mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
284 lines
No EOL
6.2 KiB
C++
284 lines
No EOL
6.2 KiB
C++
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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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#define OFFSET_MULTIPLIER 60000
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const idEventDef EV_clockreset( "clockreset" );
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const idEventDef EV_clocksettime( "clocksettime", "d" );
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CLASS_DECLARATION( idAnimatedEntity, idClock )
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EVENT( EV_clockreset, idClock::Event_reset)
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EVENT( EV_clocksettime, idClock::Event_setTime)
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END_CLASS
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void idClock::Save( idSaveGame *savefile ) const
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{
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savefile->WriteBool(digital);
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savefile->WriteInt(startTime);
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savefile->WriteInt(offsetTime);
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savefile->WriteInt(lastMinuteCount);
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savefile->WriteFloat(startAngle);
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savefile->WriteFloat(endAngle);
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savefile->WriteInt(minuteStartTime);
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savefile->WriteInt(minuteEndTime);
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savefile->WriteInt(nextSecondsInterval);
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savefile->WriteInt(secondsLerpStart);
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savefile->WriteInt(secondsLerpEnd);
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savefile->WriteInt(secondsState);
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savefile->WriteInt(secondsAngleStart);
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savefile->WriteInt(secondsAngleEnd);
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}
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void idClock::Restore( idRestoreGame *savefile )
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{
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savefile->ReadBool(digital);
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savefile->ReadInt(startTime);
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savefile->ReadInt(offsetTime);
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savefile->ReadInt(lastMinuteCount);
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savefile->ReadFloat(startAngle);
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savefile->ReadFloat(endAngle);
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savefile->ReadInt(minuteStartTime);
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savefile->ReadInt(minuteEndTime);
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savefile->ReadInt(nextSecondsInterval);
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savefile->ReadInt(secondsLerpStart);
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savefile->ReadInt(secondsLerpEnd);
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savefile->ReadInt(secondsState);
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savefile->ReadInt(secondsAngleStart);
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savefile->ReadInt(secondsAngleEnd);
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}
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void idClock::Spawn( void )
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{
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digital = spawnArgs.GetBool("digital", "0");
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this->GetPhysics()->SetContents(0);
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this->startTime = 0;
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lastMinuteCount = 0;
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startAngle = 0;
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endAngle = 0;
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minuteStartTime = 0;
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minuteEndTime = 0;
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nextSecondsInterval = 0;
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secondsLerpStart = 0;
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secondsLerpEnd = 0;
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secondsState = 0;
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secondsAngleStart = 0;
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secondsAngleEnd = 0;
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offsetTime = spawnArgs.GetInt("offset", "0") * OFFSET_MULTIPLIER;
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BecomeActive( TH_THINK );
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}
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void idClock::Event_setTime( int time )
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{
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//this->startTime = gameLocal.time - (time * 1000);
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offsetTime = time * 1000;
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}
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void idClock::Event_reset( void )
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{
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lastMinuteCount = 0;
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startAngle = 0;
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endAngle = 0;
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minuteStartTime = 0;
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minuteEndTime = 0;
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nextSecondsInterval = 0;
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secondsLerpStart = 0;
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secondsLerpEnd = 0;
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secondsState = 0;
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secondsAngleStart = 0;
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secondsAngleEnd = 0;
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offsetTime = spawnArgs.GetInt("offset", "0") * OFFSET_MULTIPLIER;
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this->startTime = gameLocal.time;
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SetHandAngle("minute", 0);
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SetHandAngle("hour", 0);
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SetHandAngle("second", 0);
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}
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void idClock::SetHandAngle( const char *jointName, float angle )
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{
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idMat3 bodyAxis;
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idVec3 offset;
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jointHandle_t originJoint = animator.GetJointHandle( "origin" );
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animator.GetJointTransform( originJoint, gameLocal.time, offset, bodyAxis );
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jointHandle_t secondJoint;
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idRotation secondRotation;
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secondJoint = animator.GetJointHandle( jointName );
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secondRotation.SetVec( bodyAxis[0] );
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secondRotation.SetAngle( angle );
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animator.SetJointAxis(secondJoint, JOINTMOD_WORLD, secondRotation.ToMat3());
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}
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void idClock::Think( void )
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{
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int curTime = (gameLocal.time - startTime) + offsetTime;
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//common->Printf("curtime %d\n", curTime);
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if (!digital)
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{
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//SET SECONDS.
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int totalMinutes = (int)(curTime / 1000.0f);
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int secondsFraction = curTime - totalMinutes;
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float secondsPercentage = secondsFraction / 1000.0f;
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float secondsAngle = secondsPercentage * 6.0f;
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//gameLocal.GetLocalPlayer()->DebugMessage(va("%d", secondsFraction));
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//secondsState 0 = idle. 1 = lerping.
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if (gameLocal.time > nextSecondsInterval)
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{
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secondsState = 1;
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nextSecondsInterval = gameLocal.time + 1000;
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//SetHandAngle("second", secondsAngle);
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secondsAngleStart = secondsAngleEnd;
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secondsAngleEnd = secondsAngle;
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secondsLerpStart = gameLocal.time;
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secondsLerpEnd = gameLocal.time + 100;
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StartSound( "snd_tick", SND_CHANNEL_ANY, 0, false, NULL );
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}
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if (secondsState == 1)
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{
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float lerp;
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float currentTime = gameLocal.time;
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float lookTimeMax = this->secondsLerpEnd - this->secondsLerpStart;
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currentTime -= this->secondsLerpStart;
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lerp = currentTime / lookTimeMax;
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if (lerp >= 1)
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{
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lerp = 1;
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secondsState = 0;
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}
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SetHandAngle("second", idMath::Lerp(secondsAngleStart, secondsAngleEnd, lerp));
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}
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//SET MINUTES. (discrete movement)
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int minuteCount = totalMinutes / 60;
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//gameLocal.GetLocalPlayer()->DebugMessage(va("time %d", minuteCount));
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if (minuteCount > 60)
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{
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int i;
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for (i = 0; i < 999; i++)
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{
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if (minuteCount > 60)
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minuteCount -= 60;
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else
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break;
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}
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}
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if (minuteCount != lastMinuteCount)
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{
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minuteStartTime = gameLocal.time;
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minuteEndTime = gameLocal.time + 300;
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startAngle = endAngle;
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endAngle = 360.0f * (minuteCount / 60.0f);
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lastMinuteCount = minuteCount;
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StartSound( "snd_minute", SND_CHANNEL_ANY, 0, false, NULL );
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//hack. force the second hand to reset.
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secondsAngleStart = secondsAngle;
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secondsAngleEnd = secondsAngle;
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secondsLerpStart = gameLocal.time;
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secondsLerpEnd = gameLocal.time + 50;
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secondsState = 1;
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nextSecondsInterval = gameLocal.time + 1000;
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}
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if (minuteEndTime >= gameLocal.time)
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{
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float lerp;
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float currentTime = gameLocal.time;
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float lookTimeMax = this->minuteEndTime - this->minuteStartTime;
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currentTime -= this->minuteStartTime;
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lerp = currentTime / lookTimeMax;
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//gameLocal.Printf(va("time %f", lerp));
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if (lerp > 1)
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lerp = 1;
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SetHandAngle("minute", idMath::Lerp(startAngle, endAngle, lerp));
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}
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//SET HOURS.
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float hourAngle = secondsPercentage * 0.001666666666666f;
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SetHandAngle("hour", hourAngle);
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}
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else
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{
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//digital.
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int fullHours = curTime / 3600000;
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int fullMinutes = curTime / 60000;
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if (fullHours > 0)
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{
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fullMinutes -= fullHours * 60;
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}
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int seconds = curTime / 1000;
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if (fullMinutes > 0)
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{
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seconds -= fullMinutes * 60;
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}
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if (fullHours > 0)
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{
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seconds -= (fullHours * 60) * 60;
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}
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this->renderEntity.gui[0]->SetStateString("gui_parm0", va("%02d", fullHours));
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this->renderEntity.gui[0]->SetStateString("gui_parm1", va("%02d", fullMinutes));
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this->renderEntity.gui[0]->SetStateString("gui_parm2", va("%02d", seconds));
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}
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//idAnimatedEntity::Think();
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idAnimatedEntity::Present();
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} |