quadrilateralcowboy/d3xp/screw.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_screw_out( "<screw_out>" );
const idEventDef EV_screw_reset( "screwreset" );
CLASS_DECLARATION( idMoveableItem, idScrew )
EVENT( EV_screw_out, idScrew::ScrewOut)
EVENT( EV_screw_reset, idScrew::Reset)
END_CLASS
void idScrew::Save( idSaveGame *savefile ) const
{
savefile->WriteBool(unscrewed);
savefile->WriteObject(moverItem);
}
void idScrew::Restore( idRestoreGame *savefile )
{
savefile->ReadBool(unscrewed);
savefile->ReadObject(reinterpret_cast<idClass *&>(moverItem));
}
void idScrew::Spawn( void )
{
unscrewed = false;
//this->GetPhysics()->SetContents(0);
this->isFrobbable = 1;
GetPhysics()->SetContents( CONTENTS_RENDERMODEL );
GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
//args.Set( "model", spawnArgs.GetString("model", "models/bolt/tris.ase") );
//args.Set( "clipmodel", spawnArgs.GetString("clipmodel2", "models/bolt/tris_cm.ase") );
//args.Set("skin", "skins/bolt/noglow");
//physicsItem = ( idMoveableItem * )gameLocal.SpawnEntityType( idMoveableItem::Type, &args );
//physicsItem->Hide();
idDict args;
args.Clear();
args.SetVector( "origin", this->GetPhysics()->GetOrigin() );
args.SetInt( "solid", 0 );
args.SetInt( "frobbable", 0 );
moverItem = ( idMover * )gameLocal.SpawnEntityType( idMover::Type, &args );
this->Bind(moverItem, true);
}
void idScrew::Frob( void )
{
this->isFrobbable = 0;
//this->GetPhysics()->SetContents(0);
this->Unbind();
moverItem->SetOrigin(this->GetPhysics()->GetOrigin());
moverItem->SetAxis(this->GetPhysics()->GetAxis());
this->Bind(moverItem, true);
StartSound( "snd_unscrew", SND_CHANNEL_ANY, 0, false, NULL );
float forward = this->GetPhysics()->GetAxis().ToAngles().ToForward().ToYaw();
/*
common->Printf("%f %f %f\n", this->GetPhysics()->GetAxis().ToAngles().ToForward().x,
this->GetPhysics()->GetAxis().ToAngles().ToForward().y,
this->GetPhysics()->GetAxis().ToAngles().ToForward().z);
*/
if ((int)this->GetPhysics()->GetAxis().ToAngles().ToForward().x == 0
&& (int)this->GetPhysics()->GetAxis().ToAngles().ToForward().y == 0
&& (int)this->GetPhysics()->GetAxis().ToAngles().ToForward().z == 1)
{
forward = -1;
}
else if ((int)this->GetPhysics()->GetAxis().ToAngles().ToForward().x == 0
&& (int)this->GetPhysics()->GetAxis().ToAngles().ToForward().y == 0
&& (int)this->GetPhysics()->GetAxis().ToAngles().ToForward().z == -1)
{
forward = -2;
}
float movetime = spawnArgs.GetFloat("movetime", "0.4");
float movedist = spawnArgs.GetFloat("movedist", "5");
float rolldist = spawnArgs.GetFloat("rolldist", "16");
rolldist = rolldist * -1.0f;
moverItem->Event_SetMoveTime(movetime);
moverItem->Event_SetAccellerationTime(16);
idAngles rotateAngle(0, 0, rolldist);
moverItem->Event_Rotate(rotateAngle);
moverItem->Event_MoveDir( forward, movedist );
SetSkin(declManager->FindSkin( "skins/bolt/noglow" ));
unscrewed = true;
PostEventSec( &EV_screw_out, movetime + 0.02f );
#ifdef STEAM
g_SteamStats->SetStatDelta("stat_screws", 1);
#endif
}
void idScrew::ScrewOut( void )
{
//screw has reached the Out position.
//ActivateTargets( this ); //CRASH.
//hack
idStr targetName = spawnArgs.GetString( "target0" );
if ( !targetName.Length() )
{
targetName = spawnArgs.GetString( "target" );
}
if ( targetName.Length() )
{
idEntity *ent = gameLocal.FindEntity( targetName );
if (ent)
{
if (ent->IsType(idPowerScrewGeneric::Type))
{
idPowerScrewGeneric *gate = static_cast<idPowerScrewGeneric *>( ent );
gate->OnActivate();
}
else
{
ActivateTargets(this);
}
}
}
//physicsItem->SetOrigin( this->GetPhysics()->GetOrigin() );
//physicsItem->SetAngles( this->GetPhysics()->GetAxis().ToAngles() );
this->Unbind();
int popamount = spawnArgs.GetInt("popamount");
if (popamount > 0)
{
this->GetPhysics()->SetLinearVelocity( (this->GetPhysics()->GetAxis().ToAngles().ToForward() + idVec3(0.1f,0.1f,0.1f)) * popamount );
}
else
this->GetPhysics()->SetLinearVelocity( idVec3(0,0,0) );
this->isFrobbable = 1;
//physicsItem->Show();
//this->Hide();
//GetPhysics()->SetContents( CONTENTS_SOLID );
GetPhysics()->SetContents( CONTENTS_RENDERMODEL );
GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
}
void idScrew::Reset( void )
{
this->Unbind();
unscrewed = false;
moverItem->SetOrigin(this->originalPosition);
moverItem->SetAxis(this->originalAngle);
GetPhysics()->SetContents( CONTENTS_RENDERMODEL );
GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
this->GetPhysics()->SetOrigin( this->originalPosition);
this->GetPhysics()->SetAxis( this->originalAngle);
this->UpdateVisuals();
this->Bind(moverItem, true);
//physicsItem->Hide();
//this->Show();
SetSkin(declManager->FindSkin( "skins/bolt/glow" ));
this->isFrobbable = 1;
moverItem->Event_StopMoving();
moverItem->Event_StopRotating();
}