mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-14 00:11:10 +00:00
880 lines
18 KiB
C++
880 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/specialfx.cpp $
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// $Revision:: 6 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Special fx
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//
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#include "_pch_cpp.h"
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//#include "g_local.h"
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#include "specialfx.h"
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/*****************************************************************************/
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/*QUAKED func_fulcrum (0 0 1) ? X_AXIS_ONLY Y_AXIS_ONLY
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This creates a fulcrum that when you stand on it, it will rotate due to
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the weight exerted it will start rotating, when not standing on it, it
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will return to its rest position.
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"speed" - set the speed at which the fulcrum will operate (default is 48)
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"resetspeed" - speed at whcih fulcrum resets, (default speed * 0.002)
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"dampening" - dampen constant (default 0.95)
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"limit" - limit the movement of the fulcrum (default 90 degrees)
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"movesound" - sound to be played while fulcrum is moving
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X_AXIS_ONLY - only adjust the X axis
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Y_AXIS_ONLY - only adjust the Y axis
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******************************************************************************/
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#define X_AXIS_ONLY ( 1 << 0 )
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#define Y_AXIS_ONLY ( 1 << 1 )
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Event EV_Fulcrum_SetSpeed
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(
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"speed",
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EV_DEFAULT,
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"f",
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"speed",
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"Speed at which fulcrum operates itself."
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);
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Event EV_Fulcrum_Reset
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(
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"reset",
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EV_CONSOLE,
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NULL,
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NULL,
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"Reset the fulcrum right now."
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);
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Event EV_Fulcrum_AdjustFulcrum
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(
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"_adjust_fulcrum",
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EV_CODEONLY,
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NULL,
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NULL,
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"Called periodically to adjust the frustum every frame and update its angular velocity."
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);
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Event EV_Fulcrum_SetResetSpeed
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(
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"resetspeed",
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EV_SCRIPTONLY,
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"f",
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"newResetspeed",
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"Speed at which fulcrum resets itself, defaults to 0.002 * speed."
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);
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Event EV_Fulcrum_SetDampening
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(
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"dampening",
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EV_SCRIPTONLY,
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"f",
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"newDampening",
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"dampening of fulcrum."
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);
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Event EV_Fulcrum_SetLimit
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(
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"limit",
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EV_SCRIPTONLY,
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"f",
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"newLimit",
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"angular limit for the fulcrum."
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);
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Event EV_Fulcrum_Setup
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(
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"_setup",
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EV_CODEONLY,
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NULL,
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NULL,
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"setup the fulcrum for the first time."
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);
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Event EV_Fulcrum_SetMoveSound
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(
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"movesound",
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EV_SCRIPTONLY,
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"s",
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"newSinkSound",
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"Sound played when fulcrum is moving."
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);
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CLASS_DECLARATION( ScriptSlave, Fulcrum, "func_fulcrum" )
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{
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{ &EV_Fulcrum_SetSpeed, &Fulcrum::SetSpeed },
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{ &EV_Fulcrum_Reset, &Fulcrum::Reset },
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{ &EV_Fulcrum_AdjustFulcrum, &Fulcrum::Adjust },
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{ &EV_Touch, &Fulcrum::Touched },
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{ &EV_Fulcrum_SetResetSpeed, &Fulcrum::SetResetSpeed },
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{ &EV_Fulcrum_SetDampening, &Fulcrum::SetDampening },
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{ &EV_Fulcrum_SetLimit, &Fulcrum::SetLimit },
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{ &EV_Fulcrum_Setup, &Fulcrum::Setup },
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{ &EV_Fulcrum_SetMoveSound, &Fulcrum::SetMoveSound },
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{ NULL, NULL }
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};
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Fulcrum::Fulcrum()
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{
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if ( LoadingSavegame )
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{
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// Archive function will setup all necessary data
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return;
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}
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touched = false;
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speed = 48;
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resetspeed = speed * 0.002f;
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dampening = 0.95f;
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limit = 90;
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setMoveType( MOVETYPE_PUSH );
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PostEvent( EV_Fulcrum_Setup, FRAMETIME );
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}
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void Fulcrum::Setup( Event * )
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{
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startangles = angles;
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}
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void Fulcrum::SetSpeed( Event *ev )
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{
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speed = ev->GetFloat( 1 );
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resetspeed = speed * 0.002f;
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}
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void Fulcrum::SetResetSpeed( Event *ev )
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{
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resetspeed = ev->GetFloat( 1 );
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}
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void Fulcrum::SetDampening( Event *ev )
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{
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dampening = ev->GetFloat( 1 );
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}
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void Fulcrum::SetLimit( Event *ev )
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{
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limit = ev->GetFloat( 1 );
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}
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void Fulcrum::SetMoveSound( Event *ev )
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{
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movesound = ev->GetString( 1 );
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}
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void Fulcrum::Reset( Event * )
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{
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StopLoopSound();
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touched = false;
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avelocity = vec_zero;
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setAngles( startangles );
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CancelEventsOfType( EV_Fulcrum_AdjustFulcrum );
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}
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void Fulcrum::Touched( Event *ev )
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{
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Vector diff;
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vec3_t dest;
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Vector delta;
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Entity * other;
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other = ev->GetEntity( 1 );
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assert( other );
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if ( !other )
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return;
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//
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// only things resting on me will affect me
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//
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if ( other->groundentity != this->edict )
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return;
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if ( movesound.length() )
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{
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LoopSound( movesound );
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}
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delta = getLocalVector( other->origin - origin );
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//
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// clear out angular velocity
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//
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avelocity = vec_zero;
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// only look at x and y since z doesn't really concern us.
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if ( !( spawnflags & X_AXIS_ONLY ) )
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{
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avelocity[ PITCH ] += (float)cos( DEG2RAD( startangles[ YAW ] ) ) * speed * delta[ 0 ] / maxs[ 0 ];
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avelocity[ ROLL ] += (float)sin( DEG2RAD( startangles[ YAW ] ) ) * speed * delta[ 0 ] / maxs[ 0 ];
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}
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if ( !( spawnflags & Y_AXIS_ONLY ) )
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{
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avelocity[ ROLL ] += (float)cos( DEG2RAD( startangles[ YAW ] ) ) * -speed * delta[ 1 ] / maxs[ 1 ];
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avelocity[ PITCH ] += (float)sin( DEG2RAD( startangles[ YAW ] ) ) * -speed * delta[ 1 ] / maxs[ 1 ];
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}
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AnglesSubtract( startangles, angles, dest );
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diff = Vector( dest );
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if ( fabs( diff[ PITCH ] ) >= limit )
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{
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Vector newAngles;
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StopLoopSound();
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if ( diff[ PITCH ] > 0.0f )
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{
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if ( avelocity[ PITCH ] < 0.0f )
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{
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avelocity[ PITCH ] = 0.0f;
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}
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}
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else if ( diff[ PITCH ] < 0.0f )
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{
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if ( avelocity[ PITCH ] > 0.0f )
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{
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avelocity[ PITCH ] = 0.0f;
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}
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}
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}
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if ( fabs( diff[ ROLL ] ) >= limit )
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{
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StopLoopSound();
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if ( diff[ ROLL ] > 0.0f )
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{
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if ( avelocity[ ROLL ] < 0.0f )
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{
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avelocity[ ROLL ] = 0.0f;
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}
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}
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else if ( diff[ ROLL ] < 0.0f )
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{
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if ( avelocity[ ROLL ] > 0.0f )
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{
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avelocity[ ROLL ] = 0.0f;
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}
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}
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}
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touched = true;
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CancelEventsOfType( EV_Fulcrum_AdjustFulcrum );
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PostEvent( EV_Fulcrum_AdjustFulcrum, 0.0f );
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}
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void Fulcrum::Adjust( Event * )
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{
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if ( !touched )
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{
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int i;
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float f;
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Vector diff;
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vec3_t dest;
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qboolean post;
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if ( movesound.length() )
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{
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LoopSound( movesound );
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}
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AnglesSubtract( startangles, angles, dest );
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diff = Vector( dest );
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post = false;
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for( i = 0; i < 3; i++ )
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{
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if ( diff[ i ] )
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{
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avelocity[ i ] += resetspeed * diff[ i ];
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}
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avelocity[ i ] *= dampening;
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f = fabs( avelocity[ i ] );
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if ( f > 0.01f )
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{
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post = true;
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}
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}
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if ( !post )
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{
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Reset( NULL );
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return;
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}
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}
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else
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{
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touched = false;
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}
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PostEvent( EV_Fulcrum_AdjustFulcrum, FRAMETIME );
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}
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/*****************************************************************************/
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/*QUAKED func_runthrough (0 0 1) ?
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This is a trigger field that the player can run through and spawn tiki models
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at that position. Used for releasing chaff from grass or butterflys from
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flower gardens
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"speed" - speed at which you have to be moving to trigger ( default 100 )
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"delay" - time between triggering ( default 0.1 )
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"chance" - chance that the trigger will spawn something( default 0.5 )
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"lip" - how far below the surface of the trigger we should spawn these things ( default 3 )
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"offset" - vector offset oriented along velocity vector( default "0 0 0" )
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"spawnmodel" - thing to spawn when triggered
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******************************************************************************/
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Event EV_RunThrough_SetSpeed
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(
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"speed",
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EV_DEFAULT,
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"f",
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"speed",
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"threshold speed at which RunThrough is activated."
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);
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Event EV_RunThrough_SetDelay
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(
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"delay",
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EV_DEFAULT,
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"f",
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"delay",
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"time between RunThrough being activated."
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);
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Event EV_RunThrough_SetChance
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(
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"chance",
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EV_DEFAULT,
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"f",
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"chance",
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"chance that trigger will spawn something."
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);
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Event EV_RunThrough_SetLip
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(
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"lip",
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EV_DEFAULT,
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"f",
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"lip",
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"distance below trigger we should spawn things."
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);
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Event EV_RunThrough_SetSpawnModel
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(
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"spawnmodel",
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EV_DEFAULT,
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"s",
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"model_to_spawn",
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"When triggered, what to spawn."
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);
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Event EV_RunThrough_SetOffset
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(
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"offset",
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EV_DEFAULT,
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"v",
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"spawn_offset",
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"When triggered, what to offset the spawned object by."
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);
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CLASS_DECLARATION( Entity, RunThrough, "func_runthrough" )
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{
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{ &EV_RunThrough_SetSpeed, &RunThrough::SetSpeed },
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{ &EV_RunThrough_SetDelay, &RunThrough::SetDelay },
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{ &EV_RunThrough_SetChance, &RunThrough::SetChance },
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{ &EV_RunThrough_SetLip, &RunThrough::SetLip },
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{ &EV_RunThrough_SetSpawnModel, &RunThrough::SetSpawnModel },
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{ &EV_RunThrough_SetOffset, &RunThrough::SetOffset },
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{ &EV_Touch, &RunThrough::Touched },
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{ NULL, NULL }
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};
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RunThrough::RunThrough()
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{
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if ( LoadingSavegame )
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{
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// Archive function will setup all necessary data
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return;
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}
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offset = vec_zero;
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speed = 100.0f;
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chance = 0.5f;
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delay = 0.1f;
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lip = 3.0f;
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spawnmodel = "";
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lasttriggertime = 0;
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setMoveType( MOVETYPE_NONE );
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setSolidType( SOLID_TRIGGER );
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}
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void RunThrough::SetSpeed( Event *ev )
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{
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speed = ev->GetFloat( 1 );
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}
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void RunThrough::SetChance( Event *ev )
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{
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chance = ev->GetFloat( 1 );
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}
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void RunThrough::SetDelay( Event *ev )
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{
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delay = ev->GetFloat( 1 );
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}
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void RunThrough::SetLip( Event *ev )
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{
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lip = ev->GetFloat( 1 );
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}
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void RunThrough::SetOffset( Event *ev )
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{
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offset = ev->GetVector( 1 );
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}
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void RunThrough::SetSpawnModel( Event *ev )
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{
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spawnmodel = ev->GetString( 1 );
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CacheResource( spawnmodel, this );
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}
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void RunThrough::Touched( Event *ev )
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{
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Vector forward, left, up;
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Vector ang;
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Vector org;
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Entity * other;
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other = ev->GetEntity( 1 );
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assert( other );
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if ( !other )
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return;
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// don't trigger on the world
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if ( other == world )
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return;
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// don't re-trigger too soon
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if ( level.time < lasttriggertime )
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return;
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// don't trigger if not moving fast enough
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if ( other->velocity.length() < speed )
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return;
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// don't trigger if chance says not to.
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if ( G_Random( 1.0f ) > chance )
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return;
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ang = other->velocity.toAngles();
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ang.AngleVectors( &forward, &left, &up );
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// get the origin from the thing that triggered me
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org = other->origin;
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// set the height of the origin based on the bounds of this trigger minus the lip
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org.z = absmax.z - lip;
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org += offset.x * forward;
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org += offset.y * left;
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org += offset.z * up;
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if ( spawnmodel.length() )
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{
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Entity * ent;
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// purposely declared here so that we don't do it every frame
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SpawnArgs args;
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args.setArg( "origin", va( "%f %f %f", org[ 0 ], org[ 1 ], org[ 2 ] ) );
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args.setArg( "angles", va( "%f %f %f", ang[ 0 ], ang[ 1 ], ang[ 2 ] ) );
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args.setArg( "model", spawnmodel.c_str() );
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ent = args.Spawn();
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if ( ent )
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{
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ent->ProcessPendingEvents();
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}
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}
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// set trigger time for next time
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lasttriggertime = level.time + delay;
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}
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/*****************************************************************************/
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/*QUAKED func_sinkobject (0 0 1) ? x FALLAWAY NO_RESET
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This creates an object which gradually sinks downward when stepped on.
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"delay" - delay between when object starts reacting towards weight (default 0 seconds)
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"speed" - set the speed at which sinkobject sinks (default is 50)
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"resetspeed" - speed at which sinkobject resets its position, (default speed * 0.1)
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"dampening" - dampening constant to mitigate acceleration (default 0.95)
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"limit" - limit the movement of the sinkobject how far down it should go (default 1000 units)
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"resetdelay" - time between player gets off platform, and platform starts resetting itself.
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"sinksound" - sound to be played while platform is sinking.
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"resetsound" - sound to be played while platform is resetting.
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"active" - make the sink object active
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"notactive" - make the sink object not active
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FALLAWAY - the sink object will progressively fall down faster and faster
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NO_RESET - the sink object will not reset, only move downward
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******************************************************************************/
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#define FALLAWAY ( 1 << 1 )
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#define NO_RESET ( 1 << 2 )
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Event EV_SinkObject_SetSpeed
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(
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"speed",
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EV_DEFAULT,
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"f",
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"speed",
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"Speed at which SinkObject starts falling."
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);
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Event EV_SinkObject_SetDelay
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(
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"delay",
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EV_SCRIPTONLY,
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"f",
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"delay",
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"Delay until SinkObject starts falling."
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);
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Event EV_SinkObject_Reset
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(
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"reset",
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EV_CONSOLE,
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NULL,
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NULL,
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"Reset the SinkObject right now."
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);
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Event EV_SinkObject_AdjustSinkObject
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|
(
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"_adjust_SinkObject",
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EV_CODEONLY,
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NULL,
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NULL,
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"Called periodically to adjust the sinkobject every frame and adjust its velocity."
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);
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Event EV_SinkObject_Fall
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|
(
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"_fall_SinkObject",
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EV_CODEONLY,
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NULL,
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NULL,
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"Called periodically to make a sink object fall away."
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);
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Event EV_SinkObject_SetResetSpeed
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|
(
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"resetspeed",
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EV_SCRIPTONLY,
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"f",
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"newResetspeed",
|
|
"Speed at which SinkObject resets itself, defaults to 0.002 * speed."
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);
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|
Event EV_SinkObject_SetResetDelay
|
|
(
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"resetdelay",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"newResetDelay",
|
|
"Delay between when sinkobject starts resetting."
|
|
);
|
|
Event EV_SinkObject_SetSinkSound
|
|
(
|
|
"sinksound",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"newSinkSound",
|
|
"Sound played when sinkobject is sinking."
|
|
);
|
|
Event EV_SinkObject_SetResetSound
|
|
(
|
|
"resetsound",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"newResetSound",
|
|
"Sound played when sinkobject is resetting."
|
|
);
|
|
Event EV_SinkObject_SetDampening
|
|
(
|
|
"dampening",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"newDampening",
|
|
"dampening of SinkObject."
|
|
);
|
|
Event EV_SinkObject_SetLimit
|
|
(
|
|
"limit",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"newLimit",
|
|
"maximum displacement of the SinkObject."
|
|
);
|
|
Event EV_SinkObject_Setup
|
|
(
|
|
"_setup",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"setup the SinkObject for the first time."
|
|
);
|
|
Event EV_SinkObject_MakeActive
|
|
(
|
|
"active",
|
|
EV_SCRIPTONLY,
|
|
NULL,
|
|
NULL,
|
|
"make the SinkObject active, so that it will respond to players touching it."
|
|
);
|
|
Event EV_SinkObject_MakeNonActive
|
|
(
|
|
"notactive",
|
|
EV_SCRIPTONLY,
|
|
NULL,
|
|
NULL,
|
|
"make the SinkObject not active, so that it won't respond to players touching it."
|
|
);
|
|
|
|
CLASS_DECLARATION( ScriptSlave, SinkObject, "func_sinkobject" )
|
|
{
|
|
{ &EV_SinkObject_SetSpeed, &SinkObject::SetSpeed },
|
|
{ &EV_SinkObject_SetDelay, &SinkObject::SetDelay },
|
|
{ &EV_SinkObject_Reset, &SinkObject::Reset },
|
|
{ &EV_SinkObject_AdjustSinkObject, &SinkObject::Adjust },
|
|
{ &EV_SinkObject_Fall, &SinkObject::Fall },
|
|
{ &EV_Touch, &SinkObject::Touched },
|
|
{ &EV_SinkObject_SetResetSpeed, &SinkObject::SetResetSpeed },
|
|
{ &EV_SinkObject_SetDampening, &SinkObject::SetDampening },
|
|
{ &EV_SinkObject_SetLimit, &SinkObject::SetLimit },
|
|
{ &EV_SinkObject_Setup, &SinkObject::Setup },
|
|
{ &EV_SinkObject_SetResetDelay, &SinkObject::SetResetDelay },
|
|
{ &EV_SinkObject_SetResetSound, &SinkObject::SetResetSound },
|
|
{ &EV_SinkObject_SetSinkSound, &SinkObject::SetSinkSound },
|
|
{ &EV_SinkObject_MakeActive, &SinkObject::MakeActive },
|
|
{ &EV_SinkObject_MakeNonActive, &SinkObject::MakeNonActive },
|
|
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
#define RESET_SCALE 0.1f
|
|
#define SPEED_DIVISOR ( 1.0f / 250.0f )
|
|
|
|
SinkObject::SinkObject()
|
|
{
|
|
if ( LoadingSavegame )
|
|
{
|
|
// Archive function will setup all necessary data
|
|
return;
|
|
}
|
|
active = true;
|
|
sinksound = "";
|
|
resetsound = "";
|
|
resetdelay = 0;
|
|
delay = 0;
|
|
touched = false;
|
|
speed = 50.0f * SPEED_DIVISOR;
|
|
resetspeed = speed * RESET_SCALE;
|
|
dampening = 0.95f;
|
|
limit = 1000;
|
|
time_touched = -1;
|
|
time_reset = -1;
|
|
setMoveType( MOVETYPE_PUSH );
|
|
PostEvent( EV_SinkObject_Setup, FRAMETIME );
|
|
}
|
|
|
|
void SinkObject::Setup( Event * )
|
|
{
|
|
startpos = origin;
|
|
}
|
|
|
|
void SinkObject::SetSpeed( Event *ev )
|
|
{
|
|
speed = ev->GetFloat( 1 ) * SPEED_DIVISOR;
|
|
resetspeed = speed * RESET_SCALE;
|
|
}
|
|
|
|
void SinkObject::SetDelay( Event *ev )
|
|
{
|
|
delay = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void SinkObject::SetResetSpeed( Event *ev )
|
|
{
|
|
resetspeed = ev->GetFloat( 1 ) * SPEED_DIVISOR;
|
|
}
|
|
|
|
void SinkObject::SetResetDelay( Event *ev )
|
|
{
|
|
resetdelay = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void SinkObject::SetSinkSound( Event *ev )
|
|
{
|
|
sinksound = ev->GetString( 1 );
|
|
}
|
|
|
|
void SinkObject::SetResetSound( Event *ev )
|
|
{
|
|
resetsound = ev->GetString( 1 );
|
|
}
|
|
|
|
void SinkObject::SetDampening( Event *ev )
|
|
{
|
|
dampening = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void SinkObject::SetLimit( Event *ev )
|
|
{
|
|
limit = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void SinkObject::Reset( Event * )
|
|
{
|
|
time_reset = -1;
|
|
time_touched = -1;
|
|
touched = false;
|
|
velocity = vec_zero;
|
|
setOrigin( startpos );
|
|
CancelEventsOfType( EV_SinkObject_AdjustSinkObject );
|
|
StopLoopSound();
|
|
}
|
|
|
|
void SinkObject::Touched( Event *ev )
|
|
{
|
|
Entity * other;
|
|
|
|
// if we aren't active, don't let anyone touch us
|
|
if ( !active )
|
|
return;
|
|
|
|
other = ev->GetEntity( 1 );
|
|
|
|
assert( other );
|
|
if ( !other )
|
|
return;
|
|
|
|
//
|
|
// only things resting on me will affect me
|
|
//
|
|
if ( other->groundentity != this->edict )
|
|
return;
|
|
|
|
if ( delay )
|
|
{
|
|
if ( time_touched == -1.0f )
|
|
time_touched = level.time + delay;
|
|
//
|
|
// not time yet
|
|
//
|
|
if ( level.time < time_touched )
|
|
return;
|
|
}
|
|
if ( sinksound.length() )
|
|
{
|
|
LoopSound( sinksound );
|
|
}
|
|
|
|
velocity.z -= speed;
|
|
|
|
if ( origin.z < ( startpos.z - limit ) )
|
|
{
|
|
origin.z = startpos.z - limit;
|
|
setOrigin( origin );
|
|
velocity = vec_zero;
|
|
}
|
|
|
|
touched = true;
|
|
|
|
if ( spawnflags & FALLAWAY )
|
|
{
|
|
CancelEventsOfType( EV_SinkObject_Fall );
|
|
PostEvent( EV_SinkObject_Fall, FRAMETIME );
|
|
return;
|
|
}
|
|
|
|
CancelEventsOfType( EV_SinkObject_AdjustSinkObject );
|
|
PostEvent( EV_SinkObject_AdjustSinkObject, FRAMETIME );
|
|
}
|
|
|
|
void SinkObject::Fall( Event * )
|
|
{
|
|
velocity.z -= speed;
|
|
|
|
if ( origin.z < ( startpos.z - limit ) )
|
|
{
|
|
origin.z = startpos.z - limit;
|
|
setOrigin( origin );
|
|
velocity = vec_zero;
|
|
StopLoopSound();
|
|
}
|
|
else
|
|
{
|
|
CancelEventsOfType( EV_SinkObject_Fall );
|
|
PostEvent( EV_SinkObject_Fall, FRAMETIME );
|
|
}
|
|
}
|
|
|
|
void SinkObject::Adjust( Event * )
|
|
{
|
|
if ( !touched )
|
|
{
|
|
float diff;
|
|
|
|
if ( spawnflags & NO_RESET )
|
|
{
|
|
StopLoopSound();
|
|
time_touched = -1;
|
|
velocity.z = 0;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( resetdelay )
|
|
{
|
|
// stop the object
|
|
velocity.z = 0;
|
|
// kill its sound
|
|
StopLoopSound();
|
|
if ( time_reset == -1.0f )
|
|
time_reset = level.time + resetdelay;
|
|
//
|
|
// not time yet
|
|
//
|
|
if ( level.time < time_reset )
|
|
{
|
|
PostEvent( EV_SinkObject_AdjustSinkObject, FRAMETIME );
|
|
return;
|
|
}
|
|
}
|
|
if ( resetsound.length() )
|
|
{
|
|
LoopSound( resetsound );
|
|
}
|
|
diff = startpos.z - origin.z;
|
|
|
|
velocity.z += resetspeed * diff;
|
|
velocity.z *= dampening;
|
|
if ( ( fabs( diff ) < 0.5f ) && ( fabs( velocity.z ) < 1.0f ) )
|
|
{
|
|
Reset( NULL );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
touched = false;
|
|
}
|
|
|
|
PostEvent( EV_SinkObject_AdjustSinkObject, FRAMETIME );
|
|
}
|
|
|
|
void SinkObject::MakeActive( Event * )
|
|
{
|
|
active = true;
|
|
}
|
|
|
|
void SinkObject::MakeNonActive( Event * )
|
|
{
|
|
active = false;
|
|
}
|