quadrilateralcowboy/d3xp/laserwire.cpp

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2020-06-12 21:06:25 +00:00
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#define LASERTHINKTIME 200
#define MAXWIDTH 7
#define MINWIDTH 0.5
#define REDCOLOR_R 1
#define REDCOLOR_G 0.5
#define REDCOLOR_B 0.5
#define CAMERAGHOST_LIFETIME 9 //how long ghost sits there.
const idEventDef EV_LaserWire_camOff( "laseroff", "f" );
const idEventDef EV_LaserWire_camOn( "laseron" );
const idEventDef EV_LaserWire_KillGhost( "<killghost>" );
const idEventDef EV_LaserWire_laserenable( "laserenable", "f" );
CLASS_DECLARATION( idEntity, idLaserWire )
EVENT( EV_LaserWire_camOff, idLaserWire::Event_off)
EVENT( EV_LaserWire_camOn, idLaserWire::Event_on)
EVENT( EV_LaserWire_KillGhost, idLaserWire::Event_KillGhost)
EVENT( EV_LaserWire_laserenable, idLaserWire::Event_laserenable)
END_CLASS
void idLaserWire::Save( idSaveGame *savefile ) const
{
savefile->WriteInt(nextThinkTime);
savefile->WriteInt(state);
savefile->WriteInt(dimEndTime);
savefile->WriteInt(dimStartTime);
savefile->WriteInt(turnonTime);
savefile->WriteInt(nextAlarmTime);
savefile->WriteInt(softAlarmTime);
savefile->WriteBool(softAlarmReady);
savefile->WriteObject(ghostImage);
int i;
for (i = 0; i < BEAMCOUNT; i++)
{
savefile->WriteObject(boundBeam[i]);
savefile->WriteObject(boundBeamTarget[i]);
}
savefile->WriteInt(softAlarmTimeMax);
}
void idLaserWire::Restore( idRestoreGame *savefile )
{
savefile->ReadInt(nextThinkTime);
savefile->ReadInt(state);
savefile->ReadInt(dimEndTime);
savefile->ReadInt(dimStartTime);
savefile->ReadInt(turnonTime);
savefile->ReadInt(nextAlarmTime);
savefile->ReadInt(softAlarmTime);
savefile->ReadBool(softAlarmReady);
savefile->ReadObject(reinterpret_cast<idClass *&>(ghostImage));
int i;
for (i = 0; i < BEAMCOUNT; i++)
{
savefile->ReadObject(reinterpret_cast<idClass *&>(boundBeam[i]));
savefile->ReadObject(reinterpret_cast<idClass *&>(boundBeamTarget[i]));
}
savefile->ReadInt(softAlarmTimeMax);
}
void idLaserWire::Spawn( void ) {
int i;
int gapdistance = this->spawnArgs.GetInt("gapdistance", "15");
softAlarmTimeMax = (int)(this->spawnArgs.GetFloat("softalarmtime", "3") * 1000);
this->softAlarmReady = false;
this->nextAlarmTime = 0;
this->state = IDLE;
this->nextThinkTime = 0;
this->dimEndTime = 0;
this->turnonTime = 0;
this->softAlarmTime = 0;
//Spawn the beams.
for (i = 0; i < 5; i++)
{
idDict args;
idVec3 beamOrigin;
idVec3 forward, right;
int rightAmount;
idVec3 beamTargetOrigin;
trace_t tr;
bool shouldSkip;
shouldSkip = false;
switch (i)
{
case 0:
rightAmount = gapdistance * 2;
shouldSkip = this->spawnArgs.GetBool("beam0skip", "0");
break;
case 1:
rightAmount = gapdistance;
shouldSkip = this->spawnArgs.GetBool("beam1skip", "0");
break;
case 2:
rightAmount = 0;
shouldSkip = this->spawnArgs.GetBool("beam2skip", "0");
break;
case 3:
rightAmount = -gapdistance;
shouldSkip = this->spawnArgs.GetBool("beam3skip", "0");
break;
case 4:
rightAmount = -gapdistance * 2;
shouldSkip = this->spawnArgs.GetBool("beam4skip", "0");
break;
default:
rightAmount = 8;
break;
}
if (shouldSkip)
{
this->boundBeam[i] = NULL;
this->boundBeamTarget[i] = NULL;
continue;
}
this->GetPhysics()->GetAxis().ToAngles().ToVectors(&forward, &right);
beamOrigin = this->GetPhysics()->GetOrigin() + (forward * 1.5) + (right * rightAmount);
//TODO: don't spawn beam if it starts in geometry.
//do the trace. Determine if beam starts off in a solid.
//gameLocal.clip.TracePoint( tr, beamOrigin, beamOrigin + (forward * 32), /*idBounds(idVec3(-4,-4,-4),idVec3(4,4,4)),*/ MASK_SOLID, this );
//common->Printf(va("%f %d %f\n", tr.fraction, tr.c.contents, tr.c.dist));
args.SetVector( "origin", vec3_origin );
this->boundBeamTarget[i] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
args.Clear();
args.Set( "target", boundBeamTarget[i]->name.c_str() );
args.SetVector( "origin", beamOrigin );
args.SetBool( "start_off", false );
args.Set( "skin", "skins/beam_red" );
this->boundBeam[i] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
this->boundBeam[i]->Event_SetWidth( MAXWIDTH );
this->boundBeam[i]->Bind(this, false);
}
//tell it to think.
BecomeActive( TH_THINK );
//the flares.
renderEntity.shaderParms[ SHADERPARM_RED ] = REDCOLOR_R;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = REDCOLOR_G;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = REDCOLOR_B;
//spawn the Laser Ghost.
idDict args;
args.Clear();
args.SetVector( "origin", vec3_origin );
args.Set( "classname", "env_cameradummy" );
args.Set( "solid", "0" );
gameLocal.SpawnEntityDef( args, &this->ghostImage );
this->ghostImage->Hide();
StartSound( "snd_idle" , SND_CHANNEL_RADIO, 0, false, NULL );
}
void idLaserWire::Event_laserenable( int value )
{
if (value <= 0)
{
int i;
this->state = DISABLED;
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
UpdateVisuals();
for (i = 0; i < 5; i++)
{
if (this->boundBeam[i] == NULL)
continue;
this->boundBeam[i]->Hide();
}
}
else
{
Event_on();
}
}
void idLaserWire::Event_KillGhost( void )
{
this->ghostImage->Hide();
}
void idLaserWire::Event_off( float delay )
{
if (!this->softAlarmReady)
{
this->softAlarmReady = true;
this->softAlarmTime = gameLocal.time + (softAlarmTimeMax);
}
if (this->state == IDLE)
{
float dimTime;
dimTime = this->spawnArgs.GetFloat("dimtime", "1.3");
if (dimTime <= 0)
{
dimTime = 0.1;
}
this->state = DIMMING;
this->dimStartTime = gameLocal.time;
this->dimEndTime = gameLocal.time + (dimTime * 1000);
StartSound( "snd_laserhumdown" , SND_CHANNEL_ANY, 0, false, NULL );
StopSound(SND_CHANNEL_RADIO, false);
}
if (delay <= 0)
{
this->turnonTime = gameLocal.time + (9000 * 1000);
}
else
{
this->turnonTime = gameLocal.time + (delay * 1000);
}
uiHackTimer = gameLocal.time + UIHACKTIME;
}
void idLaserWire::Event_on( void )
{
if (this->state == IDLE)
return;
uiHackTimer = gameLocal.time + UIHACKTIME;
this->state = TURNON;
this->turnonTime = 0;
}
/*
================
idSecurityCamera::Think
================
*/
void idLaserWire::Think( void )
{
//power down the beams.
if (this->state == DIMMING)
{
int i;
float beamWidth, curLerp, endTime;
curLerp = gameLocal.time - this->dimStartTime;
endTime = this->dimEndTime - this->dimStartTime;
curLerp = idMath::ClampFloat(0, 1, (float)curLerp / endTime);
beamWidth = MAXWIDTH * (1 - curLerp);
for (i = 0; i < 5; i++)
{
if (this->boundBeam[i] == NULL)
continue;
this->boundBeam[i]->Event_SetWidth(beamWidth);
}
if (curLerp >= 1)
{
idDict args;
this->state = OFF;
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
UpdateVisuals();
for (i = 0; i < 5; i++)
{
if (this->boundBeam[i] == NULL)
continue;
this->boundBeam[i]->Hide();
args.Clear();
args.SetVector( "origin", boundBeam[i]->GetPhysics()->GetOrigin() );
args.Set( "model", "sparkburst2.prt" );
args.SetBool( "start_off", false );
gameLocal.SpawnEntityType( idExplodable::Type, &args );
}
StartSound( "snd_laseroff" , SND_CHANNEL_ANY, 0, false, NULL );
SetSkin(declManager->FindSkin("skins/laserwire/off"));
}
}
//turn on the beams.
if ((this->state == DIMMING || this->state == OFF || this->state == TURNON) && gameLocal.time > this->turnonTime)
{
int i;
//turn back on.
this->state = IDLE;
//reset flares.
renderEntity.shaderParms[ SHADERPARM_RED ] = REDCOLOR_R;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = REDCOLOR_G;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = REDCOLOR_B;
UpdateVisuals();
//reset beams.
for (i = 0; i < 5; i++)
{
if (this->boundBeam[i] == NULL)
continue;
this->boundBeam[i]->Event_SetWidth( MAXWIDTH );
this->boundBeam[i]->Show();
}
//disable soft alarm
this->softAlarmReady = false;
StartSound( "snd_laseron" , SND_CHANNEL_ANY, 0, false, NULL );
SetSkin(declManager->FindSkin("skins/laserwire/skin"));
this->softAlarmTime = 0;
StartSound( "snd_idle" , SND_CHANNEL_RADIO, 0, false, NULL );
}
//check for soft alarm.
if ((this->state == DIMMING || this->state == OFF) && this->softAlarmTime < gameLocal.time && this->softAlarmReady && softAlarmTimeMax > 0)
{
uiAlarmTimer = gameLocal.time + UIALARMTIME;
//only fire it once. reset soft alarm when it's turned back on.
this->softAlarmReady = false;
common->Printf("Event: 3-SECOND ALARM TRIGGERED: %s\n", this->GetName() );
gameLocal.GetLocalPlayer()->Event_hudMessage( va( common->GetLanguageDict()->GetString( "#str_01203" ), this->GetName() ) );
//BC 11-23-2013
//turn on laser after soft alarm.
Event_on();
idStr funcname = spawnArgs.GetString( "softalarmtarget", "" );
if ( funcname.Length() )
{
idEntity *softAlarmEnt;
softAlarmEnt = gameLocal.FindEntity( funcname );
if ( softAlarmEnt->RespondsTo( EV_Activate ) || softAlarmEnt->HasSignal( SIG_TRIGGER ) )
{
softAlarmEnt->Signal( SIG_TRIGGER );
softAlarmEnt->ProcessEvent( &EV_Activate, this );
}
}
//pneumo functionality. BLOW IT UP.
idStr pneumoName = spawnArgs.GetString( "pneumomaster", "" );
if ( pneumoName.Length() )
{
idEntity *pneumoEnt;
pneumoEnt = gameLocal.FindEntity( pneumoName );
if ( pneumoEnt )
{
//UseFrob( deckMaster.GetEntity(), "getAndClose");
gameLocal.GetLocalPlayer()->UseFrob( pneumoEnt, "onLaserHit" );
}
}
}
//detect player.
if (nextThinkTime < gameLocal.time && (this->state == DIMMING || this->state == IDLE))
{
int i;
/*
idPlayer *playerEnt;
playerEnt = static_cast<idPlayer*>(gameLocal.entities[ 0 ]);
if ( !playerEnt || ( playerEnt->fl.notarget ) || playerEnt->noclip)
{
Present();
return;
}
*/
//how often to update.
nextThinkTime = gameLocal.time + LASERTHINKTIME;
for (i = 0; i < 5; i++)
{
idVec3 beamOrigin, beamTarget;
idVec3 forward;
trace_t tr;
if (this->boundBeam[i] == NULL || this->boundBeamTarget[i] == NULL)
continue;
this->GetPhysics()->GetAxis().ToAngles().ToVectors(&forward);
beamOrigin = this->boundBeam[i]->GetPhysics()->GetOrigin();
beamTarget = beamOrigin + (forward * 1024);
//do the trace.
gameLocal.clip.TracePoint( tr, beamOrigin, beamTarget, MASK_SHOT_RENDERMODEL | MASK_SHOT_BOUNDINGBOX, this );
//move the beam target.
boundBeamTarget[i]->SetOrigin(tr.endpos);
if (g_skill.GetInteger() <= 0)
continue;
//check if player is hit.
if (!gameLocal.GetTraceEntity( tr ))
{
continue;
}
if (gameLocal.GetTraceEntity( tr )->IsType( idWorldspawn::Type ))
{
continue;
}
if (gameLocal.GetTraceEntity( tr )->IsType( idStaticEntity::Type ))
{
continue;
}
if (gameLocal.GetTraceEntity( tr )->IsType( idPlayer::Type ))
{
idPlayer *playerEnt;
playerEnt = static_cast<idPlayer*>(gameLocal.GetTraceEntity( tr ));
if ( playerEnt->fl.notarget || playerEnt->noclip )
{
continue;
}
}
//common->Printf("name %s %s\n", gameLocal.GetTraceEntity( tr )->Type.super );
if ( gameLocal.GetTraceEntity( tr )->IsType( idEntity::Type))
{
//player is hit.
boundBeamTarget[i]->SetOrigin(tr.endpos);
//hit the alarm.
if (this->nextAlarmTime < gameLocal.time)
{
this->nextAlarmTime = gameLocal.time + 2000;
ActivateTargets(this);
//pneumo functionality. BLOW IT UP.
idStr pneumoName = spawnArgs.GetString( "pneumomaster", "" );
if ( pneumoName.Length() )
{
idEntity *pneumoEnt;
pneumoEnt = gameLocal.FindEntity( pneumoName );
if ( pneumoEnt )
{
//UseFrob( deckMaster.GetEntity(), "getAndClose");
gameLocal.GetLocalPlayer()->UseFrob( pneumoEnt, "onLaserHit" );
}
}
uiAlarmTimer = gameLocal.time + UIALARMTIME;
common->Printf("Event: ALARM TRIGGERED: %s\n", this->GetName() );
gameLocal.GetLocalPlayer()->Event_hudMessage( va( common->GetLanguageDict()->GetString( "#str_01204" ), this->GetName() ) );
CancelEvents( &EV_LaserWire_KillGhost );
if (gameLocal.GetTraceEntity( tr )->IsType( idPlayer::Type))
{
this->ghostImage->SetOrigin( gameLocal.GetTraceEntity( tr )->GetPhysics()->GetOrigin() );
//set the ghost angle.
idAngles playerAng;
playerAng.yaw = static_cast<idPlayer *>( gameLocal.GetTraceEntity( tr ) )->viewAngles.yaw;
//playerAng.yaw = gameLocal.GetTraceEntity( tr )->GetPhysics()->GetAxis().ToAngles().yaw;
playerAng.pitch = 0;
playerAng.roll = 0;
this->ghostImage->SetAxis( playerAng.ToMat3() );
PostEventSec( &EV_LaserWire_KillGhost, CAMERAGHOST_LIFETIME );
this->ghostImage->Show();
}
}
}
}
}
Present();
}
/*
================
idSecurityCamera::Present
Present is called to allow entities to generate refEntities, lights, etc for the renderer.
================
*/
void idLaserWire::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 );
}
}