openmohaa/code/fgame/viewthing.h
2024-09-27 20:19:11 +02:00

114 lines
3.1 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
===========================================================================
*/
// viewthing.h: Actor code for the viewthing.
//
#pragma once
#include "animate.h"
class ViewMaster : public Listener
{
public:
CLASS_PROTOTYPE( ViewMaster );
EntityPtr current_viewthing;
ViewMaster();
void Init( void );
void Next( Event *ev );
void Prev( Event *ev );
void DeleteAll( Event *ev );
void Spawn( Event *ev );
void SetModelEvent( Event *ev );
void PassEvent( Event *ev );
void Archive( Archiver &arc ) override;
};
inline void ViewMaster::Archive
(
Archiver &arc
)
{
Listener::Archive( arc );
arc.ArchiveSafePointer( &current_viewthing );
}
extern ViewMaster Viewmodel;
class Viewthing : public Animate
{
public:
CLASS_PROTOTYPE( Viewthing );
int animstate;
int frame;
int lastframe;
Vector baseorigin;
byte origSurfaces[MAX_MODEL_SURFACES];
Viewthing();
void UpdateCvars( qboolean quiet = false );
void PrintTime( Event *ev );
void ThinkEvent( Event *ev );
void LastFrameEvent( Event *ev );
void ToggleAnimateEvent( Event *ev );
void SetModelEvent( Event *ev );
void NextFrameEvent( Event *ev );
void PrevFrameEvent( Event *ev );
void NextAnimEvent( Event *ev );
void PrevAnimEvent( Event *ev );
void ScaleUpEvent( Event *ev );
void ScaleDownEvent( Event *ev );
void SetScaleEvent( Event *ev );
void SetYawEvent( Event *ev );
void SetPitchEvent( Event *ev );
void SetRollEvent( Event *ev );
void SetAnglesEvent( Event *ev );
void AttachModel( Event *ev );
void Delete( Event *ev );
void DetachAll( Event *ev );
void ChangeOrigin( Event *ev );
void SaveSurfaces( Event *ev );
void SetAnim( Event *ev );
void Archive( Archiver &arc ) override;
};
inline void Viewthing::Archive
(
Archiver &arc
)
{
Animate::Archive( arc );
arc.ArchiveInteger( &animstate );
arc.ArchiveInteger( &frame );
arc.ArchiveInteger( &lastframe );
arc.ArchiveVector( &baseorigin );
arc.ArchiveRaw( origSurfaces, sizeof( origSurfaces ) );
}