dhewm3-sdk/game/Item.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-12-06 16:14:59 +00:00
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
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 "sys/platform.h"
#include "renderer/RenderSystem.h"
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#include "gamesys/SysCvar.h"
#include "Player.h"
#include "Fx.h"
#include "SmokeParticles.h"
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#include "Item.h"
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/*
===============================================================================
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;
/*#ifdef _DENTONMOD
entDamageEffects = NULL;
#endif*/
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}
/*
================
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 );
}
/*
================
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;
}
/*
================
idItem::UpdateRenderEntity
================
*/
bool idItem::UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const {
if ( lastRenderViewTime == renderView->time ) {
return false;
}
lastRenderViewTime = renderView->time;
//ivan start - glow if near
//if we are here, the item is visible on screen
//old way:
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// 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 );
}
}
/*
//HQ2 way: two second pulse cycle
float cycle = ( renderView->time - inViewTime ) / 2000.0f;
if ( !inView ) { //if not done yet...start now!
inView = true;
if ( cycle > lastCycle ) {
// restart at the beginning
inViewTime = renderView->time;
cycle = 0.0f;
}
}
*/
//ivan end
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// fade down after the last pulse finishes
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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;
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org = orgOrigin;
org.z += 4.0f + cos( ( gameLocal.time + 2000 ) * scale ) * 4.0f;
SetOrigin( org );
}
}
Present();
#ifdef _DENTONMOD
if ( thinkFlags & TH_UPDATEWOUNDPARTICLES )
UpdateParticles();
#endif
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}
/*
================
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() );
}
PostEventMS( &EV_Touch, 0, ent, 0 );
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}
if ( spawnArgs.GetBool( "spin" ) || gameLocal.isMultiplayer ) {
spin = true;
BecomeActive( TH_THINK );
}
//ivan start
pulse = !spawnArgs.GetBool( "nopulse", "1" ); //don't pulse by default
/*
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//temp hack for tim
pulse = false;
*/
//ivan end
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orgOrigin = GetPhysics()->GetOrigin();
canPickUp = !( spawnArgs.GetBool( "triggerFirst" ) || spawnArgs.GetBool( "no_touch" ) );
inViewTime = -1000;
lastCycle = -1;
itemShellHandle = -1;
//ivan start
//was: shellMaterial = declManager->FindMaterial( "itemHighlightShell" );
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shellMaterial = declManager->FindMaterial( "itemHighlightShell" );
//spawnArgs.GetString( "mtr_pulse", "itemHighlightShell" )
//shaderParm4
//ivan end
}
//ivan start
/*
================
idItem::SetShellMrt
================
*/
void idItem::SetShellMrt( const char * newMtrName ){
shellMaterial = declManager->FindMaterial( newMtrName );
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}
//ivan end
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/*
================
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 );
}
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return player->GiveItem( this );
}
//ivan start
/*
================
idItem::CallScriptFunction
================
*/
void idItem::CallScriptFunction( void ) const {
idThread *thread;
idStr funcname = spawnArgs.GetString( "call", "" );
if ( funcname.Length() ) {
const function_t * scriptFunction = gameLocal.program.FindFunction( funcname );
if ( scriptFunction ) {
scriptFunction = gameLocal.program.FindFunction( funcname );
thread = new idThread( scriptFunction );
thread->DelayedStart( 0 );
}
}
}
//ivan end
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/*
================
idItem::Pickup
================
*/
bool idItem::Pickup( idPlayer *player ) {
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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 );
//ivan start - Call Script Function
CallScriptFunction();
//ivan end
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// trigger our targets
ActivateTargets( player );
// clear our contents so the object isn't picked up twice
GetPhysics()->SetContents( 0 );
// hide the model
Hide();
// remove the highlight shell
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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 );
}
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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;
}
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default:
break;
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}
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return idEntity::ClientReceiveEvent( event, time, msg );
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}
/*
================
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;
}
//ivan start
//was: gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID | CONTENTS_CORPSE, this );
if( spin ){
gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID, this );
orgOrigin = trace.endpos + idVec3( 0, 0, 32 );
}else{
gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID | CONTENTS_CORPSE, this );
}
//ivan end
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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 );
}
}
//ivan start
/*
===============================================================================
idItemInteract
===============================================================================
*/
CLASS_DECLARATION( idItem, idItemInteract )
EVENT( EV_Interact, idItemInteract::Event_Interact )
EVENT( EV_Touch, idItemInteract::Event_Touch )
END_CLASS
/*
================
idItemInteract::Spawn
================
*/
void idItemInteract::Spawn( void ) {
//SetShellMrt( "itemInteractHighlightShell" );
}
/*
================
idItemInteract::Event_Touch
NOTE: should only be used for hud info.
FIX: bypass the interaction if player already has the weapon: give ammo
================
*/
void idItemInteract::Event_Touch( idEntity *other, trace_t *trace ) {
if ( !canPickUp ) {
return;
}
if ( other->IsType( idPlayer::Type ) ) {
idPlayer * player = static_cast< idPlayer * >( other );
if( player->WeaponItemCanGiveAmmo( this ) ){
//gameLocal.Printf("bypass\n");
Pickup( player );
}else{
player->ShowPossibleInteract( INTERACT_IMPULSE );
}
}
}
/*
================
idItemInteract::Event_Interact
================
*/
void idItemInteract::Event_Interact( idEntity *activator, int flags ) {
//gameLocal.Printf("idItemInteract::Event_Interact\n");
if ( !activator->IsType( idPlayer::Type ) ) {
return;
}
if ( !canPickUp ) {
return;
}
Pickup( static_cast<idPlayer *>(activator) );
}
/*
============
idItemInteract::CanInteract
============
*/
bool idItemInteract::CanInteract( int flags ) const {
//if not activated
if( !canPickUp ) {
return false;
}
return ( flags & INTERACT_IMPULSE); //only respond to impulse mode
}
//ivan end
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/*
===============================================================================
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;
}
/*
===============================================================================
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 );
PostEventMS( &EV_CamShot, 250 );
}
/*
================
idObjective::Spawn
================
*/
void idObjective::Spawn( void ) {
Hide();
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 _PORTALSKY
// 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
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// 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 ) {
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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
2011-11-22 21:28:15 +00:00
===============================================================================
*/
CLASS_DECLARATION( idItem, idMoveableItem )
EVENT( EV_DropToFloor, idMoveableItem::Event_DropToFloor )
EVENT( EV_Gib, idMoveableItem::Event_Gib )
END_CLASS
/*
================
idMoveableItem::idMoveableItem
================
*/
idMoveableItem::idMoveableItem() {
trigger = NULL;
smoke = NULL;
smokeTime = 0;
/*#ifdef _DENTONMOD
entDamageEffects = NULL;
#endif*/
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}
/*
================
idMoveableItem::~idMoveableItem
================
*/
idMoveableItem::~idMoveableItem() {
if ( trigger ) {
delete trigger;
}
}
/*
================
idMoveableItem::Save
================
*/
void idMoveableItem::Save( idSaveGame *savefile ) const {
savefile->WriteStaticObject( physicsObj );
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savefile->WriteClipModel( trigger );
savefile->WriteParticle( smoke );
savefile->WriteInt( smokeTime );
}
/*
================
idMoveableItem::Restore
================
*/
void idMoveableItem::Restore( idRestoreGame *savefile ) {
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadClipModel( trigger );
savefile->ReadParticle( smoke );
savefile->ReadInt( smokeTime );
}
/*
================
idMoveableItem::Spawn
================
*/
void idMoveableItem::Spawn( void ) {
idTraceModel trm;
float density, friction, bouncyness, tsize;
idStr clipModelName;
idBounds bounds;
// 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 );
// 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( gameLocal.GetGravity() );
physicsObj.SetContents( CONTENTS_RENDERMODEL );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
SetPhysics( &physicsObj );
smoke = NULL;
smokeTime = 0;
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 );
}
}
/*
================
idMoveableItem::Think
================
*/
void idMoveableItem::Think( void ) {
RunPhysics();
if ( thinkFlags & TH_PHYSICS ) {
// update trigger position
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity );
}
2011-11-22 21:28:15 +00:00
if ( thinkFlags & TH_UPDATEPARTICLES ) {
if ( !gameLocal.smokeParticles->EmitSmoke( smoke, smokeTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() ) ) {
smokeTime = 0;
BecomeInactive( TH_UPDATEPARTICLES );
}
}
Present();
#ifdef _DENTONMOD
if ( thinkFlags & TH_UPDATEWOUNDPARTICLES )
UpdateParticles();
#endif
2011-11-22 21:28:15 +00:00
}
/*
================
idMoveableItem::Pickup
================
*/
bool idMoveableItem::Pickup( idPlayer *player ) {
bool ret = idItem::Pickup( player );
if ( ret ) {
trigger->SetContents( 0 );
}
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return ret;
}
/*
================
idMoveableItem::DropItem
================
*/
idEntity *idMoveableItem::DropItem( const char *classname, const idVec3 &origin, const idMat3 &axis, const idVec3 &velocity, int activateDelay, int removeDelay, bool dropToFloor ) {
2011-11-22 21:28:15 +00:00
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" );
//ivan start
if( dropToFloor ){
args.Set( "dropToFloor", "1" );
}
args.SetVector( "origin", origin ); //set before spawing it so dropToFloor and spin works
//ivan end
2011-11-22 21:28:15 +00:00
if ( activateDelay ) {
args.SetBool( "triggerFirst", true );
}
gameLocal.SpawnEntityDef( args, &item );
if ( item ) {
//ivan start
if ( item->IsType( idItem::Type ) && !item->IsType( idMoveableItem::Type ) ) { //it's an item but not moveable
//upd
item->UpdateVisuals();
if ( activateDelay ) {
item->PostEventMS( &EV_Activate, activateDelay, item );
}
} else {
//ivan end
// 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 >= 0 ){ //ivan - remove only if delay >= 0 (-1 = never remove)
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 );
}//ivan
} //ivan
2011-11-22 21:28:15 +00:00
}
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 );
}
// 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;
}
//ivan start
/*
===============================================================================
idMoveableItemInteract
===============================================================================
*/
CLASS_DECLARATION( idMoveableItem, idMoveableItemInteract )
EVENT( EV_Interact, idMoveableItemInteract::Event_Interact )
EVENT( EV_Touch, idMoveableItemInteract::Event_Touch )
END_CLASS
/*
================
idMoveableItemInteract::Spawn
================
*/
void idMoveableItemInteract::Spawn( void ) {
//SetShellMrt( "itemInteractHighlightShell" );
}
/*
================
idMoveableItemInteract::Event_Touch
NOTE: should only be used for hud info.
FIX: bypass the interaction if player already has the weapon: give ammo
================
*/
void idMoveableItemInteract::Event_Touch( idEntity *other, trace_t *trace ) {
if ( !canPickUp ) {
return;
}
if ( other->IsType( idPlayer::Type ) ) {
idPlayer * player = static_cast< idPlayer * >( other );
if( player->WeaponItemCanGiveAmmo( this ) ){
//gameLocal.Printf("bypass\n");
Pickup( player );
}else{
player->ShowPossibleInteract( INTERACT_IMPULSE );
}
}
}
/*
================
idMoveableItemInteract::Event_Interact
================
*/
void idMoveableItemInteract::Event_Interact( idEntity *activator, int flags ) {
//gameLocal.Printf("idItemInteract::Event_Interact\n");
if ( !activator->IsType( idPlayer::Type ) ) {
return;
}
if ( !canPickUp ) {
return;
}
Pickup( static_cast<idPlayer *>(activator) );
}
/*
============
idMoveableItemInteract::CanInteract
============
*/
bool idMoveableItemInteract::CanInteract( int flags ) const {
//if not activated
if( !canPickUp ) {
return false;
}
return ( flags & INTERACT_IMPULSE); //only respond to impulse mode
}
//ivan end
2011-11-22 21:28:15 +00:00
/*
===============================================================================
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;
2011-11-22 21:28:15 +00:00
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 ) {
2011-11-22 21:28:15 +00:00
player->hud->SetStateString( "objective", "2" );
player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) );
player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) );
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 );
}
}
}