/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 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 3 of the License, or (at your option) any later version. Doom 3 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "../idlib/precompiled.h" #pragma hdrstop #include "Game_local.h" #define GRAVITYFLOATSPEED 1 #define GRAVITYFLOATANGULAR 4 /* =============================================================================== idItem =============================================================================== */ const idEventDef EV_DropToFloor( "" ); const idEventDef EV_RespawnItem( "respawn" ); const idEventDef EV_RespawnFx( "" ); const idEventDef EV_GetPlayerPos( "" ); const idEventDef EV_HideObjective( "", "e" ); const idEventDef EV_CamShot( "" ); CLASS_DECLARATION( idEntity, idItem ) EVENT( EV_DropToFloor, idItem::Event_DropToFloor ) EVENT( EV_Touch, idItem::Event_Touch ) EVENT( EV_Activate, idItem::Event_Trigger ) EVENT( EV_RespawnItem, idItem::Event_Respawn ) EVENT( EV_RespawnFx, idItem::Event_RespawnFx ) END_CLASS /* ================ idItem::idItem ================ */ idItem::idItem() { spin = false; inView = false; inViewTime = 0; lastCycle = 0; lastRenderViewTime = -1; itemShellHandle = -1; shellMaterial = NULL; orgOrigin.Zero(); canPickUp = true; fl.networkSync = true; } /* ================ idItem::~idItem ================ */ idItem::~idItem() { // remove the highlight shell if ( itemShellHandle != -1 ) { gameRenderWorld->FreeEntityDef( itemShellHandle ); } } /* ================ idItem::Save ================ */ void idItem::Save( idSaveGame *savefile ) const { savefile->WriteVec3( orgOrigin ); savefile->WriteBool( spin ); savefile->WriteBool( pulse ); savefile->WriteBool( canPickUp ); savefile->WriteMaterial( shellMaterial ); savefile->WriteBool( inView ); savefile->WriteInt( inViewTime ); savefile->WriteInt( lastCycle ); savefile->WriteInt( lastRenderViewTime ); //bc savefile->WriteBool(spin); } /* ================ idItem::Restore ================ */ void idItem::Restore( idRestoreGame *savefile ) { savefile->ReadVec3( orgOrigin ); savefile->ReadBool( spin ); savefile->ReadBool( pulse ); savefile->ReadBool( canPickUp ); savefile->ReadMaterial( shellMaterial ); savefile->ReadBool( inView ); savefile->ReadInt( inViewTime ); savefile->ReadInt( lastCycle ); savefile->ReadInt( lastRenderViewTime ); itemShellHandle = -1; //bc savefile->ReadBool(spin); } /* ================ idItem::UpdateRenderEntity ================ */ bool idItem::UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const { if ( lastRenderViewTime == renderView->time ) { return false; } lastRenderViewTime = renderView->time; // check for glow highlighting if near the center of the view idVec3 dir = renderEntity->origin - renderView->vieworg; dir.Normalize(); float d = dir * renderView->viewaxis[0]; // two second pulse cycle float cycle = ( renderView->time - inViewTime ) / 2000.0f; if ( d > 0.94f ) { if ( !inView ) { inView = true; if ( cycle > lastCycle ) { // restart at the beginning inViewTime = renderView->time; cycle = 0.0f; } } } else { if ( inView ) { inView = false; lastCycle = ceil( cycle ); } } // fade down after the last pulse finishes if ( !inView && cycle > lastCycle ) { renderEntity->shaderParms[4] = 0.0f; } else { // pulse up in 1/4 second cycle -= (int)cycle; if ( cycle < 0.1f ) { renderEntity->shaderParms[4] = cycle * 10.0f; } else if ( cycle < 0.2f ) { renderEntity->shaderParms[4] = 1.0f; } else if ( cycle < 0.3f ) { renderEntity->shaderParms[4] = 1.0f - ( cycle - 0.2f ) * 10.0f; } else { // stay off between pulses renderEntity->shaderParms[4] = 0.0f; } } // update every single time this is in view return true; } /* ================ idItem::ModelCallback ================ */ bool idItem::ModelCallback( renderEntity_t *renderEntity, const renderView_t *renderView ) { const idItem *ent; // this may be triggered by a model trace or other non-view related source if ( !renderView ) { return false; } ent = static_cast(gameLocal.entities[ renderEntity->entityNum ]); if ( !ent ) { gameLocal.Error( "idItem::ModelCallback: callback with NULL game entity" ); } return ent->UpdateRenderEntity( renderEntity, renderView ); } /* ================ idItem::Think ================ */ void idItem::Think( void ) { if ( thinkFlags & TH_THINK ) { if ( spin ) { idAngles ang; idVec3 org; ang.pitch = ang.roll = 0.0f; ang.yaw = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f; SetAngles( ang ); float scale = 0.005f + entityNumber * 0.00001f; org = orgOrigin; org.z += 4.0f + cos( ( gameLocal.time + 2000 ) * scale ) * 4.0f; SetOrigin( org ); } } Present(); } /* ================ idItem::Present ================ */ void idItem::Present( void ) { idEntity::Present(); if ( !fl.hidden && pulse ) { // also add a highlight shell model renderEntity_t shell; shell = renderEntity; // we will mess with shader parms when the item is in view // to give the "item pulse" effect shell.callback = idItem::ModelCallback; shell.entityNum = entityNumber; shell.customShader = shellMaterial; if ( itemShellHandle == -1 ) { itemShellHandle = gameRenderWorld->AddEntityDef( &shell ); } else { gameRenderWorld->UpdateEntityDef( itemShellHandle, &shell ); } } } /* ================ idItem::Spawn ================ */ void idItem::Spawn( void ) { idStr giveTo; idEntity * ent; float tsize; if ( spawnArgs.GetBool( "dropToFloor" ) ) { PostEventMS( &EV_DropToFloor, 0 ); } if ( spawnArgs.GetFloat( "triggersize", "0", tsize ) ) { GetPhysics()->GetClipModel()->LoadModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) ); GetPhysics()->GetClipModel()->Link( gameLocal.clip ); } if ( spawnArgs.GetBool( "start_off" ) ) { GetPhysics()->SetContents( 0 ); Hide(); } else { GetPhysics()->SetContents( CONTENTS_TRIGGER ); } giveTo = spawnArgs.GetString( "owner" ); if ( giveTo.Length() ) { ent = gameLocal.FindEntity( giveTo ); if ( !ent ) { gameLocal.Error( "Item couldn't find owner '%s'", giveTo.c_str() ); } // RB: 64 bit fixes, changed NULL to 0 PostEventMS( &EV_Touch, 0, ent, 0 ); // RB end } spin = false; #ifdef CTF // idItemTeam does not rotate and bob if ( spawnArgs.GetBool( "spin" ) || (gameLocal.isMultiplayer && !this->IsType( idItemTeam::Type ) ) ) { spin = true; BecomeActive( TH_THINK ); } #else if ( spawnArgs.GetBool( "spin" ) || gameLocal.isMultiplayer ) { spin = true; BecomeActive( TH_THINK ); } #endif //pulse = !spawnArgs.GetBool( "nopulse" ); //temp hack for tim pulse = false; orgOrigin = GetPhysics()->GetOrigin(); canPickUp = !( spawnArgs.GetBool( "triggerFirst" ) || spawnArgs.GetBool( "no_touch" ) ); inViewTime = -1000; lastCycle = -1; itemShellHandle = -1; shellMaterial = declManager->FindMaterial( "itemHighlightShell" ); } /* ================ idItem::GetAttributes ================ */ void idItem::GetAttributes( idDict &attributes ) { int i; const idKeyValue *arg; for( i = 0; i < spawnArgs.GetNumKeyVals(); i++ ) { arg = spawnArgs.GetKeyVal( i ); if ( arg->GetKey().Left( 4 ) == "inv_" ) { attributes.Set( arg->GetKey().Right( arg->GetKey().Length() - 4 ), arg->GetValue() ); } } } /* ================ idItem::GiveToPlayer ================ */ bool idItem::GiveToPlayer( idPlayer *player ) { if ( player == NULL ) { return false; } if ( spawnArgs.GetBool( "inv_carry" ) ) { return player->GiveInventoryItem( &spawnArgs ); } return player->GiveItem( this ); //return false; } /* ================ idItem::Pickup ================ */ bool idItem::Pickup( idPlayer *player ) { if ( !GiveToPlayer( player ) ) { return false; } if ( gameLocal.isServer ) { ServerSendEvent( EVENT_PICKUP, NULL, false, -1 ); } // play pickup sound StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL ); // trigger our targets ActivateTargets( player ); // clear our contents so the object isn't picked up twice GetPhysics()->SetContents( 0 ); // hide the model Hide(); // add the highlight shell if ( itemShellHandle != -1 ) { gameRenderWorld->FreeEntityDef( itemShellHandle ); itemShellHandle = -1; } float respawn = spawnArgs.GetFloat( "respawn" ); bool dropped = spawnArgs.GetBool( "dropped" ); bool no_respawn = spawnArgs.GetBool( "no_respawn" ); if ( gameLocal.isMultiplayer && respawn == 0.0f ) { respawn = 20.0f; } if ( respawn && !dropped && !no_respawn ) { const char *sfx = spawnArgs.GetString( "fxRespawn" ); if ( sfx && *sfx ) { PostEventSec( &EV_RespawnFx, respawn - 0.5f ); } PostEventSec( &EV_RespawnItem, respawn ); } else if ( !spawnArgs.GetBool( "inv_objective" ) && !no_respawn ) { // give some time for the pickup sound to play // FIXME: Play on the owner if ( !spawnArgs.GetBool( "inv_carry" ) ) { PostEventMS( &EV_Remove, 5000 ); } } BecomeInactive( TH_THINK ); return true; } /* ================ idItem::ClientPredictionThink ================ */ void idItem::ClientPredictionThink( void ) { // only think forward because the state is not synced through snapshots if ( !gameLocal.isNewFrame ) { return; } Think(); } /* ================ idItem::WriteFromSnapshot ================ */ void idItem::WriteToSnapshot( idBitMsgDelta &msg ) const { msg.WriteBits( IsHidden(), 1 ); } /* ================ idItem::ReadFromSnapshot ================ */ void idItem::ReadFromSnapshot( const idBitMsgDelta &msg ) { if ( msg.ReadBits( 1 ) ) { Hide(); } else { Show(); } } /* ================ idItem::ClientReceiveEvent ================ */ bool idItem::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) { switch( event ) { case EVENT_PICKUP: { // play pickup sound StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL ); // hide the model Hide(); // remove the highlight shell if ( itemShellHandle != -1 ) { gameRenderWorld->FreeEntityDef( itemShellHandle ); itemShellHandle = -1; } return true; } case EVENT_RESPAWN: { Event_Respawn(); return true; } case EVENT_RESPAWNFX: { Event_RespawnFx(); return true; } default: { return idEntity::ClientReceiveEvent( event, time, msg ); } } return false; } /* ================ idItem::Event_DropToFloor ================ */ void idItem::Event_DropToFloor( void ) { trace_t trace; // don't drop the floor if bound to another entity if ( GetBindMaster() != NULL && GetBindMaster() != this ) { return; } gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID | CONTENTS_CORPSE, this ); SetOrigin( trace.endpos ); } /* ================ idItem::Event_Touch ================ */ void idItem::Event_Touch( idEntity *other, trace_t *trace ) { if ( !other->IsType( idPlayer::Type ) ) { return; } if ( !canPickUp ) { return; } Pickup( static_cast(other) ); } /* ================ idItem::Event_Trigger ================ */ void idItem::Event_Trigger( idEntity *activator ) { if ( !canPickUp && spawnArgs.GetBool( "triggerFirst" ) ) { canPickUp = true; return; } if ( activator && activator->IsType( idPlayer::Type ) ) { Pickup( static_cast( activator ) ); } } /* ================ idItem::Event_Respawn ================ */ void idItem::Event_Respawn( void ) { if ( gameLocal.isServer ) { ServerSendEvent( EVENT_RESPAWN, NULL, false, -1 ); } BecomeActive( TH_THINK ); Show(); inViewTime = -1000; lastCycle = -1; GetPhysics()->SetContents( CONTENTS_TRIGGER ); SetOrigin( orgOrigin ); StartSound( "snd_respawn", SND_CHANNEL_ITEM, 0, false, NULL ); CancelEvents( &EV_RespawnItem ); // don't double respawn } /* ================ idItem::Event_RespawnFx ================ */ void idItem::Event_RespawnFx( void ) { if ( gameLocal.isServer ) { ServerSendEvent( EVENT_RESPAWNFX, NULL, false, -1 ); } const char *sfx = spawnArgs.GetString( "fxRespawn" ); if ( sfx && *sfx ) { idEntityFx::StartFx( sfx, NULL, NULL, this, true ); } } /* =============================================================================== idItemPowerup =============================================================================== */ /* =============== idItemPowerup =============== */ CLASS_DECLARATION( idItem, idItemPowerup ) END_CLASS /* ================ idItemPowerup::idItemPowerup ================ */ idItemPowerup::idItemPowerup() { time = 0; type = 0; } /* ================ idItemPowerup::Save ================ */ void idItemPowerup::Save( idSaveGame *savefile ) const { savefile->WriteInt( time ); savefile->WriteInt( type ); } /* ================ idItemPowerup::Restore ================ */ void idItemPowerup::Restore( idRestoreGame *savefile ) { savefile->ReadInt( time ); savefile->ReadInt( type ); } /* ================ idItemPowerup::Spawn ================ */ void idItemPowerup::Spawn( void ) { time = spawnArgs.GetInt( "time", "30" ); type = spawnArgs.GetInt( "type", "0" ); } /* ================ idItemPowerup::GiveToPlayer ================ */ bool idItemPowerup::GiveToPlayer( idPlayer *player ) { if ( player->spectating ) { return false; } player->GivePowerUp( type, time * 1000 ); return true; } #ifdef CTF /* =============================================================================== idItemTeam Used for flags in Capture the Flag =============================================================================== */ // temporarely removed these events const idEventDef EV_FlagReturn( "flagreturn", "e" ); const idEventDef EV_TakeFlag( "takeflag", "e" ); const idEventDef EV_DropFlag( "dropflag", "d" ); const idEventDef EV_FlagCapture( "flagcapture" ); CLASS_DECLARATION( idItem, idItemTeam ) EVENT( EV_FlagReturn, idItemTeam::Event_FlagReturn ) EVENT( EV_TakeFlag, idItemTeam::Event_TakeFlag ) EVENT( EV_DropFlag, idItemTeam::Event_DropFlag ) EVENT( EV_FlagCapture, idItemTeam::Event_FlagCapture ) END_CLASS /* =============== idItemTeam::idItemTeam =============== */ idItemTeam::idItemTeam() { team = -1; carried = false; dropped = false; lastDrop = 0; itemGlowHandle = -1; skinDefault = NULL; skinCarried = NULL; scriptTaken = NULL; scriptDropped = NULL; scriptReturned = NULL; scriptCaptured = NULL; lastNuggetDrop = 0; nuggetName = 0; } /* =============== idItemTeam::~idItemTeam =============== */ idItemTeam::~idItemTeam() { FreeLightDef(); } /* =============== idItemTeam::Spawn =============== */ void idItemTeam::Spawn( void ) { team = spawnArgs.GetInt( "team" ); returnOrigin = GetPhysics()->GetOrigin() + idVec3( 0, 0, 20 ); returnAxis = GetPhysics()->GetAxis(); BecomeActive( TH_THINK ); const char * skinName; skinName = spawnArgs.GetString( "skin", "" ); if ( skinName[0] ) skinDefault = declManager->FindSkin( skinName ); skinName = spawnArgs.GetString( "skin_carried", "" ); if ( skinName[0] ) skinCarried = declManager->FindSkin( skinName ); nuggetName = spawnArgs.GetString( "nugget_name", "" ); if ( !nuggetName[0] ) { nuggetName = NULL; } scriptTaken = LoadScript( "script_taken" ); scriptDropped = LoadScript( "script_dropped" ); scriptReturned = LoadScript( "script_returned" ); scriptCaptured = LoadScript( "script_captured" ); /* Spawn attached dlight */ /* idDict args; idVec3 lightOffset( 0.0f, 20.0f, 0.0f ); // Set up the flag's dynamic light memset( &itemGlow, 0, sizeof( itemGlow ) ); itemGlow.axis = mat3_identity; itemGlow.lightRadius.x = 128.0f; itemGlow.lightRadius.y = itemGlow.lightRadius.z = itemGlow.lightRadius.x; itemGlow.noShadows = true; itemGlow.pointLight = true; itemGlow.shaderParms[ SHADERPARM_RED ] = 0.0f; itemGlow.shaderParms[ SHADERPARM_GREEN ] = 0.0f; itemGlow.shaderParms[ SHADERPARM_BLUE ] = 0.0f; itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 0.0f; // Select a shader based on the team if ( team == 0 ) itemGlow.shader = declManager->FindMaterial( "lights/redflag" ); else itemGlow.shader = declManager->FindMaterial( "lights/blueflag" ); */ idMoveableItem::Spawn(); physicsObj.SetContents( 0 ); physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP ); physicsObj.SetGravity( idVec3( 0, 0, spawnArgs.GetInt("gravity", "-30" ) ) ); } /* =============== idItemTeam::LoadScript =============== */ function_t * idItemTeam::LoadScript( char * script ) { function_t * function = NULL; idStr funcname = spawnArgs.GetString( script, "" ); if ( funcname.Length() ) { function = gameLocal.program.FindFunction( funcname ); if ( function == NULL ) { #ifdef _DEBUG gameLocal.Warning( "idItemTeam '%s' at (%s) calls unknown function '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), funcname.c_str() ); #endif } } return function; } /* =============== idItemTeam::Think =============== */ void idItemTeam::Think( void ) { idMoveableItem::Think(); TouchTriggers(); // TODO : only update on updatevisuals /*idVec3 offset( 0.0f, 0.0f, 20.0f ); itemGlow.origin = GetPhysics()->GetOrigin() + offset; if ( itemGlowHandle == -1 ) { itemGlowHandle = gameRenderWorld->AddLightDef( &itemGlow ); } else { gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow ); }*/ #if 1 // should only the server do this? if ( gameLocal.isServer && nuggetName && carried && ( !lastNuggetDrop || (gameLocal.time - lastNuggetDrop) > spawnArgs.GetInt("nugget_frequency") ) ) { SpawnNugget( GetPhysics()->GetOrigin() ); lastNuggetDrop = gameLocal.time; } #endif // return dropped flag after si_flagDropTimeLimit seconds if ( dropped && !carried && lastDrop != 0 && (gameLocal.time - lastDrop) > ( si_flagDropTimeLimit.GetInteger()*1000 ) ) { Return(); // return flag after 30 seconds on ground return; } } /* =============== idItemTeam::Pickup =============== */ bool idItemTeam::Pickup( idPlayer *player ) { if ( !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */ return false; if ( gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP || gameLocal.mpGame.GetGameState() == idMultiplayerGame::COUNTDOWN ) return false; // wait 2 seconds after drop before beeing picked up again if ( lastDrop != 0 && (gameLocal.time - lastDrop) < spawnArgs.GetInt("pickupDelay", "500") ) return false; if ( carried == false && player->team != this->team ) { PostEventMS( &EV_TakeFlag, 0, player ); return true; } else if ( carried == false && dropped == true && player->team == this->team ) { gameLocal.mpGame.PlayerScoreCTF( player->entityNumber, 5 ); // return flag PostEventMS( &EV_FlagReturn, 0, player ); return false; } return false; } /* =============== idItemTeam::ClientReceiveEvent =============== */ bool idItemTeam::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) { gameLocal.DPrintf("ClientRecieveEvent: %i\n", event ); switch ( event ) { case EVENT_TAKEFLAG: { idPlayer * player = static_cast(gameLocal.entities[ msg.ReadBits( GENTITYNUM_BITS ) ]); if ( player == NULL ) { gameLocal.Warning( "NULL player takes flag?\n" ); return false; } Event_TakeFlag( player ); } return true; case EVENT_DROPFLAG : { bool death = bool( msg.ReadBits( 1 ) == 1 ); Event_DropFlag( death ); } return true; case EVENT_FLAGRETURN : { Hide(); FreeModelDef(); FreeLightDef(); Event_FlagReturn(); } return true; case EVENT_FLAGCAPTURE : { Hide(); FreeModelDef(); FreeLightDef(); Event_FlagCapture(); } return true; }; return false; } /* ================ idItemTeam::Drop ================ */ void idItemTeam::Drop( bool death ) { // PostEventMS( &EV_DropFlag, 0, int(death == true) ); // had to remove the delayed drop because of drop flag on disconnect Event_DropFlag( death ); } /* ================ idItemTeam::Return ================ */ void idItemTeam::Return( idPlayer * player ) { if ( team != 0 && team != 1 ) return; // PostEventMS( &EV_FlagReturn, 0 ); Event_FlagReturn(); } /* ================ idItemTeam::Capture ================ */ void idItemTeam::Capture( void ) { if ( team != 0 && team != 1 ) return; PostEventMS( &EV_FlagCapture, 0 ); } /* ================ idItemTeam::PrivateReturn ================ */ void idItemTeam::PrivateReturn( void ) { Unbind(); if ( gameLocal.isServer && carried && !dropped ) { int playerIdx = gameLocal.mpGame.GetFlagCarrier( 1-team ); if ( playerIdx != -1 ) { idPlayer * player = static_cast( gameLocal.entities[ playerIdx ] ); player->carryingFlag = false; } else { gameLocal.Warning( "BUG: carried flag has no carrier before return" ); } } dropped = false; carried = false; SetOrigin( returnOrigin ); SetAxis( returnAxis ); trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity ); SetSkin( skinDefault ); // Turn off the light /*itemGlow.shaderParms[ SHADERPARM_RED ] = 0.0f; itemGlow.shaderParms[ SHADERPARM_GREEN ] = 0.0f; itemGlow.shaderParms[ SHADERPARM_BLUE ] = 0.0f; itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 0.0f; if ( itemGlowHandle != -1 ) gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow );*/ GetPhysics()->SetLinearVelocity( idVec3(0, 0, 0) ); GetPhysics()->SetAngularVelocity( idVec3(0, 0, 0) ); } /* ================ idItemTeam::Event_TakeFlag ================ */ void idItemTeam::Event_TakeFlag( idPlayer * player ) { gameLocal.DPrintf("Event_TakeFlag()!\n"); if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; // Send the event msg.Init( msgBuf, sizeof( msgBuf ) ); msg.BeginWriting(); msg.WriteBits( player->entityNumber, GENTITYNUM_BITS ); ServerSendEvent( EVENT_TAKEFLAG, &msg, false, -1 ); gameLocal.mpGame.PlayTeamSound( player->team, SND_FLAG_TAKEN_THEIRS ); gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_TAKEN_YOURS ); gameLocal.mpGame.PrintMessageEvent( -1, idMultiplayerGame::MSG_FLAGTAKEN, team, player->entityNumber ); // dont drop a nugget RIGHT away lastNuggetDrop = gameLocal.time - gameLocal.random.RandomInt( 1000 ); } BindToJoint( player, g_flagAttachJoint.GetString(), true ); idVec3 origin( g_flagAttachOffsetX.GetFloat(), g_flagAttachOffsetY.GetFloat(), g_flagAttachOffsetZ.GetFloat() ); idAngles angle( g_flagAttachAngleX.GetFloat(), g_flagAttachAngleY.GetFloat(), g_flagAttachAngleZ.GetFloat() ); SetAngles( angle ); SetOrigin( origin ); // Turn the light on /*itemGlow.shaderParms[ SHADERPARM_RED ] = 1.0f; itemGlow.shaderParms[ SHADERPARM_GREEN ] = 1.0f; itemGlow.shaderParms[ SHADERPARM_BLUE ] = 1.0f; itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 1.0f; if ( itemGlowHandle != -1 ) gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow );*/ if ( scriptTaken ) { idThread *thread = new idThread(); thread->CallFunction( scriptTaken, false ); thread->DelayedStart( 0 ); } dropped = false; carried = true; player->carryingFlag = true; SetSkin( skinCarried ); UpdateVisuals(); UpdateGuis(); if ( gameLocal.isServer ) { if ( team == 0 ) gameLocal.mpGame.player_red_flag = player->entityNumber; else gameLocal.mpGame.player_blue_flag = player->entityNumber; } } /* ================ idItemTeam::Event_DropFlag ================ */ void idItemTeam::Event_DropFlag( bool death ) { gameLocal.DPrintf("Event_DropFlag()!\n"); if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; // Send the event msg.Init( msgBuf, sizeof( msgBuf ) ); msg.BeginWriting(); msg.WriteBits( death, 1 ); ServerSendEvent( EVENT_DROPFLAG, &msg, false, -1 ); if ( gameLocal.mpGame.IsFlagMsgOn() ) { gameLocal.mpGame.PlayTeamSound( 1-team, SND_FLAG_DROPPED_THEIRS ); gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_DROPPED_YOURS ); gameLocal.mpGame.PrintMessageEvent( -1, idMultiplayerGame::MSG_FLAGDROP, team ); } } lastDrop = gameLocal.time; BecomeActive( TH_THINK ); Show(); if ( death ) GetPhysics()->SetLinearVelocity( idVec3(0, 0, 0) ); else GetPhysics()->SetLinearVelocity( idVec3(0, 0, 20) ); GetPhysics()->SetAngularVelocity( idVec3(0, 0, 0) ); // GetPhysics()->SetLinearVelocity( ( GetPhysics()->GetLinearVelocity() * GetBindMaster()->GetPhysics()->GetAxis() ) + GetBindMaster()->GetPhysics()->GetLinearVelocity() ); if ( GetBindMaster() ) { const idBounds bounds = GetPhysics()->GetBounds(); idVec3 origin = GetBindMaster()->GetPhysics()->GetOrigin() + idVec3(0, 0, ( bounds[1].z-bounds[0].z )*0.6f ); Unbind(); SetOrigin( origin ); } idAngles angle = GetPhysics()->GetAxis().ToAngles(); angle.roll = 0; angle.pitch = 0; SetAxis( angle.ToMat3() ); dropped = true; carried = false; if ( scriptDropped ) { idThread *thread = new idThread(); thread->CallFunction( scriptDropped, false ); thread->DelayedStart( 0 ); } SetSkin( skinDefault ); UpdateVisuals(); UpdateGuis(); if ( gameLocal.isServer ) { if ( team == 0 ) gameLocal.mpGame.player_red_flag = -1; else gameLocal.mpGame.player_blue_flag = -1; } } /* ================ idItemTeam::Event_FlagReturn ================ */ void idItemTeam::Event_FlagReturn( idPlayer * player ) { gameLocal.DPrintf("Event_FlagReturn()!\n"); if ( gameLocal.isServer ) { ServerSendEvent( EVENT_FLAGRETURN, NULL, false, -1 ); if ( gameLocal.mpGame.IsFlagMsgOn() ) { gameLocal.mpGame.PlayTeamSound( 1-team, SND_FLAG_RETURN ); gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_RETURN ); int entitynum = 255; if ( player ) { entitynum = player->entityNumber; } gameLocal.mpGame.PrintMessageEvent( -1, idMultiplayerGame::MSG_FLAGRETURN, team, entitynum ); } } BecomeActive( TH_THINK ); Show(); PrivateReturn(); if ( scriptReturned ) { idThread *thread = new idThread(); thread->CallFunction( scriptReturned, false ); thread->DelayedStart( 0 ); } UpdateVisuals(); UpdateGuis(); // Present(); if ( gameLocal.isServer ) { if ( team == 0 ) gameLocal.mpGame.player_red_flag = -1; else gameLocal.mpGame.player_blue_flag = -1; } } /* ================ idItemTeam::Event_FlagCapture ================ */ void idItemTeam::Event_FlagCapture( void ) { gameLocal.DPrintf("Event_FlagCapture()!\n"); if ( gameLocal.isServer ) { ServerSendEvent( EVENT_FLAGCAPTURE, NULL, false, -1 ); gameLocal.mpGame.PlayTeamSound( 1-team, SND_FLAG_CAPTURED_THEIRS ); gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_CAPTURED_YOURS ); gameLocal.mpGame.TeamScoreCTF( 1-team, 1 ); int playerIdx = gameLocal.mpGame.GetFlagCarrier( 1-team ); if ( playerIdx != -1 ) { gameLocal.mpGame.PlayerScoreCTF( playerIdx, 10 ); } else { playerIdx = 255; } gameLocal.mpGame.PrintMessageEvent( -1, idMultiplayerGame::MSG_FLAGCAPTURE, team, playerIdx ); } BecomeActive( TH_THINK ); Show(); PrivateReturn(); if ( scriptCaptured ) { idThread *thread = new idThread(); thread->CallFunction( scriptCaptured, false ); thread->DelayedStart( 0 ); } UpdateVisuals(); UpdateGuis(); if ( gameLocal.isServer ) { if ( team == 0 ) gameLocal.mpGame.player_red_flag = -1; else gameLocal.mpGame.player_blue_flag = -1; } } /* ================ idItemTeam::FreeLightDef ================ */ void idItemTeam::FreeLightDef( void ) { if ( itemGlowHandle != -1 ) { gameRenderWorld->FreeLightDef( itemGlowHandle ); itemGlowHandle = -1; } } /* ================ idItemTeam::SpawnNugget ================ */ void idItemTeam::SpawnNugget( idVec3 pos ) { idAngles angle( gameLocal.random.RandomInt(spawnArgs.GetInt("nugget_pitch", "30")), gameLocal.random.RandomInt(spawnArgs.GetInt("nugget_yaw", "360" )), 0 ); float velocity = float(gameLocal.random.RandomInt( 40 )+15); velocity *= spawnArgs.GetFloat("nugget_velocity", "1" ); idEntity * ent = idMoveableItem::DropItem( nuggetName, pos, GetPhysics()->GetAxis(), angle.ToMat3()*idVec3(velocity, velocity, velocity), 0, spawnArgs.GetInt("nugget_removedelay") ); idPhysics_RigidBody * physics = static_cast( ent->GetPhysics() ); if ( physics && physics->IsType( idPhysics_RigidBody::Type ) ) { physics->DisableImpact(); } } /* ================ idItemTeam::Event_FlagCapture ================ */ void idItemTeam::WriteToSnapshot( idBitMsgDelta &msg ) const { msg.WriteBits( carried, 1 ); msg.WriteBits( dropped, 1 ); WriteBindToSnapshot( msg ); idMoveableItem::WriteToSnapshot( msg ); } /* ================ idItemTeam::ReadFromSnapshot ================ */ void idItemTeam::ReadFromSnapshot( const idBitMsgDelta &msg ) { carried = msg.ReadBits( 1 ) == 1; dropped = msg.ReadBits( 1 ) == 1; ReadBindFromSnapshot( msg ); if ( msg.HasChanged() ) { UpdateGuis(); if ( carried == true ) SetSkin( skinCarried ); else SetSkin( skinDefault ); } idMoveableItem::ReadFromSnapshot( msg ); } /* ================ idItemTeam::UpdateGuis Update all client's huds wrt the flag status. ================ */ void idItemTeam::UpdateGuis( void ) { idPlayer *player; for ( int i = 0; i < gameLocal.numClients; i++ ) { player = static_cast( gameLocal.entities[ i ] ); if ( player == NULL || player->hud == NULL ) continue; player->hud->SetStateInt( "red_flagstatus", gameLocal.mpGame.GetFlagStatus( 0 ) ); player->hud->SetStateInt( "blue_flagstatus", gameLocal.mpGame.GetFlagStatus( 1 ) ); player->hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints( 0 ) ); player->hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints( 1 ) ); } } /* ================ idItemTeam::Present ================ */ void idItemTeam::Present( void ) { // hide the flag for localplayer if in first person if ( carried && GetBindMaster() ) { idPlayer * player = static_cast( GetBindMaster() ); if ( player == gameLocal.GetLocalPlayer() && !pm_thirdPerson.GetBool() ) { FreeModelDef(); BecomeActive( TH_UPDATEVISUALS ); return; } } idEntity::Present(); } #endif /* =============================================================================== idObjective =============================================================================== */ CLASS_DECLARATION( idItem, idObjective ) EVENT( EV_Activate, idObjective::Event_Trigger ) EVENT( EV_HideObjective, idObjective::Event_HideObjective ) EVENT( EV_GetPlayerPos, idObjective::Event_GetPlayerPos ) EVENT( EV_CamShot, idObjective::Event_CamShot ) END_CLASS /* ================ idObjective::idObjective ================ */ idObjective::idObjective() { playerPos.Zero(); } /* ================ idObjective::Save ================ */ void idObjective::Save( idSaveGame *savefile ) const { savefile->WriteVec3( playerPos ); } /* ================ idObjective::Restore ================ */ void idObjective::Restore( idRestoreGame *savefile ) { savefile->ReadVec3( playerPos ); } /* ================ idObjective::Spawn ================ */ void idObjective::Spawn( void ) { Hide(); if ( cvarSystem->GetCVarBool( "com_makingBuild") ) { PostEventMS( &EV_CamShot, 250 ); } } /* ================ idObjective::Event_Screenshot ================ */ void idObjective::Event_CamShot( ) { const char *camName; idStr shotName = gameLocal.GetMapName(); shotName.StripFileExtension(); shotName += "/"; shotName += spawnArgs.GetString( "screenshot" ); shotName.SetFileExtension( ".tga" ); if ( spawnArgs.GetString( "camShot", "", &camName ) ) { idEntity *ent = gameLocal.FindEntity( camName ); if ( ent && ent->cameraTarget ) { const renderView_t *view = ent->cameraTarget->GetRenderView(); renderView_t fullView = *view; fullView.width = SCREEN_WIDTH; fullView.height = SCREEN_HEIGHT; #ifdef _D3XP // HACK : always draw sky-portal view if there is one in the map, this isn't real-time if ( gameLocal.portalSkyEnt.GetEntity() && g_enablePortalSky.GetBool() ) { renderView_t portalView = fullView; portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin(); // setup global fixup projection vars if ( 1 ) { int vidWidth, vidHeight; idVec2 shiftScale; renderSystem->GetGLSettings( vidWidth, vidHeight ); float pot; int temp; int w = vidWidth; for (temp = 1 ; temp < w ; temp<<=1) { } pot = (float)temp; shiftScale.x = (float)w / pot; int h = vidHeight; for (temp = 1 ; temp < h ; temp<<=1) { } pot = (float)temp; shiftScale.y = (float)h / pot; fullView.shaderParms[4] = shiftScale.x; fullView.shaderParms[5] = shiftScale.y; } gameRenderWorld->RenderScene( &portalView ); renderSystem->CaptureRenderToImage( "_currentRender" ); } #endif // draw a view to a texture renderSystem->CropRenderSize( 256, 256, true ); gameRenderWorld->RenderScene( &fullView ); renderSystem->CaptureRenderToFile( shotName ); renderSystem->UnCrop(); } } } /* ================ idObjective::Event_Trigger ================ */ void idObjective::Event_Trigger( idEntity *activator ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { //Pickup( player ); if ( spawnArgs.GetString( "inv_objective", NULL ) ) { if ( player && player->hud ) { idStr shotName = gameLocal.GetMapName(); shotName.StripFileExtension(); shotName += "/"; shotName += spawnArgs.GetString( "screenshot" ); shotName.SetFileExtension( ".tga" ); player->hud->SetStateString( "screenshot", shotName ); player->hud->SetStateString( "objective", "1" ); player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) ); player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) ); player->GiveObjective( spawnArgs.GetString( "objectivetitle" ), spawnArgs.GetString( "objectivetext" ), shotName ); // a tad slow but keeps from having to update all objectives in all maps with a name ptr for( int i = 0; i < gameLocal.num_entities; i++ ) { if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idObjectiveComplete::Type ) ) { if ( idStr::Icmp( spawnArgs.GetString( "objectivetitle" ), gameLocal.entities[ i ]->spawnArgs.GetString( "objectivetitle" ) ) == 0 ){ gameLocal.entities[ i ]->spawnArgs.SetBool( "objEnabled", true ); break; } } } PostEventMS( &EV_GetPlayerPos, 2000 ); } } } } /* ================ idObjective::Event_GetPlayerPos ================ */ void idObjective::Event_GetPlayerPos() { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { playerPos = player->GetPhysics()->GetOrigin(); PostEventMS( &EV_HideObjective, 100, player ); } } /* ================ idObjective::Event_HideObjective ================ */ void idObjective::Event_HideObjective(idEntity *e) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { idVec3 v = player->GetPhysics()->GetOrigin() - playerPos; if ( v.Length() > 64.0f ) { player->HideObjective(); PostEventMS( &EV_Remove, 0 ); } else { PostEventMS( &EV_HideObjective, 100, player ); } } } /* =============================================================================== idVideoCDItem =============================================================================== */ CLASS_DECLARATION( idItem, idVideoCDItem ) END_CLASS /* ================ idVideoCDItem::Spawn ================ */ void idVideoCDItem::Spawn( void ) { } /* ================ idVideoCDItem::GiveToPlayer ================ */ bool idVideoCDItem::GiveToPlayer( idPlayer *player ) { idStr str = spawnArgs.GetString( "video" ); if ( player && str.Length() ) { player->GiveVideo( str, &spawnArgs ); } return true; } /* =============================================================================== idPDAItem =============================================================================== */ CLASS_DECLARATION( idItem, idPDAItem ) END_CLASS /* ================ idPDAItem::GiveToPlayer ================ */ bool idPDAItem::GiveToPlayer(idPlayer *player) { const char *str = spawnArgs.GetString( "pda_name" ); if ( player ) { player->GivePDA( str, &spawnArgs ); } return true; } /* =============================================================================== idMoveableItem =============================================================================== */ const idEventDef EV_MoveableItem_updategravity( "updategravity" ); const idEventDef EV_MoveableItem_toggletrail( "toggletrail", "d" ); const idEventDef EV_MoveableItem_setFrozen( "setFrozen", "d" ); CLASS_DECLARATION( idItem, idMoveableItem ) EVENT( EV_DropToFloor, idMoveableItem::Event_DropToFloor ) EVENT( EV_Gib, idMoveableItem::Event_Gib ) EVENT( EV_MoveableItem_updategravity, idMoveableItem::Event_updategravity) EVENT( EV_MoveableItem_toggletrail, idMoveableItem::Event_ToggleTrail ) EVENT( EV_MoveableItem_setFrozen, idMoveableItem::Event_setFrozen ) END_CLASS /* ================ idMoveableItem::idMoveableItem ================ */ idMoveableItem::idMoveableItem() { trigger = NULL; smoke = NULL; smokeTime = 0; #ifdef _D3XP nextSoundTime = 0; #endif #ifdef CTF repeatSmoke = false; #endif } /* ================ idMoveableItem::~idMoveableItem ================ */ idMoveableItem::~idMoveableItem() { if ( trigger ) { delete trigger; } } /* ================ idMoveableItem::Save ================ */ void idMoveableItem::Save( idSaveGame *savefile ) const { savefile->WriteStaticObject( physicsObj ); savefile->WriteClipModel( trigger ); savefile->WriteParticle( smoke ); savefile->WriteInt( smokeTime ); #ifdef _D3XP savefile->WriteInt( nextSoundTime ); #endif //bc savefile->WriteInt(frozen); savefile->WriteVec3(originalPosition); savefile->WriteMat3(originalAngle); forcefieldIgnore.Save(savefile); savefile->WriteBool(touchTriggers); savefile->WriteInt(nextGravityCheck); savefile->WriteBool(lastGravityState); savefile->WriteInt(maxSmackCount); savefile->WriteInt(smackCount); } /* ================ idMoveableItem::Restore ================ */ void idMoveableItem::Restore( idRestoreGame *savefile ) { savefile->ReadStaticObject( physicsObj ); RestorePhysics( &physicsObj ); savefile->ReadClipModel( trigger ); savefile->ReadParticle( smoke ); savefile->ReadInt( smokeTime ); #ifdef _D3XP savefile->ReadInt( nextSoundTime ); #endif //bc savefile->ReadInt(frozen); savefile->ReadVec3(originalPosition); savefile->ReadMat3(originalAngle); forcefieldIgnore.Restore(savefile); savefile->ReadBool(touchTriggers); savefile->ReadInt(nextGravityCheck); savefile->ReadBool(lastGravityState); savefile->ReadInt(maxSmackCount); savefile->ReadInt(smackCount); } /* ================ idMoveableItem::Spawn ================ */ void idMoveableItem::Spawn( void ) { idTraceModel trm; float density, friction, bouncyness, tsize; idStr clipModelName; idBounds bounds; #ifdef _D3XP SetTimeState ts( timeGroup ); #endif //bc touchTriggers = spawnArgs.GetBool("touchTriggers", "0"); nextGravityCheck = 0; lastGravityState = 0; // create a trigger for item pickup spawnArgs.GetFloat( "triggersize", "16.0", tsize ); trigger = new idClipModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) ); trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() ); //trigger->SetContents( CONTENTS_TRIGGER ); //BC remove trigger pickup box. trigger->SetContents( 0 ); // check if a clip model is set spawnArgs.GetString( "clipmodel", "", clipModelName ); if ( !clipModelName[0] ) { clipModelName = spawnArgs.GetString( "model" ); // use the visual model } // load the trace model if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) { gameLocal.Error( "idMoveableItem '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() ); return; } // if the model should be shrinked if ( spawnArgs.GetBool( "clipshrink" ) ) { trm.Shrink( CM_CLIP_EPSILON ); } // get rigid body properties spawnArgs.GetFloat( "density", "0.5", density ); density = idMath::ClampFloat( 0.001f, 1000.0f, density ); spawnArgs.GetFloat( "friction", "0.05", friction ); friction = idMath::ClampFloat( 0.0f, 1.0f, friction ); spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness ); bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness ); // setup the physics physicsObj.SetSelf( this ); physicsObj.SetClipModel( new idClipModel( trm ), density ); physicsObj.SetOrigin( GetPhysics()->GetOrigin() ); physicsObj.SetAxis( GetPhysics()->GetAxis() ); physicsObj.SetBouncyness( bouncyness ); physicsObj.SetFriction( 0.6f, 0.6f, friction ); physicsObj.SetGravity( idVec3( 0, 0, spawnArgs.GetInt("gravity", "-1066" ) ) ); //physicsObj.SetGravity( gameLocal.GetGravity() ); physicsObj.SetContents( CONTENTS_RENDERMODEL ); physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP ); SetPhysics( &physicsObj ); smoke = NULL; smokeTime = 0; #ifdef _D3XP nextSoundTime = gameLocal.time + 700; //BC just-spawned items do not immediately make clatter noise or break glass. #endif const char *smokeName = spawnArgs.GetString( "smoke_trail" ); if ( *smokeName != '\0' ) { smoke = static_cast( declManager->FindType( DECL_PARTICLE, smokeName ) ); smokeTime = gameLocal.time; BecomeActive( TH_UPDATEPARTICLES ); } #ifdef CTF repeatSmoke = spawnArgs.GetBool( "repeatSmoke", "0" ); #endif //bc smackCount = 0; maxSmackCount = spawnArgs.GetInt("smackcount", "0"); this->originalPosition = this->GetPhysics()->GetOrigin(); this->originalAngle = this->GetPhysics()->GetAxis(); this->forcefieldIgnore = NULL; //frozen 0 = not frozen. 1 = is frozen. 2 = WAS frozen, but has been picked up, mark for reset during level reset. frozen = spawnArgs.GetInt("frozen", "0"); if (gameLocal.world->spawnArgs.GetBool("vacuum", "0")) { BecomeActive(TH_THINK); } //bc idle sound. StartSound( "snd_idle", SND_CHANNEL_ITEM, 0, false, NULL ); } void idMoveableItem::Event_setFrozen(int value) { frozen = value; } void idMoveableItem::Event_updategravity( void ) { nextGravityCheck = 0; } void idMoveableItem::Event_ToggleTrail( int value ) { if (value > 0) { BecomeActive( TH_UPDATEPARTICLES ); } else { BecomeInactive( TH_UPDATEPARTICLES ); } } /* ================ idMoveableItem::Think ================ */ void idMoveableItem::Think( void ) { //BC 12-20-2013 Things move differently in a vacuum. if (gameLocal.time > nextGravityCheck && gameLocal.world->spawnArgs.GetBool("vacuum", "0")) { bool newAirless = false; nextGravityCheck = gameLocal.time + 200; if ( gameLocal.vacuumAreaNum != -1 ) { int num = GetNumPVSAreas(); if ( num > 0 ) { int areaNum; // if the player box spans multiple areas, get the area from the origin point instead, // otherwise a rotating player box may poke into an outside area if ( num == 1 ) { const int *pvsAreas = GetPVSAreas(); areaNum = pvsAreas[0]; } else { areaNum = gameRenderWorld->PointInArea( this->GetPhysics()->GetOrigin() ); } newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR ); } } if (newAirless != lastGravityState) { //state has changed. if (newAirless) { physicsObj.SetGravity( vec3_zero ); //If object is still, then make it float. Else, inherit current velocity. idVec3 curVel = physicsObj.GetLinearVelocity(); if (curVel.Length() <= 0) { physicsObj.SetLinearVelocity(idVec3(0,0,GRAVITYFLOATSPEED)); //nudge upward when gravity turns off. physicsObj.SetAngularVelocity( idVec3(gameLocal.random.CRandomFloat() * GRAVITYFLOATANGULAR,gameLocal.random.CRandomFloat() * GRAVITYFLOATANGULAR,gameLocal.random.CRandomFloat() * GRAVITYFLOATANGULAR)); } } else { physicsObj.SetGravity( gameLocal.GetGravity() ); //return to normal gravity. //physicsObj.SetLinearVelocity(idVec3(0,0,-1024)); //SetPhysics( &physicsObj ); } lastGravityState = newAirless; } } if (frozen == 0 || frozen == 2) { RunPhysics(); } if (touchTriggers) { TouchTriggers(); } if ( thinkFlags & TH_PHYSICS ) { // update trigger position trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity ); } if ( thinkFlags & TH_UPDATEPARTICLES ) { if ( !gameLocal.smokeParticles->EmitSmoke( smoke, smokeTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ ) ) { #ifdef CTF if ( !repeatSmoke ) { smokeTime = 0; BecomeInactive( TH_UPDATEPARTICLES ); } else { smokeTime = gameLocal.time; } #else smokeTime = 0; BecomeInactive( TH_UPDATEPARTICLES ); #endif } } Present(); } #ifdef _D3XP /* ================= idMoveableItem::Collide ================= */ bool idMoveableItem::Collide( const trace_t &collision, const idVec3 &velocity ) { float v, f; int smackValue; v = -( velocity * collision.c.normal ); smackValue = spawnArgs.GetInt( "smack", "0" ); if ( smackValue > 0 && v > smackValue ) { //item is being Smacked. Check if Smacked item is being held. idPlayer *localplayer = gameLocal.GetLocalPlayer(); int frobnum = -1; if (localplayer->pickerState >= 2) { frobnum = localplayer->pickerWeapon.dragEnt.GetEntity()->entityNumber; } if (frobnum != this->entityNumber) { localplayer->UseFrob( this, "onSmack" ); if (maxSmackCount != 0) { bool shouldDraw = false; if (maxSmackCount < 0) { shouldDraw = true; } else { if (smackCount < maxSmackCount) { shouldDraw = true; } } if (shouldDraw) { gameLocal.ProjectDecal( collision.c.point, -collision.c.normal, 0.5f, true, spawnArgs.GetInt("smacksize","16"), spawnArgs.GetString("mtr_smack") ); smackCount++; } } } } //bc if object hits surface, then frob it. i.e. for soap dispensers. int frobSmack = spawnArgs.GetInt("frobsmack", "0"); if (frobSmack > 0 && v >= frobSmack) { //common->Printf("v = %f\n", v); idPlayer *localplayer = gameLocal.GetLocalPlayer(); localplayer->UseFrob( this, "onFrob" ); } if ( v > 40 && gameLocal.time > nextSoundTime ) { idEntity *ent; idPlayer *localplayer = gameLocal.GetLocalPlayer(); int frobnum = -1; if (localplayer->pickerState >= 2) { if (localplayer->pickerWeapon.dragEnt.IsValid()) { frobnum = localplayer->pickerWeapon.dragEnt.GetEntity()->entityNumber; } } f = v > 200 ? 1.0f : idMath::Sqrt( v - 80 ) * 0.091f; //play bounce sound only after a short grace period after game start, so that stuff settling down doesn't make such a clatter. if (gameLocal.time >= 2000) { if ( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL )) { // don't set the volume unless there is a bounce sound as it overrides the entire channel // which causes footsteps on ai's to not honor their shader parms SetSoundVolume( f ); } } //BC particle effect. const char *smokeName = spawnArgs.GetString( "smoke_bounce" ); if ( *smokeName != '\0' ) { const idDeclParticle *smokeFly = NULL; smokeFly = static_cast( declManager->FindType( DECL_PARTICLE, smokeName ) ); if (smokeFly) { gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, 0, collision.endpos, collision.endAxis, timeGroup ); } } nextSoundTime = gameLocal.time + 300; if (frobnum != this->entityNumber) { ent = gameLocal.entities[ collision.c.entityNum ]; if ( ent ) { if (ent->IsType( idBrittleFracture::Type )) { ent->AddForce(this, this->entityNumber, collision.endpos, collision.c.normal); } else if (ent->IsType( idQGlass::Type )) { ent->AddForce(this, this->entityNumber, collision.endpos, collision.c.normal); } else if (ent->IsType( idTrembler::Type)) { static_cast< idTrembler * >( ent )->Event_Touch(NULL, NULL); } } } } return false; } #endif /* ================ idMoveableItem::Pickup ================ */ bool idMoveableItem::Pickup( idPlayer *player ) { bool ret = idItem::Pickup( player ); if ( ret ) { trigger->SetContents( 0 ); } return ret; } /* ================ idMoveableItem::DropItem ================ */ idEntity *idMoveableItem::DropItem( const char *classname, const idVec3 &origin, const idMat3 &axis, const idVec3 &velocity, int activateDelay, int removeDelay ) { idDict args; idEntity *item; args.Set( "classname", classname ); args.Set( "dropped", "1" ); // we sometimes drop idMoveables here, so set 'nodrop' to 1 so that it doesn't get put on the floor args.Set( "nodrop", "1" ); if ( activateDelay ) { args.SetBool( "triggerFirst", true ); } gameLocal.SpawnEntityDef( args, &item ); if ( item ) { // set item position item->GetPhysics()->SetOrigin( origin ); item->GetPhysics()->SetAxis( axis ); item->GetPhysics()->SetLinearVelocity( velocity ); item->UpdateVisuals(); if ( activateDelay ) { item->PostEventMS( &EV_Activate, activateDelay, item ); } if ( !removeDelay ) { removeDelay = 5 * 60 * 1000; } // always remove a dropped item after 5 minutes in case it dropped to an unreachable location item->PostEventMS( &EV_Remove, removeDelay ); } return item; } /* ================ idMoveableItem::DropItems The entity should have the following key/value pairs set: "def_dropItem" "item def" "dropItemJoint" "joint name" "dropItemRotation" "pitch yaw roll" "dropItemOffset" "x y z" "skin_drop" "skin name" To drop multiple items the following key/value pairs can be used: "def_dropItem" "item def" "dropItemJoint" "joint name" "dropItemRotation" "pitch yaw roll" "dropItemOffset" "x y z" where is an aribtrary string. ================ */ void idMoveableItem::DropItems( idAnimatedEntity *ent, const char *type, idList *list ) { const idKeyValue *kv; const char *skinName, *c, *jointName; idStr key, key2; idVec3 origin; idMat3 axis; idAngles angles; const idDeclSkin *skin; jointHandle_t joint; idEntity *item; // drop all items kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), NULL ); while ( kv ) { c = kv->GetKey().c_str() + kv->GetKey().Length(); if ( idStr::Icmp( c - 5, "Joint" ) != 0 && idStr::Icmp( c - 8, "Rotation" ) != 0 ) { key = kv->GetKey().c_str() + 4; key2 = key; key += "Joint"; key2 += "Offset"; jointName = ent->spawnArgs.GetString( key ); joint = ent->GetAnimator()->GetJointHandle( jointName ); if ( !ent->GetJointWorldTransform( joint, gameLocal.time, origin, axis ) ) { gameLocal.Warning( "%s refers to invalid joint '%s' on entity '%s'\n", key.c_str(), jointName, ent->name.c_str() ); origin = ent->GetPhysics()->GetOrigin(); axis = ent->GetPhysics()->GetAxis(); } if ( g_dropItemRotation.GetString()[0] ) { angles.Zero(); sscanf( g_dropItemRotation.GetString(), "%f %f %f", &angles.pitch, &angles.yaw, &angles.roll ); } else { key = kv->GetKey().c_str() + 4; key += "Rotation"; ent->spawnArgs.GetAngles( key, "0 0 0", angles ); } axis = angles.ToMat3() * axis; origin += ent->spawnArgs.GetVector( key2, "0 0 0" ); item = DropItem( kv->GetValue(), origin, axis, vec3_origin, 0, 0 ); if ( list && item ) { list->Append( item ); } } kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), kv ); } // change the skin to hide all items skinName = ent->spawnArgs.GetString( va( "skin_drop%s", type ) ); if ( skinName[0] ) { skin = declManager->FindSkin( skinName ); ent->SetSkin( skin ); } } /* ====================== idMoveableItem::WriteToSnapshot ====================== */ void idMoveableItem::WriteToSnapshot( idBitMsgDelta &msg ) const { physicsObj.WriteToSnapshot( msg ); } /* ====================== idMoveableItem::ReadFromSnapshot ====================== */ void idMoveableItem::ReadFromSnapshot( const idBitMsgDelta &msg ) { physicsObj.ReadFromSnapshot( msg ); if ( msg.HasChanged() ) { UpdateVisuals(); } } /* ============ idMoveableItem::Gib ============ */ void idMoveableItem::Gib( const idVec3 &dir, const char *damageDefName ) { // spawn smoke puff const char *smokeName = spawnArgs.GetString( "smoke_gib" ); if ( *smokeName != '\0' ) { const idDeclParticle *smoke = static_cast( declManager->FindType( DECL_PARTICLE, smokeName ) ); gameLocal.smokeParticles->EmitSmoke( smoke, gameLocal.time, gameLocal.random.CRandomFloat(), renderEntity.origin, renderEntity.axis, timeGroup /*_D3XP*/ ); } // remove the entity PostEventMS( &EV_Remove, 0 ); } /* ================ idMoveableItem::Event_DropToFloor ================ */ void idMoveableItem::Event_DropToFloor( void ) { // the physics will drop the moveable to the floor } /* ============ idMoveableItem::Event_Gib ============ */ void idMoveableItem::Event_Gib( const char *damageDefName ) { Gib( idVec3( 0, 0, 1 ), damageDefName ); } /* =============================================================================== idMoveablePDAItem =============================================================================== */ CLASS_DECLARATION( idMoveableItem, idMoveablePDAItem ) END_CLASS /* ================ idMoveablePDAItem::GiveToPlayer ================ */ bool idMoveablePDAItem::GiveToPlayer(idPlayer *player) { const char *str = spawnArgs.GetString( "pda_name" ); if ( player ) { player->GivePDA( str, &spawnArgs ); } return true; } /* =============================================================================== idItemRemover =============================================================================== */ CLASS_DECLARATION( idEntity, idItemRemover ) EVENT( EV_Activate, idItemRemover::Event_Trigger ) END_CLASS /* ================ idItemRemover::Spawn ================ */ void idItemRemover::Spawn( void ) { } /* ================ idItemRemover::RemoveItem ================ */ void idItemRemover::RemoveItem( idPlayer *player ) { const char *remove; remove = spawnArgs.GetString( "remove" ); player->RemoveInventoryItem( remove ); } /* ================ idItemRemover::Event_Trigger ================ */ void idItemRemover::Event_Trigger( idEntity *activator ) { if ( activator->IsType( idPlayer::Type ) ) { RemoveItem( static_cast(activator) ); } } /* =============================================================================== idObjectiveComplete =============================================================================== */ CLASS_DECLARATION( idItemRemover, idObjectiveComplete ) EVENT( EV_Activate, idObjectiveComplete::Event_Trigger ) EVENT( EV_HideObjective, idObjectiveComplete::Event_HideObjective ) EVENT( EV_GetPlayerPos, idObjectiveComplete::Event_GetPlayerPos ) END_CLASS /* ================ idObjectiveComplete::idObjectiveComplete ================ */ idObjectiveComplete::idObjectiveComplete() { playerPos.Zero(); } /* ================ idObjectiveComplete::Save ================ */ void idObjectiveComplete::Save( idSaveGame *savefile ) const { savefile->WriteVec3( playerPos ); } /* ================ idObjectiveComplete::Restore ================ */ void idObjectiveComplete::Restore( idRestoreGame *savefile ) { savefile->ReadVec3( playerPos ); } /* ================ idObjectiveComplete::Spawn ================ */ void idObjectiveComplete::Spawn( void ) { spawnArgs.SetBool( "objEnabled", false ); Hide(); } /* ================ idObjectiveComplete::Event_Trigger ================ */ void idObjectiveComplete::Event_Trigger( idEntity *activator ) { if ( !spawnArgs.GetBool( "objEnabled" ) ) { return; } idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { RemoveItem( player ); if ( spawnArgs.GetString( "inv_objective", NULL ) ) { if ( player->hud ) { player->hud->SetStateString( "objective", "2"); player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) ); #ifdef _D3XP player->hud->SetStateString( "objectivecompletetitle", spawnArgs.GetString( "objectivetitle" ) ); #else player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) ); #endif player->CompleteObjective( spawnArgs.GetString( "objectivetitle" ) ); PostEventMS( &EV_GetPlayerPos, 2000 ); } } } } /* ================ idObjectiveComplete::Event_GetPlayerPos ================ */ void idObjectiveComplete::Event_GetPlayerPos() { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { playerPos = player->GetPhysics()->GetOrigin(); PostEventMS( &EV_HideObjective, 100, player ); } } /* ================ idObjectiveComplete::Event_HideObjective ================ */ void idObjectiveComplete::Event_HideObjective( idEntity *e ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { idVec3 v = player->GetPhysics()->GetOrigin(); v -= playerPos; if ( v.Length() > 64.0f ) { player->hud->HandleNamedEvent( "closeObjective" ); PostEventMS( &EV_Remove, 0 ); } else { PostEventMS( &EV_HideObjective, 100, player ); } } }