mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-12-01 16:32:16 +00:00
104 lines
No EOL
2.4 KiB
C++
104 lines
No EOL
2.4 KiB
C++
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//Rotating door.
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//Based on The Dark Mod's CBinaryFrobMover.
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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const idEventDef EV_rotdoor_open( "open", NULL );
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const idEventDef EV_rotdoor_close( "close", NULL );
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const idEventDef EV_rotdoor_isOpen( "isOpen", NULL, 'f' );
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CLASS_DECLARATION( idMover, idRotDoor )
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EVENT( EV_rotdoor_open, idRotDoor::Event_Open )
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EVENT( EV_rotdoor_close, idRotDoor::Event_Close )
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EVENT( EV_rotdoor_isOpen, idRotDoor::Event_isOpen )
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END_CLASS
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void idRotDoor::Save( idSaveGame *savefile ) const
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{
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savefile->WriteBool(shouldOpen);
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savefile->WriteAngles(m_Rotate);
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savefile->WriteVec3(m_ClosedPos);
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savefile->WriteVec3(m_OpenPos);
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savefile->WriteVec3(m_OpenDir);
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savefile->WriteAngles(m_ClosedAngles);
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savefile->WriteAngles(m_OpenAngles);
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}
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void idRotDoor::Restore( idRestoreGame *savefile )
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{
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savefile->ReadBool(shouldOpen);
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savefile->ReadAngles(m_Rotate);
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savefile->ReadVec3(m_ClosedPos);
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savefile->ReadVec3(m_OpenPos);
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savefile->ReadVec3(m_OpenDir);
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savefile->ReadAngles(m_ClosedAngles);
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savefile->ReadAngles(m_OpenAngles);
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}
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void idRotDoor::Spawn( void )
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{
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m_Rotate = spawnArgs.GetAngles("rotate", "0 90 0");
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m_ClosedAngles = physicsObj.GetLocalAngles();
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m_ClosedAngles.Normalize180();
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m_OpenAngles = (m_ClosedAngles + m_Rotate).Normalize180();
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idRotation rot = m_Rotate.ToRotation();
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idVec3 rotationAxis = rot.GetVec();
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idVec3 normal = rotationAxis.Cross(m_ClosedPos);
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m_OpenDir = (m_OpenPos * normal) * normal;
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m_OpenDir.Normalize();
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this->shouldOpen = true;
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}
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void idRotDoor::Event_isOpen( void )
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{
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idThread::ReturnInt( IsOpen() );
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}
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bool idRotDoor::IsOpen( void )
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{
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return ( !this->shouldOpen );
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}
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void idRotDoor::Event_Activate( idEntity *activator )
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{
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idAngles targetAngles = this->shouldOpen ? m_OpenAngles : m_ClosedAngles;
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idAngles angleDelta = (targetAngles - physicsObj.GetLocalAngles()).Normalize180();
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if (!angleDelta.Compare(idAngles(0,0,0)))
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{
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Event_RotateOnce(angleDelta);
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if (this->shouldOpen)
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{
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StartSound( "snd_open", SND_CHANNEL_ANY, 0, false, NULL );
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Signal( SIG_MOVER_1TO2 );
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}
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else
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StartSound( "snd_close", SND_CHANNEL_ANY, 0, false, NULL );
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}
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this->shouldOpen = !this->shouldOpen;
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}
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void idRotDoor::Event_Open( void )
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{
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this->shouldOpen = true;
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this->Event_Activate( NULL );
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}
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void idRotDoor::Event_Close( void )
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{
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this->shouldOpen = false;
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this->Event_Activate( NULL );
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} |