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authorHolger Zickner <[email protected]>2004-07-08 15:58:48 +0000
committerHolger Zickner <[email protected]>2004-07-08 15:58:48 +0000
commit4f13ea26c4f47e54e66926f0700cf631e7bb3352 (patch)
treea9d434fc462417bb981b1565fd64cea5e7c82c15 /src/jake2/game/GameTurretAdapters.java
parent76839da3568e20f51220584d1fc92841b216505a (diff)
import of Jake2 version hannover
Diffstat (limited to 'src/jake2/game/GameTurretAdapters.java')
-rw-r--r--src/jake2/game/GameTurretAdapters.java283
1 files changed, 283 insertions, 0 deletions
diff --git a/src/jake2/game/GameTurretAdapters.java b/src/jake2/game/GameTurretAdapters.java
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+++ b/src/jake2/game/GameTurretAdapters.java
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+/*
+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;
+ }
+ };
+}