/* * 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 28.12.2003 by RST. // $Id: GameTurret.java,v 1.3 2004-09-22 19:22:05 salomo Exp $ package jake2.game; import jake2.*; import jake2.client.*; import jake2.qcommon.*; import jake2.render.*; import jake2.server.*; import jake2.util.Lib; import jake2.util.Math3D; public class GameTurret { public static void AnglesNormalize(float[] vec) { while (vec[0] > 360) vec[0] -= 360; while (vec[0] < 0) vec[0] += 360; while (vec[1] > 360) vec[1] -= 360; while (vec[1] < 0) vec[1] += 360; } public static float SnapToEights(float x) { x *= 8.0; if (x > 0.0) x += 0.5; else x -= 0.5; return 0.125f * (int) x; } /* * QUAKED turret_breach (0 0 0) ? This portion of the turret can change both * pitch and yaw. The model should be made with a flat pitch. It (and the * associated base) need to be oriented towards 0. Use "angle" to set the * starting angle. * * "speed" default 50 "dmg" default 10 "angle" point this forward "target" * point this at an info_notnull at the muzzle tip "minpitch" min acceptable * pitch angle : default -30 "maxpitch" max acceptable pitch angle : default * 30 "minyaw" min acceptable yaw angle : default 0 "maxyaw" max acceptable * yaw angle : default 360 */ public static void turret_breach_fire(edict_t self) { float[] f = { 0, 0, 0 }, r = { 0, 0, 0 }, u = { 0, 0, 0 }; float[] start = { 0, 0, 0 }; int damage; int speed; Math3D.AngleVectors(self.s.angles, f, r, u); Math3D.VectorMA(self.s.origin, self.move_origin[0], f, start); Math3D.VectorMA(start, self.move_origin[1], r, start); Math3D.VectorMA(start, self.move_origin[2], u, start); damage = (int) (100 + Lib.random() * 50); speed = (int) (550 + 50 * GameBase.skill.value); Fire.fire_rocket(self.teammaster.owner, start, f, damage, speed, 150, damage); GameBase.gi.positioned_sound(start, self, Defines.CHAN_WEAPON, GameBase.gi.soundindex("weapons/rocklf1a.wav"), 1, Defines.ATTN_NORM, 0); } public static void SP_turret_breach(edict_t self) { self.solid = Defines.SOLID_BSP; self.movetype = Defines.MOVETYPE_PUSH; GameBase.gi.setmodel(self, self.model); if (self.speed == 0) self.speed = 50; if (self.dmg == 0) self.dmg = 10; if (GameBase.st.minpitch == 0) GameBase.st.minpitch = -30; if (GameBase.st.maxpitch == 0) GameBase.st.maxpitch = 30; if (GameBase.st.maxyaw == 0) GameBase.st.maxyaw = 360; self.pos1[Defines.PITCH] = -1 * GameBase.st.minpitch; self.pos1[Defines.YAW] = GameBase.st.minyaw; self.pos2[Defines.PITCH] = -1 * GameBase.st.maxpitch; self.pos2[Defines.YAW] = GameBase.st.maxyaw; self.ideal_yaw = self.s.angles[Defines.YAW]; self.move_angles[Defines.YAW] = self.ideal_yaw; self.blocked = GameTurret.turret_blocked; self.think = GameTurret.turret_breach_finish_init; self.nextthink = GameBase.level.time + Defines.FRAMETIME; GameBase.gi.linkentity(self); } /* * QUAKED turret_base (0 0 0) ? This portion of the turret changes yaw only. * MUST be teamed with a turret_breach. */ public static void SP_turret_base(edict_t self) { self.solid = Defines.SOLID_BSP; self.movetype = Defines.MOVETYPE_PUSH; GameBase.gi.setmodel(self, self.model); self.blocked = GameTurret.turret_blocked; GameBase.gi.linkentity(self); } public static void SP_turret_driver(edict_t self) { if (GameBase.deathmatch.value != 0) { GameUtil.G_FreeEdict(self); return; } self.movetype = Defines.MOVETYPE_PUSH; self.solid = Defines.SOLID_BBOX; self.s.modelindex = GameBase.gi .modelindex("models/monsters/infantry/tris.md2"); Math3D.VectorSet(self.mins, -16, -16, -24); Math3D.VectorSet(self.maxs, 16, 16, 32); self.health = 100; self.gib_health = 0; self.mass = 200; self.viewheight = 24; self.die = GameTurret.turret_driver_die; self.monsterinfo.stand = M_Infantry.infantry_stand; self.flags |= Defines.FL_NO_KNOCKBACK; GameBase.level.total_monsters++; self.svflags |= Defines.SVF_MONSTER; self.s.renderfx |= Defines.RF_FRAMELERP; self.takedamage = Defines.DAMAGE_AIM; self.use = GameUtil.monster_use; self.clipmask = Defines.MASK_MONSTERSOLID; Math3D.VectorCopy(self.s.origin, self.s.old_origin); self.monsterinfo.aiflags |= Defines.AI_STAND_GROUND | Defines.AI_DUCKED; if (GameBase.st.item != null) { self.item = GameUtil.FindItemByClassname(GameBase.st.item); if (self.item == null) GameBase.gi.dprintf(self.classname + " at " + Lib.vtos(self.s.origin) + " has bad item: " + GameBase.st.item + "\n"); } self.think = GameTurret.turret_driver_link; self.nextthink = GameBase.level.time + Defines.FRAMETIME; GameBase.gi.linkentity(self); } 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; } }; }