sin-sdk/launcher.cpp
1998-12-20 00:00:00 +00:00

261 lines
7.2 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/launcher.cpp $
// $Revision:: 12 $
// $Author:: Markd $
// $Date:: 10/24/98 12:42a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/launcher.cpp $
//
// 12 10/24/98 12:42a Markd
// changed origins to worldorigins where appropriate
//
// 11 10/13/98 5:04p Markd
// Fixed launcher sounds
//
// 10 10/13/98 12:55a Markd
// Fixed launcher that uses info_notnulls
//
// 9 10/01/98 4:01p Markd
// Added Archive and Unarchive functions
//
// 8 8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
//
// 7 7/06/98 4:07p Aldie
// Removed some dependencies on some headers.
//
// 6 5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
//
// 5 5/24/98 4:48p Jimdose
// Made char *'s const
//
// 4 5/20/98 11:11a Markd
// removed char * dependency
//
// 3 5/06/98 3:14p Aldie
// Added targeting of the launcher.
//
// 2 5/05/98 8:35p Aldie
// First version of Generic launcher
//
// DESCRIPTION: Generic Projectile Launcher
//
#include "g_local.h"
#include "misc.h"
#include "specialfx.h"
/****************************************************************************
/*SINED func_launcher (0 1 0) ?
Creates an object that launches projectiles.
"projectile" Sets the projectile that you want to launch (Examples: Rocket, Spear, etc...)
"launchsound" Sets the launching sound.
/*****************************************************************************/
class EXPORT_FROM_DLL GenericLauncher : public Entity
{
private:
Vector launchAngle;
float x_var;
float y_var;
float z_var;
str projectile;
str launchsound;
public:
CLASS_PROTOTYPE( GenericLauncher );
GenericLauncher( );
void Launch(Event *ev);
void LaunchProjectile(Event *ev);
void Setdir(Event *ev);
void SetXdir(Event *ev);
void SetYdir(Event *ev);
void SetZdir(Event *ev);
void SetXvar(Event *ev);
void SetYvar(Event *ev);
void SetZvar(Event *ev);
void SetupDir(Event *ev);
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
EXPORT_FROM_DLL void GenericLauncher::Archive
(
Archiver &arc
)
{
Entity::Archive( arc );
arc.WriteVector( launchAngle );
arc.WriteFloat( x_var );
arc.WriteFloat( y_var );
arc.WriteFloat( z_var );
arc.WriteString( projectile );
arc.WriteString( launchsound );
}
EXPORT_FROM_DLL void GenericLauncher::Unarchive
(
Archiver &arc
)
{
Entity::Unarchive( arc );
arc.ReadVector( &launchAngle );
arc.ReadFloat( &x_var );
arc.ReadFloat( &y_var );
arc.ReadFloat( &z_var );
arc.ReadString( &projectile );
arc.ReadString( &launchsound );
}
CLASS_DECLARATION( Entity, GenericLauncher, "func_launcher" );
Event EV_GenericLauncher_Launch( "launch" );
Event EV_GenericLauncher_Setdir( "setdir" );
Event EV_GenericLauncher_SetXdir( "setXdir" );
Event EV_GenericLauncher_SetYdir( "setYdir" );
Event EV_GenericLauncher_SetZdir( "setZdir" );
Event EV_GenericLauncher_SetXvar( "setXvar" );
Event EV_GenericLauncher_SetYvar( "setYvar" );
Event EV_GenericLauncher_SetZvar( "setZvar" );
Event EV_GenericLauncher_SetupDir( "setupdir" );
ResponseDef GenericLauncher::Responses[] =
{
{ &EV_Activate, ( Response )GenericLauncher::LaunchProjectile },
{ &EV_GenericLauncher_Launch, ( Response )GenericLauncher::Launch },
{ &EV_GenericLauncher_SetXdir, ( Response )GenericLauncher::SetXdir },
{ &EV_GenericLauncher_SetYdir, ( Response )GenericLauncher::SetYdir },
{ &EV_GenericLauncher_SetZdir, ( Response )GenericLauncher::SetZdir },
{ &EV_GenericLauncher_SetXvar, ( Response )GenericLauncher::SetXvar },
{ &EV_GenericLauncher_SetYvar, ( Response )GenericLauncher::SetYvar },
{ &EV_GenericLauncher_SetZvar, ( Response )GenericLauncher::SetZvar },
{ &EV_GenericLauncher_SetupDir, ( Response )GenericLauncher::SetupDir },
{ NULL, NULL }
};
GenericLauncher::GenericLauncher( )
{
showModel();
setSolidType( SOLID_BSP );
projectile = G_GetStringArg( "projectile" );
launchsound = G_GetStringArg( "launchsound" );
launchAngle = G_GetMovedir();
x_var = 0;
y_var = 0;
z_var = 0;
PostEvent( EV_GenericLauncher_SetupDir, 0 );
}
void GenericLauncher::SetupDir( Event *ev )
{
int num;
const char *target;
Entity *dest;
target = Target();
if (target)
{
if (num = G_FindTarget(0, target))
{
dest = G_GetEntity( num );
assert( dest );
VectorSubtract(dest->worldorigin, origin, launchAngle);
}
}
}
void GenericLauncher::SetXdir( Event *ev )
{
launchAngle.x = ev->GetFloat( 1 );
}
void GenericLauncher::SetYdir( Event *ev )
{
launchAngle.y = ev->GetFloat(1);
}
void GenericLauncher::SetZdir( Event *ev )
{
launchAngle.z = ev->GetFloat(1);
}
void GenericLauncher::Setdir(Event *ev)
{
launchAngle = ev->GetVector(1);
}
void GenericLauncher::SetXvar( Event *ev )
{
x_var = ev->GetFloat(1);
}
void GenericLauncher::SetYvar( Event *ev )
{
y_var = ev->GetFloat(1);
}
void GenericLauncher::SetZvar( Event *ev )
{
z_var = ev->GetFloat(1);
}
void GenericLauncher::LaunchProjectile(Event *ev)
{
Vector ang;
ClassDef *cls;
Projectile *obj;
ang.x = launchAngle.x + G_CRandom(x_var);
ang.y = launchAngle.y + G_CRandom(y_var);
ang.z = launchAngle.z + G_CRandom(z_var);
cls = getClass( projectile.c_str() );
if (cls)
{
if ( launchsound.length() )
{
this->sound( launchsound, 1, CHAN_WEAPON, ATTN_NORM );
}
obj = (Projectile *)cls->newInstance();
obj->Setup( this, worldorigin, ang.normalize());
}
}
void GenericLauncher::Launch(Event *ev)
{
Vector ang;
ClassDef *cls;
Projectile *obj;
ang.x = launchAngle.x + G_CRandom(x_var);
ang.y = launchAngle.y + G_CRandom(y_var);
ang.z = launchAngle.z + G_CRandom(z_var);
cls = getClass( ev->GetString(1));
if (cls)
{
if ( launchsound.length() )
{
this->sound( launchsound, 1, CHAN_WEAPON, ATTN_NORM );
}
obj = (Projectile *)cls->newInstance();
obj->Setup( this, worldorigin, ang.normalize());
}
}