quadrilateralcowboy/d3xp/powersawgeneric.cpp

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2020-06-12 21:06:25 +00:00
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#ifdef STEAM
#include "steamstats.h"
#endif
const idEventDef EV_powersaw_spawndelay( "<powersaw_spawndelay>" );
const idEventDef EV_powersaw_reset( "powersawreset" );
CLASS_DECLARATION( idMover, idPowerSawGeneric )
EVENT( EV_powersaw_spawndelay, idPowerSawGeneric::Spawn2)
EVENT( EV_powersaw_reset, idPowerSawGeneric::reset)
END_CLASS
void idPowerSawGeneric::Save( idSaveGame *savefile ) const
{
savefile->WriteInt(state);
savefile->WriteInt(nextSparktime);
savefile->WriteString(callName.c_str());
savefile->WriteObject(mover);
savefile->WriteObject(splineEnt);
savefile->WriteObject(sparks);
savefile->WriteObject(light);
}
void idPowerSawGeneric::Restore( idRestoreGame *savefile )
{
savefile->ReadInt(state);
savefile->ReadInt(nextSparktime);
savefile->ReadString(callName);
savefile->ReadObject(reinterpret_cast<idClass *&>(mover));
savefile->ReadObject(reinterpret_cast<idClass *&>(splineEnt));
savefile->ReadObject(reinterpret_cast<idClass *&>(sparks));
savefile->ReadObject(reinterpret_cast<idClass *&>(light));
}
void idPowerSawGeneric::Spawn2( void )
{
idDict args;
idStr splineName = spawnArgs.GetString( "spline" );
splineName.StripTrailingWhitespace();
splineName.StripLeading(' ');
if ( !splineName.Length() )
{
gameLocal.Error( "idPowerSawGeneric '%s' at (%s) doesn't have 'spline' key specified", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
}
splineEnt = gameLocal.FindEntity( splineName );
if (!splineEnt)
{
gameLocal.Error( "idPowerSawGeneric '%s' at (%s) can't find spline '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), splineName.c_str() );
}
splineEnt->Hide();
int movetime = spawnArgs.GetFloat("movetime", "6");
int acceltime = spawnArgs.GetFloat("acceltime", "2");
int deceltime = spawnArgs.GetFloat("deceltime", "1");
args.Clear();
args.SetVector( "origin", splineEnt->GetPhysics()->GetOrigin() );
args.Set( "model", "models/powersaw/tris.ase" );
args.SetInt( "solid", 0 );
args.SetInt( "frobbable", 0 );
args.Set( "onsplineend", this->GetName() );
mover = ( idMover * )gameLocal.SpawnEntityType( idMover::Type, &args );
//mover->SetAngles( this->GetPhysics()->GetAxis().ToAngles() );
mover->Event_SetMoveTime( movetime );
mover->Event_SetAccellerationTime( acceltime);
mover->Event_SetDecelerationTime( deceltime );
args.Clear();
args.SetVector("origin", mover->GetPhysics()->GetOrigin() );
args.SetInt( "noshadows", 1);
args.Set("texture", "lights/powersaw" );
light = ( idLight * )gameLocal.SpawnEntityType( idLight::Type, &args );
light->SetRadius(64);
light->Event_FadeLight(0.3f, idVec3(0.8,0.5,0));
light->Event_Off();
light->Bind(mover, false);
if (spawnArgs.GetInt("ceiling", "0") == 1)
{
idAngles moverAng = mover->GetPhysics()->GetAxis().ToAngles();
moverAng.roll += 180;
mover->SetAngles(moverAng);
}
mover->Hide();
state = IDLE;
nextSparktime = 0;
BecomeActive( TH_THINK );
}
void idPowerSawGeneric::Spawn( void )
{
state = IDLE;
//force a little delay to let all world entities spawn in.
PostEventSec( &EV_powersaw_spawndelay, 0.3f );
}
void idPowerSawGeneric::Think( void )
{
if (gameLocal.time > nextSparktime && state == SAWING)
{
idDict args;
nextSparktime = gameLocal.time + 2500;
args.Clear();
args.SetVector( "origin", this->mover->GetPhysics()->GetOrigin() );
args.Set( "model", "sparkloop.prt" );
args.SetBool( "start_off", false );
sparks = gameLocal.SpawnEntityType( idExplodable::Type, &args );
sparks->Bind(mover, false);
StartSound( "snd_sawhit" , SND_CHANNEL_BODY2, 0, false, NULL );
}
idMover::Think();
}
void idPowerSawGeneric::OnSplineEnd( void )
{
if (state == IDLE)
{
//if the grate is reset during sawing, then we end up here.
return;
}
//BC 7-20-2016 fix saveload crash. do not spline end if it's already done.
if (state == DONE)
{
return;
}
state = DONE;
sparks->PostEventMS( &EV_Remove, 0 );
mover->Hide();
light->Event_Off();
StartSound( "snd_sawend" , SND_CHANNEL_ANY, 0, false, NULL );
StopSound( SND_CHANNEL_BODY2, false );
StopSound( SND_CHANNEL_BODY3, false );
idStr scriptName = spawnArgs.GetString( "call" );
const function_t *scriptFunction;
scriptFunction = gameLocal.program.FindFunction( scriptName );
if ( scriptFunction )
{
idThread *thread;
thread = new idThread( scriptFunction );
thread->DelayedStart( 0 );
}
}
void idPowerSawGeneric::Frob( void )
{
//BC 5-15-2015
//auto detect whether buzzsaw appears on floor or ceiling.
if (spawnArgs.GetInt("ceiling") >= 2)
{
float eye_z = gameLocal.GetLocalPlayer()->GetEyePosition().z;
float grate_z = GetPhysics()->GetOrigin().z;
if (grate_z > eye_z)
{
//ceiling.
idAngles moverAng = mover->GetPhysics()->GetAxis().ToAngles();
moverAng.roll += 180;
mover->SetAngles(moverAng);
}
else
{
//floor.
}
}
this->isFrobbable = false;
//start the mover.
mover->Show();
mover->Event_StartSpline(splineEnt);
light->Event_On();
StartSound( "snd_sawloop" , SND_CHANNEL_BODY3, 0, false, NULL );
state = SAWING;
#ifdef STEAM
g_SteamStats->SetStatDelta("stat_buzzsaws", 1);
#endif
}
void idPowerSawGeneric::reset( void )
{
state = IDLE;
nextSparktime = 0;
this->isFrobbable = true;
this->Event_StopMoving();
mover->Event_StopMoving();
mover->Hide();
light->Event_Off();
this->GetPhysics()->SetOrigin( this->originalPosition);
this->GetPhysics()->SetAxis( this->originalAngle);
this->UpdateVisuals();
}