sin-2015/movecapture.cpp

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1999-04-22 00:00:00 +00:00
/*
================================================================
MOVEMENT CAPTURING ENTITY
================================================================
Copyright (C) 1998 by 2015, Inc.
All rights reserved.
This source is may not be distributed and/or modified without
expressly written permission by 2015, Inc.
*/
#include "movecapture.h"
#include "player.h"
// the list of flags used to put together the output value
#define MCF_OFF 0 // indicates that the movement capturer is not being used
#define MCF_ACTIVE 1 // indicates that the movement capturer is being used
#define MCF_ATTACK 2 // player is pressing the attack key
#define MCF_FORWARD 4 // player is pressing forward
#define MCF_BACK 8 // player is pressing backward
#define MCF_RIGHT 16 // player is pressing right strafe key
#define MCF_LEFT 32 // player is pressing left strafe key
#define MCF_UP 64 // player is pressing jump key
#define MCF_DOWN 128 // player is pressing duck key
CLASS_DECLARATION(TriggerUse, MoveCapture, "trigger_movecapture");
ResponseDef MoveCapture::Responses[] =
{
{&EV_Trigger_Effect, (Response)MoveCapture::Activate},
{&EV_Use, (Response)MoveCapture::Use},
{NULL, NULL}
};
/*****************************************************************************/
/*SINED trigger_movecapture (0 .5 .8) ? NOUSE
"outputvar" is the name of the script variable to output the controls info to (required)
NOUSE means that a user can't use it directly to activate it
/*****************************************************************************/
MoveCapture::MoveCapture()
{
setMoveType(MOVETYPE_NONE);
setSolidType(SOLID_TRIGGER);
hideModel();
if(!LoadingSavegame)
{
// make sure that there's a variable name specified
outputvar = G_GetSpawnArg("outputvar", "");
if(!outputvar.length())
{
error("MoveCapture", "no outputvar specified\n");
}
if(!Target())
{
error("MoveCapture", "no camera specified\n");
}
// init script variable
SetMCVariable(MCF_OFF);
}
// so the function will set the variable
lastvalue = MCF_ACTIVE;
usedebounce = 0;
}
void MoveCapture::Use(Event *ev)
{
// Don't respond to users using me
if (spawnflags & 1)
return;
// can't use if already being used
if(usingplayer)
return;
TriggerStuff(ev);
}
void MoveCapture::Activate(Event *ev)
{
Entity *other;
Event *ev2;
Camera *cam;
int num;
Player *player;
// can't activate if already being used
if(usingplayer)
return;
other = ev->GetEntity(1);
// only clients can use this
if(!other->isClient())
return;
player = (Player *)other;
// check for the player already being in a movement capturer
if(player == usingplayer)
return;
if(player->movecapturer)
player->movecapturer->Deactivate();
num = G_FindTarget(0, Target());
if(!num)
return;
cam = (Camera *)G_GetEntity(num);
assert(cam);
player->SetCamera(cam);
ev2 = new Event(EV_Player_HideStats);
player->ProcessEvent(ev2);
player->movecapturer = this;
usingplayer = player;
usedebounce = level.time + 1;
}
void MoveCapture::Deactivate(void)
{
Player *player;
Event *ev2;
if(!usingplayer)
return;
player = (Player *)usingplayer.Ptr();
ev2 = new Event(EV_Player_DrawStats);
player->ProcessEvent(ev2);
player->SetCamera(NULL);
player->movecapturer = NULL;
usingplayer = NULL;
SetMCVariable(MCF_OFF);
}
void MoveCapture::CaptureMovement(usercmd_t *ucmd)
{
Player *player;
int i;
player = (Player *)usingplayer.Ptr();
// check for the player wanting out
if (
(player->new_buttons & BUTTON_USE) &&
(usedebounce < level.time)
)
{
Deactivate();
player->new_buttons &= ~BUTTON_USE;
return;
}
// construct the new output value
i = MCF_ACTIVE;
if(player->buttons & BUTTON_ATTACK)
i |= MCF_ATTACK;
if(ucmd->forwardmove > 0)
i |= MCF_FORWARD;
else if(ucmd->forwardmove < 0)
i |= MCF_BACK;
if(ucmd->sidemove > 0)
i |= MCF_RIGHT;
else if(ucmd->sidemove < 0)
i |= MCF_LEFT;
if(ucmd->upmove > 0)
i |= MCF_UP;
else if(ucmd->upmove < 0)
i |= MCF_DOWN;
// output the new value
SetMCVariable(i);
// clear out the ucmd so that the player doesn't move around
memset(ucmd, 0, sizeof(ucmd));
player->new_buttons = 0;
player->buttons = 0;
}
void MoveCapture::SetMCVariable(int newvalue)
{
char valuestring[10];
// don't set the variable if the new
// value is the same as the old value
if(newvalue == lastvalue)
return;
sprintf(valuestring, "%i",newvalue);
Director.ConsoleVariable(outputvar.c_str(), valuestring);
lastvalue = newvalue;
}