/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "renderer/RenderSystem.h" #include "gamesys/SysCvar.h" #include "Player.h" #include "Fx.h" #include "SmokeParticles.h" #include "Item.h" /* =============================================================================== idItem =============================================================================== */ const idEventDef EV_DropToFloor( "" ); const idEventDef EV_RespawnItem( "respawn" ); const idEventDef EV_RespawnFx( "" ); const idEventDef EV_GetPlayerPos( "" ); const idEventDef EV_HideObjective( "", "e" ); const idEventDef EV_CamShot( "" ); CLASS_DECLARATION( idEntity, idItem ) EVENT( EV_DropToFloor, idItem::Event_DropToFloor ) EVENT( EV_Touch, idItem::Event_Touch ) EVENT( EV_Activate, idItem::Event_Trigger ) EVENT( EV_RespawnItem, idItem::Event_Respawn ) EVENT( EV_RespawnFx, idItem::Event_RespawnFx ) END_CLASS /* ================ idItem::idItem ================ */ idItem::idItem() { spin = false; inView = false; inViewTime = 0; lastCycle = 0; lastRenderViewTime = -1; itemShellHandle = -1; shellMaterial = NULL; orgOrigin.Zero(); canPickUp = true; fl.networkSync = true; } /* ================ idItem::~idItem ================ */ idItem::~idItem() { // remove the highlight shell if ( itemShellHandle != -1 ) { gameRenderWorld->FreeEntityDef( itemShellHandle ); } } /* ================ idItem::Save ================ */ void idItem::Save( idSaveGame *savefile ) const { savefile->WriteVec3( orgOrigin ); savefile->WriteBool( spin ); savefile->WriteBool( pulse ); savefile->WriteBool( canPickUp ); savefile->WriteMaterial( shellMaterial ); savefile->WriteBool( inView ); savefile->WriteInt( inViewTime ); savefile->WriteInt( lastCycle ); savefile->WriteInt( lastRenderViewTime ); } /* ================ 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; // check for glow highlighting if near the center of the view idVec3 dir = renderEntity->origin - renderView->vieworg; dir.Normalize(); float d = dir * renderView->viewaxis[0]; // two second pulse cycle float cycle = ( renderView->time - inViewTime ) / 2000.0f; if ( d > 0.94f ) { if ( !inView ) { inView = true; if ( cycle > lastCycle ) { // restart at the beginning inViewTime = renderView->time; cycle = 0.0f; } } } else { if ( inView ) { inView = false; lastCycle = ceil( cycle ); } } // fade down after the last pulse finishes if ( !inView && cycle > lastCycle ) { renderEntity->shaderParms[4] = 0.0f; } else { // pulse up in 1/4 second cycle -= (int)cycle; if ( cycle < 0.1f ) { renderEntity->shaderParms[4] = cycle * 10.0f; } else if ( cycle < 0.2f ) { renderEntity->shaderParms[4] = 1.0f; } else if ( cycle < 0.3f ) { renderEntity->shaderParms[4] = 1.0f - ( cycle - 0.2f ) * 10.0f; } else { // stay off between pulses renderEntity->shaderParms[4] = 0.0f; } } // update every single time this is in view return true; } /* ================ idItem::ModelCallback ================ */ bool idItem::ModelCallback( renderEntity_t *renderEntity, const renderView_t *renderView ) { const idItem *ent; // this may be triggered by a model trace or other non-view related source if ( !renderView ) { return false; } ent = static_cast(gameLocal.entities[ renderEntity->entityNum ]); if ( !ent ) { gameLocal.Error( "idItem::ModelCallback: callback with NULL game entity" ); } return ent->UpdateRenderEntity( renderEntity, renderView ); } /* ================ idItem::Think ================ */ void idItem::Think( void ) { if ( thinkFlags & TH_THINK ) { if ( spin ) { idAngles ang; idVec3 org; ang.pitch = ang.roll = 0.0f; ang.yaw = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f; SetAngles( ang ); float scale = 0.005f + entityNumber * 0.00001f; org = orgOrigin; org.z += 4.0f + cos( ( gameLocal.time + 2000 ) * scale ) * 4.0f; SetOrigin( org ); } } Present(); } /* ================ idItem::Present ================ */ void idItem::Present( void ) { idEntity::Present(); if ( !fl.hidden && pulse ) { // also add a highlight shell model renderEntity_t shell; shell = renderEntity; // we will mess with shader parms when the item is in view // to give the "item pulse" effect shell.callback = idItem::ModelCallback; shell.entityNum = entityNumber; shell.customShader = shellMaterial; if ( itemShellHandle == -1 ) { itemShellHandle = gameRenderWorld->AddEntityDef( &shell ); } else { gameRenderWorld->UpdateEntityDef( itemShellHandle, &shell ); } } } /* ================ idItem::Spawn ================ */ void idItem::Spawn( void ) { idStr giveTo; idEntity * ent; float tsize; if ( spawnArgs.GetBool( "dropToFloor" ) ) { PostEventMS( &EV_DropToFloor, 0 ); } if ( spawnArgs.GetFloat( "triggersize", "0", tsize ) ) { GetPhysics()->GetClipModel()->LoadModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) ); GetPhysics()->GetClipModel()->Link( gameLocal.clip ); } if ( spawnArgs.GetBool( "start_off" ) ) { GetPhysics()->SetContents( 0 ); Hide(); } else { GetPhysics()->SetContents( CONTENTS_TRIGGER ); } giveTo = spawnArgs.GetString( "owner" ); if ( giveTo.Length() ) { ent = gameLocal.FindEntity( giveTo ); if ( !ent ) { gameLocal.Error( "Item couldn't find owner '%s'", giveTo.c_str() ); } PostEventMS( &EV_Touch, 0, ent, 0 ); } if ( spawnArgs.GetBool( "spin" ) || gameLocal.isMultiplayer ) { spin = true; BecomeActive( TH_THINK ); } //pulse = !spawnArgs.GetBool( "nopulse" ); //temp hack for tim pulse = false; orgOrigin = GetPhysics()->GetOrigin(); canPickUp = !( spawnArgs.GetBool( "triggerFirst" ) || spawnArgs.GetBool( "no_touch" ) ); inViewTime = -1000; lastCycle = -1; itemShellHandle = -1; shellMaterial = declManager->FindMaterial( "itemHighlightShell" ); } /* ================ idItem::GetAttributes ================ */ void idItem::GetAttributes( idDict &attributes ) { int i; const idKeyValue *arg; for( i = 0; i < spawnArgs.GetNumKeyVals(); i++ ) { arg = spawnArgs.GetKeyVal( i ); if ( arg->GetKey().Left( 4 ) == "inv_" ) { attributes.Set( arg->GetKey().Right( arg->GetKey().Length() - 4 ), arg->GetValue() ); } } } /* ================ idItem::GiveToPlayer ================ */ bool idItem::GiveToPlayer( idPlayer *player ) { if ( player == NULL ) { return false; } if ( spawnArgs.GetBool( "inv_carry" ) ) { return player->GiveInventoryItem( &spawnArgs ); } return player->GiveItem( this ); } /* ================ idItem::Pickup ================ */ bool idItem::Pickup( idPlayer *player ) { if ( !GiveToPlayer( player ) ) { return false; } if ( gameLocal.isServer ) { ServerSendEvent( EVENT_PICKUP, NULL, false, -1 ); } // play pickup sound StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL ); // trigger our targets ActivateTargets( player ); // clear our contents so the object isn't picked up twice GetPhysics()->SetContents( 0 ); // hide the model Hide(); // add the highlight shell if ( itemShellHandle != -1 ) { gameRenderWorld->FreeEntityDef( itemShellHandle ); itemShellHandle = -1; } float respawn = spawnArgs.GetFloat( "respawn" ); bool dropped = spawnArgs.GetBool( "dropped" ); bool no_respawn = spawnArgs.GetBool( "no_respawn" ); if ( gameLocal.isMultiplayer && respawn == 0.0f ) { respawn = 20.0f; } if ( respawn && !dropped && !no_respawn ) { const char *sfx = spawnArgs.GetString( "fxRespawn" ); if ( sfx && *sfx ) { PostEventSec( &EV_RespawnFx, respawn - 0.5f ); } PostEventSec( &EV_RespawnItem, respawn ); } else if ( !spawnArgs.GetBool( "inv_objective" ) && !no_respawn ) { // give some time for the pickup sound to play // FIXME: Play on the owner if ( !spawnArgs.GetBool( "inv_carry" ) ) { PostEventMS( &EV_Remove, 5000 ); } } BecomeInactive( TH_THINK ); return true; } /* ================ idItem::ClientPredictionThink ================ */ void idItem::ClientPredictionThink( void ) { // only think forward because the state is not synced through snapshots if ( !gameLocal.isNewFrame ) { return; } Think(); } /* ================ idItem::WriteFromSnapshot ================ */ void idItem::WriteToSnapshot( idBitMsgDelta &msg ) const { msg.WriteBits( IsHidden(), 1 ); } /* ================ idItem::ReadFromSnapshot ================ */ void idItem::ReadFromSnapshot( const idBitMsgDelta &msg ) { if ( msg.ReadBits( 1 ) ) { Hide(); } else { Show(); } } /* ================ idItem::ClientReceiveEvent ================ */ bool idItem::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) { switch( event ) { case EVENT_PICKUP: { // play pickup sound StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL ); // hide the model Hide(); // remove the highlight shell if ( itemShellHandle != -1 ) { gameRenderWorld->FreeEntityDef( itemShellHandle ); itemShellHandle = -1; } return true; } case EVENT_RESPAWN: { Event_Respawn(); return true; } case EVENT_RESPAWNFX: { Event_RespawnFx(); return true; } default: break; } return idEntity::ClientReceiveEvent( event, time, msg ); } /* ================ idItem::Event_DropToFloor ================ */ void idItem::Event_DropToFloor( void ) { trace_t trace; // don't drop the floor if bound to another entity if ( GetBindMaster() != NULL && GetBindMaster() != this ) { return; } gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID | CONTENTS_CORPSE, this ); SetOrigin( trace.endpos ); } /* ================ idItem::Event_Touch ================ */ void idItem::Event_Touch( idEntity *other, trace_t *trace ) { if ( !other->IsType( idPlayer::Type ) ) { return; } if ( !canPickUp ) { return; } Pickup( static_cast(other) ); } /* ================ idItem::Event_Trigger ================ */ void idItem::Event_Trigger( idEntity *activator ) { if ( !canPickUp && spawnArgs.GetBool( "triggerFirst" ) ) { canPickUp = true; return; } if ( activator && activator->IsType( idPlayer::Type ) ) { Pickup( static_cast( activator ) ); } } /* ================ idItem::Event_Respawn ================ */ void idItem::Event_Respawn( void ) { if ( gameLocal.isServer ) { ServerSendEvent( EVENT_RESPAWN, NULL, false, -1 ); } BecomeActive( TH_THINK ); Show(); inViewTime = -1000; lastCycle = -1; GetPhysics()->SetContents( CONTENTS_TRIGGER ); SetOrigin( orgOrigin ); StartSound( "snd_respawn", SND_CHANNEL_ITEM, 0, false, NULL ); CancelEvents( &EV_RespawnItem ); // don't double respawn } /* ================ idItem::Event_RespawnFx ================ */ void idItem::Event_RespawnFx( void ) { if ( gameLocal.isServer ) { ServerSendEvent( EVENT_RESPAWNFX, NULL, false, -1 ); } const char *sfx = spawnArgs.GetString( "fxRespawn" ); if ( sfx && *sfx ) { idEntityFx::StartFx( sfx, NULL, NULL, this, true ); } } /* =============================================================================== idItemPowerup =============================================================================== */ /* =============== idItemPowerup =============== */ CLASS_DECLARATION( idItem, idItemPowerup ) END_CLASS /* ================ idItemPowerup::idItemPowerup ================ */ idItemPowerup::idItemPowerup() { time = 0; type = 0; } /* ================ idItemPowerup::Save ================ */ void idItemPowerup::Save( idSaveGame *savefile ) const { savefile->WriteInt( time ); savefile->WriteInt( type ); } /* ================ idItemPowerup::Restore ================ */ void idItemPowerup::Restore( idRestoreGame *savefile ) { savefile->ReadInt( time ); savefile->ReadInt( type ); } /* ================ idItemPowerup::Spawn ================ */ void idItemPowerup::Spawn( void ) { time = spawnArgs.GetInt( "time", "30" ); type = spawnArgs.GetInt( "type", "0" ); } /* ================ idItemPowerup::GiveToPlayer ================ */ bool idItemPowerup::GiveToPlayer( idPlayer *player ) { if ( player->spectating ) { return false; } player->GivePowerUp( type, time * 1000 ); return true; } /* =============================================================================== 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; // draw a view to a texture renderSystem->CropRenderSize( 256, 256, true ); gameRenderWorld->RenderScene( &fullView ); renderSystem->CaptureRenderToFile( shotName ); renderSystem->UnCrop(); } } } /* ================ idObjective::Event_Trigger ================ */ void idObjective::Event_Trigger( idEntity *activator ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { //Pickup( player ); if ( spawnArgs.GetString( "inv_objective", NULL ) ) { if ( player && player->hud ) { idStr shotName = gameLocal.GetMapName(); shotName.StripFileExtension(); shotName += "/"; shotName += spawnArgs.GetString( "screenshot" ); shotName.SetFileExtension( ".tga" ); player->hud->SetStateString( "screenshot", shotName ); player->hud->SetStateString( "objective", "1" ); player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) ); player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) ); player->GiveObjective( spawnArgs.GetString( "objectivetitle" ), spawnArgs.GetString( "objectivetext" ), shotName ); // a tad slow but keeps from having to update all objectives in all maps with a name ptr for( int i = 0; i < gameLocal.num_entities; i++ ) { if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idObjectiveComplete::Type ) ) { if ( idStr::Icmp( spawnArgs.GetString( "objectivetitle" ), gameLocal.entities[ i ]->spawnArgs.GetString( "objectivetitle" ) ) == 0 ){ gameLocal.entities[ i ]->spawnArgs.SetBool( "objEnabled", true ); break; } } } PostEventMS( &EV_GetPlayerPos, 2000 ); } } } } /* ================ idObjective::Event_GetPlayerPos ================ */ void idObjective::Event_GetPlayerPos() { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { playerPos = player->GetPhysics()->GetOrigin(); PostEventMS( &EV_HideObjective, 100, player ); } } /* ================ idObjective::Event_HideObjective ================ */ void idObjective::Event_HideObjective(idEntity *e) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { idVec3 v = player->GetPhysics()->GetOrigin() - playerPos; if ( v.Length() > 64.0f ) { player->HideObjective(); PostEventMS( &EV_Remove, 0 ); } else { PostEventMS( &EV_HideObjective, 100, player ); } } } /* =============================================================================== idVideoCDItem =============================================================================== */ CLASS_DECLARATION( idItem, idVideoCDItem ) END_CLASS /* ================ idVideoCDItem::Spawn ================ */ void idVideoCDItem::Spawn( void ) { } /* ================ idVideoCDItem::GiveToPlayer ================ */ bool idVideoCDItem::GiveToPlayer( idPlayer *player ) { idStr str = spawnArgs.GetString( "video" ); if ( player && str.Length() ) { player->GiveVideo( str, &spawnArgs ); } return true; } /* =============================================================================== idPDAItem =============================================================================== */ CLASS_DECLARATION( idItem, idPDAItem ) END_CLASS /* ================ idPDAItem::GiveToPlayer ================ */ bool idPDAItem::GiveToPlayer(idPlayer *player) { const char *str = spawnArgs.GetString( "pda_name" ); if ( player ) { player->GivePDA( str, &spawnArgs ); } return true; } /* =============================================================================== idMoveableItem =============================================================================== */ 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; } /* ================ idMoveableItem::~idMoveableItem ================ */ idMoveableItem::~idMoveableItem() { if ( trigger ) { delete trigger; } } /* ================ idMoveableItem::Save ================ */ void idMoveableItem::Save( idSaveGame *savefile ) const { savefile->WriteStaticObject( physicsObj ); savefile->WriteClipModel( trigger ); savefile->WriteParticle( smoke ); savefile->WriteInt( smokeTime ); } /* ================ 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( 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 ); } if ( thinkFlags & TH_UPDATEPARTICLES ) { if ( !gameLocal.smokeParticles->EmitSmoke( smoke, smokeTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() ) ) { smokeTime = 0; BecomeInactive( TH_UPDATEPARTICLES ); } } Present(); } /* ================ idMoveableItem::Pickup ================ */ bool idMoveableItem::Pickup( idPlayer *player ) { bool ret = idItem::Pickup( player ); if ( ret ) { trigger->SetContents( 0 ); } return ret; } /* ================ idMoveableItem::DropItem ================ */ idEntity *idMoveableItem::DropItem( const char *classname, const idVec3 &origin, const idMat3 &axis, const idVec3 &velocity, int activateDelay, int removeDelay ) { idDict args; idEntity *item; args.Set( "classname", classname ); args.Set( "dropped", "1" ); // we sometimes drop idMoveables here, so set 'nodrop' to 1 so that it doesn't get put on the floor args.Set( "nodrop", "1" ); if ( activateDelay ) { args.SetBool( "triggerFirst", true ); } gameLocal.SpawnEntityDef( args, &item ); if ( item ) { // set item position item->GetPhysics()->SetOrigin( origin ); item->GetPhysics()->SetAxis( axis ); item->GetPhysics()->SetLinearVelocity( velocity ); item->UpdateVisuals(); if ( activateDelay ) { item->PostEventMS( &EV_Activate, activateDelay, item ); } if ( !removeDelay ) { removeDelay = 5 * 60 * 1000; } // always remove a dropped item after 5 minutes in case it dropped to an unreachable location item->PostEventMS( &EV_Remove, removeDelay ); } return item; } /* ================ idMoveableItem::DropItems The entity should have the following key/value pairs set: "def_dropItem" "item def" "dropItemJoint" "joint name" "dropItemRotation" "pitch yaw roll" "dropItemOffset" "x y z" "skin_drop" "skin name" To drop multiple items the following key/value pairs can be used: "def_dropItem" "item def" "dropItemJoint" "joint name" "dropItemRotation" "pitch yaw roll" "dropItemOffset" "x y z" where is an aribtrary string. ================ */ void idMoveableItem::DropItems( idAnimatedEntity *ent, const char *type, idList *list ) { const idKeyValue *kv; const char *skinName, *c, *jointName; idStr key, key2; idVec3 origin; idMat3 axis; idAngles angles; const idDeclSkin *skin; jointHandle_t joint; idEntity *item; // drop all items kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), NULL ); while ( kv ) { c = kv->GetKey().c_str() + kv->GetKey().Length(); if ( idStr::Icmp( c - 5, "Joint" ) != 0 && idStr::Icmp( c - 8, "Rotation" ) != 0 ) { key = kv->GetKey().c_str() + 4; key2 = key; key += "Joint"; key2 += "Offset"; jointName = ent->spawnArgs.GetString( key ); joint = ent->GetAnimator()->GetJointHandle( jointName ); if ( !ent->GetJointWorldTransform( joint, gameLocal.time, origin, axis ) ) { gameLocal.Warning( "%s refers to invalid joint '%s' on entity '%s'\n", key.c_str(), jointName, ent->name.c_str() ); origin = ent->GetPhysics()->GetOrigin(); axis = ent->GetPhysics()->GetAxis(); } if ( g_dropItemRotation.GetString()[0] ) { angles.Zero(); sscanf( g_dropItemRotation.GetString(), "%f %f %f", &angles.pitch, &angles.yaw, &angles.roll ); } else { key = kv->GetKey().c_str() + 4; key += "Rotation"; ent->spawnArgs.GetAngles( key, "0 0 0", angles ); } axis = angles.ToMat3() * axis; origin += ent->spawnArgs.GetVector( key2, "0 0 0" ); item = DropItem( kv->GetValue(), origin, axis, vec3_origin, 0, 0 ); if ( list && item ) { list->Append( item ); } } kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), kv ); } // change the skin to hide all items skinName = ent->spawnArgs.GetString( va( "skin_drop%s", type ) ); if ( skinName[0] ) { skin = declManager->FindSkin( skinName ); ent->SetSkin( skin ); } } /* ====================== idMoveableItem::WriteToSnapshot ====================== */ void idMoveableItem::WriteToSnapshot( idBitMsgDelta &msg ) const { physicsObj.WriteToSnapshot( msg ); } /* ====================== idMoveableItem::ReadFromSnapshot ====================== */ void idMoveableItem::ReadFromSnapshot( const idBitMsgDelta &msg ) { physicsObj.ReadFromSnapshot( msg ); if ( msg.HasChanged() ) { UpdateVisuals(); } } /* ============ idMoveableItem::Gib ============ */ void idMoveableItem::Gib( const idVec3 &dir, const char *damageDefName ) { // spawn smoke puff const char *smokeName = spawnArgs.GetString( "smoke_gib" ); if ( *smokeName != '\0' ) { const idDeclParticle *smoke = static_cast( declManager->FindType( DECL_PARTICLE, smokeName ) ); gameLocal.smokeParticles->EmitSmoke( smoke, gameLocal.time, gameLocal.random.CRandomFloat(), renderEntity.origin, renderEntity.axis ); } // remove the entity PostEventMS( &EV_Remove, 0 ); } /* ================ idMoveableItem::Event_DropToFloor ================ */ void idMoveableItem::Event_DropToFloor( void ) { // the physics will drop the moveable to the floor } /* ============ idMoveableItem::Event_Gib ============ */ void idMoveableItem::Event_Gib( const char *damageDefName ) { Gib( idVec3( 0, 0, 1 ), damageDefName ); } /* =============================================================================== idMoveablePDAItem =============================================================================== */ CLASS_DECLARATION( idMoveableItem, idMoveablePDAItem ) END_CLASS /* ================ idMoveablePDAItem::GiveToPlayer ================ */ bool idMoveablePDAItem::GiveToPlayer(idPlayer *player) { const char *str = spawnArgs.GetString( "pda_name" ); if ( player ) { player->GivePDA( str, &spawnArgs ); } return true; } /* =============================================================================== idItemRemover =============================================================================== */ CLASS_DECLARATION( idEntity, idItemRemover ) EVENT( EV_Activate, idItemRemover::Event_Trigger ) END_CLASS /* ================ idItemRemover::Spawn ================ */ void idItemRemover::Spawn( void ) { } /* ================ idItemRemover::RemoveItem ================ */ void idItemRemover::RemoveItem( idPlayer *player ) { const char *remove; remove = spawnArgs.GetString( "remove" ); player->RemoveInventoryItem( remove ); } /* ================ idItemRemover::Event_Trigger ================ */ void idItemRemover::Event_Trigger( idEntity *activator ) { if ( activator->IsType( idPlayer::Type ) ) { RemoveItem( static_cast(activator) ); } } /* =============================================================================== idObjectiveComplete =============================================================================== */ CLASS_DECLARATION( idItemRemover, idObjectiveComplete ) EVENT( EV_Activate, idObjectiveComplete::Event_Trigger ) EVENT( EV_HideObjective, idObjectiveComplete::Event_HideObjective ) EVENT( EV_GetPlayerPos, idObjectiveComplete::Event_GetPlayerPos ) END_CLASS /* ================ idObjectiveComplete::idObjectiveComplete ================ */ idObjectiveComplete::idObjectiveComplete() { playerPos.Zero(); } /* ================ idObjectiveComplete::Save ================ */ void idObjectiveComplete::Save( idSaveGame *savefile ) const { savefile->WriteVec3( playerPos ); } /* ================ idObjectiveComplete::Restore ================ */ void idObjectiveComplete::Restore( idRestoreGame *savefile ) { savefile->ReadVec3( playerPos ); } /* ================ idObjectiveComplete::Spawn ================ */ void idObjectiveComplete::Spawn( void ) { spawnArgs.SetBool( "objEnabled", false ); Hide(); } /* ================ idObjectiveComplete::Event_Trigger ================ */ void idObjectiveComplete::Event_Trigger( idEntity *activator ) { if ( !spawnArgs.GetBool( "objEnabled" ) ) { return; } idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { RemoveItem( player ); if ( spawnArgs.GetString( "inv_objective", NULL ) ) { if ( player->hud ) { player->hud->SetStateString( "objective", "2" ); player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) ); 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 ); } } }