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);
}