jediacademy/codemp/cgame/cg_turret.c

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2013-04-04 22:35:38 +00:00
#include "cg_local.h"
#include "..\game\q_shared.h"
#include "..\ghoul2\g2.h"
//rww - The turret is heavily dependant on bone angles. We can't happily set that on the server, so it is done client-only.
void CreepToPosition(vec3_t ideal, vec3_t current)
{
float max_degree_switch = 90;
int degrees_negative = 0;
int degrees_positive = 0;
int doNegative = 0;
int angle_ideal;
int angle_current;
angle_ideal = (int)ideal[YAW];
angle_current = (int)current[YAW];
if (angle_ideal <= angle_current)
{
degrees_negative = (angle_current - angle_ideal);
degrees_positive = (360 - angle_current) + angle_ideal;
}
else
{
degrees_negative = angle_current + (360 - angle_ideal);
degrees_positive = (angle_ideal - angle_current);
}
if (degrees_negative < degrees_positive)
{
doNegative = 1;
}
if (doNegative)
{
current[YAW] -= max_degree_switch;
if (current[YAW] < ideal[YAW] && (current[YAW]+(max_degree_switch*2)) >= ideal[YAW])
{
current[YAW] = ideal[YAW];
}
if (current[YAW] < 0)
{
current[YAW] += 361;
}
}
else
{
current[YAW] += max_degree_switch;
if (current[YAW] > ideal[YAW] && (current[YAW]-(max_degree_switch*2)) <= ideal[YAW])
{
current[YAW] = ideal[YAW];
}
if (current[YAW] > 360)
{
current[YAW] -= 361;
}
}
if (ideal[PITCH] < 0)
{
ideal[PITCH] += 360;
}
angle_ideal = (int)ideal[PITCH];
angle_current = (int)current[PITCH];
doNegative = 0;
if (angle_ideal <= angle_current)
{
degrees_negative = (angle_current - angle_ideal);
degrees_positive = (360 - angle_current) + angle_ideal;
}
else
{
degrees_negative = angle_current + (360 - angle_ideal);
degrees_positive = (angle_ideal - angle_current);
}
if (degrees_negative < degrees_positive)
{
doNegative = 1;
}
if (doNegative)
{
current[PITCH] -= max_degree_switch;
if (current[PITCH] < ideal[PITCH] && (current[PITCH]+(max_degree_switch*2)) >= ideal[PITCH])
{
current[PITCH] = ideal[PITCH];
}
if (current[PITCH] < 0)
{
current[PITCH] += 361;
}
}
else
{
current[PITCH] += max_degree_switch;
if (current[PITCH] > ideal[PITCH] && (current[PITCH]-(max_degree_switch*2)) <= ideal[PITCH])
{
current[PITCH] = ideal[PITCH];
}
if (current[PITCH] > 360)
{
current[PITCH] -= 361;
}
}
}
void TurretClientRun(centity_t *ent)
{
if (!ent->ghoul2)
{
weaponInfo_t *weaponInfo;
trap_G2API_InitGhoul2Model(&ent->ghoul2, CG_ConfigString( CS_MODELS+ent->currentState.modelindex ), 0, 0, 0, 0, 0);
if (!ent->ghoul2)
{ //bad
return;
}
ent->torsoBolt = trap_G2API_AddBolt( ent->ghoul2, 0, "*flash02" );
trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time );
trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_gback", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time );
trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_barrel", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time );
trap_G2API_SetBoneAnim( ent->ghoul2, 0, "model_root", 0, 11, BONE_ANIM_OVERRIDE_FREEZE, 0.8f, cg.time, 0, 0 );
ent->turAngles[ROLL] = 0;
ent->turAngles[PITCH] = 90;
ent->turAngles[YAW] = 0;
weaponInfo = &cg_weapons[WP_TURRET];
if ( !weaponInfo->registered )
{
CG_RegisterWeapon(WP_TURRET);
}
}
if (ent->currentState.fireflag == 2)
{ //I'm about to blow
if (ent->turAngles)
{
trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", ent->turAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_Z, NEGATIVE_X, NULL, 100, cg.time );
}
return;
}
else if (ent->currentState.fireflag && ent->bolt4 != ent->currentState.fireflag)
{
vec3_t muzzleOrg, muzzleDir;
mdxaBone_t boltMatrix;
trap_G2API_GetBoltMatrix(ent->ghoul2, 0, ent->torsoBolt, &boltMatrix, /*ent->lerpAngles*/vec3_origin, ent->lerpOrigin, cg.time, cgs.gameModels, ent->modelScale);
BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, muzzleOrg);
BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, muzzleDir);
trap_FX_PlayEffectID(cgs.effects.mTurretMuzzleFlash, muzzleOrg, muzzleDir, -1, -1);
ent->bolt4 = ent->currentState.fireflag;
}
else if (!ent->currentState.fireflag)
{
ent->bolt4 = 0;
}
if (ent->currentState.bolt2 != ENTITYNUM_NONE)
{ //turn toward the enemy
centity_t *enemy = &cg_entities[ent->currentState.bolt2];
if (enemy)
{
vec3_t enAng;
vec3_t enPos;
VectorCopy(enemy->currentState.pos.trBase, enPos);
VectorSubtract(enPos, ent->lerpOrigin, enAng);
VectorNormalize(enAng);
vectoangles(enAng, enAng);
enAng[ROLL] = 0;
enAng[PITCH] += 90;
CreepToPosition(enAng, ent->turAngles);
}
}
else
{
vec3_t idleAng;
float turnAmount;
if (ent->turAngles[YAW] > 360)
{
ent->turAngles[YAW] -= 361;
}
if (!ent->dustTrailTime)
{
ent->dustTrailTime = cg.time;
}
turnAmount = (cg.time-ent->dustTrailTime)*0.03;
if (turnAmount > 360)
{
turnAmount = 360;
}
idleAng[PITCH] = 90;
idleAng[ROLL] = 0;
idleAng[YAW] = ent->turAngles[YAW] + turnAmount;
ent->dustTrailTime = cg.time;
CreepToPosition(idleAng, ent->turAngles);
}
if (cg.time < ent->frame_minus1_refreshed)
{
ent->frame_minus1_refreshed = cg.time;
return;
}
ent->frame_minus1_refreshed = cg.time;
trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", ent->turAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_Z, NEGATIVE_X, NULL, 100, cg.time );
}