mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-12-11 05:00:51 +00:00
702 lines
16 KiB
C++
702 lines
16 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 WALKSPEED 9 //was 9
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#define WALKBOUNCE 6 //if hit an obstacle then bounce a bit to dislodge itself.
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#define DIST_MOD 0.11f
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#define MAXPITCH 50
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#define MAXROLL 50
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#define OFFROADTIME 200
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#define JUMPDISTANCE 192
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#define JUMPHEIGHT 256
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#define PLUGMOVETIME 0.2f
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#define JUMP_STARTTIME 400
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const idEventDef EV_weevil_forward( "weevilforward", "d" );
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const idEventDef EV_weevil_turn( "weevilturn", "d" );
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const idEventDef EV_weevil_stop( "weevilstop" );
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const idEventDef EV_weevil_stand( "weevilstand" );
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const idEventDef EV_weevil_light( "weevillight", "d" );
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const idEventDef EV_weevil_jump( "weeviljump" );
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const idEventDef EV_weevil_gravity( "weevilgravity", "d" );
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const idEventDef EV_weevil_getgravity( "weevilgetgravity", NULL, 'd' );
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const idEventDef EV_weevil_doplug( "weevildoplug", "de" );
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const idEventDef EV_weevil_plugConnected( "<weevilPlugConnected>", "v" );
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const idEventDef EV_weevil_isPlugConnected( "isweevilplugconnected", NULL, 'd' );
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const idEventDef EV_weevil_eyemove("weevileyemove", "ffd", 'd');
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CLASS_DECLARATION( idMoveableItem, idWeevil )
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EVENT( EV_weevil_forward, idWeevil::Event_forward )
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EVENT( EV_weevil_turn, idWeevil::Event_turn )
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EVENT( EV_weevil_stop, idWeevil::Event_stop )
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EVENT( EV_weevil_stand, idWeevil::Event_stand )
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EVENT( EV_weevil_light, idWeevil::Event_light )
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EVENT( EV_weevil_jump, idWeevil::Event_jump )
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EVENT( EV_weevil_gravity, idWeevil::Event_gravity )
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EVENT( EV_weevil_getgravity, idWeevil::Event_getgravity )
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EVENT( EV_weevil_doplug, idWeevil::Event_doPlug )
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EVENT( EV_weevil_plugConnected, idWeevil::Event_plugdone)
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EVENT( EV_weevil_isPlugConnected, idWeevil::Event_isweevilplugconnected)
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EVENT( EV_weevil_eyemove, idWeevil::Event_weevilEyeMove)
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END_CLASS
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void idWeevil::Save( idSaveGame *savefile ) const
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{
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savefile->WriteBool(isGravity);
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savefile->WriteInt(state);
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savefile->WriteInt(walkDirection);
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savefile->WriteInt(turnCurrent);
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savefile->WriteInt(turnTarget);
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savefile->WriteInt(turnDirection);
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savefile->WriteInt(offroadTimer);
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savefile->WriteInt(jumpstartTimer);
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savefile->WriteVec3(lastPosition);
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savefile->WriteObject(model);
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savefile->WriteObject(nosecam);
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savefile->WriteObject(light);
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savefile->WriteObject(plugModel);
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savefile->WriteObject(beamStart);
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savefile->WriteObject(beamEnd);
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savefile->WriteJoint(headJoint);
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}
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void idWeevil::Restore( idRestoreGame *savefile )
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{
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savefile->ReadBool(isGravity);
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savefile->ReadInt(state);
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savefile->ReadInt(walkDirection);
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savefile->ReadInt(turnCurrent);
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savefile->ReadInt(turnTarget);
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savefile->ReadInt(turnDirection);
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savefile->ReadInt(offroadTimer);
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savefile->ReadInt(jumpstartTimer);
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savefile->ReadVec3(lastPosition);
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savefile->ReadObject(reinterpret_cast<idClass *&>(model));
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savefile->ReadObject(reinterpret_cast<idClass *&>(nosecam));
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savefile->ReadObject(reinterpret_cast<idClass *&>(light));
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savefile->ReadObject(reinterpret_cast<idClass *&>(plugModel));
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savefile->ReadObject(reinterpret_cast<idClass *&>(beamStart));
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savefile->ReadObject(reinterpret_cast<idClass *&>(beamEnd));
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savefile->ReadJoint(headJoint);
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}
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void idWeevil::Spawn( void )
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{
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idDict args;
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jointHandle_t noseJoint;
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idVec3 nosePos;
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idMat3 noseAxis;
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idVec3 forward;
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state = 0;
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walkDirection = 1;
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turnCurrent = 0;
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turnTarget = 0;
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turnDirection = 1;
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offroadTimer = 0;
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jumpstartTimer = 0;
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lastPosition = vec3_zero;
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isGravity = true;
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BecomeActive( TH_THINK );
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//MODEL
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this->GetPhysics()->GetAxis().ToAngles().ToVectors(&forward);
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args.Clear();
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args.SetVector( "origin", this->GetPhysics()->GetOrigin() );
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args.Set( "model", "monster_weevil" );
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args.Set( "cycle", "-1" );
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//args.Set( "notriggeronanim", "1" );
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model = ( idAnimatedEntity * )gameLocal.SpawnEntityType( idAnimatedEntity::Type, &args );
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model->SetAxis( this->GetPhysics()->GetAxis() );
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// BEAMS / PLUGS
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args.Clear();
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args.Set( "model", "models/datajack_plug/tris.ase" );
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args.SetBool( "solid", 0);
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plugModel = ( idMover * )gameLocal.SpawnEntityType( idMover::Type, &args );
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plugModel->Hide();
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args.Clear();
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args.SetInt( "start_off", 1);
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beamEnd = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type );
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args.Clear();
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args.Set( "target", beamEnd->name.c_str() );
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args.Set( "skin", "skins/beam_black");
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args.SetInt( "start_off", 1);
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beamStart = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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beamStart->Hide();
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beamStart->Event_SetWidth(0.5f);
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idVec3 selfForward, selfUp;
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idAngles selfAng = this->GetPhysics()->GetAxis().ToAngles();
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selfAng.ToVectors(&selfForward, NULL, &selfUp);
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idVec3 attachPoint = this->GetPhysics()->GetOrigin() + (selfForward * -3) + (selfUp * 7);
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beamStart->SetOrigin(attachPoint );
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beamStart->Bind( this, false );
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idVec3 plugForward;
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idAngles plugAng = plugModel->GetPhysics()->GetAxis().ToAngles();
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selfAng.ToVectors(&plugForward, NULL, NULL);
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idVec3 plugEndPoint = plugModel->GetPhysics()->GetOrigin() + (plugForward * 0.9f);
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beamEnd->SetOrigin(plugEndPoint);
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beamEnd->Bind(plugModel, false);
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beamEnd->Hide();
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model->Bind(this, true);
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//nose camera.
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noseJoint = model->GetAnimator()->GetJointHandle( "head" );
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model->GetAnimator()->GetJointTransform( noseJoint, gameLocal.time, nosePos, noseAxis );
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args.Clear();
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args.SetVector( "origin", nosePos + this->GetPhysics()->GetOrigin() + (forward * -2));
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args.Set( "classname", "func_cameraview" );
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gameLocal.SpawnEntityDef( args, &nosecam );
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nosecam->BindToJoint(model, noseJoint, true);
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nosecam->BecomeActive(TH_PHYSICS);
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this->spawnArgs.Set("nosecamera_name", nosecam->GetName());
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//spawn light.
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args.Clear();
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args.SetVector( "origin", nosePos + this->GetPhysics()->GetOrigin() + (forward * 0.9f) );
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args.Set( "light_target", "1 0 -0.3" );
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args.Set( "light_up", "0 0 1" );
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args.Set( "light_right", "0 -1.5 0" );
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args.Set( "light_end", "128 0 0" );
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args.Set( "texture", "lights/monitorglow" );
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args.Set("start_off", "1");
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args.SetInt("alarmlight", 0);
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light = ( idLight * )gameLocal.SpawnEntityType( idLight::Type, &args );
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light->Bind(this, true);
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headJoint = model->GetAnimator()->GetJointHandle( "head" );
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}
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bool idWeevil::isJumping( void )
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{
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if (jumpstartTimer > gameLocal.time)
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return true;
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return false;
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}
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void idWeevil::OnGet( void )
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{
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gameLocal.KillCCTVs();
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beamStart->PostEventMS( &EV_Remove, 0 );
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beamEnd->PostEventMS( &EV_Remove, 0 );
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plugModel->PostEventMS( &EV_Remove, 0 );
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}
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void idWeevil::Event_isweevilplugconnected( void )
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{
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if (plugModel->IsHidden())
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idThread::ReturnInt(0);
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else
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idThread::ReturnInt(1);
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}
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void idWeevil::Event_plugdone( idVec3 const &position )
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{
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idDict args;
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args.Clear();
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args.SetVector( "origin", position );
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args.Set( "model", spawnArgs.GetString("smoke_plug", "plugconnect.prt") );
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args.SetBool( "start_off", false );
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gameLocal.SpawnEntityType( idExplodable::Type, &args );
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StartSound( "snd_plugin", SND_CHANNEL_ANY, 0, false, NULL );
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}
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void idWeevil::Event_doPlug( int active, idEntity *jackEnt )
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{
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if (active <= 0)
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{
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//unplug.
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beamStart->Hide();
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plugModel->Hide();
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return;
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}
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//plug in.
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plugModel->GetPhysics()->SetAxis( jackEnt->GetPhysics()->GetAxis() );
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idVec3 jackForward, jackUp;
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idAngles selfAng = jackEnt->GetPhysics()->GetAxis().ToAngles();
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selfAng.ToVectors(&jackForward, NULL, &jackUp);
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idVec3 jackEndPos = jackEnt->GetPhysics()->GetOrigin() + (jackForward * 0.4) + (jackUp * 1.1);
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//gameRenderWorld->DebugLine(idVec4(0,1,0,1), plugModel->GetPhysics()->GetOrigin(), plugModel->GetPhysics()->GetOrigin() + idVec3(0,0,128), 10000);
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//gameRenderWorld->DebugLine(idVec4(1,1,0,1), jackEndPos, jackEndPos + idVec3(0,0,128), 10000);
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idVec3 weevilUp;
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idAngles weevilAng = this->GetPhysics()->GetAxis().ToAngles();
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weevilAng.ToVectors(NULL, NULL, &weevilUp);
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plugModel->SetOrigin( this->GetPhysics()->GetOrigin() + (weevilUp * 6) );
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plugModel->Event_SetMoveTime(PLUGMOVETIME);
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plugModel->Event_MoveToPos(jackEndPos);
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PostEventSec( &EV_weevil_plugConnected, PLUGMOVETIME, jackEndPos);
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beamEnd->Show();
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beamStart->Show();
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plugModel->Show();
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}
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void idWeevil::Event_jump( void )
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{
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Event_stand();
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state = JUMPSTART;
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this->Event_PlayAnim("jump_start", false);
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jumpstartTimer = gameLocal.time + JUMP_STARTTIME;
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StartSound( "snd_jump", SND_CHANNEL_ANY, 0, false, NULL );
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}
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void idWeevil::Event_getgravity( )
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{
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if (this->isGravity <= 0)
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{
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idThread::ReturnInt( 0 );
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}
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else
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{
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idThread::ReturnInt( 1 );
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}
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}
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void idWeevil::Event_gravity( int value )
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{
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if (value <= 0)
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{
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//gravity is now OFF.
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this->isGravity = 0;
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lastGravityState = false;
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}
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else
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{
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//turn on gravity.
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this->isGravity = 1;
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}
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if (value >= 1)
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{
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//turn on gravity.
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physicsObj.SetGravity( gameLocal.GetGravity() );
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}
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}
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void idWeevil::Event_light( int value )
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{
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if (value)
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{
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if ( !light->isOn )
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{
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StartSound( "snd_light", SND_CHANNEL_ANY, 0, false, NULL );
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}
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light->On();
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}
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else
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{
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if ( light->isOn )
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{
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StartSound( "snd_light", SND_CHANNEL_ANY, 0, false, NULL );
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}
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light->Off();
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}
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}
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void idWeevil::Event_stand( void )
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{
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CancelEvents( &EV_weevil_stop );
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state = IDLE;
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if (!isGravity)
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{
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return;
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}
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idAngles ang = this->GetPhysics()->GetAxis().ToAngles();
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ang.pitch = 0;
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ang.roll = 0;
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this->GetPhysics()->SetAxis( ang.ToMat3() );
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this->SetOrigin(this->GetPhysics()->GetOrigin() + idVec3(0,0,3.0f));
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StartSound( "snd_stand", SND_CHANNEL_ANY, 0, false, NULL );
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}
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void idWeevil::Event_turn( int degrees )
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{
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if (degrees == 0)
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{
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return;
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}
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CancelEvents( &EV_weevil_stop );
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state = TURNING;
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turnCurrent = 0;
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turnTarget = idMath::Abs(degrees);
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if (degrees > 0)
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{
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turnDirection = -1;
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}
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else
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{
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turnDirection = 1;
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}
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Event_PlayAnim("turning", true);
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//this->Event_PlayAnim( "idle", false );
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}
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void idWeevil::Event_forward( int distance )
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{
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if (distance == 0)
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{
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return;
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}
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CancelEvents( &EV_weevil_stop );
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if (distance > 0)
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{
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walkDirection = 1;
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Event_PlayAnim("walk", true);
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}
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else
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{
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walkDirection = -1;
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Event_PlayAnim("walkbackwards", true);
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}
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offroadTimer = gameLocal.time + OFFROADTIME;
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state = WALKING;
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PostEventSec( &EV_weevil_stop, idMath::Abs(distance) * DIST_MOD );
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}
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void idWeevil::Event_stop( void )
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{
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CancelEvents( &EV_weevil_stop );
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state = IDLE;
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Event_PlayAnim("idle", false);
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}
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void idWeevil::UpdateStates( void )
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{
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if (state == WALKING)
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{
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if (CanMove())
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{
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idVec3 curPos;
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float bounceAmount;
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idVec3 forward;
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|
this->GetPhysics()->GetAxis().ToAngles().ToVectors(&forward);
|
||
|
forward.Normalize();
|
||
|
|
||
|
curPos = this->GetPhysics()->GetOrigin();
|
||
|
|
||
|
|
||
|
if (HasObstacle() ||
|
||
|
(idMath::Fabs(lastPosition.x - curPos.x) < 0.0001f
|
||
|
&& idMath::Fabs(lastPosition.y - curPos.y) < 0.0001f
|
||
|
&& idMath::Fabs(lastPosition.z - curPos.z) < 0.0001f))
|
||
|
{
|
||
|
//"off-road" mode.
|
||
|
bounceAmount = WALKBOUNCE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//normal walk.
|
||
|
bounceAmount = 0;
|
||
|
}
|
||
|
|
||
|
this->GetPhysics()->SetLinearVelocity(forward * (WALKSPEED * walkDirection) + (idVec3(0,0,1) * bounceAmount));
|
||
|
lastPosition.x = curPos.x;
|
||
|
lastPosition.y = curPos.y;
|
||
|
lastPosition.z = curPos.z;
|
||
|
}
|
||
|
}
|
||
|
else if (state == TURNING)
|
||
|
{
|
||
|
idAngles ang = this->GetPhysics()->GetAxis().ToAngles();
|
||
|
ang.yaw += turnDirection;
|
||
|
|
||
|
turnCurrent++;
|
||
|
if (turnCurrent >= turnTarget)
|
||
|
{
|
||
|
Event_stop();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (CanMove())
|
||
|
{
|
||
|
this->GetPhysics()->SetAxis( ang.ToMat3() );
|
||
|
}
|
||
|
}
|
||
|
else if (state == JUMPSTART)
|
||
|
{
|
||
|
if (gameLocal.time > jumpstartTimer)
|
||
|
{
|
||
|
idVec3 forward;
|
||
|
idAngles ang = this->GetPhysics()->GetAxis().ToAngles();
|
||
|
ang.pitch = 0;
|
||
|
ang.roll = 0;
|
||
|
ang.ToVectors(&forward);
|
||
|
|
||
|
if (this->GetPhysics()->HasGroundContacts())
|
||
|
{
|
||
|
Event_stand();
|
||
|
this->GetPhysics()->SetLinearVelocity((forward * JUMPDISTANCE) + (idVec3(0,0,1) * JUMPHEIGHT));
|
||
|
}
|
||
|
|
||
|
this->Event_PlayAnim( "jump_loop", true );
|
||
|
state = JUMPING;
|
||
|
|
||
|
jumpstartTimer = gameLocal.time + 200; //guarantee some jump time before it is allowed to enter landing state.
|
||
|
}
|
||
|
}
|
||
|
else if (state == JUMPING)
|
||
|
{
|
||
|
if (this->IsGrabbed())
|
||
|
{
|
||
|
state = IDLE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (this->GetPhysics()->HasGroundContacts() && gameLocal.time > jumpstartTimer)
|
||
|
{
|
||
|
state = IDLE;
|
||
|
|
||
|
Event_stand();
|
||
|
this->GetPhysics()->PutToRest();
|
||
|
|
||
|
this->Event_PlayAnim( "jump_end", false );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool idWeevil::HasObstacle( void )
|
||
|
{
|
||
|
trace_t forwardTr;
|
||
|
idVec3 forward, up, right;
|
||
|
idVec3 traceStart;
|
||
|
|
||
|
trace_t downTr1, downTr2, downTr3;
|
||
|
|
||
|
this->GetPhysics()->GetAxis().ToAngles().ToVectors(&forward, &right, &up);
|
||
|
|
||
|
traceStart = this->GetPhysics()->GetOrigin() + (up * 1);
|
||
|
gameLocal.clip.TracePoint( forwardTr, traceStart, traceStart + (forward * (16 * walkDirection)), MASK_SOLID, this );
|
||
|
|
||
|
if (forwardTr.fraction < 1)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//do the down trace to see if weevil is on a pit.
|
||
|
gameLocal.clip.TracePoint( downTr1, traceStart + (forward * 5), traceStart + (forward * 5) + (up * -3), MASK_SOLID, this );
|
||
|
if (downTr1.fraction >= 1)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
gameLocal.clip.TracePoint( downTr2, traceStart + (forward * -5), traceStart + (forward * -5) + (up * -3), MASK_SOLID, this );
|
||
|
if (downTr2.fraction >= 1)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
gameLocal.clip.TracePoint( downTr3, traceStart, traceStart + (up * -3), MASK_SOLID, this );
|
||
|
if (downTr3.fraction >= 1)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool idWeevil::CanMove( void )
|
||
|
{
|
||
|
idAngles angles = this->GetPhysics()->GetAxis().ToAngles();
|
||
|
|
||
|
//return false if: being held, not touching ground, pitch is tilted far, roll is tilted far.
|
||
|
|
||
|
if (this->IsGrabbed() || !this->GetPhysics()->HasGroundContacts() || idMath::Abs( angles.pitch) >= MAXPITCH || idMath::Abs(angles.roll) >= MAXROLL)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void idWeevil::Think( void )
|
||
|
{
|
||
|
//RunPhysics();
|
||
|
|
||
|
if (touchTriggers)
|
||
|
{
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
//for the vacuum check.
|
||
|
//if (!isGravity)
|
||
|
{
|
||
|
idMoveableItem::Think();
|
||
|
}
|
||
|
|
||
|
UpdateStates();
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void idWeevil::Present( void )
|
||
|
{
|
||
|
// don't present to the renderer if the entity hasn't changed
|
||
|
if ( !( thinkFlags & TH_UPDATEVISUALS ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
BecomeInactive( TH_UPDATEVISUALS );
|
||
|
|
||
|
// if set to invisible, skip
|
||
|
if ( !renderEntity.hModel || IsHidden() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// add to refresh list
|
||
|
if ( modelDefHandle == -1 )
|
||
|
{
|
||
|
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idWeevil::Event_PlayAnim( const char* animname, bool cycle)
|
||
|
{
|
||
|
int anim;
|
||
|
int channel = 0;
|
||
|
int animBlendFrames = 4;
|
||
|
int animDoneTime = 0;
|
||
|
|
||
|
anim = model->GetAnimator()->GetAnim( animname );
|
||
|
if ( !anim )
|
||
|
{
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
|
||
|
model->GetAnimator()->Clear( channel, gameLocal.time, FRAME2MS( animBlendFrames ) );
|
||
|
animDoneTime = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (cycle)
|
||
|
{
|
||
|
model->GetAnimator()->CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
model->GetAnimator()->PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
|
||
|
}
|
||
|
|
||
|
animDoneTime = model->GetAnimator()->CurrentAnim( channel )->GetEndTime();
|
||
|
}
|
||
|
|
||
|
animBlendFrames = 0;
|
||
|
}
|
||
|
|
||
|
void idWeevil::Event_weevilEyeMove(float pitch, float yaw, bool reset)
|
||
|
{
|
||
|
if (reset)
|
||
|
{
|
||
|
headAngle = idAngles(0,0,0);
|
||
|
model->GetAnimator()->SetJointAxis(headJoint, JOINTMOD_WORLD, headAngle.ToMat3());
|
||
|
idThread::ReturnInt(1);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
float newYaw = idMath::ClampFloat(-90, 90, headAngle.yaw - yaw);
|
||
|
float newPitch = idMath::ClampFloat(-90, 90, headAngle.roll + pitch);
|
||
|
|
||
|
if (idMath::Fabs(headAngle.roll) + idMath::Fabs(pitch) > 90 || idMath::Fabs(headAngle.yaw) + idMath::Fabs(yaw) > 90)
|
||
|
{
|
||
|
idThread::ReturnInt(0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
idThread::ReturnInt(1);
|
||
|
}
|
||
|
|
||
|
headAngle.roll = newPitch;
|
||
|
headAngle.yaw = newYaw;
|
||
|
|
||
|
model->GetAnimator()->SetJointAxis(headJoint, JOINTMOD_LOCAL, headAngle.ToMat3());
|
||
|
}
|