mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
636 lines
14 KiB
C++
636 lines
14 KiB
C++
|
|
#include "../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "Game_local.h"
|
|
|
|
#define WAKEUPTIME 1100 //activation time.
|
|
|
|
#define MAXVOLLEY 5 //how many shots in one volley.
|
|
#define WARMUPTIME 1900 //how long the pre-volley warning warmup is.
|
|
#define VOLLEYDELAY 250 //ms between each shot in a volley.
|
|
|
|
|
|
#define IDLESOUNDDELAY 2000
|
|
#define IDLESOUNDRAND 2000
|
|
|
|
#define MUZZLEFLASHTIME 0.05
|
|
#define BEAMWIDTH 4.0f
|
|
|
|
|
|
#define PITCHADJUSTMENT -8 //aim a little below the eyes.
|
|
|
|
#define THROWTIME_THRESHOLD 1000 //thrown objects are valid targets for X milliseconds after being thrown.
|
|
|
|
const idEventDef EV_Turret_activate( "turretactivate", "d" );
|
|
const idEventDef EV_Turret_isactive( "turretisactive", NULL, 'd' );
|
|
const idEventDef EV_Turret_muzzleflashoff( "turretmuzzleoff", NULL );
|
|
|
|
|
|
CLASS_DECLARATION( idAnimatedEntity, idTurret )
|
|
|
|
EVENT( EV_Turret_activate, idTurret::Event_activate)
|
|
EVENT( EV_Turret_isactive, idTurret::Event_isactive)
|
|
EVENT( EV_Turret_muzzleflashoff, idTurret::MuzzleflashOff)
|
|
|
|
END_CLASS
|
|
|
|
void idTurret::Save( idSaveGame *savefile ) const
|
|
{
|
|
savefile->WriteInt(state);
|
|
savefile->WriteInt(attackState);
|
|
savefile->WriteInt(volleyCount);
|
|
savefile->WriteInt(nextIdleSound);
|
|
savefile->WriteMat3(bodyAxis);
|
|
savefile->WriteMat3(turretAxis);
|
|
|
|
savefile->WriteObject(beamStart);
|
|
savefile->WriteObject(beamEnd);
|
|
savefile->WriteObject(laserdot);
|
|
|
|
//BC 7-29-2016
|
|
savefile->WriteInt(nextStateTime);
|
|
targetEnt.Save(savefile);
|
|
}
|
|
|
|
void idTurret::Restore( idRestoreGame *savefile )
|
|
{
|
|
savefile->ReadInt(state);
|
|
savefile->ReadInt(attackState);
|
|
savefile->ReadInt(volleyCount);
|
|
savefile->ReadInt(nextIdleSound);
|
|
savefile->ReadMat3(bodyAxis);
|
|
savefile->ReadMat3(turretAxis);
|
|
|
|
savefile->ReadObject(reinterpret_cast<idClass *&>(beamStart));
|
|
savefile->ReadObject(reinterpret_cast<idClass *&>(beamEnd));
|
|
savefile->ReadObject(reinterpret_cast<idClass *&>(laserdot));
|
|
|
|
//BC 7-29-2016
|
|
savefile->ReadInt(nextStateTime);
|
|
targetEnt.Restore(savefile);
|
|
|
|
}
|
|
|
|
void idTurret::Spawn( void )
|
|
{
|
|
jointHandle_t bodyJoint, turretJoint;
|
|
idVec3 origin;
|
|
idDict args;
|
|
idVec3 turretPos;
|
|
|
|
this->state = OFF;
|
|
this->attackState = IDLE;
|
|
this->nextStateTime = 0;
|
|
this->volleyCount = 0;
|
|
this->nextIdleSound = 0;
|
|
|
|
targetEnt = NULL;
|
|
|
|
BecomeActive( TH_THINK );
|
|
|
|
bodyJoint = animator.GetJointHandle( "body" );
|
|
animator.GetJointTransform( bodyJoint, gameLocal.time, origin, this->bodyAxis );
|
|
|
|
turretJoint = animator.GetJointHandle( "turret" );
|
|
animator.GetJointTransform( turretJoint, gameLocal.time, turretPos, this->turretAxis );
|
|
turretPos = this->GetPhysics()->GetOrigin() + turretPos * this->GetPhysics()->GetAxis();
|
|
|
|
|
|
SetSkin(declManager->FindSkin( "skins/turret/skin" ));
|
|
|
|
//spawn beam end.
|
|
args.SetVector( "origin", vec3_origin );
|
|
beamEnd = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
|
|
|
|
|
|
//spawn beam start.
|
|
args.Clear();
|
|
args.Set( "target", beamEnd->name.c_str() );
|
|
args.SetVector( "origin", turretPos );
|
|
args.SetBool( "start_off", true );
|
|
args.Set( "skin", "skins/beam_turret" );
|
|
args.SetFloat( "width", BEAMWIDTH );
|
|
|
|
beamStart = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
beamStart->BindToJoint(this, turretJoint, false);
|
|
beamStart->BecomeActive(TH_PHYSICS);
|
|
beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = spawnArgs.GetVector("_color").x;
|
|
beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = spawnArgs.GetVector("_color").y;
|
|
beamStart->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = spawnArgs.GetVector("_color").z;
|
|
beamStart->Hide();
|
|
|
|
|
|
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", vec3_origin );
|
|
args.Set( "model", "models/lasersight/tris.ase" );
|
|
args.SetInt( "solid", 0 );
|
|
laserdot = gameLocal.SpawnEntityType( idStaticEntity::Type, &args );
|
|
laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = spawnArgs.GetVector("_color").x;
|
|
laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = spawnArgs.GetVector("_color").y;
|
|
laserdot->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = spawnArgs.GetVector("_color").z;
|
|
laserdot->Hide();
|
|
|
|
laserdot->SetOrigin(beamEnd->GetPhysics()->GetOrigin());
|
|
laserdot->Bind(beamEnd, false);
|
|
|
|
|
|
|
|
if (spawnArgs.GetBool( "start_on", "0" ))
|
|
{
|
|
Event_activate( 1 );
|
|
}
|
|
|
|
|
|
//precache the projectile.
|
|
|
|
|
|
}
|
|
|
|
void idTurret::Event_isactive()
|
|
{
|
|
idThread::ReturnInt( this->state );
|
|
}
|
|
|
|
void idTurret::Event_activate( int value )
|
|
{
|
|
if (value == 1)
|
|
{
|
|
if (state == ON)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//open.
|
|
Event_PlayAnim("opening", 4);
|
|
this->state = ON;
|
|
StartSound( "snd_opening", SND_CHANNEL_ANY, 0, false, NULL );
|
|
|
|
this->nextStateTime = gameLocal.time + WAKEUPTIME;
|
|
this->nextIdleSound = gameLocal.time + 2000;
|
|
}
|
|
else
|
|
{
|
|
if (state == OFF)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//close up.
|
|
int doneTime = Event_PlayAnim("closing", 4);
|
|
this->state = CLOSING;
|
|
this->nextStateTime = doneTime;
|
|
|
|
StartSound( "snd_closing", SND_CHANNEL_ANY, 0, false, NULL );
|
|
|
|
this->beamStart->Hide();
|
|
this->laserdot->Hide();
|
|
}
|
|
}
|
|
|
|
void idTurret::MuzzleflashOff( void )
|
|
{
|
|
SetSkin(declManager->FindSkin( "skins/turret/skin" ));
|
|
}
|
|
|
|
void idTurret::GotoWarmupState( void )
|
|
{
|
|
this->attackState = WARMUP;
|
|
StartSound( "snd_warmup", SND_CHANNEL_ANY, 0, false, NULL );
|
|
this->volleyCount = 0;
|
|
this->nextStateTime = gameLocal.time + WARMUPTIME;
|
|
}
|
|
|
|
bool idTurret::CheckTargetValidity(idEntity *ent)
|
|
{
|
|
if (CheckTargetLOS(ent, vec3_zero))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//first check failed. so now do the fallback offset check.
|
|
idBounds bounds = ent->GetPhysics()->GetBounds();
|
|
idVec3 tmax;
|
|
tmax[2] = bounds[1][2] ;
|
|
|
|
tmax[2]--; //shrink it a little.
|
|
|
|
if (CheckTargetLOS(ent, idVec3(0,0,tmax[2])))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//both checks have failed. abort.
|
|
return false;
|
|
}
|
|
|
|
bool idTurret::CheckTargetLOS(idEntity *ent, idVec3 offset)
|
|
{
|
|
//check distance.
|
|
idVec3 selfPos = GetPhysics()->GetOrigin() + idVec3(0,0,-12);
|
|
float distanceToTarget = ( ent->GetPhysics()->GetOrigin() - selfPos ).Normalize();
|
|
|
|
float maxDist = spawnArgs.GetInt("maxrange", "1024");
|
|
if (maxDist < 0)
|
|
maxDist = 1024;
|
|
|
|
if (distanceToTarget >= maxDist)
|
|
{
|
|
//too far. Out of range.
|
|
return false;
|
|
}
|
|
|
|
idVec3 forward, right, up;
|
|
ent->GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right, &up );
|
|
|
|
idVec3 offsetPosition = vec3_zero;
|
|
offsetPosition += (forward * offset.x) + (right * offset.y) + (up * offset.z);
|
|
|
|
|
|
//check LOS.
|
|
trace_t tr;
|
|
gameLocal.clip.TracePoint( tr, selfPos, ent->GetPhysics()->GetOrigin() + offsetPosition, CONTENTS_OPAQUE, this );
|
|
|
|
if (tr.fraction < 0)
|
|
{
|
|
//blocked.
|
|
return false;
|
|
}
|
|
|
|
|
|
idVec3 movedir = (ent->GetPhysics()->GetOrigin() + offsetPosition) - selfPos;
|
|
movedir.Normalize();
|
|
|
|
|
|
|
|
int i;
|
|
idVec3 hitpoint = selfPos;
|
|
int maxGlassPanes = 32;
|
|
for (i = 0; i < maxGlassPanes; i++)
|
|
{
|
|
trace_t paneTr;
|
|
idVec3 startTrace = hitpoint + (movedir * 1.0f);
|
|
gameLocal.clip.TracePoint( paneTr, startTrace, startTrace + (movedir * 4096), MASK_SOLID | MASK_SHOT_RENDERMODEL | MASK_SHOT_BOUNDINGBOX, this );
|
|
|
|
|
|
//gameRenderWorld->DebugArrow(idVec4(1,1,0,1), startTrace, paneTr.endpos, 16, 5000);
|
|
|
|
|
|
if ( paneTr.c.material != NULL )
|
|
{
|
|
surfTypes_t materialType = paneTr.c.material->GetSurfaceType();
|
|
|
|
if (materialType == SURFTYPE_GLASS)
|
|
{
|
|
hitpoint = paneTr.endpos;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (paneTr.c.entityNum == ent->entityNumber)
|
|
{
|
|
break;
|
|
}
|
|
|
|
//if (gameLocal.entities[paneTr.c.entityNum]->IsType(idDoor::Type) || gameLocal.entities[paneTr.c.entityNum]->IsType( idWorldspawn::Type ))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
//turret has a valid target. Start the gunfire sequence.
|
|
if ( developer.GetBool() )
|
|
{
|
|
gameRenderWorld->DebugArrow(idVec4(1,0,0,1), selfPos, ent->GetPhysics()->GetOrigin() + offsetPosition, 16, 5000);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void idTurret::UpdateStates( void )
|
|
{
|
|
if (this->state == CLOSING)
|
|
{
|
|
idAnimatedEntity::Think();
|
|
|
|
if (gameLocal.time > this->nextStateTime)
|
|
{
|
|
this->state = OFF;
|
|
}
|
|
|
|
return;
|
|
}
|
|
else if (this->state == ON)
|
|
{
|
|
jointHandle_t bodyJoint, turretJoint;
|
|
idRotation bodyRotation, turretRotation;
|
|
idVec3 playerPos;
|
|
idVec3 turretPos;
|
|
idMat3 turretAxis;
|
|
|
|
bodyJoint = animator.GetJointHandle( "body" );
|
|
turretJoint = animator.GetJointHandle( "turret" );
|
|
|
|
|
|
|
|
//get yaw.
|
|
if (targetEnt.IsValid())
|
|
{
|
|
playerPos = targetEnt.GetEntity()->GetPhysics()->GetOrigin();
|
|
}
|
|
else
|
|
{
|
|
playerPos = gameLocal.GetLocalPlayer()->GetEyePosition();
|
|
playerPos[2] += PITCHADJUSTMENT; //aim a little below the eyes
|
|
}
|
|
|
|
|
|
idVec3 diff = playerPos - this->GetPhysics()->GetOrigin();
|
|
float yaw = diff.ToYaw();
|
|
|
|
//BC 9-14-2015 fix bad facing.
|
|
yaw -= this->GetPhysics()->GetAxis().ToAngles().yaw;
|
|
|
|
|
|
|
|
//get pitch.
|
|
animator.GetJointTransform(turretJoint, gameLocal.time, turretPos, turretAxis);
|
|
|
|
turretPos = this->GetPhysics()->GetOrigin() + turretPos * this->GetPhysics()->GetAxis();
|
|
//turretPos = turretPos + this->GetPhysics()->GetOrigin();
|
|
|
|
idVec3 pitchDiff = playerPos - turretPos;
|
|
float pitch = pitchDiff.ToPitch();
|
|
|
|
|
|
|
|
|
|
if (gameLocal.GetLocalPlayer()->health <= 0
|
|
|| gameLocal.GetLocalPlayer()->fl.notarget
|
|
|| gameLocal.GetLocalPlayer()->noclip
|
|
|| g_skill.GetInteger() <= 0)
|
|
{
|
|
|
|
}
|
|
else
|
|
{
|
|
//rotate body.
|
|
bodyRotation.SetVec( bodyAxis[1] );
|
|
bodyRotation.SetAngle( yaw );
|
|
animator.SetJointAxis( bodyJoint, JOINTMOD_WORLD, bodyRotation.ToMat3() );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (this->attackState == IDLE)
|
|
{
|
|
//make beam idle around.
|
|
idVec3 forward, up;
|
|
idVec3 bodyPos;
|
|
idVec3 facingAngle;
|
|
idVec3 idlePos;
|
|
|
|
bodyPos = this->GetPhysics()->GetOrigin();
|
|
bodyPos.z = turretPos.z;
|
|
facingAngle = turretPos - bodyPos;
|
|
facingAngle.Normalize();
|
|
|
|
facingAngle.ToAngles().ToVectors(&forward, NULL, &up);
|
|
|
|
trace_t idleTr;
|
|
|
|
idlePos = turretPos + (forward * 2048) + (up * -512);
|
|
idlePos.x += idMath::Sin(gameLocal.time * 0.001f) * 16.0f;
|
|
idlePos.z += idMath::Sin(gameLocal.time * 0.0005f) * 16.0f;
|
|
|
|
gameLocal.clip.TracePoint( idleTr, turretPos, idlePos, CONTENTS_SOLID, this );
|
|
this->beamEnd->SetOrigin(idleTr.endpos);
|
|
|
|
|
|
|
|
|
|
if (this->nextStateTime > gameLocal.time)
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
//show laser.
|
|
this->beamStart->Show();
|
|
this->laserdot->Show();
|
|
|
|
//how often to search for targets.
|
|
this->nextStateTime = gameLocal.time + 300;
|
|
}
|
|
|
|
if (this->nextIdleSound < gameLocal.time)
|
|
{
|
|
int rand = gameLocal.random.RandomInt(3);
|
|
StartSound( "snd_idle", SND_CHANNEL_ANY, 0, false, NULL );
|
|
|
|
|
|
if (rand == 0)
|
|
{
|
|
Event_PlayAnim("idle", 4);
|
|
}
|
|
else if (rand == 1)
|
|
{
|
|
Event_PlayAnim("idle2", 4);
|
|
}
|
|
else
|
|
{
|
|
Event_PlayAnim("idle3", 4);
|
|
}
|
|
this->nextIdleSound = gameLocal.time + IDLESOUNDDELAY + (gameLocal.random.RandomFloat() * IDLESOUNDRAND);
|
|
}
|
|
|
|
if (gameLocal.GetLocalPlayer()->health <= 0
|
|
|| gameLocal.GetLocalPlayer()->fl.notarget
|
|
|| gameLocal.GetLocalPlayer()->noclip
|
|
|| g_skill.GetInteger() <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//search for things to shoot.
|
|
//check maximum range.
|
|
|
|
|
|
|
|
//player target check gets priority.
|
|
if (CheckTargetValidity(gameLocal.GetLocalPlayer()))
|
|
{
|
|
targetEnt = NULL;
|
|
GotoWarmupState();
|
|
return;
|
|
}
|
|
|
|
//if no player
|
|
//check if player threw an object.
|
|
float maxDist = spawnArgs.GetInt("maxrange", "1024");
|
|
|
|
|
|
int listedEntities;
|
|
idEntity *entityList[ MAX_GENTITIES ];
|
|
|
|
listedEntities = gameLocal.EntitiesWithinRadius( GetPhysics()->GetOrigin(), maxDist, entityList, MAX_GENTITIES );
|
|
|
|
for (int i = 0; i < listedEntities; i++)
|
|
{
|
|
idEntity *ent = entityList[ i ];
|
|
|
|
if (!ent)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( ent->IsType( idMoveableItem::Type ) || ent->IsType( idMoveable::Type ) )
|
|
{
|
|
if (ent->lastThrowTime + THROWTIME_THRESHOLD > gameLocal.time)
|
|
{
|
|
if (CheckTargetValidity(ent))
|
|
{
|
|
targetEnt = ent;
|
|
GotoWarmupState();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ent->IsType(idWeevil::Type))
|
|
{
|
|
if (static_cast<idWeevil *>( ent)->isJumping())
|
|
{
|
|
targetEnt = ent;
|
|
GotoWarmupState();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//no target found. oh well.
|
|
|
|
|
|
|
|
}
|
|
else if (this->attackState == WARMUP)
|
|
{
|
|
//update laser.
|
|
trace_t tr;
|
|
gameLocal.clip.TracePoint( tr, beamStart->GetPhysics()->GetOrigin(), playerPos, CONTENTS_SOLID, this );
|
|
this->beamEnd->SetOrigin(tr.endpos);
|
|
|
|
if (gameLocal.time > nextStateTime)
|
|
{
|
|
this->attackState = VOLLEYING;
|
|
this->nextStateTime = 0;
|
|
}
|
|
}
|
|
else if (this->attackState == VOLLEYING)
|
|
{
|
|
//update laser.
|
|
trace_t tr;
|
|
gameLocal.clip.TracePoint( tr, beamStart->GetPhysics()->GetOrigin(), playerPos, CONTENTS_SOLID, this );
|
|
this->beamEnd->SetOrigin(tr.endpos);
|
|
|
|
if (this->volleyCount >= MAXVOLLEY)
|
|
{
|
|
this->attackState = IDLE;
|
|
this->nextStateTime = 0;
|
|
return;
|
|
}
|
|
|
|
if (this->nextStateTime < gameLocal.time)
|
|
{
|
|
const idDict * projectileDef;
|
|
idEntity * ent;
|
|
idVec3 bulletVelocity;
|
|
|
|
pitchDiff.Normalize();
|
|
|
|
//FIRE.
|
|
idProjectile *bullet;
|
|
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 );
|
|
}
|
|
}
|
|
|