ef2gamesource/dlls/game/portal.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/portal.cpp $
// $Revision:: 6 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Portals - surfaces that are mirrors or cameras
#include "_pch_cpp.h"
#include "portal.h"
/*QUAKED portal_surface (1 0 1) (-8 -8 -8) (8 8 8)
The portal surface nearest this entity will show a view from the targeted portal_camera, or a mirror view if untargeted.
*/
Event EV_Portal_LocateCamera
(
"locatecamera",
EV_CODEONLY,
NULL,
NULL,
"Locates the camera position."
);
CLASS_DECLARATION( Entity, PortalSurface, "portal_surface" )
{
{ &EV_Portal_LocateCamera, &PortalSurface::LocateCamera },
{ NULL, NULL }
};
void PortalSurface::LocateCamera( Event *ev )
{
Entity *owner;
Entity *target;
Vector dir;
owner = G_FindTarget( NULL, Target() );
if ( !owner )
{
// No target, just a mirror
VectorCopy( edict->s.origin, edict->s.origin2 );
return;
}
// frame holds the rotate speed
if ( owner->spawnflags & 1 )
{
edict->s.frame = 25;
}
else if ( owner->spawnflags & 2 )
{
edict->s.frame = 75;
}
// skinNum holds the rotate offset
edict->s.skinNum = owner->edict->s.skinNum;
VectorCopy( owner->origin, edict->s.origin2 );
// see if the portal_camera has a target
target = G_FindTarget( NULL, owner->Target() );
if ( target )
{
dir = target->origin - owner->origin;
dir.normalize();
setAngles( dir.toAngles() );
}
else
{
setAngles( owner->angles );
dir = owner->orientation[ 0 ];
}
}
PortalSurface::PortalSurface()
{
if ( LoadingSavegame )
{
// Archive function will setup all necessary data
return;
}
VectorClear( edict->mins );
VectorClear( edict->maxs );
gi.linkentity( edict );
edict->svflags = SVF_PORTAL | SVF_SENDPVS;
edict->s.eType = ET_PORTAL;
PostEvent( EV_Portal_LocateCamera, EV_POSTSPAWN );
}
/*QUAKED portal_camera (1 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
The target for a portal_surface. You can set either angles or target another entity to determine the direction of view.
"roll" an angle modifier to orient the camera around the target vector;
*/
Event EV_Portal_Roll
(
"roll",
EV_SCRIPTONLY,
"f",
"roll",
"Sets the portal camera's roll."
);
CLASS_DECLARATION( Entity, PortalCamera, "portal_camera" )
{
{ &EV_Portal_Roll, &PortalCamera::Roll },
{ NULL, NULL }
};
void PortalCamera::Roll( Event *ev )
{
float roll = ev->GetFloat( 1 );
// skinNum holds the roll
edict->s.skinNum = ( roll / 360.0f ) * 256.0f;
}
PortalCamera::PortalCamera()
{
if ( LoadingSavegame )
{
// Archive function will setup all necessary data
return;
}
VectorClear( edict->mins );
VectorClear( edict->maxs );
// No roll on the camera by default
edict->s.skinNum = 0;
gi.linkentity( edict );
}