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- #include "game.h"
-
- void turret::init()
- {
- if (base)
- pos=base->pivotpos;
- tubels=*((local_system *)this);
- tubels.rotate(vector(180,0,0));
- }
-
- void turret::draw()
- {
- active=2;
- if (base==0 || tube==0)
- return;
- if (node)
- {
- base->color=node->color+dynlight;
- tube->color=base->color;
- dynlight.null();
- }
- glPushMatrix();
- glTranslatef(pos.x,pos.y,pos.z);
- glPushMatrix();
- glMultMatrixf((float *)&mat);
- base->draw();
- glPopMatrix();
- glMultMatrixf((float *)&tubels.mat);
- tube->draw();
- glPopMatrix();
- }
-
- void turret_find(void *data,bsp_object *e)
- {
- turret *t=(turret *)data;
- if (e->type==TYPE_SHIP)
- {
- float dist=(e->pos-t->pos).length();
- if (dist<t->enemydist)
- {
- flyengine->excludecollision=e;
- if (flyengine->collision_test(flyengine->bsp,t->pos,e->pos))
- {
- flyengine->excludecollision=0;
- return;
- }
- flyengine->excludecollision=0;
- t->enemy=e;
- t->enemydist=dist;
- }
- }
- }
-
- int turret::step(int dt)
- {
- // not activated yet by a render
- if (active!=2) return 0;
-
- // if no shield, exlode and die
- if (shield<0.0f)
- {
- life=-1; // die
- if (exp)
- exp->do_explode(pos,Z,-1); // explode
- return 0;
- }
-
- // look around for enemy
- enemy=0;
- enemydist=lookrange;
- flyengine->apply_bsp(flyengine->bsp,pos,lookrange,this,turret_find);
-
- // if enemy found
- if (enemy)
- {
- // get enemy direction and try to align cannon
- vector dir=pos-enemy->pos;
- dir.normalize();
- tubels.rotate(tubels.Z,dir,rotvel*dt);
-
- // if cannon is inside fire angle threshold
- if (g && vec_dot(dir,tubels.Z)>fireang)
- if (g->fire_status())
- {
- local_system ls=*((local_system *)this);
- *((local_system *)this)=tubels;
- g->fire(this,-1);
- *((local_system *)this)=ls;
- }
- }
-
- return 0;
- }
-
- int turret::get_custom_param_desc(int i,param_desc *pd)
- {
- if (pd==0)
- return 8;
- else
- switch(i)
- {
- case 0:
- pd->type='3';
- pd->data=&base;
- strcpy(pd->name,"base");
- break;
- case 1:
- pd->type='3';
- pd->data=&tube;
- strcpy(pd->name,"tube");
- break;
- case 2:
- pd->type=TYPE_GUN;
- pd->data=&g;
- strcpy(pd->name,"gun");
- break;
- case 3:
- pd->type='f';
- pd->data=&lookrange;
- strcpy(pd->name,"lookrange");
- break;
- case 4:
- pd->type='a';
- pd->data=&fireang;
- strcpy(pd->name,"fireang");
- break;
- case 5:
- pd->type='f';
- pd->data=&shield;
- strcpy(pd->name,"shield");
- break;
- case 6:
- pd->type=TYPE_EXPLODE;
- pd->data=&exp;
- strcpy(pd->name,"explode");
- break;
- case 7:
- pd->type='f';
- pd->data=&rotvel;
- strcpy(pd->name,"rotvel");
- break;
- }
- return 0;
- }
-
- int turret::message(vector& p,float rad,int msg,int param,void *data)
- {
- if (msg==FLYOBJM_DAMAGE)
- {
- vector v=pos-p;
- float len=v.length();
- if (len>rad || len<SMALL)
- return 0;
-
- flyengine->excludecollision=this;
- if(flyengine->collision_test(flyengine->bsp, p, pos))
- {
- flyengine->excludecollision=0;
- return 0;
- }
- flyengine->excludecollision=0;
-
- shield-=*((float *)data)*(1.0f-len/rad);
- }
- else
- if (msg==FLYOBJM_ILLUM)
- {
- float fac=(p-pos).length()/rad;
- if (fac<1.0f)
- dynlight+=*((vector *)data)*(1.0f-fac);
- }
-
- return 0;
- }
-
- mesh *turret::ray_intersect(vector& ro,vector& rd,vector& ip,float& dist,int &facenum,float rad)
- {
- if (base)
- {
- static float d1,d2;
- vector
- ro_local=(ro-pos)*mat_t,
- rd_local=rd*mat_t;
- if (base->bbox.ray_intersect(ro_local,rd_local,d1,d2))
- {
- facenum=base->ray_intersect(ro_local,rd_local,ip,dist,rad);
- if (facenum>-1)
- {
- if (flyengine->stepobj &&
- (flyengine->stepobj->type==TYPE_LASER || flyengine->stepobj->type==TYPE_MISSILE)
- && dist<1.0f && ((gun_projectile *)flyengine->stepobj)->damage>0.0f)
- shield-=((gun_projectile *)flyengine->stepobj)->damage;
- ip=ip*mat+pos;
- return base;
- }
- }
- }
- return 0;
- }
-