/* =========================================================================== 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 =========================================================================== */ // scripttimer.cpp: Scripted Timer & Fader // #include "scripttimer.h" #include "level.h" #if defined(GAME_DLL) #include "archive.h" #endif Event EV_ScriptTimer_Think ( "scripttimer_think", EV_CODEONLY, NULL, NULL, "Internal event", EV_NORMAL ); Container< ScriptTimer * > m_scriptTimers; /*void ScriptTimer::HandleTimer( float frametime ) { ScriptTimer *timer; for( int i = 0; i < m_scriptTimers.NumObjects(); i++ ) { timer = m_scriptTimers[ i ]; if( timer->isEnabled() && timer->GetTime() > 0.0f ) { timer->Think( frametime ); } } }*/ ScriptTimer::ScriptTimer( timertype_e type ) { Reset(); bEnabled = false; setType( type ); m_scriptTimers.AddObject( this ); } ScriptTimer::~ScriptTimer() { Disable(); if( m_scriptTimers.IndexOfObject( this ) ) { m_scriptTimers.RemoveObject( this ); } } void ScriptTimer::Archive( Archiver &arc ) { Listener::Archive( arc ); #ifdef CGAME_DLL arc.ArchiveFloat( &targetTime ); arc.ArchiveFloat( ¤tTime ); arc.ArchiveFloat( &realTime ); arc.ArchiveFloat( &glideRatio ); arc.ArchiveInteger( ( int * )&timerType ); arc.ArchiveBool( &bEnabled ); if( arc.Loading() && bEnabled ) { Enable(); } #endif } void ScriptTimer::GlideRefresh() { if( timerType != TIMER_GLIDE ) { return; } if( targetTime <= 0.0f ){ return; } float r = realTime / ( targetTime * 0.5f ); if( r > 1.0f ) { glideRatio = 2.0f - 2.0f * ( r - 1.0f ); if( glideRatio < 0.0f ) { glideRatio = 0.0f; } } else { glideRatio = 2.0f * r; if( glideRatio > 2.0f ) { glideRatio = 2.0f; } } } void ScriptTimer::Think( Event *ev ) { if( !bEnabled ) { return; } #ifdef CGAME_DLL float frametime = ( float )cg->frametime; #else float frametime = level.frametime; #endif GlideRefresh(); if( currentTime < targetTime ) { realTime += frametime; if( timerType == TIMER_GLIDE ) { currentTime += frametime * glideRatio; } else { currentTime += frametime; } } else { currentTime = targetTime; realTime = targetTime; bEnabled = false; CancelEventsOfType( &EV_ScriptTimer_Think ); return; } CancelEventsOfType( &EV_ScriptTimer_Think ); PostEvent( EV_ScriptTimer_Think, level.frametime ); } void ScriptTimer::Disable() { bEnabled = false; CancelEventsOfType( &EV_ScriptTimer_Think ); } void ScriptTimer::Enable() { bEnabled = true; CancelEventsOfType(EV_ScriptTimer_Think); ProcessEvent(EV_ScriptTimer_Think); } qboolean ScriptTimer::Done() { return ( currentTime >= targetTime ); } float ScriptTimer::GetCurrentTime() { return realTime; } float ScriptTimer::GetRatio() { float ratio; if( targetTime <= 0.0f ) { return 1.0f; } ratio = ( currentTime / targetTime ); // ratio must not go below 0.0 and above 1.0 return ( ratio < 0.0f ? 0.0f : ratio > 1.0f ? 1.0f : ratio ); } float ScriptTimer::GetTime() { return targetTime; } float ScriptTimer::LerpValue( float start, float end ) { return start + ( end - start ) * GetRatio(); } Vector ScriptTimer::LerpValue( Vector start, Vector end ) { return start + ( end - start ) * GetRatio(); } void ScriptTimer::Reset() { currentTime = 0.f; realTime = 0.f; glideRatio = 0.f; } void ScriptTimer::SetCurrentTime( float time ) { realTime = time * 1000.0f; if( timerType == TIMER_GLIDE ) { GlideRefresh(); currentTime = time * 1000.0f * glideRatio; } else { currentTime = time * 1000.0f; } } void ScriptTimer::SetPhase( float phase ) { float t = targetTime * ( phase / 2.0f ) / 1000.0f; SetCurrentTime( t ); } void ScriptTimer::SetTime( float time ) { Reset(); targetTime = time * 1000.0f; } bool ScriptTimer::isEnabled() { return bEnabled; } void ScriptTimer::setType( timertype_e type ) { timerType = type; } CLASS_DECLARATION( Listener, ScriptTimer, NULL ) { { &EV_ScriptTimer_Think, &ScriptTimer::Think }, { NULL, NULL } };