//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/camgun.cpp $ // $Revision:: 18 $ // $Author:: Markd $ // $Date:: 10/15/98 3:39p $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/camgun.cpp $ // // 18 10/15/98 3:39p Markd // Moved health parsing into turrets constructor // // 17 10/01/98 4:01p Markd // Added Archive and Unarchive functions // // 16 9/22/98 4:57p Aldie // Moved lagtime check right before firing // // 15 9/20/98 9:08p Aldie // Fixed some stuff with the patience of turrets // // 14 9/19/98 6:09p Aldie // Made wakeupdistance and firingdistance spawn args // // 13 8/27/98 9:01p Jimdose // Centroid is now a variable // // 12 8/17/98 8:36p Aldie // Fixed angle clamping // // 11 8/17/98 2:56p Aldie // Make camgun take into account angles // // 10 8/15/98 2:18p Aldie // Added health to camguns // // 9 8/10/98 6:52p Aldie // Fixed an error in ClassDeclaration // // 8 7/26/98 6:54a Aldie // Tweaked range and no damage // // 7 7/26/98 6:43a Aldie // Increase distance // // 6 7/22/98 5:15p Aldie // Fixed general behavior // // 5 7/17/98 7:04p Aldie // Increased next seek time and removed some useless code. // // 4 7/17/98 4:39p Aldie // Fixed some camgun stuff. // // 3 7/10/98 5:38p Aldie // Changed camgun's health and made it take damage // // 2 7/07/98 4:10p Aldie // First version of camgun // // DESCRIPTION: // Generic turret #include "turret.h" #include "weapon.h" class EXPORT_FROM_DLL Camgun : public Turret { private: Vector zeroangle; float yawrange; float pitchrange; float maxpitch; float maxyaw; Vector new_orientation; public: CLASS_PROTOTYPE( Camgun ); Camgun(); virtual void Seek( Event *ev ); virtual void Turn( Event *ev ); virtual void Down( Event *ev ); virtual void ClampOrientation( void ); virtual void Archive( Archiver &arc ); virtual void Unarchive( Archiver &arc ); }; EXPORT_FROM_DLL void Camgun::Archive ( Archiver &arc ) { Turret::Archive( arc ); arc.WriteVector( zeroangle ); arc.WriteFloat( yawrange ); arc.WriteFloat( pitchrange ); arc.WriteFloat( maxpitch ); arc.WriteFloat( maxyaw ); arc.WriteVector( new_orientation ); } EXPORT_FROM_DLL void Camgun::Unarchive ( Archiver &arc ) { Turret::Unarchive( arc ); arc.ReadVector( &zeroangle ); arc.ReadFloat( &yawrange ); arc.ReadFloat( &pitchrange ); arc.ReadFloat( &maxpitch ); arc.ReadFloat( &maxyaw ); arc.ReadVector( &new_orientation ); } CLASS_DECLARATION( Turret, Camgun, "trap_camgun" ); ResponseDef Camgun::Responses[] = { { NULL, NULL } }; Camgun::Camgun ( void ) { setModel( "camgun2.def" ); RandomAnimate( "down_idle", NULL ); setMoveType( MOVETYPE_NONE ); setSolidType( SOLID_BBOX ); gunoffset = "0 0 0"; neworientation = angles.yaw(); flags |= FL_SPARKS; zeroangle = Vector ( 0, G_GetFloatArg( "angle", 0 ), 0 ); if ( zeroangle[ YAW ] > 180 ) zeroangle[ YAW ] -= 360; if ( zeroangle[ YAW ] < -180 ) zeroangle[ YAW ] += 360; yawrange = G_GetFloatArg( "yawrange", 180 ); maxyaw = yawrange; pitchrange = G_GetFloatArg( "pitchrange", 180 ); maxpitch = pitchrange; wakeupdistance = G_GetFloatArg( "wakeupdistance", 750 ); firingdistance = G_GetFloatArg( "firingdistance", 800 ); } void Camgun::ClampOrientation ( ) { Vector delta; delta = new_orientation - zeroangle; if ( delta[ PITCH ] > 180 ) delta[ PITCH ] -= 360; if ( delta[ PITCH ] < -180 ) delta[ PITCH ] += 360; if ( delta[ PITCH ] > maxpitch ) delta[ PITCH ] = maxpitch; if ( delta[ PITCH ] < -maxpitch ) delta[ PITCH ] = -maxpitch; if ( delta[ YAW ] > 180 ) delta[ YAW ] -= 360; if ( delta[ YAW ] < -180 ) delta[ YAW ] += 360; if ( delta[YAW] > maxyaw ) delta[YAW] = maxyaw; if ( delta[YAW] < -maxyaw ) delta[YAW] = -maxyaw; new_orientation[ PITCH ] = zeroangle[ PITCH ] + delta[ PITCH ]; new_orientation[ YAW ] = zeroangle[ YAW ] + delta[ YAW ]; } void Camgun::Seek ( Event *ev ) { Entity *ent; Vector v; Vector s; int range; Vector f; Vector pos; active = true; ent = NULL; if ( enemy ) { ent = G_GetEntity( enemy ); if ( ( !ent ) || ( ent->health <= 0 ) || ( ent->flags & FL_NOTARGET ) || ( ent == this ) ) { enemy = 0; ent = NULL; } else { range = Range( Distance( ent ) ); } } if ( ( lastSightTime ) && ( ( lastSightTime + patience ) < level.time ) ) { ProcessEvent( EV_Turret_GoDown ); } if ( !enemy ) { FindTarget(); PostEvent( EV_Turret_Seek, FRAMETIME * 2 ); return; } if ( ( range != TURRET_OUTOFRANGE ) && ent && CanSee( ent ) ) { lastSightTime = level.time; v = ent->centroid - worldorigin; new_orientation = v.toAngles(); ClampOrientation(); } if ( ( angles[ YAW ] != new_orientation[ YAW ] ) && !turning) { Event *event; event = new Event( EV_Turret_Turn ); event->AddVector( new_orientation ); ProcessEvent( event ); } if ( range == TURRET_FIRERANGE && !attacking) { // Allow some freetime to let player get somewhere before turret shoots if ( level.time < firetime ) { PostEvent( EV_Turret_Seek, FRAMETIME ); return; } PostEvent( EV_Turret_Attack, 0.1 ); } PostEvent( EV_Turret_Seek, FRAMETIME ); } void Camgun::Turn ( Event *ev ) { Vector new_angle = ev->GetVector( 1 ); if ( angles[ YAW ] != new_angle[ YAW ] ) { turntime = level.time + 0.2; turning = true; } else if ( turntime < level.time ) { turning = false; angles[ PITCH ] = -new_angle[ PITCH ]; return; } angles[ PITCH ] = -new_angle[ PITCH ]; angles[ YAW ] = new_angle[ YAW ];//AdjustAngle( 12, angles[ YAW ], new_angle[ YAW ] ); setAngles( angles ); PostEvent( ev, FRAMETIME ); } void Camgun::Down ( Event *ev ) { }