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