diff options
author | Holger Zickner <[email protected]> | 2004-07-08 15:58:48 +0000 |
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committer | Holger Zickner <[email protected]> | 2004-07-08 15:58:48 +0000 |
commit | 4f13ea26c4f47e54e66926f0700cf631e7bb3352 (patch) | |
tree | a9d434fc462417bb981b1565fd64cea5e7c82c15 /src/jake2/game/GameTurretAdapters.java | |
parent | 76839da3568e20f51220584d1fc92841b216505a (diff) |
import of Jake2 version hannover
Diffstat (limited to 'src/jake2/game/GameTurretAdapters.java')
-rw-r--r-- | src/jake2/game/GameTurretAdapters.java | 283 |
1 files changed, 283 insertions, 0 deletions
diff --git a/src/jake2/game/GameTurretAdapters.java b/src/jake2/game/GameTurretAdapters.java new file mode 100644 index 0000000..e78a1fd --- /dev/null +++ b/src/jake2/game/GameTurretAdapters.java @@ -0,0 +1,283 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program 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. + +This program 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 this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +// Created on 26.02.2004 by RST. +// $Id: GameTurretAdapters.java,v 1.1 2004-07-08 15:58:44 hzi Exp $ + +package jake2.game; + +import jake2.*; +import jake2.client.*; +import jake2.qcommon.*; +import jake2.render.*; +import jake2.server.*; +import jake2.util.*; + +public class GameTurretAdapters { + + static EntBlockedAdapter turret_blocked = new EntBlockedAdapter() { + + public void blocked(edict_t self, edict_t other) { + edict_t attacker; + + if (other.takedamage != 0) { + if (self.teammaster.owner != null) + attacker = self.teammaster.owner; + else + attacker = self.teammaster; + GameUtil.T_Damage(other, self, attacker, Globals.vec3_origin, other.s.origin, Globals.vec3_origin, self.teammaster.dmg, 10, 0, Defines.MOD_CRUSH); + } + } + }; + static EntThinkAdapter turret_breach_think = new EntThinkAdapter() { + public boolean think(edict_t self) { + + edict_t ent; + float[] current_angles = { 0, 0, 0 }; + float[] delta = { 0, 0, 0 }; + + Math3D.VectorCopy(self.s.angles, current_angles); + GameTurret.AnglesNormalize(current_angles); + + GameTurret.AnglesNormalize(self.move_angles); + if (self.move_angles[Defines.PITCH] > 180) + self.move_angles[Defines.PITCH] -= 360; + + // clamp angles to mins & maxs + if (self.move_angles[Defines.PITCH] > self.pos1[Defines.PITCH]) + self.move_angles[Defines.PITCH] = self.pos1[Defines.PITCH]; + else if (self.move_angles[Defines.PITCH] < self.pos2[Defines.PITCH]) + self.move_angles[Defines.PITCH] = self.pos2[Defines.PITCH]; + + if ((self.move_angles[Defines.YAW] < self.pos1[Defines.YAW]) || (self.move_angles[Defines.YAW] > self.pos2[Defines.YAW])) { + float dmin, dmax; + + dmin = Math.abs(self.pos1[Defines.YAW] - self.move_angles[Defines.YAW]); + if (dmin < -180) + dmin += 360; + else if (dmin > 180) + dmin -= 360; + dmax = Math.abs(self.pos2[Defines.YAW] - self.move_angles[Defines.YAW]); + if (dmax < -180) + dmax += 360; + else if (dmax > 180) + dmax -= 360; + if (Math.abs(dmin) < Math.abs(dmax)) + self.move_angles[Defines.YAW] = self.pos1[Defines.YAW]; + else + self.move_angles[Defines.YAW] = self.pos2[Defines.YAW]; + } + + Math3D.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 * Defines.FRAMETIME) + delta[0] = self.speed * Defines.FRAMETIME; + if (delta[0] < -1 * self.speed * Defines.FRAMETIME) + delta[0] = -1 * self.speed * Defines.FRAMETIME; + if (delta[1] > self.speed * Defines.FRAMETIME) + delta[1] = self.speed * Defines.FRAMETIME; + if (delta[1] < -1 * self.speed * Defines.FRAMETIME) + delta[1] = -1 * self.speed * Defines.FRAMETIME; + + Math3D.VectorScale(delta, 1.0f / Defines.FRAMETIME, self.avelocity); + + self.nextthink = GameBase.level.time + Defines.FRAMETIME; + + for (ent = self.teammaster; ent != null; ent = ent.teamchain) + ent.avelocity[1] = self.avelocity[1]; + + // if we have adriver, adjust his velocities + if (self.owner != null) { + float angle; + float target_z; + float diff; + float[] target = { 0, 0, 0 }; + float[] dir = { 0, 0, 0 }; + + // 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 *= (Math.PI * 2 / 360); + target[0] = GameTurret.SnapToEights((float) (self.s.origin[0] + Math.cos(angle) * self.owner.move_origin[0])); + target[1] = GameTurret.SnapToEights((float) (self.s.origin[1] + Math.sin(angle) * self.owner.move_origin[0])); + target[2] = self.owner.s.origin[2]; + + Math3D.VectorSubtract(target, self.owner.s.origin, dir); + self.owner.velocity[0] = dir[0] * 1.0f / Defines.FRAMETIME; + self.owner.velocity[1] = dir[1] * 1.0f / Defines.FRAMETIME; + + // z + angle = self.s.angles[Defines.PITCH] * (float) (Math.PI * 2f / 360f); + target_z = + GameTurret.SnapToEights((float) (self.s.origin[2] + self.owner.move_origin[0] * Math.tan(angle) + self.owner.move_origin[2])); + + diff = target_z - self.owner.s.origin[2]; + self.owner.velocity[2] = diff * 1.0f / Defines.FRAMETIME; + + if ((self.spawnflags & 65536) != 0) { + GameTurret.turret_breach_fire(self); + self.spawnflags &= ~65536; + } + } + return true; + } + }; + static EntThinkAdapter turret_breach_finish_init = new EntThinkAdapter() { + public boolean think(edict_t self) { + + // get and save info for muzzle location + if (self.target == null) { + GameBase.gi.dprintf(self.classname + " at " + Lib.vtos(self.s.origin) + " needs a target\n"); + } + else { + self.target_ent = GameBase.G_PickTarget(self.target); + Math3D.VectorSubtract(self.target_ent.s.origin, self.s.origin, self.move_origin); + GameUtil.G_FreeEdict(self.target_ent); + } + + self.teammaster.dmg = self.dmg; + self.think = turret_breach_think; + self.think.think(self); + return true; + } + }; + /*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. + */ + static EntDieAdapter turret_driver_die = new EntDieAdapter() { + public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point) { + + 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 &= ~Defines.FL_TEAMSLAVE; + + self.target_ent.owner = null; + self.target_ent.teammaster.owner = null; + + //TODO: null appended as last missing argument, was unclean. rst + M_Infantry.infantry_die.die(self, inflictor, attacker, damage, null); + } + }; + static EntThinkAdapter turret_driver_think = new EntThinkAdapter() { + public boolean think(edict_t self) { + + float[] target = { 0, 0, 0 }; + float[] dir = { 0, 0, 0 }; + float reaction_time; + + self.nextthink = GameBase.level.time + Defines.FRAMETIME; + + if (self.enemy != null && (!self.enemy.inuse || self.enemy.health <= 0)) + self.enemy = null; + + if (null == self.enemy) { + if (!GameUtil.FindTarget(self)) + return true; + self.monsterinfo.trail_time = GameBase.level.time; + self.monsterinfo.aiflags &= ~Defines.AI_LOST_SIGHT; + } + else { + if (GameUtil.visible(self, self.enemy)) { + if ((self.monsterinfo.aiflags & Defines.AI_LOST_SIGHT) != 0) { + self.monsterinfo.trail_time = GameBase.level.time; + self.monsterinfo.aiflags &= ~Defines.AI_LOST_SIGHT; + } + } + else { + self.monsterinfo.aiflags |= Defines.AI_LOST_SIGHT; + return true; + } + } + + // let the turret know where we want it to aim + Math3D.VectorCopy(self.enemy.s.origin, target); + target[2] += self.enemy.viewheight; + Math3D.VectorSubtract(target, self.target_ent.s.origin, dir); + Math3D.vectoangles(dir, self.target_ent.move_angles); + + // decide if we should shoot + if (GameBase.level.time < self.monsterinfo.attack_finished) + return true; + + reaction_time = (3 - GameBase.skill.value) * 1.0f; + if ((GameBase.level.time - self.monsterinfo.trail_time) < reaction_time) + return true; + + self.monsterinfo.attack_finished = GameBase.level.time + reaction_time + 1.0f; + //FIXME how do we really want to pass this along? + self.target_ent.spawnflags |= 65536; + return true; + } + }; + public static EntThinkAdapter turret_driver_link = new EntThinkAdapter() { + public boolean think(edict_t self) { + + float[] vec = { 0, 0, 0 }; + edict_t ent; + + self.think = turret_driver_think; + self.nextthink = GameBase.level.time + Defines.FRAMETIME; + + self.target_ent = GameBase.G_PickTarget(self.target); + self.target_ent.owner = self; + self.target_ent.teammaster.owner = self; + Math3D.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] = Math3D.VectorLength(vec); + + Math3D.VectorSubtract(self.s.origin, self.target_ent.s.origin, vec); + Math3D.vectoangles(vec, vec); + GameTurret.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 != null; ent = ent.teamchain); + ent.teamchain = self; + self.teammaster = self.target_ent.teammaster; + self.flags |= Defines.FL_TEAMSLAVE; + return true; + } + }; +} |