quadrilateralcowboy/d3xp/sentry.cpp

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2020-06-12 21:06:25 +00:00
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#define TURN_TIME 300
#define SHOT_DELAY 350
const idEventDef EV_sentry_activate( "sentryactivate", "d" );
const idEventDef EV_sentry_issentryactive( "issentryactive", NULL, 'd' );
const idEventDef EV_sentry_turn( "sentryturn", "f" );
const idEventDef EV_sentry_pitch( "sentrypitch", "f" );
const idEventDef EV_sentry_face( "sentryface", "fff" );
const idEventDef EV_sentry_stand( "sentrystand" );
const idEventDef EV_sentry_fire( "sentryfire" );
const idEventDef EV_sentry_getlaser( "sentrygetlaser", NULL, 'v' );
const idEventDef EV_sentry_sentrykill( "sentrykill" );
CLASS_DECLARATION( idMoveableItem, idSentry )
EVENT( EV_sentry_activate, idSentry::Event_activate)
EVENT( EV_sentry_issentryactive, idSentry::Event_issentryactive)
EVENT( EV_sentry_turn, idSentry::Event_sentryturn)
EVENT( EV_sentry_pitch, idSentry::Event_sentrypitch)
EVENT( EV_sentry_face, idSentry::Event_sentryface)
EVENT( EV_sentry_fire, idSentry::Event_sentryfire)
EVENT( EV_sentry_stand, idSentry::Event_sentrystand)
EVENT( EV_sentry_getlaser, idSentry::Event_sentrygetlaser)
EVENT( EV_sentry_sentrykill, idSentry::Event_sentrykill)
END_CLASS
void idSentry::Spawn( void )
{
idDict args;
jointHandle_t muzzleJoint;
idVec3 muzzlePos;
idMat3 muzzleAxis;
idVec3 forward, right, up;
pitch = 0;
yaw = 0;
state = OFF;
BecomeActive( TH_THINK );
args.Clear();
args.SetVector( "origin", this->GetPhysics()->GetOrigin() );
args.Set( "model", "env_sentry" );
model = ( idAnimatedEntity * )gameLocal.SpawnEntityType( idAnimatedEntity::Type, &args );
model->Bind(this, true);
model->Event_PlayAnim( "closed", 4 );
//spawn beam end.
args.SetVector( "origin", vec3_origin );
beamEnd = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
muzzleJoint = model->GetAnimator()->GetJointHandle( "muzzle" );
model->GetAnimator()->GetJointTransform( muzzleJoint, gameLocal.time, muzzlePos, muzzleAxis );
//spawn beam start.
args.Clear();
args.Set( "target", beamEnd->name.c_str() );
args.SetVector( "origin", muzzlePos + this->GetPhysics()->GetOrigin() );
args.SetBool( "start_off", true );
args.Set( "skin", spawnArgs.GetString("beamskin", "skins/beam_turret") );
args.SetInt( "width", spawnArgs.GetInt("beamwidth", "3") );
beamStart = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
beamStart->BindToJoint( model, muzzleJoint, false );
beamStart->BecomeActive(TH_PHYSICS);
beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1;
beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
//laser sight dot.
args.Clear();
args.SetVector( "origin", vec3_origin );
args.Set( "model", spawnArgs.GetString("lasermodel", "models/lasersight/tris.ase") );
args.SetInt( "solid", 0 );
laserdot = gameLocal.SpawnEntityType( idStaticEntity::Type, &args );
laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1;
laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
laserdot->Hide();
yawActive = false;
yawTimeEnd = 0;
yawTimeStart = 0;
yawStart = 0;
yawEnd = 0;
pitchActive = false;
pitchTimeEnd = 0;
pitchTimeStart = 0;
pitchStart = 0;
pitchEnd = 0;
//nose camera.
this->GetPhysics()->GetAxis().ToAngles().ToVectors(&forward, &right, &up);
args.Clear();
args.SetVector( "origin", muzzlePos + this->GetPhysics()->GetOrigin() + (up * 2.6f) );
args.Set( "classname", "func_cameraview" );
gameLocal.SpawnEntityDef( args, &nosecam );
nosecam->BindToJoint( model, muzzleJoint, true );
nosecam->BecomeActive(TH_PHYSICS);
this->spawnArgs.Set("nosecamera_name", nosecam->GetName());
nextShotTime = 0;
queuedShots = 0;
}
void idSentry::Save( idSaveGame *savefile ) const {
savefile->WriteInt(state);
savefile->WriteFloat(yaw);
savefile->WriteFloat(pitch);
savefile->WriteObject(beamStart);
savefile->WriteObject(beamEnd);
savefile->WriteObject(model);
savefile->WriteObject(laserdot);
savefile->WriteObject(nosecam);
savefile->WriteInt(laserActivateTime);
savefile->WriteFloat(yawStart);
savefile->WriteFloat(yawEnd);
savefile->WriteInt(yawTimeStart);
savefile->WriteInt(yawTimeEnd);
savefile->WriteBool(yawActive);
savefile->WriteFloat(pitchStart);
savefile->WriteFloat(pitchEnd);
savefile->WriteInt(pitchTimeStart);
savefile->WriteInt(pitchTimeEnd);
savefile->WriteBool(pitchActive);
savefile->WriteInt(queuedShots);
savefile->WriteInt(nextShotTime);
}
void idSentry::Restore( idRestoreGame *savefile ) {
savefile->ReadInt(state);
savefile->ReadFloat(yaw);
savefile->ReadFloat(pitch);
savefile->ReadObject(reinterpret_cast<idClass *&>(beamStart));
savefile->ReadObject(reinterpret_cast<idClass *&>(beamEnd));
savefile->ReadObject(reinterpret_cast<idClass *&>(model));
savefile->ReadObject(reinterpret_cast<idClass *&>(laserdot));
savefile->ReadObject(reinterpret_cast<idClass *&>(nosecam));
savefile->ReadInt(laserActivateTime);
savefile->ReadFloat(yawStart);
savefile->ReadFloat(yawEnd);
savefile->ReadInt(yawTimeStart);
savefile->ReadInt(yawTimeEnd);
savefile->ReadBool(yawActive);
savefile->ReadFloat(pitchStart);
savefile->ReadFloat(pitchEnd);
savefile->ReadInt(pitchTimeStart);
savefile->ReadInt(pitchTimeEnd);
savefile->ReadBool(pitchActive);
savefile->ReadInt(queuedShots);
savefile->ReadInt(nextShotTime);
}
void idSentry::Event_sentrygetlaser()
{
idThread::ReturnVector(this->beamEnd->GetPhysics()->GetOrigin());
}
void idSentry::Event_sentrystand()
{
idAngles ang = this->GetPhysics()->GetAxis().ToAngles();
ang.pitch = 0;
ang.roll = 0;
this->GetPhysics()->SetAxis( ang.ToMat3() );
this->SetOrigin(this->GetPhysics()->GetOrigin() + idVec3(0,0,0.1f));
}
void idSentry::Event_sentryfire()
{
if (gameLocal.time > nextShotTime)
{
fireShot();
nextShotTime = gameLocal.time + SHOT_DELAY;
}
else
{
queuedShots++;
}
}
void idSentry::fireShot()
{
jointHandle_t muzzleJoint, muzzleBackJoint;
idVec3 offset1, offset2;
idMat3 axis;
muzzleJoint = model->GetAnimator()->GetJointHandle( "muzzle" );
muzzleBackJoint = model->GetAnimator()->GetJointHandle( "muzzle_back" );
if ( model->GetJointWorldTransform( muzzleJoint, gameLocal.time, offset1, axis )
&& model->GetJointWorldTransform( muzzleBackJoint, gameLocal.time, offset2, axis ))
{
//trace_t tr;
const idDict * projectileDef;
idEntity * ent;
idVec3 forward;
idDict args;
idEntity * particles;
idAngles particlesAngles;
idVec3 bulletspeed;
StartSound( "snd_fire", SND_CHANNEL_ANY, 0, false, NULL );
forward = offset1 - offset2;
forward.Normalize();
//fire the projectile.
//FIRE.
idProjectile *bullet;
projectileDef = gameLocal.FindEntityDefDict( spawnArgs.GetString("projectile", "projectile_sentrybullet"), false );
bulletspeed = projectileDef->GetVector("velocity", "256 0 0");
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
bullet = ( idProjectile * )ent;
bullet->Create( this, offset1, forward );
bullet->Launch( offset1, forward, forward * bulletspeed.x );
args.Clear();
args.SetVector( "origin", offset1);
args.Set( "model", spawnArgs.GetString("smoke_fire", "gunsmoke.prt") );
args.SetBool( "start_off", false );
particles = gameLocal.SpawnEntityType( idExplodable::Type, &args );
particlesAngles = forward.ToAngles();
particlesAngles.pitch += 90;
particles->SetAngles(particlesAngles);
//BC shell casing.
idVec3 gunPos;
jointHandle_t gunJoint;
idMat3 gunAxis;
gunJoint = model->GetAnimator()->GetJointHandle( "pivot" );
model->GetAnimator()->GetJointTransform( gunJoint, gameLocal.time, gunPos, gunAxis);
gunPos = this->GetPhysics()->GetOrigin() + gunPos * this->GetPhysics()->GetAxis();
idEntity *shellEnt;
const idDict * shellDef = gameLocal.FindEntityDefDict( spawnArgs.GetString( "shell", "moveable_shell"), false );
gameLocal.SpawnEntityDef( *shellDef, &shellEnt, false );
shellEnt->GetPhysics()->SetOrigin(gunPos);
shellEnt->GetPhysics()->SetAxis(this->GetPhysics()->GetAxis());
idVec3 right;
forward.ToAngles().ToVectors( NULL, &right, NULL);
idVec3 shellVelocity = (right * (16 + gameLocal.random.CRandomFloat() * 8) ) + idVec3(0,0,80+gameLocal.random.CRandomFloat() * 12) + (forward * (gameLocal.random.CRandomFloat() * 8) );
shellEnt->GetPhysics()->SetLinearVelocity(shellVelocity);
}
}
void idSentry::Event_sentryface( float x, float y, float z )
{
idVec3 dirToTarget;
jointHandle_t pivotJoint;
idVec3 offset;
idMat3 axis;
pivotJoint = model->GetAnimator()->GetJointHandle( "pivot" );
model->GetJointWorldTransform(pivotJoint, gameLocal.time, offset, axis);
dirToTarget = idVec3(x,y,z) - offset;
idAngles ang1 = dirToTarget.ToAngles();
ang1.yaw -= this->GetPhysics()->GetAxis().ToAngles().yaw;
ang1.pitch -= this->GetPhysics()->GetAxis().ToAngles().pitch;
dirToTarget = ang1.ToForward();
dirToTarget.Normalize();
model->GetAnimator()->SetJointAxis(pivotJoint, JOINTMOD_WORLD, dirToTarget.ToMat3());
}
void idSentry::Event_sentryturn( float yawValue )
{
yawTimeStart = gameLocal.time;
yawTimeEnd = gameLocal.time + TURN_TIME;
yawStart = yaw;
yawEnd = yaw - yawValue;
yawActive = true;
}
void idSentry::Event_sentrypitch( float pitchValue )
{
pitchTimeStart = gameLocal.time;
pitchTimeEnd = gameLocal.time + TURN_TIME;
pitchStart = pitch;
pitchEnd = pitch - pitchValue;
pitchActive = true;
/*
jointHandle_t gunJoint;
this->pitch -= pitchValue;
idAngles ang(pitch, yaw,0);
gunJoint = model->GetAnimator()->GetJointHandle( "pivot" );
model->GetAnimator()->SetJointAxis(gunJoint, JOINTMOD_WORLD, ang.ToMat3());*/
}
void idSentry::Event_activate( int value )
{
if (value >= 1)
{
//turn on. Deploy.
model->Event_PlayAnim( "deploy", 4 );
state = DEPLOYING;
laserActivateTime = gameLocal.time + 1300;
}
else
{
//turn off. Pack up.
model->Event_PlayAnim( "close", 4 );
state = CLOSING;
pitchTimeStart = gameLocal.time;
pitchTimeEnd = gameLocal.time + 400;
pitchStart = pitch;
pitchEnd = 0;
pitchActive = true;
yawTimeStart = gameLocal.time;
yawTimeEnd = gameLocal.time + 400;
yawStart = yaw;
yawEnd = 0;
yawActive = true;
laserdot->Hide();
beamStart->Hide();
queuedShots = 0;
}
}
void idSentry::Event_issentryactive()
{
if (state == ON || state == DEPLOYING)
{
idThread::ReturnInt( 1 );
return;
}
else
{
idThread::ReturnInt( 0 );
return;
}
}
void idSentry::Think( void )
{
trace_t tr;
idVec3 offset1, offset2;
idMat3 axis;
jointHandle_t muzzleJoint, muzzleBackJoint;
//RunPhysics();
muzzleJoint = model->GetAnimator()->GetJointHandle( "muzzle" );
muzzleBackJoint = model->GetAnimator()->GetJointHandle( "muzzle_back" );
if ( model->GetJointWorldTransform( muzzleJoint, gameLocal.time, offset1, axis )
&& model->GetJointWorldTransform( muzzleBackJoint, gameLocal.time, offset2, axis ))
{
trace_t tr;
idVec3 forward;
forward = offset1 - offset2;
forward.Normalize();
//beam end goes through glass.
int i;
int maxGlassPanes = 32;
idVec3 beamTempStartPos = offset1;
for (i = 0; i < maxGlassPanes; i++)
{
trace_t beamTr;
gameLocal.clip.TracePoint( beamTr, beamTempStartPos, beamTempStartPos + (forward * 4096), MASK_SOLID | MASK_SHOT_RENDERMODEL, this );
if (!gameLocal.entities[ beamTr.c.entityNum ])
continue;
if (gameLocal.entities[ beamTr.c.entityNum ]->IsType( idBrittleFracture::Type ) || gameLocal.entities[ beamTr.c.entityNum ]->IsType( idQGlass::Type ))
{
//glass. continue the beam.
//gameRenderWorld->DebugLine(idVec4(1,1,0,1), beamTempStartPos, beamTr.endpos, 1, false);
beamTempStartPos = beamTr.endpos + (forward * 0.1f);
continue;
}
beamEnd->SetOrigin( beamTr.endpos );
break;
}
//gameLocal.clip.TracePoint( tr, offset1, offset1 + (forward * 4096), MASK_OPAQUE, this );
//beamEnd->SetOrigin( tr.endpos );
//beam dot stops at any solid surface.
gameLocal.clip.TracePoint( tr, offset1, offset1 + (forward * 4096), MASK_SOLID | MASK_SHOT_RENDERMODEL, this );
laserdot->SetOrigin( tr.endpos);
}
//yaw think.
if (yawActive)
{
jointHandle_t gunJoint;
float lerp;
float currentTime = gameLocal.time;
float lookTimeMax = yawTimeEnd - yawTimeStart;
float lookTimeMin = yawTimeStart;
currentTime -= yawTimeStart;
lerp = currentTime / lookTimeMax;
if (lerp > 1)
lerp = 1;
yaw = idMath::Lerp(yawStart, yawEnd, lerp);
idAngles ang(pitch, yaw,0);
gunJoint = model->GetAnimator()->GetJointHandle( "pivot" );
model->GetAnimator()->SetJointAxis(gunJoint, JOINTMOD_WORLD, ang.ToMat3());
if (lerp >= 1)
{
yawActive = false;
}
}
//yaw think.
if (pitchActive)
{
jointHandle_t gunJoint;
float lerp;
float currentTime = gameLocal.time;
float lookTimeMax = pitchTimeEnd - pitchTimeStart;
float lookTimeMin = pitchTimeStart;
currentTime -= pitchTimeStart;
lerp = currentTime / lookTimeMax;
if (lerp > 1)
lerp = 1;
pitch = idMath::Lerp(pitchStart, pitchEnd, lerp);
idAngles ang(pitch, yaw,0);
gunJoint = model->GetAnimator()->GetJointHandle( "pivot" );
model->GetAnimator()->SetJointAxis(gunJoint, JOINTMOD_WORLD, ang.ToMat3());
if (lerp >= 1)
{
pitchActive = false;
}
}
if (gameLocal.time > laserActivateTime && (laserdot->IsHidden() || beamStart->IsHidden())
&& (state == DEPLOYING || state == ON) )
{
laserdot->Show();
beamStart->Show();
}
//BC 10-2-2015 so that the camera can see the laserline. ugh! hack.
if (!beamStart->IsHidden())
gameRenderWorld->DebugLine(idVec4(0,1,0,1), beamStart->GetPhysics()->GetOrigin(), beamEnd->GetPhysics()->GetOrigin(),1, true);
if (gameLocal.time > nextShotTime && queuedShots > 0 && state != OFF)
{
fireShot();
nextShotTime = gameLocal.time + SHOT_DELAY;
queuedShots--;
}
//Present();
idMoveableItem::Think();
}
void idSentry::OnGet( void )
{
//BC 6-28-2016 crash fix
gameLocal.KillCCTVs();
gameLocal.GetLocalPlayer()->StartSound( "snd_get", SND_CHANNEL_ANY, 0, false, NULL );
this->PostEventMS( &EV_Remove, 0 );
gameLocal.GetLocalPlayer()->GiveInventoryItem("weapon_sentry");
}
void idSentry::Event_sentrykill( void )
{
gameLocal.KillCCTVs();
laserdot->PostEventMS( &EV_Remove, 0 );
beamStart->PostEventMS( &EV_Remove, 0 );
beamEnd->PostEventMS( &EV_Remove, 0 );
}