quadrilateralcowboy/d3xp/trembler.cpp

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2020-06-12 21:06:25 +00:00
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#define HEIGHT_MAX 32
#define FLYRADIUS 45
const idEventDef EV_TremblerReset( "tremblerreset" );
const idEventDef EV_TremblerArm( "<TremblerArm>" );
CLASS_DECLARATION( idAnimatedEntity, idTrembler )
EVENT( EV_Touch, idTrembler::Event_Touch )
EVENT( EV_TremblerReset, idTrembler::Reset)
EVENT( EV_TremblerArm, idTrembler::Arm)
END_CLASS
void idTrembler::Save( idSaveGame *savefile ) const
{
savefile->WriteInt(state);
savefile->WriteVec3(itemOriginalPosition);
itemEnt.Save(savefile);
savefile->WriteInt(ticksoundTime);
}
void idTrembler::Restore( idRestoreGame *savefile )
{
savefile->ReadInt(state);
savefile->ReadVec3(itemOriginalPosition);
itemEnt.Restore(savefile);
savefile->ReadInt(ticksoundTime);
}
//state
//-1 = waiting for item to settle.
// 0 = armed.
// 1 = alarm tripped.
void idTrembler::Spawn( void )
{
itemEnt = NULL;
itemOriginalPosition = idVec3(0,0,0);
state = -1;
ticksoundTime = 0;
Reset();
BecomeActive( TH_THINK );
}
void idTrembler::Reset( void )
{
StopSound( SND_CHANNEL_ANY, false );
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0.7f;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1;
UpdateVisuals();
state = -1;
int resettime = spawnArgs.GetInt("armtime");
Event_PlayAnim("idle", 1);
PostEventMS( &EV_TremblerArm, resettime ); //give a little delay to let physics settle the objects down.
}
void idTrembler::Arm( void )
{
if ( !itemEnt.IsValid() )
{
idStr itemName = spawnArgs.GetString( "itemname", "" );
if ( itemName.Length() )
{
itemEnt = gameLocal.FindEntity( itemName );
if (!itemEnt.IsValid())
{
common->Warning("idTrembler %s couldn't find item '%s'.", name.c_str(), itemName.c_str());
}
}
else
{
common->Warning("idTrembler %s has no 'itemname' value.", name.c_str());
}
}
if (itemEnt.IsValid())
{
itemOriginalPosition = itemEnt.GetEntity()->GetPhysics()->GetOrigin();
}
state = 0;
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
UpdateVisuals();
}
void idTrembler::Think( void )
{
if (state == 0 && itemEnt.IsValid())
{
idVec3 currentPosition = itemEnt.GetEntity()->GetPhysics()->GetOrigin();
if (currentPosition.x != itemOriginalPosition.x || currentPosition.y != itemOriginalPosition.y
|| currentPosition.z != itemOriginalPosition.z || itemEnt.GetEntity()->IsHidden())
{
Event_Touch(NULL,NULL);
}
}
if (state == 1)
{
if (gameLocal.time > ticksoundTime)
{
StopSound( SND_CHANNEL_BODY2, false );
ticksoundTime = gameLocal.time + 1000000;
}
}
//Render the polys.
idAnimatedEntity::Present();
}
void idTrembler::Event_Touch( idEntity *other, trace_t *trace )
{
if (state == 0)
{
idEntity *entityList[ MAX_GENTITIES ];
int i;
int flyforce;
state = 1;
Event_PlayAnim("bounce", 1);
StartSound( "snd_trigger", SND_CHANNEL_BODY, 0, false, NULL );
StartSound( "snd_trigger_idle", SND_CHANNEL_BODY2, 0, false, NULL );
ticksoundTime = gameLocal.time + (spawnArgs.GetInt("ticktime", "10") * 1000);
if (g_skill.GetInteger() > 0)
{
ActivateTargets(this); //activate alarm.
}
int listedEntities = gameLocal.EntitiesWithinRadius( GetPhysics()->GetOrigin(), FLYRADIUS, entityList, MAX_GENTITIES );
flyforce = spawnArgs.GetInt("force", "256");
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
UpdateVisuals();
//KA BOIIIIINNNGGGGGG
for (i = 0; i < listedEntities; i++)
{
idEntity *ent = entityList[ i ];
if (!ent)
{
continue;
}
float ent_zpos = ent->GetPhysics()->GetOrigin().z;
float trembler_zpos = this->GetPhysics()->GetOrigin().z;
//only affect things above the trembler.
if (ent_zpos < trembler_zpos)
continue;
//only affect things within X height of trembler.
if (ent_zpos > trembler_zpos + HEIGHT_MAX)
continue;
if ( !ent->IsType( idMoveableItem::Type ) && !ent->IsType( idMoveable::Type ) )
continue;
ent->GetPhysics()->SetLinearVelocity(idVec3(0,0,1) * flyforce);
}
}
}