quadrilateralcowboy/d3xp/Item.cpp

2460 lines
58 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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( "<dropToFloor>" );
const idEventDef EV_RespawnItem( "respawn" );
const idEventDef EV_RespawnFx( "<respawnFx>" );
const idEventDef EV_GetPlayerPos( "<getplayerpos>" );
const idEventDef EV_HideObjective( "<hideobjective>", "e" );
const idEventDef EV_CamShot( "<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<idItem *>(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<idPlayer *>(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<idPlayer *>( 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<idPlayer *>(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<idPlayer*>( 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<idPhysics_RigidBody *>( 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<idPlayer *>( 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<idPlayer *>( 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<const idDeclParticle *>( 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<const idDeclParticle *>( 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_drop<type>Item" "item def"
"drop<type>ItemJoint" "joint name"
"drop<type>ItemRotation" "pitch yaw roll"
"drop<type>ItemOffset" "x y z"
"skin_drop<type>" "skin name"
To drop multiple items the following key/value pairs can be used:
"def_drop<type>Item<X>" "item def"
"drop<type>Item<X>Joint" "joint name"
"drop<type>Item<X>Rotation" "pitch yaw roll"
"drop<type>Item<X>Offset" "x y z"
where <X> is an aribtrary string.
================
*/
void idMoveableItem::DropItems( idAnimatedEntity *ent, const char *type, idList<idEntity *> *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<const idDeclParticle *>( 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<idPlayer *>(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 );
}
}
}