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