewmodel visible only to the owner
m_pViewModel->edict->r.svFlags |= SVF_SINGLECLIENT;
m_pViewModel->edict->r.singleClient |= owner->edict->s.number;
}
void TurretGun::DeleteViewModel
(
void
)
{
delete m_pViewModel;
m_pViewModel = NULL;
edict->r.svFlags &= ~SVF_PORTAL;
}
qboolean TurretGun::SetWeaponAnim
(
const char *anim,
Event *ev
)
{
int slot;
int animnum;
if( !Weapon::SetWeaponAnim( anim, ev ) )
{
return qfalse;
}
if( !m_pViewModel )
{
return qtrue;
}
slot = ( m_iAnimSlot + 3 ) & 3;
animnum = gi.Anim_NumForName( m_pViewModel->edict->tiki, anim );
if( animnum < 0 )
{
return qtrue;
}
m_pViewModel->StopAnimating( slot );
m_pViewModel->SetTime( slot );
m_pViewModel->edict->s.frameInfo[ slot ].index = gi.Anim_NumForName( m_pViewModel->edict->tiki, "idle" );
m_pViewModel->NewAnim( animnum, m_iAnimSlot );
m_pViewModel->SetOnceType();
m_pViewModel->SetTime( slot );
return qtrue;
}
void TurretGun::StopWeaponAnim
(
void
)
{
if( m_pViewModel )
{
m_pViewModel->SetTime( m_iAnimSlot );
m_pViewModel->StopAnimating( m_iAnimSlot );
m_pViewModel->edict->s.frameInfo[ m_iAnimSlot ].index = gi.Anim_NumForName( m_pViewModel->edict->tiki, "idle" );
m_pViewModel->edict->s.frameInfo[ m_iAnimSlot ].weight = 1.0f;
m_pViewModel->edict->s.frameInfo[ m_iAnimSlot ].time = 0.0f;
}
Weapon::StopWeaponAnim();
}
bool TurretGun::CanTarget
(
float *pos
)
{
Vector vAngles;
float ang;
vectoangles( pos, vAngles );
ang = AngleSubtract( vAngles[ 1 ], m_fStartYaw );
if( vAngles[ 0 ] <= 180.0f )
{
if( vAngles[ 0 ] >= -180.0f )
{
return m_fPitchUpCap <= vAngles[ 0 ] &&
m_fPitchDownCap >= vAngles[ 0 ] &&
ang <= m_fMaxYawOffset &&
-m_fMaxYawOffset <= ang;
}
vAngles[ 0 ] += 360.0f;
}
else
{
vAngles[ 0 ] -= 360.0f;
}
return m_fPitchUpCap <= vAngles[ 0 ] &&
m_fPitchDownCap >= vAngles[ 0 ] &&
ang <= m_fMaxYawOffset &&
-m_fMaxYawOffset <= ang;
}
float TurretGun::FireDelay
(
firemode_t mode
)
{
if( owner && owner->IsSubclassOfPlayer() )
{
return 0.06f;
}
else
{
return Weapon::FireDelay( mode );
}
}
void TurretGun::ShowInfo
(
float fDot,
float fDist
)
{
if( fDot <= 0.90f && ( fDot <= 0.0f || fDist >= 256.0f ) ) {
return;
}
if( fDist >= 2048.0f || fDist <= 64.0f ) {
return;
}
G_DebugString( origin + Vector( 0, 0, maxs[ 2 ] + 56.0f ), 1.0f, 1.0f, 1.0f, 1.0f, "%d:%d:%s", entnum, radnum, targetname.c_str() );
G_DebugString( origin + Vector( 0, 0, maxs[ 2 ] + 38.0f ), 1.0f, 1.0f, 1.0f, 1.0f, "aim_target: %d", aim_target ? aim_target->entnum : -1 );
G_DebugString( origin + Vector( 0, 0, maxs[ 2 ] + 20.0f ), 1.0f, 1.0f, 1.0f, 1.0f, "owner: %d", owner ? owner->entnum : -1 );
}
void TurretGun::TurretUsed
(
Event *ev
)
{
Entity *pEnt = ev->GetEntity( 1 );
if( !pEnt ) {
return;
}
// Must be a player
if( !pEnt->IsSubclassOfPlayer() ) {
return;
}
if( !m_bUsable ) {
return;
}
if( m_bPlayerUsable )
{
// Make the sentient use the turret
TurretUsed( ( Sentient * )pEnt );
}
}
void TurretGun::SetPlayerUsable
(
Event *ev
)
{
m_bPlayerUsable = ( ev->GetInteger( 1 ) != 0 );
}
void TurretGun::SetViewOffset
(
Event *ev
)
{
m_vViewOffset = ev->GetVector( 1 );
}
void TurretGun::SetIdleCheckOffset
(
Event *ev
)
{
m_vIdleCheckOffset = ev->GetVector( 1 );
}
void TurretGun::EventSetAimTarget
(
Event *ev
)
{
SetAimTarget( ev->GetEntity( 1 ) );
}
void TurretGun::EventSetAimOffset
(
Event *ev
)
{
SetAimOffset( ev->GetVector( 1 ) );
}
void TurretGun::EventClearAimTarget
(
Event *ev
)
{
ClearAimTarget();
}
void TurretGun::EventStartFiring
(
Event *ev
)
{
StartFiring();
}
void TurretGun::EventStopFiring
(
Event *ev
)
{
StopFiring();
}
void TurretGun::EventTurnSpeed
(
Event *ev
)
{
TurnSpeed( ev->GetFloat( 1 ) );
}
void TurretGun::EventPitchCaps
(
Event *ev
)
{
Vector caps = ev->GetVector( 1 );
PitchCaps( caps[ 0 ], caps[ 1 ] );
}
void TurretGun::EventMaxYawOffset
(
Event *ev
)
{
MaxYawOffset( ev->GetFloat( 1 ) );
}
void TurretGun::EventYawCenter
(
Event *ev
)
{
YawCenter( ev->GetFloat( 1 ) );
}
void TurretGun::EventUserDistance
(
Event *ev
)
{
UserDistance( ev->GetFloat( 1 ) );
}
void TurretGun::EventViewJitter
(
Event *ev
)
{
m_fViewJitter = ev->GetFloat( 1 );
}
void TurretGun::EventBurstFireSettings
(
Event *ev
)
{
if( ev->NumArgs() <= 3 ) {
return;
}
BurstFireSettings( ev->GetFloat( 1 ), ev->GetFloat( 2 ), ev->GetFloat( 3 ), ev->GetFloat( 4 ) );
}
void TurretGun::EventSetThread
(
Event *ev
)
{
if( ev->IsFromScript() )
{
m_UseThread.SetThread( ev->GetValue( 1 ) );
}
else
{
m_UseThread.Set( ev->GetString( 1 ) );
}
}
void TurretGun::SetViewangles
(
Event *ev
)
{
m_vUserViewAng = ev->GetVector( 1 );
}
void TurretGun::GetViewangles
(
Event *ev
)
{
ev->AddVector( m_vUserViewAng );
}