311 lines
6.5 KiB
C++
311 lines
6.5 KiB
C++
#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_OpenGate( "<openGate>" );
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const idEventDef EV_CloseGate( "<closeGate>" );
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//=======================================================
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//
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// rvTramGate
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//
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//=======================================================
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CLASS_DECLARATION( idAnimatedEntity, rvTramGate )
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EVENT( EV_Touch, rvTramGate::Event_Touch )
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EVENT( EV_Activate, rvTramGate::Event_Activate )
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EVENT( EV_OpenGate, rvTramGate::Event_OpenGate )
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EVENT( EV_CloseGate, rvTramGate::Event_CloseGate )
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EVENT( EV_Door_Lock, rvTramGate::Event_Lock )
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EVENT( EV_Door_IsOpen, rvTramGate::Event_IsOpen )
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EVENT( EV_Door_IsLocked, rvTramGate::Event_IsLocked )
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END_CLASS
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/*
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================
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rvTramGate::Spawn
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================
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*/
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void rvTramGate::Spawn() {
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SpawnDoors();
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AdjustFrameRate();
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}
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/*
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================
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rvTramGate::~rvTramGate
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================
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*/
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rvTramGate::~rvTramGate() {
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doorList.RemoveContents( true );
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}
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/*
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================
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rvTramGate::SpawnDoors
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================
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*/
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void rvTramGate::SpawnDoors() {
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idDict args;
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idVec3 dir = spawnArgs.GetAngles("doorsAxisOffset").ToMat3() * GetPhysics()->GetAxis()[1];
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args.Set( "team", GetName() );
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args.SetMatrix( "rotation", dir.ToMat3() );
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args.SetVector( "origin", GetPhysics()->GetOrigin() );
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int len = strlen("door_");
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for( const idKeyValue* kv = spawnArgs.MatchPrefix("door"); kv; kv = spawnArgs.MatchPrefix("door", kv) ) {
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args.Set( kv->GetKey().Right(kv->GetKey().Length() - len), kv->GetValue() );
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}
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args.SetFloat( "movedir", (-dir).ToYaw() );
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idDoor* door = gameLocal.SpawnSafeEntityDef<idDoor>( spawnArgs.GetString("def_door1"), &args );
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if( door ) {
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doorList.Alloc() = door;
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door->SetDoorFrameController( this );
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}
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args.SetFloat( "movedir", dir.ToYaw() );
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door = gameLocal.SpawnSafeEntityDef<idDoor>( spawnArgs.GetString("def_door2"), &args );
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if( door ) {
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doorList.Alloc() = door;
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door->SetDoorFrameController( this );
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}
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//assert( GetDoorMaster() == door->GetMoveMaster() );
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}
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/*
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================
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rvTramGate::AdjustFrameRate
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================
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*/
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void rvTramGate::AdjustFrameRate() {
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GetAnimator()->SetPlaybackRate( "open", spawnArgs.GetFloat("openFrameRateScale") );
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GetAnimator()->SetPlaybackRate( "close", spawnArgs.GetFloat("closeFrameRateScale") );
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}
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/*
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================
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rvTramGate::OpenGate
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================
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*/
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void rvTramGate::OpenGate() {
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PlayAnim( ANIMCHANNEL_ALL, "open" );
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}
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/*
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================
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rvTramGate::CloseGate
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================
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*/
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void rvTramGate::CloseGate() {
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PlayAnim( ANIMCHANNEL_ALL, "close" );
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}
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/*
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================
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rvTramGate::Save
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================
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*/
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void rvTramGate::Save( idSaveGame *savefile ) const {
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savefile->WriteInt( doorList.Num() );
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for( int i = 0; i < doorList.Num(); i++ ) {
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doorList[i].Save( savefile );
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}
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}
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/*
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================
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rvTramGate::Restore
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================
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*/
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void rvTramGate::Restore( idRestoreGame *savefile ) {
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int num = 0;
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idEntityPtr<idDoor> temp;
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savefile->ReadInt( num );
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for( int i = 0; i < num; i++ ) {
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temp.Restore( savefile );
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doorList.Append( temp );
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}
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}
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/*
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================
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rvTramGate::PlayAnim
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================
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*/
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int rvTramGate::PlayAnim( int channel, const char* animName, int blendFrames ) {
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int animHandle = GetAnimator()->GetAnim( animName );
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if( !animHandle ) {
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ClearAllAnims( blendFrames );
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return 0;
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}
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GetAnimator()->PlayAnim( channel, animHandle, gameLocal.GetTime(), FRAME2MS(blendFrames) );
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return GetAnimator()->CurrentAnim(channel)->PlayLength();
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}
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/*
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================
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rvTramGate::CycleAnim
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================
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*/
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void rvTramGate::CycleAnim( int channel, const char* animName, int blendFrames ) {
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int animHandle = GetAnimator()->GetAnim( animName );
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if( !animHandle ) {
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ClearAllAnims( blendFrames );
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return;
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}
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GetAnimator()->CycleAnim( channel, animHandle, gameLocal.GetTime(), FRAME2MS(blendFrames) );
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}
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/*
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================
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rvTramGate::Event_Touch
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================
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*/
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void rvTramGate::ClearAllAnims( int blendFrames ) {
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GetAnimator()->ClearAllAnims( gameLocal.GetTime(), FRAME2MS(blendFrames) );
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}
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/*
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================
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rvTramGate::Event_Touch
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================
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*/
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void rvTramGate::ClearAnim( int channel, int blendFrames ) {
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GetAnimator()->Clear( channel, gameLocal.GetTime(), FRAME2MS(blendFrames) );
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}
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/*
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================
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rvTramGate::Event_Touch
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================
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*/
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bool rvTramGate::AnimIsPlaying( int channel, int blendFrames ) {
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return GetAnimator()->CurrentAnim(channel)->GetEndTime() - FRAME2MS(blendFrames) >= gameLocal.GetTime();
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}
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/*
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================
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rvTramGate::IsOpen
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================
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*/
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bool rvTramGate::IsOpen() const {
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return (IsDoorMasterValid()) ? GetDoorMaster()->IsOpen() : false;
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}
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/*
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================
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rvTramGate::IsClosed
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================
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*/
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bool rvTramGate::IsClosed() const {
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return (IsDoorMasterValid()) ? GetDoorMaster()->IsClosed() : false;
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}
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/*
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================
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rvTramGate::GetDoorMaster
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================
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*/
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idDoor* rvTramGate::GetDoorMaster() const {
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return doorList.Num() ? doorList[0] : NULL;
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}
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/*
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================
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rvTramGate::IsDoorMasterValid
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================
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*/
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bool rvTramGate::IsDoorMasterValid() const {
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return GetDoorMaster() != NULL;
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}
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/*
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================
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rvTramGate::Event_Touch
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================
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*/
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void rvTramGate::Event_Touch( idEntity* other, trace_t* trace ) {
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if( !IsDoorMasterValid() ) {
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return;
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}
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if( IsClosed() ) {
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OpenGate();
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GetDoorMaster()->ProcessEvent( &EV_Touch, this, trace );
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} else if( IsOpen() ) {
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GetDoorMaster()->ProcessEvent( &EV_Touch, this, trace );
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}
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}
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/*
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================
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rvTramGate::Event_Activate
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================
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*/
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void rvTramGate::Event_Activate( idEntity* activator ) {
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if( !IsDoorMasterValid() ) {
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return;
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}
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// FIXME: may need some better logic than this.
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const char* animName = (IsClosed()) ? "open" : (IsOpen()) ? "close" : NULL;
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if( animName ) {
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PlayAnim( ANIMCHANNEL_ALL, animName );
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GetDoorMaster()->ProcessEvent( &EV_Activate, this );
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}
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}
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/*
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================
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rvTramGate::Event_OpenGate
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================
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*/
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void rvTramGate::Event_OpenGate() {
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OpenGate();
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}
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/*
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================
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rvTramGate::Event_CloseGate
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================
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*/
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void rvTramGate::Event_CloseGate() {
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CloseGate();
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}
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/*
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================
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rvTramGate::Event_IsOpen
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================
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*/
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void rvTramGate::Event_IsOpen( void ) {
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idThread::ReturnInt( IsOpen() );
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}
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/*
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================
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rvTramGate::Event_IsLocked
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================
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*/
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void rvTramGate::Event_IsLocked( void ) {
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idThread::ReturnInt( (IsDoorMasterValid()) ? GetDoorMaster()->IsLocked() : 0 );
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}
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/*
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================
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rvTramGate::Event_Lock
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================
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*/
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void rvTramGate::Event_Lock( int f ) {
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if( IsDoorMasterValid() ) {
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GetDoorMaster()->Lock( f );
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}
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}
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