123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300 |
- /********************************************************************** <BR>
- This file is part of Crack dot Com's free source code release of
- Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
- information about compiling & licensing issues visit this URL</a>
- <PRE> If that doesn't help, contact Jonathan Clark at
- golgotha_source@usa.net (Subject should have "GOLG" in it)
- ***********************************************************************/
- #include "sound_man.hh"
- #include "objs/model_id.hh"
- #include "objs/model_draw.hh"
- #include "input.hh"
- #include "math/pi.hh"
- #include "math/trig.hh"
- #include "math/angle.hh"
- #include "g1_rand.hh"
- #include "resources.hh"
- #include "saver.hh"
- #include "map_cell.hh"
- #include "map.hh"
- #include "map_man.hh"
- #include "sfx_id.hh"
- #include "objs/bomber.hh"
- #include "objs/fire.hh"
- #include "object_definer.hh"
- #include "objs/path_object.hh"
- #include "image_man.hh"
- static g1_team_icon_ref radar_im("bitmaps/radar/plane.tga");
- enum { DATA_VERSION=1 };
- enum
- {
- TAKE_OFF=0,
- FLYING,
- DYING
- };
- const i4_float FLY_HEIGHT=1.5;
- void g1_bomber_init()
- //{{{
- {
- }
- //}}}
- g1_object_definer<g1_bomber_class>
- g1_bomber_def("bomber",
- g1_object_definition_class::TO_MAP_PIECE |
- g1_object_definition_class::EDITOR_SELECTABLE |
- g1_object_definition_class::MOVABLE,
- g1_bomber_init);
- g1_bomber_class::g1_bomber_class(g1_object_type id,
- g1_loader_class *fp)
- : g1_map_piece_class(id, fp)
- //{{{
- {
- draw_params.setup("bomber","bomber_shadow", "bomber_lod");
- damping_fraction = 0.02;
- radar_type=G1_RADAR_VEHICLE;
- radar_image=&radar_im;
- set_flag(BLOCKING |
- TARGETABLE |
- AERIAL |
- HIT_GROUND |
- DANGEROUS,1);
- w16 ver,data_size;
- if (fp)
- fp->get_version(ver,data_size);
- else
- ver =0;
- switch (ver)
- {
- case DATA_VERSION:
- fp->read_format("1f4",
- &mode,
- &vspeed,
- &sway);
- break;
- default:
- if (fp) fp->seek(fp->tell() + data_size);
- mode = 0;
- vspeed = 0;
- sway = 0;
- break;
- }
-
- if (fp)
- fp->end_version(I4_LF);
- }
- //}}}
-
- void g1_bomber_class::save(g1_saver_class *fp)
- //{{{
- {
- g1_map_piece_class::save(fp);
- fp->start_version(DATA_VERSION);
-
- fp->write_format("1f4",
- &mode,
- &vspeed,
- &sway);
-
- fp->end_version();
- }
- //}}}
- void g1_bomber_class::fire()
- //{{{
- {
- fire_delay = g1_bomber_def.defaults->fire_delay;
-
- i4_3d_vector pos(x,y,h);
- pos.x += g1_float_rand(3)*0.4-0.2;
- pos.y += g1_float_rand(2)*0.4-0.2;
- g1_fire(defaults->fire_type,
- this, attack_target.get(), pos,
- i4_3d_vector(x-lx,y-ly,h-lh));
- }
- //}}}
- i4_bool g1_bomber_class::move(i4_float x_amount, i4_float y_amount)
- //{{{
- {
- i4_float
- newx = x+x_amount,
- newy = y+y_amount;
- unoccupy_location();
- if (newx>0 && newx<g1_get_map()->width() && newy>0 && newy<g1_get_map()->height())
- {
- x = newx;
- y = newy;
- if (occupy_location())
- return i4_T;
- }
- request_remove();
- return i4_F;
- }
- //}}}
- void g1_bomber_class::think()
- //{{{
- {
- if (!check_life())
- return;
- find_target();
- if (fire_delay>0)
- fire_delay--;
- h += vspeed;
-
- switch (mode)
- {
- case TAKE_OFF:
- {
- if (next_path.valid())
- {
- dest_x = next_path->x - path_cos*path_len;
- dest_y = next_path->y - path_sin*path_len;
- dest_z = next_path->h - path_tan_phi*path_len;
- }
- //then raise the bomber
- i4_float dist_to_go = dest_z - h;
- if (dist_to_go>0.05)
- {
- //if he is more than halfway away, accelerate down
- //otherwise accelerate up
- if (dist_to_go > (FLY_HEIGHT * 0.5))
- vspeed = (vspeed<0.05) ? vspeed+0.005 : vspeed;
- }
- else
- {
- //lock these in case there were any small errors
- h = dest_z;
- vspeed = 0;
-
- //think one more time so the l* variables catch up
- //(otherwise he'll bob up and down)
- if (h == lh)
- mode = FLYING;
- }
- } break;
- case FLYING:
- {
- i4_3d_vector d;
- i4_float angle,t;
- // sway over terrain
- sway++;
- if (attack_target.valid())
- if (fire_delay==0)
- fire();
- i4_float roll_to = 0.02*sin(i4_pi()*sway/17.0);
- i4_float pitch_to = 0.02*sin(i4_pi()*sway/13.0);
-
- if (next_path.valid())
- {
- dest_x = next_path->x;
- dest_y = next_path->y;
- dest_z = next_path->h;
- }
- i4_float dist, dtheta;
- suggest_air_move(dist, dtheta, d);
- move(d.x,d.y);
- h += d.z + 0.02*sin(i4_pi()*sway/15.0);
-
- if (dist<speed)
- advance_path();
-
- i4_normalize_angle(roll_to);
-
- if (speed>0.001 || dtheta!=0.0)
- {
- roll_to = -i4_pi()/4 * dtheta;
- pitch_to = -i4_pi()/8 * speed;
- }
- i4_rotate_to(roll,roll_to,defaults->turn_speed/4);
- i4_rotate_to(pitch,pitch_to,defaults->turn_speed/4);
-
- groundpitch = 0; //no ground in the air (duh)
- groundroll = 0;
- } break;
- case DYING:
- {
- i4_float &roll_speed = dest_x;
- i4_float &pitch_speed = dest_y;
-
- pitch_speed += 0.004;
- pitch += pitch_speed;
- roll_speed += 0.01;
- roll += roll_speed;
- vspeed -= (g1_resources.gravity * 0.1);
- i4_float dx,dy;
- dx = speed*cos(theta);
- dy = speed*sin(theta);
- move(dx,dy);
- if (h<=terrain_height)
- g1_map_piece_class::damage(0,health,i4_3d_vector(0,0,1)); // die somehow!!!
- } break;
- }
- // have to keep thinking to sway
- request_think();
- }
- //}}}
- void g1_bomber_class::damage(g1_object_class *obj, int hp, i4_3d_vector _damage_dir)
- //{{{
- {
- //we dont want to explode if ppl shoot us while we're dying.. we want to
- //smash into the ground and create a nice explosion
- if (mode != DYING)
- {
- if (health<20)
- {
- i4_float &roll_speed = dest_x;
- i4_float &pitch_speed = dest_y;
-
- roll_speed = 0;
- pitch_speed = 0;
- health = 20;
- set_flag(DANGEROUS,0);
- mode = DYING;
- }
- g1_map_piece_class::damage(obj,hp,_damage_dir);
- }
- }
- //}}}
- //{{{ Emacs Locals
- // Local Variables:
- // folded-file: t
- // End:
- //}}}
|