mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-12-01 16:32:16 +00:00
363 lines
9.7 KiB
C++
363 lines
9.7 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 ROCKETSPEED 256
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#define AIMAHEAD_DISTANCE 256
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#define LIGHT_AHEADDISTANCE 32
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const idEventDef EV_zeppelinactivate( "zeppelinactivate", "d" );
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CLASS_DECLARATION( idAnimatedEntity, idZeppelinBig )
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EVENT( EV_zeppelinactivate, idZeppelinBig::Event_zeppelinactivate )
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END_CLASS
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void idZeppelinBig::Save( idSaveGame *savefile ) const
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{
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savefile->WriteInt(state);
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savefile->WriteInt(nextAttackTime);
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savefile->WriteInt(nextVolleyTime);
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savefile->WriteInt(volleyCount);
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savefile->WriteInt(maxVolley);
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savefile->WriteInt(attackDelay);
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savefile->WriteFloat(initialDelay);
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savefile->WriteObject(beam1Start);
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savefile->WriteObject(beam1End);
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savefile->WriteObject(beam2Start);
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savefile->WriteObject(beam2End);
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savefile->WriteObject(light);
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}
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void idZeppelinBig::Restore( idRestoreGame *savefile )
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{
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savefile->ReadInt(state);
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savefile->ReadInt(nextAttackTime);
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savefile->ReadInt(nextVolleyTime);
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savefile->ReadInt(volleyCount);
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savefile->ReadInt(maxVolley);
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savefile->ReadInt(attackDelay);
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savefile->ReadFloat(initialDelay);
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savefile->ReadObject(reinterpret_cast<idClass *&>(beam1Start));
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savefile->ReadObject(reinterpret_cast<idClass *&>(beam1End));
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savefile->ReadObject(reinterpret_cast<idClass *&>(beam2Start));
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savefile->ReadObject(reinterpret_cast<idClass *&>(beam2End));
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savefile->ReadObject(reinterpret_cast<idClass *&>(light));
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}
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void idZeppelinBig::Event_zeppelinactivate(int value)
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{
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if (value > 0 && state == OFF)
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{
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this->Show();
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beam1Start->Show();
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beam2Start->Show();
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light->On();
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if (initialDelay > 0)
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{
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nextAttackTime = gameLocal.time + (initialDelay);
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}
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StartSound( "snd_activate", SND_CHANNEL_BODY2, 0, false, NULL );
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state = ON;
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}
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else
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{
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this->Hide();
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beam1Start->Hide();
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beam2Start->Hide();
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light->Off();
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state = OFF;
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}
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}
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void idZeppelinBig::AimBeam(const char *jointName, idBeam *beamEnd, idVec3 aimPos)
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{
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jointHandle_t beamJoint;
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idVec3 dirToPlayer;
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idVec3 beamPos;
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idMat3 beamAngle;
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trace_t tr;
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beamJoint = this->GetAnimator()->GetJointHandle( jointName );
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animator.GetJointTransform( beamJoint, gameLocal.time, beamPos, beamAngle);
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beamPos = this->GetPhysics()->GetOrigin() + beamPos * this->GetPhysics()->GetAxis();
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dirToPlayer = aimPos - beamPos;
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dirToPlayer.Normalize();
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animator.SetJointAxis( beamJoint, JOINTMOD_WORLD, dirToPlayer.ToMat3() );
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//do traceline.
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gameLocal.clip.TracePoint( tr, beamPos, beamPos + (dirToPlayer * 16384), MASK_SOLID, this );
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//beamEnd->GetPhysics()->SetOrigin(tr.endpos);
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beamEnd->SetOrigin(tr.endpos);
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}
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void idZeppelinBig::Think( void )
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{
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//aim the spotlight ahead of the player.
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if (state == OFF)
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{
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return;
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}
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trace_t tr;
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jointHandle_t gunJoint;
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idVec3 gunPos;
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idMat3 gunAxis;
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idVec3 playerPos;
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gunJoint = this->GetAnimator()->GetJointHandle( "gun" );
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animator.GetJointTransform( gunJoint, gameLocal.time, gunPos, gunAxis);
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gunPos = this->GetPhysics()->GetOrigin() + gunPos * this->GetPhysics()->GetAxis();
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playerPos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + idVec3(0,0,32);
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gameLocal.clip.TracePoint( tr, gunPos, playerPos, MASK_SOLID, this );
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/*
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gameLocal.GetLocalPlayer()->DebugMessage(va("%f %f %f\n", gameLocal.GetLocalPlayer()->GetPhysics()->GetLinearVelocity().x,
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gameLocal.GetLocalPlayer()->GetPhysics()->GetLinearVelocity().y,
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gameLocal.GetLocalPlayer()->GetPhysics()->GetLinearVelocity().z));
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*/
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//Find a point 32 units in front of player.
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if (tr.fraction >= 1)
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{
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trace_t lightTrace;
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idVec3 lightPos;
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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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idVec3 playerForwardPos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + (playerAng.ToForward() * LIGHT_AHEADDISTANCE);
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idVec3 aimPos1 = playerForwardPos;
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idVec3 aimPos2 = playerForwardPos;
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//Give spotlight a little idle sway.
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aimPos1.x += idMath::Sin(gameLocal.time * 0.0005f) * 32.0f;
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aimPos1.y += idMath::Sin(gameLocal.time * 0.0004f) * 32.0f;
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aimPos2.x += idMath::Sin(gameLocal.time * 0.0003f) * 32.0f;
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aimPos2.y += idMath::Sin(gameLocal.time * 0.0006f) * 32.0f;
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//Aim the beams.
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lightPos = beam1End->GetPhysics()->GetOrigin();
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lightPos += playerAng.ToForward() * 32;
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lightPos.x += idMath::Sin(gameLocal.time * 0.001f) * 32.0f;
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lightPos.y += idMath::Sin(gameLocal.time * 0.001f) * 32.0f;
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AimBeam( "beam1" , beam1End, aimPos1);
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AimBeam( "beam2" , beam2End, aimPos2);
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gameLocal.clip.TracePoint( lightTrace, gunPos, lightPos, MASK_SOLID, this );
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light->SetOrigin( lightTrace.endpos + idVec3(0, 0, 32) );
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}
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//GUN CODE.
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if (gameLocal.time > nextAttackTime && gameLocal.time >= nextVolleyTime && gameLocal.GetLocalPlayer()->health > 0 && g_skill.GetInteger() > 0 && !gameLocal.GetLocalPlayer()->noclip)
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{
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if (tr.fraction >= 1)
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{
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const idDict * projectileDef;
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idVec3 dirToPlayer;
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float aheadModifier = 1.0f;
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idVec3 playerVelocity = gameLocal.GetLocalPlayer()->GetPhysics()->GetLinearVelocity();
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if (playerVelocity.x <= 0 && playerVelocity.y <= 0 && playerVelocity.z <= 0)
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{
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aheadModifier = 0.5f;
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}
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idVec3 playerAngle = gameLocal.GetLocalPlayer()->viewAngles.ToForward();
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playerAngle.Normalize();
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playerPos += playerAngle * (AIMAHEAD_DISTANCE * aheadModifier);
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//random variation.
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float aimVariation = spawnArgs.GetFloat("aim_variation");
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if (aimVariation > 0)
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{
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playerPos.x += -aimVariation + gameLocal.random.RandomFloat() * (aimVariation * 2);
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playerPos.y += -aimVariation + gameLocal.random.RandomFloat() * (aimVariation * 2);
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}
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dirToPlayer = playerPos - gunPos;
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dirToPlayer.Normalize();
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StartSound( "snd_fire", SND_CHANNEL_ANY, 0, false, NULL );
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trace_t groundTr;
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gameLocal.clip.TracePoint( groundTr, gunPos, gunPos + (dirToPlayer * 4096), MASK_SOLID, this );
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if (tr.fraction >= 1)
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{
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idEntity * bulletEnt;
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//idStaticEntity* markerEnt;
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//idStaticEntity* beamEnt;
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/*
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idDict args;
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args.Clear();
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args.Set( "model", "models/zeppelin_hitmarker/tris.ase" );
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args.SetVector( "origin", groundTr.endpos);
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markerEnt = ( idStaticEntity * )gameLocal.SpawnEntityType( idStaticEntity::Type, &args );
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markerEnt->SetAxis(groundTr.c.normal.ToMat3());
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*/
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idVec3 dirToGun = gunPos - groundTr.endpos;
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dirToGun.Normalize();
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/*
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args.Clear();
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args.Set( "model", "models/beam_light/tris_512.ase" );
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args.SetVector( "origin", groundTr.endpos);
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args.Set( "skin", "skins/beam_light/lasersight");
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beamEnt = ( idStaticEntity * )gameLocal.SpawnEntityType( idStaticEntity::Type, &args );
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beamEnt->SetAxis(dirToGun.ToMat3());
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*/
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//FIRE.
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idProjectile *bullet;
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projectileDef = gameLocal.FindEntityDefDict( spawnArgs.GetString( "projectile", "projectile_rocket"), false );
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gameLocal.SpawnEntityDef( *projectileDef, &bulletEnt, false );
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bullet = ( idProjectile * )bulletEnt;
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bullet->Create( this, gunPos, dirToPlayer );
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bullet->Launch( gunPos, dirToPlayer, dirToPlayer * ROCKETSPEED );
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//bullet->spawnArgs.Set("markername", markerEnt->GetName());
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//bullet->spawnArgs.Set("beamname", beamEnt->GetName());
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bullet->SetAxis(dirToPlayer.ToMat3());
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}
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//gameRenderWorld->DebugCircle(idVec4(1,1,1,1), gunPos, idVec3(0,0,1), 32, 9, 2000);
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//gameRenderWorld->DebugCircle(idVec4(1,1,1,1), playerPos, idVec3(0,0,1), 32, 9, 2000);
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//gameRenderWorld->DebugLine(idVec4(1,1,1,1), playerPos, gunPos, 2000);
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}
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volleyCount++;
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nextVolleyTime = gameLocal.time + volleyDelay;
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if (volleyCount >= maxVolley)
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{
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nextAttackTime = gameLocal.time + attackDelay;
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nextVolleyTime = 0;
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volleyCount = 0;
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}
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}
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idAnimatedEntity::Present();
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}
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void idZeppelinBig::SpawnBeam(idBeam *beamStart, idBeam *beamEnd, const char *attachJoint)
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{
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jointHandle_t spotlightJoint;
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idDict args;
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idVec3 muzzlePos;
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idMat3 muzzleAxis;
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beamEnd = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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spotlightJoint = this->GetAnimator()->GetJointHandle( attachJoint );
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this->GetAnimator()->GetJointTransform( spotlightJoint, gameLocal.time, muzzlePos, muzzleAxis );
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muzzlePos = this->GetPhysics()->GetOrigin() + muzzlePos * this->GetPhysics()->GetAxis();
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beamStart->Event_SetWidth(64);
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beamStart->SetOrigin(muzzlePos );
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beamStart->BindToJoint( this, spotlightJoint, false );
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}
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void idZeppelinBig::Spawn( void )
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{
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idDict args;
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bool startOff;
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startOff = this->spawnArgs.GetBool("start_off", "1");
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beam1End = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type );
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beam2End = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type );
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args.Clear();
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args.Set( "target", beam1End->name.c_str() );
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args.SetBool( "start_off", startOff );
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args.Set( "skin", "skins/spotlight");
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beam1Start = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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args.Clear();
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args.Set( "target", beam2End->name.c_str() );
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args.SetBool( "start_off", startOff );
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args.Set( "skin", "skins/spotlight");
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beam2Start = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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SpawnBeam(beam1Start, beam1End, "beam1");
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SpawnBeam(beam2Start, beam2End, "beam2");
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args.Clear();
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args.Set( "texture", "lights/spotlight" );
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args.SetInt( "alarmlight", 0 );
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light = ( idLight * )gameLocal.SpawnEntityType( idLight::Type, &args );
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light->SetColor(.73, .9, 1);
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light->SetRadius( 128 );
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volleyDelay = spawnArgs.GetFloat( "volleydelay", "0.4") * 1000;
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maxVolley = spawnArgs.GetInt("maxvolley", "3");
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initialDelay = spawnArgs.GetFloat( "initialdelay", "3" ) * 1000;
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attackDelay = spawnArgs.GetFloat("attackdelay", "3") * 1000;
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nextAttackTime = 0;
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state = OFF;
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nextVolleyTime = 0;
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volleyCount = 0;
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BecomeActive( TH_THINK );
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//make it non solid.
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//GetPhysics()->SetContents( 0 );
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if (startOff)
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{
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this->Event_zeppelinactivate(0);
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}
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}
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