mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
657 lines
26 KiB
C++
657 lines
26 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_ENTITY_H__
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#define __GAME_ENTITY_H__
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/*
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===============================================================================
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Game entity base class.
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===============================================================================
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*/
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static const int DELAY_DORMANT_TIME = 3000;
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extern const idEventDef EV_PostSpawn;
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extern const idEventDef EV_FindTargets;
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extern const idEventDef EV_Touch;
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extern const idEventDef EV_Use;
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extern const idEventDef EV_Activate;
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extern const idEventDef EV_ActivateTargets;
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extern const idEventDef EV_Hide;
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extern const idEventDef EV_Show;
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extern const idEventDef EV_GetShaderParm;
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extern const idEventDef EV_SetShaderParm;
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extern const idEventDef EV_SetOwner;
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extern const idEventDef EV_GetAngles;
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extern const idEventDef EV_SetAngles;
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extern const idEventDef EV_SetLinearVelocity;
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extern const idEventDef EV_SetAngularVelocity;
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extern const idEventDef EV_SetSkin;
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extern const idEventDef EV_StartSoundShader;
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extern const idEventDef EV_StopSound;
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extern const idEventDef EV_CacheSoundShader;
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// Think flags
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enum {
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TH_ALL = -1,
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TH_THINK = 1, // run think function each frame
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TH_PHYSICS = 2, // run physics each frame
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TH_ANIMATE = 4, // update animation each frame
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TH_UPDATEVISUALS = 8, // update renderEntity
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TH_UPDATEPARTICLES = 16
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};
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//
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// Signals
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// make sure to change script/doom_defs.script if you add any, or change their order
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//
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typedef enum {
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SIG_TOUCH, // object was touched
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SIG_USE, // object was used
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SIG_TRIGGER, // object was activated
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SIG_REMOVED, // object was removed from the game
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SIG_DAMAGE, // object was damaged
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SIG_BLOCKED, // object was blocked
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SIG_MOVER_POS1, // mover at position 1 (door closed)
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SIG_MOVER_POS2, // mover at position 2 (door open)
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SIG_MOVER_1TO2, // mover changing from position 1 to 2
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SIG_MOVER_2TO1, // mover changing from position 2 to 1
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NUM_SIGNALS
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} signalNum_t;
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// FIXME: At some point we may want to just limit it to one thread per signal, but
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// for now, I'm allowing multiple threads. We should reevaluate this later in the project
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#define MAX_SIGNAL_THREADS 16 // probably overkill, but idList uses a granularity of 16
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struct signal_t {
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int threadnum;
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const function_t *function;
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};
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class signalList_t {
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public:
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idList<signal_t> signal[ NUM_SIGNALS ];
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};
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class idEntity : public idClass {
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public:
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static const int MAX_PVS_AREAS = 4;
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int entityNumber; // index into the entity list
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int entityDefNumber; // index into the entity def list
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idLinkList<idEntity> spawnNode; // for being linked into spawnedEntities list
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idLinkList<idEntity> activeNode; // for being linked into activeEntities list
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idLinkList<idEntity> snapshotNode; // for being linked into snapshotEntities list
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int snapshotSequence; // last snapshot this entity was in
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int snapshotBits; // number of bits this entity occupied in the last snapshot
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idStr name; // name of entity
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idDict spawnArgs; // key/value pairs used to spawn and initialize entity
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idScriptObject scriptObject; // contains all script defined data for this entity
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int thinkFlags; // TH_? flags
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int dormantStart; // time that the entity was first closed off from player
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bool cinematic; // during cinematics, entity will only think if cinematic is set
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renderView_t * renderView; // for camera views from this entity
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idEntity * cameraTarget; // any remoteRenderMap shaders will use this
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idList< idEntityPtr<idEntity> > targets; // when this entity is activated these entities entity are activated
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int health; // FIXME: do all objects really need health?
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struct entityFlags_s {
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bool notarget :1; // if true never attack or target this entity
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bool noknockback :1; // if true no knockback from hits
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bool takedamage :1; // if true this entity can be damaged
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bool hidden :1; // if true this entity is not visible
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bool bindOrientated :1; // if true both the master orientation is used for binding
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bool solidForTeam :1; // if true this entity is considered solid when a physics team mate pushes entities
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bool forcePhysicsUpdate :1; // if true always update from the physics whether the object moved or not
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bool selected :1; // if true the entity is selected for editing
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bool neverDormant :1; // if true the entity never goes dormant
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bool isDormant :1; // if true the entity is dormant
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bool hasAwakened :1; // before a monster has been awakened the first time, use full PVS for dormant instead of area-connected
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bool networkSync :1; // if true the entity is synchronized over the network
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bool grabbed :1; // if true object is currently being grabbed
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} fl;
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#ifdef _D3XP
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int timeGroup;
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bool noGrab;
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//bc public
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bool isFrobbable;
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int uiAlarmTimer;
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int uiHackTimer;
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int lastThrowTime;
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void Event_ClearCameraTarget( void );
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renderEntity_t xrayEntity;
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qhandle_t xrayEntityHandle;
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const idDeclSkin * xraySkin;
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void DetermineTimeGroup( bool slowmo );
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void SetGrabbedState( bool grabbed );
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bool IsGrabbed();
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#endif
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//moved to public.
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void Event_SetGui( int guiNum, const char *guiName);
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public:
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ABSTRACT_PROTOTYPE( idEntity );
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idEntity();
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~idEntity();
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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const char * GetEntityDefName( void ) const;
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void SetName( const char *name );
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const char * GetName( void ) const;
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virtual void UpdateChangeableSpawnArgs( const idDict *source );
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// clients generate views based on all the player specific options,
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// cameras have custom code, and everything else just uses the axis orientation
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virtual renderView_t * GetRenderView();
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// thinking
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virtual void Think( void );
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bool CheckDormant( void ); // dormant == on the active list, but out of PVS
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virtual void DormantBegin( void ); // called when entity becomes dormant
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virtual void DormantEnd( void ); // called when entity wakes from being dormant
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bool IsActive( void ) const;
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void BecomeActive( int flags );
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void BecomeInactive( int flags );
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void UpdatePVSAreas( const idVec3 &pos );
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// visuals
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virtual void Present( void );
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virtual renderEntity_t *GetRenderEntity( void );
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virtual int GetModelDefHandle( void );
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virtual void SetModel( const char *modelname );
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void SetSkin( const idDeclSkin *skin );
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const idDeclSkin * GetSkin( void ) const;
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void SetShaderParm( int parmnum, float value );
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virtual void SetColor( float red, float green, float blue );
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virtual void SetColor( const idVec3 &color );
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virtual void GetColor( idVec3 &out ) const;
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virtual void SetColor( const idVec4 &color );
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virtual void GetColor( idVec4 &out ) const;
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virtual void FreeModelDef( void );
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virtual void FreeLightDef( void );
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virtual void Hide( void );
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virtual void Show( void );
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bool IsHidden( void ) const;
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void UpdateVisuals( void );
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void UpdateModel( void );
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void UpdateModelTransform( void );
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virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
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int GetNumPVSAreas( void );
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const int * GetPVSAreas( void );
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void ClearPVSAreas( void );
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bool PhysicsTeamInPVS( pvsHandle_t pvsHandle );
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// animation
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virtual bool UpdateAnimationControllers( void );
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bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView );
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static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
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virtual idAnimator * GetAnimator( void ); // returns animator object used by this entity
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// sound
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virtual bool CanPlayChatterSounds( void ) const;
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bool StartSound( const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
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bool StartSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
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void StopSound( const s_channelType channel, bool broadcast ); // pass SND_CHANNEL_ANY to stop all sounds
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void SetSoundVolume( float volume );
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void UpdateSound( void );
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int GetListenerId( void ) const;
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idSoundEmitter * GetSoundEmitter( void ) const;
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void FreeSoundEmitter( bool immediate );
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// entity binding
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virtual void PreBind( void );
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virtual void PostBind( void );
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virtual void PreUnbind( void );
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virtual void PostUnbind( void );
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void JoinTeam( idEntity *teammember );
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void Bind( idEntity *master, bool orientated );
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void BindToJoint( idEntity *master, const char *jointname, bool orientated );
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void BindToJoint( idEntity *master, jointHandle_t jointnum, bool orientated );
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void BindToBody( idEntity *master, int bodyId, bool orientated );
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void Unbind( void );
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bool IsBound( void ) const;
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bool IsBoundTo( idEntity *master ) const;
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idEntity * GetBindMaster( void ) const;
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jointHandle_t GetBindJoint( void ) const;
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int GetBindBody( void ) const;
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idEntity * GetTeamMaster( void ) const;
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idEntity * GetNextTeamEntity( void ) const;
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void ConvertLocalToWorldTransform( idVec3 &offset, idMat3 &axis );
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idVec3 GetLocalVector( const idVec3 &vec ) const;
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idVec3 GetLocalCoordinates( const idVec3 &vec ) const;
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idVec3 GetWorldVector( const idVec3 &vec ) const;
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idVec3 GetWorldCoordinates( const idVec3 &vec ) const;
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bool GetMasterPosition( idVec3 &masterOrigin, idMat3 &masterAxis ) const;
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void GetWorldVelocities( idVec3 &linearVelocity, idVec3 &angularVelocity ) const;
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// physics
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// set a new physics object to be used by this entity
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void SetPhysics( idPhysics *phys );
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// get the physics object used by this entity
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idPhysics * GetPhysics( void ) const;
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// restore physics pointer for save games
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void RestorePhysics( idPhysics *phys );
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// run the physics for this entity
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bool RunPhysics( void );
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// set the origin of the physics object (relative to bindMaster if not NULL)
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void SetOrigin( const idVec3 &org );
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// set the axis of the physics object (relative to bindMaster if not NULL)
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void SetAxis( const idMat3 &axis );
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// use angles to set the axis of the physics object (relative to bindMaster if not NULL)
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void SetAngles( const idAngles &ang );
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// get the floor position underneath the physics object
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bool GetFloorPos( float max_dist, idVec3 &floorpos ) const;
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// retrieves the transformation going from the physics origin/axis to the visual origin/axis
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virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
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// retrieves the transformation going from the physics origin/axis to the sound origin/axis
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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// called from the physics object when colliding, should return true if the physics simulation should stop
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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// retrieves impact information, 'ent' is the entity retrieving the info
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virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
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// apply an impulse to the physics object, 'ent' is the entity applying the impulse
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virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
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// add a force to the physics object, 'ent' is the entity adding the force
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virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
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// activate the physics object, 'ent' is the entity activating this entity
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virtual void ActivatePhysics( idEntity *ent );
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// returns true if the physics object is at rest
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virtual bool IsAtRest( void ) const;
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// returns the time the physics object came to rest
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virtual int GetRestStartTime( void ) const;
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// add a contact entity
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virtual void AddContactEntity( idEntity *ent );
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// remove a touching entity
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virtual void RemoveContactEntity( idEntity *ent );
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// damage
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// returns true if this entity can be damaged from the given origin
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virtual bool CanDamage( const idVec3 &origin, idVec3 &damagePoint ) const;
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// applies damage to this entity
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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// adds a damage effect like overlays, blood, sparks, debris etc.
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virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
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// callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
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virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
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// notifies this entity that it is in pain
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virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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// notifies this entity that is has been killed
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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// scripting
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virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
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virtual idThread * ConstructScriptObject( void );
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virtual void DeconstructScriptObject( void );
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void SetSignal( signalNum_t signalnum, idThread *thread, const function_t *function );
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void ClearSignal( idThread *thread, signalNum_t signalnum );
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void ClearSignalThread( signalNum_t signalnum, idThread *thread );
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bool HasSignal( signalNum_t signalnum ) const;
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void Signal( signalNum_t signalnum );
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void SignalEvent( idThread *thread, signalNum_t signalnum );
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// gui
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void TriggerGuis( void );
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bool HandleGuiCommands( idEntity *entityGui, const char *cmds );
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virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
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// targets
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void FindTargets( void );
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void RemoveNullTargets( void );
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void ActivateTargets( idEntity *activator ) const;
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// misc
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virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
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bool TouchTriggers( void ) const;
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idCurve_Spline<idVec3> *GetSpline( void ) const;
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virtual void ShowEditingDialog( void );
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enum {
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EVENT_STARTSOUNDSHADER,
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EVENT_STOPSOUNDSHADER,
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EVENT_MAXEVENTS
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};
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virtual void ClientPredictionThink( void );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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virtual bool ServerReceiveEvent( int event, int time, const idBitMsg &msg );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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void WriteBindToSnapshot( idBitMsgDelta &msg ) const;
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void ReadBindFromSnapshot( const idBitMsgDelta &msg );
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void WriteColorToSnapshot( idBitMsgDelta &msg ) const;
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void ReadColorFromSnapshot( const idBitMsgDelta &msg );
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void WriteGUIToSnapshot( idBitMsgDelta &msg ) const;
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void ReadGUIFromSnapshot( const idBitMsgDelta &msg );
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void ServerSendEvent( int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient ) const;
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void ClientSendEvent( int eventId, const idBitMsg *msg ) const;
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protected:
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renderEntity_t renderEntity; // used to present a model to the renderer
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int modelDefHandle; // handle to static renderer model
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refSound_t refSound; // used to present sound to the audio engine
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private:
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idPhysics_Static defaultPhysicsObj; // default physics object
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idPhysics * physics; // physics used for this entity
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idEntity * bindMaster; // entity bound to if unequal NULL
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jointHandle_t bindJoint; // joint bound to if unequal INVALID_JOINT
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int bindBody; // body bound to if unequal -1
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idEntity * teamMaster; // master of the physics team
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idEntity * teamChain; // next entity in physics team
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int numPVSAreas; // number of renderer areas the entity covers
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int PVSAreas[MAX_PVS_AREAS]; // numbers of the renderer areas the entity covers
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signalList_t * signals;
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int mpGUIState; // local cache to avoid systematic SetStateInt
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private:
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void FixupLocalizedStrings();
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bool DoDormantTests( void ); // dormant == on the active list, but out of PVS
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// physics
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// initialize the default physics
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void InitDefaultPhysics( const idVec3 &origin, const idMat3 &axis );
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// update visual position from the physics
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void UpdateFromPhysics( bool moveBack );
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// entity binding
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bool InitBind( idEntity *master ); // initialize an entity binding
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void FinishBind( void ); // finish an entity binding
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void RemoveBinds( void ); // deletes any entities bound to this object
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void QuitTeam( void ); // leave the current team
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void UpdatePVSAreas( void );
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// events
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void Event_GetName( void );
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void Event_SetName( const char *name );
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void Event_FindTargets( void );
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void Event_ActivateTargets( idEntity *activator );
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void Event_NumTargets( void );
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void Event_GetTarget( float index );
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void Event_RandomTarget( const char *ignore );
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void Event_Bind( idEntity *master );
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void Event_BindPosition( idEntity *master );
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void Event_BindToJoint( idEntity *master, const char *jointname, float orientated );
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void Event_Unbind( void );
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void Event_RemoveBinds( void );
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void Event_SpawnBind( void );
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void Event_SetOwner( idEntity *owner );
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void Event_SetModel( const char *modelname );
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void Event_SetSkin( const char *skinname );
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void Event_GetShaderParm( int parmnum );
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void Event_SetShaderParm( int parmnum, float value );
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void Event_SetShaderParms( float parm0, float parm1, float parm2, float parm3 );
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void Event_SetColor( float red, float green, float blue );
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void Event_GetColor( void );
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void Event_IsHidden( void );
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void Event_Hide( void );
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void Event_Show( void );
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void Event_CacheSoundShader( const char *soundName );
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void Event_StartSoundShader( const char *soundName, int channel );
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void Event_StopSound( int channel, int netSync );
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void Event_StartSound( const char *soundName, int channel, int netSync );
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void Event_FadeSound( int channel, float to, float over );
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void Event_GetWorldOrigin( void );
|
|
void Event_SetWorldOrigin( idVec3 const &org );
|
|
void Event_GetOrigin( void );
|
|
void Event_SetOrigin( const idVec3 &org );
|
|
void Event_GetAngles( void );
|
|
void Event_SetAngles( const idAngles &ang );
|
|
void Event_SetLinearVelocity( const idVec3 &velocity );
|
|
void Event_GetLinearVelocity( void );
|
|
void Event_SetAngularVelocity( const idVec3 &velocity );
|
|
void Event_GetAngularVelocity( void );
|
|
void Event_SetSize( const idVec3 &mins, const idVec3 &maxs );
|
|
void Event_GetSize( void );
|
|
void Event_GetMins( void );
|
|
void Event_GetMaxs( void );
|
|
void Event_Touches( idEntity *ent );
|
|
void Event_SetGuiParm( const char *key, const char *val );
|
|
void Event_SetGuiFloat( const char *key, float f );
|
|
void Event_GetNextKey( const char *prefix, const char *lastMatch );
|
|
void Event_SetKey( const char *key, const char *value );
|
|
void Event_GetKey( const char *key );
|
|
void Event_GetIntKey( const char *key );
|
|
void Event_GetFloatKey( const char *key );
|
|
void Event_GetVectorKey( const char *key );
|
|
void Event_GetEntityKey( const char *key );
|
|
void Event_RestorePosition( void );
|
|
void Event_UpdateCameraTarget( void );
|
|
void Event_DistanceTo( idEntity *ent );
|
|
void Event_DistanceToPoint( const idVec3 &point );
|
|
void Event_StartFx( const char *fx );
|
|
void Event_WaitFrame( void );
|
|
void Event_Wait( float time );
|
|
void Event_HasFunction( const char *name );
|
|
void Event_CallFunction( const char *name );
|
|
void Event_CallFunctionArg( const char *name, int arg );
|
|
void Event_SetNeverDormant( int enable );
|
|
|
|
void Event_SetFrobbable( int enable );//bc
|
|
void Event_SetSolid( int enable );
|
|
void Event_deck_print( const char *text );
|
|
void Event_deck_printline( const char *text );
|
|
void Event_SetClipModel( const char *clipModelName );
|
|
|
|
//bc flite
|
|
//void Event_flitespeech( const char *text );
|
|
|
|
void Event_deck_cls( void );
|
|
void Event_SetCameraTarget( idEntity *ent );
|
|
|
|
void Event_getNearestEnemy();
|
|
void Event_canSeeEntity( idEntity *ent );
|
|
bool CanSeeEntity( idEntity *ent );
|
|
void Event_GetIndex( void );
|
|
|
|
#ifdef _D3XP
|
|
|
|
void Event_PrecacheGui( const char *guiName );
|
|
void Event_GetGuiParm(int guiNum, const char *key);
|
|
void Event_GetGuiParmFloat(int guiNum, const char *key);
|
|
void Event_GuiNamedEvent(int guiNum, const char *event);
|
|
#endif
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Animated entity base class.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
typedef struct damageEffect_s {
|
|
jointHandle_t jointNum;
|
|
idVec3 localOrigin;
|
|
idVec3 localNormal;
|
|
int time;
|
|
const idDeclParticle* type;
|
|
struct damageEffect_s * next;
|
|
} damageEffect_t;
|
|
|
|
class idAnimatedEntity : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idAnimatedEntity );
|
|
|
|
idAnimatedEntity();
|
|
~idAnimatedEntity();
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
virtual void ClientPredictionThink( void );
|
|
virtual void Think( void );
|
|
|
|
void UpdateAnimation( void );
|
|
|
|
virtual idAnimator * GetAnimator( void );
|
|
virtual void SetModel( const char *modelname );
|
|
|
|
bool GetJointWorldTransform( jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis );
|
|
bool GetJointTransformForAnim( jointHandle_t jointHandle, int animNum, int currentTime, idVec3 &offset, idMat3 &axis ) const;
|
|
|
|
virtual int GetDefaultSurfaceType( void ) const;
|
|
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
|
|
void AddLocalDamageEffect( jointHandle_t jointNum, const idVec3 &localPoint, const idVec3 &localNormal, const idVec3 &localDir, const idDeclEntityDef *def, const idMaterial *collisionMaterial );
|
|
void UpdateDamageEffects( void );
|
|
|
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
|
|
|
enum {
|
|
EVENT_ADD_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS,
|
|
EVENT_MAXEVENTS
|
|
};
|
|
|
|
//BC
|
|
int Event_PlayAnim( const char* animname, int animBlendFrames);
|
|
|
|
protected:
|
|
idAnimator animator;
|
|
damageEffect_t * damageEffects;
|
|
|
|
private:
|
|
void Event_GetJointHandle( const char *jointname );
|
|
void Event_ClearAllJoints( void );
|
|
void Event_ClearJoint( jointHandle_t jointnum );
|
|
void Event_SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
|
|
void Event_SetJointAngle( jointHandle_t jointnum, jointModTransform_t transform_type, const idAngles &angles );
|
|
void Event_GetJointPos( jointHandle_t jointnum );
|
|
void Event_GetJointAngle( jointHandle_t jointnum );
|
|
|
|
|
|
};
|
|
|
|
|
|
#ifdef _D3XP
|
|
class SetTimeState {
|
|
bool activated;
|
|
bool previousFast;
|
|
bool fast;
|
|
|
|
public:
|
|
SetTimeState();
|
|
SetTimeState( int timeGroup );
|
|
~SetTimeState();
|
|
|
|
void PushState( int timeGroup );
|
|
};
|
|
|
|
ID_INLINE SetTimeState::SetTimeState() {
|
|
activated = false;
|
|
}
|
|
|
|
ID_INLINE SetTimeState::SetTimeState( int timeGroup ) {
|
|
activated = false;
|
|
PushState( timeGroup );
|
|
}
|
|
|
|
ID_INLINE void SetTimeState::PushState( int timeGroup ) {
|
|
|
|
// Don't mess with time in Multiplayer
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
|
|
activated = true;
|
|
|
|
// determine previous fast setting
|
|
if ( gameLocal.time == gameLocal.slow.time ) {
|
|
previousFast = false;
|
|
}
|
|
else {
|
|
previousFast = true;
|
|
}
|
|
|
|
// determine new fast setting
|
|
if ( timeGroup ) {
|
|
fast = true;
|
|
}
|
|
else {
|
|
fast = false;
|
|
}
|
|
|
|
// set correct time
|
|
if ( fast ) {
|
|
gameLocal.fast.Get( gameLocal.time, gameLocal.previousTime, gameLocal.msec, gameLocal.framenum, gameLocal.realClientTime );
|
|
}
|
|
else {
|
|
gameLocal.slow.Get( gameLocal.time, gameLocal.previousTime, gameLocal.msec, gameLocal.framenum, gameLocal.realClientTime );
|
|
}
|
|
}
|
|
}
|
|
|
|
ID_INLINE SetTimeState::~SetTimeState() {
|
|
if ( activated && !gameLocal.isMultiplayer ) {
|
|
// set previous correct time
|
|
if ( previousFast ) {
|
|
gameLocal.fast.Get( gameLocal.time, gameLocal.previousTime, gameLocal.msec, gameLocal.framenum, gameLocal.realClientTime );
|
|
}
|
|
else {
|
|
gameLocal.slow.Get( gameLocal.time, gameLocal.previousTime, gameLocal.msec, gameLocal.framenum, gameLocal.realClientTime );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#endif /* !__GAME_ENTITY_H__ */
|