quake4-sdk/source/mpgame/vehicle/VehicleSpline.cpp

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2007-06-15 00:00:00 +00:00
//----------------------------------------------------------------
// VehicleSplineCoupling.h
//
// Copyright 2002-2004 Raven Software
//----------------------------------------------------------------
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "VehicleSpline.h"
CLASS_DECLARATION( rvVehicle, rvVehicleSpline )
EVENT( EV_PostSpawn, rvVehicleSpline::Event_PostSpawn )
EVENT( EV_SetSpline, rvVehicleSpline::Event_SetSpline )
EVENT( EV_DoneMoving, rvVehicleSpline::Event_DoneMoving )
END_CLASS
rvVehicleSpline::rvVehicleSpline ( void ) {
}
rvVehicleSpline::~rvVehicleSpline ( void ) {
SetPhysics( NULL );
}
void rvVehicleSpline::Spawn ( void ) {
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel(GetPhysics()->GetClipModel()), 1.0f );
physicsObj.SetContents( CONTENTS_SOLID );
physicsObj.SetClipMask( 0 );
physicsObj.SetLinearVelocity( GetPhysics()->GetLinearVelocity() );
physicsObj.SetLinearAcceleration( spawnArgs.GetFloat( "accel", "200" ) );
physicsObj.SetLinearDeceleration( spawnArgs.GetFloat( "decel", "200" ) );
viewAxis = idAngles( 0, spawnArgs.GetFloat( "angle" ) , 0 ).ToMat3();
physicsObj.SetAxis( GetPhysics()->GetAxis() * viewAxis );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
SetPhysics( &physicsObj );
BecomeActive( TH_THINK );
accelWithStrafe = Sign( spawnArgs.GetFloat("accel_strafe") );
idealSpeed = spawnArgs.GetFloat( "speed", "200" );
PostEventMS( &EV_PostSpawn, 0 );
}
/*
================
rvVehicleSpline::Save
================
*/
void rvVehicleSpline::Save ( idSaveGame *savefile ) const {
savefile->WriteStaticObject( physicsObj );
savefile->WriteMat3( angleOffset );
savefile->WriteFloat( idealSpeed );
savefile->WriteFloat( accelWithStrafe );
}
/*
================
rvVehicleSpline::Restore
================
*/
void rvVehicleSpline::Restore ( idRestoreGame *savefile ) {
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
savefile->ReadStaticObject ( physicsObj );
RestorePhysics ( &physicsObj );
physicsObj.EnableClip();
savefile->ReadMat3( angleOffset );
savefile->ReadFloat( idealSpeed );
savefile->ReadFloat( accelWithStrafe );
}
void rvVehicleSpline::Think( void ) {
float moveAmount = 0.0f;
if ( positions[0].IsOccupied ( ) && !IsFrozen () && IsMovementEnabled ( ) ) {
if ( accelWithStrafe != 0.0f ) {
moveAmount = positions[0].mInputCmd.rightmove * accelWithStrafe;
} else {
moveAmount = positions[0].mInputCmd.forwardmove;
}
moveAmount = Sign( moveAmount );
}
physicsObj.SetSpeed( idealSpeed * moveAmount );
rvVehicle::Think( );
}
void rvVehicleSpline::Event_PostSpawn( void ) {
idStr splinePath;
if ( spawnArgs.GetString( "spline_path", "", splinePath ) ) {
Event_SetSpline( gameLocal.FindEntity( splinePath.c_str() ) );
} else {
gameLocal.Warning( "\"spline_path\" key not found on %s (rvVehicleSpline)", this->GetName() );
}
}
void rvVehicleSpline::Event_SetSpline ( idEntity * spline ) {
if ( spline && spline->IsType( idSplinePath::GetClassType() ) ) {
physicsObj.SetSplineEntity( static_cast< idSplinePath * >( spline ) );
//HACK: force an intitial physics update so that the object orients itself with the spline
//TEMP: this should be fixed after the build on friday (Jan 28, 2005)
physicsObj.SetSpeed( 0.1f );
RunPhysics();
//END HACK
}
}
void rvVehicleSpline::Event_DoneMoving() {
idThread::ReturnInt( true );
}