File: portal.cpp

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/*
===========================================================================
Copyright (C) 2015 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
===========================================================================
*/

// portal.cpp: Portals - surfaces that are mirrors or cameras

#include "portal.h"
#include "game.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_DEFAULT,
    NULL,
    NULL,
    "Locates the camera position.",
    EV_NORMAL
);

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 = (Entity *)G_FindTarget(NULL, Target());

    if (!owner) {
        // No target, just a mirror
        VectorCopy(edict->s.origin, edict->s.origin2);
        return;
    }

    // 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 = (Entity *)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->r.mins);
    VectorClear(edict->r.maxs);

    gi.linkentity(edict);

    edict->r.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_DEFAULT,
    "f",
    "roll",
    "Sets the portal camera's roll.",
    EV_NORMAL
);

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;
}

PortalCamera::PortalCamera()
{
    if (LoadingSavegame) {
        // Archive function will setup all necessary data
        return;
    }

    VectorClear(edict->r.mins);
    VectorClear(edict->r.maxs);

    // No roll on the camera by default
    edict->s.skinNum = 0;

    gi.linkentity(edict);
}