nuclide/src/gs-entbase/server/momentarybase.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/** The state the momentary entity finds itself in. */
typedef enum
{
MOMENTARY_IDLE, /**< It isn't doing anything. */
MOMENTARY_ROTATING, /**< It's being actively turned. */
MOMENTARY_RETURNING /**< It's returning to its idle position. */
} momentary_state_t;
/** This entity class represents momentary entities. */
class
NSMomentary:NSRenderableEntity
{
private:
entity m_eUser;
vector m_vecMoveDir;
vector m_vecPos1;
vector m_vecPos2;
vector m_vecDest;
int m_iMoveState;
/* map keys */
float m_flDistance;
float m_flSpeed;
float m_flReturnspeed;
public:
void NSMomentary(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
/** Sets the movement state of the momentary object. */
virtual void SetMoveState(int);
/** Called whenever the movement state changes. */
virtual void MovementStateChanged(void);
/** Returns the progress of the momentary, which is a value between 0.0 and 1.0. */
virtual float GetProgress(void);
};
void
NSMomentary::NSMomentary(void)
{
m_eUser = __NULL__;
m_vecMoveDir = [0.0f, 0.0f, 0.0f];
m_vecPos1 = [0.0f, 0.0f, 0.0f];
m_vecPos2 = [0.0f, 0.0f, 0.0f];
m_vecDest = [0.0f, 0.0f, 0.0f];
m_iMoveState = 0i;
m_flDistance = 0.0f;
m_flSpeed = 0.0f;
m_flReturnspeed = 0.0f;
}
void
NSMomentary::Save(float handle)
{
super::Save(handle);
SaveEntity(handle, "m_eUser", m_eUser);
SaveVector(handle, "m_vecMoveDir", m_vecMoveDir);
SaveVector(handle, "m_vecPos1", m_vecPos1);
SaveVector(handle, "m_vecPos2", m_vecPos2);
SaveFloat(handle, "m_flDistance", m_flDistance);
SaveFloat(handle, "m_flSpeed", m_flSpeed);
SaveFloat(handle, "m_flReturnspeed", m_flReturnspeed);
SaveInt(handle, "m_iMoveState", m_iMoveState);
}
void
NSMomentary::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_eUser":
m_eUser = ReadEntity(strValue);
break;
case "m_vecMoveDir":
m_vecMoveDir = ReadVector(strValue);
break;
case "m_vecPos1":
m_vecPos1 = ReadVector(strValue);
break;
case "m_vecPos2":
m_vecPos2 = ReadVector(strValue);
break;
case "m_flDistance":
m_flDistance = ReadFloat(strValue);
break;
case "m_flSpeed":
m_flSpeed = ReadFloat(strValue);
break;
case "m_flReturnspeed":
m_flReturnspeed = ReadFloat(strValue);
break;
case "m_iMoveState":
m_iMoveState = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
float
NSMomentary::GetProgress(void)
{
return 0.0f;
}
void
NSMomentary::MovementStateChanged(void)
{
/* this is handled by the respective sub entity */
}
void
NSMomentary::SetMoveState(int status)
{
if (m_iMoveState == status)
return;
m_iMoveState = status;
MovementStateChanged();
}