mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-09 22:31:33 +00:00
69420a703a
Huge shoutout to dhewm3 and RBDOOM-3-BFG for doing 99% of this work before us!
859 lines
20 KiB
C++
859 lines
20 KiB
C++
//bc copied from the Grabber weapon.
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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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#include "Misc.h"
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#ifdef STEAM
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#include "steamstats.h"
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#endif
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#define MAX_DRAG_TRACE_DISTANCE 80.0f
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#define DRAG_FAIL_LEN 64.f
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#define THROW_SCALE 384 //throwing speed
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#define FIRING_DELAY 100.0f
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#define TRACE_BOUNDS_SIZE 3.f
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#define MAX_PICKUP_VELOCITY 1500 * 1500
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#define MAX_PICKUP_SIZE 96
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#define HOLD_DISTANCE_DEFAULT 32
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#define HOLD_DISTANCE_MIN 20
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#define HOLD_DISTANCE_MAX 50
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#define THROW_TIME_THRESHOLD 400 //if player holds left button down for this much milliseconds, then throw the held item.
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#define PICKUP_TIME_THRESHOLD 350 //if player holds left button down for this much milliseconds, then throw the held item.
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CLASS_DECLARATION( idEntity, idPicker )
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END_CLASS
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idPicker::idPicker( void )
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{
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dragEnt = NULL;
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owner = NULL;
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oldUcmdFlags = 0;
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holdingAF = false;
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dragFailTime = 0;
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startDragTime = 0;
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dragTraceDist = MAX_DRAG_TRACE_DISTANCE;
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holdDistance = HOLD_DISTANCE_DEFAULT;
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pickerHeld = false;
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this->attacktimerStart = 0;
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this->attackHeld = false;
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this->pickuptimerStart = 0;
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this->pickerHeld = false;
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this->holdstate = 0;
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rotationIndex = -1;
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rotationAngleStart = 0;
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rotationAngleEnd = 0;
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rotationTimeStart = 0;
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rotationTimeEnd = 0;
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}
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idPicker::~idPicker( void )
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{
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}
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void idPicker::Save( idSaveGame *savefile ) const
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{
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owner.Save(savefile);
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dragEnt.Save(savefile);
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savefile->WriteBool(attackHeld);
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savefile->WriteInt(attacktimerStart);
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savefile->WriteStaticObject( drag );
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savefile->WriteInt( id );
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savefile->WriteInt(pickuptimerStart);
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savefile->WriteInt(holdstate);
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savefile->WriteInt(holdDistance);
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savefile->WriteVec3(saveGravity);
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savefile->WriteInt(oldUcmdFlags);
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savefile->WriteVec3(localPlayerPoint);
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savefile->WriteInt(dragFailTime);
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savefile->WriteInt(startDragTime);
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savefile->WriteBool(holdingAF);
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savefile->WriteBool(pickerHeld);
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savefile->WriteFloat(dragTraceDist);
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savefile->WriteInt(rotationIndex);
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savefile->WriteInt(rotationAngleStart);
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savefile->WriteInt(rotationAngleEnd);
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savefile->WriteInt(rotationTimeStart);
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savefile->WriteInt(rotationTimeEnd);
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}
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void idPicker::Restore( idRestoreGame *savefile )
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{
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owner.Restore(savefile);
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dragEnt.Restore(savefile);
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savefile->ReadBool(attackHeld);
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savefile->ReadInt(attacktimerStart);
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savefile->ReadStaticObject( drag );
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savefile->ReadInt(id);
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savefile->ReadInt(pickuptimerStart);
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savefile->ReadInt(holdstate);
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savefile->ReadInt(holdDistance);
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savefile->ReadVec3(saveGravity);
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savefile->ReadInt(oldUcmdFlags);
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savefile->ReadVec3(localPlayerPoint);
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savefile->ReadInt(dragFailTime);
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savefile->ReadInt(startDragTime);
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savefile->ReadBool(holdingAF);
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savefile->ReadBool(pickerHeld);
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savefile->ReadFloat(dragTraceDist);
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savefile->ReadInt(rotationIndex);
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savefile->ReadInt(rotationAngleStart);
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savefile->ReadInt(rotationAngleEnd);
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savefile->ReadInt(rotationTimeStart);
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savefile->ReadInt(rotationTimeEnd);
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}
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void idPicker::SetDragDistance( float dist ) {
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dragTraceDist = dist;
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}
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//adjust how far/close the object is to the player.
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void idPicker::SetHoldDistance( int delta )
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{
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idPlayer *thePlayer = owner.GetEntity();
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int minDistance = HOLD_DISTANCE_MIN;
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if (dragEnt.GetEntity() != NULL)
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{
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int holdDistanceMin = dragEnt.GetEntity()->spawnArgs.GetInt("holddistancemin");
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if (holdDistanceMin > 0)
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{
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minDistance = holdDistanceMin;
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}
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}
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this->holdDistance += delta;
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this->holdDistance = idMath::ClampInt(minDistance, HOLD_DISTANCE_MAX, this->holdDistance);
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localPlayerPoint = ( thePlayer->firstPersonViewAxis[0] * holdDistance ) * thePlayer->firstPersonViewAxis.Transpose();
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}
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void idPicker::StartDrag( idEntity *grabEnt, int id ) {
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int clipModelId = id;
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idPlayer *thePlayer = owner.GetEntity();
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this->rotationIndex = -1;
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holdingAF = false;
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dragFailTime = gameLocal.slow.time;
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startDragTime = gameLocal.slow.time;
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oldUcmdFlags = thePlayer->usercmd.flags;
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// set grabbed state for networking
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grabEnt->SetGrabbedState( true );
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// This is the new object to drag around
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dragEnt = grabEnt;
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// Handle specific class types
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if ( grabEnt->IsType( idAI::Type ) )
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{
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idAI *aiEnt = static_cast<idAI*>(grabEnt);
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//aiEnt->Damage( thePlayer, thePlayer, vec3_origin, "damage_suicide", 1.0f, INVALID_JOINT );
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aiEnt->StartRagdoll();
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holdingAF = true;
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clipModelId = 0;
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}
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else if ( grabEnt->IsType( idAFEntity_Base::Type ) )
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{
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holdingAF = true;
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//clipModelId = 0;
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}
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else if ( grabEnt->IsType( idMoveableItem::Type ) )
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{
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if (static_cast<idMoveableItem*>(grabEnt)->frozen > 0)
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{
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if (static_cast<idMoveableItem*>(grabEnt)->frozen == 1)
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{
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grabEnt->StartSound( "snd_unfreeze", SND_CHANNEL_ANY, 0, false, NULL );
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}
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static_cast<idMoveableItem*>(grabEnt)->frozen = 2;
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grabEnt->Unbind();
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}
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// flibit: 64 bit fixes, changed NULL to 0
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grabEnt->PostEventMS( &EV_Touch, 250, thePlayer, 0 );
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// flibit end
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}
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// Get the current physics object to manipulate
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idPhysics *phys = grabEnt->GetPhysics();
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// Turn off gravity on object
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//if ( !holdingAF )
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{
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//saveGravity = phys->GetGravity();
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//saveGravity = gameLocal.GetGravity();
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//phys->SetGravity( vec3_origin );
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//phys->
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}
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//find distance between object and player eyeball.
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float distanceToObject = ( thePlayer->firstPersonViewOrigin - grabEnt->GetPhysics()->GetOrigin() ).Normalize();
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if ( grabEnt->spawnArgs.GetInt( "isremote", "0" ) )
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{
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holdDistance = dragEnt.GetEntity()->spawnArgs.GetInt( "remote_x", "12" );
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}
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else if (distanceToObject < HOLD_DISTANCE_DEFAULT)
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{
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holdDistance = distanceToObject - 1;
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}
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else
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{
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//hold distance default override.
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int holddistOverride = grabEnt->spawnArgs.GetInt( "holddistance", "32" );
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holdDistance = holddistOverride;
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}
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// hold it directly in front of player
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localPlayerPoint = ( thePlayer->firstPersonViewAxis[0] * holdDistance ) * thePlayer->firstPersonViewAxis.Transpose();
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// Start up the Force_Drag to bring it in
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drag.Init( g_grabberDamping.GetFloat() );
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drag.SetPhysics( phys, clipModelId, thePlayer->firstPersonViewOrigin + localPlayerPoint * thePlayer->firstPersonViewAxis);
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attackHeld = true;
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pickerHeld = true;
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thePlayer->StartSound("snd_grab", SND_CHANNEL_WEAPON, 0, false, NULL);
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//bc 8-13-2015
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grabEnt->StartSound( "snd_onpick", SND_CHANNEL_ANY, 0, false, NULL );
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}
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void idPicker::StopDrag( bool dropOnly, bool isRightClick )
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{
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idPlayer *thePlayer = owner.GetEntity();
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if ( dragEnt.IsValid() )
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{
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idEntity *ent = dragEnt.GetEntity();
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// set grabbed state for networking
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ent->SetGrabbedState( false );
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// If a cinematic has started, let dropped object to think in cinematics
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if ( gameLocal.inCinematic ) {
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ent->cinematic = true;
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}
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// Restore Gravity
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if ( !holdingAF )
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{
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//ent->GetPhysics()->SetGravity( saveGravity );
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}
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// Move the object back to the slow group (helltime)
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ent->timeGroup = TIME_GROUP1;
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if ( holdingAF )
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{
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idAFEntity_Base *af = static_cast<idAFEntity_Base *>(ent);
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idPhysics_AF *af_Phys = static_cast<idPhysics_AF*>(af->GetPhysics());
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// Reset timers so that it isn't forcibly put to rest in mid-air
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af_Phys->PutToRest();
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af_Phys->Activate();
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af_Phys->SetTimeScaleRamp( MS2SEC(gameLocal.slow.time) - 1.5f, MS2SEC(gameLocal.slow.time) + 1.0f );
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}
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ent->lastThrowTime = gameLocal.time; //for the security turret. if player throws or drops an item, mark it as a turret target.
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// If the object isn't near its goal, just drop it in place.
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if ( !ent->IsType( idProjectile::Type ) && ( dropOnly || drag.GetDistanceToGoal() > DRAG_FAIL_LEN ) )
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{
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ent->GetPhysics()->SetLinearVelocity( vec3_origin );
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thePlayer->StartSound("snd_maindrop", SND_CHANNEL_WEAPON, 0, false, NULL);
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ent->StartSound( "snd_onunpick", SND_CHANNEL_ANY, 0, false, NULL );
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}
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else
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{
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// Shoot the object forward
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ent->ApplyImpulse( thePlayer, 0, ent->GetPhysics()->GetOrigin(), (thePlayer->firstPersonViewAxis[0] + idVec3(0, 0, 0.6f)) * THROW_SCALE * ent->GetPhysics()->GetMass() );
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thePlayer->StartSound("snd_release", SND_CHANNEL_WEAPON, 0, false, NULL);
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ent->StartSound( "snd_onunpick", SND_CHANNEL_ANY, 0, false, NULL );
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// Orient projectiles away from the player
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if ( ent->IsType( idMoveable::Type ) )
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{
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// Turn on damage for this object
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//idMoveable *obj = static_cast<idMoveable*>(ent);
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//obj->EnableDamage( true, 2.5f );
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//obj->SetAttacker( thePlayer );
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}
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/*
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else if ( ent->IsType( idMoveableItem::Type ) )
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{
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}
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*/
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#ifdef STEAM
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g_SteamStats->SetStatDelta("stat_throws", 1);
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#endif
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}
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// Remove the Force_Drag's control of the entity
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drag.RemovePhysics( ent->GetPhysics() );
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//if it's a remote, then call the onDrop call. onDrop triggers the selected item on the BlueBox.
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if ( dragEnt.GetEntity()->spawnArgs.GetInt( "isremote", "0" ))
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{
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if (thePlayer->launcherEnt.IsValid())
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{
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if (isRightClick)
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{
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//Execute the line.
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thePlayer->UseFrob( thePlayer->launcherEnt.GetEntity(), "onDrop");
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thePlayer->pickerHeld = true;
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if (thePlayer->launcherEnt.GetEntity()->IsType(idBluebox::Type))
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{
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static_cast<idBluebox *>( thePlayer->launcherEnt.GetEntity() )->OnExecute();
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}
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}
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else
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{
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//I just right clicked!!
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if (thePlayer->launcherEnt.GetEntity()->IsType(idBluebox::Type))
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{
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static_cast<idBluebox *>( thePlayer->launcherEnt.GetEntity() )->OnDrop();
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}
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}
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}
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}
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}
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dragEnt = NULL;
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this->holdstate = 2;
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/*
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if ( !(thePlayer->usercmd.buttons & BUTTON_PICKER) )
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{
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pickerHeld = false;
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}
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else
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{
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pickerHeld = true;
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}
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if ( !(thePlayer->usercmd.buttons & BUTTON_ATTACK) )
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{
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attackHeld = false;
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}
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else
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{
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attackHeld = true;
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}*/
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}
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int idPicker::UpdateHeld( idPlayer *player )
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{
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//if not holding anything.
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if (!dragEnt.GetEntity())
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{
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if ( !(player->usercmd.buttons & BUTTON_ATTACK) && attackHeld )
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{
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attackHeld = false;
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}
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return 0;
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}
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idPhysics *entPhys = dragEnt.GetEntity()->GetPhysics();
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idVec3 goalPos;
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if (this->holdstate == 0 && dragEnt.GetEntity() && pickerHeld == false && attackHeld == false )
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{
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this->holdstate = 1;
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}
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//holding an item.
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if (this->holdstate == 1)
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{
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if (player->usercmd.buttons & BUTTON_ATTACK)
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{
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if (!attackHeld)
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{
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this->attackHeld = true;
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this->attacktimerStart = gameLocal.time;
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//player->DebugMessage(va("uheld %d %d", this->attacktimerStart, gameLocal.time));
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}
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if (attacktimerStart + 400 < gameLocal.time)
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{
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//throw.
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player->StartSound("snd_exhale", SND_CHANNEL_ANY, 0, false, NULL);
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StopDrag( false, false );
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this->holdstate = 2;
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return 3;
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}
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}
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else if ( !(player->usercmd.buttons & BUTTON_ATTACK) && attackHeld)
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{
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this->attackHeld = false;
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if (attacktimerStart + 400 >= gameLocal.time)
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{
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//tap.
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//drop.
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StopDrag( true, true );
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this->holdstate = 2;
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return 3;
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}
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}
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int rotationSteps[8] = {180, 225, 270, 315, 0, 45, 90, 135 };
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if (dragEnt.IsValid())
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{
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if (dragEnt.GetEntity()->spawnArgs.GetInt("alt_rotation", "0") > 0)
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{
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rotationSteps[0] = 0;
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rotationSteps[1] = 45;
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rotationSteps[2] = 90;
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rotationSteps[3] = 135;
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rotationSteps[4] = 180;
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rotationSteps[5] = 225;
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rotationSteps[6] = 270;
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rotationSteps[7] = 315;
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}
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}
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if (player->usercmd.buttons & BUTTON_PICKER && !pickerHeld)
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{
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//pickerWeapon.dragEnt.GetEntity()->spawnArgs.GetInt( "isremote", "0" ) )
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//Remote (bluebox) special case.
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if (dragEnt.GetEntity()->spawnArgs.GetInt( "isremote", "0"))
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{
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idPlayer *thePlayer = owner.GetEntity();
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StopDrag(true, false); //right click. drop.
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thePlayer->pickerHeld = true;
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return 0;
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}
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pickerHeld = true;
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//rotate
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player->StartSound("snd_rotate", SND_CHANNEL_ANY, 0, false, NULL );
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rotationAngleStart = this->rotationIndex;
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if (rotationAngleStart < 0)
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rotationAngleStart = 0;
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int rotationSlots = sizeof(rotationSteps) / sizeof(int);
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this->rotationIndex++;
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if (this->rotationIndex >= rotationSlots)
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{
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this->rotationIndex = 0;
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}
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rotationAngleEnd = this->rotationIndex;
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rotationTimeStart = gameLocal.time;
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rotationTimeEnd = gameLocal.time + 100;
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}
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if (this->rotationIndex >= 0 && !holdingAF)
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{
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float lerpAmount;
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if (gameLocal.time >= rotationTimeEnd)
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{
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lerpAmount = 1;
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}
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else
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{
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lerpAmount = (gameLocal.time - rotationTimeStart) / 100.0f;
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}
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float lerpAng = idMath::Lerp(rotationSteps[rotationAngleStart], rotationSteps[rotationAngleEnd], lerpAmount);
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if (rotationSteps[rotationAngleStart] > rotationSteps[rotationAngleEnd])
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{
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//hack to resolve lerp weirdness when going from a big number to a small number.
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lerpAng = idMath::Lerp(rotationSteps[rotationAngleEnd] - 45, rotationSteps[rotationAngleEnd], lerpAmount);
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}
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//if (gameLocal.time < rotationTimeEnd)
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//common->Printf("%f %f \n", lerpAmount, lerpAng);
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idAngles ang = player->firstPersonViewAxis[0].ToAngles();
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ang.roll = 0.f;
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ang.pitch = 0.f;
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ang.yaw += lerpAng;
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entPhys->SetAxis( ang.ToMat3() );
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/*
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int angleToAdd = rotationSteps[this->rotationIndex];
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//orient the object.
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idAngles ang = player->firstPersonViewAxis[0].ToAngles();
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ang.roll = 0.f;
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ang.pitch = 0.f;
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ang.yaw += angleToAdd;
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entPhys->SetAxis( ang.ToMat3() );
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*/
|
|
}
|
|
|
|
/*
|
|
if (player->usercmd.buttons & BUTTON_PICKER)
|
|
{
|
|
if (!pickerHeld)
|
|
{
|
|
this->pickerHeld = true;
|
|
this->pickuptimerStart = gameLocal.time;
|
|
}
|
|
|
|
if (pickuptimerStart + 400 < gameLocal.time)
|
|
{
|
|
//drop.
|
|
StopDrag( true, false );
|
|
this->holdstate = 2;
|
|
return 3;
|
|
}
|
|
}
|
|
else if ( !(player->usercmd.buttons & BUTTON_PICKER) && pickerHeld)
|
|
{
|
|
this->pickerHeld = false;
|
|
|
|
if (pickuptimerStart + 400 >= gameLocal.time)
|
|
{
|
|
//Get.
|
|
player->PerformImpulse(41);
|
|
this->holdstate = 2;
|
|
return 0;
|
|
}
|
|
}*/
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//Handle object physics
|
|
//=================================================================
|
|
// Check if the player is standing on the object.
|
|
if ( !holdingAF && dragEnt.GetEntity()->IsType( idMoveable::Type ))
|
|
{
|
|
idBounds playerBounds;
|
|
idBounds objectBounds = entPhys->GetAbsBounds();
|
|
idVec3 newPoint = player->GetPhysics()->GetOrigin();
|
|
|
|
// create a bounds at the players feet
|
|
playerBounds.Clear();
|
|
playerBounds.AddPoint( newPoint );
|
|
newPoint.z -= 1.f;
|
|
playerBounds.AddPoint( newPoint );
|
|
playerBounds.ExpandSelf( 8.f );
|
|
|
|
// If it intersects the object bounds, then drop it
|
|
if ( playerBounds.IntersectsBounds( objectBounds ) )
|
|
{
|
|
StopDrag( true, false );
|
|
player->StartSound( "snd_error", SND_CHANNEL_ANY, 0, false, NULL );
|
|
player->Event_hudMessage( common->GetLanguageDict()->GetString( "#str_02116" ) );
|
|
return 3;
|
|
}
|
|
}
|
|
|
|
// Set and evaluate drag force
|
|
goalPos = player->firstPersonViewOrigin + localPlayerPoint * player->firstPersonViewAxis;
|
|
|
|
if (holdingAF)
|
|
{
|
|
if ( dragEnt.GetEntity()->spawnArgs.GetInt( "isremote", "0" ) )
|
|
{
|
|
goalPos.z += dragEnt.GetEntity()->spawnArgs.GetInt( "remote_z", "2" );
|
|
}
|
|
else
|
|
{
|
|
int holdheight = dragEnt.GetEntity()->spawnArgs.GetInt( "holdheight", "4" );
|
|
goalPos.z += holdheight; //held AFs look better when they're elevated up a bit.
|
|
}
|
|
}
|
|
|
|
drag.SetGoalPosition( goalPos );
|
|
drag.Evaluate( gameLocal.time );
|
|
|
|
// If an object is flying too fast toward the player, stop it hard
|
|
if ( g_grabberHardStop.GetBool() )
|
|
{
|
|
idPlane theWall;
|
|
idVec3 toPlayerVelocity, objectCenter;
|
|
float toPlayerSpeed;
|
|
|
|
toPlayerVelocity = -player->firstPersonViewAxis[0];
|
|
toPlayerSpeed = entPhys->GetLinearVelocity() * toPlayerVelocity;
|
|
|
|
if ( toPlayerSpeed > 64.f )
|
|
{
|
|
objectCenter = entPhys->GetAbsBounds().GetCenter();
|
|
|
|
theWall.SetNormal( player->firstPersonViewAxis[0] );
|
|
theWall.FitThroughPoint( goalPos );
|
|
|
|
if ( theWall.Side( objectCenter, 0.1f ) == PLANESIDE_BACK ) {
|
|
int i, num;
|
|
|
|
num = entPhys->GetNumClipModels();
|
|
for ( i=0; i<num; i++ ) {
|
|
entPhys->SetLinearVelocity( vec3_origin, i );
|
|
}
|
|
}
|
|
}
|
|
|
|
idVec3 angVel;
|
|
angVel.x = 0;
|
|
angVel.y = 0;
|
|
angVel.z = 0;
|
|
entPhys->SetAngularVelocity( angVel );
|
|
}
|
|
//=================================================================
|
|
|
|
if ( !(player->usercmd.buttons & BUTTON_PICKER) && pickerHeld )
|
|
{
|
|
pickerHeld = false;
|
|
}
|
|
|
|
if ( !(player->usercmd.buttons & BUTTON_ATTACK) && attackHeld )
|
|
{
|
|
attackHeld = false;
|
|
}
|
|
|
|
if (this->holdstate > 0 && dragEnt.GetEntity() && dragEnt.GetEntity()->spawnArgs.GetInt("showhand", "1") <= 0 )
|
|
{
|
|
//BC 3-13-2016 add flag to hide finger. so that you can read letters.
|
|
return 4;
|
|
}
|
|
else if (this->holdstate > 0 && dragEnt.GetEntity())
|
|
{
|
|
return 2;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//Update return values:
|
|
// 0 = holding nothing.
|
|
// 1 = something valid in crosshair.
|
|
// 2 = holding something.
|
|
// 3 = dropped the object.
|
|
|
|
int idPicker::Update( idPlayer *player, bool hide, idEntity *newEnt, int newEntID, bool forcePick )
|
|
{
|
|
// Dead players release the trigger
|
|
if ( hide || player->health <= 0 )
|
|
{
|
|
StopDrag( true, false );
|
|
return 3;
|
|
}
|
|
|
|
|
|
|
|
//player is HOLDING something. Do some checks to ensure it should still be held.
|
|
if ( dragEnt.GetEntity() )
|
|
{
|
|
return 2;
|
|
}
|
|
|
|
owner = player;
|
|
|
|
if (this->holdstate == 2 && !(player->usercmd.buttons & BUTTON_PICKER)
|
|
&& !(player->usercmd.buttons & BUTTON_ATTACK))
|
|
{
|
|
this->holdstate = 0;
|
|
}
|
|
|
|
// if no entity selected for dragging. search for stuff that's grabbable.
|
|
if ( !dragEnt.GetEntity() )
|
|
{
|
|
// If the trace hit something
|
|
if ( newEnt )
|
|
{
|
|
// if entity is already being grabbed then bypass
|
|
if ( gameLocal.isMultiplayer && newEnt->IsGrabbed() )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Check if this is a valid entity to hold
|
|
if ( newEnt &&
|
|
|
|
( newEnt->IsType( idMoveable::Type )
|
|
|| newEnt->IsType( idMoveableItem::Type )
|
|
|| newEnt->IsType( idProjectile::Type )
|
|
|| newEnt->IsType( idStaticEntity::Type )
|
|
|| newEnt->IsType( idScrew::Type )
|
|
|| newEnt->IsType( idFrobCube::Type )
|
|
|| newEnt->IsType( idAFEntity_Base::Type ))
|
|
|
|
&& newEnt->noGrab == false
|
|
//&& newEnt->GetPhysics()->GetBounds().GetRadius() < MAX_PICKUP_SIZE
|
|
&& newEnt->GetPhysics()->GetLinearVelocity().LengthSqr() < MAX_PICKUP_VELOCITY)
|
|
{
|
|
|
|
//bc 9-26-2015 gettable frobcubes can be right clicked
|
|
if (newEnt->IsType(idFrobCube::Type) && player->usercmd.buttons & BUTTON_PICKER)
|
|
{
|
|
if (newEnt->spawnArgs.GetBool("gettable"))
|
|
{
|
|
static_cast<idFrobCube *>( newEnt )->OnFrob(this);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//BC 4-15-2016 moveables can be gotten
|
|
if (newEnt->IsType(idMoveableItem::Type) && player->usercmd.buttons & BUTTON_PICKER)
|
|
{
|
|
if (newEnt->spawnArgs.GetBool("stashable"))
|
|
{
|
|
gameLocal.GetLocalPlayer()->StartSound( "snd_get", SND_CHANNEL_ANY, 0, false, NULL );
|
|
|
|
idDict args;
|
|
args.Clear();
|
|
args.SetVector( "origin", newEnt->GetPhysics()->GetOrigin() );
|
|
args.Set( "model", "pickupdust.prt" );
|
|
args.SetBool( "start_off", false );
|
|
gameLocal.SpawnEntityType( idExplodable::Type, &args );
|
|
|
|
newEnt->PostEventMS(&EV_Remove, 0 );
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
bool validAF = true;
|
|
|
|
|
|
|
|
|
|
|
|
if (player->usercmd.buttons & BUTTON_PICKER)
|
|
{
|
|
player->PerformImpulse(41); //GET item.
|
|
}
|
|
|
|
if ( !dragEnt.GetEntity() && this->holdstate == 0 && forcePick )
|
|
{
|
|
//hold the button. hold the item.
|
|
StartDrag(newEnt, newEntID);
|
|
player->UseFrob( newEnt, "onPick");
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
if ( validAF && (( (player->usercmd.buttons & BUTTON_PICKER) && (this->pickuptimerStart + pickupThreshold < gameLocal.time) && !dragEnt.GetEntity() ) || forcePick) && !attackHeld && !pickerHeld)
|
|
{
|
|
// Grab this entity and start dragging it around.
|
|
StartDrag( newEnt, newEntID );
|
|
player->UseFrob( newEnt, "onPick");
|
|
|
|
this->pickuptimerStart = gameLocal.time;
|
|
this->pickerHeld = true;
|
|
}
|
|
else if (!(player->usercmd.buttons & BUTTON_PICKER) && this->pickerHeld && (this->pickuptimerStart + pickupThreshold > gameLocal.time))
|
|
{
|
|
//if player taps the right click, then GET the item.
|
|
this->pickerHeld = false;
|
|
player->PerformImpulse(41); //GET item.
|
|
}*/
|
|
else if ( validAF )
|
|
{
|
|
// A holdable object is ready to be grabbed
|
|
if (pickerHeld && !(player->usercmd.buttons & BUTTON_PICKER))
|
|
{
|
|
pickerHeld = false;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
}
|
|
|
|
if (pickerHeld && !(player->usercmd.buttons & BUTTON_PICKER))
|
|
pickerHeld = false;
|
|
|
|
if (attackHeld && !(player->usercmd.buttons & BUTTON_ATTACK))
|
|
attackHeld = false;
|
|
}
|
|
|
|
|
|
|
|
if (dragEnt.GetEntity())
|
|
return 2;
|
|
|
|
// Not holding, nothing to hold
|
|
return 0;
|
|
}
|