sin-sdk/camgun.cpp
1998-12-20 00:00:00 +00:00

298 lines
No EOL
6.8 KiB
C++

//-----------------------------------------------------------------------------
//
// $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
)
{
}