/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
/* Modifications
Copyright 2003-2004 Bytonic Software
Copyright 2010 Google Inc.
*/
package com.googlecode.gwtquake.shared.game;
import com.googlecode.gwtquake.shared.util.Math3D;
public class PlayerTrail {
/*
* ==============================================================================
*
* PLAYER TRAIL
*
* ==============================================================================
*
* This is a circular list containing the a list of points of where the
* player has been recently. It is used by monsters for pursuit.
*
* .origin the spot .owner forward link .aiment backward link
*/
static int TRAIL_LENGTH = 8;
static Entity trail[] = new Entity[TRAIL_LENGTH];
static int trail_head;
static boolean trail_active = false;
static {
//TODO: potential error
for (int n = 0; n < TRAIL_LENGTH; n++)
trail[n] = new Entity(n);
}
static int NEXT(int n) {
return (n + 1) % PlayerTrail.TRAIL_LENGTH;
}
static int PREV(int n) {
return (n + PlayerTrail.TRAIL_LENGTH - 1) % PlayerTrail.TRAIL_LENGTH;
}
static void Init() {
// FIXME || coop
if (GameBase.deathmatch.value != 0)
return;
for (int n = 0; n < PlayerTrail.TRAIL_LENGTH; n++) {
PlayerTrail.trail[n] = GameUtil.G_Spawn();
PlayerTrail.trail[n].classname = "player_trail";
}
trail_head = 0;
trail_active = true;
}
static void Add(float[] spot) {
float[] temp = { 0, 0, 0 };
if (!trail_active)
return;
Math3D.VectorCopy(spot, PlayerTrail.trail[trail_head].s.origin);
PlayerTrail.trail[trail_head].timestamp = GameBase.level.time;
Math3D.VectorSubtract(spot,
PlayerTrail.trail[PREV(trail_head)].s.origin, temp);
PlayerTrail.trail[trail_head].s.angles[1] = Math3D.vectoyaw(temp);
trail_head = NEXT(trail_head);
}
static void New(float[] spot) {
if (!trail_active)
return;
Init();
Add(spot);
}
static Entity PickFirst(Entity self) {
if (!trail_active)
return null;
int marker = trail_head;
for (int n = PlayerTrail.TRAIL_LENGTH; n > 0; n--) {
if (PlayerTrail.trail[marker].timestamp <= self.monsterinfo.trail_time)
marker = NEXT(marker);
else
break;
}
if (GameUtil.visible(self, PlayerTrail.trail[marker])) {
return PlayerTrail.trail[marker];
}
if (GameUtil.visible(self, PlayerTrail.trail[PREV(marker)])) {
return PlayerTrail.trail[PREV(marker)];
}
return PlayerTrail.trail[marker];
}
static Entity PickNext(Entity self) {
int marker;
int n;
if (!trail_active)
return null;
for (marker = trail_head, n = PlayerTrail.TRAIL_LENGTH; n > 0; n--) {
if (PlayerTrail.trail[marker].timestamp <= self.monsterinfo.trail_time)
marker = NEXT(marker);
else
break;
}
return PlayerTrail.trail[marker];
}
static Entity LastSpot() {
return PlayerTrail.trail[PREV(trail_head)];
}
}