quake4-sdk/source/game/TramGate.cpp
2007-06-15 00:00:00 +00:00

311 lines
6.5 KiB
C++

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