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- /********************************************************************** <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 "resources.hh"
- #include "saver.hh"
- #include "map_cell.hh"
- #include "map.hh"
- #include "map_man.hh"
- #include "sound/sfx_id.hh"
- #include "objs/vehic_sounds.hh"
- #include "objs/jet.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");
- const i4_float FLY_HEIGHT = 1.5f;
- enum
- {
- TAKE_OFF=0,
- TAKE_OFF2,
- FLYING,
- DYING
- };
- static g1_object_type bomb_type;
- void g1_jet_init()
- {
- bomb_type = g1_get_object_type("dropped_bomb");
- }
- g1_object_definer<g1_jet_class>
- g1_jet_def("jet",
- g1_object_definition_class::TO_MAP_PIECE |
- g1_object_definition_class::EDITOR_SELECTABLE |
- g1_object_definition_class::MOVABLE,
- g1_jet_init);
- g1_jet_class::g1_jet_class(g1_object_type id,
- g1_loader_class *fp)
- : g1_map_piece_class(id, fp)
- {
- allocate_mini_objects(1,"Jet Mini-Objects");
- engines = &mini_objects[0];
- engines->h = engines->lh = 0.05;
- engines->x = engines->lx = 0.01;
- engines->y = engines->ly = 0;
-
- w16 ver,data_size;
- if (fp)
- fp->get_version(ver,data_size);
- else
- ver =0;
- switch (ver)
- {
- case DATA_VERSION:
- fp->read_format("1ffff4",
- &mode,
- &engines->rotation.x, &engines->rotation.y, &engines->rotation.z,
- &vspeed,
- &sway);
- engines->grab_old();
- break;
- case 2:
- mode = fp->read_8();
- engines->rotation.x = fp->read_float();
- engines->rotation.y = fp->read_float();
- engines->rotation.z = fp->read_float();
- engines->lrotation.x = fp->read_float();
- engines->lrotation.y = fp->read_float();
- engines->lrotation.z = fp->read_float();
-
- vspeed = fp->read_float();
- sway = fp->read_32();
- break;
- case 1:
- mode = 0;
- if (fp->read_8()) mode=TAKE_OFF; // take_off
- if (fp->read_8()) mode=TAKE_OFF; // taking_off
- if (fp->read_8()) mode=FLYING; // flying
- fp->read_8();
- fp->read_8();
- engines->rotation.x = fp->read_float();
- engines->rotation.y = fp->read_float();
- engines->rotation.z = fp->read_float();
- engines->lrotation.x = fp->read_float();
- engines->lrotation.y = fp->read_float();
- engines->lrotation.z = fp->read_float();
- vspeed = fp->read_float();
- fp->read_float();
- sway = 0;
- break;
- default:
- if (fp) fp->seek(fp->tell() + data_size);
- mode = 0;
- engines->rotation.x = engines->lrotation.x = 0;
- engines->rotation.y = engines->lrotation.y = 0;
- engines->rotation.z = engines->lrotation.z = 0;
- vspeed = 0;
- sway = 0;
- break;
- }
-
- if (fp)
- fp->end_version(I4_LF);
- engines->defmodeltype = g1_model_list_man.find_handle("jet_engines");
-
- draw_params.setup("jet_body","jet_shadow","jet_lod");
- init_rumble_sound(G1_RUMBLE_JET);
- damping_fraction = 0.02;
- radar_image=&radar_im;
- radar_type=G1_RADAR_VEHICLE;
- set_flag(BLOCKING |
- TARGETABLE |
- AERIAL |
- HIT_AERIAL |
- DANGEROUS, 1);
- }
-
- void g1_jet_class::save(g1_saver_class *fp)
- {
- g1_map_piece_class::save(fp);
- fp->start_version(DATA_VERSION);
-
- fp->write_format("1ffff4",
- &mode,
- &engines->rotation.x, &engines->rotation.y, &engines->rotation.z,
- &vspeed,
- &sway);
-
- fp->end_version();
- }
- void g1_jet_class::fire()
- {
- fire_delay = g1_jet_def.defaults->fire_delay;
- i4_3d_vector p(x,y,h), dir(attack_target->x, attack_target->y, attack_target->h);
- dir -= p;
- g1_fire(defaults->fire_type,
- this, attack_target.get(), p, dir);
- }
- i4_bool g1_jet_class::move(i4_float x_amount, i4_float y_amount)
- {
- unoccupy_location();
- x+=x_amount;
- y+=y_amount;
- if (occupy_location())
- {
- g1_add_to_sound_average(rumble_type, i4_3d_vector(x,y,h));
- return i4_T;
- }
- return i4_F;
- }
- /* DLL stuff */
- void g1_jet_class::think()
- {
- if (!check_life())
- return;
- find_target();
- if (fire_delay>0)
- fire_delay--;
- h += vspeed;
-
- switch (mode)
- {
- case TAKE_OFF:
- {
- // rotate engines
- if (i4_rotate_to(engines->rotation.y,3*i4_pi()/2,0.1)==0.0)
- mode = TAKE_OFF2;
- } break;
- case TAKE_OFF2:
- {
- 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 jet
- 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();
- if (next_path.valid())
- {
- dest_x = next_path->x;
- dest_y = next_path->y;
- dest_z = next_path->h;
- }
- i4_float roll_to = 0.02*sin(i4_pi()*sway/17.0);
- i4_float pitch_to = 0.02*sin(i4_pi()*sway/13.0);
-
- 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 -= 0.012;
- 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_jet_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)
- {
- g1_map_piece_class::damage(obj,hp,_damage_dir);
- if (health<20)
- {
- i4_float &roll_speed = dest_x;
- i4_float &pitch_speed = dest_y;
-
- health = 20;
- set_flag(DANGEROUS,0);
- roll_speed = 0;
- pitch_speed = 0;
- mode = DYING;
- }
- }
- }
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