/**********************************************************************
This file is part of Crack dot Com's free source code release of
Golgotha.
for
information about compiling & licensing issues visit this URL
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_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 = (dangleturn_speed && dangle>-defaults->turn_speed);
dangle = i4_rotate_to(muzzle->rotation.y,guard_pitch,defaults->turn_speed);
aimed &= (dangleturn_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--;
}
}