mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-12-21 01:51:19 +00:00
3906 lines
97 KiB
C++
3906 lines
97 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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#include "sys/platform.h"
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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#include "Item.h"
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#include "Light.h"
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#include "Projectile.h"
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#include "WorldSpawn.h"
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#include "Player.h"
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#include "Fx.h"
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#include "Actor.h"
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/***********************************************************************
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idAnimState
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***********************************************************************/
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/*
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=====================
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idAnimState::idAnimState
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=====================
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*/
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idAnimState::idAnimState() {
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self = NULL;
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animator = NULL;
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thread = NULL;
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idleAnim = true;
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disabled = true;
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channel = ANIMCHANNEL_ALL;
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animBlendFrames = 0;
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lastAnimBlendFrames = 0;
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}
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/*
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=====================
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idAnimState::~idAnimState
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=====================
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*/
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idAnimState::~idAnimState() {
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delete thread;
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}
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/*
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=====================
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idAnimState::Save
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=====================
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*/
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void idAnimState::Save( idSaveGame *savefile ) const {
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savefile->WriteObject( self );
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// Save the entity owner of the animator
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savefile->WriteObject( animator->GetEntity() );
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savefile->WriteObject( thread );
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savefile->WriteString( state );
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savefile->WriteInt( animBlendFrames );
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savefile->WriteInt( lastAnimBlendFrames );
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savefile->WriteInt( channel );
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savefile->WriteBool( idleAnim );
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savefile->WriteBool( disabled );
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}
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/*
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=====================
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idAnimState::Restore
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=====================
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*/
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void idAnimState::Restore( idRestoreGame *savefile ) {
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savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
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idEntity *animowner;
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savefile->ReadObject( reinterpret_cast<idClass *&>( animowner ) );
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if ( animowner ) {
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animator = animowner->GetAnimator();
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}
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savefile->ReadObject( reinterpret_cast<idClass *&>( thread ) );
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savefile->ReadString( state );
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savefile->ReadInt( animBlendFrames );
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savefile->ReadInt( lastAnimBlendFrames );
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savefile->ReadInt( channel );
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savefile->ReadBool( idleAnim );
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savefile->ReadBool( disabled );
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}
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/*
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=====================
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idAnimState::Init
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=====================
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*/
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void idAnimState::Init( idActor *owner, idAnimator *_animator, int animchannel ) {
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assert( owner );
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assert( _animator );
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self = owner;
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animator = _animator;
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channel = animchannel;
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if ( !thread ) {
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thread = new idThread();
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thread->ManualDelete();
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}
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thread->EndThread();
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thread->ManualControl();
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}
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/*
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=====================
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idAnimState::Shutdown
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=====================
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*/
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void idAnimState::Shutdown( void ) {
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delete thread;
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thread = NULL;
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}
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/*
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=====================
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idAnimState::SetState
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=====================
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*/
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void idAnimState::SetState( const char *statename, int blendFrames ) {
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const function_t *func;
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func = self->scriptObject.GetFunction( statename );
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if ( !func ) {
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assert( 0 );
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gameLocal.Error( "Can't find function '%s' in object '%s'", statename, self->scriptObject.GetTypeName() );
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}
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state = statename;
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disabled = false;
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animBlendFrames = blendFrames;
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lastAnimBlendFrames = blendFrames;
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thread->CallFunction( self, func, true );
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animBlendFrames = blendFrames;
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lastAnimBlendFrames = blendFrames;
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disabled = false;
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idleAnim = false;
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if ( ai_debugScript.GetInteger() == self->entityNumber ) {
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gameLocal.Printf( "%d: %s: Animstate: %s\n", gameLocal.time, self->name.c_str(), state.c_str() );
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}
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}
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/*
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=====================
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idAnimState::StopAnim
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=====================
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*/
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void idAnimState::StopAnim( int frames ) {
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animBlendFrames = 0;
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animator->Clear( channel, gameLocal.time, FRAME2MS( frames ) );
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}
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/*
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=====================
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idAnimState::PlayAnim
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=====================
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*/
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void idAnimState::PlayAnim( int anim ) {
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if ( anim ) {
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animator->PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
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}
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animBlendFrames = 0;
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}
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/*
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=====================
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idAnimState::CycleAnim
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=====================
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*/
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void idAnimState::CycleAnim( int anim ) {
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if ( anim ) {
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animator->CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
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}
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animBlendFrames = 0;
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}
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/*
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=====================
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idAnimState::BecomeIdle
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=====================
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*/
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void idAnimState::BecomeIdle( void ) {
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idleAnim = true;
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}
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/*
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=====================
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idAnimState::Disabled
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=====================
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*/
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bool idAnimState::Disabled( void ) const {
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return disabled;
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}
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/*
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=====================
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idAnimState::AnimDone
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=====================
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*/
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bool idAnimState::AnimDone( int blendFrames ) const {
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int animDoneTime;
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animDoneTime = animator->CurrentAnim( channel )->GetEndTime();
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if ( animDoneTime < 0 ) {
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// playing a cycle
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return false;
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} else if ( animDoneTime - FRAME2MS( blendFrames ) <= gameLocal.time ) {
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return true;
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} else {
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return false;
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}
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}
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/*
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=====================
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idAnimState::IsIdle
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=====================
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*/
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bool idAnimState::IsIdle( void ) const {
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return disabled || idleAnim;
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}
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/*
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=====================
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idAnimState::GetAnimFlags
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=====================
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*/
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animFlags_t idAnimState::GetAnimFlags( void ) const {
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animFlags_t flags;
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memset( &flags, 0, sizeof( flags ) );
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if ( !disabled && !AnimDone( 0 ) ) {
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flags = animator->GetAnimFlags( animator->CurrentAnim( channel )->AnimNum() );
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}
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return flags;
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}
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/*
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=====================
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idAnimState::Enable
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=====================
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*/
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void idAnimState::Enable( int blendFrames ) {
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if ( disabled ) {
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disabled = false;
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animBlendFrames = blendFrames;
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lastAnimBlendFrames = blendFrames;
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if ( state.Length() ) {
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SetState( state.c_str(), blendFrames );
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}
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}
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}
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/*
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=====================
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idAnimState::Disable
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=====================
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*/
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void idAnimState::Disable( void ) {
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disabled = true;
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idleAnim = false;
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}
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/*
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=====================
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idAnimState::UpdateState
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=====================
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*/
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bool idAnimState::UpdateState( void ) {
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if ( disabled ) {
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return false;
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}
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if ( ai_debugScript.GetInteger() == self->entityNumber ) {
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thread->EnableDebugInfo();
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} else {
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thread->DisableDebugInfo();
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}
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thread->Execute();
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return true;
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}
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/***********************************************************************
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idActor
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***********************************************************************/
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const idEventDef AI_EnableEyeFocus( "enableEyeFocus" );
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const idEventDef AI_DisableEyeFocus( "disableEyeFocus" );
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const idEventDef EV_Footstep( "footstep" );
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const idEventDef EV_FootstepLeft( "leftFoot" );
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const idEventDef EV_FootstepRight( "rightFoot" );
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const idEventDef EV_EnableWalkIK( "EnableWalkIK" );
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const idEventDef EV_DisableWalkIK( "DisableWalkIK" );
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const idEventDef EV_EnableLegIK( "EnableLegIK", "d" );
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const idEventDef EV_DisableLegIK( "DisableLegIK", "d" );
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const idEventDef AI_StopAnim( "stopAnim", "dd" );
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const idEventDef AI_PlayAnim( "playAnim", "ds", 'd' );
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const idEventDef AI_PlayCycle( "playCycle", "ds", 'd' );
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const idEventDef AI_IdleAnim( "idleAnim", "ds", 'd' );
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const idEventDef AI_SetSyncedAnimWeight( "setSyncedAnimWeight", "ddf" );
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const idEventDef AI_SetBlendFrames( "setBlendFrames", "dd" );
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const idEventDef AI_GetBlendFrames( "getBlendFrames", "d", 'd' );
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const idEventDef AI_AnimState( "animState", "dsd" );
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const idEventDef AI_GetAnimState( "getAnimState", "d", 's' );
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const idEventDef AI_InAnimState( "inAnimState", "ds", 'd' );
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const idEventDef AI_FinishAction( "finishAction", "s" );
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const idEventDef AI_AnimDone( "animDone", "dd", 'd' );
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const idEventDef AI_OverrideAnim( "overrideAnim", "d" );
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const idEventDef AI_EnableAnim( "enableAnim", "dd" );
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const idEventDef AI_PreventPain( "preventPain", "f" );
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const idEventDef AI_DisablePain( "disablePain" );
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const idEventDef AI_EnablePain( "enablePain" );
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const idEventDef AI_GetPainAnim( "getPainAnim", NULL, 's' );
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const idEventDef AI_SetAnimPrefix( "setAnimPrefix", "s" );
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const idEventDef AI_HasAnim( "hasAnim", "ds", 'f' );
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const idEventDef AI_CheckAnim( "checkAnim", "ds" );
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const idEventDef AI_ChooseAnim( "chooseAnim", "ds", 's' );
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const idEventDef AI_AnimLength( "animLength", "ds", 'f' );
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const idEventDef AI_AnimDistance( "animDistance", "ds", 'f' );
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const idEventDef AI_HasEnemies( "hasEnemies", NULL, 'd' );
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const idEventDef AI_NextEnemy( "nextEnemy", "E", 'e' );
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const idEventDef AI_ClosestEnemyToPoint( "closestEnemyToPoint", "v", 'e' );
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const idEventDef AI_SetNextState( "setNextState", "s" );
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const idEventDef AI_SetState( "setState", "s" );
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const idEventDef AI_GetState( "getState", NULL, 's' );
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const idEventDef AI_GetHead( "getHead", NULL, 'e' );
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//ivan start - particles
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const idEventDef AI_TriggerFX( "triggerFX", "ssdd" ); //ivan - dd added
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const idEventDef AI_StartEmitter( "startEmitter", "sss", 'e' );
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const idEventDef AI_GetEmitter( "getEmitter", "s", 'e' );
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const idEventDef AI_StopEmitter( "stopEmitter", "s" );
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//ivan end
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CLASS_DECLARATION( idAFEntity_Gibbable, idActor )
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EVENT( AI_EnableEyeFocus, idActor::Event_EnableEyeFocus )
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EVENT( AI_DisableEyeFocus, idActor::Event_DisableEyeFocus )
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EVENT( EV_Footstep, idActor::Event_Footstep )
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EVENT( EV_FootstepLeft, idActor::Event_Footstep )
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EVENT( EV_FootstepRight, idActor::Event_Footstep )
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EVENT( EV_EnableWalkIK, idActor::Event_EnableWalkIK )
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EVENT( EV_DisableWalkIK, idActor::Event_DisableWalkIK )
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EVENT( EV_EnableLegIK, idActor::Event_EnableLegIK )
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EVENT( EV_DisableLegIK, idActor::Event_DisableLegIK )
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EVENT( AI_PreventPain, idActor::Event_PreventPain )
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EVENT( AI_DisablePain, idActor::Event_DisablePain )
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EVENT( AI_EnablePain, idActor::Event_EnablePain )
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EVENT( AI_GetPainAnim, idActor::Event_GetPainAnim )
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EVENT( AI_SetAnimPrefix, idActor::Event_SetAnimPrefix )
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EVENT( AI_StopAnim, idActor::Event_StopAnim )
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EVENT( AI_PlayAnim, idActor::Event_PlayAnim )
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EVENT( AI_PlayCycle, idActor::Event_PlayCycle )
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EVENT( AI_IdleAnim, idActor::Event_IdleAnim )
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EVENT( AI_SetSyncedAnimWeight, idActor::Event_SetSyncedAnimWeight )
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EVENT( AI_SetBlendFrames, idActor::Event_SetBlendFrames )
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EVENT( AI_GetBlendFrames, idActor::Event_GetBlendFrames )
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EVENT( AI_AnimState, idActor::Event_AnimState )
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EVENT( AI_GetAnimState, idActor::Event_GetAnimState )
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EVENT( AI_InAnimState, idActor::Event_InAnimState )
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EVENT( AI_FinishAction, idActor::Event_FinishAction )
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EVENT( AI_AnimDone, idActor::Event_AnimDone )
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EVENT( AI_OverrideAnim, idActor::Event_OverrideAnim )
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EVENT( AI_EnableAnim, idActor::Event_EnableAnim )
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EVENT( AI_HasAnim, idActor::Event_HasAnim )
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EVENT( AI_CheckAnim, idActor::Event_CheckAnim )
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EVENT( AI_ChooseAnim, idActor::Event_ChooseAnim )
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EVENT( AI_AnimLength, idActor::Event_AnimLength )
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EVENT( AI_AnimDistance, idActor::Event_AnimDistance )
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EVENT( AI_HasEnemies, idActor::Event_HasEnemies )
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EVENT( AI_NextEnemy, idActor::Event_NextEnemy )
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EVENT( AI_ClosestEnemyToPoint, idActor::Event_ClosestEnemyToPoint )
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EVENT( EV_StopSound, idActor::Event_StopSound )
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EVENT( AI_SetNextState, idActor::Event_SetNextState )
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EVENT( AI_SetState, idActor::Event_SetState )
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EVENT( AI_GetState, idActor::Event_GetState )
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EVENT( AI_GetHead, idActor::Event_GetHead )
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//ivan start - particles
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EVENT( AI_TriggerFX, idActor::Event_TriggerFX )
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EVENT( AI_StartEmitter, idActor::Event_StartEmitter )
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EVENT( AI_GetEmitter, idActor::Event_GetEmitter )
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EVENT( AI_StopEmitter, idActor::Event_StopEmitter )
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//ivan end
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END_CLASS
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/*
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=====================
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idActor::idActor
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=====================
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*/
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idActor::idActor( void ) {
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viewAxis.Identity();
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//ivan start
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nextImpulse = 0;
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force_torso_override = false;
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//ivan end
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scriptThread = NULL; // initialized by ConstructScriptObject, which is called by idEntity::Spawn
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use_combat_bbox = false;
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head = NULL;
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team = 0;
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rank = 0;
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fovDot = 0.0f;
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eyeOffset.Zero();
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pain_debounce_time = 0;
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pain_delay = 0;
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pain_threshold = 0;
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state = NULL;
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idealState = NULL;
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leftEyeJoint = INVALID_JOINT;
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rightEyeJoint = INVALID_JOINT;
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soundJoint = INVALID_JOINT;
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modelOffset.Zero();
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deltaViewAngles.Zero();
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painTime = 0;
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allowPain = false;
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allowEyeFocus = false;
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waitState = "";
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blink_anim = 0;
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blink_time = 0;
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blink_min = 0;
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blink_max = 0;
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finalBoss = false;
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attachments.SetGranularity( 1 );
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enemyNode.SetOwner( this );
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enemyList.SetOwner( this );
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}
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/*
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=====================
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idActor::~idActor
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=====================
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*/
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idActor::~idActor( void ) {
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int i;
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idEntity *ent;
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DeconstructScriptObject();
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scriptObject.Free();
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StopSound( SND_CHANNEL_ANY, false );
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delete combatModel;
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combatModel = NULL;
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if ( head.GetEntity() ) {
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head.GetEntity()->ClearBody();
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head.GetEntity()->PostEventMS( &EV_Remove, 0 );
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}
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// remove any attached entities
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for( i = 0; i < attachments.Num(); i++ ) {
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ent = attachments[ i ].ent.GetEntity();
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if ( ent ) {
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ent->PostEventMS( &EV_Remove, 0 );
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}
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}
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ShutdownThreads();
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}
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/*
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|
=====================
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idActor::Spawn
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=====================
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*/
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|
void idActor::Spawn( void ) {
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idEntity *ent;
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idStr jointName;
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float fovDegrees;
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copyJoints_t copyJoint;
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animPrefix = "";
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state = NULL;
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idealState = NULL;
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spawnArgs.GetInt( "rank", "0", rank );
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spawnArgs.GetInt( "team", "0", team );
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spawnArgs.GetVector( "offsetModel", "0 0 0", modelOffset );
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spawnArgs.GetBool( "use_combat_bbox", "0", use_combat_bbox );
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viewAxis = GetPhysics()->GetAxis();
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spawnArgs.GetFloat( "fov", "90", fovDegrees );
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SetFOV( fovDegrees );
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pain_debounce_time = 0;
|
|
|
|
pain_delay = SEC2MS( spawnArgs.GetFloat( "pain_delay" ) );
|
|
pain_threshold = spawnArgs.GetInt( "pain_threshold" );
|
|
|
|
LoadAF();
|
|
|
|
walkIK.Init( this, IK_ANIM, modelOffset );
|
|
|
|
// the animation used to be set to the IK_ANIM at this point, but that was fixed, resulting in
|
|
// attachments not binding correctly, so we're stuck setting the IK_ANIM before attaching things.
|
|
animator.ClearAllAnims( gameLocal.time, 0 );
|
|
animator.SetFrame( ANIMCHANNEL_ALL, animator.GetAnim( IK_ANIM ), 0, 0, 0 );
|
|
|
|
// spawn any attachments we might have
|
|
const idKeyValue *kv = spawnArgs.MatchPrefix( "def_attach", NULL );
|
|
while ( kv ) {
|
|
idDict args;
|
|
|
|
args.Set( "classname", kv->GetValue().c_str() );
|
|
|
|
// make items non-touchable so the player can't take them out of the character's hands
|
|
args.Set( "no_touch", "1" );
|
|
|
|
// don't let them drop to the floor
|
|
args.Set( "dropToFloor", "0" );
|
|
|
|
gameLocal.SpawnEntityDef( args, &ent );
|
|
if ( !ent ) {
|
|
gameLocal.Error( "Couldn't spawn '%s' to attach to entity '%s'", kv->GetValue().c_str(), name.c_str() );
|
|
} else {
|
|
Attach( ent );
|
|
}
|
|
kv = spawnArgs.MatchPrefix( "def_attach", kv );
|
|
}
|
|
|
|
SetupDamageGroups();
|
|
SetupHead();
|
|
|
|
// clear the bind anim
|
|
animator.ClearAllAnims( gameLocal.time, 0 );
|
|
|
|
idEntity *headEnt = head.GetEntity();
|
|
idAnimator *headAnimator;
|
|
if ( headEnt ) {
|
|
headAnimator = headEnt->GetAnimator();
|
|
} else {
|
|
headAnimator = &animator;
|
|
}
|
|
|
|
if ( headEnt ) {
|
|
// set up the list of joints to copy to the head
|
|
for( kv = spawnArgs.MatchPrefix( "copy_joint", NULL ); kv != NULL; kv = spawnArgs.MatchPrefix( "copy_joint", kv ) ) {
|
|
if ( kv->GetValue() == "" ) {
|
|
// probably clearing out inherited key, so skip it
|
|
continue;
|
|
}
|
|
|
|
jointName = kv->GetKey();
|
|
if ( jointName.StripLeadingOnce( "copy_joint_world " ) ) {
|
|
copyJoint.mod = JOINTMOD_WORLD_OVERRIDE;
|
|
} else {
|
|
jointName.StripLeadingOnce( "copy_joint " );
|
|
copyJoint.mod = JOINTMOD_LOCAL_OVERRIDE;
|
|
}
|
|
|
|
copyJoint.from = animator.GetJointHandle( jointName );
|
|
if ( copyJoint.from == INVALID_JOINT ) {
|
|
gameLocal.Warning( "Unknown copy_joint '%s' on entity %s", jointName.c_str(), name.c_str() );
|
|
continue;
|
|
}
|
|
|
|
jointName = kv->GetValue();
|
|
copyJoint.to = headAnimator->GetJointHandle( jointName );
|
|
if ( copyJoint.to == INVALID_JOINT ) {
|
|
gameLocal.Warning( "Unknown copy_joint '%s' on head of entity %s", jointName.c_str(), name.c_str() );
|
|
continue;
|
|
}
|
|
|
|
copyJoints.Append( copyJoint );
|
|
}
|
|
}
|
|
|
|
// set up blinking
|
|
blink_anim = headAnimator->GetAnim( "blink" );
|
|
blink_time = 0; // it's ok to blink right away
|
|
blink_min = SEC2MS( spawnArgs.GetFloat( "blink_min", "0.5" ) );
|
|
blink_max = SEC2MS( spawnArgs.GetFloat( "blink_max", "8" ) );
|
|
|
|
// set up the head anim if necessary
|
|
int headAnim = headAnimator->GetAnim( "def_head" );
|
|
if ( headAnim ) {
|
|
if ( headEnt ) {
|
|
headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, 0 );
|
|
} else {
|
|
headAnimator->CycleAnim( ANIMCHANNEL_HEAD, headAnim, gameLocal.time, 0 );
|
|
}
|
|
}
|
|
|
|
if ( spawnArgs.GetString( "sound_bone", "", jointName ) ) {
|
|
soundJoint = animator.GetJointHandle( jointName );
|
|
if ( soundJoint == INVALID_JOINT ) {
|
|
gameLocal.Warning( "idAnimated '%s' at (%s): cannot find joint '%s' for sound playback", name.c_str(), GetPhysics()->GetOrigin().ToString(0), jointName.c_str() );
|
|
}
|
|
}
|
|
|
|
finalBoss = spawnArgs.GetBool( "finalBoss" );
|
|
|
|
FinishSetup();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::FinishSetup
|
|
================
|
|
*/
|
|
void idActor::FinishSetup( void ) {
|
|
const char *scriptObjectName;
|
|
|
|
// setup script object
|
|
if ( spawnArgs.GetString( "scriptobject", NULL, &scriptObjectName ) ) {
|
|
if ( !scriptObject.SetType( scriptObjectName ) ) {
|
|
gameLocal.Error( "Script object '%s' not found on entity '%s'.", scriptObjectName, name.c_str() );
|
|
}
|
|
|
|
ConstructScriptObject();
|
|
}
|
|
|
|
SetupBody();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::SetupHead
|
|
================
|
|
*/
|
|
void idActor::SetupHead( void ) {
|
|
idAFAttachment *headEnt;
|
|
idStr jointName;
|
|
const char *headModel;
|
|
jointHandle_t joint;
|
|
jointHandle_t damageJoint;
|
|
int i;
|
|
const idKeyValue *sndKV;
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return;
|
|
}
|
|
|
|
headModel = spawnArgs.GetString( "def_head", "" );
|
|
if ( headModel[ 0 ] ) {
|
|
jointName = spawnArgs.GetString( "head_joint" );
|
|
joint = animator.GetJointHandle( jointName );
|
|
if ( joint == INVALID_JOINT ) {
|
|
gameLocal.Error( "Joint '%s' not found for 'head_joint' on '%s'", jointName.c_str(), name.c_str() );
|
|
}
|
|
|
|
// set the damage joint to be part of the head damage group
|
|
damageJoint = joint;
|
|
for( i = 0; i < damageGroups.Num(); i++ ) {
|
|
if ( damageGroups[ i ] == "head" ) {
|
|
damageJoint = static_cast<jointHandle_t>( i );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// copy any sounds in case we have frame commands on the head
|
|
idDict args;
|
|
sndKV = spawnArgs.MatchPrefix( "snd_", NULL );
|
|
while( sndKV ) {
|
|
args.Set( sndKV->GetKey(), sndKV->GetValue() );
|
|
sndKV = spawnArgs.MatchPrefix( "snd_", sndKV );
|
|
}
|
|
|
|
headEnt = static_cast<idAFAttachment *>( gameLocal.SpawnEntityType( idAFAttachment::Type, &args ) );
|
|
headEnt->SetName( va( "%s_head", name.c_str() ) );
|
|
headEnt->SetBody( this, headModel, damageJoint );
|
|
head = headEnt;
|
|
|
|
idVec3 origin;
|
|
idMat3 axis;
|
|
idAttachInfo &attach = attachments.Alloc();
|
|
attach.channel = animator.GetChannelForJoint( joint );
|
|
animator.GetJointTransform( joint, gameLocal.time, origin, axis );
|
|
origin = renderEntity.origin + ( origin + modelOffset ) * renderEntity.axis;
|
|
attach.ent = headEnt;
|
|
headEnt->SetOrigin( origin );
|
|
headEnt->SetAxis( renderEntity.axis );
|
|
headEnt->BindToJoint( this, joint, true );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::CopyJointsFromBodyToHead
|
|
================
|
|
*/
|
|
void idActor::CopyJointsFromBodyToHead( void ) {
|
|
idEntity *headEnt = head.GetEntity();
|
|
idAnimator *headAnimator;
|
|
int i;
|
|
idMat3 mat;
|
|
idMat3 axis;
|
|
idVec3 pos;
|
|
|
|
if ( !headEnt ) {
|
|
return;
|
|
}
|
|
|
|
headAnimator = headEnt->GetAnimator();
|
|
|
|
// copy the animation from the body to the head
|
|
for( i = 0; i < copyJoints.Num(); i++ ) {
|
|
if ( copyJoints[ i ].mod == JOINTMOD_WORLD_OVERRIDE ) {
|
|
mat = headEnt->GetPhysics()->GetAxis().Transpose();
|
|
GetJointWorldTransform( copyJoints[ i ].from, gameLocal.time, pos, axis );
|
|
pos -= headEnt->GetPhysics()->GetOrigin();
|
|
headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos * mat );
|
|
headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis * mat );
|
|
} else {
|
|
animator.GetJointLocalTransform( copyJoints[ i ].from, gameLocal.time, pos, axis );
|
|
headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos );
|
|
headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Restart
|
|
================
|
|
*/
|
|
void idActor::Restart( void ) {
|
|
assert( !head.GetEntity() );
|
|
SetupHead();
|
|
FinishSetup();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Save
|
|
|
|
archive object for savegame file
|
|
================
|
|
*/
|
|
void idActor::Save( idSaveGame *savefile ) const {
|
|
idActor *ent;
|
|
int i;
|
|
|
|
savefile->WriteInt( team );
|
|
savefile->WriteInt( rank );
|
|
savefile->WriteMat3( viewAxis );
|
|
|
|
savefile->WriteInt( enemyList.Num() );
|
|
for ( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
|
savefile->WriteObject( ent );
|
|
}
|
|
|
|
savefile->WriteFloat( fovDot );
|
|
savefile->WriteVec3( eyeOffset );
|
|
savefile->WriteVec3( modelOffset );
|
|
savefile->WriteAngles( deltaViewAngles );
|
|
|
|
savefile->WriteInt( pain_debounce_time );
|
|
savefile->WriteInt( pain_delay );
|
|
savefile->WriteInt( pain_threshold );
|
|
|
|
savefile->WriteInt( damageGroups.Num() );
|
|
for( i = 0; i < damageGroups.Num(); i++ ) {
|
|
savefile->WriteString( damageGroups[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( damageScale.Num() );
|
|
for( i = 0; i < damageScale.Num(); i++ ) {
|
|
savefile->WriteFloat( damageScale[ i ] );
|
|
}
|
|
|
|
//ivan start
|
|
savefile->WriteInt( damageGroupsNames.Num() );
|
|
for( i = 0; i < damageGroupsNames.Num(); i++ ) {
|
|
savefile->WriteString( damageGroupsNames[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( highpainThreshold.Num() );
|
|
for( i = 0; i < highpainThreshold.Num(); i++ ) {
|
|
savefile->WriteFloat( highpainThreshold[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( highpainDecreaseRate.Num() );
|
|
for( i = 0; i < highpainDecreaseRate.Num(); i++ ) {
|
|
savefile->WriteFloat( highpainDecreaseRate[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( highpainCurrentDamage.Num() );
|
|
for( i = 0; i < highpainCurrentDamage.Num(); i++ ) {
|
|
savefile->WriteFloat( highpainCurrentDamage[ i ] );
|
|
}
|
|
|
|
savefile->WriteInt( nextImpulse );
|
|
//ivan end
|
|
|
|
savefile->WriteBool( use_combat_bbox );
|
|
head.Save( savefile );
|
|
|
|
savefile->WriteInt( copyJoints.Num() );
|
|
for( i = 0; i < copyJoints.Num(); i++ ) {
|
|
savefile->WriteInt( copyJoints[i].mod );
|
|
savefile->WriteJoint( copyJoints[i].from );
|
|
savefile->WriteJoint( copyJoints[i].to );
|
|
}
|
|
|
|
savefile->WriteJoint( leftEyeJoint );
|
|
savefile->WriteJoint( rightEyeJoint );
|
|
savefile->WriteJoint( soundJoint );
|
|
|
|
walkIK.Save( savefile );
|
|
|
|
savefile->WriteString( animPrefix );
|
|
savefile->WriteString( painAnim );
|
|
|
|
savefile->WriteInt( blink_anim );
|
|
savefile->WriteInt( blink_time );
|
|
savefile->WriteInt( blink_min );
|
|
savefile->WriteInt( blink_max );
|
|
|
|
// script variables
|
|
savefile->WriteObject( scriptThread );
|
|
|
|
savefile->WriteString( waitState );
|
|
|
|
headAnim.Save( savefile );
|
|
torsoAnim.Save( savefile );
|
|
legsAnim.Save( savefile );
|
|
|
|
savefile->WriteBool( allowPain );
|
|
savefile->WriteBool( allowEyeFocus );
|
|
|
|
savefile->WriteInt( painTime );
|
|
|
|
savefile->WriteInt( attachments.Num() );
|
|
for ( i = 0; i < attachments.Num(); i++ ) {
|
|
attachments[i].ent.Save( savefile );
|
|
savefile->WriteInt( attachments[i].channel );
|
|
}
|
|
|
|
savefile->WriteBool( finalBoss );
|
|
|
|
idToken token;
|
|
|
|
//FIXME: this is unneccesary
|
|
if ( state ) {
|
|
idLexer src( state->Name(), idStr::Length( state->Name() ), "idAI::Save" );
|
|
|
|
src.ReadTokenOnLine( &token );
|
|
src.ExpectTokenString( "::" );
|
|
src.ReadTokenOnLine( &token );
|
|
|
|
savefile->WriteString( token );
|
|
} else {
|
|
savefile->WriteString( "" );
|
|
}
|
|
|
|
if ( idealState ) {
|
|
idLexer src( idealState->Name(), idStr::Length( idealState->Name() ), "idAI::Save" );
|
|
|
|
src.ReadTokenOnLine( &token );
|
|
src.ExpectTokenString( "::" );
|
|
src.ReadTokenOnLine( &token );
|
|
|
|
savefile->WriteString( token );
|
|
} else {
|
|
savefile->WriteString( "" );
|
|
}
|
|
|
|
savefile->WriteBool( force_torso_override ); //ivan
|
|
|
|
//ivan start - particles
|
|
savefile->WriteInt(funcEmitters.Num());
|
|
for(int i = 0; i < funcEmitters.Num(); i++) {
|
|
funcEmitter_t* emitter = funcEmitters.GetIndex(i);
|
|
savefile->WriteString(emitter->name);
|
|
savefile->WriteJoint(emitter->joint);
|
|
savefile->WriteObject(emitter->particle);
|
|
}
|
|
|
|
//dmgfx start
|
|
savefile->WriteInt( dmgFxEntities.Num() );
|
|
for( i = 0; i < dmgFxEntities.Num(); i++ ) {
|
|
dmgFxEntities[ i ].Save( savefile );
|
|
}
|
|
//dmgfx end
|
|
|
|
//ivan end
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Restore
|
|
|
|
unarchives object from save game file
|
|
================
|
|
*/
|
|
void idActor::Restore( idRestoreGame *savefile ) {
|
|
int i, num;
|
|
idActor *ent;
|
|
|
|
savefile->ReadInt( team );
|
|
savefile->ReadInt( rank );
|
|
savefile->ReadMat3( viewAxis );
|
|
|
|
savefile->ReadInt( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( ent ) );
|
|
assert( ent );
|
|
if ( ent ) {
|
|
ent->enemyNode.AddToEnd( enemyList );
|
|
}
|
|
}
|
|
|
|
savefile->ReadFloat( fovDot );
|
|
savefile->ReadVec3( eyeOffset );
|
|
savefile->ReadVec3( modelOffset );
|
|
savefile->ReadAngles( deltaViewAngles );
|
|
|
|
savefile->ReadInt( pain_debounce_time );
|
|
savefile->ReadInt( pain_delay );
|
|
savefile->ReadInt( pain_threshold );
|
|
|
|
savefile->ReadInt( num );
|
|
damageGroups.SetGranularity( 1 );
|
|
damageGroups.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
savefile->ReadString( damageGroups[ i ] );
|
|
}
|
|
|
|
savefile->ReadInt( num );
|
|
damageScale.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
savefile->ReadFloat( damageScale[ i ] );
|
|
}
|
|
|
|
//ivan start
|
|
savefile->ReadInt( num );
|
|
damageGroupsNames.SetGranularity( 1 );
|
|
damageGroupsNames.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
savefile->ReadString( damageGroupsNames[ i ] );
|
|
}
|
|
|
|
savefile->ReadInt( num );
|
|
highpainThreshold.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
savefile->ReadFloat( highpainThreshold[ i ] );
|
|
}
|
|
|
|
savefile->ReadInt( num );
|
|
highpainDecreaseRate.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
savefile->ReadFloat( highpainDecreaseRate[ i ] );
|
|
}
|
|
|
|
savefile->ReadInt( num );
|
|
highpainCurrentDamage.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
savefile->ReadFloat( highpainCurrentDamage[ i ] );
|
|
}
|
|
|
|
savefile->ReadInt( nextImpulse );
|
|
//ivan end
|
|
|
|
savefile->ReadBool( use_combat_bbox );
|
|
head.Restore( savefile );
|
|
|
|
savefile->ReadInt( num );
|
|
copyJoints.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
int val;
|
|
savefile->ReadInt( val );
|
|
copyJoints[i].mod = static_cast<jointModTransform_t>( val );
|
|
savefile->ReadJoint( copyJoints[i].from );
|
|
savefile->ReadJoint( copyJoints[i].to );
|
|
}
|
|
|
|
savefile->ReadJoint( leftEyeJoint );
|
|
savefile->ReadJoint( rightEyeJoint );
|
|
savefile->ReadJoint( soundJoint );
|
|
|
|
walkIK.Restore( savefile );
|
|
|
|
savefile->ReadString( animPrefix );
|
|
savefile->ReadString( painAnim );
|
|
|
|
savefile->ReadInt( blink_anim );
|
|
savefile->ReadInt( blink_time );
|
|
savefile->ReadInt( blink_min );
|
|
savefile->ReadInt( blink_max );
|
|
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( scriptThread ) );
|
|
|
|
savefile->ReadString( waitState );
|
|
|
|
headAnim.Restore( savefile );
|
|
torsoAnim.Restore( savefile );
|
|
legsAnim.Restore( savefile );
|
|
|
|
savefile->ReadBool( allowPain );
|
|
savefile->ReadBool( allowEyeFocus );
|
|
|
|
savefile->ReadInt( painTime );
|
|
|
|
savefile->ReadInt( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
idAttachInfo &attach = attachments.Alloc();
|
|
attach.ent.Restore( savefile );
|
|
savefile->ReadInt( attach.channel );
|
|
}
|
|
|
|
savefile->ReadBool( finalBoss );
|
|
|
|
idStr statename;
|
|
|
|
savefile->ReadString( statename );
|
|
if ( statename.Length() > 0 ) {
|
|
state = GetScriptFunction( statename );
|
|
}
|
|
|
|
savefile->ReadString( statename );
|
|
if ( statename.Length() > 0 ) {
|
|
idealState = GetScriptFunction( statename );
|
|
}
|
|
|
|
savefile->ReadBool( force_torso_override ); //ivan
|
|
|
|
//ivan start - particles
|
|
//Clean up the emitters
|
|
for(int i = 0; i < funcEmitters.Num(); i++) {
|
|
funcEmitter_t* emitter = funcEmitters.GetIndex(i);
|
|
if(emitter->particle) {
|
|
//Destroy the emitters
|
|
emitter->particle->PostEventMS(&EV_Remove, 0 );
|
|
}
|
|
}
|
|
funcEmitters.Clear();
|
|
|
|
int emitterCount;
|
|
savefile->ReadInt( emitterCount );
|
|
for(int i = 0; i < emitterCount; i++) {
|
|
funcEmitter_t newEmitter;
|
|
memset(&newEmitter, 0, sizeof(newEmitter));
|
|
|
|
idStr name;
|
|
savefile->ReadString( name );
|
|
|
|
strcpy( newEmitter.name, name.c_str() );
|
|
|
|
savefile->ReadJoint( newEmitter.joint );
|
|
savefile->ReadObject(reinterpret_cast<idClass *&>(newEmitter.particle));
|
|
|
|
funcEmitters.Set(newEmitter.name, newEmitter);
|
|
}
|
|
|
|
//dmgfx start
|
|
dmgFxEntities.Clear();
|
|
savefile->ReadInt( num );
|
|
dmgFxEntities.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
dmgFxEntities[ i ].Restore( savefile );
|
|
}
|
|
//dmgfx end
|
|
|
|
//ivan end
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Hide
|
|
================
|
|
*/
|
|
void idActor::Hide( void ) {
|
|
idEntity *ent;
|
|
idEntity *next;
|
|
|
|
idAFEntity_Base::Hide();
|
|
if ( head.GetEntity() ) {
|
|
head.GetEntity()->Hide();
|
|
}
|
|
|
|
for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
|
|
next = ent->GetNextTeamEntity();
|
|
if ( ent->GetBindMaster() == this ) {
|
|
ent->Hide();
|
|
if ( ent->IsType( idLight::Type ) ) {
|
|
static_cast<idLight *>( ent )->Off();
|
|
}
|
|
}
|
|
}
|
|
UnlinkCombat();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Show
|
|
================
|
|
*/
|
|
void idActor::Show( void ) {
|
|
idEntity *ent;
|
|
idEntity *next;
|
|
|
|
idAFEntity_Base::Show();
|
|
if ( head.GetEntity() ) {
|
|
head.GetEntity()->Show();
|
|
}
|
|
for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
|
|
next = ent->GetNextTeamEntity();
|
|
if ( ent->GetBindMaster() == this ) {
|
|
ent->Show();
|
|
if ( ent->IsType( idLight::Type ) ) {
|
|
static_cast<idLight *>( ent )->On();
|
|
}
|
|
}
|
|
}
|
|
LinkCombat();
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idActor::GetDefaultSurfaceType
|
|
==============
|
|
*/
|
|
int idActor::GetDefaultSurfaceType( void ) const {
|
|
return SURFTYPE_FLESH;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::ProjectOverlay
|
|
================
|
|
*/
|
|
void idActor::ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material ) {
|
|
idEntity *ent;
|
|
idEntity *next;
|
|
|
|
idEntity::ProjectOverlay( origin, dir, size, material );
|
|
|
|
for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
|
|
next = ent->GetNextTeamEntity();
|
|
if ( ent->GetBindMaster() == this ) {
|
|
if ( ent->fl.takedamage && ent->spawnArgs.GetBool( "bleed" ) ) {
|
|
ent->ProjectOverlay( origin, dir, size, material );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::LoadAF
|
|
================
|
|
*/
|
|
bool idActor::LoadAF( void ) {
|
|
idStr fileName;
|
|
|
|
if ( !spawnArgs.GetString( "ragdoll", "*unknown*", fileName ) || !fileName.Length() ) {
|
|
return false;
|
|
}
|
|
af.SetAnimator( GetAnimator() );
|
|
return af.Load( this, fileName );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::SetupBody
|
|
=====================
|
|
*/
|
|
void idActor::SetupBody( void ) {
|
|
const char *jointname;
|
|
|
|
animator.ClearAllAnims( gameLocal.time, 0 );
|
|
animator.ClearAllJoints();
|
|
|
|
idEntity *headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
jointname = spawnArgs.GetString( "bone_leftEye" );
|
|
leftEyeJoint = headEnt->GetAnimator()->GetJointHandle( jointname );
|
|
|
|
jointname = spawnArgs.GetString( "bone_rightEye" );
|
|
rightEyeJoint = headEnt->GetAnimator()->GetJointHandle( jointname );
|
|
|
|
// set up the eye height. check if it's specified in the def.
|
|
if ( !spawnArgs.GetFloat( "eye_height", "0", eyeOffset.z ) ) {
|
|
// if not in the def, then try to base it off the idle animation
|
|
int anim = headEnt->GetAnimator()->GetAnim( "idle" );
|
|
if ( anim && ( leftEyeJoint != INVALID_JOINT ) ) {
|
|
idVec3 pos;
|
|
idMat3 axis;
|
|
headEnt->GetAnimator()->PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, 0 );
|
|
headEnt->GetAnimator()->GetJointTransform( leftEyeJoint, gameLocal.time, pos, axis );
|
|
headEnt->GetAnimator()->ClearAllAnims( gameLocal.time, 0 );
|
|
headEnt->GetAnimator()->ForceUpdate();
|
|
pos += headEnt->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
|
eyeOffset = pos + modelOffset;
|
|
} else {
|
|
// just base it off the bounding box size
|
|
eyeOffset.z = GetPhysics()->GetBounds()[ 1 ].z - 6;
|
|
}
|
|
}
|
|
headAnim.Init( this, headEnt->GetAnimator(), ANIMCHANNEL_ALL );
|
|
} else {
|
|
jointname = spawnArgs.GetString( "bone_leftEye" );
|
|
leftEyeJoint = animator.GetJointHandle( jointname );
|
|
|
|
jointname = spawnArgs.GetString( "bone_rightEye" );
|
|
rightEyeJoint = animator.GetJointHandle( jointname );
|
|
|
|
// set up the eye height. check if it's specified in the def.
|
|
if ( !spawnArgs.GetFloat( "eye_height", "0", eyeOffset.z ) ) {
|
|
// if not in the def, then try to base it off the idle animation
|
|
int anim = animator.GetAnim( "idle" );
|
|
if ( anim && ( leftEyeJoint != INVALID_JOINT ) ) {
|
|
idVec3 pos;
|
|
idMat3 axis;
|
|
animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, 0 );
|
|
animator.GetJointTransform( leftEyeJoint, gameLocal.time, pos, axis );
|
|
animator.ClearAllAnims( gameLocal.time, 0 );
|
|
animator.ForceUpdate();
|
|
eyeOffset = pos + modelOffset;
|
|
} else {
|
|
// just base it off the bounding box size
|
|
eyeOffset.z = GetPhysics()->GetBounds()[ 1 ].z - 6;
|
|
}
|
|
}
|
|
headAnim.Init( this, &animator, ANIMCHANNEL_HEAD );
|
|
}
|
|
|
|
waitState = "";
|
|
|
|
torsoAnim.Init( this, &animator, ANIMCHANNEL_TORSO );
|
|
legsAnim.Init( this, &animator, ANIMCHANNEL_LEGS );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::CheckBlink
|
|
=====================
|
|
*/
|
|
void idActor::CheckBlink( void ) {
|
|
// check if it's time to blink
|
|
if ( !blink_anim || ( health <= 0 ) || !allowEyeFocus || ( blink_time > gameLocal.time ) ) {
|
|
return;
|
|
}
|
|
|
|
idEntity *headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headEnt->GetAnimator()->PlayAnim( ANIMCHANNEL_EYELIDS, blink_anim, gameLocal.time, 1 );
|
|
} else {
|
|
animator.PlayAnim( ANIMCHANNEL_EYELIDS, blink_anim, gameLocal.time, 1 );
|
|
}
|
|
|
|
// set the next blink time
|
|
blink_time = gameLocal.time + blink_min + gameLocal.random.RandomFloat() * ( blink_max - blink_min );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::GetPhysicsToVisualTransform
|
|
================
|
|
*/
|
|
bool idActor::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
|
|
if ( af.IsActive() ) {
|
|
af.GetPhysicsToVisualTransform( origin, axis );
|
|
return true;
|
|
}
|
|
origin = modelOffset;
|
|
axis = viewAxis;
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::GetPhysicsToSoundTransform
|
|
================
|
|
*/
|
|
bool idActor::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
|
|
if ( soundJoint != INVALID_JOINT ) {
|
|
animator.GetJointTransform( soundJoint, gameLocal.time, origin, axis );
|
|
origin += modelOffset;
|
|
axis = viewAxis;
|
|
} else {
|
|
origin = GetPhysics()->GetGravityNormal() * -eyeOffset.z;
|
|
axis.Identity();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
script state management
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
================
|
|
idActor::ShutdownThreads
|
|
================
|
|
*/
|
|
void idActor::ShutdownThreads( void ) {
|
|
headAnim.Shutdown();
|
|
torsoAnim.Shutdown();
|
|
legsAnim.Shutdown();
|
|
|
|
if ( scriptThread ) {
|
|
scriptThread->EndThread();
|
|
scriptThread->PostEventMS( &EV_Remove, 0 );
|
|
delete scriptThread;
|
|
scriptThread = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::ShouldConstructScriptObjectAtSpawn
|
|
|
|
Called during idEntity::Spawn to see if it should construct the script object or not.
|
|
Overridden by subclasses that need to spawn the script object themselves.
|
|
================
|
|
*/
|
|
bool idActor::ShouldConstructScriptObjectAtSpawn( void ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::ConstructScriptObject
|
|
|
|
Called during idEntity::Spawn. Calls the constructor on the script object.
|
|
Can be overridden by subclasses when a thread doesn't need to be allocated.
|
|
================
|
|
*/
|
|
idThread *idActor::ConstructScriptObject( void ) {
|
|
const function_t *constructor;
|
|
|
|
// make sure we have a scriptObject
|
|
if ( !scriptObject.HasObject() ) {
|
|
gameLocal.Error( "No scriptobject set on '%s'. Check the '%s' entityDef.", name.c_str(), GetEntityDefName() );
|
|
}
|
|
|
|
if ( !scriptThread ) {
|
|
// create script thread
|
|
scriptThread = new idThread();
|
|
scriptThread->ManualDelete();
|
|
scriptThread->ManualControl();
|
|
scriptThread->SetThreadName( name.c_str() );
|
|
} else {
|
|
scriptThread->EndThread();
|
|
}
|
|
|
|
// call script object's constructor
|
|
constructor = scriptObject.GetConstructor();
|
|
if ( !constructor ) {
|
|
gameLocal.Error( "Missing constructor on '%s' for entity '%s'", scriptObject.GetTypeName(), name.c_str() );
|
|
}
|
|
|
|
// init the script object's data
|
|
scriptObject.ClearObject();
|
|
|
|
// just set the current function on the script. we'll execute in the subclasses.
|
|
scriptThread->CallFunction( this, constructor, true );
|
|
|
|
return scriptThread;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetScriptFunction
|
|
=====================
|
|
*/
|
|
const function_t *idActor::GetScriptFunction( const char *funcname ) {
|
|
const function_t *func;
|
|
|
|
func = scriptObject.GetFunction( funcname );
|
|
if ( !func ) {
|
|
scriptThread->Error( "Unknown function '%s' in '%s'", funcname, scriptObject.GetTypeName() );
|
|
}
|
|
|
|
return func;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::SetState
|
|
=====================
|
|
*/
|
|
void idActor::SetState( const function_t *newState ) {
|
|
if ( !newState ) {
|
|
gameLocal.Error( "idActor::SetState: Null state" );
|
|
}
|
|
|
|
if ( ai_debugScript.GetInteger() == entityNumber ) {
|
|
gameLocal.Printf( "%d: %s: State: %s\n", gameLocal.time, name.c_str(), newState->Name() );
|
|
}
|
|
|
|
state = newState;
|
|
idealState = state;
|
|
scriptThread->CallFunction( this, state, true );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::SetState
|
|
=====================
|
|
*/
|
|
void idActor::SetState( const char *statename ) {
|
|
const function_t *newState;
|
|
|
|
newState = GetScriptFunction( statename );
|
|
SetState( newState );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::UpdateScript
|
|
=====================
|
|
*/
|
|
void idActor::UpdateScript( void ) {
|
|
int i;
|
|
|
|
if ( ai_debugScript.GetInteger() == entityNumber ) {
|
|
scriptThread->EnableDebugInfo();
|
|
} else {
|
|
scriptThread->DisableDebugInfo();
|
|
}
|
|
|
|
// a series of state changes can happen in a single frame.
|
|
// this loop limits them in case we've entered an infinite loop.
|
|
for( i = 0; i < 20; i++ ) {
|
|
if ( idealState != state ) {
|
|
SetState( idealState );
|
|
}
|
|
|
|
// don't call script until it's done waiting
|
|
if ( scriptThread->IsWaiting() ) {
|
|
break;
|
|
}
|
|
|
|
scriptThread->Execute();
|
|
if ( idealState == state ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( i == 20 ) {
|
|
scriptThread->Warning( "idActor::UpdateScript: exited loop to prevent lockup" );
|
|
}
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
vision
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
=====================
|
|
idActor::setFov
|
|
=====================
|
|
*/
|
|
void idActor::SetFOV( float fov ) {
|
|
fovDot = (float)cos( DEG2RAD( fov * 0.5f ) );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::SetEyeHeight
|
|
=====================
|
|
*/
|
|
void idActor::SetEyeHeight( float height ) {
|
|
eyeOffset.z = height;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::EyeHeight
|
|
=====================
|
|
*/
|
|
float idActor::EyeHeight( void ) const {
|
|
return eyeOffset.z;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::EyeOffset
|
|
=====================
|
|
*/
|
|
idVec3 idActor::EyeOffset( void ) const {
|
|
return GetPhysics()->GetGravityNormal() * -eyeOffset.z;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetEyePosition
|
|
=====================
|
|
*/
|
|
idVec3 idActor::GetEyePosition( void ) const {
|
|
return GetPhysics()->GetOrigin() + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetViewPos
|
|
=====================
|
|
*/
|
|
void idActor::GetViewPos( idVec3 &origin, idMat3 &axis ) const {
|
|
origin = GetEyePosition();
|
|
axis = viewAxis;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::CheckFOV
|
|
=====================
|
|
*/
|
|
bool idActor::CheckFOV( const idVec3 &pos ) const {
|
|
if ( fovDot == 1.0f ) {
|
|
return true;
|
|
}
|
|
|
|
float dot;
|
|
idVec3 delta;
|
|
|
|
delta = pos - GetEyePosition();
|
|
|
|
// get our gravity normal
|
|
const idVec3 &gravityDir = GetPhysics()->GetGravityNormal();
|
|
|
|
// infinite vertical vision, so project it onto our orientation plane
|
|
delta -= gravityDir * ( gravityDir * delta );
|
|
|
|
delta.Normalize();
|
|
dot = viewAxis[ 0 ] * delta;
|
|
|
|
return ( dot >= fovDot );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::CanSee
|
|
=====================
|
|
*/
|
|
bool idActor::CanSee( idEntity *ent, bool useFov ) const {
|
|
trace_t tr;
|
|
idVec3 eye;
|
|
idVec3 toPos;
|
|
|
|
if ( ent->IsHidden() ) {
|
|
return false;
|
|
}
|
|
|
|
if ( ent->IsType( idActor::Type ) ) {
|
|
toPos = ( ( idActor * )ent )->GetEyePosition();
|
|
} else {
|
|
toPos = ent->GetPhysics()->GetOrigin();
|
|
}
|
|
|
|
if ( useFov && !CheckFOV( toPos ) ) {
|
|
return false;
|
|
}
|
|
|
|
eye = GetEyePosition();
|
|
|
|
gameLocal.clip.TracePoint( tr, eye, toPos, MASK_OPAQUE, this );
|
|
if ( tr.fraction >= 1.0f || ( gameLocal.GetTraceEntity( tr ) == ent ) ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::PointVisible
|
|
=====================
|
|
*/
|
|
bool idActor::PointVisible( const idVec3 &point ) const {
|
|
trace_t results;
|
|
idVec3 start, end;
|
|
|
|
start = GetEyePosition();
|
|
end = point;
|
|
end[2] += 1.0f;
|
|
|
|
gameLocal.clip.TracePoint( results, start, end, MASK_OPAQUE, this );
|
|
return ( results.fraction >= 1.0f );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetAIAimTargets
|
|
|
|
Returns positions for the AI to aim at.
|
|
=====================
|
|
*/
|
|
void idActor::GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos ) {
|
|
headPos = lastSightPos + EyeOffset();
|
|
chestPos = ( headPos + lastSightPos + GetPhysics()->GetBounds().GetCenter() ) * 0.5f;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetRenderView
|
|
=====================
|
|
*/
|
|
renderView_t *idActor::GetRenderView() {
|
|
renderView_t *rv = idEntity::GetRenderView();
|
|
rv->viewaxis = viewAxis;
|
|
rv->vieworg = GetEyePosition();
|
|
return rv;
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
Model/Ragdoll
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
================
|
|
idActor::SetCombatModel
|
|
================
|
|
*/
|
|
void idActor::SetCombatModel( void ) {
|
|
idAFAttachment *headEnt;
|
|
|
|
if ( !use_combat_bbox ) {
|
|
if ( combatModel ) {
|
|
combatModel->Unlink();
|
|
combatModel->LoadModel( modelDefHandle );
|
|
} else {
|
|
combatModel = new idClipModel( modelDefHandle );
|
|
}
|
|
|
|
headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headEnt->SetCombatModel();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::GetCombatModel
|
|
================
|
|
*/
|
|
idClipModel *idActor::GetCombatModel( void ) const {
|
|
return combatModel;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::LinkCombat
|
|
================
|
|
*/
|
|
void idActor::LinkCombat( void ) {
|
|
idAFAttachment *headEnt;
|
|
|
|
if ( fl.hidden || use_combat_bbox ) {
|
|
return;
|
|
}
|
|
|
|
if ( combatModel ) {
|
|
combatModel->Link( gameLocal.clip, this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
|
|
}
|
|
headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headEnt->LinkCombat();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::UnlinkCombat
|
|
================
|
|
*/
|
|
void idActor::UnlinkCombat( void ) {
|
|
idAFAttachment *headEnt;
|
|
|
|
if ( combatModel ) {
|
|
combatModel->Unlink();
|
|
}
|
|
headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headEnt->UnlinkCombat();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::StartRagdoll
|
|
================
|
|
*/
|
|
bool idActor::StartRagdoll( void ) {
|
|
float slomoStart, slomoEnd;
|
|
float jointFrictionDent, jointFrictionDentStart, jointFrictionDentEnd;
|
|
float contactFrictionDent, contactFrictionDentStart, contactFrictionDentEnd;
|
|
|
|
// if no AF loaded
|
|
if ( !af.IsLoaded() ) {
|
|
return false;
|
|
}
|
|
|
|
// if the AF is already active
|
|
if ( af.IsActive() ) {
|
|
return true;
|
|
}
|
|
|
|
// disable the monster bounding box
|
|
GetPhysics()->DisableClip();
|
|
|
|
// start using the AF
|
|
af.StartFromCurrentPose( spawnArgs.GetInt( "velocityTime", "0" ) );
|
|
|
|
slomoStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_slomoStart", "-1.6" );
|
|
slomoEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_slomoEnd", "0.8" );
|
|
|
|
// do the first part of the death in slow motion
|
|
af.GetPhysics()->SetTimeScaleRamp( slomoStart, slomoEnd );
|
|
|
|
jointFrictionDent = spawnArgs.GetFloat( "ragdoll_jointFrictionDent", "0.1" );
|
|
jointFrictionDentStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_jointFrictionStart", "0.2" );
|
|
jointFrictionDentEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_jointFrictionEnd", "1.2" );
|
|
|
|
// set joint friction dent
|
|
af.GetPhysics()->SetJointFrictionDent( jointFrictionDent, jointFrictionDentStart, jointFrictionDentEnd );
|
|
|
|
contactFrictionDent = spawnArgs.GetFloat( "ragdoll_contactFrictionDent", "0.1" );
|
|
contactFrictionDentStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_contactFrictionStart", "1.0" );
|
|
contactFrictionDentEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_contactFrictionEnd", "2.0" );
|
|
|
|
// set contact friction dent
|
|
af.GetPhysics()->SetContactFrictionDent( contactFrictionDent, contactFrictionDentStart, contactFrictionDentEnd );
|
|
|
|
// drop any items the actor is holding
|
|
idMoveableItem::DropItems( this, "death", NULL );
|
|
|
|
// drop any articulated figures the actor is holding
|
|
idAFEntity_Base::DropAFs( this, "death", NULL );
|
|
|
|
RemoveAttachments();
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::StopRagdoll
|
|
================
|
|
*/
|
|
void idActor::StopRagdoll( void ) {
|
|
if ( af.IsActive() ) {
|
|
af.Stop();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::UpdateAnimationControllers
|
|
================
|
|
*/
|
|
bool idActor::UpdateAnimationControllers( void ) {
|
|
|
|
if ( af.IsActive() ) {
|
|
return idAFEntity_Base::UpdateAnimationControllers();
|
|
} else {
|
|
animator.ClearAFPose();
|
|
}
|
|
|
|
if ( walkIK.IsInitialized() ) {
|
|
walkIK.Evaluate();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::RemoveAttachments
|
|
================
|
|
*/
|
|
void idActor::RemoveAttachments( void ) {
|
|
int i;
|
|
idEntity *ent;
|
|
|
|
// remove any attached entities
|
|
for( i = 0; i < attachments.Num(); i++ ) {
|
|
ent = attachments[ i ].ent.GetEntity();
|
|
if ( ent && ent->spawnArgs.GetBool( "remove" ) ) {
|
|
ent->PostEventMS( &EV_Remove, 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Attach
|
|
================
|
|
*/
|
|
void idActor::Attach( idEntity *ent ) {
|
|
idVec3 origin;
|
|
idMat3 axis;
|
|
jointHandle_t joint;
|
|
idStr jointName;
|
|
idAttachInfo &attach = attachments.Alloc();
|
|
idAngles angleOffset;
|
|
idVec3 originOffset;
|
|
|
|
jointName = ent->spawnArgs.GetString( "joint" );
|
|
joint = animator.GetJointHandle( jointName );
|
|
if ( joint == INVALID_JOINT ) {
|
|
gameLocal.Error( "Joint '%s' not found for attaching '%s' on '%s'", jointName.c_str(), ent->GetClassname(), name.c_str() );
|
|
}
|
|
|
|
angleOffset = ent->spawnArgs.GetAngles( "angles" );
|
|
originOffset = ent->spawnArgs.GetVector( "origin" );
|
|
|
|
attach.channel = animator.GetChannelForJoint( joint );
|
|
GetJointWorldTransform( joint, gameLocal.time, origin, axis );
|
|
attach.ent = ent;
|
|
|
|
ent->SetOrigin( origin + originOffset * renderEntity.axis );
|
|
idMat3 rotate = angleOffset.ToMat3();
|
|
idMat3 newAxis = rotate * axis;
|
|
ent->SetAxis( newAxis );
|
|
ent->BindToJoint( this, joint, true );
|
|
ent->cinematic = cinematic;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Teleport
|
|
================
|
|
*/
|
|
void idActor::Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ) {
|
|
GetPhysics()->SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
|
GetPhysics()->SetLinearVelocity( vec3_origin );
|
|
|
|
viewAxis = angles.ToMat3();
|
|
|
|
UpdateVisuals();
|
|
|
|
if ( !IsHidden() ) {
|
|
// kill anything at the new position
|
|
gameLocal.KillBox( this );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::GetDeltaViewAngles
|
|
================
|
|
*/
|
|
const idAngles &idActor::GetDeltaViewAngles( void ) const {
|
|
return deltaViewAngles;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::SetDeltaViewAngles
|
|
================
|
|
*/
|
|
void idActor::SetDeltaViewAngles( const idAngles &delta ) {
|
|
deltaViewAngles = delta;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::HasEnemies
|
|
================
|
|
*/
|
|
bool idActor::HasEnemies( void ) const {
|
|
idActor *ent;
|
|
|
|
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
|
if ( !ent->fl.hidden ) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::ClosestEnemyToPoint
|
|
================
|
|
*/
|
|
idActor *idActor::ClosestEnemyToPoint( const idVec3 &pos ) {
|
|
idActor *ent;
|
|
idActor *bestEnt;
|
|
float bestDistSquared;
|
|
float distSquared;
|
|
idVec3 delta;
|
|
|
|
bestDistSquared = idMath::INFINITY;
|
|
bestEnt = NULL;
|
|
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
|
if ( ent->fl.hidden ) {
|
|
continue;
|
|
}
|
|
delta = ent->GetPhysics()->GetOrigin() - pos;
|
|
distSquared = delta.LengthSqr();
|
|
if ( distSquared < bestDistSquared ) {
|
|
bestEnt = ent;
|
|
bestDistSquared = distSquared;
|
|
}
|
|
}
|
|
|
|
return bestEnt;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::EnemyWithMostHealth
|
|
================
|
|
*/
|
|
idActor *idActor::EnemyWithMostHealth() {
|
|
idActor *ent;
|
|
idActor *bestEnt;
|
|
|
|
int most = -9999;
|
|
bestEnt = NULL;
|
|
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
|
if ( !ent->fl.hidden && ( ent->health > most ) ) {
|
|
bestEnt = ent;
|
|
most = ent->health;
|
|
}
|
|
}
|
|
return bestEnt;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::OnLadder
|
|
================
|
|
*/
|
|
bool idActor::OnLadder( void ) const {
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idActor::GetAASLocation
|
|
==============
|
|
*/
|
|
void idActor::GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const {
|
|
idVec3 size;
|
|
idBounds bounds;
|
|
|
|
GetFloorPos( 64.0f, pos );
|
|
if ( !aas ) {
|
|
areaNum = 0;
|
|
return;
|
|
}
|
|
|
|
size = aas->GetSettings()->boundingBoxes[0][1];
|
|
bounds[0] = -size;
|
|
size.z = 32.0f;
|
|
bounds[1] = size;
|
|
|
|
areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK );
|
|
if ( areaNum ) {
|
|
aas->PushPointIntoAreaNum( areaNum, pos );
|
|
}
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
animation state
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
=====================
|
|
idActor::SetAnimState
|
|
=====================
|
|
*/
|
|
void idActor::SetAnimState( int channel, const char *statename, int blendFrames ) {
|
|
const function_t *func;
|
|
|
|
func = scriptObject.GetFunction( statename );
|
|
if ( !func ) {
|
|
assert( 0 );
|
|
gameLocal.Error( "Can't find function '%s' in object '%s'", statename, scriptObject.GetTypeName() );
|
|
}
|
|
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headAnim.SetState( statename, blendFrames );
|
|
allowEyeFocus = true;
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.SetState( statename, blendFrames );
|
|
legsAnim.Enable( blendFrames );
|
|
allowPain = true;
|
|
allowEyeFocus = true;
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.SetState( statename, blendFrames );
|
|
torsoAnim.Enable( blendFrames );
|
|
allowPain = true;
|
|
allowEyeFocus = true;
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "idActor::SetAnimState: Unknown anim group" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetAnimState
|
|
=====================
|
|
*/
|
|
const char *idActor::GetAnimState( int channel ) const {
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
return headAnim.state;
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
return torsoAnim.state;
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
return legsAnim.state;
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "idActor::GetAnimState: Unknown anim group" );
|
|
return NULL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::InAnimState
|
|
=====================
|
|
*/
|
|
bool idActor::InAnimState( int channel, const char *statename ) const {
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
if ( headAnim.state == statename ) {
|
|
return true;
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
if ( torsoAnim.state == statename ) {
|
|
return true;
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
if ( legsAnim.state == statename ) {
|
|
return true;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "idActor::InAnimState: Unknown anim group" );
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::WaitState
|
|
=====================
|
|
*/
|
|
const char *idActor::WaitState( void ) const {
|
|
if ( waitState.Length() ) {
|
|
return waitState;
|
|
} else {
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::SetWaitState
|
|
=====================
|
|
*/
|
|
void idActor::SetWaitState( const char *_waitstate ) {
|
|
waitState = _waitstate;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::UpdateAnimState
|
|
=====================
|
|
*/
|
|
void idActor::UpdateAnimState( void ) {
|
|
headAnim.UpdateState();
|
|
torsoAnim.UpdateState();
|
|
legsAnim.UpdateState();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetAnim
|
|
=====================
|
|
*/
|
|
int idActor::GetAnim( int channel, const char *animname ) {
|
|
int anim;
|
|
const char *temp;
|
|
idAnimator *animatorPtr;
|
|
|
|
if ( channel == ANIMCHANNEL_HEAD ) {
|
|
if ( !head.GetEntity() ) {
|
|
return 0;
|
|
}
|
|
animatorPtr = head.GetEntity()->GetAnimator();
|
|
} else {
|
|
animatorPtr = &animator;
|
|
}
|
|
|
|
if ( animPrefix.Length() ) {
|
|
temp = va( "%s_%s", animPrefix.c_str(), animname );
|
|
anim = animatorPtr->GetAnim( temp );
|
|
if ( anim ) {
|
|
return anim;
|
|
}
|
|
}
|
|
|
|
anim = animatorPtr->GetAnim( animname );
|
|
|
|
return anim;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::SyncAnimChannels
|
|
===============
|
|
*/
|
|
void idActor::SyncAnimChannels( int channel, int syncToChannel, int blendFrames ) {
|
|
idAnimator *headAnimator;
|
|
idAFAttachment *headEnt;
|
|
int anim;
|
|
idAnimBlend *syncAnim;
|
|
int starttime;
|
|
int blendTime;
|
|
int cycle;
|
|
|
|
blendTime = FRAME2MS( blendFrames );
|
|
if ( channel == ANIMCHANNEL_HEAD ) {
|
|
headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headAnimator = headEnt->GetAnimator();
|
|
syncAnim = animator.CurrentAnim( syncToChannel );
|
|
if ( syncAnim ) {
|
|
anim = headAnimator->GetAnim( syncAnim->AnimFullName() );
|
|
if ( !anim ) {
|
|
anim = headAnimator->GetAnim( syncAnim->AnimName() );
|
|
}
|
|
if ( anim ) {
|
|
cycle = animator.CurrentAnim( syncToChannel )->GetCycleCount();
|
|
starttime = animator.CurrentAnim( syncToChannel )->GetStartTime();
|
|
headAnimator->PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, blendTime );
|
|
headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( cycle );
|
|
headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->SetStartTime( starttime );
|
|
} else {
|
|
headEnt->PlayIdleAnim( blendTime );
|
|
}
|
|
}
|
|
}
|
|
} else if ( syncToChannel == ANIMCHANNEL_HEAD ) {
|
|
headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headAnimator = headEnt->GetAnimator();
|
|
syncAnim = headAnimator->CurrentAnim( ANIMCHANNEL_ALL );
|
|
if ( syncAnim ) {
|
|
anim = GetAnim( channel, syncAnim->AnimFullName() );
|
|
if ( !anim ) {
|
|
anim = GetAnim( channel, syncAnim->AnimName() );
|
|
}
|
|
if ( anim ) {
|
|
cycle = headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetCycleCount();
|
|
starttime = headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime();
|
|
animator.PlayAnim( channel, anim, gameLocal.time, blendTime );
|
|
animator.CurrentAnim( channel )->SetCycleCount( cycle );
|
|
animator.CurrentAnim( channel )->SetStartTime( starttime );
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
animator.SyncAnimChannels( channel, syncToChannel, gameLocal.time, blendTime );
|
|
}
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
Damage
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
============
|
|
idActor::Gib
|
|
============
|
|
*/
|
|
void idActor::Gib( const idVec3 &dir, const char *damageDefName ) {
|
|
// no gibbing in multiplayer - by self damage or by moving objects
|
|
if ( gameLocal.isMultiplayer ) {
|
|
return;
|
|
}
|
|
// only gib once
|
|
if ( gibbed ) {
|
|
return;
|
|
}
|
|
idAFEntity_Gibbable::Gib( dir, damageDefName );
|
|
if ( head.GetEntity() ) {
|
|
head.GetEntity()->Hide();
|
|
}
|
|
StopSound( SND_CHANNEL_VOICE, false );
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
idActor::Damage
|
|
|
|
this entity that is being damaged
|
|
inflictor entity that is causing the damage
|
|
attacker entity that caused the inflictor to damage targ
|
|
example: this=monster, inflictor=rocket, attacker=player
|
|
|
|
dir direction of the attack for knockback in global space
|
|
point point at which the damage is being inflicted, used for headshots
|
|
damage amount of damage being inflicted
|
|
|
|
inflictor, attacker, dir, and point can be NULL for environmental effects
|
|
|
|
Bleeding wounds and surface overlays are applied in the collision code that
|
|
calls Damage()
|
|
============
|
|
*/
|
|
|
|
//ivan note: Damage() is only used by idAI because idPlayer overrides it.
|
|
//ivan note: Pain() is used by idAI and idPlayer.
|
|
|
|
void idActor::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
|
|
const char *damageDefName, const float damageScale, const int location ) {
|
|
if ( !fl.takedamage ) {
|
|
return;
|
|
}
|
|
|
|
//gameLocal.Printf( "idActor::Damage - damageDefName: '%s' -location '%d' \n", damageDefName, location);
|
|
|
|
if ( !inflictor ) {
|
|
inflictor = gameLocal.world;
|
|
}
|
|
if ( !attacker ) {
|
|
attacker = gameLocal.world;
|
|
}
|
|
|
|
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
|
|
if ( !damageDef ) {
|
|
gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
|
|
}
|
|
|
|
//ivan start
|
|
if(damageDef->GetBool( "ignore_friends" )){
|
|
if(team == attacker->spawnArgs.GetInt("team","0")){
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( !gibbed ){
|
|
CheckDamageFx( damageDef ); //damaging fx
|
|
}
|
|
//ivan end
|
|
|
|
//REVILITY IDGUIDEDPROJECTILEX START
|
|
//Since there is no soul cube in Ruiner or need for one. We are replacing the soulcube special damage with a new projectile for special damage on spirits.
|
|
//if ( finalBoss && !inflictor->IsType( idSoulCubeMissile::Type ) ) {
|
|
//return;
|
|
//}
|
|
|
|
if ( finalBoss && !damageDef->GetBool("damageSpirits","0") ) { //Ivan - was !inflictor->IsType( idGuidedProjectilex::Type )
|
|
return;
|
|
}
|
|
//REVILITY IDGUIDEDPROJECTILEX END
|
|
|
|
int damage = damageDef->GetInt( "damage" ) * damageScale;
|
|
|
|
//ivan start - damage anims code
|
|
int forceHighPain = damageDef->GetInt("useHighPain","0"); //was: 0; //-1 deny, 0 allow, 1 force
|
|
bool fromMelee = damageDef->GetBool("melee","0");
|
|
bool useHighPain = false;
|
|
|
|
//decide if we have to force highpain
|
|
//1 - from damagedef - not used.
|
|
//forceHighPain = damageDef->GetInt("forceHighPainAnim","0"); //-1 deny, 0 allow, 1 force
|
|
//2 - from player
|
|
if(forceHighPain == 0){ //if no preference is expressed
|
|
if ( attacker->IsType( idPlayer::Type ) ) {
|
|
idPlayer * thePlayer = static_cast<idPlayer *>(attacker);
|
|
forceHighPain = thePlayer->comboForceHighPain;
|
|
}
|
|
}
|
|
//ivan end
|
|
|
|
// By Clone JCD For Improved damage behaviour
|
|
if (health > 0){ // Make sure that an actor is alive when we go for Damage location
|
|
damage = GetDamageForLocation( damage, location ); //damage multiplier
|
|
// gameLocal.Printf(" \n damage applied: %d", damage );
|
|
|
|
//ivan start - choose if we need to play highpain anims
|
|
addDamageToLocation( damage, location ); //upd pain value
|
|
if(forceHighPain == 1){ //force
|
|
useHighPain = true;
|
|
}else if (forceHighPain == 0){ //if no forced or denied...check
|
|
if(checkDamageForLocation(location)){ useHighPain = true; }
|
|
} //else is denied -> false!
|
|
//ivan end
|
|
}
|
|
|
|
// inform the attacker that they hit someone
|
|
attacker->DamageFeedback( this, inflictor, damage );
|
|
if ( damage > 0 ) {
|
|
health -= damage;
|
|
if ( health <= 0 ) {
|
|
if ( health < -999 ) {
|
|
health = -999;
|
|
}
|
|
|
|
//Ivan start - headshot
|
|
if ( head.GetEntity() ) {
|
|
if ( damageDef->GetBool( "check_headshot" ) ) { //damage requests checking headshots
|
|
if ( spawnArgs.GetInt( "headshot_disabled","0" ) == 0 ) { //headshots are not disabled on this actor
|
|
idStr damageGroup = GetDamageGroup( location );
|
|
if ( damageGroup.Length() && ( damageGroup == "head" ) ) { //hit on head
|
|
|
|
//search the "headshot" script function
|
|
const function_t *func;
|
|
func = scriptObject.GetFunction( "headshot" );
|
|
if ( func ) {
|
|
// create a thread and call the function
|
|
idThread *thread;
|
|
thread = new idThread();
|
|
thread->CallFunction( this, func, false );
|
|
thread->Start();
|
|
|
|
//don't apply impulse
|
|
nextImpulse = gameLocal.time + 10;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//Ivan end
|
|
|
|
Killed( inflictor, attacker, damage, dir, location );
|
|
|
|
//Improved Gibbing System by Clone JC Denton
|
|
|
|
int healthToGib = spawnArgs.GetInt ("gibHealth"); // GibHealth is suppossed to be declared in entityDef
|
|
|
|
if (healthToGib == 0) // If its not there, set it to default value
|
|
healthToGib = -20 ;
|
|
|
|
if ( ( health < healthToGib ) && spawnArgs.GetBool( "gib" ) && damageDef->GetBool( "gib" ) ) {
|
|
Gib( dir, damageDefName );
|
|
}
|
|
} else {
|
|
Pain( inflictor, attacker, damage, dir, location, useHighPain, fromMelee );
|
|
}
|
|
} else {
|
|
// don't accumulate knockback
|
|
if ( af.IsLoaded() ) {
|
|
// clear impacts
|
|
af.Rest();
|
|
|
|
// physics is turned off by calling af.Rest()
|
|
BecomeActive( TH_PHYSICS );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::ClearPain
|
|
=====================
|
|
*/
|
|
void idActor::ClearPain( void ) {
|
|
pain_debounce_time = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
idActor::ChoosePainAnim
|
|
=====================
|
|
*/
|
|
void idActor::ChoosePainAnim( int location, bool useHighPain){ //ivan - new function: code extracted from old idActor::Pain function
|
|
// set the pain anim
|
|
idStr damageGroup = GetDamageGroup( location );
|
|
|
|
//ivan start - set the anim prefix
|
|
idStr typePrefix;
|
|
if (useHighPain ){
|
|
typePrefix = "highpain";
|
|
resetCurrentDamageForLocations(); //if we use an HighPain anim, reset the damage for all locations
|
|
}else{
|
|
typePrefix = "pain";
|
|
}
|
|
//ivan end
|
|
|
|
painAnim = "";
|
|
|
|
if ( animPrefix.Length() ) {
|
|
if ( damageGroup.Length() ) { //ivan - && ( damageGroup != "legs" )
|
|
sprintf( painAnim, "%s_%s_%s", animPrefix.c_str(), typePrefix.c_str(), damageGroup.c_str() ); //ivan - typePrefix added insted of "pain"
|
|
if ( !animator.HasAnim( painAnim ) ) {
|
|
sprintf( painAnim, "%s_%s", typePrefix.c_str(), damageGroup.c_str() ); //ivan - typePrefix added insted of "pain"
|
|
if ( !animator.HasAnim( painAnim ) ) {
|
|
painAnim = "";
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !painAnim.Length() ) {
|
|
sprintf( painAnim, "%s_%s", animPrefix.c_str(), typePrefix.c_str() ); //ivan - typePrefix added insted of "pain"
|
|
if ( !animator.HasAnim( painAnim ) ) {
|
|
painAnim = "";
|
|
}
|
|
}
|
|
} else if ( damageGroup.Length() ) { //ivan - && ( damageGroup != "legs" )
|
|
sprintf( painAnim, "%s_%s", typePrefix.c_str(), damageGroup.c_str() ); //ivan - typePrefix added insted of "pain"
|
|
//if ( !animator.HasAnim( painAnim ) ) { //ivan - why was the same thing checked twice ??
|
|
// sprintf( painAnim, "%s_%s", typePrefix.c_str(), damageGroup.c_str() ); //ivan - typePrefix added insted of "pain"
|
|
if ( !animator.HasAnim( painAnim ) ) {
|
|
painAnim = "";
|
|
}
|
|
//}
|
|
}
|
|
|
|
if ( !painAnim.Length() ) {
|
|
if (useHighPain && !animator.HasAnim( "highpain" ) ) { //ivan fix if "highpain" not found
|
|
painAnim = "pain";
|
|
}else{
|
|
painAnim = typePrefix; //ivan - was "pain";
|
|
}
|
|
}
|
|
|
|
if ( g_debugDamage.GetBool() ) {
|
|
gameLocal.Printf( "Damage: joint: '%s', zone '%s', anim '%s'\n", animator.GetJointName( ( jointHandle_t )location ),
|
|
damageGroup.c_str(), painAnim.c_str() );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=====================
|
|
idActor::Pain
|
|
=====================
|
|
*/
|
|
|
|
//ivan note: Damage() is only used by idAI because idPlayer overrides it.
|
|
//ivan note: Pain() is used by idAI and idPlayer.
|
|
|
|
bool idActor::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location,bool useHighPain, bool fromMelee ) { //ivan - useHighPain and fromMelee added
|
|
if ( af.IsLoaded() ) {
|
|
// clear impacts
|
|
af.Rest();
|
|
|
|
// physics is turned off by calling af.Rest()
|
|
BecomeActive( TH_PHYSICS );
|
|
}
|
|
|
|
|
|
if ( !fromMelee ){ //ivan - ignore the "pain_delay" key if it's a melee damage
|
|
if ( gameLocal.time < pain_debounce_time ) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// don't play pain sounds more than necessary
|
|
pain_debounce_time = gameLocal.time + pain_delay;
|
|
|
|
if ( health > 75 ) {
|
|
StartSound( "snd_pain_small", SND_CHANNEL_VOICE, 0, false, NULL );
|
|
} else if ( health > 50 ) {
|
|
StartSound( "snd_pain_medium", SND_CHANNEL_VOICE, 0, false, NULL );
|
|
} else if ( health > 25 ) {
|
|
StartSound( "snd_pain_large", SND_CHANNEL_VOICE, 0, false, NULL );
|
|
} else {
|
|
StartSound( "snd_pain_huge", SND_CHANNEL_VOICE, 0, false, NULL );
|
|
}
|
|
|
|
|
|
if ( !allowPain || ( gameLocal.time < painTime ) ) { //don't play it if it's disabled... even if fromMelee is true!
|
|
// don't play a pain anim
|
|
return false;
|
|
}
|
|
|
|
if( !fromMelee ){ //ivan - ignore the "pain_threshold" key if it's a melee damage
|
|
if (pain_threshold && ( damage < pain_threshold ) ) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ChoosePainAnim( location, useHighPain);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::SpawnGibs
|
|
=====================
|
|
*/
|
|
void idActor::SpawnGibs( const idVec3 &dir, const char *damageDefName ) {
|
|
idAFEntity_Gibbable::SpawnGibs( dir, damageDefName );
|
|
RemoveAttachments();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::SetupDamageGroups
|
|
|
|
FIXME: only store group names once and store an index for each joint
|
|
=====================
|
|
*/
|
|
void idActor::SetupDamageGroups( void ) {
|
|
int i;
|
|
const idKeyValue *arg;
|
|
idStr groupname;
|
|
idList<jointHandle_t> jointList;
|
|
int jointnum;
|
|
float scale;
|
|
|
|
// create damage zones
|
|
damageGroupsNames.SetNum(0);
|
|
damageGroups.SetNum( animator.NumJoints() );
|
|
arg = spawnArgs.MatchPrefix( "damage_zone ", NULL );
|
|
while ( arg ) {
|
|
groupname = arg->GetKey();
|
|
groupname.Strip( "damage_zone " );
|
|
animator.GetJointList( arg->GetValue(), jointList );
|
|
for( i = 0; i < jointList.Num(); i++ ) {
|
|
jointnum = jointList[ i ];
|
|
damageGroups[ jointnum ] = groupname;
|
|
}
|
|
jointList.Clear();
|
|
//ivan start
|
|
damageGroupsNames.Append(groupname);
|
|
//ivan start
|
|
arg = spawnArgs.MatchPrefix( "damage_zone ", arg );
|
|
}
|
|
|
|
// initilize the damage zones to normal damage
|
|
damageScale.SetNum( animator.NumJoints() );
|
|
for( i = 0; i < damageScale.Num(); i++ ) {
|
|
damageScale[ i ] = 1.0f;
|
|
}
|
|
|
|
// set the percentage on damage zones
|
|
arg = spawnArgs.MatchPrefix( "damage_scale ", NULL );
|
|
while ( arg ) {
|
|
scale = atof( arg->GetValue() );
|
|
groupname = arg->GetKey();
|
|
groupname.Strip( "damage_scale " );
|
|
for( i = 0; i < damageScale.Num(); i++ ) {
|
|
if ( damageGroups[ i ] == groupname ) {
|
|
damageScale[ i ] = scale;
|
|
}
|
|
}
|
|
arg = spawnArgs.MatchPrefix( "damage_scale ", arg );
|
|
}
|
|
|
|
//ivan start - pain stuff
|
|
|
|
//init
|
|
highpainThreshold.SetNum( damageGroupsNames.Num() );
|
|
highpainDecreaseRate.SetNum( damageGroupsNames.Num() );
|
|
highpainCurrentDamage.SetNum( damageGroupsNames.Num() );
|
|
for( i = 0; i < highpainThreshold.Num(); i++ ) {
|
|
highpainThreshold[ i ] = 0.0f; // initilize the max damage per zone to 0hp --> disabled on that zone
|
|
highpainDecreaseRate[ i ] = 0.0f; // initilize the decrease rate per zone to 0hp per tick
|
|
highpainCurrentDamage[ i ] = 0.0f; // initilize the current damage per zone to 0hp
|
|
}
|
|
|
|
// set the max damage for pain anims on damage zones
|
|
arg = spawnArgs.MatchPrefix( "highpain_threshold ", NULL );
|
|
while ( arg ) {
|
|
scale = atof( arg->GetValue() );
|
|
groupname = arg->GetKey();
|
|
groupname.Strip( "highpain_threshold " );
|
|
for( i = 0; i < damageGroupsNames.Num(); i++ ) {
|
|
if ( damageGroupsNames[ i ] == groupname ) {
|
|
highpainThreshold[ i ] = scale;
|
|
}
|
|
}
|
|
arg = spawnArgs.MatchPrefix( "highpain_threshold ", arg );
|
|
}
|
|
|
|
// set the amount of damage that will be subtracted each tick on damage zones
|
|
arg = spawnArgs.MatchPrefix( "highpain_resettime ", NULL );
|
|
while ( arg ) {
|
|
scale = atof( arg->GetValue() );
|
|
groupname = arg->GetKey();
|
|
groupname.Strip( "highpain_resettime " );
|
|
for( i = 0; i < damageGroupsNames.Num(); i++ ) {
|
|
if ( damageGroupsNames[ i ] == groupname ) {
|
|
if(scale > 0){
|
|
highpainDecreaseRate[ i ] = highpainThreshold[ i ]/(60.0f * scale); //this will be subtracted each tick (60 per second)
|
|
}else{
|
|
highpainDecreaseRate[ i ] = highpainThreshold[ i ]; //if scale is 0, always remove all the damage
|
|
}
|
|
//gameLocal.Printf( "Setup damage: zone '%s', highpainDecreaseRate: %f \n", damageGroupsNames[i].c_str(), highpainDecreaseRate[ i ] );
|
|
}
|
|
}
|
|
arg = spawnArgs.MatchPrefix( "highpain_resettime ", arg );
|
|
}
|
|
|
|
//ivan end
|
|
}
|
|
|
|
//ivan start
|
|
|
|
/*
|
|
=====================
|
|
idActor::addDamageToLocation
|
|
=====================
|
|
*/
|
|
void idActor::addDamageToLocation( int damage, int location ) {
|
|
idStr damageGroup = GetDamageGroup( location ); //from joint to group name
|
|
|
|
for( int i = 0; i < damageGroupsNames.Num(); i++ ) {
|
|
if ( damageGroupsNames[ i ] == damageGroup ) { //from group name to number
|
|
if(highpainThreshold[ i ] > 0 ){ //update only if enabled on that zone
|
|
highpainCurrentDamage[ i ] += damage;
|
|
//gameLocal.Printf( "Added damage: zone '%s', added: %d ,painvalue: %f \n", damageGroupsNames[i].c_str(), damage ,highpainCurrentDamage[ i ] );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::checkDamageForLocation
|
|
=====================
|
|
*/
|
|
bool idActor::checkDamageForLocation( int location ) { //returns true if the damage is greater than the max
|
|
idStr damageGroup = GetDamageGroup( location ); //from joint to group name
|
|
|
|
for( int i = 0; i < damageGroupsNames.Num(); i++ ) {
|
|
if ( damageGroupsNames[ i ] == damageGroup ) { //from group name to number
|
|
if( (highpainThreshold[ i ] > 0 ) && (highpainCurrentDamage[ i ] > highpainThreshold[ i ])){
|
|
//gameLocal.Printf( "Exceeded damage in zone '%s'\n", damageGroupsNames[i].c_str() );
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::resetCurrentDamageForLocations
|
|
=====================
|
|
*/
|
|
void idActor::resetCurrentDamageForLocations( void ) { //returns true if the damage is greater than the max
|
|
for( int i = 0; i < highpainCurrentDamage.Num(); i++ ) {
|
|
highpainCurrentDamage[ i ] = 0.0f;
|
|
//gameLocal.Printf( "reset damage: zone '%s', painvalue: '%f'\n", damageGroupsNames[i].c_str(), highpainCurrentDamage[ i ] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::updateCurrentDamageForLocations - this should be called in a "think" function of the class that uses this stuff. Since there's no "think" function for idActor it'll be only called in idAI. But it's ready to use for players too.
|
|
=====================
|
|
*/
|
|
void idActor::updateCurrentDamageForLocations( void ) { //decrease pain values
|
|
for( int location = 0; location < highpainCurrentDamage.Num(); location++ ) {
|
|
if(highpainCurrentDamage[ location ] > 0){
|
|
highpainCurrentDamage[ location ] -= highpainDecreaseRate[ location ];
|
|
//set it to 0 if we get a negative number
|
|
if(highpainCurrentDamage[ location ] < 0) highpainCurrentDamage[ location ] = 0;
|
|
|
|
/*
|
|
if ( g_debugDamage.GetBool() ) {
|
|
gameLocal.Printf( "Upd damage: zone '%s', painvalue: '%f'\n", damageGroupsNames[location].c_str(), highpainCurrentDamage[ location ] );
|
|
}*/
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//ivan end
|
|
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetDamageForLocation
|
|
=====================
|
|
*/
|
|
int idActor::GetDamageForLocation( int damage, int location ) {
|
|
if ( ( location < 0 ) || ( location >= damageScale.Num() ) ) {
|
|
return damage;
|
|
}
|
|
|
|
return (int)ceil( damage * damageScale[ location ] );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetDamageGroup
|
|
=====================
|
|
*/
|
|
const char *idActor::GetDamageGroup( int location ) {
|
|
if ( ( location < 0 ) || ( location >= damageGroups.Num() ) ) {
|
|
return "";
|
|
}
|
|
|
|
return damageGroups[ location ];
|
|
}
|
|
|
|
|
|
/***********************************************************************
|
|
|
|
Events
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_EnableEyeFocus
|
|
=====================
|
|
*/
|
|
void idActor::PlayFootStepSound( void ) {
|
|
const char *sound = NULL;
|
|
const idMaterial *material;
|
|
|
|
if ( !GetPhysics()->HasGroundContacts() ) {
|
|
return;
|
|
}
|
|
|
|
// start footstep sound based on material type
|
|
material = GetPhysics()->GetContact( 0 ).material;
|
|
if ( material != NULL ) {
|
|
sound = spawnArgs.GetString( va( "snd_footstep_%s", gameLocal.sufaceTypeNames[ material->GetSurfaceType() ] ) );
|
|
}
|
|
if ( *sound == '\0' ) {
|
|
sound = spawnArgs.GetString( "snd_footstep" );
|
|
}
|
|
if ( *sound != '\0' ) {
|
|
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_EnableEyeFocus
|
|
=====================
|
|
*/
|
|
void idActor::Event_EnableEyeFocus( void ) {
|
|
allowEyeFocus = true;
|
|
blink_time = gameLocal.time + blink_min + gameLocal.random.RandomFloat() * ( blink_max - blink_min );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_DisableEyeFocus
|
|
=====================
|
|
*/
|
|
void idActor::Event_DisableEyeFocus( void ) {
|
|
allowEyeFocus = false;
|
|
|
|
idEntity *headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headEnt->GetAnimator()->Clear( ANIMCHANNEL_EYELIDS, gameLocal.time, FRAME2MS( 2 ) );
|
|
} else {
|
|
animator.Clear( ANIMCHANNEL_EYELIDS, gameLocal.time, FRAME2MS( 2 ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_Footstep
|
|
===============
|
|
*/
|
|
void idActor::Event_Footstep( void ) {
|
|
PlayFootStepSound();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_EnableWalkIK
|
|
=====================
|
|
*/
|
|
void idActor::Event_EnableWalkIK( void ) {
|
|
walkIK.EnableAll();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_DisableWalkIK
|
|
=====================
|
|
*/
|
|
void idActor::Event_DisableWalkIK( void ) {
|
|
walkIK.DisableAll();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_EnableLegIK
|
|
=====================
|
|
*/
|
|
void idActor::Event_EnableLegIK( int num ) {
|
|
walkIK.EnableLeg( num );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_DisableLegIK
|
|
=====================
|
|
*/
|
|
void idActor::Event_DisableLegIK( int num ) {
|
|
walkIK.DisableLeg( num );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_PreventPain
|
|
=====================
|
|
*/
|
|
void idActor::Event_PreventPain( float duration ) {
|
|
painTime = gameLocal.time + SEC2MS( duration );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_DisablePain
|
|
===============
|
|
*/
|
|
void idActor::Event_DisablePain( void ) {
|
|
allowPain = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_EnablePain
|
|
===============
|
|
*/
|
|
void idActor::Event_EnablePain( void ) {
|
|
allowPain = true;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_GetPainAnim
|
|
=====================
|
|
*/
|
|
void idActor::Event_GetPainAnim( void ) {
|
|
if ( !painAnim.Length() ) {
|
|
idThread::ReturnString( "pain" );
|
|
} else {
|
|
idThread::ReturnString( painAnim );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_SetAnimPrefix
|
|
=====================
|
|
*/
|
|
void idActor::Event_SetAnimPrefix( const char *prefix ) {
|
|
animPrefix = prefix;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_StopAnim
|
|
===============
|
|
*/
|
|
void idActor::Event_StopAnim( int channel, int frames ) {
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headAnim.StopAnim( frames );
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.StopAnim( frames );
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.StopAnim( frames );
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_PlayAnim
|
|
===============
|
|
*/
|
|
void idActor::Event_PlayAnim( int channel, const char *animname ) {
|
|
animFlags_t flags;
|
|
idEntity *headEnt;
|
|
int anim;
|
|
|
|
anim = GetAnim( channel, animname );
|
|
if ( !anim ) {
|
|
if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
|
|
gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
|
|
} else {
|
|
gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), GetEntityDefName() );
|
|
}
|
|
idThread::ReturnInt( 0 );
|
|
return;
|
|
}
|
|
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headAnim.idleAnim = false;
|
|
headAnim.PlayAnim( anim );
|
|
flags = headAnim.GetAnimFlags();
|
|
if ( !flags.prevent_idle_override ) {
|
|
if ( torsoAnim.IsIdle() ) {
|
|
torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
|
if ( legsAnim.IsIdle() ) {
|
|
legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.idleAnim = false;
|
|
torsoAnim.PlayAnim( anim );
|
|
flags = torsoAnim.GetAnimFlags();
|
|
//ivan test
|
|
if (force_torso_override){
|
|
legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
}else
|
|
//ivan end
|
|
if ( !flags.prevent_idle_override ) {
|
|
if ( headAnim.IsIdle() ) {
|
|
headAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
}
|
|
if ( legsAnim.IsIdle() ) {
|
|
legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.idleAnim = false;
|
|
legsAnim.PlayAnim( anim );
|
|
flags = legsAnim.GetAnimFlags();
|
|
if ( !flags.prevent_idle_override ) {
|
|
if ( torsoAnim.IsIdle() ) {
|
|
torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
|
if ( headAnim.IsIdle() ) {
|
|
headAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default :
|
|
gameLocal.Error( "Unknown anim group" );
|
|
break;
|
|
}
|
|
idThread::ReturnInt( 1 );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_PlayCycle
|
|
===============
|
|
*/
|
|
void idActor::Event_PlayCycle( int channel, const char *animname ) {
|
|
animFlags_t flags;
|
|
int anim;
|
|
|
|
anim = GetAnim( channel, animname );
|
|
if ( !anim ) {
|
|
if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
|
|
gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
|
|
} else {
|
|
gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), GetEntityDefName() );
|
|
}
|
|
idThread::ReturnInt( false );
|
|
return;
|
|
}
|
|
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headAnim.idleAnim = false;
|
|
headAnim.CycleAnim( anim );
|
|
flags = headAnim.GetAnimFlags();
|
|
if ( !flags.prevent_idle_override ) {
|
|
if ( torsoAnim.IsIdle() && legsAnim.IsIdle() ) {
|
|
torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
|
legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.idleAnim = false;
|
|
torsoAnim.CycleAnim( anim );
|
|
flags = torsoAnim.GetAnimFlags();
|
|
if ( !flags.prevent_idle_override ) {
|
|
if ( headAnim.IsIdle() ) {
|
|
headAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
}
|
|
if ( legsAnim.IsIdle() ) {
|
|
legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.idleAnim = false;
|
|
legsAnim.CycleAnim( anim );
|
|
flags = legsAnim.GetAnimFlags();
|
|
if ( !flags.prevent_idle_override ) {
|
|
if ( torsoAnim.IsIdle() ) {
|
|
torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
|
if ( headAnim.IsIdle() ) {
|
|
headAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
}
|
|
|
|
idThread::ReturnInt( true );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_IdleAnim
|
|
===============
|
|
*/
|
|
void idActor::Event_IdleAnim( int channel, const char *animname ) {
|
|
int anim;
|
|
|
|
anim = GetAnim( channel, animname );
|
|
if ( !anim ) {
|
|
if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
|
|
gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
|
|
} else {
|
|
gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), GetEntityDefName() );
|
|
}
|
|
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headAnim.BecomeIdle();
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.BecomeIdle();
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.BecomeIdle();
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
}
|
|
|
|
idThread::ReturnInt( false );
|
|
return;
|
|
}
|
|
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headAnim.BecomeIdle();
|
|
if ( torsoAnim.GetAnimFlags().prevent_idle_override ) {
|
|
// don't sync to torso body if it doesn't override idle anims
|
|
headAnim.CycleAnim( anim );
|
|
} else if ( torsoAnim.IsIdle() && legsAnim.IsIdle() ) {
|
|
// everything is idle, so play the anim on the head and copy it to the torso and legs
|
|
headAnim.CycleAnim( anim );
|
|
torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
|
legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
|
} else if ( torsoAnim.IsIdle() ) {
|
|
// sync the head and torso to the legs
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, headAnim.animBlendFrames );
|
|
torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, torsoAnim.animBlendFrames );
|
|
} else {
|
|
// sync the head to the torso
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, headAnim.animBlendFrames );
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.BecomeIdle();
|
|
if ( legsAnim.GetAnimFlags().prevent_idle_override ) {
|
|
// don't sync to legs if legs anim doesn't override idle anims
|
|
torsoAnim.CycleAnim( anim );
|
|
} else if ( legsAnim.IsIdle() ) {
|
|
// play the anim in both legs and torso
|
|
torsoAnim.CycleAnim( anim );
|
|
legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
} else {
|
|
// sync the anim to the legs
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, torsoAnim.animBlendFrames );
|
|
}
|
|
|
|
if ( headAnim.IsIdle() ) {
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.BecomeIdle();
|
|
if ( torsoAnim.GetAnimFlags().prevent_idle_override ) {
|
|
// don't sync to torso if torso anim doesn't override idle anims
|
|
legsAnim.CycleAnim( anim );
|
|
} else if ( torsoAnim.IsIdle() ) {
|
|
// play the anim in both legs and torso
|
|
legsAnim.CycleAnim( anim );
|
|
torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
|
if ( headAnim.IsIdle() ) {
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
|
}
|
|
} else {
|
|
// sync the anim to the torso
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, legsAnim.animBlendFrames );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
}
|
|
|
|
idThread::ReturnInt( true );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_SetSyncedAnimWeight
|
|
================
|
|
*/
|
|
void idActor::Event_SetSyncedAnimWeight( int channel, int anim, float weight ) {
|
|
idEntity *headEnt;
|
|
|
|
headEnt = head.GetEntity();
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
if ( headEnt ) {
|
|
animator.CurrentAnim( ANIMCHANNEL_ALL )->SetSyncedAnimWeight( anim, weight );
|
|
} else {
|
|
animator.CurrentAnim( ANIMCHANNEL_HEAD )->SetSyncedAnimWeight( anim, weight );
|
|
}
|
|
if ( torsoAnim.IsIdle() ) {
|
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
|
|
if ( legsAnim.IsIdle() ) {
|
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
|
|
if ( legsAnim.IsIdle() ) {
|
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
|
}
|
|
if ( headEnt && headAnim.IsIdle() ) {
|
|
animator.CurrentAnim( ANIMCHANNEL_ALL )->SetSyncedAnimWeight( anim, weight );
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
|
if ( torsoAnim.IsIdle() ) {
|
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
|
|
if ( headEnt && headAnim.IsIdle() ) {
|
|
animator.CurrentAnim( ANIMCHANNEL_ALL )->SetSyncedAnimWeight( anim, weight );
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_OverrideAnim
|
|
===============
|
|
*/
|
|
void idActor::Event_OverrideAnim( int channel ) {
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headAnim.Disable();
|
|
if ( !torsoAnim.IsIdle() ) {
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
} else {
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.Disable();
|
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
|
if ( headAnim.IsIdle() ) {
|
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
}
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.Disable();
|
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_EnableAnim
|
|
===============
|
|
*/
|
|
void idActor::Event_EnableAnim( int channel, int blendFrames ) {
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headAnim.Enable( blendFrames );
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.Enable( blendFrames );
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.Enable( blendFrames );
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_SetBlendFrames
|
|
===============
|
|
*/
|
|
void idActor::Event_SetBlendFrames( int channel, int blendFrames ) {
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
headAnim.animBlendFrames = blendFrames;
|
|
headAnim.lastAnimBlendFrames = blendFrames;
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
torsoAnim.animBlendFrames = blendFrames;
|
|
torsoAnim.lastAnimBlendFrames = blendFrames;
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
legsAnim.animBlendFrames = blendFrames;
|
|
legsAnim.lastAnimBlendFrames = blendFrames;
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_GetBlendFrames
|
|
===============
|
|
*/
|
|
void idActor::Event_GetBlendFrames( int channel ) {
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
idThread::ReturnInt( headAnim.animBlendFrames );
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
idThread::ReturnInt( torsoAnim.animBlendFrames );
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
idThread::ReturnInt( legsAnim.animBlendFrames );
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_AnimState
|
|
===============
|
|
*/
|
|
void idActor::Event_AnimState( int channel, const char *statename, int blendFrames ) {
|
|
SetAnimState( channel, statename, blendFrames );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_GetAnimState
|
|
===============
|
|
*/
|
|
void idActor::Event_GetAnimState( int channel ) {
|
|
const char *state;
|
|
|
|
state = GetAnimState( channel );
|
|
idThread::ReturnString( state );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_InAnimState
|
|
===============
|
|
*/
|
|
void idActor::Event_InAnimState( int channel, const char *statename ) {
|
|
bool instate;
|
|
|
|
instate = InAnimState( channel, statename );
|
|
idThread::ReturnInt( instate );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_FinishAction
|
|
===============
|
|
*/
|
|
void idActor::Event_FinishAction( const char *actionname ) {
|
|
if ( waitState == actionname ) {
|
|
SetWaitState( "" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idActor::Event_AnimDone
|
|
===============
|
|
*/
|
|
void idActor::Event_AnimDone( int channel, int blendFrames ) {
|
|
bool result;
|
|
|
|
switch( channel ) {
|
|
case ANIMCHANNEL_HEAD :
|
|
result = headAnim.AnimDone( blendFrames );
|
|
idThread::ReturnInt( result );
|
|
break;
|
|
|
|
case ANIMCHANNEL_TORSO :
|
|
result = torsoAnim.AnimDone( blendFrames );
|
|
idThread::ReturnInt( result );
|
|
break;
|
|
|
|
case ANIMCHANNEL_LEGS :
|
|
result = legsAnim.AnimDone( blendFrames );
|
|
idThread::ReturnInt( result );
|
|
break;
|
|
|
|
default:
|
|
gameLocal.Error( "Unknown anim group" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_HasAnim
|
|
================
|
|
*/
|
|
void idActor::Event_HasAnim( int channel, const char *animname ) {
|
|
if ( GetAnim( channel, animname ) != 0 ) {
|
|
idThread::ReturnFloat( 1.0f );
|
|
} else {
|
|
idThread::ReturnFloat( 0.0f );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_CheckAnim
|
|
================
|
|
*/
|
|
void idActor::Event_CheckAnim( int channel, const char *animname ) {
|
|
if ( !GetAnim( channel, animname ) ) {
|
|
if ( animPrefix.Length() ) {
|
|
gameLocal.Error( "Can't find anim '%s_%s' for '%s'", animPrefix.c_str(), animname, name.c_str() );
|
|
} else {
|
|
gameLocal.Error( "Can't find anim '%s' for '%s'", animname, name.c_str() );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_ChooseAnim
|
|
================
|
|
*/
|
|
void idActor::Event_ChooseAnim( int channel, const char *animname ) {
|
|
int anim;
|
|
|
|
anim = GetAnim( channel, animname );
|
|
if ( anim ) {
|
|
if ( channel == ANIMCHANNEL_HEAD ) {
|
|
if ( head.GetEntity() ) {
|
|
idThread::ReturnString( head.GetEntity()->GetAnimator()->AnimFullName( anim ) );
|
|
return;
|
|
}
|
|
} else {
|
|
idThread::ReturnString( animator.AnimFullName( anim ) );
|
|
return;
|
|
}
|
|
}
|
|
|
|
idThread::ReturnString( "" );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_AnimLength
|
|
================
|
|
*/
|
|
void idActor::Event_AnimLength( int channel, const char *animname ) {
|
|
int anim;
|
|
|
|
anim = GetAnim( channel, animname );
|
|
if ( anim ) {
|
|
if ( channel == ANIMCHANNEL_HEAD ) {
|
|
if ( head.GetEntity() ) {
|
|
idThread::ReturnFloat( MS2SEC( head.GetEntity()->GetAnimator()->AnimLength( anim ) ) );
|
|
return;
|
|
}
|
|
} else {
|
|
idThread::ReturnFloat( MS2SEC( animator.AnimLength( anim ) ) );
|
|
return;
|
|
}
|
|
}
|
|
|
|
idThread::ReturnFloat( 0.0f );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_AnimDistance
|
|
================
|
|
*/
|
|
void idActor::Event_AnimDistance( int channel, const char *animname ) {
|
|
int anim;
|
|
|
|
anim = GetAnim( channel, animname );
|
|
if ( anim ) {
|
|
if ( channel == ANIMCHANNEL_HEAD ) {
|
|
if ( head.GetEntity() ) {
|
|
idThread::ReturnFloat( head.GetEntity()->GetAnimator()->TotalMovementDelta( anim ).Length() );
|
|
return;
|
|
}
|
|
} else {
|
|
idThread::ReturnFloat( animator.TotalMovementDelta( anim ).Length() );
|
|
return;
|
|
}
|
|
}
|
|
|
|
idThread::ReturnFloat( 0.0f );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_HasEnemies
|
|
================
|
|
*/
|
|
void idActor::Event_HasEnemies( void ) {
|
|
bool hasEnemy;
|
|
|
|
hasEnemy = HasEnemies();
|
|
idThread::ReturnInt( hasEnemy );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_NextEnemy
|
|
================
|
|
*/
|
|
void idActor::Event_NextEnemy( idEntity *ent ) {
|
|
idActor *actor;
|
|
|
|
if ( !ent || ( ent == this ) ) {
|
|
actor = enemyList.Next();
|
|
} else {
|
|
if ( !ent->IsType( idActor::Type ) ) {
|
|
gameLocal.Error( "'%s' cannot be an enemy", ent->name.c_str() );
|
|
}
|
|
|
|
actor = static_cast<idActor *>( ent );
|
|
if ( actor->enemyNode.ListHead() != &enemyList ) {
|
|
gameLocal.Error( "'%s' is not in '%s' enemy list", actor->name.c_str(), name.c_str() );
|
|
}
|
|
}
|
|
|
|
for( ; actor != NULL; actor = actor->enemyNode.Next() ) {
|
|
if ( !actor->fl.hidden ) {
|
|
idThread::ReturnEntity( actor );
|
|
return;
|
|
}
|
|
}
|
|
|
|
idThread::ReturnEntity( NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_ClosestEnemyToPoint
|
|
================
|
|
*/
|
|
void idActor::Event_ClosestEnemyToPoint( const idVec3 &pos ) {
|
|
idActor *bestEnt = ClosestEnemyToPoint( pos );
|
|
idThread::ReturnEntity( bestEnt );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idActor::Event_StopSound
|
|
================
|
|
*/
|
|
void idActor::Event_StopSound( int channel, int netSync ) {
|
|
if ( channel == SND_CHANNEL_VOICE ) {
|
|
idEntity *headEnt = head.GetEntity();
|
|
if ( headEnt ) {
|
|
headEnt->StopSound( channel, ( netSync != 0 ) );
|
|
}
|
|
}
|
|
StopSound( channel, ( netSync != 0 ) );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_SetNextState
|
|
=====================
|
|
*/
|
|
void idActor::Event_SetNextState( const char *name ) {
|
|
idealState = GetScriptFunction( name );
|
|
if ( idealState == state ) {
|
|
state = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_SetState
|
|
=====================
|
|
*/
|
|
void idActor::Event_SetState( const char *name ) {
|
|
idealState = GetScriptFunction( name );
|
|
if ( idealState == state ) {
|
|
state = NULL;
|
|
}
|
|
scriptThread->DoneProcessing();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_GetState
|
|
=====================
|
|
*/
|
|
void idActor::Event_GetState( void ) {
|
|
if ( state ) {
|
|
idThread::ReturnString( state->Name() );
|
|
} else {
|
|
idThread::ReturnString( "" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::Event_GetHead
|
|
=====================
|
|
*/
|
|
void idActor::Event_GetHead( void ) {
|
|
idThread::ReturnEntity( head.GetEntity() );
|
|
}
|
|
|
|
//ivan start - particles
|
|
|
|
void idActor::TriggerFX( const char* joint, const char* fx, bool bindToJoint, bool orientated ) { //ivan - bool bindToJoint, bool orientated added
|
|
|
|
if( !strcmp(joint, "origin") ) {
|
|
idEntityFx::StartFx( fx, NULL, NULL, this, true );
|
|
} else {
|
|
idVec3 joint_origin;
|
|
idMat3 joint_axis;
|
|
jointHandle_t jointNum;
|
|
jointNum = animator.GetJointHandle( joint );
|
|
|
|
if ( jointNum == INVALID_JOINT ) {
|
|
gameLocal.Warning( "Unknown fx joint '%s' on entity %s", joint, name.c_str() );
|
|
return;
|
|
}
|
|
|
|
GetJointWorldTransform( jointNum, gameLocal.time, joint_origin, joint_axis );
|
|
//idEntityFx::StartFx( fx, &joint_origin, &joint_axis, this, true );
|
|
idEntityFx::StartFx( fx, &joint_origin, &joint_axis, this, true, orientated, (bindToJoint ? jointNum : INVALID_JOINT ) ); //ivan - joint passed... I wonder how they thought to bind it to a joint... without knowing the joint O_o
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::StartEmitter
|
|
=====================
|
|
*/
|
|
idEntity* idActor::StartEmitter( const char* name, const char* joint, const char* particle ) {
|
|
|
|
idEntity* existing = GetEmitter(name);
|
|
if(existing) {
|
|
return existing;
|
|
}
|
|
|
|
jointHandle_t jointNum;
|
|
jointNum = animator.GetJointHandle( joint );
|
|
|
|
idVec3 offset;
|
|
idMat3 axis;
|
|
|
|
GetJointWorldTransform( jointNum, gameLocal.time, offset, axis );
|
|
|
|
/*animator.GetJointTransform( jointNum, gameLocal.time, offset, axis );
|
|
offset = GetPhysics()->GetOrigin() + offset * GetPhysics()->GetAxis();
|
|
axis = axis * GetPhysics()->GetAxis();*/
|
|
|
|
|
|
|
|
idDict args;
|
|
|
|
const idDeclEntityDef *emitterDef = gameLocal.FindEntityDef( "func_emitter", false );
|
|
args = emitterDef->dict;
|
|
args.Set("model", particle);
|
|
args.Set( "origin", offset.ToString() );
|
|
args.SetBool("start_off", true);
|
|
|
|
idEntity* ent;
|
|
gameLocal.SpawnEntityDef(args, &ent, false);
|
|
|
|
ent->GetPhysics()->SetOrigin(offset);
|
|
|
|
// case 1: joint axis
|
|
ent->GetPhysics()->SetAxis(axis);
|
|
|
|
/*
|
|
// case 2: joint axis - z fixed
|
|
// align z-axis of model with the direction
|
|
idVec3 tmp;
|
|
//axis = (viewAxis[ 0 ] * physicsObj.GetGravityAxis()).ToMat3();
|
|
axis = (viewAxis[ 0 ] * GetPhysics()->GetAxis()).ToMat3(); //ivan fix - no physicsObj here...
|
|
tmp = axis[2];
|
|
axis[2] = axis[0];
|
|
axis[0] = -tmp;
|
|
ent->GetPhysics()->SetAxis(axis);
|
|
*/
|
|
|
|
/*
|
|
// case 3: entity axis
|
|
//axis = physicsObj.GetGravityAxis();
|
|
axis = GetPhysics()->GetAxis(); //ivan fix - no physicsObj here...
|
|
ent->GetPhysics()->SetAxis(axis);
|
|
*/
|
|
|
|
|
|
ent->GetPhysics()->GetClipModel()->SetOwner( this );
|
|
|
|
|
|
//Keep a reference to the emitter so we can track it
|
|
funcEmitter_t newEmitter;
|
|
strcpy(newEmitter.name, name);
|
|
newEmitter.particle = (idFuncEmitter*)ent;
|
|
newEmitter.joint = jointNum;
|
|
funcEmitters.Set(newEmitter.name, newEmitter);
|
|
|
|
//Bind it to the joint and make it active
|
|
newEmitter.particle->BindToJoint(this, jointNum, true);
|
|
newEmitter.particle->BecomeActive(TH_THINK);
|
|
newEmitter.particle->Show();
|
|
newEmitter.particle->PostEventMS(&EV_Activate, 0, this);
|
|
return newEmitter.particle;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::GetEmitter
|
|
=====================
|
|
*/
|
|
idEntity* idActor::GetEmitter( const char* name ) {
|
|
funcEmitter_t* emitter;
|
|
funcEmitters.Get(name, &emitter);
|
|
if(emitter) {
|
|
return emitter->particle;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::StopEmitter
|
|
=====================
|
|
*/
|
|
void idActor::StopEmitter( const char* name ) {
|
|
funcEmitter_t* emitter;
|
|
funcEmitters.Get(name, &emitter);
|
|
if(emitter) {
|
|
emitter->particle->Unbind();
|
|
emitter->particle->PostEventMS( &EV_Remove, 0 );
|
|
funcEmitters.Remove(name);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idAI::Event_TriggerFX
|
|
================
|
|
*/
|
|
void idActor::Event_TriggerFX( const char* joint, const char* fx, int bindToJoint, int orientated ) { //ivan - int bindToJoint, int orientated added
|
|
TriggerFX(joint, fx, (bindToJoint != 0), (orientated != 0) );
|
|
}
|
|
|
|
void idActor::Event_StartEmitter( const char* name, const char* joint, const char* particle ) {
|
|
idEntity *ent = StartEmitter(name, joint, particle);
|
|
idThread::ReturnEntity(ent);
|
|
}
|
|
|
|
void idActor::Event_GetEmitter( const char* name ) {
|
|
idThread::ReturnEntity(GetEmitter(name));
|
|
}
|
|
|
|
void idActor::Event_StopEmitter( const char* name ) {
|
|
StopEmitter(name);
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
idActor::CheckDamageFx
|
|
=====================
|
|
*/
|
|
void idActor::CheckDamageFx( const idDict *damageDef ){
|
|
if( !damageDef ){ return; }
|
|
if( !spawnArgs.GetBool( "allowDmgfxs", "0" ) ){
|
|
return;
|
|
}
|
|
int dmgFxType = damageDef->GetInt( "dmgFxType", "0" ); //default is "0" -> no fx
|
|
if( dmgFxType > DMGFX_NONE && dmgFxType < NUM_DMGFX_TYPES ){
|
|
StartDamageFx( dmgFxType );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::StartDamageFx
|
|
=====================
|
|
*/
|
|
void idActor::StartDamageFx( int type ){
|
|
int i;
|
|
idDamagingFx* tempFx;
|
|
|
|
if( type <= DMGFX_NONE || type >= NUM_DMGFX_TYPES ){
|
|
gameLocal.Warning("StartDamageFx: invalid dmgFxType");
|
|
return;
|
|
}
|
|
|
|
//remove invalid ones
|
|
for( i = dmgFxEntities.Num() - 1; i >= 0; i-- ) {
|
|
if ( !dmgFxEntities[ i ].GetEntity() ) {
|
|
dmgFxEntities.RemoveIndex( i );
|
|
}
|
|
}
|
|
|
|
//check if the effect is already active --> restart it
|
|
for( i = dmgFxEntities.Num() - 1; i >= 0; i-- ) {
|
|
tempFx = dmgFxEntities[ i ].GetEntity();
|
|
if( tempFx->GetDmgFxType() == type ){
|
|
tempFx->Restart();
|
|
return;
|
|
}
|
|
}
|
|
|
|
//start a new one
|
|
tempFx = idDamagingFx::StartDamagingFx( type, this );
|
|
if( tempFx ){
|
|
idEntityPtr<idDamagingFx> &newFxPtr = dmgFxEntities.Alloc();
|
|
newFxPtr = tempFx;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idActor::StopDamageFxs
|
|
=====================
|
|
*/
|
|
void idActor::StopDamageFxs( void ){
|
|
int i;
|
|
idDamagingFx* tempFx;
|
|
|
|
//set the end time
|
|
for( i = dmgFxEntities.Num() - 1; i >= 0; i-- ) {
|
|
tempFx = dmgFxEntities[ i ].GetEntity();
|
|
if ( tempFx ) {
|
|
tempFx->FadeOutFx();
|
|
}
|
|
}
|
|
}
|
|
|
|
//ivan end
|