dhewm3-sdk/game/GameEdit.cpp
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2018-08-20 01:46:28 +02:00

1148 lines
27 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "gamesys/SysCvar.h"
#include "physics/Physics_Monster.h"
#include "ai/AI.h"
#include "Player.h"
#include "Light.h"
#include "WorldSpawn.h"
#include "Sound.h"
#include "Misc.h"
#include "GameEdit.h"
/*
===============================================================================
Ingame cursor.
===============================================================================
*/
CLASS_DECLARATION( idEntity, idCursor3D )
END_CLASS
/*
===============
idCursor3D::idCursor3D
===============
*/
idCursor3D::idCursor3D( void ) {
draggedPosition.Zero();
}
/*
===============
idCursor3D::~idCursor3D
===============
*/
idCursor3D::~idCursor3D( void ) {
}
/*
===============
idCursor3D::Spawn
===============
*/
void idCursor3D::Spawn( void ) {
}
/*
===============
idCursor3D::Present
===============
*/
void idCursor3D::Present( void ) {
// don't present to the renderer if the entity hasn't changed
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
return;
}
BecomeInactive( TH_UPDATEVISUALS );
const idVec3 &origin = GetPhysics()->GetOrigin();
const idMat3 &axis = GetPhysics()->GetAxis();
gameRenderWorld->DebugArrow( colorYellow, origin + axis[1] * -5.0f + axis[2] * 5.0f, origin, 2 );
gameRenderWorld->DebugArrow( colorRed, origin, draggedPosition, 2 );
}
/*
===============
idCursor3D::Think
===============
*/
void idCursor3D::Think( void ) {
if ( thinkFlags & TH_THINK ) {
drag.Evaluate( gameLocal.time );
}
Present();
}
/*
===============================================================================
Allows entities to be dragged through the world with physics.
===============================================================================
*/
#define MAX_DRAG_TRACE_DISTANCE 2048.0f
/*
==============
idDragEntity::idDragEntity
==============
*/
idDragEntity::idDragEntity( void ) {
cursor = NULL;
Clear();
}
/*
==============
idDragEntity::~idDragEntity
==============
*/
idDragEntity::~idDragEntity( void ) {
StopDrag();
selected = NULL;
delete cursor;
cursor = NULL;
}
/*
==============
idDragEntity::Clear
==============
*/
void idDragEntity::Clear() {
dragEnt = NULL;
joint = INVALID_JOINT;
id = 0;
localEntityPoint.Zero();
localPlayerPoint.Zero();
bodyName.Clear();
selected = NULL;
}
/*
==============
idDragEntity::StopDrag
==============
*/
void idDragEntity::StopDrag( void ) {
dragEnt = NULL;
if ( cursor ) {
cursor->BecomeInactive( TH_THINK );
}
}
/*
==============
idDragEntity::Update
==============
*/
void idDragEntity::Update( idPlayer *player ) {
idVec3 viewPoint, origin;
idMat3 viewAxis, axis;
trace_t trace;
idEntity *newEnt;
idAngles angles;
jointHandle_t newJoint;
idStr newBodyName;
player->GetViewPos( viewPoint, viewAxis );
// if no entity selected for dragging
if ( !dragEnt.GetEntity() ) {
if ( player->usercmd.buttons & BUTTON_ATTACK ) {
gameLocal.clip.TracePoint( trace, viewPoint, viewPoint + viewAxis[0] * MAX_DRAG_TRACE_DISTANCE, (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_BODY), player );
if ( trace.fraction < 1.0f ) {
newEnt = gameLocal.entities[ trace.c.entityNum ];
if ( newEnt ) {
if ( newEnt->GetBindMaster() ) {
if ( newEnt->GetBindJoint() ) {
trace.c.id = JOINT_HANDLE_TO_CLIPMODEL_ID( newEnt->GetBindJoint() );
} else {
trace.c.id = newEnt->GetBindBody();
}
newEnt = newEnt->GetBindMaster();
}
if ( newEnt->IsType( idAFEntity_Base::Type ) && static_cast<idAFEntity_Base *>(newEnt)->IsActiveAF() ) {
idAFEntity_Base *af = static_cast<idAFEntity_Base *>(newEnt);
// joint being dragged
newJoint = CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id );
// get the body id from the trace model id which might be a joint handle
trace.c.id = af->BodyForClipModelId( trace.c.id );
// get the name of the body being dragged
newBodyName = af->GetAFPhysics()->GetBody( trace.c.id )->GetName();
} else if ( !newEnt->IsType( idWorldspawn::Type ) ) {
if ( trace.c.id < 0 ) {
newJoint = CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id );
} else {
newJoint = INVALID_JOINT;
}
newBodyName = "";
} else {
newJoint = INVALID_JOINT;
newEnt = NULL;
}
}
if ( newEnt ) {
dragEnt = newEnt;
selected = newEnt;
joint = newJoint;
id = trace.c.id;
bodyName = newBodyName;
if ( !cursor ) {
cursor = ( idCursor3D * )gameLocal.SpawnEntityType( idCursor3D::Type );
}
idPhysics *phys = dragEnt.GetEntity()->GetPhysics();
localPlayerPoint = ( trace.c.point - viewPoint ) * viewAxis.Transpose();
origin = phys->GetOrigin( id );
axis = phys->GetAxis( id );
localEntityPoint = ( trace.c.point - origin ) * axis.Transpose();
cursor->drag.Init( g_dragDamping.GetFloat() );
cursor->drag.SetPhysics( phys, id, localEntityPoint );
cursor->Show();
if ( phys->IsType( idPhysics_AF::Type ) ||
phys->IsType( idPhysics_RigidBody::Type ) ||
phys->IsType( idPhysics_Monster::Type ) ) {
cursor->BecomeActive( TH_THINK );
}
}
}
}
}
// if there is an entity selected for dragging
idEntity *drag = dragEnt.GetEntity();
if ( drag ) {
if ( !( player->usercmd.buttons & BUTTON_ATTACK ) ) {
StopDrag();
return;
}
cursor->SetOrigin( viewPoint + localPlayerPoint * viewAxis );
cursor->SetAxis( viewAxis );
cursor->drag.SetDragPosition( cursor->GetPhysics()->GetOrigin() );
renderEntity_t *renderEntity = drag->GetRenderEntity();
idAnimator *dragAnimator = drag->GetAnimator();
if ( joint != INVALID_JOINT && renderEntity && dragAnimator ) {
dragAnimator->GetJointTransform( joint, gameLocal.time, cursor->draggedPosition, axis );
cursor->draggedPosition = renderEntity->origin + cursor->draggedPosition * renderEntity->axis;
gameRenderWorld->DrawText( va( "%s\n%s\n%s, %s", drag->GetName(), drag->GetType()->classname, dragAnimator->GetJointName( joint ), bodyName.c_str() ), cursor->GetPhysics()->GetOrigin(), 0.1f, colorWhite, viewAxis, 1 );
} else {
cursor->draggedPosition = cursor->GetPhysics()->GetOrigin();
gameRenderWorld->DrawText( va( "%s\n%s\n%s", drag->GetName(), drag->GetType()->classname, bodyName.c_str() ), cursor->GetPhysics()->GetOrigin(), 0.1f, colorWhite, viewAxis, 1 );
}
}
// if there is a selected entity
if ( selected.GetEntity() && g_dragShowSelection.GetBool() ) {
// draw the bbox of the selected entity
renderEntity_t *renderEntity = selected.GetEntity()->GetRenderEntity();
if ( renderEntity ) {
gameRenderWorld->DebugBox( colorYellow, idBox( renderEntity->bounds, renderEntity->origin, renderEntity->axis ) );
}
}
}
/*
==============
idDragEntity::SetSelected
==============
*/
void idDragEntity::SetSelected( idEntity *ent ) {
selected = ent;
StopDrag();
}
/*
==============
idDragEntity::DeleteSelected
==============
*/
void idDragEntity::DeleteSelected( void ) {
delete selected.GetEntity();
selected = NULL;
StopDrag();
}
/*
==============
idDragEntity::BindSelected
==============
*/
void idDragEntity::BindSelected( void ) {
int num, largestNum;
idLexer lexer;
idToken type, bodyName;
idStr key, value, bindBodyName;
const idKeyValue *kv;
idAFEntity_Base *af;
af = static_cast<idAFEntity_Base *>(dragEnt.GetEntity());
if ( !af || !af->IsType( idAFEntity_Base::Type ) || !af->IsActiveAF() ) {
return;
}
bindBodyName = af->GetAFPhysics()->GetBody( id )->GetName();
largestNum = 1;
// parse all the bind constraints
kv = af->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
while ( kv ) {
key = kv->GetKey();
key.Strip( "bindConstraint " );
if ( sscanf( key, "bind%d", &num ) ) {
if ( num >= largestNum ) {
largestNum = num + 1;
}
}
lexer.LoadMemory( kv->GetValue(), kv->GetValue().Length(), kv->GetKey() );
lexer.ReadToken( &type );
lexer.ReadToken( &bodyName );
lexer.FreeSource();
// if there already exists a bind constraint for this body
if ( bodyName.Icmp( bindBodyName ) == 0 ) {
// delete the bind constraint
af->spawnArgs.Delete( kv->GetKey() );
kv = NULL;
}
kv = af->spawnArgs.MatchPrefix( "bindConstraint ", kv );
}
sprintf( key, "bindConstraint bind%d", largestNum );
sprintf( value, "ballAndSocket %s %s", bindBodyName.c_str(), af->GetAnimator()->GetJointName( joint ) );
af->spawnArgs.Set( key, value );
af->spawnArgs.Set( "bind", "worldspawn" );
af->Bind( gameLocal.world, true );
}
/*
==============
idDragEntity::UnbindSelected
==============
*/
void idDragEntity::UnbindSelected( void ) {
const idKeyValue *kv;
idAFEntity_Base *af;
af = static_cast<idAFEntity_Base *>(selected.GetEntity());
if ( !af || !af->IsType( idAFEntity_Base::Type ) || !af->IsActiveAF() ) {
return;
}
// unbind the selected entity
af->Unbind();
// delete all the bind constraints
kv = selected.GetEntity()->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
while ( kv ) {
selected.GetEntity()->spawnArgs.Delete( kv->GetKey() );
kv = selected.GetEntity()->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
}
// delete any bind information
af->spawnArgs.Delete( "bind" );
af->spawnArgs.Delete( "bindToJoint" );
af->spawnArgs.Delete( "bindToBody" );
}
/*
===============================================================================
Handles ingame entity editing.
===============================================================================
*/
/*
==============
idEditEntities::idEditEntities
==============
*/
idEditEntities::idEditEntities( void ) {
selectableEntityClasses.Clear();
nextSelectTime = 0;
}
/*
=============
idEditEntities::SelectEntity
=============
*/
bool idEditEntities::SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip ) {
idVec3 end;
idEntity *ent;
if ( !g_editEntityMode.GetInteger() || selectableEntityClasses.Num() == 0 ) {
return false;
}
if ( gameLocal.time < nextSelectTime ) {
return true;
}
nextSelectTime = gameLocal.time + 300;
end = origin + dir * 4096.0f;
ent = NULL;
for ( int i = 0; i < selectableEntityClasses.Num(); i++ ) {
ent = gameLocal.FindTraceEntity( origin, end, *selectableEntityClasses[i].typeInfo, skip );
if ( ent ) {
break;
}
}
if ( ent ) {
ClearSelectedEntities();
if ( EntityIsSelectable( ent ) ) {
AddSelectedEntity( ent );
gameLocal.Printf( "entity #%d: %s '%s'\n", ent->entityNumber, ent->GetClassname(), ent->name.c_str() );
ent->ShowEditingDialog();
return true;
}
}
return false;
}
/*
=============
idEditEntities::AddSelectedEntity
=============
*/
void idEditEntities::AddSelectedEntity(idEntity *ent) {
ent->fl.selected = true;
selectedEntities.AddUnique(ent);
}
/*
==============
idEditEntities::RemoveSelectedEntity
==============
*/
void idEditEntities::RemoveSelectedEntity( idEntity *ent ) {
if ( selectedEntities.Find( ent ) ) {
selectedEntities.Remove( ent );
}
}
/*
=============
idEditEntities::ClearSelectedEntities
=============
*/
void idEditEntities::ClearSelectedEntities() {
int i, count;
count = selectedEntities.Num();
for ( i = 0; i < count; i++ ) {
selectedEntities[i]->fl.selected = false;
}
selectedEntities.Clear();
}
/*
=============
idEditEntities::EntityIsSelectable
=============
*/
bool idEditEntities::EntityIsSelectable( idEntity *ent, idVec4 *color, idStr *text ) {
for ( int i = 0; i < selectableEntityClasses.Num(); i++ ) {
if ( ent->GetType() == selectableEntityClasses[i].typeInfo ) {
if ( text ) {
*text = selectableEntityClasses[i].textKey;
}
if ( color ) {
if ( ent->fl.selected ) {
*color = colorRed;
} else {
switch( i ) {
case 1 :
*color = colorYellow;
break;
case 2 :
*color = colorBlue;
break;
default:
*color = colorGreen;
}
}
}
return true;
}
}
return false;
}
/*
=============
idEditEntities::DisplayEntities
=============
*/
void idEditEntities::DisplayEntities( void ) {
idEntity *ent;
if ( !gameLocal.GetLocalPlayer() ) {
return;
}
selectableEntityClasses.Clear();
selectedTypeInfo_t sit;
switch( g_editEntityMode.GetInteger() ) {
case 1:
sit.typeInfo = &idLight::Type;
sit.textKey = "texture";
selectableEntityClasses.Append( sit );
break;
case 2:
sit.typeInfo = &idSound::Type;
sit.textKey = "s_shader";
selectableEntityClasses.Append( sit );
sit.typeInfo = &idLight::Type;
sit.textKey = "texture";
selectableEntityClasses.Append( sit );
break;
case 3:
sit.typeInfo = &idAFEntity_Base::Type;
sit.textKey = "articulatedFigure";
selectableEntityClasses.Append( sit );
break;
case 4:
sit.typeInfo = &idFuncEmitter::Type;
sit.textKey = "model";
selectableEntityClasses.Append( sit );
break;
case 5:
sit.typeInfo = &idAI::Type;
sit.textKey = "name";
selectableEntityClasses.Append( sit );
break;
case 6:
sit.typeInfo = &idEntity::Type;
sit.textKey = "name";
selectableEntityClasses.Append( sit );
break;
case 7:
sit.typeInfo = &idEntity::Type;
sit.textKey = "model";
selectableEntityClasses.Append( sit );
break;
default:
return;
}
idBounds viewBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
idBounds viewTextBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
idMat3 axis = gameLocal.GetLocalPlayer()->viewAngles.ToMat3();
viewBounds.ExpandSelf( 512 );
viewTextBounds.ExpandSelf( 128 );
idStr textKey;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
idVec4 color;
textKey = "";
if ( !EntityIsSelectable( ent, &color, &textKey ) ) {
continue;
}
bool drawArrows = false;
if ( ent->GetType() == &idAFEntity_Base::Type ) {
if ( !static_cast<idAFEntity_Base *>(ent)->IsActiveAF() ) {
continue;
}
} else if ( ent->GetType() == &idSound::Type ) {
if ( ent->fl.selected ) {
drawArrows = true;
}
const idSoundShader * ss = declManager->FindSound( ent->spawnArgs.GetString( textKey ) );
if ( ss->HasDefaultSound() || ss->base->GetState() == DS_DEFAULTED ) {
color.Set( 1.0f, 0.0f, 1.0f, 1.0f );
}
} else if ( ent->GetType() == &idFuncEmitter::Type ) {
if ( ent->fl.selected ) {
drawArrows = true;
}
}
if ( !viewBounds.ContainsPoint( ent->GetPhysics()->GetOrigin() ) ) {
continue;
}
gameRenderWorld->DebugBounds( color, idBounds( ent->GetPhysics()->GetOrigin() ).Expand( 8 ) );
if ( drawArrows ) {
idVec3 start = ent->GetPhysics()->GetOrigin();
idVec3 end = start + idVec3( 1, 0, 0 ) * 20.0f;
gameRenderWorld->DebugArrow( colorWhite, start, end, 2 );
gameRenderWorld->DrawText( "x+", end + idVec3( 4, 0, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 1, 0, 0 ) * -20.0f;
gameRenderWorld->DebugArrow( colorWhite, start, end, 2 );
gameRenderWorld->DrawText( "x-", end + idVec3( -4, 0, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 1, 0 ) * +20.0f;
gameRenderWorld->DebugArrow( colorGreen, start, end, 2 );
gameRenderWorld->DrawText( "y+", end + idVec3( 0, 4, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 1, 0 ) * -20.0f;
gameRenderWorld->DebugArrow( colorGreen, start, end, 2 );
gameRenderWorld->DrawText( "y-", end + idVec3( 0, -4, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 0, 1 ) * +20.0f;
gameRenderWorld->DebugArrow( colorBlue, start, end, 2 );
gameRenderWorld->DrawText( "z+", end + idVec3( 0, 0, 4 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 0, 1 ) * -20.0f;
gameRenderWorld->DebugArrow( colorBlue, start, end, 2 );
gameRenderWorld->DrawText( "z-", end + idVec3( 0, 0, -4 ), 0.15f, colorWhite, axis );
}
if ( textKey.Length() ) {
const char *text = ent->spawnArgs.GetString( textKey );
if ( viewTextBounds.ContainsPoint( ent->GetPhysics()->GetOrigin() ) ) {
gameRenderWorld->DrawText( text, ent->GetPhysics()->GetOrigin() + idVec3(0, 0, 12), 0.25, colorWhite, axis, 1 );
}
}
}
}
/*
===============================================================================
idGameEdit
===============================================================================
*/
idGameEdit gameEditLocal;
idGameEdit * gameEdit = &gameEditLocal;
/*
=============
idGameEdit::GetSelectedEntities
=============
*/
int idGameEdit::GetSelectedEntities( idEntity *list[], int max ) {
int num = 0;
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->fl.selected ) {
list[num++] = ent;
if ( num >= max ) {
break;
}
}
}
return num;
}
/*
=============
idGameEdit::TriggerSelected
=============
*/
void idGameEdit::TriggerSelected() {
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->fl.selected ) {
ent->ProcessEvent( &EV_Activate, gameLocal.GetLocalPlayer() );
}
}
}
/*
================
idGameEdit::ClearEntitySelection
================
*/
void idGameEdit::ClearEntitySelection() {
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
ent->fl.selected = false;
}
gameLocal.editEntities->ClearSelectedEntities();
}
/*
================
idGameEdit::AddSelectedEntity
================
*/
void idGameEdit::AddSelectedEntity( idEntity *ent ) {
if ( ent ) {
gameLocal.editEntities->AddSelectedEntity( ent );
}
}
/*
================
idGameEdit::FindEntityDefDict
================
*/
const idDict *idGameEdit::FindEntityDefDict( const char *name, bool makeDefault ) const {
return gameLocal.FindEntityDefDict( name, makeDefault );
}
/*
================
idGameEdit::SpawnEntityDef
================
*/
void idGameEdit::SpawnEntityDef( const idDict &args, idEntity **ent ) {
gameLocal.SpawnEntityDef( args, ent );
}
/*
================
idGameEdit::FindEntity
================
*/
idEntity *idGameEdit::FindEntity( const char *name ) const {
return gameLocal.FindEntity( name );
}
/*
=============
idGameEdit::GetUniqueEntityName
generates a unique name for a given classname
=============
*/
const char *idGameEdit::GetUniqueEntityName( const char *classname ) const {
int id;
static char name[1024];
// can only have MAX_GENTITIES, so if we have a spot available, we're guaranteed to find one
for( id = 0; id < MAX_GENTITIES; id++ ) {
idStr::snPrintf( name, sizeof( name ), "%s_%d", classname, id );
if ( !gameLocal.FindEntity( name ) ) {
return name;
}
}
// id == MAX_GENTITIES + 1, which can't be in use if we get here
idStr::snPrintf( name, sizeof( name ), "%s_%d", classname, id );
return name;
}
/*
================
idGameEdit::EntityGetOrigin
================
*/
void idGameEdit::EntityGetOrigin( idEntity *ent, idVec3 &org ) const {
if ( ent ) {
org = ent->GetPhysics()->GetOrigin();
}
}
/*
================
idGameEdit::EntityGetAxis
================
*/
void idGameEdit::EntityGetAxis( idEntity *ent, idMat3 &axis ) const {
if ( ent ) {
axis = ent->GetPhysics()->GetAxis();
}
}
/*
================
idGameEdit::EntitySetOrigin
================
*/
void idGameEdit::EntitySetOrigin( idEntity *ent, const idVec3 &org ) {
if ( ent ) {
ent->SetOrigin( org );
}
}
/*
================
idGameEdit::EntitySetAxis
================
*/
void idGameEdit::EntitySetAxis( idEntity *ent, const idMat3 &axis ) {
if ( ent ) {
ent->SetAxis( axis );
}
}
/*
================
idGameEdit::EntitySetColor
================
*/
void idGameEdit::EntitySetColor( idEntity *ent, const idVec3 color ) {
if ( ent ) {
ent->SetColor( color );
}
}
/*
================
idGameEdit::EntityTranslate
================
*/
void idGameEdit::EntityTranslate( idEntity *ent, const idVec3 &org ) {
if ( ent ) {
ent->GetPhysics()->Translate( org );
}
}
/*
================
idGameEdit::EntityGetSpawnArgs
================
*/
const idDict *idGameEdit::EntityGetSpawnArgs( idEntity *ent ) const {
if ( ent ) {
return &ent->spawnArgs;
}
return NULL;
}
/*
================
idGameEdit::EntityUpdateChangeableSpawnArgs
================
*/
void idGameEdit::EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict ) {
if ( ent ) {
ent->UpdateChangeableSpawnArgs( dict );
}
}
/*
================
idGameEdit::EntityChangeSpawnArgs
================
*/
void idGameEdit::EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs ) {
if ( ent ) {
for ( int i = 0 ; i < newArgs->GetNumKeyVals () ; i ++ ) {
const idKeyValue *kv = newArgs->GetKeyVal( i );
if ( kv->GetValue().Length() > 0 ) {
ent->spawnArgs.Set ( kv->GetKey() ,kv->GetValue() );
} else {
ent->spawnArgs.Delete ( kv->GetKey() );
}
}
}
}
/*
================
idGameEdit::EntityUpdateVisuals
================
*/
void idGameEdit::EntityUpdateVisuals( idEntity *ent ) {
if ( ent ) {
ent->UpdateVisuals();
}
}
/*
================
idGameEdit::EntitySetModel
================
*/
void idGameEdit::EntitySetModel( idEntity *ent, const char *val ) {
if ( ent ) {
ent->spawnArgs.Set( "model", val );
ent->SetModel( val );
}
}
/*
================
idGameEdit::EntityStopSound
================
*/
void idGameEdit::EntityStopSound( idEntity *ent ) {
if ( ent ) {
ent->StopSound( SND_CHANNEL_ANY, false );
}
}
/*
================
idGameEdit::EntityDelete
================
*/
void idGameEdit::EntityDelete( idEntity *ent ) {
delete ent;
}
/*
================
idGameEdit::PlayerIsValid
================
*/
bool idGameEdit::PlayerIsValid() const {
return ( gameLocal.GetLocalPlayer() != NULL );
}
/*
================
idGameEdit::PlayerGetOrigin
================
*/
void idGameEdit::PlayerGetOrigin( idVec3 &org ) const {
org = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin();
}
/*
================
idGameEdit::PlayerGetAxis
================
*/
void idGameEdit::PlayerGetAxis( idMat3 &axis ) const {
axis = gameLocal.GetLocalPlayer()->GetPhysics()->GetAxis();
}
/*
================
idGameEdit::PlayerGetViewAngles
================
*/
void idGameEdit::PlayerGetViewAngles( idAngles &angles ) const {
angles = gameLocal.GetLocalPlayer()->viewAngles;
}
/*
================
idGameEdit::PlayerGetEyePosition
================
*/
void idGameEdit::PlayerGetEyePosition( idVec3 &org ) const {
org = gameLocal.GetLocalPlayer()->GetEyePosition();
}
/*
================
idGameEdit::MapGetEntityDict
================
*/
const idDict *idGameEdit::MapGetEntityDict( const char *name ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
return &mapent->epairs;
}
}
return NULL;
}
/*
================
idGameEdit::MapSave
================
*/
void idGameEdit::MapSave( const char *path ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if (mapFile) {
mapFile->Write( (path) ? path : mapFile->GetName(), ".map");
}
}
/*
================
idGameEdit::MapSetEntityKeyVal
================
*/
void idGameEdit::MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
mapent->epairs.Set( key, val );
}
}
}
/*
================
idGameEdit::MapCopyDictToEntity
================
*/
void idGameEdit::MapCopyDictToEntity( const char *name, const idDict *dict ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
for ( int i = 0; i < dict->GetNumKeyVals(); i++ ) {
const idKeyValue *kv = dict->GetKeyVal( i );
const char *key = kv->GetKey();
const char *val = kv->GetValue();
mapent->epairs.Set( key, val );
}
}
}
}
/*
================
idGameEdit::MapGetUniqueMatchingKeyVals
================
*/
int idGameEdit::MapGetUniqueMatchingKeyVals( const char *key, const char *list[], int max ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
int count = 0;
if ( mapFile ) {
for ( int i = 0; i < mapFile->GetNumEntities(); i++ ) {
idMapEntity *ent = mapFile->GetEntity( i );
if ( ent ) {
const char *k = ent->epairs.GetString( key );
if ( k && *k && count < max ) {
list[count++] = k;
}
}
}
}
return count;
}
/*
================
idGameEdit::MapAddEntity
================
*/
void idGameEdit::MapAddEntity( const idDict *dict ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile ) {
idMapEntity *ent = new idMapEntity();
ent->epairs = *dict;
mapFile->AddEntity( ent );
}
}
/*
================
idGameEdit::MapRemoveEntity
================
*/
void idGameEdit::MapRemoveEntity( const char *name ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile ) {
idMapEntity *ent = mapFile->FindEntity( name );
if ( ent ) {
mapFile->RemoveEntity( ent );
}
}
}
/*
================
idGameEdit::MapGetEntitiesMatchignClassWithString
================
*/
int idGameEdit::MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
int count = 0;
if ( mapFile ) {
int entCount = mapFile->GetNumEntities();
for ( int i = 0 ; i < entCount; i++ ) {
idMapEntity *ent = mapFile->GetEntity(i);
if (ent) {
idStr work = ent->epairs.GetString("classname");
if ( work.Icmp( classname ) == 0 ) {
if ( match && *match ) {
work = ent->epairs.GetString( "soundgroup" );
if ( count < max && work.Icmp( match ) == 0 ) {
list[count++] = ent->epairs.GetString( "name" );
}
} else if ( count < max ) {
list[count++] = ent->epairs.GetString( "name" );
}
}
}
}
}
return count;
}
/*
================
idGameEdit::MapEntityTranslate
================
*/
void idGameEdit::MapEntityTranslate( const char *name, const idVec3 &v ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
idVec3 origin;
mapent->epairs.GetVector( "origin", "", origin );
origin += v;
mapent->epairs.SetVector( "origin", origin );
}
}
}