openmohaa/code/game/nature.cpp

176 lines
3.7 KiB
C++

/*
===========================================================================
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
===========================================================================
*/
// nature.cpp: nature
#include "nature.h"
/*****************************************************************************/
/*QUAKED func_emitter (0 0.25 0.5) ?
"emitter" - Name of emitter to use.
******************************************************************************/
Event EV_Emitter_EmitterName
(
"emitter",
EV_DEFAULT,
"s",
"name",
"Emitter to use",
EV_NORMAL
);
CLASS_DECLARATION( Entity, Emitter, "func_emitter" )
{
{ &EV_Emitter_EmitterName, &Emitter::EmitterName },
{ NULL, NULL }
};
Emitter::Emitter
(
)
{
edict->s.eType = ET_EMITTER;
}
void Emitter::setEmitter
(
str name
)
{
emitterName = name;
edict->s.tag_num = gi.imageindex( emitterName );
}
void Emitter::EmitterName
(
Event *ev
)
{
setEmitter( ev->GetString( 1 ) );
}
/*****************************************************************************/
/*QUAKED func_rain (0 0.25 0.5) ?
This creates a raining effect in the brush
"emitter" - Name of emitter to use for the rain.
******************************************************************************/
CLASS_DECLARATION( Entity, Rain, "func_rain" )
{
{ NULL, NULL }
};
Rain::Rain
(
)
{
if ( LoadingSavegame )
{
// Archive function will setup all necessary data
return;
}
setSolidType( SOLID_NOT );
edict->s.eType = ET_RAIN;
setRainName( "defaultrain" );
}
void Rain::setRainName
(
str name
)
{
rainName = name;
edict->s.tag_num = gi.imageindex( rainName );
}
/*****************************************************************************/
/* Plant Puffdaddy */
/*****************************************************************************/
Event EV_PuffDaddy_Idle
(
"idle",
EV_DEFAULT,
NULL,
NULL,
"Animates the puff daddy.",
EV_NORMAL
);
CLASS_DECLARATION( Animate, PuffDaddy, "plant_puffdaddy" )
{
{ &EV_Touch, &PuffDaddy::Touch },
{ &EV_PuffDaddy_Idle, &PuffDaddy::Idle },
{ NULL, NULL }
};
void PuffDaddy::Idle( Event *ev )
{
NewAnim( "idle" );
}
void PuffDaddy::Touch
(
Event *ev
)
{
Entity *other;
other = ev->GetEntity( 1 );
if ( !other->inheritsFrom( "Sentient" ) )
return;
NewAnim( "touch", EV_PuffDaddy_Idle );
//SetFrame( 0 );
SurfaceCommand( "puffdaddy", "+nodraw" );
setSolidType( SOLID_NOT );
}
PuffDaddy::PuffDaddy
(
)
{
if ( LoadingSavegame )
{
// Archive function will setup all necessary data
return;
}
setSolidType( SOLID_TRIGGER );
edict->s.eType = ET_MODELANIM;
setModel( "plant_puffdaddy.tik" );
PostEvent( EV_Show, 0 );
//showModel();
}