mirror of
https://github.com/openmoh/openmohaa.git
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236 lines
6 KiB
C++
236 lines
6 KiB
C++
/*
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===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// VehicleSlot.cpp
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//
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#include "VehicleSlot.h"
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#include "weapturret.h"
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cVehicleSlot::cVehicleSlot()
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{
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prev_takedamage = (damage_t)-1;
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prev_solid = (solid_t)-1;
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prev_contents = -1;
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prev_num_children = 0;
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}
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void cVehicleSlot::NotSolid(void)
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{
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int i;
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if (!(flags & SLOT_BUSY)) {
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return;
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}
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if (!ent) {
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return;
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}
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// Save previous values
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prev_takedamage = ent->takedamage;
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prev_solid = ent->edict->solid;
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prev_contents = ent->edict->r.contents;
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ent->takedamage = DAMAGE_NO;
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prev_num_children = 0;
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for (i = 0; i < ent->numchildren; i++) {
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Entity *sub = G_GetEntity(ent->children[i]);
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// Fixed in OPM
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// Check for solidity
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if (sub && !sub->IsSubclassOfWeapon() && sub->getSolidType() != SOLID_NOT) {
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// Fixed in OPM
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// Save children solidity so it can properly be restored later
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prev_children_ent[prev_num_children] = sub;
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prev_children_solid[prev_num_children] = (solid_t)sub->getSolidType();
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prev_num_children++;
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sub->setSolidType(SOLID_NOT);
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}
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}
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// Added in 2.0
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// Commented in OPM
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// Not sure why since 2.0, players aren't made non-solid in slots
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//if (!ent->IsSubclassOfPlayer()) {
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// ent->setSolidType(SOLID_NOT);
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//}
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ent->setSolidType(SOLID_NOT);
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}
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void cVehicleSlot::Solid(void)
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{
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int i, j;
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if (!(flags & FL_SWIM)) {
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return;
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}
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if (!ent) {
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return;
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}
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// Restore previous values
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ent->takedamage = prev_takedamage;
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ent->setSolidType(prev_solid);
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ent->setContents(prev_contents);
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// Save previous values
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prev_takedamage = (damage_t)-1;
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prev_solid = (solid_t)-1;
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prev_contents = -1;
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//
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// Fixed in OPM
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// Restore children solidity
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//
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for (i = 0; i < ent->numchildren; i++) {
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Entity *sub = G_GetEntity(ent->children[i]);
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if (sub && !sub->IsSubclassOfWeapon()) {
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for (j = 0; j < prev_num_children; j++) {
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if (prev_children_ent[j] == sub) {
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sub->setSolidType(prev_children_solid[j]);
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}
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}
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//sub->setSolidType(SOLID_NOT);
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}
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}
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prev_num_children = 0;
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}
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cTurretSlot::cTurretSlot()
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{
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owner_prev_takedamage = (damage_t)-1;
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owner_prev_solid = (solid_t)-1;
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owner_prev_contents = -1;
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}
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void cTurretSlot::NotSolid(void)
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{
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int i;
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if (!(flags & FL_SWIM)) {
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return;
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}
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if (!ent) {
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return;
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}
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// Save previous values
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prev_takedamage = ent->takedamage;
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prev_solid = ent->edict->solid;
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prev_contents = ent->edict->r.contents;
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ent->takedamage = DAMAGE_NO;
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ent->setSolidType(SOLID_NOT);
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if (ent->IsSubclassOfTurretGun()) {
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TurretGun *turret = static_cast<TurretGun *>(ent.Pointer());
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Entity *owner = turret->GetOwner();
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if (owner) {
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owner_prev_takedamage = owner->takedamage;
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owner_prev_solid = owner->edict->solid;
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owner_prev_contents = owner->edict->r.contents;
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owner->takedamage = DAMAGE_NO;
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owner->setSolidType(SOLID_NOT);
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}
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}
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prev_num_children = 0;
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for (i = 0; i < ent->numchildren; i++) {
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Entity *sub = G_GetEntity(ent->children[i]);
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// Fixed in OPM
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// Check for solidity
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if (sub && !sub->IsSubclassOfWeapon() && sub->getSolidType() != SOLID_NOT) {
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// Fixed in OPM
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// Save children solidity so it can properly be restored later
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prev_children_ent[prev_num_children] = sub;
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prev_children_solid[prev_num_children] = (solid_t)sub->getSolidType();
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prev_num_children++;
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sub->setSolidType(SOLID_NOT);
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}
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}
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}
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void cTurretSlot::Solid(void)
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{
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int i, j;
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if (!(flags & FL_SWIM)) {
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return;
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}
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if (!ent) {
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return;
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}
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// Restore previous values
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ent->takedamage = prev_takedamage;
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ent->setSolidType(prev_solid);
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// Save previous values
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prev_takedamage = (damage_t)-1;
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prev_solid = (solid_t)-1;
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if (ent->IsSubclassOfTurretGun()) {
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TurretGun *turret = static_cast<TurretGun *>(ent.Pointer());
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Entity *owner = turret->GetOwner();
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if (owner) {
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owner->takedamage = owner_prev_takedamage;
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owner->setSolidType(owner_prev_solid);
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owner_prev_takedamage = (damage_t)-1;
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owner_prev_solid = (solid_t)-1;
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}
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}
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//
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// Fixed in OPM
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// Restore children solidity
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//
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for (i = 0; i < ent->numchildren; i++) {
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Entity *sub = G_GetEntity(ent->children[i]);
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if (sub && !sub->IsSubclassOfWeapon()) {
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for (j = 0; j < prev_num_children; j++) {
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if (prev_children_ent[j] == sub) {
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sub->setSolidType(prev_children_solid[j]);
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}
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}
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//sub->setSolidType(SOLID_NOT);
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}
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}
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prev_num_children = 0;
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}
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