/* =========================================================================== 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. =========================================================================== */ /* Various utility objects and functions. */ #include "sys/platform.h" #include "renderer/ModelManager.h" #include "gamesys/SysCvar.h" #include "script/Script_Thread.h" #include "ai/AI.h" #include "Player.h" #include "Camera.h" #include "WorldSpawn.h" #include "Moveable.h" #include "SmokeParticles.h" #include "Misc.h" /* =============================================================================== idSpawnableEntity A simple, spawnable entity with a model and no functionable ability of it's own. For example, it can be used as a placeholder during development, for marking locations on maps for script, or for simple placed models without any behavior that can be bound to other entities. Should not be subclassed. =============================================================================== */ CLASS_DECLARATION( idEntity, idSpawnableEntity ) END_CLASS /* ====================== idSpawnableEntity::Spawn ====================== */ void idSpawnableEntity::Spawn() { // this just holds dict information } /* =============================================================================== idPlayerStart =============================================================================== */ const idEventDef EV_TeleportStage( "", "e" ); CLASS_DECLARATION( idEntity, idPlayerStart ) EVENT( EV_Activate, idPlayerStart::Event_TeleportPlayer ) EVENT( EV_TeleportStage, idPlayerStart::Event_TeleportStage ) END_CLASS /* =============== idPlayerStart::idPlayerStart ================ */ idPlayerStart::idPlayerStart( void ) { teleportStage = 0; } /* =============== idPlayerStart::Spawn ================ */ void idPlayerStart::Spawn( void ) { teleportStage = 0; } /* ================ idPlayerStart::Save ================ */ void idPlayerStart::Save( idSaveGame *savefile ) const { savefile->WriteInt( teleportStage ); } /* ================ idPlayerStart::Restore ================ */ void idPlayerStart::Restore( idRestoreGame *savefile ) { savefile->ReadInt( teleportStage ); } /* ================ idPlayerStart::ClientReceiveEvent ================ */ bool idPlayerStart::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) { int entityNumber; switch( event ) { case EVENT_TELEPORTPLAYER: { entityNumber = msg.ReadBits( GENTITYNUM_BITS ); idPlayer *player = static_cast( gameLocal.entities[entityNumber] ); if ( player != NULL && player->IsType( idPlayer::Type ) ) { Event_TeleportPlayer( player ); } return true; } default: { return idEntity::ClientReceiveEvent( event, time, msg ); } } return false; } /* =============== idPlayerStart::Event_TeleportStage FIXME: add functionality to fx system ( could be done with player scripting too ) ================ */ void idPlayerStart::Event_TeleportStage( idEntity *_player ) { idPlayer *player; if ( !_player->IsType( idPlayer::Type ) ) { common->Warning( "idPlayerStart::Event_TeleportStage: entity is not an idPlayer\n" ); return; } player = static_cast(_player); float teleportDelay = spawnArgs.GetFloat( "teleportDelay" ); switch ( teleportStage ) { case 0: player->playerView.Flash( colorWhite, 125 ); player->SetInfluenceLevel( INFLUENCE_LEVEL3 ); player->SetInfluenceView( spawnArgs.GetString( "mtr_teleportFx" ), NULL, 0.0f, NULL ); gameSoundWorld->FadeSoundClasses( 0, -20.0f, teleportDelay ); player->StartSound( "snd_teleport_start", SND_CHANNEL_BODY2, 0, false, NULL ); teleportStage++; PostEventSec( &EV_TeleportStage, teleportDelay, player ); break; case 1: gameSoundWorld->FadeSoundClasses( 0, 0.0f, 0.25f ); teleportStage++; PostEventSec( &EV_TeleportStage, 0.25f, player ); break; case 2: player->SetInfluenceView( NULL, NULL, 0.0f, NULL ); TeleportPlayer( player ); player->StopSound( SND_CHANNEL_BODY2, false ); player->SetInfluenceLevel( INFLUENCE_NONE ); teleportStage = 0; break; default: break; } } /* =============== idPlayerStart::TeleportPlayer ================ */ void idPlayerStart::TeleportPlayer( idPlayer *player ) { float pushVel = spawnArgs.GetFloat( "push", "300" ); float f = spawnArgs.GetFloat( "visualEffect", "0" ); const char *viewName = spawnArgs.GetString( "visualView", "" ); idEntity *ent = viewName ? gameLocal.FindEntity( viewName ) : NULL; if ( f && ent ) { // place in private camera view for some time // the entity needs to teleport to where the camera view is to have the PVS right player->Teleport( ent->GetPhysics()->GetOrigin(), ang_zero, this ); player->StartSound( "snd_teleport_enter", SND_CHANNEL_ANY, 0, false, NULL ); player->SetPrivateCameraView( static_cast(ent) ); // the player entity knows where to spawn from the previous Teleport call if ( !gameLocal.isClient ) { player->PostEventSec( &EV_Player_ExitTeleporter, f ); } } else { // direct to exit, Teleport will take care of the killbox player->Teleport( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis().ToAngles(), NULL ); // multiplayer hijacked this entity, so only push the player in multiplayer if ( gameLocal.isMultiplayer ) { player->GetPhysics()->SetLinearVelocity( GetPhysics()->GetAxis()[0] * pushVel ); } } } /* =============== idPlayerStart::Event_TeleportPlayer ================ */ void idPlayerStart::Event_TeleportPlayer( idEntity *activator ) { idPlayer *player; if ( activator->IsType( idPlayer::Type ) ) { player = static_cast( activator ); } else { player = gameLocal.GetLocalPlayer(); } if ( player ) { if ( spawnArgs.GetBool( "visualFx" ) ) { teleportStage = 0; Event_TeleportStage( player ); } else { if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.BeginWriting(); msg.WriteBits( player->entityNumber, GENTITYNUM_BITS ); ServerSendEvent( EVENT_TELEPORTPLAYER, &msg, false, -1 ); } TeleportPlayer( player ); } } } /* =============================================================================== idActivator =============================================================================== */ CLASS_DECLARATION( idEntity, idActivator ) EVENT( EV_Activate, idActivator::Event_Activate ) END_CLASS /* =============== idActivator::Save ================ */ void idActivator::Save( idSaveGame *savefile ) const { savefile->WriteBool( stay_on ); } /* =============== idActivator::Restore ================ */ void idActivator::Restore( idRestoreGame *savefile ) { savefile->ReadBool( stay_on ); if ( stay_on ) { BecomeActive( TH_THINK ); } } /* =============== idActivator::Spawn ================ */ void idActivator::Spawn( void ) { bool start_off; spawnArgs.GetBool( "stay_on", "0", stay_on ); spawnArgs.GetBool( "start_off", "0", start_off ); GetPhysics()->SetClipBox( idBounds( vec3_origin ).Expand( 4 ), 1.0f ); GetPhysics()->SetContents( 0 ); if ( !start_off ) { BecomeActive( TH_THINK ); } } /* =============== idActivator::Think ================ */ void idActivator::Think( void ) { RunPhysics(); if ( thinkFlags & TH_THINK ) { if ( TouchTriggers() ) { if ( !stay_on ) { BecomeInactive( TH_THINK ); } } } Present(); } /* =============== idActivator::Activate ================ */ void idActivator::Event_Activate( idEntity *activator ) { if ( thinkFlags & TH_THINK ) { BecomeInactive( TH_THINK ); } else { BecomeActive( TH_THINK ); } } /* =============================================================================== idPathCorner =============================================================================== */ CLASS_DECLARATION( idEntity, idPathCorner ) EVENT( AI_RandomPath, idPathCorner::Event_RandomPath ) END_CLASS /* ===================== idPathCorner::Spawn ===================== */ void idPathCorner::Spawn( void ) { } /* ===================== idPathCorner::DrawDebugInfo ===================== */ void idPathCorner::DrawDebugInfo( void ) { idEntity *ent; idBounds bnds( idVec3( -4.0, -4.0f, -8.0f ), idVec3( 4.0, 4.0f, 64.0f ) ); for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( !ent->IsType( idPathCorner::Type ) ) { continue; } idVec3 org = ent->GetPhysics()->GetOrigin(); gameRenderWorld->DebugBounds( colorRed, bnds, org, 0 ); } } /* ============ idPathCorner::RandomPath ============ */ idPathCorner *idPathCorner::RandomPath( const idEntity *source, const idEntity *ignore ) { int i; int num; int which; idEntity *ent; idPathCorner *path[ MAX_GENTITIES ]; num = 0; for( i = 0; i < source->targets.Num(); i++ ) { ent = source->targets[ i ].GetEntity(); if ( ent && ( ent != ignore ) && ent->IsType( idPathCorner::Type ) ) { path[ num++ ] = static_cast( ent ); if ( num >= MAX_GENTITIES ) { break; } } } if ( !num ) { return NULL; } which = gameLocal.random.RandomInt( num ); return path[ which ]; } /* ===================== idPathCorner::Event_RandomPath ===================== */ void idPathCorner::Event_RandomPath( void ) { idPathCorner *path; path = RandomPath( this, NULL ); idThread::ReturnEntity( path ); } /* =============================================================================== idDamagable =============================================================================== */ const idEventDef EV_RestoreDamagable( "" ); CLASS_DECLARATION( idEntity, idDamagable ) EVENT( EV_Activate, idDamagable::Event_BecomeBroken ) EVENT( EV_RestoreDamagable, idDamagable::Event_RestoreDamagable ) END_CLASS /* ================ idDamagable::idDamagable ================ */ idDamagable::idDamagable( void ) { count = 0; nextTriggerTime = 0; } /* ================ idDamagable::Save ================ */ void idDamagable::Save( idSaveGame *savefile ) const { savefile->WriteInt( count ); savefile->WriteInt( nextTriggerTime ); } /* ================ idDamagable::Restore ================ */ void idDamagable::Restore( idRestoreGame *savefile ) { savefile->ReadInt( count ); savefile->ReadInt( nextTriggerTime ); } /* ================ idDamagable::Spawn ================ */ void idDamagable::Spawn( void ) { idStr broken; health = spawnArgs.GetInt( "health", "5" ); spawnArgs.GetInt( "count", "1", count ); nextTriggerTime = 0; // make sure the model gets cached spawnArgs.GetString( "broken", "", broken ); if ( broken.Length() && !renderModelManager->CheckModel( broken ) ) { gameLocal.Error( "idDamagable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), broken.c_str() ); } fl.takedamage = true; GetPhysics()->SetContents( CONTENTS_SOLID ); } /* ================ idDamagable::BecomeBroken ================ */ void idDamagable::BecomeBroken( idEntity *activator ) { float forceState; int numStates; int cycle; float wait; if ( gameLocal.time < nextTriggerTime ) { return; } spawnArgs.GetFloat( "wait", "0.1", wait ); nextTriggerTime = gameLocal.time + SEC2MS( wait ); if ( count > 0 ) { count--; if ( !count ) { fl.takedamage = false; } else { health = spawnArgs.GetInt( "health", "5" ); } } idStr broken; spawnArgs.GetString( "broken", "", broken ); if ( broken.Length() ) { SetModel( broken ); } // offset the start time of the shader to sync it to the gameLocal time renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); spawnArgs.GetInt( "numstates", "1", numStates ); spawnArgs.GetInt( "cycle", "0", cycle ); spawnArgs.GetFloat( "forcestate", "0", forceState ); // set the state parm if ( cycle ) { renderEntity.shaderParms[ SHADERPARM_MODE ]++; if ( renderEntity.shaderParms[ SHADERPARM_MODE ] > numStates ) { renderEntity.shaderParms[ SHADERPARM_MODE ] = 0; } } else if ( forceState ) { renderEntity.shaderParms[ SHADERPARM_MODE ] = forceState; } else { renderEntity.shaderParms[ SHADERPARM_MODE ] = gameLocal.random.RandomInt( numStates ) + 1; } renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); ActivateTargets( activator ); if ( spawnArgs.GetBool( "hideWhenBroken" ) ) { Hide(); PostEventMS( &EV_RestoreDamagable, nextTriggerTime - gameLocal.time ); BecomeActive( TH_THINK ); } } /* ================ idDamagable::Killed ================ */ void idDamagable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) { if ( gameLocal.time < nextTriggerTime ) { health += damage; return; } BecomeBroken( attacker ); } /* ================ idDamagable::Event_BecomeBroken ================ */ void idDamagable::Event_BecomeBroken( idEntity *activator ) { BecomeBroken( activator ); } /* ================ idDamagable::Event_RestoreDamagable ================ */ void idDamagable::Event_RestoreDamagable( void ) { health = spawnArgs.GetInt( "health", "5" ); Show(); } /* =============================================================================== idExplodable =============================================================================== */ CLASS_DECLARATION( idEntity, idExplodable ) EVENT( EV_Activate, idExplodable::Event_Explode ) END_CLASS /* ================ idExplodable::Spawn ================ */ void idExplodable::Spawn( void ) { Hide(); } /* ================ idExplodable::Event_Explode ================ */ void idExplodable::Event_Explode( idEntity *activator ) { const char *temp; if ( spawnArgs.GetString( "def_damage", "damage_explosion", &temp ) ) { gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), activator, activator, this, this, temp ); } StartSound( "snd_explode", SND_CHANNEL_ANY, 0, false, NULL ); // Show() calls UpdateVisuals, so we don't need to call it ourselves after setting the shaderParms renderEntity.shaderParms[SHADERPARM_RED] = 1.0f; renderEntity.shaderParms[SHADERPARM_GREEN] = 1.0f; renderEntity.shaderParms[SHADERPARM_BLUE] = 1.0f; renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f; renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time ); renderEntity.shaderParms[SHADERPARM_DIVERSITY] = 0.0f; Show(); PostEventMS( &EV_Remove, 2000 ); ActivateTargets( activator ); } /* =============================================================================== idSpring =============================================================================== */ CLASS_DECLARATION( idEntity, idSpring ) EVENT( EV_PostSpawn, idSpring::Event_LinkSpring ) END_CLASS /* ================ idSpring::Think ================ */ void idSpring::Think( void ) { idVec3 start, end, origin; idMat3 axis; // run physics RunPhysics(); if ( thinkFlags & TH_THINK ) { // evaluate force spring.Evaluate( gameLocal.time ); start = p1; if ( ent1->GetPhysics() ) { axis = ent1->GetPhysics()->GetAxis(); origin = ent1->GetPhysics()->GetOrigin(); start = origin + start * axis; } end = p2; if ( ent2->GetPhysics() ) { axis = ent2->GetPhysics()->GetAxis(); origin = ent2->GetPhysics()->GetOrigin(); end = origin + p2 * axis; } gameRenderWorld->DebugLine( idVec4(1, 1, 0, 1), start, end, 0, true ); } Present(); } /* ================ idSpring::Event_LinkSpring ================ */ void idSpring::Event_LinkSpring( void ) { idStr name1, name2; spawnArgs.GetString( "ent1", "", name1 ); spawnArgs.GetString( "ent2", "", name2 ); if ( name1.Length() ) { ent1 = gameLocal.FindEntity( name1 ); if ( !ent1 ) { gameLocal.Error( "idSpring '%s' at (%s): cannot find first entity '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), name1.c_str() ); } } else { ent1 = gameLocal.entities[ENTITYNUM_WORLD]; } if ( name2.Length() ) { ent2 = gameLocal.FindEntity( name2 ); if ( !ent2 ) { gameLocal.Error( "idSpring '%s' at (%s): cannot find second entity '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), name2.c_str() ); } } else { ent2 = gameLocal.entities[ENTITYNUM_WORLD]; } spring.SetPosition( ent1->GetPhysics(), id1, p1, ent2->GetPhysics(), id2, p2 ); BecomeActive( TH_THINK ); } /* ================ idSpring::Spawn ================ */ void idSpring::Spawn( void ) { float Kstretch, damping, restLength; spawnArgs.GetInt( "id1", "0", id1 ); spawnArgs.GetInt( "id2", "0", id2 ); spawnArgs.GetVector( "point1", "0 0 0", p1 ); spawnArgs.GetVector( "point2", "0 0 0", p2 ); spawnArgs.GetFloat( "constant", "100.0f", Kstretch ); spawnArgs.GetFloat( "damping", "10.0f", damping ); spawnArgs.GetFloat( "restlength", "0.0f", restLength ); spring.InitSpring( Kstretch, 0.0f, damping, restLength ); ent1 = ent2 = NULL; PostEventMS( &EV_PostSpawn, 0 ); } /* =============================================================================== idForceField =============================================================================== */ const idEventDef EV_Toggle( "Toggle", NULL ); CLASS_DECLARATION( idEntity, idForceField ) EVENT( EV_Activate, idForceField::Event_Activate ) EVENT( EV_Toggle, idForceField::Event_Toggle ) EVENT( EV_FindTargets, idForceField::Event_FindTargets ) END_CLASS /* =============== idForceField::Toggle ================ */ void idForceField::Toggle( void ) { if ( thinkFlags & TH_THINK ) { BecomeInactive( TH_THINK ); } else { BecomeActive( TH_THINK ); } } /* ================ idForceField::Think ================ */ void idForceField::Think( void ) { if ( thinkFlags & TH_THINK ) { // evaluate force forceField.Evaluate( gameLocal.time ); } Present(); } /* ================ idForceField::Save ================ */ void idForceField::Save( idSaveGame *savefile ) const { savefile->WriteStaticObject( forceField ); } /* ================ idForceField::Restore ================ */ void idForceField::Restore( idRestoreGame *savefile ) { savefile->ReadStaticObject( forceField ); } /* ================ idForceField::Spawn ================ */ void idForceField::Spawn( void ) { idVec3 uniform; float explosion, implosion, randomTorque; if ( spawnArgs.GetVector( "uniform", "0 0 0", uniform ) ) { forceField.Uniform( uniform ); } else if ( spawnArgs.GetFloat( "explosion", "0", explosion ) ) { forceField.Explosion( explosion ); } else if ( spawnArgs.GetFloat( "implosion", "0", implosion ) ) { forceField.Implosion( implosion ); } if ( spawnArgs.GetFloat( "randomTorque", "0", randomTorque ) ) { forceField.RandomTorque( randomTorque ); } if ( spawnArgs.GetBool( "applyForce", "0" ) ) { forceField.SetApplyType( FORCEFIELD_APPLY_FORCE ); } else if ( spawnArgs.GetBool( "applyImpulse", "0" ) ) { forceField.SetApplyType( FORCEFIELD_APPLY_IMPULSE ); } else { forceField.SetApplyType( FORCEFIELD_APPLY_VELOCITY ); } forceField.SetPlayerOnly( spawnArgs.GetBool( "playerOnly", "0" ) ); forceField.SetMonsterOnly( spawnArgs.GetBool( "monsterOnly", "0" ) ); // set the collision model on the force field forceField.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ) ); // remove the collision model from the physics object GetPhysics()->SetClipModel( NULL, 1.0f ); if ( spawnArgs.GetBool( "start_on" ) ) { BecomeActive( TH_THINK ); } } /* =============== idForceField::Event_Toggle ================ */ void idForceField::Event_Toggle( void ) { Toggle(); } /* ================ idForceField::Event_Activate ================ */ void idForceField::Event_Activate( idEntity *activator ) { float wait; Toggle(); if ( spawnArgs.GetFloat( "wait", "0.01", wait ) ) { PostEventSec( &EV_Toggle, wait ); } } /* ================ idForceField::Event_FindTargets ================ */ void idForceField::Event_FindTargets( void ) { FindTargets(); RemoveNullTargets(); if ( targets.Num() ) { forceField.Uniform( targets[0].GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ); } } /* =============================================================================== idAnimated =============================================================================== */ const idEventDef EV_Animated_Start( "" ); const idEventDef EV_LaunchMissiles( "launchMissiles", "ssssdf" ); const idEventDef EV_LaunchMissilesUpdate( "", "dddd" ); const idEventDef EV_AnimDone( "", "d" ); const idEventDef EV_StartRagdoll( "startRagdoll" ); CLASS_DECLARATION( idAFEntity_Gibbable, idAnimated ) EVENT( EV_Activate, idAnimated::Event_Activate ) EVENT( EV_Animated_Start, idAnimated::Event_Start ) EVENT( EV_StartRagdoll, idAnimated::Event_StartRagdoll ) EVENT( EV_AnimDone, idAnimated::Event_AnimDone ) EVENT( EV_Footstep, idAnimated::Event_Footstep ) EVENT( EV_FootstepLeft, idAnimated::Event_Footstep ) EVENT( EV_FootstepRight, idAnimated::Event_Footstep ) EVENT( EV_LaunchMissiles, idAnimated::Event_LaunchMissiles ) EVENT( EV_LaunchMissilesUpdate, idAnimated::Event_LaunchMissilesUpdate ) END_CLASS /* =============== idAnimated::idAnimated ================ */ idAnimated::idAnimated() { anim = 0; blendFrames = 0; soundJoint = INVALID_JOINT; activated = false; combatModel = NULL; activator = NULL; current_anim_index = 0; num_anims = 0; } /* =============== idAnimated::idAnimated ================ */ idAnimated::~idAnimated() { delete combatModel; combatModel = NULL; } /* =============== idAnimated::Save ================ */ void idAnimated::Save( idSaveGame *savefile ) const { savefile->WriteInt( current_anim_index ); savefile->WriteInt( num_anims ); savefile->WriteInt( anim ); savefile->WriteInt( blendFrames ); savefile->WriteJoint( soundJoint ); activator.Save( savefile ); savefile->WriteBool( activated ); } /* =============== idAnimated::Restore ================ */ void idAnimated::Restore( idRestoreGame *savefile ) { savefile->ReadInt( current_anim_index ); savefile->ReadInt( num_anims ); savefile->ReadInt( anim ); savefile->ReadInt( blendFrames ); savefile->ReadJoint( soundJoint ); activator.Restore( savefile ); savefile->ReadBool( activated ); } /* =============== idAnimated::Spawn ================ */ void idAnimated::Spawn( void ) { idStr animname; int anim2; float wait; const char *joint; joint = spawnArgs.GetString( "sound_bone", "origin" ); soundJoint = animator.GetJointHandle( joint ); if ( soundJoint == INVALID_JOINT ) { gameLocal.Warning( "idAnimated '%s' at (%s): cannot find joint '%s' for sound playback", name.c_str(), GetPhysics()->GetOrigin().ToString(0), joint ); } LoadAF(); // allow bullets to collide with a combat model if ( spawnArgs.GetBool( "combatModel", "0" ) ) { combatModel = new idClipModel( modelDefHandle ); } // allow the entity to take damage if ( spawnArgs.GetBool( "takeDamage", "0" ) ) { fl.takedamage = true; } blendFrames = 0; current_anim_index = 0; spawnArgs.GetInt( "num_anims", "0", num_anims ); blendFrames = spawnArgs.GetInt( "blend_in" ); animname = spawnArgs.GetString( num_anims ? "anim1" : "anim" ); if ( !animname.Length() ) { anim = 0; } else { anim = animator.GetAnim( animname ); if ( !anim ) { gameLocal.Error( "idAnimated '%s' at (%s): cannot find anim '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), animname.c_str() ); } } if ( spawnArgs.GetBool( "hide" ) ) { Hide(); if ( !num_anims ) { blendFrames = 0; } } else if ( spawnArgs.GetString( "start_anim", "", animname ) ) { anim2 = animator.GetAnim( animname ); if ( !anim2 ) { gameLocal.Error( "idAnimated '%s' at (%s): cannot find anim '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), animname.c_str() ); } animator.CycleAnim( ANIMCHANNEL_ALL, anim2, gameLocal.time, 0 ); } else if ( anim ) { // init joints to the first frame of the animation animator.SetFrame( ANIMCHANNEL_ALL, anim, 1, gameLocal.time, 0 ); if ( !num_anims ) { blendFrames = 0; } } spawnArgs.GetFloat( "wait", "-1", wait ); if ( wait >= 0 ) { PostEventSec( &EV_Activate, wait, this ); } } /* =============== idAnimated::LoadAF =============== */ bool idAnimated::LoadAF( void ) { idStr fileName; if ( !spawnArgs.GetString( "ragdoll", "*unknown*", fileName ) ) { return false; } af.SetAnimator( GetAnimator() ); return af.Load( this, fileName ); } /* =============== idAnimated::GetPhysicsToSoundTransform =============== */ bool idAnimated::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) { animator.GetJointTransform( soundJoint, gameLocal.time, origin, axis ); axis = renderEntity.axis; return true; } /* ================ idAnimated::StartRagdoll ================ */ bool idAnimated::StartRagdoll( void ) { // if no AF loaded if ( !af.IsLoaded() ) { return false; } // if the AF is already active if ( af.IsActive() ) { return true; } // disable any collision model used GetPhysics()->DisableClip(); // start using the AF af.StartFromCurrentPose( spawnArgs.GetInt( "velocityTime", "0" ) ); return true; } /* ===================== idAnimated::PlayNextAnim ===================== */ void idAnimated::PlayNextAnim( void ) { const char *animname; int len; int cycle; if ( current_anim_index >= num_anims ) { Hide(); if ( spawnArgs.GetBool( "remove" ) ) { PostEventMS( &EV_Remove, 0 ); } else { current_anim_index = 0; } return; } Show(); current_anim_index++; spawnArgs.GetString( va( "anim%d", current_anim_index ), NULL, &animname ); if ( !animname ) { anim = 0; animator.Clear( ANIMCHANNEL_ALL, gameLocal.time, FRAME2MS( blendFrames ) ); return; } anim = animator.GetAnim( animname ); if ( !anim ) { gameLocal.Warning( "missing anim '%s' on %s", animname, name.c_str() ); return; } if ( g_debugCinematic.GetBool() ) { gameLocal.Printf( "%d: '%s' start anim '%s'\n", gameLocal.framenum, GetName(), animname ); } spawnArgs.GetInt( "cycle", "1", cycle ); if ( ( current_anim_index == num_anims ) && spawnArgs.GetBool( "loop_last_anim" ) ) { cycle = -1; } animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( blendFrames ) ); animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( cycle ); len = animator.CurrentAnim( ANIMCHANNEL_ALL )->PlayLength(); if ( len >= 0 ) { PostEventMS( &EV_AnimDone, len, current_anim_index ); } // offset the start time of the shader to sync it to the game time renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); animator.ForceUpdate(); UpdateAnimation(); UpdateVisuals(); Present(); } /* =============== idAnimated::Event_StartRagdoll ================ */ void idAnimated::Event_StartRagdoll( void ) { StartRagdoll(); } /* =============== idAnimated::Event_AnimDone ================ */ void idAnimated::Event_AnimDone( int animindex ) { if ( g_debugCinematic.GetBool() ) { const idAnim *animPtr = animator.GetAnim( anim ); gameLocal.Printf( "%d: '%s' end anim '%s'\n", gameLocal.framenum, GetName(), animPtr ? animPtr->Name() : "" ); } if ( ( animindex >= num_anims ) && spawnArgs.GetBool( "remove" ) ) { Hide(); PostEventMS( &EV_Remove, 0 ); } else if ( spawnArgs.GetBool( "auto_advance" ) ) { PlayNextAnim(); } else { activated = false; } ActivateTargets( activator.GetEntity() ); } /* =============== idAnimated::Event_Activate ================ */ void idAnimated::Event_Activate( idEntity *_activator ) { if ( num_anims ) { PlayNextAnim(); activator = _activator; return; } if ( activated ) { // already activated return; } activated = true; activator = _activator; ProcessEvent( &EV_Animated_Start ); } /* =============== idAnimated::Event_Start ================ */ void idAnimated::Event_Start( void ) { int cycle; int len; Show(); if ( num_anims ) { PlayNextAnim(); return; } if ( anim ) { if ( g_debugCinematic.GetBool() ) { const idAnim *animPtr = animator.GetAnim( anim ); gameLocal.Printf( "%d: '%s' start anim '%s'\n", gameLocal.framenum, GetName(), animPtr ? animPtr->Name() : "" ); } spawnArgs.GetInt( "cycle", "1", cycle ); animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( blendFrames ) ); animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( cycle ); len = animator.CurrentAnim( ANIMCHANNEL_ALL )->PlayLength(); if ( len >= 0 ) { PostEventMS( &EV_AnimDone, len, 1 ); } } // offset the start time of the shader to sync it to the game time renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); animator.ForceUpdate(); UpdateAnimation(); UpdateVisuals(); Present(); } /* =============== idAnimated::Event_Footstep =============== */ void idAnimated::Event_Footstep( void ) { StartSound( "snd_footstep", SND_CHANNEL_BODY, 0, false, NULL ); } /* ===================== idAnimated::Event_LaunchMissilesUpdate ===================== */ void idAnimated::Event_LaunchMissilesUpdate( int launchjoint, int targetjoint, int numshots, int framedelay ) { idVec3 launchPos; idVec3 targetPos; idMat3 axis; idVec3 dir; idEntity * ent; idProjectile * projectile; const idDict * projectileDef; const char * projectilename; projectilename = spawnArgs.GetString( "projectilename" ); projectileDef = gameLocal.FindEntityDefDict( projectilename, false ); if ( !projectileDef ) { gameLocal.Warning( "idAnimated '%s' at (%s): 'launchMissiles' called with unknown projectile '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename ); return; } StartSound( "snd_missile", SND_CHANNEL_WEAPON, 0, false, NULL ); animator.GetJointTransform( ( jointHandle_t )launchjoint, gameLocal.time, launchPos, axis ); launchPos = renderEntity.origin + launchPos * renderEntity.axis; animator.GetJointTransform( ( jointHandle_t )targetjoint, gameLocal.time, targetPos, axis ); targetPos = renderEntity.origin + targetPos * renderEntity.axis; dir = targetPos - launchPos; dir.Normalize(); gameLocal.SpawnEntityDef( *projectileDef, &ent, false ); if ( !ent || !ent->IsType( idProjectile::Type ) ) { gameLocal.Error( "idAnimated '%s' at (%s): in 'launchMissiles' call '%s' is not an idProjectile", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename ); } projectile = ( idProjectile * )ent; projectile->Create( this, launchPos, dir ); projectile->Launch( launchPos, dir, vec3_origin ); if ( numshots > 0 ) { PostEventMS( &EV_LaunchMissilesUpdate, FRAME2MS( framedelay ), launchjoint, targetjoint, numshots - 1, framedelay ); } } /* ===================== idAnimated::Event_LaunchMissiles ===================== */ void idAnimated::Event_LaunchMissiles( const char *projectilename, const char *sound, const char *launchjoint, const char *targetjoint, int numshots, int framedelay ) { const idDict * projectileDef; jointHandle_t launch; jointHandle_t target; projectileDef = gameLocal.FindEntityDefDict( projectilename, false ); if ( !projectileDef ) { gameLocal.Warning( "idAnimated '%s' at (%s): unknown projectile '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename ); return; } launch = animator.GetJointHandle( launchjoint ); if ( launch == INVALID_JOINT ) { gameLocal.Warning( "idAnimated '%s' at (%s): unknown launch joint '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), launchjoint ); gameLocal.Error( "Unknown joint '%s'", launchjoint ); } target = animator.GetJointHandle( targetjoint ); if ( target == INVALID_JOINT ) { gameLocal.Warning( "idAnimated '%s' at (%s): unknown target joint '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), targetjoint ); } spawnArgs.Set( "projectilename", projectilename ); spawnArgs.Set( "missilesound", sound ); CancelEvents( &EV_LaunchMissilesUpdate ); ProcessEvent( &EV_LaunchMissilesUpdate, launch, target, numshots - 1, framedelay ); } /* =============================================================================== idStaticEntity Some static entities may be optimized into inline geometry by dmap =============================================================================== */ CLASS_DECLARATION( idEntity, idStaticEntity ) EVENT( EV_Activate, idStaticEntity::Event_Activate ) END_CLASS /* =============== idStaticEntity::idStaticEntity =============== */ idStaticEntity::idStaticEntity( void ) { spawnTime = 0; active = false; fadeFrom.Set( 1, 1, 1, 1 ); fadeTo.Set( 1, 1, 1, 1 ); fadeStart = 0; fadeEnd = 0; runGui = false; } /* =============== idStaticEntity::Save =============== */ void idStaticEntity::Save( idSaveGame *savefile ) const { savefile->WriteInt( spawnTime ); savefile->WriteBool( active ); savefile->WriteVec4( fadeFrom ); savefile->WriteVec4( fadeTo ); savefile->WriteInt( fadeStart ); savefile->WriteInt( fadeEnd ); savefile->WriteBool( runGui ); } /* =============== idStaticEntity::Restore =============== */ void idStaticEntity::Restore( idRestoreGame *savefile ) { savefile->ReadInt( spawnTime ); savefile->ReadBool( active ); savefile->ReadVec4( fadeFrom ); savefile->ReadVec4( fadeTo ); savefile->ReadInt( fadeStart ); savefile->ReadInt( fadeEnd ); savefile->ReadBool( runGui ); } /* =============== idStaticEntity::Spawn =============== */ void idStaticEntity::Spawn( void ) { bool solid; bool hidden; // an inline static model will not do anything at all if ( spawnArgs.GetBool( "inline" ) || gameLocal.world->spawnArgs.GetBool( "inlineAllStatics" ) ) { Hide(); return; } solid = spawnArgs.GetBool( "solid" ); hidden = spawnArgs.GetBool( "hide" ); if ( solid && !hidden ) { GetPhysics()->SetContents( CONTENTS_SOLID ); } else { GetPhysics()->SetContents( 0 ); } spawnTime = gameLocal.time; active = false; idStr model = spawnArgs.GetString( "model" ); if ( model.Find( ".prt" ) >= 0 ) { // we want the parametric particles out of sync with each other renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = gameLocal.random.RandomInt( 32767 ); } fadeFrom.Set( 1, 1, 1, 1 ); fadeTo.Set( 1, 1, 1, 1 ); fadeStart = 0; fadeEnd = 0; // NOTE: this should be used very rarely because it is expensive runGui = spawnArgs.GetBool( "runGui" ); if ( runGui ) { BecomeActive( TH_THINK ); } } /* ================ idStaticEntity::ShowEditingDialog ================ */ void idStaticEntity::ShowEditingDialog( void ) { common->InitTool( EDITOR_PARTICLE, &spawnArgs ); } /* ================ idStaticEntity::Think ================ */ void idStaticEntity::Think( void ) { idEntity::Think(); if ( thinkFlags & TH_THINK ) { if ( runGui && renderEntity.gui[0] ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { if ( !player->objectiveSystemOpen ) { renderEntity.gui[0]->StateChanged( gameLocal.time, true ); if ( renderEntity.gui[1] ) { renderEntity.gui[1]->StateChanged( gameLocal.time, true ); } if ( renderEntity.gui[2] ) { renderEntity.gui[2]->StateChanged( gameLocal.time, true ); } } } } if ( fadeEnd > 0 ) { idVec4 color; if ( gameLocal.time < fadeEnd ) { color.Lerp( fadeFrom, fadeTo, ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ) ); } else { color = fadeTo; fadeEnd = 0; BecomeInactive( TH_THINK ); } SetColor( color ); } } } /* ================ idStaticEntity::Fade ================ */ void idStaticEntity::Fade( const idVec4 &to, float fadeTime ) { GetColor( fadeFrom ); fadeTo = to; fadeStart = gameLocal.time; fadeEnd = gameLocal.time + SEC2MS( fadeTime ); BecomeActive( TH_THINK ); } /* ================ idStaticEntity::Hide ================ */ void idStaticEntity::Hide( void ) { idEntity::Hide(); GetPhysics()->SetContents( 0 ); } /* ================ idStaticEntity::Show ================ */ void idStaticEntity::Show( void ) { idEntity::Show(); if ( spawnArgs.GetBool( "solid" ) ) { GetPhysics()->SetContents( CONTENTS_SOLID ); } } /* ================ idStaticEntity::Event_Activate ================ */ void idStaticEntity::Event_Activate( idEntity *activator ) { idStr activateGui; spawnTime = gameLocal.time; active = !active; const idKeyValue *kv = spawnArgs.FindKey( "hide" ); if ( kv ) { if ( IsHidden() ) { Show(); } else { Hide(); } } renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( spawnTime ); renderEntity.shaderParms[5] = active; // this change should be a good thing, it will automatically turn on // lights etc.. when triggered so that does not have to be specifically done // with trigger parms.. it MIGHT break things so need to keep an eye on it renderEntity.shaderParms[ SHADERPARM_MODE ] = ( renderEntity.shaderParms[ SHADERPARM_MODE ] ) ? 0.0f : 1.0f; BecomeActive( TH_UPDATEVISUALS ); } /* ================ idStaticEntity::WriteToSnapshot ================ */ void idStaticEntity::WriteToSnapshot( idBitMsgDelta &msg ) const { GetPhysics()->WriteToSnapshot( msg ); WriteBindToSnapshot( msg ); WriteColorToSnapshot( msg ); WriteGUIToSnapshot( msg ); msg.WriteBits( IsHidden()?1:0, 1 ); } /* ================ idStaticEntity::ReadFromSnapshot ================ */ void idStaticEntity::ReadFromSnapshot( const idBitMsgDelta &msg ) { bool hidden; GetPhysics()->ReadFromSnapshot( msg ); ReadBindFromSnapshot( msg ); ReadColorFromSnapshot( msg ); ReadGUIFromSnapshot( msg ); hidden = msg.ReadBits( 1 ) == 1; if ( hidden != IsHidden() ) { if ( hidden ) { Hide(); } else { Show(); } } if ( msg.HasChanged() ) { UpdateVisuals(); } } /* =============================================================================== idFuncEmitter =============================================================================== */ CLASS_DECLARATION( idStaticEntity, idFuncEmitter ) EVENT( EV_Activate, idFuncEmitter::Event_Activate ) END_CLASS /* =============== idFuncEmitter::idFuncEmitter =============== */ idFuncEmitter::idFuncEmitter( void ) { hidden = false; } /* =============== idFuncEmitter::Spawn =============== */ void idFuncEmitter::Spawn( void ) { if ( spawnArgs.GetBool( "start_off" ) ) { hidden = true; renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( 1 ); UpdateVisuals(); } else { hidden = false; } } /* =============== idFuncEmitter::Save =============== */ void idFuncEmitter::Save( idSaveGame *savefile ) const { savefile->WriteBool( hidden ); } /* =============== idFuncEmitter::Restore =============== */ void idFuncEmitter::Restore( idRestoreGame *savefile ) { savefile->ReadBool( hidden ); } /* ================ idFuncEmitter::Event_Activate ================ */ void idFuncEmitter::Event_Activate( idEntity *activator ) { if ( hidden || spawnArgs.GetBool( "cycleTrigger" ) ) { renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = 0; renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time ); hidden = false; } else { renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( gameLocal.time ); hidden = true; } UpdateVisuals(); } /* ================ idFuncEmitter::WriteToSnapshot ================ */ void idFuncEmitter::WriteToSnapshot( idBitMsgDelta &msg ) const { msg.WriteBits( hidden ? 1 : 0, 1 ); msg.WriteFloat( renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] ); msg.WriteFloat( renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] ); } /* ================ idFuncEmitter::ReadFromSnapshot ================ */ void idFuncEmitter::ReadFromSnapshot( const idBitMsgDelta &msg ) { hidden = msg.ReadBits( 1 ) != 0; renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] = msg.ReadFloat(); renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = msg.ReadFloat(); if ( msg.HasChanged() ) { UpdateVisuals(); } } /* =============================================================================== idFuncSplat =============================================================================== */ const idEventDef EV_Splat( "" ); CLASS_DECLARATION( idFuncEmitter, idFuncSplat ) EVENT( EV_Activate, idFuncSplat::Event_Activate ) EVENT( EV_Splat, idFuncSplat::Event_Splat ) END_CLASS /* =============== idFuncSplat::idFuncSplat =============== */ idFuncSplat::idFuncSplat( void ) { } /* =============== idFuncSplat::Spawn =============== */ void idFuncSplat::Spawn( void ) { } /* ================ idFuncSplat::Event_Splat ================ */ void idFuncSplat::Event_Splat( void ) { const char *splat = NULL; int count = spawnArgs.GetInt( "splatCount", "1" ); for ( int i = 0; i < count; i++ ) { splat = spawnArgs.RandomPrefix( "mtr_splat", gameLocal.random ); if ( splat && *splat ) { float size = spawnArgs.GetFloat( "splatSize", "128" ); float dist = spawnArgs.GetFloat( "splatDistance", "128" ); float angle = spawnArgs.GetFloat( "splatAngle", "0" ); gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[2], dist, true, size, splat, angle ); } } StartSound( "snd_splat", SND_CHANNEL_ANY, 0, false, NULL ); } /* ================ idFuncSplat::Event_Activate ================ */ void idFuncSplat::Event_Activate( idEntity *activator ) { idFuncEmitter::Event_Activate( activator ); PostEventSec( &EV_Splat, spawnArgs.GetFloat( "splatDelay", "0.25" ) ); StartSound( "snd_spurt", SND_CHANNEL_ANY, 0, false, NULL ); } /* =============================================================================== idFuncSmoke =============================================================================== */ CLASS_DECLARATION( idEntity, idFuncSmoke ) EVENT( EV_Activate, idFuncSmoke::Event_Activate ) END_CLASS /* =============== idFuncSmoke::idFuncSmoke =============== */ idFuncSmoke::idFuncSmoke() { smokeTime = 0; smoke = NULL; restart = false; } /* =============== idFuncSmoke::Save =============== */ void idFuncSmoke::Save( idSaveGame *savefile ) const { savefile->WriteInt( smokeTime ); savefile->WriteParticle( smoke ); savefile->WriteBool( restart ); } /* =============== idFuncSmoke::Restore =============== */ void idFuncSmoke::Restore( idRestoreGame *savefile ) { savefile->ReadInt( smokeTime ); savefile->ReadParticle( smoke ); savefile->ReadBool( restart ); } /* =============== idFuncSmoke::Spawn =============== */ void idFuncSmoke::Spawn( void ) { const char *smokeName = spawnArgs.GetString( "smoke" ); if ( *smokeName != '\0' ) { smoke = static_cast( declManager->FindType( DECL_PARTICLE, smokeName ) ); } else { smoke = NULL; } if ( spawnArgs.GetBool( "start_off" ) ) { smokeTime = 0; restart = false; } else if ( smoke ) { smokeTime = gameLocal.time; BecomeActive( TH_UPDATEPARTICLES ); restart = true; } GetPhysics()->SetContents( 0 ); } /* ================ idFuncSmoke::Event_Activate ================ */ void idFuncSmoke::Event_Activate( idEntity *activator ) { if ( thinkFlags & TH_UPDATEPARTICLES ) { restart = false; return; } else { BecomeActive( TH_UPDATEPARTICLES ); restart = true; smokeTime = gameLocal.time; } } /* =============== idFuncSmoke::Think ================ */ void idFuncSmoke::Think( void ) { // if we are completely closed off from the player, don't do anything at all if ( CheckDormant() || smoke == NULL || smokeTime == -1 ) { return; } if ( ( thinkFlags & TH_UPDATEPARTICLES) && !IsHidden() ) { if ( !gameLocal.smokeParticles->EmitSmoke( smoke, smokeTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() ) ) { if ( restart ) { smokeTime = gameLocal.time; } else { smokeTime = 0; BecomeInactive( TH_UPDATEPARTICLES ); } } } } /* =============================================================================== idTextEntity =============================================================================== */ CLASS_DECLARATION( idEntity, idTextEntity ) END_CLASS /* ================ idTextEntity::Spawn ================ */ void idTextEntity::Spawn( void ) { // these are cached as the are used each frame text = spawnArgs.GetString( "text" ); playerOriented = spawnArgs.GetBool( "playerOriented" ); bool force = spawnArgs.GetBool( "force" ); if ( developer.GetBool() || force ) { BecomeActive(TH_THINK); } } /* ================ idTextEntity::Save ================ */ void idTextEntity::Save( idSaveGame *savefile ) const { savefile->WriteString( text ); savefile->WriteBool( playerOriented ); } /* ================ idTextEntity::Restore ================ */ void idTextEntity::Restore( idRestoreGame *savefile ) { savefile->ReadString( text ); savefile->ReadBool( playerOriented ); } /* ================ idTextEntity::Think ================ */ void idTextEntity::Think( void ) { if ( thinkFlags & TH_THINK ) { gameRenderWorld->DrawText( text, GetPhysics()->GetOrigin(), 0.25, colorWhite, playerOriented ? gameLocal.GetLocalPlayer()->viewAngles.ToMat3() : GetPhysics()->GetAxis().Transpose(), 1 ); for ( int i = 0; i < targets.Num(); i++ ) { if ( targets[i].GetEntity() ) { gameRenderWorld->DebugArrow( colorBlue, GetPhysics()->GetOrigin(), targets[i].GetEntity()->GetPhysics()->GetOrigin(), 1 ); } } } else { BecomeInactive( TH_ALL ); } } /* =============================================================================== idVacuumSeperatorEntity Can be triggered to let vacuum through a portal (blown out window) =============================================================================== */ CLASS_DECLARATION( idEntity, idVacuumSeparatorEntity ) EVENT( EV_Activate, idVacuumSeparatorEntity::Event_Activate ) END_CLASS /* ================ idVacuumSeparatorEntity::idVacuumSeparatorEntity ================ */ idVacuumSeparatorEntity::idVacuumSeparatorEntity( void ) { portal = 0; } /* ================ idVacuumSeparatorEntity::Save ================ */ void idVacuumSeparatorEntity::Save( idSaveGame *savefile ) const { savefile->WriteInt( (int)portal ); savefile->WriteInt( gameRenderWorld->GetPortalState( portal ) ); } /* ================ idVacuumSeparatorEntity::Restore ================ */ void idVacuumSeparatorEntity::Restore( idRestoreGame *savefile ) { int state; savefile->ReadInt( (int &)portal ); savefile->ReadInt( state ); gameLocal.SetPortalState( portal, state ); } /* ================ idVacuumSeparatorEntity::Spawn ================ */ void idVacuumSeparatorEntity::Spawn() { idBounds b; b = idBounds( spawnArgs.GetVector( "origin" ) ).Expand( 16 ); portal = gameRenderWorld->FindPortal( b ); if ( !portal ) { gameLocal.Warning( "VacuumSeparator '%s' didn't contact a portal", spawnArgs.GetString( "name" ) ); return; } gameLocal.SetPortalState( portal, PS_BLOCK_AIR | PS_BLOCK_LOCATION ); } /* ================ idVacuumSeparatorEntity::Event_Activate ================ */ void idVacuumSeparatorEntity::Event_Activate( idEntity *activator ) { if ( !portal ) { return; } gameLocal.SetPortalState( portal, PS_BLOCK_NONE ); } /* =============================================================================== idLocationSeparatorEntity =============================================================================== */ CLASS_DECLARATION( idEntity, idLocationSeparatorEntity ) END_CLASS /* ================ idLocationSeparatorEntity::Spawn ================ */ void idLocationSeparatorEntity::Spawn() { idBounds b; b = idBounds( spawnArgs.GetVector( "origin" ) ).Expand( 16 ); qhandle_t portal = gameRenderWorld->FindPortal( b ); if ( !portal ) { gameLocal.Warning( "LocationSeparator '%s' didn't contact a portal", spawnArgs.GetString( "name" ) ); } gameLocal.SetPortalState( portal, PS_BLOCK_LOCATION ); } /* =============================================================================== idVacuumEntity Levels should only have a single vacuum entity. =============================================================================== */ CLASS_DECLARATION( idEntity, idVacuumEntity ) END_CLASS /* ================ idVacuumEntity::Spawn ================ */ void idVacuumEntity::Spawn() { if ( gameLocal.vacuumAreaNum != -1 ) { gameLocal.Warning( "idVacuumEntity::Spawn: multiple idVacuumEntity in level" ); return; } idVec3 org = spawnArgs.GetVector( "origin" ); gameLocal.vacuumAreaNum = gameRenderWorld->PointInArea( org ); } /* =============================================================================== idLocationEntity =============================================================================== */ CLASS_DECLARATION( idEntity, idLocationEntity ) END_CLASS /* ====================== idLocationEntity::Spawn ====================== */ void idLocationEntity::Spawn() { idStr realName; // this just holds dict information // if "location" not already set, use the entity name. if ( !spawnArgs.GetString( "location", "", realName ) ) { spawnArgs.Set( "location", name ); } } /* ====================== idLocationEntity::GetLocation ====================== */ const char *idLocationEntity::GetLocation( void ) const { return spawnArgs.GetString( "location" ); } /* =============================================================================== idBeam =============================================================================== */ CLASS_DECLARATION( idEntity, idBeam ) EVENT( EV_PostSpawn, idBeam::Event_MatchTarget ) EVENT( EV_Activate, idBeam::Event_Activate ) END_CLASS /* =============== idBeam::idBeam =============== */ idBeam::idBeam() { target = NULL; master = NULL; } /* =============== idBeam::Save =============== */ void idBeam::Save( idSaveGame *savefile ) const { target.Save( savefile ); master.Save( savefile ); } /* =============== idBeam::Restore =============== */ void idBeam::Restore( idRestoreGame *savefile ) { target.Restore( savefile ); master.Restore( savefile ); } /* =============== idBeam::Spawn =============== */ void idBeam::Spawn( void ) { float width; if ( spawnArgs.GetFloat( "width", "0", width ) ) { renderEntity.shaderParms[ SHADERPARM_BEAM_WIDTH ] = width; } SetModel( "_BEAM" ); Hide(); PostEventMS( &EV_PostSpawn, 0 ); } /* ================ idBeam::Think ================ */ void idBeam::Think( void ) { idBeam *masterEnt; if ( !IsHidden() && !target.GetEntity() ) { // hide if our target is removed Hide(); } RunPhysics(); masterEnt = master.GetEntity(); if ( masterEnt ) { const idVec3 &origin = GetPhysics()->GetOrigin(); masterEnt->SetBeamTarget( origin ); } Present(); } /* ================ idBeam::SetMaster ================ */ void idBeam::SetMaster( idBeam *masterbeam ) { master = masterbeam; } /* ================ idBeam::SetBeamTarget ================ */ void idBeam::SetBeamTarget( const idVec3 &origin ) { if ( ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] != origin.x ) || ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] != origin.y ) || ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] != origin.z ) ) { renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] = origin.x; renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] = origin.y; renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] = origin.z; UpdateVisuals(); } } /* ================ idBeam::Show ================ */ void idBeam::Show( void ) { idBeam *targetEnt; idEntity::Show(); targetEnt = target.GetEntity(); if ( targetEnt ) { const idVec3 &origin = targetEnt->GetPhysics()->GetOrigin(); SetBeamTarget( origin ); } } /* ================ idBeam::Event_MatchTarget ================ */ void idBeam::Event_MatchTarget( void ) { int i; idEntity *targetEnt; idBeam *targetBeam; if ( !targets.Num() ) { return; } targetBeam = NULL; for( i = 0; i < targets.Num(); i++ ) { targetEnt = targets[ i ].GetEntity(); if ( targetEnt && targetEnt->IsType( idBeam::Type ) ) { targetBeam = static_cast( targetEnt ); break; } } if ( !targetBeam ) { gameLocal.Error( "Could not find valid beam target for '%s'", name.c_str() ); } target = targetBeam; targetBeam->SetMaster( this ); if ( !spawnArgs.GetBool( "start_off" ) ) { Show(); } } /* ================ idBeam::Event_Activate ================ */ void idBeam::Event_Activate( idEntity *activator ) { if ( IsHidden() ) { Show(); } else { Hide(); } } /* ================ idBeam::WriteToSnapshot ================ */ void idBeam::WriteToSnapshot( idBitMsgDelta &msg ) const { GetPhysics()->WriteToSnapshot( msg ); WriteBindToSnapshot( msg ); WriteColorToSnapshot( msg ); msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_X] ); msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_Y] ); msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_Z] ); } /* ================ idBeam::ReadFromSnapshot ================ */ void idBeam::ReadFromSnapshot( const idBitMsgDelta &msg ) { GetPhysics()->ReadFromSnapshot( msg ); ReadBindFromSnapshot( msg ); ReadColorFromSnapshot( msg ); renderEntity.shaderParms[SHADERPARM_BEAM_END_X] = msg.ReadFloat(); renderEntity.shaderParms[SHADERPARM_BEAM_END_Y] = msg.ReadFloat(); renderEntity.shaderParms[SHADERPARM_BEAM_END_Z] = msg.ReadFloat(); if ( msg.HasChanged() ) { UpdateVisuals(); } } /* =============================================================================== idLiquid =============================================================================== */ CLASS_DECLARATION( idEntity, idLiquid ) EVENT( EV_Touch, idLiquid::Event_Touch ) END_CLASS /* ================ idLiquid::Save ================ */ void idLiquid::Save( idSaveGame *savefile ) const { // Nothing to save } /* ================ idLiquid::Restore ================ */ void idLiquid::Restore( idRestoreGame *savefile ) { //FIXME: NO! Spawn(); } /* ================ idLiquid::Spawn ================ */ void idLiquid::Spawn() { /* model = dynamic_cast( renderEntity.hModel ); if ( !model ) { gameLocal.Error( "Entity '%s' must have liquid model", name.c_str() ); } model->Reset(); GetPhysics()->SetContents( CONTENTS_TRIGGER ); */ } /* ================ idLiquid::Event_Touch ================ */ void idLiquid::Event_Touch( idEntity *other, trace_t *trace ) { // FIXME: for QuakeCon /* idVec3 pos; pos = other->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); model->IntersectBounds( other->GetPhysics()->GetBounds().Translate( pos ), -10.0f ); */ } /* =============================================================================== idShaking =============================================================================== */ CLASS_DECLARATION( idEntity, idShaking ) EVENT( EV_Activate, idShaking::Event_Activate ) END_CLASS /* =============== idShaking::idShaking =============== */ idShaking::idShaking() { active = false; } /* =============== idShaking::Save =============== */ void idShaking::Save( idSaveGame *savefile ) const { savefile->WriteBool( active ); savefile->WriteStaticObject( physicsObj ); } /* =============== idShaking::Restore =============== */ void idShaking::Restore( idRestoreGame *savefile ) { savefile->ReadBool( active ); savefile->ReadStaticObject( physicsObj ); RestorePhysics( &physicsObj ); } /* =============== idShaking::Spawn =============== */ void idShaking::Spawn( void ) { physicsObj.SetSelf( this ); physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f ); physicsObj.SetOrigin( GetPhysics()->GetOrigin() ); physicsObj.SetAxis( GetPhysics()->GetAxis() ); physicsObj.SetClipMask( MASK_SOLID ); SetPhysics( &physicsObj ); active = false; if ( !spawnArgs.GetBool( "start_off" ) ) { BeginShaking(); } } /* ================ idShaking::BeginShaking ================ */ void idShaking::BeginShaking( void ) { int phase; idAngles shake; int period; active = true; phase = gameLocal.random.RandomInt( 1000 ); shake = spawnArgs.GetAngles( "shake", "0.5 0.5 0.5" ); period = spawnArgs.GetFloat( "period", "0.05" ) * 1000; physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_DECELSINE|EXTRAPOLATION_NOSTOP), phase, period * 0.25f, GetPhysics()->GetAxis().ToAngles(), shake, ang_zero ); } /* ================ idShaking::Event_Activate ================ */ void idShaking::Event_Activate( idEntity *activator ) { if ( !active ) { BeginShaking(); } else { active = false; physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, physicsObj.GetAxis().ToAngles(), ang_zero, ang_zero ); } } /* =============================================================================== idEarthQuake =============================================================================== */ CLASS_DECLARATION( idEntity, idEarthQuake ) EVENT( EV_Activate, idEarthQuake::Event_Activate ) END_CLASS /* =============== idEarthQuake::idEarthQuake =============== */ idEarthQuake::idEarthQuake() { wait = 0.0f; random = 0.0f; nextTriggerTime = 0; shakeStopTime = 0; triggered = false; playerOriented = false; disabled = false; shakeTime = 0.0f; } /* =============== idEarthQuake::Save =============== */ void idEarthQuake::Save( idSaveGame *savefile ) const { savefile->WriteInt( nextTriggerTime ); savefile->WriteInt( shakeStopTime ); savefile->WriteFloat( wait ); savefile->WriteFloat( random ); savefile->WriteBool( triggered ); savefile->WriteBool( playerOriented ); savefile->WriteBool( disabled ); savefile->WriteFloat( shakeTime ); } /* =============== idEarthQuake::Restore =============== */ void idEarthQuake::Restore( idRestoreGame *savefile ) { savefile->ReadInt( nextTriggerTime ); savefile->ReadInt( shakeStopTime ); savefile->ReadFloat( wait ); savefile->ReadFloat( random ); savefile->ReadBool( triggered ); savefile->ReadBool( playerOriented ); savefile->ReadBool( disabled ); savefile->ReadFloat( shakeTime ); if ( shakeStopTime > gameLocal.time ) { BecomeActive( TH_THINK ); } } /* =============== idEarthQuake::Spawn =============== */ void idEarthQuake::Spawn( void ) { nextTriggerTime = 0; shakeStopTime = 0; wait = spawnArgs.GetFloat( "wait", "15" ); random = spawnArgs.GetFloat( "random", "5" ); triggered = spawnArgs.GetBool( "triggered" ); playerOriented = spawnArgs.GetBool( "playerOriented" ); disabled = false; shakeTime = spawnArgs.GetFloat( "shakeTime", "0" ); if ( !triggered ){ PostEventSec( &EV_Activate, spawnArgs.GetFloat( "wait" ), this ); } BecomeInactive( TH_THINK ); } /* ================ idEarthQuake::Event_Activate ================ */ void idEarthQuake::Event_Activate( idEntity *activator ) { if ( nextTriggerTime > gameLocal.time ) { return; } if ( disabled && activator == this ) { return; } idPlayer *player = gameLocal.GetLocalPlayer(); if ( player == NULL ) { return; } nextTriggerTime = 0; if ( !triggered && activator != this ){ // if we are not triggered ( i.e. random ), disable or enable disabled ^= 1; if (disabled) { return; } else { PostEventSec( &EV_Activate, wait + random * gameLocal.random.CRandomFloat(), this ); } } ActivateTargets( activator ); const idSoundShader *shader = declManager->FindSound( spawnArgs.GetString( "snd_quake" ) ); if ( playerOriented ) { player->StartSoundShader( shader, SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL ); } else { StartSoundShader( shader, SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL ); } if ( shakeTime > 0.0f ) { shakeStopTime = gameLocal.time + SEC2MS( shakeTime ); BecomeActive( TH_THINK ); } if ( wait > 0.0f ) { if ( !triggered ) { PostEventSec( &EV_Activate, wait + random * gameLocal.random.CRandomFloat(), this ); } else { nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() ); } } else if ( shakeTime == 0.0f ) { PostEventMS( &EV_Remove, 0 ); } } /* =============== idEarthQuake::Think ================ */ void idEarthQuake::Think( void ) { if ( thinkFlags & TH_THINK ) { if ( gameLocal.time > shakeStopTime ) { BecomeInactive( TH_THINK ); if ( wait <= 0.0f ) { PostEventMS( &EV_Remove, 0 ); } return; } float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.time, gameLocal.GetLocalPlayer()->firstPersonViewOrigin ); gameLocal.RadiusPush( GetPhysics()->GetOrigin(), 256, 1500 * shakeVolume, this, this, 1.0f, true ); } BecomeInactive( TH_UPDATEVISUALS ); } /* =============================================================================== idFuncPortal =============================================================================== */ CLASS_DECLARATION( idEntity, idFuncPortal ) EVENT( EV_Activate, idFuncPortal::Event_Activate ) END_CLASS /* =============== idFuncPortal::idFuncPortal =============== */ idFuncPortal::idFuncPortal() { portal = 0; state = false; } /* =============== idFuncPortal::Save =============== */ void idFuncPortal::Save( idSaveGame *savefile ) const { savefile->WriteInt( (int)portal ); savefile->WriteBool( state ); } /* =============== idFuncPortal::Restore =============== */ void idFuncPortal::Restore( idRestoreGame *savefile ) { savefile->ReadInt( (int &)portal ); savefile->ReadBool( state ); gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE ); } /* =============== idFuncPortal::Spawn =============== */ void idFuncPortal::Spawn( void ) { portal = gameRenderWorld->FindPortal( GetPhysics()->GetAbsBounds().Expand( 32.0f ) ); if ( portal > 0 ) { state = spawnArgs.GetBool( "start_on" ); gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE ); } } /* ================ idFuncPortal::Event_Activate ================ */ void idFuncPortal::Event_Activate( idEntity *activator ) { if ( portal > 0 ) { state = !state; gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE ); } } /* =============================================================================== idFuncAASPortal =============================================================================== */ CLASS_DECLARATION( idEntity, idFuncAASPortal ) EVENT( EV_Activate, idFuncAASPortal::Event_Activate ) END_CLASS /* =============== idFuncAASPortal::idFuncAASPortal =============== */ idFuncAASPortal::idFuncAASPortal() { state = false; } /* =============== idFuncAASPortal::Save =============== */ void idFuncAASPortal::Save( idSaveGame *savefile ) const { savefile->WriteBool( state ); } /* =============== idFuncAASPortal::Restore =============== */ void idFuncAASPortal::Restore( idRestoreGame *savefile ) { savefile->ReadBool( state ); gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state ); } /* =============== idFuncAASPortal::Spawn =============== */ void idFuncAASPortal::Spawn( void ) { state = spawnArgs.GetBool( "start_on" ); gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state ); } /* ================ idFuncAASPortal::Event_Activate ================ */ void idFuncAASPortal::Event_Activate( idEntity *activator ) { state ^= 1; gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state ); } /* =============================================================================== idFuncAASObstacle =============================================================================== */ CLASS_DECLARATION( idEntity, idFuncAASObstacle ) EVENT( EV_Activate, idFuncAASObstacle::Event_Activate ) END_CLASS /* =============== idFuncAASObstacle::idFuncAASObstacle =============== */ idFuncAASObstacle::idFuncAASObstacle() { state = false; } /* =============== idFuncAASObstacle::Save =============== */ void idFuncAASObstacle::Save( idSaveGame *savefile ) const { savefile->WriteBool( state ); } /* =============== idFuncAASObstacle::Restore =============== */ void idFuncAASObstacle::Restore( idRestoreGame *savefile ) { savefile->ReadBool( state ); gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state ); } /* =============== idFuncAASObstacle::Spawn =============== */ void idFuncAASObstacle::Spawn( void ) { state = spawnArgs.GetBool( "start_on" ); gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state ); } /* ================ idFuncAASObstacle::Event_Activate ================ */ void idFuncAASObstacle::Event_Activate( idEntity *activator ) { state ^= 1; gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state ); } /* =============================================================================== idFuncRadioChatter =============================================================================== */ const idEventDef EV_ResetRadioHud( "", "e" ); CLASS_DECLARATION( idEntity, idFuncRadioChatter ) EVENT( EV_Activate, idFuncRadioChatter::Event_Activate ) EVENT( EV_ResetRadioHud, idFuncRadioChatter::Event_ResetRadioHud ) END_CLASS /* =============== idFuncRadioChatter::idFuncRadioChatter =============== */ idFuncRadioChatter::idFuncRadioChatter() { time = 0.0; } /* =============== idFuncRadioChatter::Save =============== */ void idFuncRadioChatter::Save( idSaveGame *savefile ) const { savefile->WriteFloat( time ); } /* =============== idFuncRadioChatter::Restore =============== */ void idFuncRadioChatter::Restore( idRestoreGame *savefile ) { savefile->ReadFloat( time ); } /* =============== idFuncRadioChatter::Spawn =============== */ void idFuncRadioChatter::Spawn( void ) { time = spawnArgs.GetFloat( "time", "5.0" ); } /* ================ idFuncRadioChatter::Event_Activate ================ */ void idFuncRadioChatter::Event_Activate( idEntity *activator ) { idPlayer *player; const char *sound; const idSoundShader *shader; int length; if ( activator->IsType( idPlayer::Type ) ) { player = static_cast( activator ); } else { player = gameLocal.GetLocalPlayer(); } player->hud->HandleNamedEvent( "radioChatterUp" ); sound = spawnArgs.GetString( "snd_radiochatter", "" ); if ( sound && *sound ) { shader = declManager->FindSound( sound ); player->StartSoundShader( shader, SND_CHANNEL_RADIO, SSF_GLOBAL, false, &length ); time = MS2SEC( length + 150 ); } // we still put the hud up because this is used with no sound on // certain frame commands when the chatter is triggered PostEventSec( &EV_ResetRadioHud, time, player ); } /* ================ idFuncRadioChatter::Event_ResetRadioHud ================ */ void idFuncRadioChatter::Event_ResetRadioHud( idEntity *activator ) { idPlayer *player = ( activator->IsType( idPlayer::Type ) ) ? static_cast( activator ) : gameLocal.GetLocalPlayer(); player->hud->HandleNamedEvent( "radioChatterDown" ); ActivateTargets( activator ); } /* =============================================================================== idPhantomObjects =============================================================================== */ CLASS_DECLARATION( idEntity, idPhantomObjects ) EVENT( EV_Activate, idPhantomObjects::Event_Activate ) END_CLASS /* =============== idPhantomObjects::idPhantomObjects =============== */ idPhantomObjects::idPhantomObjects() { target = NULL; end_time = 0; throw_time = 0.0f; shake_time = 0.0f; shake_ang.Zero(); speed = 0.0f; min_wait = 0; max_wait = 0; fl.neverDormant = false; } /* =============== idPhantomObjects::Save =============== */ void idPhantomObjects::Save( idSaveGame *savefile ) const { int i; savefile->WriteInt( end_time ); savefile->WriteFloat( throw_time ); savefile->WriteFloat( shake_time ); savefile->WriteVec3( shake_ang ); savefile->WriteFloat( speed ); savefile->WriteInt( min_wait ); savefile->WriteInt( max_wait ); target.Save( savefile ); savefile->WriteInt( targetTime.Num() ); for( i = 0; i < targetTime.Num(); i++ ) { savefile->WriteInt( targetTime[ i ] ); } for( i = 0; i < lastTargetPos.Num(); i++ ) { savefile->WriteVec3( lastTargetPos[ i ] ); } } /* =============== idPhantomObjects::Restore =============== */ void idPhantomObjects::Restore( idRestoreGame *savefile ) { int num; int i; savefile->ReadInt( end_time ); savefile->ReadFloat( throw_time ); savefile->ReadFloat( shake_time ); savefile->ReadVec3( shake_ang ); savefile->ReadFloat( speed ); savefile->ReadInt( min_wait ); savefile->ReadInt( max_wait ); target.Restore( savefile ); savefile->ReadInt( num ); targetTime.SetGranularity( 1 ); targetTime.SetNum( num ); lastTargetPos.SetGranularity( 1 ); lastTargetPos.SetNum( num ); for( i = 0; i < num; i++ ) { savefile->ReadInt( targetTime[ i ] ); } if ( savefile->GetBuildNumber() == INITIAL_RELEASE_BUILD_NUMBER ) { // these weren't saved out in the first release for( i = 0; i < num; i++ ) { lastTargetPos[ i ].Zero(); } } else { for( i = 0; i < num; i++ ) { savefile->ReadVec3( lastTargetPos[ i ] ); } } } /* =============== idPhantomObjects::Spawn =============== */ void idPhantomObjects::Spawn( void ) { throw_time = spawnArgs.GetFloat( "time", "5" ); speed = spawnArgs.GetFloat( "speed", "1200" ); shake_time = spawnArgs.GetFloat( "shake_time", "1" ); throw_time -= shake_time; if ( throw_time < 0.0f ) { throw_time = 0.0f; } min_wait = SEC2MS( spawnArgs.GetFloat( "min_wait", "1" ) ); max_wait = SEC2MS( spawnArgs.GetFloat( "max_wait", "3" ) ); shake_ang = spawnArgs.GetVector( "shake_ang", "65 65 65" ); Hide(); GetPhysics()->SetContents( 0 ); } /* ================ idPhantomObjects::Event_Activate ================ */ void idPhantomObjects::Event_Activate( idEntity *activator ) { int i; float time; float frac; float scale; if ( thinkFlags & TH_THINK ) { BecomeInactive( TH_THINK ); return; } RemoveNullTargets(); if ( !targets.Num() ) { return; } if ( !activator || !activator->IsType( idActor::Type ) ) { target = gameLocal.GetLocalPlayer(); } else { target = static_cast( activator ); } end_time = gameLocal.time + SEC2MS( spawnArgs.GetFloat( "end_time", "0" ) ); targetTime.SetNum( targets.Num() ); lastTargetPos.SetNum( targets.Num() ); const idVec3 &toPos = target.GetEntity()->GetEyePosition(); // calculate the relative times of all the objects time = 0.0f; for( i = 0; i < targetTime.Num(); i++ ) { targetTime[ i ] = SEC2MS( time ); lastTargetPos[ i ] = toPos; frac = 1.0f - ( float )i / ( float )targetTime.Num(); time += ( gameLocal.random.RandomFloat() + 1.0f ) * 0.5f * frac + 0.1f; } // scale up the times to fit within throw_time scale = throw_time / time; for( i = 0; i < targetTime.Num(); i++ ) { targetTime[ i ] = gameLocal.time + SEC2MS( shake_time )+ targetTime[ i ] * scale; } BecomeActive( TH_THINK ); } /* =============== idPhantomObjects::Think ================ */ void idPhantomObjects::Think( void ) { int i; int num; float time; idVec3 vel; idVec3 ang; idEntity *ent; idActor *targetEnt; idPhysics *entPhys; trace_t tr; // if we are completely closed off from the player, don't do anything at all if ( CheckDormant() ) { return; } if ( !( thinkFlags & TH_THINK ) ) { BecomeInactive( thinkFlags & ~TH_THINK ); return; } targetEnt = target.GetEntity(); if ( !targetEnt || ( targetEnt->health <= 0 ) || ( end_time && ( gameLocal.time > end_time ) ) || gameLocal.inCinematic ) { BecomeInactive( TH_THINK ); } const idVec3 &toPos = targetEnt->GetEyePosition(); num = 0; for ( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( !ent ) { continue; } if ( ent->fl.hidden ) { // don't throw hidden objects continue; } if ( !targetTime[ i ] ) { // already threw this object continue; } num++; time = MS2SEC( targetTime[ i ] - gameLocal.time ); if ( time > shake_time ) { continue; } entPhys = ent->GetPhysics(); const idVec3 &entOrg = entPhys->GetOrigin(); gameLocal.clip.TracePoint( tr, entOrg, toPos, MASK_OPAQUE, ent ); if ( tr.fraction >= 1.0f || ( gameLocal.GetTraceEntity( tr ) == targetEnt ) ) { lastTargetPos[ i ] = toPos; } if ( time < 0.0f ) { idAI::PredictTrajectory( entPhys->GetOrigin(), lastTargetPos[ i ], speed, entPhys->GetGravity(), entPhys->GetClipModel(), entPhys->GetClipMask(), 256.0f, ent, targetEnt, ai_debugTrajectory.GetBool() ? 1 : 0, vel ); vel *= speed; entPhys->SetLinearVelocity( vel ); if ( !end_time ) { targetTime[ i ] = 0; } else { targetTime[ i ] = gameLocal.time + gameLocal.random.RandomInt( max_wait - min_wait ) + min_wait; } if ( ent->IsType( idMoveable::Type ) ) { idMoveable *ment = static_cast( ent ); ment->EnableDamage( true, 2.5f ); } } else { // this is not the right way to set the angular velocity, but the effect is nice, so I'm keeping it. :) ang.Set( gameLocal.random.CRandomFloat() * shake_ang.x, gameLocal.random.CRandomFloat() * shake_ang.y, gameLocal.random.CRandomFloat() * shake_ang.z ); ang *= ( 1.0f - time / shake_time ); entPhys->SetAngularVelocity( ang ); } } if ( !num ) { BecomeInactive( TH_THINK ); } }