mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
636 lines
14 KiB
C++
636 lines
14 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 WAKEUPTIME 1100 //activation time.
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#define MAXVOLLEY 5 //how many shots in one volley.
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#define WARMUPTIME 1900 //how long the pre-volley warning warmup is.
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#define VOLLEYDELAY 250 //ms between each shot in a volley.
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#define IDLESOUNDDELAY 2000
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#define IDLESOUNDRAND 2000
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#define MUZZLEFLASHTIME 0.05
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#define BEAMWIDTH 4.0f
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#define PITCHADJUSTMENT -8 //aim a little below the eyes.
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#define THROWTIME_THRESHOLD 1000 //thrown objects are valid targets for X milliseconds after being thrown.
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const idEventDef EV_Turret_activate( "turretactivate", "d" );
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const idEventDef EV_Turret_isactive( "turretisactive", NULL, 'd' );
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const idEventDef EV_Turret_muzzleflashoff( "turretmuzzleoff", NULL );
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CLASS_DECLARATION( idAnimatedEntity, idTurret )
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EVENT( EV_Turret_activate, idTurret::Event_activate)
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EVENT( EV_Turret_isactive, idTurret::Event_isactive)
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EVENT( EV_Turret_muzzleflashoff, idTurret::MuzzleflashOff)
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END_CLASS
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void idTurret::Save( idSaveGame *savefile ) const
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{
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savefile->WriteInt(state);
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savefile->WriteInt(attackState);
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savefile->WriteInt(volleyCount);
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savefile->WriteInt(nextIdleSound);
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savefile->WriteMat3(bodyAxis);
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savefile->WriteMat3(turretAxis);
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savefile->WriteObject(beamStart);
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savefile->WriteObject(beamEnd);
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savefile->WriteObject(laserdot);
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//BC 7-29-2016
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savefile->WriteInt(nextStateTime);
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targetEnt.Save(savefile);
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}
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void idTurret::Restore( idRestoreGame *savefile )
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{
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savefile->ReadInt(state);
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savefile->ReadInt(attackState);
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savefile->ReadInt(volleyCount);
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savefile->ReadInt(nextIdleSound);
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savefile->ReadMat3(bodyAxis);
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savefile->ReadMat3(turretAxis);
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savefile->ReadObject(reinterpret_cast<idClass *&>(beamStart));
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savefile->ReadObject(reinterpret_cast<idClass *&>(beamEnd));
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savefile->ReadObject(reinterpret_cast<idClass *&>(laserdot));
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//BC 7-29-2016
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savefile->ReadInt(nextStateTime);
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targetEnt.Restore(savefile);
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}
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void idTurret::Spawn( void )
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{
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jointHandle_t bodyJoint, turretJoint;
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idVec3 origin;
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idDict args;
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idVec3 turretPos;
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this->state = OFF;
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this->attackState = IDLE;
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this->nextStateTime = 0;
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this->volleyCount = 0;
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this->nextIdleSound = 0;
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targetEnt = NULL;
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BecomeActive( TH_THINK );
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bodyJoint = animator.GetJointHandle( "body" );
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animator.GetJointTransform( bodyJoint, gameLocal.time, origin, this->bodyAxis );
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turretJoint = animator.GetJointHandle( "turret" );
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animator.GetJointTransform( turretJoint, gameLocal.time, turretPos, this->turretAxis );
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turretPos = this->GetPhysics()->GetOrigin() + turretPos * this->GetPhysics()->GetAxis();
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SetSkin(declManager->FindSkin( "skins/turret/skin" ));
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//spawn beam end.
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args.SetVector( "origin", vec3_origin );
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beamEnd = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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//spawn beam start.
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args.Clear();
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args.Set( "target", beamEnd->name.c_str() );
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args.SetVector( "origin", turretPos );
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args.SetBool( "start_off", true );
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args.Set( "skin", "skins/beam_turret" );
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args.SetFloat( "width", BEAMWIDTH );
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beamStart = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
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beamStart->BindToJoint(this, turretJoint, false);
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beamStart->BecomeActive(TH_PHYSICS);
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beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = spawnArgs.GetVector("_color").x;
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beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = spawnArgs.GetVector("_color").y;
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beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = spawnArgs.GetVector("_color").z;
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beamStart->Hide();
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args.Clear();
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args.SetVector( "origin", vec3_origin );
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args.Set( "model", "models/lasersight/tris.ase" );
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args.SetInt( "solid", 0 );
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laserdot = gameLocal.SpawnEntityType( idStaticEntity::Type, &args );
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laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = spawnArgs.GetVector("_color").x;
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laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = spawnArgs.GetVector("_color").y;
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laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = spawnArgs.GetVector("_color").z;
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laserdot->Hide();
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laserdot->SetOrigin(beamEnd->GetPhysics()->GetOrigin());
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laserdot->Bind(beamEnd, false);
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if (spawnArgs.GetBool( "start_on", "0" ))
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{
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Event_activate( 1 );
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}
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//precache the projectile.
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}
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void idTurret::Event_isactive()
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{
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idThread::ReturnInt( this->state );
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}
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void idTurret::Event_activate( int value )
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{
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if (value == 1)
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{
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if (state == ON)
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{
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return;
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}
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//open.
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Event_PlayAnim("opening", 4);
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this->state = ON;
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StartSound( "snd_opening", SND_CHANNEL_ANY, 0, false, NULL );
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this->nextStateTime = gameLocal.time + WAKEUPTIME;
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this->nextIdleSound = gameLocal.time + 2000;
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}
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else
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{
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if (state == OFF)
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{
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return;
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}
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//close up.
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int doneTime = Event_PlayAnim("closing", 4);
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this->state = CLOSING;
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this->nextStateTime = doneTime;
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StartSound( "snd_closing", SND_CHANNEL_ANY, 0, false, NULL );
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this->beamStart->Hide();
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this->laserdot->Hide();
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}
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}
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void idTurret::MuzzleflashOff( void )
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{
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SetSkin(declManager->FindSkin( "skins/turret/skin" ));
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}
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void idTurret::GotoWarmupState( void )
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{
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this->attackState = WARMUP;
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StartSound( "snd_warmup", SND_CHANNEL_ANY, 0, false, NULL );
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this->volleyCount = 0;
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this->nextStateTime = gameLocal.time + WARMUPTIME;
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}
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bool idTurret::CheckTargetValidity(idEntity *ent)
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{
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if (CheckTargetLOS(ent, vec3_zero))
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{
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return true;
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}
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//first check failed. so now do the fallback offset check.
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idBounds bounds = ent->GetPhysics()->GetBounds();
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idVec3 tmax;
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tmax[2] = bounds[1][2] ;
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tmax[2]--; //shrink it a little.
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if (CheckTargetLOS(ent, idVec3(0,0,tmax[2])))
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{
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return true;
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}
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//both checks have failed. abort.
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return false;
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}
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bool idTurret::CheckTargetLOS(idEntity *ent, idVec3 offset)
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{
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//check distance.
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idVec3 selfPos = GetPhysics()->GetOrigin() + idVec3(0,0,-12);
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float distanceToTarget = ( ent->GetPhysics()->GetOrigin() - selfPos ).Normalize();
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float maxDist = spawnArgs.GetInt("maxrange", "1024");
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if (maxDist < 0)
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maxDist = 1024;
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if (distanceToTarget >= maxDist)
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{
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//too far. Out of range.
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return false;
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}
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idVec3 forward, right, up;
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ent->GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right, &up );
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idVec3 offsetPosition = vec3_zero;
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offsetPosition += (forward * offset.x) + (right * offset.y) + (up * offset.z);
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//check LOS.
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trace_t tr;
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gameLocal.clip.TracePoint( tr, selfPos, ent->GetPhysics()->GetOrigin() + offsetPosition, CONTENTS_OPAQUE, this );
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if (tr.fraction < 0)
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{
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//blocked.
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return false;
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}
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idVec3 movedir = (ent->GetPhysics()->GetOrigin() + offsetPosition) - selfPos;
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movedir.Normalize();
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int i;
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idVec3 hitpoint = selfPos;
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int maxGlassPanes = 32;
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for (i = 0; i < maxGlassPanes; i++)
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{
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trace_t paneTr;
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idVec3 startTrace = hitpoint + (movedir * 1.0f);
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gameLocal.clip.TracePoint( paneTr, startTrace, startTrace + (movedir * 4096), MASK_SOLID | MASK_SHOT_RENDERMODEL | MASK_SHOT_BOUNDINGBOX, this );
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//gameRenderWorld->DebugArrow(idVec4(1,1,0,1), startTrace, paneTr.endpos, 16, 5000);
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if ( paneTr.c.material != NULL )
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{
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surfTypes_t materialType = paneTr.c.material->GetSurfaceType();
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if (materialType == SURFTYPE_GLASS)
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{
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hitpoint = paneTr.endpos;
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continue;
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}
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}
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if (paneTr.c.entityNum == ent->entityNumber)
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{
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break;
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}
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//if (gameLocal.entities[paneTr.c.entityNum]->IsType(idDoor::Type) || gameLocal.entities[paneTr.c.entityNum]->IsType( idWorldspawn::Type ))
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{
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return false;
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}
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}
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//turret has a valid target. Start the gunfire sequence.
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if ( developer.GetBool() )
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{
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gameRenderWorld->DebugArrow(idVec4(1,0,0,1), selfPos, ent->GetPhysics()->GetOrigin() + offsetPosition, 16, 5000);
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}
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return true;
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}
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void idTurret::UpdateStates( void )
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{
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if (this->state == CLOSING)
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{
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idAnimatedEntity::Think();
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if (gameLocal.time > this->nextStateTime)
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{
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this->state = OFF;
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}
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return;
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}
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else if (this->state == ON)
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{
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jointHandle_t bodyJoint, turretJoint;
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idRotation bodyRotation, turretRotation;
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idVec3 playerPos;
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idVec3 turretPos;
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idMat3 turretAxis;
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bodyJoint = animator.GetJointHandle( "body" );
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turretJoint = animator.GetJointHandle( "turret" );
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//get yaw.
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if (targetEnt.IsValid())
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{
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playerPos = targetEnt.GetEntity()->GetPhysics()->GetOrigin();
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}
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else
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{
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playerPos = gameLocal.GetLocalPlayer()->GetEyePosition();
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playerPos[2] += PITCHADJUSTMENT; //aim a little below the eyes
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}
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idVec3 diff = playerPos - this->GetPhysics()->GetOrigin();
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float yaw = diff.ToYaw();
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//BC 9-14-2015 fix bad facing.
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yaw -= this->GetPhysics()->GetAxis().ToAngles().yaw;
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//get pitch.
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animator.GetJointTransform(turretJoint, gameLocal.time, turretPos, turretAxis);
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turretPos = this->GetPhysics()->GetOrigin() + turretPos * this->GetPhysics()->GetAxis();
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//turretPos = turretPos + this->GetPhysics()->GetOrigin();
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idVec3 pitchDiff = playerPos - turretPos;
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float pitch = pitchDiff.ToPitch();
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if (gameLocal.GetLocalPlayer()->health <= 0
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|| gameLocal.GetLocalPlayer()->fl.notarget
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|| gameLocal.GetLocalPlayer()->noclip
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|| g_skill.GetInteger() <= 0)
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{
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}
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else
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{
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//rotate body.
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bodyRotation.SetVec( bodyAxis[1] );
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bodyRotation.SetAngle( yaw );
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animator.SetJointAxis( bodyJoint, JOINTMOD_WORLD, bodyRotation.ToMat3() );
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}
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if (this->attackState == IDLE)
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{
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//make beam idle around.
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idVec3 forward, up;
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idVec3 bodyPos;
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idVec3 facingAngle;
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idVec3 idlePos;
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bodyPos = this->GetPhysics()->GetOrigin();
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bodyPos.z = turretPos.z;
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facingAngle = turretPos - bodyPos;
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facingAngle.Normalize();
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facingAngle.ToAngles().ToVectors(&forward, NULL, &up);
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trace_t idleTr;
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idlePos = turretPos + (forward * 2048) + (up * -512);
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idlePos.x += idMath::Sin(gameLocal.time * 0.001f) * 16.0f;
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idlePos.z += idMath::Sin(gameLocal.time * 0.0005f) * 16.0f;
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gameLocal.clip.TracePoint( idleTr, turretPos, idlePos, CONTENTS_SOLID, this );
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this->beamEnd->SetOrigin(idleTr.endpos);
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if (this->nextStateTime > gameLocal.time)
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{
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return;
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}
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else
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{
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//show laser.
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this->beamStart->Show();
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this->laserdot->Show();
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//how often to search for targets.
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this->nextStateTime = gameLocal.time + 300;
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}
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if (this->nextIdleSound < gameLocal.time)
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{
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int rand = gameLocal.random.RandomInt(3);
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StartSound( "snd_idle", SND_CHANNEL_ANY, 0, false, NULL );
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if (rand == 0)
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{
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Event_PlayAnim("idle", 4);
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}
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else if (rand == 1)
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{
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Event_PlayAnim("idle2", 4);
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}
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else
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{
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Event_PlayAnim("idle3", 4);
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}
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this->nextIdleSound = gameLocal.time + IDLESOUNDDELAY + (gameLocal.random.RandomFloat() * IDLESOUNDRAND);
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}
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if (gameLocal.GetLocalPlayer()->health <= 0
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|| gameLocal.GetLocalPlayer()->fl.notarget
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|| gameLocal.GetLocalPlayer()->noclip
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|| g_skill.GetInteger() <= 0)
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{
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return;
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}
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//search for things to shoot.
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//check maximum range.
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//player target check gets priority.
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if (CheckTargetValidity(gameLocal.GetLocalPlayer()))
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{
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targetEnt = NULL;
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GotoWarmupState();
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return;
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}
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//if no player
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//check if player threw an object.
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float maxDist = spawnArgs.GetInt("maxrange", "1024");
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int listedEntities;
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idEntity *entityList[ MAX_GENTITIES ];
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listedEntities = gameLocal.EntitiesWithinRadius( GetPhysics()->GetOrigin(), maxDist, entityList, MAX_GENTITIES );
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for (int i = 0; i < listedEntities; i++)
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{
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idEntity *ent = entityList[ i ];
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if (!ent)
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{
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continue;
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}
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if ( ent->IsType( idMoveableItem::Type ) || ent->IsType( idMoveable::Type ) )
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{
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if (ent->lastThrowTime + THROWTIME_THRESHOLD > gameLocal.time)
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{
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if (CheckTargetValidity(ent))
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{
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targetEnt = ent;
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GotoWarmupState();
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return;
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}
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}
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}
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if (ent->IsType(idWeevil::Type))
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{
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if (static_cast<idWeevil *>( ent)->isJumping())
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{
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targetEnt = ent;
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GotoWarmupState();
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return;
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}
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}
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}
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//no target found. oh well.
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}
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else if (this->attackState == WARMUP)
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{
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//update laser.
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trace_t tr;
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gameLocal.clip.TracePoint( tr, beamStart->GetPhysics()->GetOrigin(), playerPos, CONTENTS_SOLID, this );
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this->beamEnd->SetOrigin(tr.endpos);
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if (gameLocal.time > nextStateTime)
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{
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this->attackState = VOLLEYING;
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this->nextStateTime = 0;
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}
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}
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else if (this->attackState == VOLLEYING)
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{
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//update laser.
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trace_t tr;
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gameLocal.clip.TracePoint( tr, beamStart->GetPhysics()->GetOrigin(), playerPos, CONTENTS_SOLID, this );
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this->beamEnd->SetOrigin(tr.endpos);
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if (this->volleyCount >= MAXVOLLEY)
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{
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this->attackState = IDLE;
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this->nextStateTime = 0;
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return;
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}
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if (this->nextStateTime < gameLocal.time)
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{
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const idDict * projectileDef;
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idEntity * ent;
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idVec3 bulletVelocity;
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pitchDiff.Normalize();
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//FIRE.
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idProjectile *bullet;
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projectileDef = gameLocal.FindEntityDefDict( spawnArgs.GetString("projectile", "projectile_turretbullet"), false );
|
|
bulletVelocity = projectileDef->GetVector("velocity");
|
|
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
|
|
bullet = ( idProjectile * )ent;
|
|
bullet->Create( this, turretPos, pitchDiff );
|
|
bullet->Launch( turretPos, pitchDiff, pitchDiff * bulletVelocity.x );
|
|
|
|
|
|
//muzzle flash skin.
|
|
SetSkin(declManager->FindSkin( "skins/turret/firing" ));
|
|
PostEventSec( &EV_Turret_muzzleflashoff, MUZZLEFLASHTIME);
|
|
|
|
//play animation.
|
|
Event_PlayAnim("fire", 4);
|
|
|
|
//play sound.
|
|
StartSound( "snd_fire", SND_CHANNEL_ANY, 0, false, NULL );
|
|
|
|
//keep track of fire count.
|
|
this->volleyCount++;
|
|
this->nextStateTime = gameLocal.time + VOLLEYDELAY;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void idTurret::Think( void )
|
|
{
|
|
this->RunPhysics();
|
|
|
|
UpdateStates();
|
|
|
|
|
|
idAnimatedEntity::Think();
|
|
Present();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Present
|
|
|
|
Present is called to allow entities to generate refEntities, lights, etc for the renderer.
|
|
================
|
|
*/
|
|
void idTurret::Present( void )
|
|
{
|
|
// don't present to the renderer if the entity hasn't changed
|
|
if ( !( thinkFlags & TH_UPDATEVISUALS ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
BecomeInactive( TH_UPDATEVISUALS );
|
|
|
|
// if set to invisible, skip
|
|
if ( !renderEntity.hModel || IsHidden() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// add to refresh list
|
|
if ( modelDefHandle == -1 )
|
|
{
|
|
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
|
|
}
|
|
else
|
|
{
|
|
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
|
|
}
|
|
}
|
|
|