quadrilateralcowboy/d3xp/camturret.cpp

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2020-06-12 21:06:25 +00:00
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#define SEARCHTIME 5000 //search for x millisecs
#define SUSPICOUSTIME 400 //must see player for this much millisecs
#define ALERTSTARETIME 5000
#define SEARCHINTERVAL 300 //check for new player every x millisecs
const idEventDef EV_camturretactivate( "camturretactivate", "d" );
CLASS_DECLARATION( idAnimatedEntity, idCamturret )
EVENT( EV_camturretactivate, idCamturret::Event_camturretactivate)
END_CLASS
void idCamturret::GotoAlert( void )
{
SetSkin(declManager->FindSkin( "skins/camturret/blink" ));
Event_PlayAnim("alertspin", true);
state = ALERTED;
}
void idCamturret::Event_camturretactivate( int value )
{
if (value >= 1)
{
if (state == ALERTED || state == SUSPICIOUS)
{
return;
}
SetSkin(declManager->FindSkin( "skins/camturret/skin" ));
if (state == SEARCHING)
{
//reset the search time.
nextStateTime = gameLocal.time + SEARCHTIME; //how long to search.
return;
}
//if alarm is hit while it's unfolding, then the camera instantly unfolds.
if (state == OPENING)
{
Event_PlayAnim("opened");
nextStateTime = gameLocal.time + 100;
return;
}
SetSkin(declManager->FindSkin( "skins/camturret/searching" ));
StartSound( "snd_deploy", SND_CHANNEL_ANY, 0, false, NULL );
int animDoneTime = Event_PlayAnim("opening");
state = OPENING;
nextStateTime = animDoneTime; //unfold animation time.
}
else
{
SetSkin(declManager->FindSkin( "skins/camturret/skin" ));
StartSound( "snd_close", SND_CHANNEL_ANY, 0, false, NULL );
Event_PlayAnim("closing");
state = OFF;
}
}
void idCamturret::Spawn( void )
{
nextSearchTime = 0;
nextStateTime = 0;
state = OFF;
SetSkin(declManager->FindSkin( "skins/camturret/skin" ));
BecomeActive( TH_THINK );
}
bool idCamturret::HasLOS()
{
idVec3 playerPos, turretPos, up;
trace_t tr;
this->GetPhysics()->GetAxis().ToAngles().ToVectors(NULL, NULL, &up);
playerPos = gameLocal.GetLocalPlayer()->GetEyePosition();
turretPos = this->GetPhysics()->GetOrigin() + (up * -12);
gameLocal.clip.TracePoint( tr, turretPos, playerPos, CONTENTS_OPAQUE, this );
if (tr.fraction >= 1)
{
return true;
}
return false;
}
void idCamturret::PointCamera( const char* jointName, idVec3 aimPos)
{
jointHandle_t beamJoint;
idMat3 beamAngle;
idVec3 beamPos;
idVec3 dirToPlayer;
idAngles tempAng;
beamJoint = this->GetAnimator()->GetJointHandle( jointName );
animator.GetJointTransform( beamJoint, gameLocal.time, beamPos, beamAngle);
beamPos = this->GetPhysics()->GetOrigin() + beamPos * this->GetPhysics()->GetAxis();
dirToPlayer = aimPos - beamPos;
//dirToPlayer.Normalize();
tempAng = dirToPlayer.ToAngles();
tempAng.yaw += 180;
animator.SetJointAxis( beamJoint, JOINTMOD_WORLD, tempAng.ToMat3() );
}
void idCamturret::Think( void )
{
if (state == OPENING)
{
if (gameLocal.time > nextStateTime)
{
Event_PlayAnim("searching");
nextStateTime = gameLocal.time + SEARCHTIME; //how long to search.
state = SEARCHING;
}
}
else if (state == ALERTED)
{
idVec3 playerPos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + idVec3(0,0, -40);
PointCamera("cam0", playerPos );
PointCamera("cam1", playerPos );
PointCamera("cam2", playerPos );
//stays in alert mode forever, until the killcode is plugged in.
}
else if (state == SUSPICIOUS)
{
if (gameLocal.time > nextStateTime)
{
if (HasLOS())
{
//make all cameras go on alert.
int i;
for ( i = 0; i < gameLocal.num_entities; i++ )
{
if ( !gameLocal.entities[ i ] )
continue;
if (gameLocal.entities[i]->IsType(idCamturret::Type))
{
static_cast<idCamturret *>( gameLocal.entities[i] )->GotoAlert();
}
}
ActivateTargets(this);
}
else
{
Event_PlayAnim("searching");
nextStateTime = gameLocal.time + SEARCHTIME; //how long to search.
state = SEARCHING;
}
}
}
else if (state == SEARCHING)
{
//search for LOS to player.
if (gameLocal.time > nextSearchTime)
{
nextSearchTime = gameLocal.time + SEARCHINTERVAL;
if (HasLOS())
{
idVec3 playerPos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + idVec3(0,0, -40);
state = SUSPICIOUS;
nextStateTime = gameLocal.time + SUSPICOUSTIME;
StartSound( "snd_suspicious", SND_CHANNEL_ANY, 0, false, NULL );
Event_PlayAnim("opened");
PointCamera("cam0", playerPos );
PointCamera("cam1", playerPos );
PointCamera("cam2", playerPos );
}
}
else if (gameLocal.time > nextStateTime)
{
//give up search.
idStr timeouttarget = spawnArgs.GetString( "timeouttarget", "" );
if ( timeouttarget.Length() )
{
idEntity *ent;
ent = gameLocal.FindEntity( timeouttarget );
if ( ent->RespondsTo( EV_Activate ) || ent->HasSignal( SIG_TRIGGER ) )
{
ent->Signal( SIG_TRIGGER );
ent->ProcessEvent( &EV_Activate, this );
}
}
Event_camturretactivate( 0 );
}
}
idAnimatedEntity::Think();
idAnimatedEntity::Present();
}
int idCamturret::Event_PlayAnim( const char* animname, bool loop)
{
int anim;
int channel = 0;
int animBlendFrames = 4;
int animDoneTime = 0;
anim = animator.GetAnim( animname );
if ( !anim )
{
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
animator.Clear( channel, gameLocal.time, FRAME2MS( animBlendFrames ) );
animDoneTime = 0;
}
else
{
if (loop)
{
animator.CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
}
else
{
animator.PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
}
animDoneTime = animator.CurrentAnim( channel )->GetEndTime();
}
animBlendFrames = 0;
return animDoneTime;
}