mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-12-11 05:00:51 +00:00
204 lines
4.2 KiB
C++
204 lines
4.2 KiB
C++
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#define HEIGHT_MAX 32
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#define FLYRADIUS 45
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const idEventDef EV_TremblerReset( "tremblerreset" );
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const idEventDef EV_TremblerArm( "<TremblerArm>" );
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CLASS_DECLARATION( idAnimatedEntity, idTrembler )
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EVENT( EV_Touch, idTrembler::Event_Touch )
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EVENT( EV_TremblerReset, idTrembler::Reset)
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EVENT( EV_TremblerArm, idTrembler::Arm)
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END_CLASS
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void idTrembler::Save( idSaveGame *savefile ) const
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{
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savefile->WriteInt(state);
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savefile->WriteVec3(itemOriginalPosition);
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itemEnt.Save(savefile);
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savefile->WriteInt(ticksoundTime);
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}
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void idTrembler::Restore( idRestoreGame *savefile )
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{
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savefile->ReadInt(state);
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savefile->ReadVec3(itemOriginalPosition);
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itemEnt.Restore(savefile);
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savefile->ReadInt(ticksoundTime);
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}
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//state
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//-1 = waiting for item to settle.
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// 0 = armed.
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// 1 = alarm tripped.
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void idTrembler::Spawn( void )
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{
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itemEnt = NULL;
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itemOriginalPosition = idVec3(0,0,0);
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state = -1;
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ticksoundTime = 0;
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Reset();
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BecomeActive( TH_THINK );
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}
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void idTrembler::Reset( void )
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{
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StopSound( SND_CHANNEL_ANY, false );
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renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
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renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0.7f;
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1;
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UpdateVisuals();
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state = -1;
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int resettime = spawnArgs.GetInt("armtime");
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Event_PlayAnim("idle", 1);
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PostEventMS( &EV_TremblerArm, resettime ); //give a little delay to let physics settle the objects down.
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}
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void idTrembler::Arm( void )
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{
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if ( !itemEnt.IsValid() )
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{
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idStr itemName = spawnArgs.GetString( "itemname", "" );
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if ( itemName.Length() )
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{
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itemEnt = gameLocal.FindEntity( itemName );
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if (!itemEnt.IsValid())
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{
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common->Warning("idTrembler %s couldn't find item '%s'.", name.c_str(), itemName.c_str());
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}
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}
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else
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{
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common->Warning("idTrembler %s has no 'itemname' value.", name.c_str());
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}
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}
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if (itemEnt.IsValid())
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{
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itemOriginalPosition = itemEnt.GetEntity()->GetPhysics()->GetOrigin();
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}
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state = 0;
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renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
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renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
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UpdateVisuals();
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}
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void idTrembler::Think( void )
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{
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if (state == 0 && itemEnt.IsValid())
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{
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idVec3 currentPosition = itemEnt.GetEntity()->GetPhysics()->GetOrigin();
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if (currentPosition.x != itemOriginalPosition.x || currentPosition.y != itemOriginalPosition.y
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|| currentPosition.z != itemOriginalPosition.z || itemEnt.GetEntity()->IsHidden())
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{
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Event_Touch(NULL,NULL);
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}
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}
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if (state == 1)
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{
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if (gameLocal.time > ticksoundTime)
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{
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StopSound( SND_CHANNEL_BODY2, false );
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ticksoundTime = gameLocal.time + 1000000;
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}
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}
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//Render the polys.
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idAnimatedEntity::Present();
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}
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void idTrembler::Event_Touch( idEntity *other, trace_t *trace )
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{
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if (state == 0)
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{
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idEntity *entityList[ MAX_GENTITIES ];
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int i;
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int flyforce;
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state = 1;
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Event_PlayAnim("bounce", 1);
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StartSound( "snd_trigger", SND_CHANNEL_BODY, 0, false, NULL );
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StartSound( "snd_trigger_idle", SND_CHANNEL_BODY2, 0, false, NULL );
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ticksoundTime = gameLocal.time + (spawnArgs.GetInt("ticktime", "10") * 1000);
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if (g_skill.GetInteger() > 0)
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{
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ActivateTargets(this); //activate alarm.
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}
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int listedEntities = gameLocal.EntitiesWithinRadius( GetPhysics()->GetOrigin(), FLYRADIUS, entityList, MAX_GENTITIES );
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flyforce = spawnArgs.GetInt("force", "256");
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renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
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renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0;
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
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UpdateVisuals();
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//KA BOIIIIINNNGGGGGG
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for (i = 0; i < listedEntities; i++)
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{
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idEntity *ent = entityList[ i ];
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if (!ent)
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{
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continue;
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}
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float ent_zpos = ent->GetPhysics()->GetOrigin().z;
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float trembler_zpos = this->GetPhysics()->GetOrigin().z;
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//only affect things above the trembler.
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if (ent_zpos < trembler_zpos)
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continue;
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//only affect things within X height of trembler.
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if (ent_zpos > trembler_zpos + HEIGHT_MAX)
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continue;
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if ( !ent->IsType( idMoveableItem::Type ) && !ent->IsType( idMoveable::Type ) )
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continue;
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ent->GetPhysics()->SetLinearVelocity(idVec3(0,0,1) * flyforce);
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}
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}
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}
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