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CChangeLevel.cpp
252 lines (210 loc) · 7.25 KB
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CChangeLevel.cpp
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/************************************************************************************//**
* @file CChangeLevel.cpp
* @brief Changelevel class handler
*
* This file contains the class implementation for ChangeLevel handling.
* @author Ralph Deane
*//*
* Copyright (c) 2001 Ralph Deane; All rights reserved.
****************************************************************************************/
// Include the One True Header
#include "RabidFramework.h"
/* ------------------------------------------------------------------------------------ */
// Constructor
/* ------------------------------------------------------------------------------------ */
CChangeLevel::CChangeLevel()
{
geEntity_EntitySet *pSet;
geEntity *pEntity;
// Ok, see if we have any changelevel entities at all
pSet = geWorld_GetEntitySet(CCD->World(), "ChangeLevel");
if(!pSet)
return;
// Look through all of our changelevels
for(pEntity=geEntity_EntitySetGetNextEntity(pSet, NULL); pEntity;
pEntity=geEntity_EntitySetGetNextEntity(pSet, pEntity))
{
ChangeLevel *pItem = (ChangeLevel*)geEntity_GetUserData(pEntity);
if(EffectC_IsStringNull(pItem->szEntityName))
{
char szName[128];
geEntity_GetName(pEntity, szName, 128);
pItem->szEntityName = szName;
}
// Ok, put this entity into the Global Entity Registry
CCD->EntityRegistry()->AddEntity(pItem->szEntityName, "ChangeLevel");
pItem->CallBack = GE_FALSE;
}
}
/* ------------------------------------------------------------------------------------ */
// Destructor
/* ------------------------------------------------------------------------------------ */
CChangeLevel::~CChangeLevel()
{
}
/* ------------------------------------------------------------------------------------ */
// Tick
/* ------------------------------------------------------------------------------------ */
void CChangeLevel::Tick(geFloat dwTicks)
{
geEntity_EntitySet *pSet;
geEntity *pEntity;
// Ok, see if we have any changelevel entities at all
pSet = geWorld_GetEntitySet(CCD->World(), "ChangeLevel");
if(!pSet)
return;
// Look through all of our changelevels to see if the model
// ..we hit is one of 'em.
for(pEntity=geEntity_EntitySetGetNextEntity(pSet, NULL); pEntity;
pEntity=geEntity_EntitySetGetNextEntity(pSet, pEntity))
{
ChangeLevel *pItem = (ChangeLevel*)geEntity_GetUserData(pEntity);
// change RF063
if(!EffectC_IsStringNull(pItem->TriggerChange))
{
if(GetTriggerState(pItem->TriggerChange))
{
CCD->SetChangeLevelData(pItem);
// changed RF064
CCD->SetChangeLevel(true);
CCD->SetKeyPaused(false);
//CCD->HUD()->Activate();
// end change RF064
return;
}
}
// end change RF063
if(pItem->CallBack == GE_TRUE)
{
pItem->CallBackCount -= 1;
if(pItem->CallBackCount == 0)
pItem->CallBack = GE_FALSE;
}
}
}
/* ------------------------------------------------------------------------------------ */
// CheckChangeLevel
/* ------------------------------------------------------------------------------------ */
bool CChangeLevel::CheckChangeLevel(geWorld_Model *theModel, bool UseKey)
{
geEntity_EntitySet *pSet;
geEntity *pEntity;
// Ok, see if we have any changelevel entities at all
pSet = geWorld_GetEntitySet(CCD->World(), "ChangeLevel");
if(!pSet)
return false; // This model is no exit
// Look through all of our changelevels to see if the model
// ..we hit is one of 'em.
for(pEntity=geEntity_EntitySetGetNextEntity(pSet, NULL); pEntity;
pEntity=geEntity_EntitySetGetNextEntity(pSet, pEntity))
{
ChangeLevel *pItem = (ChangeLevel*)geEntity_GetUserData(pEntity);
if(pItem->Model == theModel)
{
if(UseKey && !pItem->UseKey)
continue;
if(!EffectC_IsStringNull(pItem->Trigger))
{
if(!GetTriggerState(pItem->Trigger))
{
if(!pItem->CallBack)
{
pItem->CallBack = GE_TRUE;
pItem->CallBackCount = 2;
}
continue;
}
else
{
CCD->SetChangeLevelData(pItem);
return true;
}
}
else
{
// Hmm, we DID hit one. Save offf the new level filename and the
// ..splash screen name for later, so that the framework can get
// ..to this information.
CCD->SetChangeLevelData(pItem);
return true;
}
}
}
return false; // Nope, not a changelevel model
}
// ******************** CRGF Overrides ********************
/* ------------------------------------------------------------------------------------ */
// LocateEntity
//
// Given a name, locate the desired item in the currently loaded level
// ..and return it's user data.
/* ------------------------------------------------------------------------------------ */
int CChangeLevel::LocateEntity(const char *szName, void **pEntityData)
{
geEntity_EntitySet *pSet;
geEntity *pEntity;
// Ok, check to see if there are ChangeLevels in this world
pSet = geWorld_GetEntitySet(CCD->World(), "ChangeLevel");
if(!pSet)
return RGF_NOT_FOUND;
// Ok, we have ChangeLevels. Dig through 'em all.
for(pEntity=geEntity_EntitySetGetNextEntity(pSet, NULL); pEntity;
pEntity=geEntity_EntitySetGetNextEntity(pSet, pEntity))
{
ChangeLevel *pTheEntity = (ChangeLevel*)geEntity_GetUserData(pEntity);
if(!strcmp(pTheEntity->szEntityName, szName))
{
*pEntityData = (void*)pTheEntity;
return RGF_SUCCESS;
}
}
return RGF_NOT_FOUND; // Sorry, no such entity here
}
/* ------------------------------------------------------------------------------------ */
// SaveTo
//
// Save the current state of every door in the current world
// ..off to an open file.
/* ------------------------------------------------------------------------------------ */
int CChangeLevel::SaveTo(FILE *SaveFD, bool type)
{
geEntity_EntitySet *pSet;
geEntity *pEntity;
// Ok, check to see if there are ChangeLevel in this world
pSet = geWorld_GetEntitySet(CCD->World(), "ChangeLevel");
if(!pSet)
return RGF_SUCCESS; // No doors, whatever...
// Ok, we have doors somewhere. Dig through 'em all.
for(pEntity=geEntity_EntitySetGetNextEntity(pSet, NULL); pEntity;
pEntity=geEntity_EntitySetGetNextEntity(pSet, pEntity))
{
ChangeLevel *pItem = (ChangeLevel*)geEntity_GetUserData(pEntity);
WRITEDATA(type, &pItem->CallBack, sizeof(geBoolean), 1, SaveFD);
WRITEDATA(type, &pItem->CallBackCount, sizeof(int), 1, SaveFD);
}
return RGF_SUCCESS;
}
/* ------------------------------------------------------------------------------------ */
// RestoreFrom
//
// Restore the state of every ChangeLevel in the current world from an
// ..open file.
/* ------------------------------------------------------------------------------------ */
int CChangeLevel::RestoreFrom(FILE *RestoreFD, bool type)
{
geEntity_EntitySet *pSet;
geEntity *pEntity;
// Ok, check to see if there are ChangeLevel in this world
pSet = geWorld_GetEntitySet(CCD->World(), "ChangeLevel");
if(!pSet)
return RGF_SUCCESS; // No doors, whatever...
for(pEntity=geEntity_EntitySetGetNextEntity(pSet, NULL); pEntity;
pEntity=geEntity_EntitySetGetNextEntity(pSet, pEntity))
{
ChangeLevel *pItem = (ChangeLevel*)geEntity_GetUserData(pEntity);
READDATA(type, &pItem->CallBack, sizeof(geBoolean), 1, RestoreFD);
READDATA(type, &pItem->CallBackCount, sizeof(int), 1, RestoreFD);
}
return RGF_SUCCESS;
}
/* ----------------------------------- END OF FILE ------------------------------------ */