mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-23 04:52:20 +00:00
3158 lines
72 KiB
C++
3158 lines
72 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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/*
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Various utility objects and functions.
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*/
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#include "sys/platform.h"
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#include "renderer/ModelManager.h"
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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#include "ai/AI.h"
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#include "Player.h"
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#include "Camera.h"
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#include "WorldSpawn.h"
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#include "Moveable.h"
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#include "SmokeParticles.h"
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#include "Misc.h"
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/*
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===============================================================================
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idSpawnableEntity
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A simple, spawnable entity with a model and no functionable ability of it's own.
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For example, it can be used as a placeholder during development, for marking
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locations on maps for script, or for simple placed models without any behavior
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that can be bound to other entities. Should not be subclassed.
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===============================================================================
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*/
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CLASS_DECLARATION( idEntity, idSpawnableEntity )
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END_CLASS
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/*
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======================
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idSpawnableEntity::Spawn
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======================
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*/
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void idSpawnableEntity::Spawn() {
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// this just holds dict information
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}
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/*
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===============================================================================
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idPlayerStart
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===============================================================================
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*/
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const idEventDef EV_TeleportStage( "<TeleportStage>", "e" );
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CLASS_DECLARATION( idEntity, idPlayerStart )
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EVENT( EV_Activate, idPlayerStart::Event_TeleportPlayer )
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EVENT( EV_TeleportStage, idPlayerStart::Event_TeleportStage )
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END_CLASS
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/*
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===============
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idPlayerStart::idPlayerStart
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================
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*/
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idPlayerStart::idPlayerStart( void ) {
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teleportStage = 0;
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}
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/*
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===============
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idPlayerStart::Spawn
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================
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*/
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void idPlayerStart::Spawn( void ) {
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teleportStage = 0;
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}
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/*
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================
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idPlayerStart::Save
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================
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*/
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void idPlayerStart::Save( idSaveGame *savefile ) const {
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savefile->WriteInt( teleportStage );
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}
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/*
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================
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idPlayerStart::Restore
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================
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*/
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void idPlayerStart::Restore( idRestoreGame *savefile ) {
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savefile->ReadInt( teleportStage );
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}
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/*
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================
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idPlayerStart::ClientReceiveEvent
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================
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*/
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bool idPlayerStart::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
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int entityNumber;
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switch( event ) {
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case EVENT_TELEPORTPLAYER: {
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entityNumber = msg.ReadBits( GENTITYNUM_BITS );
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idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[entityNumber] );
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if ( player != NULL && player->IsType( idPlayer::Type ) ) {
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Event_TeleportPlayer( player );
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}
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return true;
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}
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default:
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break;
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}
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return idEntity::ClientReceiveEvent( event, time, msg );
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}
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/*
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===============
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idPlayerStart::Event_TeleportStage
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FIXME: add functionality to fx system ( could be done with player scripting too )
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================
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*/
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void idPlayerStart::Event_TeleportStage( idEntity *_player ) {
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idPlayer *player;
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if ( !_player->IsType( idPlayer::Type ) ) {
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common->Warning( "idPlayerStart::Event_TeleportStage: entity is not an idPlayer\n" );
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return;
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}
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player = static_cast<idPlayer*>(_player);
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float teleportDelay = spawnArgs.GetFloat( "teleportDelay" );
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switch ( teleportStage ) {
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case 0:
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player->playerView.Flash( colorWhite, 125 );
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player->SetInfluenceLevel( INFLUENCE_LEVEL3 );
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player->SetInfluenceView( spawnArgs.GetString( "mtr_teleportFx" ), NULL, 0.0f, NULL );
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gameSoundWorld->FadeSoundClasses( 0, -20.0f, teleportDelay );
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player->StartSound( "snd_teleport_start", SND_CHANNEL_BODY2, 0, false, NULL );
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teleportStage++;
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PostEventSec( &EV_TeleportStage, teleportDelay, player );
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break;
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case 1:
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gameSoundWorld->FadeSoundClasses( 0, 0.0f, 0.25f );
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teleportStage++;
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PostEventSec( &EV_TeleportStage, 0.25f, player );
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break;
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case 2:
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player->SetInfluenceView( NULL, NULL, 0.0f, NULL );
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TeleportPlayer( player );
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player->StopSound( SND_CHANNEL_BODY2, false );
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player->SetInfluenceLevel( INFLUENCE_NONE );
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teleportStage = 0;
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break;
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default:
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break;
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}
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}
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/*
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===============
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idPlayerStart::TeleportPlayer
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================
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*/
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void idPlayerStart::TeleportPlayer( idPlayer *player ) {
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float pushVel = spawnArgs.GetFloat( "push", "300" );
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float f = spawnArgs.GetFloat( "visualEffect", "0" );
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const char *viewName = spawnArgs.GetString( "visualView", "" );
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idEntity *ent = viewName ? gameLocal.FindEntity( viewName ) : NULL;
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if ( f && ent ) {
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// place in private camera view for some time
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// the entity needs to teleport to where the camera view is to have the PVS right
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player->Teleport( ent->GetPhysics()->GetOrigin(), ang_zero, this );
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player->StartSound( "snd_teleport_enter", SND_CHANNEL_ANY, 0, false, NULL );
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player->SetPrivateCameraView( static_cast<idCamera*>(ent) );
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// the player entity knows where to spawn from the previous Teleport call
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if ( !gameLocal.isClient ) {
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player->PostEventSec( &EV_Player_ExitTeleporter, f );
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}
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} else {
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// direct to exit, Teleport will take care of the killbox
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player->Teleport( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis().ToAngles(), NULL );
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// multiplayer hijacked this entity, so only push the player in multiplayer
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if ( gameLocal.isMultiplayer ) {
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player->GetPhysics()->SetLinearVelocity( GetPhysics()->GetAxis()[0] * pushVel );
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}
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}
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}
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/*
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===============
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idPlayerStart::Event_TeleportPlayer
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================
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*/
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void idPlayerStart::Event_TeleportPlayer( idEntity *activator ) {
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idPlayer *player;
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if ( activator->IsType( idPlayer::Type ) ) {
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player = static_cast<idPlayer*>( activator );
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} else {
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player = gameLocal.GetLocalPlayer();
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}
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if ( player ) {
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if ( spawnArgs.GetBool( "visualFx" ) ) {
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teleportStage = 0;
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Event_TeleportStage( player );
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} else {
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if ( gameLocal.isServer ) {
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idBitMsg msg;
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byte msgBuf[MAX_EVENT_PARAM_SIZE];
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msg.Init( msgBuf, sizeof( msgBuf ) );
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msg.BeginWriting();
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msg.WriteBits( player->entityNumber, GENTITYNUM_BITS );
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ServerSendEvent( EVENT_TELEPORTPLAYER, &msg, false, -1 );
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}
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TeleportPlayer( player );
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}
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}
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}
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/*
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===============================================================================
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idActivator
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===============================================================================
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*/
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CLASS_DECLARATION( idEntity, idActivator )
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EVENT( EV_Activate, idActivator::Event_Activate )
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END_CLASS
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/*
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===============
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idActivator::Save
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================
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*/
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void idActivator::Save( idSaveGame *savefile ) const {
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savefile->WriteBool( stay_on );
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}
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/*
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===============
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idActivator::Restore
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================
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*/
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void idActivator::Restore( idRestoreGame *savefile ) {
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savefile->ReadBool( stay_on );
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if ( stay_on ) {
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BecomeActive( TH_THINK );
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}
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}
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/*
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===============
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idActivator::Spawn
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================
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*/
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void idActivator::Spawn( void ) {
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bool start_off;
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spawnArgs.GetBool( "stay_on", "0", stay_on );
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spawnArgs.GetBool( "start_off", "0", start_off );
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GetPhysics()->SetClipBox( idBounds( vec3_origin ).Expand( 4 ), 1.0f );
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GetPhysics()->SetContents( 0 );
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if ( !start_off ) {
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BecomeActive( TH_THINK );
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}
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}
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/*
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===============
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idActivator::Think
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================
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*/
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void idActivator::Think( void ) {
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RunPhysics();
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if ( thinkFlags & TH_THINK ) {
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if ( TouchTriggers() ) {
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if ( !stay_on ) {
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BecomeInactive( TH_THINK );
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}
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}
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}
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Present();
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}
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/*
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===============
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idActivator::Activate
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================
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*/
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void idActivator::Event_Activate( idEntity *activator ) {
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if ( thinkFlags & TH_THINK ) {
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BecomeInactive( TH_THINK );
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} else {
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BecomeActive( TH_THINK );
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}
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}
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/*
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===============================================================================
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idPathCorner
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===============================================================================
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*/
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CLASS_DECLARATION( idEntity, idPathCorner )
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EVENT( AI_RandomPath, idPathCorner::Event_RandomPath )
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END_CLASS
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/*
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=====================
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idPathCorner::Spawn
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=====================
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*/
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void idPathCorner::Spawn( void ) {
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}
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/*
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=====================
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idPathCorner::DrawDebugInfo
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=====================
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*/
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void idPathCorner::DrawDebugInfo( void ) {
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idEntity *ent;
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idBounds bnds( idVec3( -4.0, -4.0f, -8.0f ), idVec3( 4.0, 4.0f, 64.0f ) );
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for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
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if ( !ent->IsType( idPathCorner::Type ) ) {
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continue;
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}
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idVec3 org = ent->GetPhysics()->GetOrigin();
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gameRenderWorld->DebugBounds( colorRed, bnds, org, 0 );
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}
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}
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/*
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============
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idPathCorner::RandomPath
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============
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*/
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idPathCorner *idPathCorner::RandomPath( const idEntity *source, const idEntity *ignore ) {
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int i;
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int num;
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int which;
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idEntity *ent;
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idPathCorner *path[ MAX_GENTITIES ];
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num = 0;
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for( i = 0; i < source->targets.Num(); i++ ) {
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ent = source->targets[ i ].GetEntity();
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if ( ent && ( ent != ignore ) && ent->IsType( idPathCorner::Type ) ) {
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path[ num++ ] = static_cast<idPathCorner *>( ent );
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if ( num >= MAX_GENTITIES ) {
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break;
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}
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}
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}
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if ( !num ) {
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return NULL;
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}
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which = gameLocal.random.RandomInt( num );
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return path[ which ];
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}
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/*
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=====================
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idPathCorner::Event_RandomPath
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=====================
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*/
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void idPathCorner::Event_RandomPath( void ) {
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idPathCorner *path;
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path = RandomPath( this, NULL );
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idThread::ReturnEntity( path );
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}
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/*
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===============================================================================
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idDamagable
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===============================================================================
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*/
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const idEventDef EV_RestoreDamagable( "<RestoreDamagable>" );
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CLASS_DECLARATION( idEntity, idDamagable )
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EVENT( EV_Activate, idDamagable::Event_BecomeBroken )
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EVENT( EV_RestoreDamagable, idDamagable::Event_RestoreDamagable )
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END_CLASS
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/*
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================
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idDamagable::idDamagable
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================
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*/
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idDamagable::idDamagable( void ) {
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count = 0;
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nextTriggerTime = 0;
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}
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/*
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================
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idDamagable::Save
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================
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*/
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void idDamagable::Save( idSaveGame *savefile ) const {
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savefile->WriteInt( count );
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savefile->WriteInt( nextTriggerTime );
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}
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/*
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================
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idDamagable::Restore
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================
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*/
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void idDamagable::Restore( idRestoreGame *savefile ) {
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savefile->ReadInt( count );
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savefile->ReadInt( nextTriggerTime );
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}
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/*
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================
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idDamagable::Spawn
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================
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*/
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void idDamagable::Spawn( void ) {
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idStr broken;
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health = spawnArgs.GetInt( "health", "5" );
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spawnArgs.GetInt( "count", "1", count );
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nextTriggerTime = 0;
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// make sure the model gets cached
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spawnArgs.GetString( "broken", "", broken );
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if ( broken.Length() && !renderModelManager->CheckModel( broken ) ) {
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gameLocal.Error( "idDamagable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), broken.c_str() );
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}
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fl.takedamage = true;
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GetPhysics()->SetContents( CONTENTS_SOLID );
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}
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/*
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================
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idDamagable::BecomeBroken
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================
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*/
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void idDamagable::BecomeBroken( idEntity *activator ) {
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float forceState;
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int numStates;
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int cycle;
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float wait;
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if ( gameLocal.time < nextTriggerTime ) {
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return;
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}
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spawnArgs.GetFloat( "wait", "0.1", wait );
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nextTriggerTime = gameLocal.time + SEC2MS( wait );
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if ( count > 0 ) {
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count--;
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if ( !count ) {
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fl.takedamage = false;
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} else {
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health = spawnArgs.GetInt( "health", "5" );
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}
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}
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idStr broken;
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spawnArgs.GetString( "broken", "", broken );
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if ( broken.Length() ) {
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SetModel( broken );
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}
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// offset the start time of the shader to sync it to the gameLocal time
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renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
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spawnArgs.GetInt( "numstates", "1", numStates );
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spawnArgs.GetInt( "cycle", "0", cycle );
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spawnArgs.GetFloat( "forcestate", "0", forceState );
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// set the state parm
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if ( cycle ) {
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renderEntity.shaderParms[ SHADERPARM_MODE ]++;
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if ( renderEntity.shaderParms[ SHADERPARM_MODE ] > numStates ) {
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renderEntity.shaderParms[ SHADERPARM_MODE ] = 0;
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}
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} else if ( forceState ) {
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renderEntity.shaderParms[ SHADERPARM_MODE ] = forceState;
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} else {
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renderEntity.shaderParms[ SHADERPARM_MODE ] = gameLocal.random.RandomInt( numStates ) + 1;
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}
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renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
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ActivateTargets( activator );
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if ( spawnArgs.GetBool( "hideWhenBroken" ) ) {
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Hide();
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PostEventMS( &EV_RestoreDamagable, nextTriggerTime - gameLocal.time );
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BecomeActive( TH_THINK );
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}
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}
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|
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/*
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================
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idDamagable::Killed
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================
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*/
|
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void idDamagable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
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if ( gameLocal.time < nextTriggerTime ) {
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health += damage;
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return;
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}
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BecomeBroken( attacker );
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}
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/*
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================
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idDamagable::Event_BecomeBroken
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================
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*/
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void idDamagable::Event_BecomeBroken( idEntity *activator ) {
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BecomeBroken( activator );
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}
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/*
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================
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idDamagable::Event_RestoreDamagable
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================
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|
*/
|
|
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( "<start>" );
|
|
const idEventDef EV_LaunchMissiles( "launchMissiles", "ssssdf" );
|
|
const idEventDef EV_LaunchMissilesUpdate( "<launchMissiles>", "dddd" );
|
|
const idEventDef EV_AnimDone( "<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( "<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<const idDeclParticle *>( 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<idBeam *>( 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<idRenderModelLiquid *>( 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( "<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<idPlayer *>( 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<idPlayer *>( 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<idActor *>( 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<idMoveable*>( 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 );
|
|
}
|
|
}
|