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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 28.12.2003 by RST.
// $Id: GameTurret.java,v 1.1 2004-07-07 19:59:04 hzi Exp $

package jake2.game;

import jake2.*;
import jake2.client.*;
import jake2.game.*;
import jake2.qcommon.*;
import jake2.render.*;
import jake2.server.*;

public class GameTurret extends GameMisc {

	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;
	}

	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;
				T_Damage(other, self, attacker, vec3_origin, other.s.origin, vec3_origin, self.teammaster.dmg, 10, 0, MOD_CRUSH);
			}
		}
	};

	/*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;

		AngleVectors(self.s.angles, f, r, u);
		VectorMA(self.s.origin, self.move_origin[0], f, start);
		VectorMA(start, self.move_origin[1], r, start);
		VectorMA(start, self.move_origin[2], u, start);

		damage = (int) (100 + random() * 50);
		speed = (int) (550 + 50 * skill.value);
		Fire.fire_rocket(self.teammaster.owner, start, f, damage, speed, 150, damage);
		gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
	}

	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 };

			VectorCopy(self.s.angles, current_angles);
			AnglesNormalize(current_angles);

			AnglesNormalize(self.move_angles);
			if (self.move_angles[PITCH] > 180)
				self.move_angles[PITCH] -= 360;

			// clamp angles to mins & maxs
			if (self.move_angles[PITCH] > self.pos1[PITCH])
				self.move_angles[PITCH] = self.pos1[PITCH];
			else if (self.move_angles[PITCH] < self.pos2[PITCH])
				self.move_angles[PITCH] = self.pos2[PITCH];

			if ((self.move_angles[YAW] < self.pos1[YAW]) || (self.move_angles[YAW] > self.pos2[YAW])) {
				float dmin, dmax;

				dmin = Math.abs(self.pos1[YAW] - self.move_angles[YAW]);
				if (dmin < -180)
					dmin += 360;
				else if (dmin > 180)
					dmin -= 360;
				dmax = Math.abs(self.pos2[YAW] - self.move_angles[YAW]);
				if (dmax < -180)
					dmax += 360;
				else if (dmax > 180)
					dmax -= 360;
				if (Math.abs(dmin) < Math.abs(dmax))
					self.move_angles[YAW] = self.pos1[YAW];
				else
					self.move_angles[YAW] = self.pos2[YAW];
			}

			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 * FRAMETIME)
				delta[0] = self.speed * FRAMETIME;
			if (delta[0] < -1 * self.speed * FRAMETIME)
				delta[0] = -1 * self.speed * FRAMETIME;
			if (delta[1] > self.speed * FRAMETIME)
				delta[1] = self.speed * FRAMETIME;
			if (delta[1] < -1 * self.speed * FRAMETIME)
				delta[1] = -1 * self.speed * FRAMETIME;

			VectorScale(delta, 1.0f / FRAMETIME, self.avelocity);

			self.nextthink = level.time + 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] = SnapToEights((float) (self.s.origin[0] + Math.cos(angle) * self.owner.move_origin[0]));
				target[1] = SnapToEights((float) (self.s.origin[1] + Math.sin(angle) * self.owner.move_origin[0]));
				target[2] = self.owner.s.origin[2];

				VectorSubtract(target, self.owner.s.origin, dir);
				self.owner.velocity[0] = dir[0] * 1.0f / FRAMETIME;
				self.owner.velocity[1] = dir[1] * 1.0f / FRAMETIME;

				// z
				angle = self.s.angles[PITCH] * (float) (Math.PI * 2f / 360f);
				target_z =
					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 / FRAMETIME;

				if ((self.spawnflags & 65536) != 0) {
					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) {
				gi.dprintf(self.classname + " at " + vtos(self.s.origin) + " needs a target\n");
			}
			else {
				self.target_ent = G_PickTarget(self.target);
				VectorSubtract(self.target_ent.s.origin, self.s.origin, self.move_origin);
				G_FreeEdict(self.target_ent);
			}

			self.teammaster.dmg = self.dmg;
			self.think = turret_breach_think;
			self.think.think(self);
			return true;
		}
	};

	public static void SP_turret_breach(edict_t self) {
		self.solid = SOLID_BSP;
		self.movetype = MOVETYPE_PUSH;
		gi.setmodel(self, self.model);

		if (self.speed == 0)
			self.speed = 50;
		if (self.dmg == 0)
			self.dmg = 10;

		if (st.minpitch == 0)
			st.minpitch = -30;
		if (st.maxpitch == 0)
			st.maxpitch = 30;
		if (st.maxyaw == 0)
			st.maxyaw = 360;

		self.pos1[PITCH] = -1 * st.minpitch;
		self.pos1[YAW] = st.minyaw;
		self.pos2[PITCH] = -1 * st.maxpitch;
		self.pos2[YAW] = st.maxyaw;

		self.ideal_yaw = self.s.angles[YAW];
		self.move_angles[YAW] = self.ideal_yaw;

		self.blocked = turret_blocked;

		self.think = turret_breach_finish_init;
		self.nextthink = level.time + FRAMETIME;
		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 = SOLID_BSP;
		self.movetype = MOVETYPE_PUSH;
		gi.setmodel(self, self.model);
		self.blocked = turret_blocked;
		gi.linkentity(self);
	}

	/*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 &= ~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 = level.time + FRAMETIME;

			if (self.enemy != null && (!self.enemy.inuse || self.enemy.health <= 0))
				self.enemy = null;

			if (null == self.enemy) {
				if (!FindTarget(self))
					return true;
				self.monsterinfo.trail_time = level.time;
				self.monsterinfo.aiflags &= ~AI_LOST_SIGHT;
			}
			else {
				if (visible(self, self.enemy)) {
					if ((self.monsterinfo.aiflags & AI_LOST_SIGHT) != 0) {
						self.monsterinfo.trail_time = level.time;
						self.monsterinfo.aiflags &= ~AI_LOST_SIGHT;
					}
				}
				else {
					self.monsterinfo.aiflags |= AI_LOST_SIGHT;
					return true;
				}
			}

			// let the turret know where we want it to aim
			VectorCopy(self.enemy.s.origin, target);
			target[2] += self.enemy.viewheight;
			VectorSubtract(target, self.target_ent.s.origin, dir);
			vectoangles(dir, self.target_ent.move_angles);

			// decide if we should shoot
			if (level.time < self.monsterinfo.attack_finished)
				return true;

			reaction_time = (3 - skill.value) * 1.0f;
			if ((level.time - self.monsterinfo.trail_time) < reaction_time)
				return true;

			self.monsterinfo.attack_finished = 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 = level.time + FRAMETIME;

			self.target_ent = G_PickTarget(self.target);
			self.target_ent.owner = self;
			self.target_ent.teammaster.owner = self;
			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] = VectorLength(vec);

			VectorSubtract(self.s.origin, self.target_ent.s.origin, vec);
			vectoangles(vec, vec);
			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 |= FL_TEAMSLAVE;
			return true;
		}
	};

	public static void SP_turret_driver(edict_t self) {
		if (deathmatch.value != 0) {
			G_FreeEdict(self);
			return;
		}

		self.movetype = MOVETYPE_PUSH;
		self.solid = SOLID_BBOX;
		self.s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
		VectorSet(self.mins, -16, -16, -24);
		VectorSet(self.maxs, 16, 16, 32);

		self.health = 100;
		self.gib_health = 0;
		self.mass = 200;
		self.viewheight = 24;

		self.die = turret_driver_die;
		self.monsterinfo.stand = M_Infantry.infantry_stand;

		self.flags |= FL_NO_KNOCKBACK;

		level.total_monsters++;

		self.svflags |= SVF_MONSTER;
		self.s.renderfx |= RF_FRAMELERP;
		self.takedamage = DAMAGE_AIM;
		self.use = monster_use;
		self.clipmask = MASK_MONSTERSOLID;
		VectorCopy(self.s.origin, self.s.old_origin);
		self.monsterinfo.aiflags |= AI_STAND_GROUND | AI_DUCKED;

		if (st.item != null) {
			self.item = FindItemByClassname(st.item);
			if (self.item == null)
				gi.dprintf(self.classname + " at " + vtos(self.s.origin) + " has bad item: " + st.item + "\n");
		}

		self.think = turret_driver_link;
		self.nextthink = level.time + FRAMETIME;

		gi.linkentity(self);
	}
}