dhewm3-sdk/game/Actor.cpp
2018-08-27 15:13:36 +02:00

3906 lines
97 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Item.h"
#include "Light.h"
#include "Projectile.h"
#include "WorldSpawn.h"
#include "Player.h"
#include "Fx.h"
#include "Actor.h"
/***********************************************************************
idAnimState
***********************************************************************/
/*
=====================
idAnimState::idAnimState
=====================
*/
idAnimState::idAnimState() {
self = NULL;
animator = NULL;
thread = NULL;
idleAnim = true;
disabled = true;
channel = ANIMCHANNEL_ALL;
animBlendFrames = 0;
lastAnimBlendFrames = 0;
}
/*
=====================
idAnimState::~idAnimState
=====================
*/
idAnimState::~idAnimState() {
delete thread;
}
/*
=====================
idAnimState::Save
=====================
*/
void idAnimState::Save( idSaveGame *savefile ) const {
savefile->WriteObject( self );
// Save the entity owner of the animator
savefile->WriteObject( animator->GetEntity() );
savefile->WriteObject( thread );
savefile->WriteString( state );
savefile->WriteInt( animBlendFrames );
savefile->WriteInt( lastAnimBlendFrames );
savefile->WriteInt( channel );
savefile->WriteBool( idleAnim );
savefile->WriteBool( disabled );
}
/*
=====================
idAnimState::Restore
=====================
*/
void idAnimState::Restore( idRestoreGame *savefile ) {
savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
idEntity *animowner;
savefile->ReadObject( reinterpret_cast<idClass *&>( animowner ) );
if ( animowner ) {
animator = animowner->GetAnimator();
}
savefile->ReadObject( reinterpret_cast<idClass *&>( thread ) );
savefile->ReadString( state );
savefile->ReadInt( animBlendFrames );
savefile->ReadInt( lastAnimBlendFrames );
savefile->ReadInt( channel );
savefile->ReadBool( idleAnim );
savefile->ReadBool( disabled );
}
/*
=====================
idAnimState::Init
=====================
*/
void idAnimState::Init( idActor *owner, idAnimator *_animator, int animchannel ) {
assert( owner );
assert( _animator );
self = owner;
animator = _animator;
channel = animchannel;
if ( !thread ) {
thread = new idThread();
thread->ManualDelete();
}
thread->EndThread();
thread->ManualControl();
}
/*
=====================
idAnimState::Shutdown
=====================
*/
void idAnimState::Shutdown( void ) {
delete thread;
thread = NULL;
}
/*
=====================
idAnimState::SetState
=====================
*/
void idAnimState::SetState( const char *statename, int blendFrames ) {
const function_t *func;
func = self->scriptObject.GetFunction( statename );
if ( !func ) {
assert( 0 );
gameLocal.Error( "Can't find function '%s' in object '%s'", statename, self->scriptObject.GetTypeName() );
}
state = statename;
disabled = false;
animBlendFrames = blendFrames;
lastAnimBlendFrames = blendFrames;
thread->CallFunction( self, func, true );
animBlendFrames = blendFrames;
lastAnimBlendFrames = blendFrames;
disabled = false;
idleAnim = false;
if ( ai_debugScript.GetInteger() == self->entityNumber ) {
gameLocal.Printf( "%d: %s: Animstate: %s\n", gameLocal.time, self->name.c_str(), state.c_str() );
}
}
/*
=====================
idAnimState::StopAnim
=====================
*/
void idAnimState::StopAnim( int frames ) {
animBlendFrames = 0;
animator->Clear( channel, gameLocal.time, FRAME2MS( frames ) );
}
/*
=====================
idAnimState::PlayAnim
=====================
*/
void idAnimState::PlayAnim( int anim ) {
if ( anim ) {
animator->PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
}
animBlendFrames = 0;
}
/*
=====================
idAnimState::CycleAnim
=====================
*/
void idAnimState::CycleAnim( int anim ) {
if ( anim ) {
animator->CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
}
animBlendFrames = 0;
}
/*
=====================
idAnimState::BecomeIdle
=====================
*/
void idAnimState::BecomeIdle( void ) {
idleAnim = true;
}
/*
=====================
idAnimState::Disabled
=====================
*/
bool idAnimState::Disabled( void ) const {
return disabled;
}
/*
=====================
idAnimState::AnimDone
=====================
*/
bool idAnimState::AnimDone( int blendFrames ) const {
int animDoneTime;
animDoneTime = animator->CurrentAnim( channel )->GetEndTime();
if ( animDoneTime < 0 ) {
// playing a cycle
return false;
} else if ( animDoneTime - FRAME2MS( blendFrames ) <= gameLocal.time ) {
return true;
} else {
return false;
}
}
/*
=====================
idAnimState::IsIdle
=====================
*/
bool idAnimState::IsIdle( void ) const {
return disabled || idleAnim;
}
/*
=====================
idAnimState::GetAnimFlags
=====================
*/
animFlags_t idAnimState::GetAnimFlags( void ) const {
animFlags_t flags;
memset( &flags, 0, sizeof( flags ) );
if ( !disabled && !AnimDone( 0 ) ) {
flags = animator->GetAnimFlags( animator->CurrentAnim( channel )->AnimNum() );
}
return flags;
}
/*
=====================
idAnimState::Enable
=====================
*/
void idAnimState::Enable( int blendFrames ) {
if ( disabled ) {
disabled = false;
animBlendFrames = blendFrames;
lastAnimBlendFrames = blendFrames;
if ( state.Length() ) {
SetState( state.c_str(), blendFrames );
}
}
}
/*
=====================
idAnimState::Disable
=====================
*/
void idAnimState::Disable( void ) {
disabled = true;
idleAnim = false;
}
/*
=====================
idAnimState::UpdateState
=====================
*/
bool idAnimState::UpdateState( void ) {
if ( disabled ) {
return false;
}
if ( ai_debugScript.GetInteger() == self->entityNumber ) {
thread->EnableDebugInfo();
} else {
thread->DisableDebugInfo();
}
thread->Execute();
return true;
}
/***********************************************************************
idActor
***********************************************************************/
const idEventDef AI_EnableEyeFocus( "enableEyeFocus" );
const idEventDef AI_DisableEyeFocus( "disableEyeFocus" );
const idEventDef EV_Footstep( "footstep" );
const idEventDef EV_FootstepLeft( "leftFoot" );
const idEventDef EV_FootstepRight( "rightFoot" );
const idEventDef EV_EnableWalkIK( "EnableWalkIK" );
const idEventDef EV_DisableWalkIK( "DisableWalkIK" );
const idEventDef EV_EnableLegIK( "EnableLegIK", "d" );
const idEventDef EV_DisableLegIK( "DisableLegIK", "d" );
const idEventDef AI_StopAnim( "stopAnim", "dd" );
const idEventDef AI_PlayAnim( "playAnim", "ds", 'd' );
const idEventDef AI_PlayCycle( "playCycle", "ds", 'd' );
const idEventDef AI_IdleAnim( "idleAnim", "ds", 'd' );
const idEventDef AI_SetSyncedAnimWeight( "setSyncedAnimWeight", "ddf" );
const idEventDef AI_SetBlendFrames( "setBlendFrames", "dd" );
const idEventDef AI_GetBlendFrames( "getBlendFrames", "d", 'd' );
const idEventDef AI_AnimState( "animState", "dsd" );
const idEventDef AI_GetAnimState( "getAnimState", "d", 's' );
const idEventDef AI_InAnimState( "inAnimState", "ds", 'd' );
const idEventDef AI_FinishAction( "finishAction", "s" );
const idEventDef AI_AnimDone( "animDone", "dd", 'd' );
const idEventDef AI_OverrideAnim( "overrideAnim", "d" );
const idEventDef AI_EnableAnim( "enableAnim", "dd" );
const idEventDef AI_PreventPain( "preventPain", "f" );
const idEventDef AI_DisablePain( "disablePain" );
const idEventDef AI_EnablePain( "enablePain" );
const idEventDef AI_GetPainAnim( "getPainAnim", NULL, 's' );
const idEventDef AI_SetAnimPrefix( "setAnimPrefix", "s" );
const idEventDef AI_HasAnim( "hasAnim", "ds", 'f' );
const idEventDef AI_CheckAnim( "checkAnim", "ds" );
const idEventDef AI_ChooseAnim( "chooseAnim", "ds", 's' );
const idEventDef AI_AnimLength( "animLength", "ds", 'f' );
const idEventDef AI_AnimDistance( "animDistance", "ds", 'f' );
const idEventDef AI_HasEnemies( "hasEnemies", NULL, 'd' );
const idEventDef AI_NextEnemy( "nextEnemy", "E", 'e' );
const idEventDef AI_ClosestEnemyToPoint( "closestEnemyToPoint", "v", 'e' );
const idEventDef AI_SetNextState( "setNextState", "s" );
const idEventDef AI_SetState( "setState", "s" );
const idEventDef AI_GetState( "getState", NULL, 's' );
const idEventDef AI_GetHead( "getHead", NULL, 'e' );
//ivan start - particles
const idEventDef AI_TriggerFX( "triggerFX", "ssdd" ); //ivan - dd added
const idEventDef AI_StartEmitter( "startEmitter", "sss", 'e' );
const idEventDef AI_GetEmitter( "getEmitter", "s", 'e' );
const idEventDef AI_StopEmitter( "stopEmitter", "s" );
//ivan end
CLASS_DECLARATION( idAFEntity_Gibbable, idActor )
EVENT( AI_EnableEyeFocus, idActor::Event_EnableEyeFocus )
EVENT( AI_DisableEyeFocus, idActor::Event_DisableEyeFocus )
EVENT( EV_Footstep, idActor::Event_Footstep )
EVENT( EV_FootstepLeft, idActor::Event_Footstep )
EVENT( EV_FootstepRight, idActor::Event_Footstep )
EVENT( EV_EnableWalkIK, idActor::Event_EnableWalkIK )
EVENT( EV_DisableWalkIK, idActor::Event_DisableWalkIK )
EVENT( EV_EnableLegIK, idActor::Event_EnableLegIK )
EVENT( EV_DisableLegIK, idActor::Event_DisableLegIK )
EVENT( AI_PreventPain, idActor::Event_PreventPain )
EVENT( AI_DisablePain, idActor::Event_DisablePain )
EVENT( AI_EnablePain, idActor::Event_EnablePain )
EVENT( AI_GetPainAnim, idActor::Event_GetPainAnim )
EVENT( AI_SetAnimPrefix, idActor::Event_SetAnimPrefix )
EVENT( AI_StopAnim, idActor::Event_StopAnim )
EVENT( AI_PlayAnim, idActor::Event_PlayAnim )
EVENT( AI_PlayCycle, idActor::Event_PlayCycle )
EVENT( AI_IdleAnim, idActor::Event_IdleAnim )
EVENT( AI_SetSyncedAnimWeight, idActor::Event_SetSyncedAnimWeight )
EVENT( AI_SetBlendFrames, idActor::Event_SetBlendFrames )
EVENT( AI_GetBlendFrames, idActor::Event_GetBlendFrames )
EVENT( AI_AnimState, idActor::Event_AnimState )
EVENT( AI_GetAnimState, idActor::Event_GetAnimState )
EVENT( AI_InAnimState, idActor::Event_InAnimState )
EVENT( AI_FinishAction, idActor::Event_FinishAction )
EVENT( AI_AnimDone, idActor::Event_AnimDone )
EVENT( AI_OverrideAnim, idActor::Event_OverrideAnim )
EVENT( AI_EnableAnim, idActor::Event_EnableAnim )
EVENT( AI_HasAnim, idActor::Event_HasAnim )
EVENT( AI_CheckAnim, idActor::Event_CheckAnim )
EVENT( AI_ChooseAnim, idActor::Event_ChooseAnim )
EVENT( AI_AnimLength, idActor::Event_AnimLength )
EVENT( AI_AnimDistance, idActor::Event_AnimDistance )
EVENT( AI_HasEnemies, idActor::Event_HasEnemies )
EVENT( AI_NextEnemy, idActor::Event_NextEnemy )
EVENT( AI_ClosestEnemyToPoint, idActor::Event_ClosestEnemyToPoint )
EVENT( EV_StopSound, idActor::Event_StopSound )
EVENT( AI_SetNextState, idActor::Event_SetNextState )
EVENT( AI_SetState, idActor::Event_SetState )
EVENT( AI_GetState, idActor::Event_GetState )
EVENT( AI_GetHead, idActor::Event_GetHead )
//ivan start - particles
EVENT( AI_TriggerFX, idActor::Event_TriggerFX )
EVENT( AI_StartEmitter, idActor::Event_StartEmitter )
EVENT( AI_GetEmitter, idActor::Event_GetEmitter )
EVENT( AI_StopEmitter, idActor::Event_StopEmitter )
//ivan end
END_CLASS
/*
=====================
idActor::idActor
=====================
*/
idActor::idActor( void ) {
viewAxis.Identity();
//ivan start
nextImpulse = 0;
force_torso_override = false;
//ivan end
scriptThread = NULL; // initialized by ConstructScriptObject, which is called by idEntity::Spawn
use_combat_bbox = false;
head = NULL;
team = 0;
rank = 0;
fovDot = 0.0f;
eyeOffset.Zero();
pain_debounce_time = 0;
pain_delay = 0;
pain_threshold = 0;
state = NULL;
idealState = NULL;
leftEyeJoint = INVALID_JOINT;
rightEyeJoint = INVALID_JOINT;
soundJoint = INVALID_JOINT;
modelOffset.Zero();
deltaViewAngles.Zero();
painTime = 0;
allowPain = false;
allowEyeFocus = false;
waitState = "";
blink_anim = 0;
blink_time = 0;
blink_min = 0;
blink_max = 0;
finalBoss = false;
attachments.SetGranularity( 1 );
enemyNode.SetOwner( this );
enemyList.SetOwner( this );
}
/*
=====================
idActor::~idActor
=====================
*/
idActor::~idActor( void ) {
int i;
idEntity *ent;
DeconstructScriptObject();
scriptObject.Free();
StopSound( SND_CHANNEL_ANY, false );
delete combatModel;
combatModel = NULL;
if ( head.GetEntity() ) {
head.GetEntity()->ClearBody();
head.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
// remove any attached entities
for( i = 0; i < attachments.Num(); i++ ) {
ent = attachments[ i ].ent.GetEntity();
if ( ent ) {
ent->PostEventMS( &EV_Remove, 0 );
}
}
ShutdownThreads();
}
/*
=====================
idActor::Spawn
=====================
*/
void idActor::Spawn( void ) {
idEntity *ent;
idStr jointName;
float fovDegrees;
copyJoints_t copyJoint;
animPrefix = "";
state = NULL;
idealState = NULL;
spawnArgs.GetInt( "rank", "0", rank );
spawnArgs.GetInt( "team", "0", team );
spawnArgs.GetVector( "offsetModel", "0 0 0", modelOffset );
spawnArgs.GetBool( "use_combat_bbox", "0", use_combat_bbox );
viewAxis = GetPhysics()->GetAxis();
spawnArgs.GetFloat( "fov", "90", fovDegrees );
SetFOV( fovDegrees );
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