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-rw-r--r--src/jake2/game/GameTurretAdapters.java283
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diff --git a/src/jake2/game/GameTurretAdapters.java b/src/jake2/game/GameTurretAdapters.java
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--- a/src/jake2/game/GameTurretAdapters.java
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@@ -1,283 +0,0 @@
-/*
-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;
- }
- };
-}