quadrilateralcowboy/d3xp/lever.cpp

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2020-06-12 21:06:25 +00:00
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
const idEventDef EV_frobscript( "<frobscript>" );
CLASS_DECLARATION( idAnimated, idLever )
EVENT( EV_frobscript, idLever::OnFrobScript)
END_CLASS
void idLever::Save( idSaveGame *savefile ) const
{
savefile->WriteBool(toggleable);
savefile->WriteInt(toggleState);
savefile->WriteInt(state);
savefile->WriteInt(nextStateTime);
}
void idLever::Restore( idRestoreGame *savefile )
{
savefile->ReadBool(toggleable);
savefile->ReadInt(toggleState);
savefile->ReadInt(state);
savefile->ReadInt(nextStateTime);
}
void idLever::Spawn( void )
{
//make frobbable and no collision.
//this->GetPhysics()->SetContents(CONTENTS_CORPSE);
GetPhysics()->SetContents( CONTENTS_RENDERMODEL );
GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
this->isFrobbable = true;
this->noGrab = true;
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
nextStateTime = 0;
toggleable = spawnArgs.GetBool("toggleable", "0");
toggleState = 0;
state = IDLE;
if (spawnArgs.GetBool("start_on", "0"))
{
toggleState = !toggleState;
}
BecomeActive(TH_THINK);
}
void idLever::Reset( void )
{
if (spawnArgs.GetBool("start_on", "0"))
{
toggleState = 1;
}
else
{
toggleState = 0;
}
}
void idLever::UpdateStates( void )
{
if (state == PRESSED)
{
if (gameLocal.time > nextStateTime)
{
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
this->isFrobbable = true;
state = IDLE;
}
}
}
void idLever::OnFrobScript( void )
{
idStr scriptName = spawnArgs.GetString( "call", "" );
if (scriptName.Length() <= 0)
return;
if (toggleable)
{
if (toggleState > 0)
{
scriptName = scriptName + "_on";
}
else
{
scriptName = scriptName + "_off";
}
}
const function_t *scriptFunction;
scriptFunction = gameLocal.program.FindFunction( scriptName );
if ( scriptFunction )
{
idThread *thread;
thread = new idThread( scriptFunction );
thread->DelayedStart( 0 );
}
}
void idLever::OnFrob( idEntity* activator )
{
float waitTime;
if (state == PRESSED)
{
return;
}
state = PRESSED;
StartSound( "snd_press", SND_CHANNEL_BODY, 0, false, NULL );
if (!toggleable)
{
Event_PlayAnim( spawnArgs.GetString("pushanim", "push"), 4 );
}
else
{
if (toggleState)
{
Event_PlayAnim( spawnArgs.GetString("pullanim", "pull"), 4 );
}
else
{
Event_PlayAnim( spawnArgs.GetString("pushanim", "push"), 4 );
}
toggleState = !toggleState;
}
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = .75f;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
waitTime = spawnArgs.GetFloat("animtime", "0.3");
if (waitTime <= 0)
{
waitTime = 0.1f;
}
nextStateTime = gameLocal.time + (waitTime * 1000);
ActivateTargets(this);
this->isFrobbable = false;
float delay = spawnArgs.GetFloat("delay", "0");
PostEventSec( &EV_frobscript, delay );
}
void idLever::Think( void )
{
UpdateStates();
idAnimatedEntity::Think();
idAnimatedEntity::Present();
}