File: specialfx.h

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/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team

This file is part of OpenMoHAA source code.

OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// specialfx.h: special effects
// 

#pragma once

#include "g_local.h"
#include "scriptslave.h"

class Fulcrum : public ScriptSlave
	{
   private:
      float       resetspeed;
      float       dampening;
      float       limit;
      float       speed;
      qboolean    touched;
      Vector      startangles;
      str         movesound;

	public:
      CLASS_PROTOTYPE( Fulcrum );
                  Fulcrum();

      void        Setup( Event *ev );
      void        SetSpeed( Event *ev );
      void        SetResetSpeed( Event *ev );
      void        SetDampening( Event *ev );
      void        SetLimit( Event *ev );
      void        SetMoveSound( Event *ev );
      void        Reset( Event *ev );
      void        Touched( Event *ev );
      void        Adjust( Event *ev );
      void Archive( Archiver &arc ) override;
	};

inline void Fulcrum::Archive
	(
	Archiver &arc
	)
   {
   ScriptSlave::Archive( arc );

   arc.ArchiveFloat( &resetspeed );
   arc.ArchiveFloat( &dampening );
   arc.ArchiveFloat( &limit );
   arc.ArchiveFloat( &speed );
   arc.ArchiveBoolean( &touched );
   arc.ArchiveVector( &startangles );
   arc.ArchiveString( &movesound );
   }


class RunThrough : public Entity
	{
   private:
      Vector      offset;
      float       speed;
      float       chance;
      float       delay;
      float       lasttriggertime;
      float       lip;
      str         spawnmodel;

      void        SetSpeed( Event *ev );
      void        SetChance( Event *ev );
      void        SetDelay( Event *ev );
      void        SetLip( Event *ev );
      void        SetSpawnModel( Event *ev );
      void        SetOffset( Event *ev );
      void        Touched( Event *ev );
	public:
      CLASS_PROTOTYPE( RunThrough );
                  RunThrough();

      void Archive( Archiver &arc ) override;
	};

inline void RunThrough::Archive
	(
	Archiver &arc
	)
   {
   Entity::Archive( arc );

   arc.ArchiveVector( &offset );
   arc.ArchiveFloat( &speed );
   arc.ArchiveFloat( &chance );
   arc.ArchiveFloat( &delay );
   arc.ArchiveFloat( &lasttriggertime );
   arc.ArchiveFloat( &lip );
   arc.ArchiveString( &spawnmodel );
   }

class SinkObject : public ScriptSlave
	{
   private:
      float       resetspeed;
      float       resetdelay;
      float       dampening;
      float       limit;
      float       speed;
      float       delay;
      float       time_touched;
      float       time_reset;
      str         sinksound;
      str         resetsound;
      qboolean    touched;
      qboolean    active;
      Vector      startpos;

	public:
      CLASS_PROTOTYPE( SinkObject );
                  SinkObject();

      void        Setup( Event *ev );
      void        SetSpeed( Event *ev );
      void        SetDelay( Event *ev );
      void        SetResetSpeed( Event *ev );
      void        SetResetDelay( Event *ev );
      void        SetDampening( Event *ev );
      void        SetLimit( Event *ev );
      void        Reset( Event *ev );
      void        Touched( Event *ev );
      void        Adjust( Event *ev );
      void        Fall( Event *ev );
      void        SetResetSound( Event *ev );
      void        SetSinkSound( Event *ev );
      void        MakeActive( Event *ev );
      void        MakeNonActive( Event *ev );
      void Archive( Archiver &arc ) override;
	};

inline void SinkObject::Archive
	(
	Archiver &arc
	)
   {
   ScriptSlave::Archive( arc );

   arc.ArchiveFloat( &resetspeed );
   arc.ArchiveFloat( &resetdelay );
   arc.ArchiveFloat( &dampening );
   arc.ArchiveFloat( &limit );
   arc.ArchiveFloat( &speed );
   arc.ArchiveFloat( &delay );
   arc.ArchiveFloat( &time_touched );
   arc.ArchiveFloat( &time_reset );
   arc.ArchiveString( &sinksound );
   arc.ArchiveString( &resetsound );
   arc.ArchiveBoolean( &touched );
   arc.ArchiveBoolean( &active );
   arc.ArchiveVector( &startpos );
   }