/* =========================================================================== 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/ModelManager.h" #include "gamesys/SysCvar.h" #include "Player.h" #include "Projectile.h" #include "WorldSpawn.h" #include "Fx.h" /* =============================================================================== idEntityFx =============================================================================== */ const idEventDef EV_Fx_FadeFx( "fadeFx" ); //ivan - also remove it const idEventDef EV_Fx_KillFx( "_killfx" ); const idEventDef EV_Fx_Action( "_fxAction", "e" ); // implemented by subclasses CLASS_DECLARATION( idEntity, idEntityFx ) EVENT( EV_Activate, idEntityFx::Event_Trigger ) EVENT( EV_Fx_KillFx, idEntityFx::Event_ClearFx ) EVENT( EV_Fx_FadeFx, idEntityFx::Event_FadeFx ) //ivan END_CLASS /* ================ idEntityFx::Save ================ */ void idEntityFx::Save( idSaveGame *savefile ) const { int i; //ivan start savefile->WriteBool( manualRemove ); savefile->WriteBool( manualFadeIsOn ); savefile->WriteBool( endlessSounds ); //ivan end savefile->WriteInt( started ); savefile->WriteInt( nextTriggerTime ); savefile->WriteFX( fxEffect ); savefile->WriteString( systemName ); savefile->WriteInt( actions.Num() ); for ( i = 0; i < actions.Num(); i++ ) { if ( actions[i].lightDefHandle >= 0 ) { savefile->WriteBool( true ); savefile->WriteRenderLight( actions[i].renderLight ); } else { savefile->WriteBool( false ); } if ( actions[i].modelDefHandle >= 0 ) { savefile->WriteBool( true ); savefile->WriteRenderEntity( actions[i].renderEntity ); } else { savefile->WriteBool( false ); } savefile->WriteFloat( actions[i].delay ); savefile->WriteInt( actions[i].start ); savefile->WriteBool( actions[i].soundStarted ); savefile->WriteBool( actions[i].shakeStarted ); savefile->WriteBool( actions[i].decalDropped ); savefile->WriteBool( actions[i].launched ); } } /* ================ idEntityFx::Restore ================ */ void idEntityFx::Restore( idRestoreGame *savefile ) { int i; int num; bool hasObject; //ivan start savefile->ReadBool( manualRemove ); savefile->ReadBool( manualFadeIsOn ); savefile->ReadBool( endlessSounds ); //ivan end savefile->ReadInt( started ); savefile->ReadInt( nextTriggerTime ); savefile->ReadFX( fxEffect ); savefile->ReadString( systemName ); savefile->ReadInt( num ); actions.SetNum( num ); for ( i = 0; i < num; i++ ) { savefile->ReadBool( hasObject ); if ( hasObject ) { savefile->ReadRenderLight( actions[i].renderLight ); actions[i].lightDefHandle = gameRenderWorld->AddLightDef( &actions[i].renderLight ); } else { memset( &actions[i].renderLight, 0, sizeof( renderLight_t ) ); actions[i].lightDefHandle = -1; } savefile->ReadBool( hasObject ); if ( hasObject ) { savefile->ReadRenderEntity( actions[i].renderEntity ); actions[i].modelDefHandle = gameRenderWorld->AddEntityDef( &actions[i].renderEntity ); } else { memset( &actions[i].renderEntity, 0, sizeof( renderEntity_t ) ); actions[i].modelDefHandle = -1; } savefile->ReadFloat( actions[i].delay ); // let the FX regenerate the particleSystem actions[i].particleSystem = -1; savefile->ReadInt( actions[i].start ); savefile->ReadBool( actions[i].soundStarted ); savefile->ReadBool( actions[i].shakeStarted ); savefile->ReadBool( actions[i].decalDropped ); savefile->ReadBool( actions[i].launched ); } } /* ================ idEntityFx::Setup ================ */ void idEntityFx::Setup( const char *fx ) { if ( started >= 0 ) { return; // already started } // early during MP Spawn() with no information. wait till we ReadFromSnapshot for more if ( gameLocal.isClient && ( !fx || fx[0] == '\0' ) ) { return; } systemName = fx; started = 0; endlessSounds = false; //ivan fxEffect = static_cast( declManager->FindType( DECL_FX, systemName.c_str() ) ); if ( fxEffect ) { idFXLocalAction localAction; memset( &localAction, 0, sizeof( idFXLocalAction ) ); actions.AssureSize( fxEffect->events.Num(), localAction ); for( int i = 0; ievents.Num(); i++ ) { const idFXSingleAction& fxaction = fxEffect->events[i]; idFXLocalAction& laction = actions[i]; if ( fxaction.random1 || fxaction.random2 ) { laction.delay = fxaction.random1 + gameLocal.random.RandomFloat() * ( fxaction.random2 - fxaction.random1 ); } else { laction.delay = fxaction.delay; } laction.start = -1; laction.lightDefHandle = -1; laction.modelDefHandle = -1; laction.particleSystem = -1; laction.shakeStarted = false; laction.decalDropped = false; laction.launched = false; //ivan start if ( !endlessSounds && fxaction.type == FX_SOUND && fxaction.duration <= 0 ){ endlessSounds = true; //gameLocal.Printf("this FX has endlessSounds"); } //ivan end } } } /* ================ idEntityFx::EffectName ================ */ const char *idEntityFx::EffectName( void ) { return fxEffect ? fxEffect->GetName() : NULL; } /* ================ idEntityFx::Joint ================ */ const char *idEntityFx::Joint( void ) { return fxEffect ? fxEffect->joint.c_str() : NULL; } //ivan start /* ================ idEntityFx::ResetShaderParms ================ */ void idEntityFx::ResetShaderParms( void ) { if ( !fxEffect ) { return; } for( int i = 0; i < fxEffect->events.Num(); i++ ) { const idFXSingleAction& fxaction = fxEffect->events[i]; idFXLocalAction& laction = actions[i]; if ( laction.lightDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHLIGHT ) { laction.renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x; laction.renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y; laction.renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z; laction.renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); } if ( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) { laction.renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f; laction.renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f; laction.renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f; if( manualFadeIsOn ){ //no need to reset it if we are not fading - this would make the particle to change position instantly laction.renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); } laction.renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] = 0; //make particles to appear } } } //ivan end /* ================ idEntityFx::CleanUp ================ */ void idEntityFx::CleanUp( void ) { if ( !fxEffect ) { return; } for( int i = 0; i < fxEffect->events.Num(); i++ ) { const idFXSingleAction& fxaction = fxEffect->events[i]; idFXLocalAction& laction = actions[i]; CleanUpSingleAction( fxaction, laction ); } } /* ================ idEntityFx::CleanUpSingleAction ================ */ void idEntityFx::CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction ) { if ( laction.lightDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHLIGHT ) { gameRenderWorld->FreeLightDef( laction.lightDefHandle ); laction.lightDefHandle = -1; } if ( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) { gameRenderWorld->FreeEntityDef( laction.modelDefHandle ); laction.modelDefHandle = -1; } laction.start = -1; } /* ================ idEntityFx::Start ================ */ void idEntityFx::Start( int time ) { if ( !fxEffect ) { return; } //ivan start // already started bool restartSounds = true; if ( started >= 0 ){ if( manualFadeIsOn && endlessSounds ) { //if fading and endless we need to stop them StopSound( SND_CHANNEL_ANY, false ); //gameLocal.Printf("sounds stopped!"); }else{ restartSounds = false; //gameLocal.Printf("sounds not stopped!"); } } manualFadeIsOn = false; //ivan end started = time; for( int i = 0; i < fxEffect->events.Num(); i++ ) { idFXLocalAction& laction = actions[i]; //ivan start //was: laction.start = time; if( laction.delay < 0 ){ //will be started manually laction.start = -1; //start disabled }else{ laction.start = time; } //was: laction.soundStarted = false; if( restartSounds ){ laction.soundStarted = false; } //else don't change it! //ivan end laction.shakeStarted = false; laction.particleSystem = -1; laction.decalDropped = false; laction.launched = false; } } /* ================ idEntityFx::Stop ================ */ void idEntityFx::Stop( void ) { CleanUp(); started = -1; } //ivan start /* ================ idEntityFx::FadeDuration It returns the max 'duration' of the fadeOut stage with "delay -1" (manually started) ================ */ const int idEntityFx::FadeDuration( void ) { int max = 0; if ( !fxEffect ) { return max; } for( int i = 0; i < fxEffect->events.Num(); i++ ) { const idFXSingleAction& fxaction = fxEffect->events[i]; if( fxaction.delay > 0 || fxaction.fadeOutTime <= 0 ){ //than it's not part of the manual fade continue; } int d = ( fxaction.duration ) * 1000.0f; if ( d > max ) { max = d; } } //gameLocal.Printf("FadeDuration: %d\n", max); return max; } //ivan end /* ================ idEntityFx::Duration ================ */ const int idEntityFx::Duration( void ) { int max = 0; if ( !fxEffect ) { return max; } for( int i = 0; i < fxEffect->events.Num(); i++ ) { const idFXSingleAction& fxaction = fxEffect->events[i]; int d = ( fxaction.delay + fxaction.duration ) * 1000.0f; if ( d > max ) { max = d; } } return max; } /* ================ idEntityFx::Done ================ */ const bool idEntityFx::Done() { //ivan end if( manualRemove ){ //it never is "done"... unles it has been removed :) return false; } //ivan end if (started > 0 && gameLocal.time > started + Duration()) { return true; } return false; } /* ================ idEntityFx::ApplyFade ================ */ void idEntityFx::ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart ) { if ( fxaction.fadeInTime || fxaction.fadeOutTime ) { float fadePct = (float)( time - actualStart ) / ( 1000.0f * ( ( fxaction.fadeInTime != 0 ) ? fxaction.fadeInTime : fxaction.fadeOutTime ) ); if (fadePct > 1.0) { fadePct = 1.0; } if ( laction.modelDefHandle != -1 ) { //ivan start - use entity color laction.renderEntity.shaderParms[SHADERPARM_RED] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct; laction.renderEntity.shaderParms[SHADERPARM_GREEN] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct; laction.renderEntity.shaderParms[SHADERPARM_BLUE] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct; /* //TODO: use entity color fr particles? laction.renderEntity.shaderParms[SHADERPARM_RED] = renderEntity.shaderParms[SHADERPARM_RED] * (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct; laction.renderEntity.shaderParms[SHADERPARM_GREEN] = renderEntity.shaderParms[SHADERPARM_GREEN] * (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct; laction.renderEntity.shaderParms[SHADERPARM_BLUE] = renderEntity.shaderParms[SHADERPARM_BLUE] * (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct; */ /* //fade out particles if (( fxaction.fadeInTime == 0 ) && fadePct < 1.0f) { //fading out if( laction.renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] == 0 ){ //gameLocal.Printf("SHADERPARM_PARTICLE_STOPTIME\n"); laction.renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( time ); } } */ /* else{ gameLocal.Printf("SHADERPARM_PARTICLE_STOPTIME reset\n"); laction.renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = 0; } */ //ivan end gameRenderWorld->UpdateEntityDef( laction.modelDefHandle, &laction.renderEntity ); } if ( laction.lightDefHandle != -1 ) { laction.renderLight.shaderParms[SHADERPARM_RED] = fxaction.lightColor.x * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct ); laction.renderLight.shaderParms[SHADERPARM_GREEN] = fxaction.lightColor.y * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct ); laction.renderLight.shaderParms[SHADERPARM_BLUE] = fxaction.lightColor.z * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct ); //gameLocal.Printf("upd light fadePct %f, shaderParms %f %f %f\n", fadePct,laction.renderLight.shaderParms[SHADERPARM_RED],laction.renderLight.shaderParms[SHADERPARM_GREEN],laction.renderLight.shaderParms[SHADERPARM_BLUE]); gameRenderWorld->UpdateLightDef( laction.lightDefHandle, &laction.renderLight ); } } } /* ================ idEntityFx::Run ================ */ void idEntityFx::Run( int time ) { int ieff, j; idEntity *ent = NULL; const idDict *projectileDef = NULL; idProjectile *projectile = NULL; if ( !fxEffect ) { return; } for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) { const idFXSingleAction& fxaction = fxEffect->events[ieff]; idFXLocalAction& laction = actions[ieff]; // // if we're currently done with this one // if ( laction.start == -1 ) { continue; } // // see if it's delayed // if ( laction.delay > 0 ) { if ( laction.start + (time - laction.start) < laction.start + (laction.delay * 1000) ) { continue; } } //ivan start - negative delay: they are meant to be started only manually else if ( laction.delay < 0 ) { if( !manualFadeIsOn ){ continue; } /* if( manualFadeIsOn ){ if( laction.start == 0 ){ gameLocal.Printf("laction.start = time; <-- start now \n"); laction.start = time; //start now } }else{ continue; } */ } //ivan end // // each event can have it's own delay and restart // //was: int actualStart = laction.delay ? laction.start + (int)( laction.delay * 1000 ) : laction.start; int actualStart = ( laction.delay > 0 )? laction.start + (int)( laction.delay * 1000 ) : laction.start; if( fxaction.duration > 0 ){ //ivan - if added: duration 0 means endless float pct = (float)( time - actualStart ) / (1000 * fxaction.duration ); if ( pct >= 1.0f ) { laction.start = -1; float totalDelay = 0.0f; if ( fxaction.restart ) { if ( fxaction.random1 || fxaction.random2 ) { totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * (fxaction.random2 - fxaction.random1); } else { totalDelay = fxaction.delay; } laction.delay = totalDelay; laction.start = time; } continue; } } if ( fxaction.fire.Length() ) { for( j = 0; j < fxEffect->events.Num(); j++ ) { if ( fxEffect->events[j].name.Icmp( fxaction.fire ) == 0 ) { actions[j].delay = 0; } } } idFXLocalAction *useAction; if ( fxaction.sibling == -1 ) { useAction = &laction; } else { useAction = &actions[fxaction.sibling]; } assert( useAction ); switch( fxaction.type ) { case FX_ATTACHLIGHT: case FX_LIGHT: { if ( useAction->lightDefHandle == -1 ) { if ( fxaction.type == FX_LIGHT ) { //gameLocal.Printf("new light\n"); memset( &useAction->renderLight, 0, sizeof( renderLight_t ) ); useAction->renderLight.origin = GetPhysics()->GetOrigin() + fxaction.offset; useAction->renderLight.axis = GetPhysics()->GetAxis(); useAction->renderLight.lightRadius[0] = fxaction.lightRadius; useAction->renderLight.lightRadius[1] = fxaction.lightRadius; useAction->renderLight.lightRadius[2] = fxaction.lightRadius; useAction->renderLight.shader = declManager->FindMaterial( fxaction.data, false ); useAction->renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x; useAction->renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y; useAction->renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z; useAction->renderLight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f; useAction->renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time ); useAction->renderLight.referenceSound = refSound.referenceSound; useAction->renderLight.pointLight = true; if ( fxaction.noshadows ) { useAction->renderLight.noShadows = true; } useAction->lightDefHandle = gameRenderWorld->AddLightDef( &useAction->renderLight ); } if ( fxaction.noshadows ) { for( j = 0; j < fxEffect->events.Num(); j++ ) { idFXLocalAction& laction2 = actions[j]; if ( laction2.modelDefHandle != -1 ) { laction2.renderEntity.noShadow = true; } } } } //ivan start else if ( fxaction.trackOrigin ) { //todo: add code for explicitAxis also here? //gameLocal.Printf("light trackOrigin\n"); useAction->renderLight.origin = GetPhysics()->GetOrigin() + fxaction.offset; useAction->renderLight.axis = GetPhysics()->GetAxis(); //track origin fix //gameLocal.Printf("FX_LIGHT UpdateLightDef\n"); gameRenderWorld->UpdateLightDef( useAction->lightDefHandle, &useAction->renderLight ); } //ivan end ApplyFade( fxaction, *useAction, time, actualStart ); break; } case FX_SOUND: { if ( !useAction->soundStarted ) { useAction->soundStarted = true; //gameLocal.Printf("FX_SOUND StartSoundShader\n"); const idSoundShader *shader = declManager->FindSound(fxaction.data); StartSoundShader( shader, SND_CHANNEL_ANY, 0, false, NULL ); for( j = 0; j < fxEffect->events.Num(); j++ ) { idFXLocalAction& laction2 = actions[j]; if ( laction2.lightDefHandle != -1 ) { //gameLocal.Printf("FX_SOUND UpdateLightDef\n"); laction2.renderLight.referenceSound = refSound.referenceSound; gameRenderWorld->UpdateLightDef( laction2.lightDefHandle, &laction2.renderLight ); } } } break; } case FX_DECAL: { if ( !useAction->decalDropped ) { useAction->decalDropped = true; gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 8.0f, true, fxaction.size, fxaction.data ); } break; } case FX_SHAKE: { if ( !useAction->shakeStarted ) { idDict args; args.Clear(); args.SetFloat( "kick_time", fxaction.shakeTime ); args.SetFloat( "kick_amplitude", fxaction.shakeAmplitude ); for ( j = 0; j < gameLocal.numClients; j++ ) { idPlayer *player = gameLocal.GetClientByNum( j ); if ( player && ( player->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).LengthSqr() < Square( fxaction.shakeDistance ) ) { if ( !gameLocal.isMultiplayer || !fxaction.shakeIgnoreMaster || GetBindMaster() != player ) { player->playerView.DamageImpulse( fxaction.offset, &args ); } } } if ( fxaction.shakeImpulse != 0.0f && fxaction.shakeDistance != 0.0f ) { idEntity *ignore_ent = NULL; if ( gameLocal.isMultiplayer ) { ignore_ent = this; if ( fxaction.shakeIgnoreMaster ) { ignore_ent = GetBindMaster(); } } // lookup the ent we are bound to? gameLocal.RadiusPush( GetPhysics()->GetOrigin(), fxaction.shakeDistance, fxaction.shakeImpulse, this, ignore_ent, 1.0f, true ); } useAction->shakeStarted = true; } break; } case FX_ATTACHENTITY: case FX_PARTICLE: case FX_MODEL: { if ( useAction->modelDefHandle == -1 ) { memset( &useAction->renderEntity, 0, sizeof( renderEntity_t ) ); useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset; useAction->renderEntity.axis = (fxaction.explicitAxis) ? fxaction.axis : GetPhysics()->GetAxis(); useAction->renderEntity.hModel = renderModelManager->FindModel( fxaction.data ); useAction->renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f; useAction->renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f; useAction->renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f; useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time ); // ivan - set stop time to non for particles fxaction.type //renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = 0; useAction->renderEntity.shaderParms[3] = 1.0f; useAction->renderEntity.shaderParms[5] = 0.0f; if ( useAction->renderEntity.hModel ) { useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity ); } useAction->modelDefHandle = gameRenderWorld->AddEntityDef( &useAction->renderEntity ); } else if ( fxaction.trackOrigin ) { //ivan start /* //was: useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset; useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis(); */ //fix offset: must be relative to our axis! useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis(); useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset * useAction->renderEntity.axis; //track origin fix gameRenderWorld->UpdateEntityDef( useAction->modelDefHandle, &useAction->renderEntity ); //ivan end } ApplyFade( fxaction, *useAction, time, actualStart ); break; } case FX_LAUNCH: { if ( gameLocal.isClient ) { // client never spawns entities outside of ClientReadSnapshot useAction->launched = true; break; } if ( !useAction->launched ) { useAction->launched = true; projectile = NULL; // FIXME: may need to cache this if it is slow projectileDef = gameLocal.FindEntityDefDict( fxaction.data, false ); if ( !projectileDef ) { gameLocal.Warning( "projectile \'%s\' not found", fxaction.data.c_str() ); } else { gameLocal.SpawnEntityDef( *projectileDef, &ent, false ); if ( ent && ent->IsType( idProjectile::Type ) ) { projectile = ( idProjectile * )ent; projectile->Create( this, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0] ); projectile->Launch( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0], vec3_origin ); } } } break; } //ivan start - SHOCKWAVE from d3xp case FX_SHOCKWAVE: { if ( gameLocal.isClient ) { useAction->shakeStarted = true; break; } if ( !useAction->shakeStarted ) { idStr shockDefName; useAction->shakeStarted = true; shockDefName = fxaction.data; if ( !shockDefName.Length() ) { shockDefName = "func_shockwave"; } projectileDef = gameLocal.FindEntityDefDict( shockDefName, false ); if ( !projectileDef ) { gameLocal.Warning( "shockwave \'%s\' not found", shockDefName.c_str() ); } else { gameLocal.SpawnEntityDef( *projectileDef, &ent ); ent->SetOrigin( GetPhysics()->GetOrigin() + fxaction.offset ); ent->PostEventMS( &EV_Remove, ent->spawnArgs.GetInt( "duration" ) ); } } break; } //ivan end - SHOCKWAVE from d3xp } } } /* ================ idEntityFx::idEntityFx ================ */ idEntityFx::idEntityFx() { fxEffect = NULL; started = -1; nextTriggerTime = -1; fl.networkSync = true; //ivan start manualRemove = false; manualFadeIsOn = false; endlessSounds = false; //ivan end } /* ================ idEntityFx::~idEntityFx ================ */ idEntityFx::~idEntityFx() { CleanUp(); fxEffect = NULL; //gameLocal.Printf("~idEntityFx()\n"); //ivan start if( endlessSounds ){ StopSound( SND_CHANNEL_ANY, false ); //gameLocal.Printf("StopSound!"); } //ivan end } /* ================ idEntityFx::Spawn ================ */ void idEntityFx::Spawn( void ) { if ( g_skipFX.GetBool() ) { return; } const char *fx; nextTriggerTime = 0; fxEffect = NULL; if ( spawnArgs.GetString( "fx", "", &fx ) ) { systemName = fx; } if ( !spawnArgs.GetBool( "triggered" ) ) { Setup( fx ); if ( spawnArgs.GetBool( "test" ) || spawnArgs.GetBool( "start" ) || spawnArgs.GetFloat ( "restart" ) ) { PostEventMS( &EV_Activate, 0, this ); } } //ivan start manualRemove = spawnArgs.GetBool( "manualRemove", "0" ); //don't change default behaviour //ivan end } /* ================ idEntityFx::Think Clears any visual fx started when {item,mob,player} was spawned ================ */ void idEntityFx::Think( void ) { if ( g_skipFX.GetBool() ) { return; } //gameLocal.Printf( "idEntityFx::Think of '%s'\n", GetName() ); if ( thinkFlags & TH_THINK ) { Run( gameLocal.time ); } RunPhysics(); Present(); } //ivan start /* ================ idEntityFx::SetupFade ================ */ void idEntityFx::SetupFade( void ) { int ieff; if ( !fxEffect ) { return; } for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) { const idFXSingleAction& fxaction = fxEffect->events[ieff]; idFXLocalAction& laction = actions[ieff]; // turn on the waiting ones if ( laction.delay < 0 ) { laction.start = gameLocal.time; } // turn off the ones which are not endless else if( fxaction.duration != 0 ){ //duration = 0 means endless. Turn off -1 ones too! laction.start = -1; } //turn off particles if ( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) { laction.renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] = MS2SEC( gameLocal.time ); } } } /* ================ idEntityFx::FadeOutFx ================ */ void idEntityFx::FadeOutFx( void ) { if( started < 0 || manualFadeIsOn ){ //if not active or already fading return; } manualFadeIsOn = true; SetupFade(); if( endlessSounds ){ FadeSound( SND_CHANNEL_ANY, -60, 1 ); //fade out sounds //gameLocal.Printf("fading sounds!"); } if( manualRemove ){ CancelEvents( &EV_Activate ); // make sure it's not going to re-activate itself CancelEvents( &EV_Fx_KillFx ); // make sure it's not going to kill or re-activate itself too soon PostEventMS( &EV_Fx_KillFx, FadeDuration() ); } } /* ================ idEntityFx::Event_StopFx Clears any visual fx started when item(mob) was spawned ================ */ void idEntityFx::Event_FadeFx( void ) { FadeOutFx(); } //ivan end /* ================ idEntityFx::Event_ClearFx Clears any visual fx started when item(mob) was spawned ================ */ void idEntityFx::Event_ClearFx( void ) { if ( g_skipFX.GetBool() ) { return; } Stop(); CleanUp(); BecomeInactive( TH_THINK ); if ( spawnArgs.GetBool("test") ) { PostEventMS( &EV_Activate, 0, this ); } else { if ( spawnArgs.GetFloat( "restart" ) || !spawnArgs.GetBool( "triggered")) { float rest = spawnArgs.GetFloat( "restart", "0" ); if ( rest == 0.0f ) { PostEventSec( &EV_Remove, 0.1f ); } else { rest *= gameLocal.random.RandomFloat(); PostEventSec( &EV_Activate, rest, this ); } } } } /* ================ idEntityFx::Event_Trigger ================ */ void idEntityFx::Event_Trigger( idEntity *activator ) { if ( g_skipFX.GetBool() ) { return; } float fxActionDelay; const char *fx; if ( gameLocal.time < nextTriggerTime ) { return; } if ( spawnArgs.GetString( "fx", "", &fx) ) { //ivan start if( manualRemove ){ //new case if( started >= 0 && !manualFadeIsOn && spawnArgs.GetBool( "toggle", "0") ){ //if it is active && toggle is set FadeOutFx(); }else{ Setup( fx ); Start( gameLocal.time ); //don't autokill } }else{ //old case //ivan end Setup( fx ); Start( gameLocal.time ); PostEventMS( &EV_Fx_KillFx, Duration() ); } BecomeActive( TH_THINK ); } fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" ); if ( fxActionDelay != 0.0f ) { nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay ); } else { // prevent multiple triggers on same frame nextTriggerTime = gameLocal.time + 1; } PostEventSec( &EV_Fx_Action, fxActionDelay, activator ); } //ivan start void idEntityFx::StartFxUtility( idEntityFx *nfx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind, bool orientated, jointHandle_t jointnum ){ if ( nfx->Joint() && *nfx->Joint() ) { //ivan - where the hell is this set? //gameLocal.Printf("StartFx --> misterious case. Tell Ivan when this happend!\n" ); //nfx->BindToJoint( ent, nfx->Joint(), true ); nfx->BindToJoint( ent, nfx->Joint(), orientated ); //ivan nfx->SetOrigin( vec3_origin ); } //ivan start else if( bind && jointnum != INVALID_JOINT ){ //gameLocal.Printf("StartFx --> Joint ok, orientated: %d\n", (orientated?1:0) ); nfx->SetAxis( (useAxis) ? *useAxis : ent->GetPhysics()->GetAxis() ); nfx->BindToJoint( ent, jointnum, orientated ); nfx->SetOrigin( vec3_origin ); } //ivan end else { //gameLocal.Printf("StartFx --> no Joint, orientated: %d\n", (orientated?1:0) ); nfx->SetOrigin( (useOrigin) ? *useOrigin : ent->GetPhysics()->GetOrigin() ); nfx->SetAxis( (useAxis) ? *useAxis : ent->GetPhysics()->GetAxis() ); if ( bind ) { // never bind to world spawn if ( ent != gameLocal.world ) { //nfx->Bind( ent, true ); nfx->Bind( ent, orientated ); //ivan } } } nfx->Show(); } //ivan end /* ================ idEntityFx::StartFx ================ */ //idEntityFx *idEntityFx::StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind ) { idEntityFx *idEntityFx::StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind, bool orientated, jointHandle_t jointnum ) { //ivan if ( g_skipFX.GetBool() || !fx || !*fx ) { return NULL; } idDict args; args.SetBool( "start", true ); args.Set( "fx", fx ); idEntityFx *nfx = static_cast( gameLocal.SpawnEntityType( idEntityFx::Type, &args ) ); //ivan start - code moved in StartFxUtility if( nfx ){ StartFxUtility( nfx, useOrigin, useAxis, ent, bind, orientated, jointnum ); } //ivan end return nfx; } /* ================= idEntityFx::WriteToSnapshot ================= */ void idEntityFx::WriteToSnapshot( idBitMsgDelta &msg ) const { GetPhysics()->WriteToSnapshot( msg ); WriteBindToSnapshot( msg ); msg.WriteInt( ( fxEffect != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_FX, fxEffect->Index() ) : -1 ); msg.WriteInt( started ); } /* ================= idEntityFx::ReadFromSnapshot ================= */ void idEntityFx::ReadFromSnapshot( const idBitMsgDelta &msg ) { int fx_index, start_time, max_lapse; GetPhysics()->ReadFromSnapshot( msg ); ReadBindFromSnapshot( msg ); fx_index = gameLocal.ClientRemapDecl( DECL_FX, msg.ReadInt() ); start_time = msg.ReadInt(); if ( fx_index != -1 && start_time > 0 && !fxEffect && started < 0 ) { spawnArgs.GetInt( "effect_lapse", "1000", max_lapse ); if ( gameLocal.time - start_time > max_lapse ) { // too late, skip the effect completely started = 0; return; } const idDeclFX *fx = static_cast( declManager->DeclByIndex( DECL_FX, fx_index ) ); if ( !fx ) { gameLocal.Error( "FX at index %d not found", fx_index ); } fxEffect = fx; Setup( fx->GetName() ); Start( start_time ); } } /* ================= idEntityFx::ClientPredictionThink ================= */ void idEntityFx::ClientPredictionThink( void ) { if ( gameLocal.isNewFrame ) { Run( gameLocal.time ); } RunPhysics(); Present(); } /* =============================================================================== idTeleporter =============================================================================== */ CLASS_DECLARATION( idEntityFx, idTeleporter ) EVENT( EV_Fx_Action, idTeleporter::Event_DoAction ) END_CLASS /* ================ idTeleporter::Event_DoAction ================ */ void idTeleporter::Event_DoAction( idEntity *activator ) { idAngles a( 0, spawnArgs.GetFloat( "angle" ), 0 ); activator->Teleport( GetPhysics()->GetOrigin(), a, NULL ); } //ivan start /* =============================================================================== idDamagingFx =============================================================================== */ static const char *dmgFxTypeString[ NUM_DMGFX_TYPES ] = { "", "flames", "electro", "toxic" }; CLASS_DECLARATION( idEntityFx, idDamagingFx ) END_CLASS /* ================ idDamagingFx::idDamagingFx ================ */ idDamagingFx::idDamagingFx() { nextDamageTime = 0; endDamageTime = 0; damageRate = 0; victim = NULL; damageDefString = ""; dmgfxType = DMGFX_NONE; } /* ================ idDamagingFx::~idDamagingFx ================ */ idDamagingFx::~idDamagingFx() { } /* ================ idDamagingFx::Spawn ================ */ void idDamagingFx::Spawn( void ) { //gameLocal.Printf("idDamagingFx::Spawn\n"); damageDefString = spawnArgs.GetString( "def_damage", "damage_damagingFx" ); //damage def must be valid const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefString.c_str() ); if ( !damageDef ) { gameLocal.Error( "Unknown damageDef '%s'\n", damageDefString.c_str() ); } //get victim ent idEntity *ent; const char *entname; if ( !spawnArgs.GetString( "victim", NULL, &entname ) ) { gameLocal.Error( "Couldn't find 'victim' key in entity '%s'", name.c_str() ); return; } ent = gameLocal.FindEntity( entname ); if ( !ent ) { gameLocal.Error( "Couldn't find entity '%s' specified in 'victim' key in entity '%s'", entname, name.c_str() ); } victim = ent; //fadeOutOnTrigger = true; //make sure } /* ================ idDamagingFx::Restart ================ */ void idDamagingFx::Restart( void ) { //gameLocal.Printf("idDamagingFx::Restart\n"); CancelEvents( &EV_Activate ); CancelEvents( &EV_Fx_KillFx ); ResetShaderParms(); //gameLocal.Printf("Restart\n"); nextTriggerTime = 0; //make sure the event is accepted PostEventMS( &EV_Activate, 0, this ); } /* ================ idDamagingFx::Start ================ */ void idDamagingFx::Start( int time ) { //time is usually the current time //gameLocal.Printf("idDamagingFx::Start\n"); //damage def must be valid const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefString.c_str() ); if ( !damageDef ) { gameLocal.Error( "Unknown damageDef '%s'\n", damageDefString.c_str() ); } //end of fx endDamageTime = damageDef->GetInt( "totalTime", "-1" ); //-1 is endless if( endDamageTime > 0 ){ endDamageTime = SEC2MS( endDamageTime ) + time; } //damageRate damageRate = SEC2MS( damageDef->GetInt( "damageRate", "1" ) ); //only pos if( damageRate <= 0 ){ damageRate = 1000; } nextDamageTime = damageRate + time; //ivan end //start the fx idEntityFx::Start( time ); } /* ================ idDamagingFx::Think ================ */ void idDamagingFx::Think( void ) { //gameLocal.Printf("idDamagingFx::Think\n"); idEntityFx::Think(); if( started >= 0 && !manualFadeIsOn ){ //is active if( !victim.GetEntity() || victim.GetEntity()->IsHidden() || (endDamageTime > 0 && endDamageTime <= gameLocal.time ) ){ //gameLocal.Printf("FadeOutFx\n"); FadeOutFx(); }else if( nextDamageTime < gameLocal.time ){ nextDamageTime = damageRate + gameLocal.time; //gameLocal.Printf("Damage\n"); victim.GetEntity()->Damage( this, this, vec3_origin, damageDefString.c_str() , 1.0f, INVALID_JOINT ); } } } //spawnArgs.GetString( "def_damage", "damage_damagingFx" ) /* ================ idDamagingFx::StartDamagingFx ================ */ idDamagingFx *idDamagingFx::StartDamagingFx( int type, idEntity *victimEnt ) { //gameLocal.Printf("idDamagingFx::StartDamagingFx\n"); idEntity* ent; idDamagingFx* nfx; if ( g_skipFX.GetBool() || type <= DMGFX_NONE || type >= NUM_DMGFX_TYPES || !victimEnt ) { return NULL; } //check type const char *defName; defName = va( "dmgfx_%s_%s", dmgFxTypeString[type], victimEnt->spawnArgs.GetString( "size4fxs", "default" ) ); //sprintf( defName, "dmgfx_%s_%s", dmgFxTypeString[type], victimEnt->spawnArgs.GetString( "size4fxs", "default" ) ); idDict args; const idDeclEntityDef *fxDef = gameLocal.FindEntityDef( defName, false ); if ( fxDef == NULL ) { gameLocal.Warning( "No def '%s' found", defName ); //TODO: comment out this warning return NULL; } args = fxDef->dict; args.Set( "spawnclass", "idDamagingFx" ); args.SetBool( "start", true ); args.SetBool( "manualRemove", true ); //we'll stop it depeding on the damage time, not the fx itself args.Set( "victim", victimEnt->GetName() ); if ( gameLocal.SpawnEntityDef( args, &ent, false ) && ent && ent->IsType( idDamagingFx::Type ) ) { nfx = static_cast(ent); nfx->dmgfxType = type; //gameLocal.Printf("Spawned %s\n", defName ); StartFxUtility( nfx, &(victimEnt->GetPhysics()->GetAbsBounds().GetCenter()), &mat3_identity, victimEnt, true, false ); return nfx; }else{ gameLocal.Error( "Could not spawn idDamagingFx" ); return NULL; } } /* ================ idDamagingFx::Save ================ */ void idDamagingFx::Save( idSaveGame *savefile ) const { savefile->WriteInt( nextDamageTime ); savefile->WriteInt( damageRate ); savefile->WriteInt( endDamageTime ); savefile->WriteInt( dmgfxType ); savefile->WriteString( damageDefString ); victim.Save( savefile ); } /* ================ idDamagingFx::Restore ================ */ void idDamagingFx::Restore( idRestoreGame *savefile ) { savefile->ReadInt( nextDamageTime ); savefile->ReadInt( damageRate ); savefile->ReadInt( endDamageTime ); savefile->ReadInt( dmgfxType ); savefile->ReadString( damageDefString ); victim.Restore( savefile ); } //ivan end