/**********************************************************************
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 "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"
#include "sound/sound.hh"
#include "objs/map_piece.hh"
#include "image_man.hh"
#include "player.hh"
static g1_team_icon_ref radar_im("bitmaps/radar/tower_missile.tga");
enum {DATA_VERSION=1};
static g1_model_ref model_ref("tower_missile_base"),
launcher_ref("tower_missile_launcher"),
bottom_ref("tower_missile_bottom");
static i4_3d_vector launcher_attach, launcher_offset, launch;
S1_SFX(tower_secured, "narrative/turret_captured_22khz.wav", S1_STREAMED, 200);
S1_SFX(tower_lost, "narrative/turret_lost_22khz.wav", S1_STREAMED, 200);
void g1_tower_missile_init()
{
launcher_attach.set(0,0,0);
model_ref()->get_mount_point("Mount", launcher_attach);
launcher_offset.set(0,0,0);
launcher_ref()->get_mount_point("Mount", launcher_offset);
launcher_offset.reverse();
launch.set(0,1.0,0);
launcher_ref()->get_mount_point("Missiles", launch);
}
class g1_tower_missile_class : public g1_map_piece_class
{
protected:
g1_mini_object *launcher,*bottom;
i4_float guard_angle, guard_pitch;
int guard_time;
int missiles;
public:
g1_tower_missile_class(g1_object_type id, g1_loader_class *fp)
//{{{
: g1_map_piece_class(id,fp)
{
defaults = get_type()->defaults;
draw_params.setup(model_ref.id());
allocate_mini_objects(2,"tower_missile mini objects");
launcher = &mini_objects[0];
launcher->defmodeltype = launcher_ref.id();
launcher->position(launcher_attach);
launcher->offset = launcher_offset;
launcher->grab_old();
bottom = &mini_objects[1];
bottom->defmodeltype = bottom_ref.id();
bottom->grab_old();
fire_delay = 0;
guard_angle = 0;
guard_pitch = 0;
guard_time = 0;
missiles = 6;
radar_type=G1_RADAR_BUILDING;
radar_image=&radar_im;
set_flag(BLOCKING |
SELECTABLE |
TARGETABLE |
GROUND |
HIT_GROUND |
HIT_AERIAL |
DANGEROUS, 1);
}
//}}}
virtual void save(g1_saver_class *fp)
//{{{
{
g1_map_piece_class::save(fp);
}
//}}}
virtual void fire()
//{{{
{
if (missiles==0)
return;
fire_delay = defaults->fire_delay;
missiles--;
i4_3d_point_class p, pos, dir;
i4_transform_class t, main, l2w;
launcher->calc_transform(1.0, &t);
calc_world_transform(1.0, &main);
l2w.multiply(main, t);
static i4_float px[] = { 0, -0.05, +0.05, -0.05, +0.05, 0 };
static i4_float py[] = { -0.03, +0.03, +0.03, -0.03, -0.03, +0.03 };
p = launch;
p.x += px[missiles];
p.y += py[missiles];
l2w.transform(p,pos);
l2w.transform_3x3(i4_3d_point_class(0.4,px[missiles],py[missiles]),dir);
g1_fire(defaults->fire_type, this, attack_target.get(), pos, dir);
}
//}}}
virtual void change_player_num(int new_player_num)
//{{{
{
if (new_player_num==g1_player_man.local_player)
tower_secured.play();
if (player_num==g1_player_man.local_player)
tower_lost.play();
g1_object_class::change_player_num(new_player_num);
if (healthhealth)
health += defaults->health;
set_flag(DANGEROUS,1);
request_think();
}
//}}}
virtual void think()
//{{{
{
if (health<=1)
return;
find_target();
if (fire_delay>0)
{
fire_delay--;
if (fire_delay==0)
missiles = 6;
}
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+launcher_attach.z);
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(theta,guard_angle,defaults->turn_speed);
aimed = (dangleturn_speed && dangle>-defaults->turn_speed);
bottom->rotation.z = -theta;
dangle = i4_rotate_to(launcher->rotation.y,guard_pitch,defaults->turn_speed);
aimed &= (dangleturn_speed && dangle>-defaults->turn_speed);
if (aimed)
fire();
guard_time = 30;
}
else
{
request_think(); // move this to draw function
if (guard_time<=0)
{
guard_angle = g1_float_rand(1)*i4_2pi();
guard_pitch = (-g1_float_rand(2)*0.5 + 0.25)*i4_pi();
i4_normalize_angle(guard_pitch);
guard_time = 20;
}
int aimed;
aimed = (i4_rotate_to(theta,guard_angle,defaults->turn_speed)==0.0);
bottom->rotation.z = -theta;
aimed &= (i4_rotate_to(launcher->rotation.y,guard_pitch,defaults->turn_speed)==0.0);
if (aimed)
if (guard_time>0)
guard_time--;
}
}
//}}}
virtual i4_bool check_collision(const i4_3d_vector &start, i4_3d_vector &ray)
//{{{
{
i4_3d_vector normal;
return g1_model_collide_polygonal(this, draw_params, start, ray, normal);
}
//}}}
virtual void damage(g1_object_class *obj, int hp, i4_3d_vector _damage_dir)
//{{{
{
health -= hp;
if (health<1)
{
health=1;
set_flag(DANGEROUS,0);
}
request_think();
}
//}}}
};
g1_object_definer
g1_tower_missile_def("tower_missile", g1_object_definition_class::EDITOR_SELECTABLE,
g1_tower_missile_init);
//{{{ Emacs Locals
// Local Variables:
// folded-file: t
// End:
//}}}