quake4-sdk/source/game/vehicle/Vehicle_DropPod.cpp

178 lines
4.2 KiB
C++
Raw Normal View History

2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "VehicleStatic.h"
class rvVehicleDropPod : public rvVehicleStatic {
public:
CLASS_PROTOTYPE( rvVehicleDropPod );
rvVehicleDropPod ( void );
void Spawn ( void );
virtual bool GetPhysicsToVisualTransform ( idVec3 &origin, idMat3 &axis );
private:
stateResult_t State_Idle ( const stateParms_t& parms );
stateResult_t State_IdleThink ( const stateParms_t& parms );
stateResult_t State_IdleOffline ( const stateParms_t& parms );
stateResult_t State_ScriptedAnim ( const stateParms_t& parms );
void Event_ScriptedAnim ( const char* animname, int blendFrames, bool loop, bool endWithIdle );
void Event_ScriptedDone ( void );
void Event_ScriptedStop ( void );
CLASS_STATES_PROTOTYPE ( rvVehicleDropPod );
};
CLASS_DECLARATION( rvVehicleStatic, rvVehicleDropPod )
EVENT( AI_ScriptedAnim, rvVehicleDropPod::Event_ScriptedAnim )
EVENT( AI_ScriptedDone, rvVehicleDropPod::Event_ScriptedDone )
EVENT( AI_ScriptedStop, rvVehicleDropPod::Event_ScriptedStop )
END_CLASS
/*
================
rvVehicleDropPod::rvVehicleDropPod
================
*/
rvVehicleDropPod::rvVehicleDropPod ( void ) {
}
/*
================
rvVehicleDropPod::Spawn
================
*/
void rvVehicleDropPod::Spawn ( void ) {
SetAnimState ( ANIMCHANNEL_LEGS, "State_IdleOffline", 0 );
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvVehicleDropPod )
STATE ( "State_Idle", rvVehicleDropPod::State_Idle )
STATE ( "State_IdleThink", rvVehicleDropPod::State_IdleThink )
STATE ( "State_IdleOffline", rvVehicleDropPod::State_IdleOffline )
STATE ( "State_ScriptedAnim", rvVehicleDropPod::State_ScriptedAnim )
END_CLASS_STATES
/*
================
rvVehicleDropPod::State_IdleOffline
================
*/
stateResult_t rvVehicleDropPod::State_IdleOffline ( const stateParms_t& parms ) {
vfl.frozen = true;
PlayCycle ( ANIMCHANNEL_LEGS, "idle", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Wait_Driver", 0 );
PostAnimState ( ANIMCHANNEL_LEGS, "State_Idle", 0 );
return SRESULT_DONE;
}
/*
================
rvVehicleDropPod::State_Idle
================
*/
stateResult_t rvVehicleDropPod::State_Idle ( const stateParms_t& parms ) {
if ( SRESULT_WAIT != State_IdleThink ( parms ) ) {
return SRESULT_DONE;
}
return SRESULT_DONE;
}
/*
================
rvVehicleDropPod::State_IdleThink
================
*/
stateResult_t rvVehicleDropPod::State_IdleThink ( const stateParms_t& parms ) {
if ( !vfl.driver ) {
PostAnimState ( ANIMCHANNEL_LEGS, "State_IdleOffline", parms.blendFrames );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
/*
================
rvVehicleDropPod::State_ScriptedAnim
================
*/
stateResult_t rvVehicleDropPod::State_ScriptedAnim ( const stateParms_t& parms ) {
if ( !AnimDone ( ANIMCHANNEL_LEGS, parms.blendFrames ) ) {
return SRESULT_WAIT;
}
Event_ScriptedStop();
return SRESULT_DONE;
}
/*
================
rvVehicleDropPod::Event_ScriptedAnim
================
*/
void rvVehicleDropPod::Event_ScriptedAnim( const char* animname, int blendFrames, bool loop, bool endWithIdle ) {
vfl.endWithIdle = endWithIdle;
if ( loop ) {
PlayCycle ( ANIMCHANNEL_LEGS, animname, blendFrames );
} else {
PlayAnim ( ANIMCHANNEL_LEGS, animname, blendFrames );
}
SetAnimState ( ANIMCHANNEL_LEGS, "State_ScriptedAnim", blendFrames );
vfl.scripted = true;
}
/*
================
rvVehicleDropPod::Event_ScriptedDone
================
*/
void rvVehicleDropPod::Event_ScriptedDone( void ) {
idThread::ReturnInt( !vfl.scripted );
}
/*
================
rvVehicleDropPod::Event_ScriptedStop
================
*/
void rvVehicleDropPod::Event_ScriptedStop( void ) {
vfl.scripted = false;
if ( vfl.endWithIdle ) {
SetAnimState ( ANIMCHANNEL_LEGS, "State_Idle", 1 );
}
}
/*
================
rvVehicleDropPod::GetPhysicsToVisualTransform
================
*/
bool rvVehicleDropPod::GetPhysicsToVisualTransform ( idVec3 &origin, idMat3 &axis ) {
// if ( GetBindMaster() ) {
// axis = viewAxis;
// origin.Zero();
// return true;
// }
return false;
}