/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see .
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __GAME_ENTITY_H__
#define __GAME_ENTITY_H__
#include "idlib/math/Curve.h"
#include "framework/DeclParticle.h"
#include "physics/Physics_Static.h"
#include "physics/Physics.h"
#include "script/Script_Program.h"
#include "gamesys/Class.h"
#include "gamesys/Event.h"
#include "Game_local.h"
/*
===============================================================================
Game entity base class.
===============================================================================
*/
static const int DELAY_DORMANT_TIME = 3000;
extern const idEventDef EV_PostSpawn;
extern const idEventDef EV_FindTargets;
extern const idEventDef EV_Touch;
extern const idEventDef EV_Use;
extern const idEventDef EV_Activate;
extern const idEventDef EV_ActivateTargets;
extern const idEventDef EV_Hide;
extern const idEventDef EV_Show;
extern const idEventDef EV_GetShaderParm;
extern const idEventDef EV_SetShaderParm;
extern const idEventDef EV_SetOwner;
extern const idEventDef EV_GetAngles;
extern const idEventDef EV_SetAngles;
extern const idEventDef EV_SetLinearVelocity;
extern const idEventDef EV_SetAngularVelocity;
extern const idEventDef EV_SetSkin;
extern const idEventDef EV_StartSoundShader;
extern const idEventDef EV_StopSound;
extern const idEventDef EV_CacheSoundShader;
// Think flags
enum {
TH_ALL = -1,
TH_THINK = 1, // run think function each frame
TH_PHYSICS = 2, // run physics each frame
TH_ANIMATE = 4, // update animation each frame
TH_UPDATEVISUALS = 8, // update renderEntity
TH_UPDATEPARTICLES = 16
};
//
// Signals
// make sure to change script/doom_defs.script if you add any, or change their order
//
typedef enum {
SIG_TOUCH, // object was touched
SIG_USE, // object was used
SIG_TRIGGER, // object was activated
SIG_REMOVED, // object was removed from the game
SIG_DAMAGE, // object was damaged
SIG_BLOCKED, // object was blocked
SIG_MOVER_POS1, // mover at position 1 (door closed)
SIG_MOVER_POS2, // mover at position 2 (door open)
SIG_MOVER_1TO2, // mover changing from position 1 to 2
SIG_MOVER_2TO1, // mover changing from position 2 to 1
NUM_SIGNALS
} signalNum_t;
// FIXME: At some point we may want to just limit it to one thread per signal, but
// for now, I'm allowing multiple threads. We should reevaluate this later in the project
#define MAX_SIGNAL_THREADS 16 // probably overkill, but idList uses a granularity of 16
struct signal_t {
int threadnum;
const function_t *function;
};
class signalList_t {
public:
idList signal[ NUM_SIGNALS ];
};
class idEntity : public idClass {
public:
static const int MAX_PVS_AREAS = 4;
int entityNumber; // index into the entity list
int entityDefNumber; // index into the entity def list
idLinkList spawnNode; // for being linked into spawnedEntities list
idLinkList activeNode; // for being linked into activeEntities list
idLinkList snapshotNode; // for being linked into snapshotEntities list
int snapshotSequence; // last snapshot this entity was in
int snapshotBits; // number of bits this entity occupied in the last snapshot
idStr name; // name of entity
idDict spawnArgs; // key/value pairs used to spawn and initialize entity
idScriptObject scriptObject; // contains all script defined data for this entity
int thinkFlags; // TH_? flags
int dormantStart; // time that the entity was first closed off from player
bool cinematic; // during cinematics, entity will only think if cinematic is set
renderView_t * renderView; // for camera views from this entity
idEntity * cameraTarget; // any remoteRenderMap shaders will use this
idList< idEntityPtr > targets; // when this entity is activated these entities entity are activated
int health; // FIXME: do all objects really need health?
struct entityFlags_s {
bool notarget :1; // if true never attack or target this entity
bool noknockback :1; // if true no knockback from hits
bool takedamage :1; // if true this entity can be damaged
bool hidden :1; // if true this entity is not visible
bool bindOrientated :1; // if true both the master orientation is used for binding
bool solidForTeam :1; // if true this entity is considered solid when a physics team mate pushes entities
bool forcePhysicsUpdate :1; // if true always update from the physics whether the object moved or not
bool selected :1; // if true the entity is selected for editing
bool neverDormant :1; // if true the entity never goes dormant
bool isDormant :1; // if true the entity is dormant
bool hasAwakened :1; // before a monster has been awakened the first time, use full PVS for dormant instead of area-connected
bool networkSync :1; // if true the entity is synchronized over the network
bool grabbed :1; // if true object is currently being grabbed
} fl;
#ifdef _D3XP
int timeGroup;
bool noGrab;
renderEntity_t xrayEntity;
qhandle_t xrayEntityHandle;
const idDeclSkin * xraySkin;
void DetermineTimeGroup( bool slowmo );
void SetGrabbedState( bool grabbed );
bool IsGrabbed();
#endif
public:
ABSTRACT_PROTOTYPE( idEntity );
idEntity();
~idEntity();
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
const char * GetEntityDefName( void ) const;
void SetName( const char *name );
const char * GetName( void ) const;
virtual void UpdateChangeableSpawnArgs( const idDict *source );
// clients generate views based on all the player specific options,
// cameras have custom code, and everything else just uses the axis orientation
virtual renderView_t * GetRenderView();
// thinking
virtual void Think( void );
bool CheckDormant( void ); // dormant == on the active list, but out of PVS
virtual void DormantBegin( void ); // called when entity becomes dormant
virtual void DormantEnd( void ); // called when entity wakes from being dormant
bool IsActive( void ) const;
void BecomeActive( int flags );
void BecomeInactive( int flags );
void UpdatePVSAreas( const idVec3 &pos );
// visuals
virtual void Present( void );
virtual renderEntity_t *GetRenderEntity( void );
virtual int GetModelDefHandle( void );
virtual void SetModel( const char *modelname );
void SetSkin( const idDeclSkin *skin );
const idDeclSkin * GetSkin( void ) const;
void SetShaderParm( int parmnum, float value );
virtual void SetColor( float red, float green, float blue );
virtual void SetColor( const idVec3 &color );
virtual void GetColor( idVec3 &out ) const;
virtual void SetColor( const idVec4 &color );
virtual void GetColor( idVec4 &out ) const;
virtual void FreeModelDef( void );
virtual void FreeLightDef( void );
virtual void Hide( void );
virtual void Show( void );
bool IsHidden( void ) const;
void UpdateVisuals( void );
void UpdateModel( void );
void UpdateModelTransform( void );
virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
int GetNumPVSAreas( void );
const int * GetPVSAreas( void );
void ClearPVSAreas( void );
bool PhysicsTeamInPVS( pvsHandle_t pvsHandle );
// animation
virtual bool UpdateAnimationControllers( void );
bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView );
static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
virtual idAnimator * GetAnimator( void ); // returns animator object used by this entity
// sound
virtual bool CanPlayChatterSounds( void ) const;
bool StartSound( const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
bool StartSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
void StopSound( const s_channelType channel, bool broadcast ); // pass SND_CHANNEL_ANY to stop all sounds
void SetSoundVolume( float volume );
void UpdateSound( void );
int GetListenerId( void ) const;
idSoundEmitter * GetSoundEmitter( void ) const;
void FreeSoundEmitter( bool immediate );
// entity binding
virtual void PreBind( void );
virtual void PostBind( void );
virtual void PreUnbind( void );
virtual void PostUnbind( void );
void JoinTeam( idEntity *teammember );
void Bind( idEntity *master, bool orientated );
void BindToJoint( idEntity *master, const char *jointname, bool orientated );
void BindToJoint( idEntity *master, jointHandle_t jointnum, bool orientated );
void BindToBody( idEntity *master, int bodyId, bool orientated );
void Unbind( void );
bool IsBound( void ) const;
bool IsBoundTo( idEntity *master ) const;
idEntity * GetBindMaster( void ) const;
jointHandle_t GetBindJoint( void ) const;
int GetBindBody( void ) const;
idEntity * GetTeamMaster( void ) const;
idEntity * GetNextTeamEntity( void ) const;
void ConvertLocalToWorldTransform( idVec3 &offset, idMat3 &axis );
idVec3 GetLocalVector( const idVec3 &vec ) const;
idVec3 GetLocalCoordinates( const idVec3 &vec ) const;
idVec3 GetWorldVector( const idVec3 &vec ) const;
idVec3 GetWorldCoordinates( const idVec3 &vec ) const;
bool GetMasterPosition( idVec3 &masterOrigin, idMat3 &masterAxis ) const;
void GetWorldVelocities( idVec3 &linearVelocity, idVec3 &angularVelocity ) const;
// physics
// set a new physics object to be used by this entity
void SetPhysics( idPhysics *phys );
// get the physics object used by this entity
idPhysics * GetPhysics( void ) const;
// restore physics pointer for save games
void RestorePhysics( idPhysics *phys );
// run the physics for this entity
bool RunPhysics( void );
// set the origin of the physics object (relative to bindMaster if not NULL)
void SetOrigin( const idVec3 &org );
// set the axis of the physics object (relative to bindMaster if not NULL)
void SetAxis( const idMat3 &axis );
// use angles to set the axis of the physics object (relative to bindMaster if not NULL)
void SetAngles( const idAngles &ang );
// get the floor position underneath the physics object
bool GetFloorPos( float max_dist, idVec3 &floorpos ) const;
// retrieves the transformation going from the physics origin/axis to the visual origin/axis
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
// retrieves the transformation going from the physics origin/axis to the sound origin/axis
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
// called from the physics object when colliding, should return true if the physics simulation should stop
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
// retrieves impact information, 'ent' is the entity retrieving the info
virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
// apply an impulse to the physics object, 'ent' is the entity applying the impulse
virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
// add a force to the physics object, 'ent' is the entity adding the force
virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
// activate the physics object, 'ent' is the entity activating this entity
virtual void ActivatePhysics( idEntity *ent );
// returns true if the physics object is at rest
virtual bool IsAtRest( void ) const;
// returns the time the physics object came to rest
virtual int GetRestStartTime( void ) const;
// add a contact entity
virtual void AddContactEntity( idEntity *ent );
// remove a touching entity
virtual void RemoveContactEntity( idEntity *ent );
// damage
// returns true if this entity can be damaged from the given origin
virtual bool CanDamage( const idVec3 &origin, idVec3 &damagePoint ) const;
// applies damage to this entity
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
// adds a damage effect like overlays, blood, sparks, debris etc.
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
// callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
// notifies this entity that it is in pain
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
// notifies this entity that is has been killed
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
// scripting
virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
virtual idThread * ConstructScriptObject( void );
virtual void DeconstructScriptObject( void );
void SetSignal( signalNum_t signalnum, idThread *thread, const function_t *function );
void ClearSignal( idThread *thread, signalNum_t signalnum );
void ClearSignalThread( signalNum_t signalnum, idThread *thread );
bool HasSignal( signalNum_t signalnum ) const;
void Signal( signalNum_t signalnum );
void SignalEvent( idThread *thread, signalNum_t signalnum );
// gui
void TriggerGuis( void );
bool HandleGuiCommands( idEntity *entityGui, const char *cmds );
virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
// targets
void FindTargets( void );
void RemoveNullTargets( void );
void ActivateTargets( idEntity *activator ) const;
// misc
virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
bool TouchTriggers( void ) const;
idCurve_Spline *GetSpline( void ) const;
virtual void ShowEditingDialog( void );
enum {
EVENT_STARTSOUNDSHADER,
EVENT_STOPSOUNDSHADER,
EVENT_MAXEVENTS
};
virtual void ClientPredictionThink( void );
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
virtual bool ServerReceiveEvent( int event, int time, const idBitMsg &msg );
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
void WriteBindToSnapshot( idBitMsgDelta &msg ) const;
void ReadBindFromSnapshot( const idBitMsgDelta &msg );
void WriteColorToSnapshot( idBitMsgDelta &msg ) const;
void ReadColorFromSnapshot( const idBitMsgDelta &msg );
void WriteGUIToSnapshot( idBitMsgDelta &msg ) const;
void ReadGUIFromSnapshot( const idBitMsgDelta &msg );
void ServerSendEvent( int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient ) const;
void ClientSendEvent( int eventId, const idBitMsg *msg ) const;
protected:
renderEntity_t renderEntity; // used to present a model to the renderer
int modelDefHandle; // handle to static renderer model
refSound_t refSound; // used to present sound to the audio engine
private:
idPhysics_Static defaultPhysicsObj; // default physics object
idPhysics * physics; // physics used for this entity
idEntity * bindMaster; // entity bound to if unequal NULL
jointHandle_t bindJoint; // joint bound to if unequal INVALID_JOINT
int bindBody; // body bound to if unequal -1
idEntity * teamMaster; // master of the physics team
idEntity * teamChain; // next entity in physics team
int numPVSAreas; // number of renderer areas the entity covers
int PVSAreas[MAX_PVS_AREAS]; // numbers of the renderer areas the entity covers
signalList_t * signals;
int mpGUIState; // local cache to avoid systematic SetStateInt
private:
void FixupLocalizedStrings();
bool DoDormantTests( void ); // dormant == on the active list, but out of PVS
// physics
// initialize the default physics
void InitDefaultPhysics( const idVec3 &origin, const idMat3 &axis );
// update visual position from the physics
void UpdateFromPhysics( bool moveBack );
// entity binding
bool InitBind( idEntity *master ); // initialize an entity binding
void FinishBind( void ); // finish an entity binding
void RemoveBinds( void ); // deletes any entities bound to this object
void QuitTeam( void ); // leave the current team
void UpdatePVSAreas( void );
// events
void Event_GetName( void );
void Event_SetName( const char *name );
void Event_FindTargets( void );
void Event_ActivateTargets( idEntity *activator );
void Event_NumTargets( void );
void Event_GetTarget( float index );
void Event_RandomTarget( const char *ignore );
void Event_Bind( idEntity *master );
void Event_BindPosition( idEntity *master );
void Event_BindToJoint( idEntity *master, const char *jointname, float orientated );
void Event_Unbind( void );
void Event_RemoveBinds( void );
void Event_SpawnBind( void );
void Event_SetOwner( idEntity *owner );
void Event_SetModel( const char *modelname );
void Event_SetSkin( const char *skinname );
void Event_GetShaderParm( int parmnum );
void Event_SetShaderParm( int parmnum, float value );
void Event_SetShaderParms( float parm0, float parm1, float parm2, float parm3 );
void Event_SetColor( float red, float green, float blue );
void Event_GetColor( void );
void Event_IsHidden( void );
void Event_Hide( void );
void Event_Show( void );
void Event_CacheSoundShader( const char *soundName );
void Event_StartSoundShader( const char *soundName, int channel );
void Event_StopSound( int channel, int netSync );
void Event_StartSound( const char *soundName, int channel, int netSync );
void Event_FadeSound( int channel, float to, float over );
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_SetNeverDormant( int enable );
#ifdef _D3XP
void Event_SetGui( int guiNum, const char *guiName);
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
};
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;
previousFast = false;
}
ID_INLINE SetTimeState::SetTimeState( int timeGroup ) {
activated = false;
previousFast = 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__ */