mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
257 lines
5.7 KiB
C++
257 lines
5.7 KiB
C++
|
|
#include "../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "Game_local.h"
|
|
|
|
#define SEARCHTIME 5000 //search for x millisecs
|
|
#define SUSPICOUSTIME 400 //must see player for this much millisecs
|
|
#define ALERTSTARETIME 5000
|
|
#define SEARCHINTERVAL 300 //check for new player every x millisecs
|
|
|
|
|
|
const idEventDef EV_camturretactivate( "camturretactivate", "d" );
|
|
|
|
CLASS_DECLARATION( idAnimatedEntity, idCamturret )
|
|
EVENT( EV_camturretactivate, idCamturret::Event_camturretactivate)
|
|
END_CLASS
|
|
|
|
|
|
void idCamturret::GotoAlert( void )
|
|
{
|
|
SetSkin(declManager->FindSkin( "skins/camturret/blink" ));
|
|
|
|
Event_PlayAnim("alertspin", true);
|
|
state = ALERTED;
|
|
}
|
|
|
|
void idCamturret::Event_camturretactivate( int value )
|
|
{
|
|
if (value >= 1)
|
|
{
|
|
if (state == ALERTED || state == SUSPICIOUS)
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetSkin(declManager->FindSkin( "skins/camturret/skin" ));
|
|
|
|
if (state == SEARCHING)
|
|
{
|
|
//reset the search time.
|
|
|
|
nextStateTime = gameLocal.time + SEARCHTIME; //how long to search.
|
|
return;
|
|
}
|
|
|
|
//if alarm is hit while it's unfolding, then the camera instantly unfolds.
|
|
if (state == OPENING)
|
|
{
|
|
|
|
Event_PlayAnim("opened");
|
|
nextStateTime = gameLocal.time + 100;
|
|
return;
|
|
}
|
|
|
|
SetSkin(declManager->FindSkin( "skins/camturret/searching" ));
|
|
|
|
StartSound( "snd_deploy", SND_CHANNEL_ANY, 0, false, NULL );
|
|
int animDoneTime = Event_PlayAnim("opening");
|
|
state = OPENING;
|
|
nextStateTime = animDoneTime; //unfold animation time.
|
|
}
|
|
else
|
|
{
|
|
SetSkin(declManager->FindSkin( "skins/camturret/skin" ));
|
|
StartSound( "snd_close", SND_CHANNEL_ANY, 0, false, NULL );
|
|
|
|
Event_PlayAnim("closing");
|
|
state = OFF;
|
|
}
|
|
}
|
|
|
|
void idCamturret::Spawn( void )
|
|
{
|
|
nextSearchTime = 0;
|
|
nextStateTime = 0;
|
|
state = OFF;
|
|
|
|
SetSkin(declManager->FindSkin( "skins/camturret/skin" ));
|
|
|
|
BecomeActive( TH_THINK );
|
|
}
|
|
|
|
|
|
bool idCamturret::HasLOS()
|
|
{
|
|
idVec3 playerPos, turretPos, up;
|
|
trace_t tr;
|
|
|
|
this->GetPhysics()->GetAxis().ToAngles().ToVectors(NULL, NULL, &up);
|
|
|
|
playerPos = gameLocal.GetLocalPlayer()->GetEyePosition();
|
|
turretPos = this->GetPhysics()->GetOrigin() + (up * -12);
|
|
|
|
gameLocal.clip.TracePoint( tr, turretPos, playerPos, CONTENTS_OPAQUE, this );
|
|
|
|
if (tr.fraction >= 1)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void idCamturret::PointCamera( const char* jointName, idVec3 aimPos)
|
|
{
|
|
jointHandle_t beamJoint;
|
|
idMat3 beamAngle;
|
|
idVec3 beamPos;
|
|
idVec3 dirToPlayer;
|
|
idAngles tempAng;
|
|
|
|
beamJoint = this->GetAnimator()->GetJointHandle( jointName );
|
|
animator.GetJointTransform( beamJoint, gameLocal.time, beamPos, beamAngle);
|
|
|
|
beamPos = this->GetPhysics()->GetOrigin() + beamPos * this->GetPhysics()->GetAxis();
|
|
|
|
dirToPlayer = aimPos - beamPos;
|
|
//dirToPlayer.Normalize();
|
|
|
|
tempAng = dirToPlayer.ToAngles();
|
|
tempAng.yaw += 180;
|
|
|
|
|
|
animator.SetJointAxis( beamJoint, JOINTMOD_WORLD, tempAng.ToMat3() );
|
|
}
|
|
|
|
void idCamturret::Think( void )
|
|
{
|
|
if (state == OPENING)
|
|
{
|
|
if (gameLocal.time > nextStateTime)
|
|
{
|
|
Event_PlayAnim("searching");
|
|
nextStateTime = gameLocal.time + SEARCHTIME; //how long to search.
|
|
state = SEARCHING;
|
|
}
|
|
}
|
|
else if (state == ALERTED)
|
|
{
|
|
idVec3 playerPos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + idVec3(0,0, -40);
|
|
|
|
PointCamera("cam0", playerPos );
|
|
PointCamera("cam1", playerPos );
|
|
PointCamera("cam2", playerPos );
|
|
|
|
//stays in alert mode forever, until the killcode is plugged in.
|
|
}
|
|
else if (state == SUSPICIOUS)
|
|
{
|
|
if (gameLocal.time > nextStateTime)
|
|
{
|
|
if (HasLOS())
|
|
{
|
|
//make all cameras go on alert.
|
|
int i;
|
|
for ( i = 0; i < gameLocal.num_entities; i++ )
|
|
{
|
|
if ( !gameLocal.entities[ i ] )
|
|
continue;
|
|
|
|
if (gameLocal.entities[i]->IsType(idCamturret::Type))
|
|
{
|
|
static_cast<idCamturret *>( gameLocal.entities[i] )->GotoAlert();
|
|
}
|
|
}
|
|
|
|
ActivateTargets(this);
|
|
}
|
|
else
|
|
{
|
|
Event_PlayAnim("searching");
|
|
nextStateTime = gameLocal.time + SEARCHTIME; //how long to search.
|
|
state = SEARCHING;
|
|
}
|
|
}
|
|
}
|
|
else if (state == SEARCHING)
|
|
{
|
|
//search for LOS to player.
|
|
if (gameLocal.time > nextSearchTime)
|
|
{
|
|
nextSearchTime = gameLocal.time + SEARCHINTERVAL;
|
|
|
|
if (HasLOS())
|
|
{
|
|
idVec3 playerPos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + idVec3(0,0, -40);
|
|
|
|
state = SUSPICIOUS;
|
|
nextStateTime = gameLocal.time + SUSPICOUSTIME;
|
|
|
|
StartSound( "snd_suspicious", SND_CHANNEL_ANY, 0, false, NULL );
|
|
Event_PlayAnim("opened");
|
|
|
|
PointCamera("cam0", playerPos );
|
|
PointCamera("cam1", playerPos );
|
|
PointCamera("cam2", playerPos );
|
|
}
|
|
|
|
}
|
|
else if (gameLocal.time > nextStateTime)
|
|
{
|
|
//give up search.
|
|
idStr timeouttarget = spawnArgs.GetString( "timeouttarget", "" );
|
|
if ( timeouttarget.Length() )
|
|
{
|
|
idEntity *ent;
|
|
ent = gameLocal.FindEntity( timeouttarget );
|
|
|
|
if ( ent->RespondsTo( EV_Activate ) || ent->HasSignal( SIG_TRIGGER ) )
|
|
{
|
|
ent->Signal( SIG_TRIGGER );
|
|
ent->ProcessEvent( &EV_Activate, this );
|
|
}
|
|
}
|
|
|
|
Event_camturretactivate( 0 );
|
|
}
|
|
}
|
|
|
|
idAnimatedEntity::Think();
|
|
idAnimatedEntity::Present();
|
|
}
|
|
|
|
|
|
int idCamturret::Event_PlayAnim( const char* animname, bool loop)
|
|
{
|
|
int anim;
|
|
int channel = 0;
|
|
int animBlendFrames = 4;
|
|
int animDoneTime = 0;
|
|
|
|
anim = animator.GetAnim( animname );
|
|
if ( !anim )
|
|
{
|
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
|
|
animator.Clear( channel, gameLocal.time, FRAME2MS( animBlendFrames ) );
|
|
animDoneTime = 0;
|
|
}
|
|
else
|
|
{
|
|
if (loop)
|
|
{
|
|
animator.CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
|
|
}
|
|
else
|
|
{
|
|
animator.PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
|
|
}
|
|
|
|
|
|
animDoneTime = animator.CurrentAnim( channel )->GetEndTime();
|
|
}
|
|
|
|
animBlendFrames = 0;
|
|
return animDoneTime;
|
|
}
|