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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);
+ }
+}