123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210 |
- /********************************************************************** <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 "objs/turret.hh"
- #include "input.hh"
- #include "math/pi.hh"
- #include "math/angle.hh"
- #include "math/trig.hh"
- #include "g1_rand.hh"
- #include "resources.hh"
- #include "saver.hh"
- #include "map_cell.hh"
- #include "map.hh"
- #include "map_man.hh"
- #include "object_definer.hh"
- #include "lisp/lisp.hh"
- #include "objs/fire.hh"
- enum {DATA_VERSION=1};
-
- static g1_model_ref model_ref("aagun_base"),
- turret_ref("aagun_turret"),
- barrels_ref("aagun_barrels");
- static g1_object_type bullet;
- static i4_3d_vector turret_attach, muzzle_attach;
- void g1_turret_init()
- {
- bullet = g1_get_object_type("bullet");
- turret_attach.set(0,0,0);
- model_ref()->get_mount_point("Turret", turret_attach);
- muzzle_attach.set(0,0,0.15);
- model_ref()->get_mount_point("Muzzle", muzzle_attach);
- }
- g1_object_definer<g1_turret_class>
- g1_turret_def("turret", g1_object_definition_class::EDITOR_SELECTABLE, g1_turret_init);
- void g1_turret_class::setup(i4_float _x, i4_float _y, g1_object_class *creator)
- {
- x = x;
- y = y;
- player_num = creator->player_num;
- occupy_location();
- request_think();
- grab_old();
- }
- g1_turret_class::g1_turret_class(g1_object_type id,
- g1_loader_class *fp)
- : g1_map_piece_class(id,fp)
- {
- defaults = g1_turret_def.defaults;
- draw_params.setup(model_ref.id());
-
- allocate_mini_objects(2,"turret mini objects");
- muzzle = &mini_objects[0];
- muzzle->defmodeltype = barrels_ref.id();
- muzzle->position(muzzle_attach);
- muzzle->rotation.set(0,0,0);
-
- top = &mini_objects[1];
- top->defmodeltype = turret_ref.id();
- top->position(turret_attach);
- top->rotation.set(0,0,0);
- top->grab_old();
-
- if (fp && fp->check_version(DATA_VERSION))
- {
- fp->end_version(I4_LF);
- }
- else
- {
- health = defaults->health;
- }
- guard_angle = 0;
- guard_time = 0;
- radar_type=G1_RADAR_BUILDING;
- set_flag(BLOCKING |
- SELECTABLE |
- TARGETABLE |
- GROUND |
- HIT_GROUND |
- HIT_AERIAL |
- DANGEROUS |
- SHADOWED, 1);
- }
- void g1_turret_class::save(g1_saver_class *fp)
- {
- g1_map_piece_class::save(fp);
-
- fp->start_version(DATA_VERSION);
- fp->end_version();
- }
- void g1_turret_class::fire()
- {
- fire_delay = defaults->fire_delay;
-
- //recoil
- if (muzzle->offset.x != -0.2)
- muzzle->offset.x = -0.2;
- i4_3d_point_class tpos, bpos, bvel;
- i4_transform_class btrans;
-
- btrans.rotate_x_y_z(muzzle->rotation.x,muzzle->rotation.y,muzzle->rotation.z,i4_T);
- btrans.t = i4_3d_vector(muzzle->x,muzzle->y,muzzle->h);
- btrans.t += i4_3d_vector(x,y,h);
- btrans.transform(i4_3d_point_class(1.0,order?-0.15:0.15,0),bpos);
- btrans.transform_3x3(i4_3d_point_class(g1_resources.bullet_speed,0,0),bvel);
- order = !order;
- g1_fire(defaults->fire_type, this, attack_target.get(), bpos, bvel);
- }
- void g1_turret_class::think()
- {
- //undo the recoil
- if (muzzle->offset.x < 0)
- muzzle->offset.x += 0.01;
-
- if (muzzle->offset.x > 0)
- muzzle->offset.x = 0;
- find_target();
- if (health < defaults->health)
- health++;
- if (fire_delay>0)
- fire_delay--;
- pitch = 0;//groundpitch*cos(theta) - groundroll *sin(theta);
- roll = 0;//groundroll *cos(theta) + groundpitch*sin(theta);
- h = terrain_height;
- //aim the turet
- if (attack_target.valid())
- {
- request_think();
- i4_3d_point_class d,pos;
- lead_target(d);
- pos.set(x,y,h);
- d -= pos;
- //aim the turet
-
- guard_angle = i4_atan2(d.y,d.x);
- guard_pitch = i4_atan2(-d.z,sqrt(d.x*d.x+d.y*d.y));
-
- i4_normalize_angle(guard_angle);
- i4_normalize_angle(guard_pitch);
- int aimed=i4_F;
- i4_float dangle;
- dangle = i4_rotate_to(muzzle->rotation.z,guard_angle,defaults->turn_speed);
- aimed = (dangle<defaults->turn_speed && dangle>-defaults->turn_speed);
- dangle = i4_rotate_to(muzzle->rotation.y,guard_pitch,defaults->turn_speed);
- aimed &= (dangle<defaults->turn_speed && dangle>-defaults->turn_speed);
- top->rotation.z = muzzle->rotation.z;
- if (aimed)
- if (!fire_delay)
- fire();
- guard_time = 30;
- }
- else
- {
- request_think(); // move this to draw function
- if (guard_time<=0)
- {
- guard_angle = g1_float_rand(4)*i4_2pi();
- guard_pitch = -g1_float_rand(5)*i4_pi()*0.5;
- guard_time = 20;
- }
- int aimed;
- aimed = (i4_rotate_to(muzzle->rotation.z,guard_angle,defaults->turn_speed)==0.0);
- aimed &= (i4_rotate_to(muzzle->rotation.y,guard_pitch,defaults->turn_speed)==0.0);
- top->rotation.z = muzzle->rotation.z;
- if (aimed)
- if (guard_time>0)
- guard_time--;
- }
- }
|