mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-12-03 01:13:11 +00:00
349 lines
9 KiB
C++
349 lines
9 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 TIME_TO_FRONTMACHINE 400
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#define TIME_TO_PAUSE 400
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#define TIME_TO_LOOK_UP 500
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//const idEventDef EV_ButtonSwitcher_activate( "buttonswitcheractivate", "f" );
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CLASS_DECLARATION( idStaticEntity, idCybervendor )
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//EVENT( EV_ButtonSwitcher_activate, idButtonSwitcher::Event_buttonswitcheractivate)
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END_CLASS
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void idCybervendor::Save( idSaveGame *savefile ) const
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{
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savefile->WriteInt(state);
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savefile->WriteInt(nextUpdate);
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savefile->WriteInt(lerpStart);
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savefile->WriteInt(lerpEnd);
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savefile->WriteVec3(posStart);
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savefile->WriteVec3(posEnd);
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savefile->WriteVec3(angStart);
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savefile->WriteVec3(angEnd);
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savefile->WriteInt(count);
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}
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void idCybervendor::Restore( idRestoreGame *savefile )
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{
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savefile->ReadInt(state);
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savefile->ReadInt(nextUpdate);
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savefile->ReadInt(lerpStart);
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savefile->ReadInt(lerpEnd);
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savefile->ReadVec3(posStart);
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savefile->ReadVec3(posEnd);
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savefile->ReadVec3(angStart);
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savefile->ReadVec3(angEnd);
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savefile->ReadInt(count);
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}
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void idCybervendor::Spawn( void )
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{
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BecomeActive( TH_THINK );
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GetPhysics()->SetContents( CONTENTS_SOLID );
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GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
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this->noGrab = true;
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this->isFrobbable = true;
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state = 0;
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nextUpdate = 0;
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lerpStart = 0;
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lerpEnd = 0;
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count = 2;
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}
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void idCybervendor::OnFrob()
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{
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if (state == 0)
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{
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float player_z = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin().z;
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float machine_z = this->GetPhysics()->GetOrigin().z;
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if (player_z < machine_z - 4)
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{
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StartSound( "snd_error", SND_CHANNEL_ANY, 0, false, NULL );
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return;
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}
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count *= 2;
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gameLocal.GetLocalPlayer()->Event_setFrozen(1);
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isFrobbable = 0;
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lerpStart = gameLocal.time;
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lerpEnd = gameLocal.time + TIME_TO_FRONTMACHINE; //time to transition to the machine front.
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idVec3 forward, right;
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GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right );
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posEnd = this->GetPhysics()->GetOrigin() + (forward * 48) + (right * 12);
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posStart = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin();
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angStart.x = gameLocal.GetLocalPlayer()->viewAngles.pitch;
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angStart.y = gameLocal.GetLocalPlayer()->viewAngles.yaw;
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angStart.z = gameLocal.GetLocalPlayer()->viewAngles.roll;
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if (angStart.y < 0)
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angStart.y += 360;
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if (angStart.y < 180)
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angStart.y += 360;
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angEnd.x = GetPhysics()->GetAxis().ToAngles().pitch + 5;
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angEnd.y = GetPhysics()->GetAxis().ToAngles().yaw + 180;
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angEnd.z = GetPhysics()->GetAxis().ToAngles().roll;
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if (angEnd.y < 0)
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angEnd.y += 360;
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if (angEnd.y < 180)
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angEnd.y += 360;
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StartSound( "snd_jingle", SND_CHANNEL_ANY, 0, false, NULL );
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state = 1;
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}
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}
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void idCybervendor::Think()
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{
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if (state == 1)
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{
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//lerp the player to the machine front AND look at the machine front.
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float lerp;
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float currentTime = gameLocal.time;
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float lookTimeMax = this->lerpEnd - this->lerpStart;
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float lookTimeMin = this->lerpStart;
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currentTime -= this->lerpStart;
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lerp = currentTime / lookTimeMax;
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idVec3 newPosition;
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newPosition.x = idMath::Lerp(posStart.x, posEnd.x, lerp);
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newPosition.y = idMath::Lerp(posStart.y, posEnd.y, lerp);
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newPosition.z = idMath::Lerp(posStart.z, posEnd.z, lerp);
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gameLocal.GetLocalPlayer()->GetPhysics()->SetOrigin(newPosition);
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idVec3 lookAng;
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lookAng.x = idMath::Lerp(this->angStart.x, this->angEnd.x, lerp);
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lookAng.y = idMath::Lerp(this->angStart.y, this->angEnd.y, lerp);
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lookAng.z = idMath::Lerp(this->angStart.z, this->angEnd.z, lerp);
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//common->Printf("%f : %f : %f %f %f\n", angStart.y, angEnd.y, lookAng.x, lookAng.y, lookAng.z);
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gameLocal.GetLocalPlayer()->Event_setviewangle(lookAng);
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//common->Printf("%f\n", lerp);
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if (lerp >= 1)
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{
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lerpEnd = gameLocal.time + TIME_TO_PAUSE;
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state = 2;
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}
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}
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else if (state == 2)
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{
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//pause.
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if (gameLocal.time >= lerpEnd)
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{
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angStart.x = gameLocal.GetLocalPlayer()->viewAngles.pitch;
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angStart.y = gameLocal.GetLocalPlayer()->viewAngles.yaw;
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angStart.z = gameLocal.GetLocalPlayer()->viewAngles.roll;
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if (angStart.y < 0)
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angStart.y += 360;
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if (angStart.y < 180)
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angStart.y += 360;
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angEnd.x = spawnArgs.GetInt("drillangle", "50");
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angEnd.y = GetPhysics()->GetAxis().ToAngles().yaw + 180;
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angEnd.z = GetPhysics()->GetAxis().ToAngles().roll;
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if (angEnd.y < 0)
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angEnd.y += 360;
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if (angEnd.y < 180)
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angEnd.y += 360;
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lerpStart = gameLocal.time;
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lerpEnd = gameLocal.time + TIME_TO_LOOK_UP; //time to transition to the machine front.
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state = 3;
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}
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}
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else if (state == 3)
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{
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//look at the hole.
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float lerp;
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float currentTime = gameLocal.time;
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float lookTimeMax = this->lerpEnd - this->lerpStart;
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float lookTimeMin = this->lerpStart;
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currentTime -= this->lerpStart;
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lerp = currentTime / lookTimeMax;
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//look up.
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idVec3 lookAng;
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lookAng.x = idMath::Lerp(this->angStart.x, this->angEnd.x, lerp);
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lookAng.y = idMath::Lerp(this->angStart.y, this->angEnd.y, lerp);
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lookAng.z = idMath::Lerp(this->angStart.z, this->angEnd.z, lerp);
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//common->Printf("%f : %f : %f %f %f\n", angStart.y, angEnd.y, lookAng.x, lookAng.y, lookAng.z);
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gameLocal.GetLocalPlayer()->Event_setviewangle(lookAng);
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if (lerp >= 1)
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{
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StartSound( "snd_drill", SND_CHANNEL_ANY, 0, false, NULL );
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idVec3 forward, right, up;
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GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right, &up );
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posStart = this->GetPhysics()->GetOrigin() + (forward * 32) + (right * 12) + (up * 55);
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gameLocal.GetLocalPlayer()->Event_viewlook(posStart, 0.2f, 0, 1);
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lerpEnd = gameLocal.time + 1500;
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//gameLocal.GetLocalPlayer()->Event_ToggleBloom(1);
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cvarSystem->SetCVarString("g_testpostprocess", "textures/fx/fastforward_fast");
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state = 4;
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}
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}
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else if (state == 4)
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{
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//drilling.
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gameLocal.GetLocalPlayer()->Event_setviewangle(angEnd);
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if (gameLocal.time >= lerpEnd)
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{
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gameLocal.GetLocalPlayer()->Event_viewlook(posStart, 0.4f, 1, 0);
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StartSound( "snd_ding", SND_CHANNEL_ANY, 0, false, NULL );
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angStart.x = gameLocal.GetLocalPlayer()->viewAngles.pitch;
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angEnd.x = 20;
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angEnd.y = gameLocal.GetLocalPlayer()->viewAngles.yaw;
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lerpStart = gameLocal.time;
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lerpEnd = gameLocal.time + 300; //time to transition to the machine front.
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cvarSystem->SetCVarString("g_testpostprocess", "0");
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renderEntity.gui[0]->HandleNamedEvent("done");
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//spew some decals into the world.
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if (count <= 256)
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{
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idVec3 forward, right, up;
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GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right, &up );
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idVec3 spitPoint = this->GetPhysics()->GetOrigin() + (forward * 25) + (right * 12) + (up * 128);
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int i;
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for (i = 0; i < count; i++)
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{
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idVec3 randSpot;
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randSpot = this->GetPhysics()->GetOrigin() + (forward * (25 + gameLocal.random.RandomFloat() * 64)) + (right * (12 - 64 + gameLocal.random.RandomFloat() * 128) ) + (up * 128);
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trace_t groundTr;
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gameLocal.clip.TracePoint( groundTr, randSpot, randSpot + idVec3(0,0,-1024), MASK_SOLID, this );
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if ((randSpot - spitPoint).Normalize() > 64)
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continue;
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gameLocal.ProjectDecal( groundTr.c.point, -groundTr.c.normal, 0.5f, true, 4 + gameLocal.random.RandomFloat() * 36, spawnArgs.GetString("mtr_oil") );
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}
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}
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state = 5;
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}
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}
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else if (state == 5)
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{
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//look up.
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float lerp;
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float currentTime = gameLocal.time;
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float lookTimeMax = this->lerpEnd - this->lerpStart;
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float lookTimeMin = this->lerpStart;
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currentTime -= this->lerpStart;
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lerp = currentTime / lookTimeMax;
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//look up.
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idVec3 lookAng;
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lookAng.x = idMath::Lerp(this->angStart.x, this->angEnd.x, lerp);
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lookAng.y = angEnd.y;
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lookAng.z = 0;
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//common->Printf("%f : %f : %f %f %f\n", angStart.y, angEnd.y, lookAng.x, lookAng.y, lookAng.z);
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gameLocal.GetLocalPlayer()->Event_setviewangle(lookAng);
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if (lerp >= 1)
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{
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gameLocal.GetLocalPlayer()->Event_setFrozen(0);
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isFrobbable = 1;
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state = 0;
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ActivateTargets( this );
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}
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}
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if (gameLocal.time > nextUpdate && state == 0)
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{
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//check if player angle faces the FRONT of the machine.
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idAngles playerAng = gameLocal.GetLocalPlayer()->viewAngles;
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playerAng.pitch = 0;
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playerAng.roll = 0;
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float vdot = DotProduct( this->GetPhysics()->GetAxis().ToAngles().ToForward(), playerAng.ToForward() );
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//check if player is positioned in FRONT of the machine.
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idVec3 forward;
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GetPhysics()->GetAxis().ToAngles().ToVectors( &forward );
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idVec3 frontOfMachinePos = this->GetPhysics()->GetOrigin() + (forward * 24);
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idVec3 toPlayer = frontOfMachinePos - gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin();
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idVec3 machineFacing = this->GetPhysics()->GetAxis().ToAngles().ToForward();
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float facingResult = DotProduct( toPlayer, machineFacing );
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//gameLocal.GetLocalPlayer()->DebugMessage(va("dot %f", facingResult));
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if (vdot < -0.1f && facingResult < 0)
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{
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this->isFrobbable = true;
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}
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else
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{
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this->isFrobbable = false;
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}
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nextUpdate = gameLocal.time + 300; //update every X milliseconds.
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}
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Present();
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}
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