openmohaa/code/fgame/VehicleSlot.cpp
2024-12-08 17:19:39 +01:00

236 lines
6 KiB
C++

/*
===========================================================================
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
===========================================================================
*/
// VehicleSlot.cpp
//
#include "VehicleSlot.h"
#include "weapturret.h"
cVehicleSlot::cVehicleSlot()
{
prev_takedamage = (damage_t)-1;
prev_solid = (solid_t)-1;
prev_contents = -1;
prev_num_children = 0;
}
void cVehicleSlot::NotSolid(void)
{
int i;
if (!(flags & SLOT_BUSY)) {
return;
}
if (!ent) {
return;
}
// Save previous values
prev_takedamage = ent->takedamage;
prev_solid = ent->edict->solid;
prev_contents = ent->edict->r.contents;
ent->takedamage = DAMAGE_NO;
prev_num_children = 0;
for (i = 0; i < ent->numchildren; i++) {
Entity *sub = G_GetEntity(ent->children[i]);
// Fixed in OPM
// Check for solidity
if (sub && !sub->IsSubclassOfWeapon() && sub->getSolidType() != SOLID_NOT) {
// Fixed in OPM
// Save children solidity so it can properly be restored later
prev_children_ent[prev_num_children] = sub;
prev_children_solid[prev_num_children] = (solid_t)sub->getSolidType();
prev_num_children++;
sub->setSolidType(SOLID_NOT);
}
}
// Added in 2.0
// Commented in OPM
// Not sure why since 2.0, players aren't made non-solid in slots
//if (!ent->IsSubclassOfPlayer()) {
// ent->setSolidType(SOLID_NOT);
//}
ent->setSolidType(SOLID_NOT);
}
void cVehicleSlot::Solid(void)
{
int i, j;
if (!(flags & FL_SWIM)) {
return;
}
if (!ent) {
return;
}
// Restore previous values
ent->takedamage = prev_takedamage;
ent->setSolidType(prev_solid);
ent->setContents(prev_contents);
// Save previous values
prev_takedamage = (damage_t)-1;
prev_solid = (solid_t)-1;
prev_contents = -1;
//
// Fixed in OPM
// Restore children solidity
//
for (i = 0; i < ent->numchildren; i++) {
Entity *sub = G_GetEntity(ent->children[i]);
if (sub && !sub->IsSubclassOfWeapon()) {
for (j = 0; j < prev_num_children; j++) {
if (prev_children_ent[j] == sub) {
sub->setSolidType(prev_children_solid[j]);
}
}
//sub->setSolidType(SOLID_NOT);
}
}
prev_num_children = 0;
}
cTurretSlot::cTurretSlot()
{
owner_prev_takedamage = (damage_t)-1;
owner_prev_solid = (solid_t)-1;
owner_prev_contents = -1;
}
void cTurretSlot::NotSolid(void)
{
int i;
if (!(flags & FL_SWIM)) {
return;
}
if (!ent) {
return;
}
// Save previous values
prev_takedamage = ent->takedamage;
prev_solid = ent->edict->solid;
prev_contents = ent->edict->r.contents;
ent->takedamage = DAMAGE_NO;
ent->setSolidType(SOLID_NOT);
if (ent->IsSubclassOfTurretGun()) {
TurretGun *turret = static_cast<TurretGun *>(ent.Pointer());
Entity *owner = turret->GetOwner();
if (owner) {
owner_prev_takedamage = owner->takedamage;
owner_prev_solid = owner->edict->solid;
owner_prev_contents = owner->edict->r.contents;
owner->takedamage = DAMAGE_NO;
owner->setSolidType(SOLID_NOT);
}
}
prev_num_children = 0;
for (i = 0; i < ent->numchildren; i++) {
Entity *sub = G_GetEntity(ent->children[i]);
// Fixed in OPM
// Check for solidity
if (sub && !sub->IsSubclassOfWeapon() && sub->getSolidType() != SOLID_NOT) {
// Fixed in OPM
// Save children solidity so it can properly be restored later
prev_children_ent[prev_num_children] = sub;
prev_children_solid[prev_num_children] = (solid_t)sub->getSolidType();
prev_num_children++;
sub->setSolidType(SOLID_NOT);
}
}
}
void cTurretSlot::Solid(void)
{
int i, j;
if (!(flags & FL_SWIM)) {
return;
}
if (!ent) {
return;
}
// Restore previous values
ent->takedamage = prev_takedamage;
ent->setSolidType(prev_solid);
// Save previous values
prev_takedamage = (damage_t)-1;
prev_solid = (solid_t)-1;
if (ent->IsSubclassOfTurretGun()) {
TurretGun *turret = static_cast<TurretGun *>(ent.Pointer());
Entity *owner = turret->GetOwner();
if (owner) {
owner->takedamage = owner_prev_takedamage;
owner->setSolidType(owner_prev_solid);
owner_prev_takedamage = (damage_t)-1;
owner_prev_solid = (solid_t)-1;
}
}
//
// Fixed in OPM
// Restore children solidity
//
for (i = 0; i < ent->numchildren; i++) {
Entity *sub = G_GetEntity(ent->children[i]);
if (sub && !sub->IsSubclassOfWeapon()) {
for (j = 0; j < prev_num_children; j++) {
if (prev_children_ent[j] == sub) {
sub->setSolidType(prev_children_solid[j]);
}
}
//sub->setSolidType(SOLID_NOT);
}
}
prev_num_children = 0;
}