mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-12-21 01:51:19 +00:00
1680 lines
39 KiB
C++
1680 lines
39 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/RenderSystem.h"
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#include "gamesys/SysCvar.h"
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#include "Player.h"
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#include "Fx.h"
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#include "SmokeParticles.h"
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#include "Item.h"
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/*
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===============================================================================
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idItem
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===============================================================================
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*/
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const idEventDef EV_DropToFloor( "<dropToFloor>" );
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const idEventDef EV_RespawnItem( "respawn" );
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const idEventDef EV_RespawnFx( "<respawnFx>" );
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const idEventDef EV_GetPlayerPos( "<getplayerpos>" );
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const idEventDef EV_HideObjective( "<hideobjective>", "e" );
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const idEventDef EV_CamShot( "<camshot>" );
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CLASS_DECLARATION( idEntity, idItem )
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EVENT( EV_DropToFloor, idItem::Event_DropToFloor )
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EVENT( EV_Touch, idItem::Event_Touch )
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EVENT( EV_Activate, idItem::Event_Trigger )
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EVENT( EV_RespawnItem, idItem::Event_Respawn )
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EVENT( EV_RespawnFx, idItem::Event_RespawnFx )
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END_CLASS
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/*
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================
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idItem::idItem
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================
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*/
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idItem::idItem() {
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spin = false;
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inView = false;
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inViewTime = 0;
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lastCycle = 0;
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lastRenderViewTime = -1;
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itemShellHandle = -1;
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shellMaterial = NULL;
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orgOrigin.Zero();
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canPickUp = true;
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fl.networkSync = true;
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/*#ifdef _DENTONMOD
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entDamageEffects = NULL;
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#endif*/
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}
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/*
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================
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idItem::~idItem
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================
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*/
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idItem::~idItem() {
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// remove the highlight shell
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if ( itemShellHandle != -1 ) {
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gameRenderWorld->FreeEntityDef( itemShellHandle );
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}
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}
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/*
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================
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idItem::Save
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================
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*/
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void idItem::Save( idSaveGame *savefile ) const {
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savefile->WriteVec3( orgOrigin );
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savefile->WriteBool( spin );
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savefile->WriteBool( pulse );
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savefile->WriteBool( canPickUp );
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savefile->WriteMaterial( shellMaterial );
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savefile->WriteBool( inView );
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savefile->WriteInt( inViewTime );
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savefile->WriteInt( lastCycle );
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savefile->WriteInt( lastRenderViewTime );
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}
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/*
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================
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idItem::Restore
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================
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*/
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void idItem::Restore( idRestoreGame *savefile ) {
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savefile->ReadVec3( orgOrigin );
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savefile->ReadBool( spin );
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savefile->ReadBool( pulse );
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savefile->ReadBool( canPickUp );
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savefile->ReadMaterial( shellMaterial );
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savefile->ReadBool( inView );
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savefile->ReadInt( inViewTime );
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savefile->ReadInt( lastCycle );
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savefile->ReadInt( lastRenderViewTime );
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itemShellHandle = -1;
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}
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/*
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================
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idItem::UpdateRenderEntity
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================
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*/
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bool idItem::UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const {
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if ( lastRenderViewTime == renderView->time ) {
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return false;
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}
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lastRenderViewTime = renderView->time;
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//ivan start - glow if near
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//if we are here, the item is visible on screen
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//old way:
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// check for glow highlighting if near the center of the view
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idVec3 dir = renderEntity->origin - renderView->vieworg;
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dir.Normalize();
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float d = dir * renderView->viewaxis[0];
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// two second pulse cycle
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float cycle = ( renderView->time - inViewTime ) / 2000.0f;
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if ( d > 0.94f ) {
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if ( !inView ) {
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inView = true;
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if ( cycle > lastCycle ) {
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// restart at the beginning
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inViewTime = renderView->time;
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cycle = 0.0f;
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}
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}
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} else {
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if ( inView ) {
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inView = false;
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lastCycle = ceil( cycle );
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}
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}
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/*
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//HQ2 way: two second pulse cycle
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float cycle = ( renderView->time - inViewTime ) / 2000.0f;
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if ( !inView ) { //if not done yet...start now!
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inView = true;
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if ( cycle > lastCycle ) {
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// restart at the beginning
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inViewTime = renderView->time;
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cycle = 0.0f;
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}
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}
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*/
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//ivan end
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// fade down after the last pulse finishes
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if ( !inView && cycle > lastCycle ) {
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renderEntity->shaderParms[4] = 0.0f;
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} else {
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// pulse up in 1/4 second
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cycle -= (int)cycle;
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if ( cycle < 0.1f ) {
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renderEntity->shaderParms[4] = cycle * 10.0f;
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} else if ( cycle < 0.2f ) {
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renderEntity->shaderParms[4] = 1.0f;
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} else if ( cycle < 0.3f ) {
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renderEntity->shaderParms[4] = 1.0f - ( cycle - 0.2f ) * 10.0f;
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} else {
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// stay off between pulses
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renderEntity->shaderParms[4] = 0.0f;
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}
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}
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// update every single time this is in view
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return true;
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}
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/*
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================
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idItem::ModelCallback
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================
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*/
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bool idItem::ModelCallback( renderEntity_t *renderEntity, const renderView_t *renderView ) {
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const idItem *ent;
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// this may be triggered by a model trace or other non-view related source
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if ( !renderView ) {
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return false;
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}
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ent = static_cast<idItem *>(gameLocal.entities[ renderEntity->entityNum ]);
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if ( !ent ) {
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gameLocal.Error( "idItem::ModelCallback: callback with NULL game entity" );
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}
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return ent->UpdateRenderEntity( renderEntity, renderView );
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}
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/*
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================
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idItem::Think
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================
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*/
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void idItem::Think( void ) {
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if ( thinkFlags & TH_THINK ) {
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if ( spin ) {
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idAngles ang;
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idVec3 org;
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ang.pitch = ang.roll = 0.0f;
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ang.yaw = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f;
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SetAngles( ang );
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float scale = 0.005f + entityNumber * 0.00001f;
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org = orgOrigin;
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org.z += 4.0f + cos( ( gameLocal.time + 2000 ) * scale ) * 4.0f;
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SetOrigin( org );
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}
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}
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Present();
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#ifdef _DENTONMOD
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if ( thinkFlags & TH_UPDATEWOUNDPARTICLES )
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UpdateParticles();
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#endif
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}
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/*
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================
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idItem::Present
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================
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*/
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void idItem::Present( void ) {
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idEntity::Present();
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if ( !fl.hidden && pulse ) {
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// also add a highlight shell model
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renderEntity_t shell;
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shell = renderEntity;
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// we will mess with shader parms when the item is in view
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// to give the "item pulse" effect
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shell.callback = idItem::ModelCallback;
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shell.entityNum = entityNumber;
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shell.customShader = shellMaterial;
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if ( itemShellHandle == -1 ) {
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itemShellHandle = gameRenderWorld->AddEntityDef( &shell );
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} else {
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gameRenderWorld->UpdateEntityDef( itemShellHandle, &shell );
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}
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}
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}
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/*
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================
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idItem::Spawn
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================
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*/
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void idItem::Spawn( void ) {
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idStr giveTo;
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idEntity * ent;
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float tsize;
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if ( spawnArgs.GetBool( "dropToFloor" ) ) {
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PostEventMS( &EV_DropToFloor, 0 );
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}
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if ( spawnArgs.GetFloat( "triggersize", "0", tsize ) ) {
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GetPhysics()->GetClipModel()->LoadModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );
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GetPhysics()->GetClipModel()->Link( gameLocal.clip );
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}
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if ( spawnArgs.GetBool( "start_off" ) ) {
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GetPhysics()->SetContents( 0 );
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Hide();
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} else {
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GetPhysics()->SetContents( CONTENTS_TRIGGER );
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}
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giveTo = spawnArgs.GetString( "owner" );
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if ( giveTo.Length() ) {
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ent = gameLocal.FindEntity( giveTo );
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if ( !ent ) {
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gameLocal.Error( "Item couldn't find owner '%s'", giveTo.c_str() );
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}
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PostEventMS( &EV_Touch, 0, ent, 0 );
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}
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if ( spawnArgs.GetBool( "spin" ) || gameLocal.isMultiplayer ) {
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spin = true;
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BecomeActive( TH_THINK );
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}
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//ivan start
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pulse = !spawnArgs.GetBool( "nopulse", "1" ); //don't pulse by default
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/*
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//temp hack for tim
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pulse = false;
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*/
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//ivan end
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orgOrigin = GetPhysics()->GetOrigin();
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canPickUp = !( spawnArgs.GetBool( "triggerFirst" ) || spawnArgs.GetBool( "no_touch" ) );
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inViewTime = -1000;
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lastCycle = -1;
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itemShellHandle = -1;
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//ivan start
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//was: shellMaterial = declManager->FindMaterial( "itemHighlightShell" );
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shellMaterial = declManager->FindMaterial( "itemHighlightShell" );
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//spawnArgs.GetString( "mtr_pulse", "itemHighlightShell" )
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//shaderParm4
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//ivan end
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}
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//ivan start
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/*
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================
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idItem::SetShellMrt
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================
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*/
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void idItem::SetShellMrt( const char * newMtrName ){
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shellMaterial = declManager->FindMaterial( newMtrName );
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}
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//ivan end
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/*
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================
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idItem::GetAttributes
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================
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*/
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void idItem::GetAttributes( idDict &attributes ) {
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int i;
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const idKeyValue *arg;
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for( i = 0; i < spawnArgs.GetNumKeyVals(); i++ ) {
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arg = spawnArgs.GetKeyVal( i );
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if ( arg->GetKey().Left( 4 ) == "inv_" ) {
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attributes.Set( arg->GetKey().Right( arg->GetKey().Length() - 4 ), arg->GetValue() );
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}
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}
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}
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/*
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================
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idItem::GiveToPlayer
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================
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*/
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bool idItem::GiveToPlayer( idPlayer *player ) {
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if ( player == NULL ) {
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return false;
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}
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if ( spawnArgs.GetBool( "inv_carry" ) ) {
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return player->GiveInventoryItem( &spawnArgs );
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}
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return player->GiveItem( this );
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}
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//ivan start
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/*
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================
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idItem::CallScriptFunction
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================
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*/
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void idItem::CallScriptFunction( void ) const {
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idThread *thread;
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idStr funcname = spawnArgs.GetString( "call", "" );
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if ( funcname.Length() ) {
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const function_t * scriptFunction = gameLocal.program.FindFunction( funcname );
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if ( scriptFunction ) {
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scriptFunction = gameLocal.program.FindFunction( funcname );
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thread = new idThread( scriptFunction );
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thread->DelayedStart( 0 );
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}
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}
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}
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//ivan end
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/*
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================
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idItem::Pickup
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================
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*/
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bool idItem::Pickup( idPlayer *player ) {
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if ( !GiveToPlayer( player ) ) {
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return false;
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}
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if ( gameLocal.isServer ) {
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ServerSendEvent( EVENT_PICKUP, NULL, false, -1 );
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}
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// play pickup sound
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StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
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//ivan start - Call Script Function
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CallScriptFunction();
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//ivan end
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// trigger our targets
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ActivateTargets( player );
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// clear our contents so the object isn't picked up twice
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GetPhysics()->SetContents( 0 );
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// hide the model
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Hide();
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// remove the highlight shell
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if ( itemShellHandle != -1 ) {
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gameRenderWorld->FreeEntityDef( itemShellHandle );
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itemShellHandle = -1;
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}
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float respawn = spawnArgs.GetFloat( "respawn" );
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bool dropped = spawnArgs.GetBool( "dropped" );
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bool no_respawn = spawnArgs.GetBool( "no_respawn" );
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if ( gameLocal.isMultiplayer && respawn == 0.0f ) {
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respawn = 20.0f;
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}
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if ( respawn && !dropped && !no_respawn ) {
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const char *sfx = spawnArgs.GetString( "fxRespawn" );
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if ( sfx && *sfx ) {
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PostEventSec( &EV_RespawnFx, respawn - 0.5f );
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}
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PostEventSec( &EV_RespawnItem, respawn );
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} else if ( !spawnArgs.GetBool( "inv_objective" ) && !no_respawn ) {
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// give some time for the pickup sound to play
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// FIXME: Play on the owner
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if ( !spawnArgs.GetBool( "inv_carry" ) ) {
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PostEventMS( &EV_Remove, 5000 );
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}
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}
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BecomeInactive( TH_THINK );
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return true;
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}
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/*
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================
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idItem::ClientPredictionThink
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================
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*/
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void idItem::ClientPredictionThink( void ) {
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// only think forward because the state is not synced through snapshots
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if ( !gameLocal.isNewFrame ) {
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return;
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}
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Think();
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}
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/*
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================
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idItem::WriteFromSnapshot
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================
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*/
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void idItem::WriteToSnapshot( idBitMsgDelta &msg ) const {
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msg.WriteBits( IsHidden(), 1 );
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}
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/*
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================
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idItem::ReadFromSnapshot
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================
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*/
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void idItem::ReadFromSnapshot( const idBitMsgDelta &msg ) {
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if ( msg.ReadBits( 1 ) ) {
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Hide();
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} else {
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Show();
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}
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}
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/*
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================
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idItem::ClientReceiveEvent
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================
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*/
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bool idItem::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
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switch( event ) {
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case EVENT_PICKUP: {
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// play pickup sound
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StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
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// hide the model
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Hide();
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// remove the highlight shell
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if ( itemShellHandle != -1 ) {
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gameRenderWorld->FreeEntityDef( itemShellHandle );
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itemShellHandle = -1;
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}
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return true;
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}
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case EVENT_RESPAWN: {
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Event_Respawn();
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return true;
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}
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case EVENT_RESPAWNFX: {
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Event_RespawnFx();
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return true;
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}
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default:
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break;
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}
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return idEntity::ClientReceiveEvent( event, time, msg );
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}
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|
|
/*
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================
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idItem::Event_DropToFloor
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|
================
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*/
|
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void idItem::Event_DropToFloor( void ) {
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trace_t trace;
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|
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// don't drop the floor if bound to another entity
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if ( GetBindMaster() != NULL && GetBindMaster() != this ) {
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return;
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}
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//ivan start
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//was: gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID | CONTENTS_CORPSE, this );
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if( spin ){
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gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID, this );
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|
orgOrigin = trace.endpos + idVec3( 0, 0, 32 );
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|
}else{
|
|
gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID | CONTENTS_CORPSE, this );
|
|
}
|
|
//ivan end
|
|
|
|
SetOrigin( trace.endpos );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItem::Event_Touch
|
|
================
|
|
*/
|
|
void idItem::Event_Touch( idEntity *other, trace_t *trace ) {
|
|
if ( !other->IsType( idPlayer::Type ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( !canPickUp ) {
|
|
return;
|
|
}
|
|
|
|
Pickup( static_cast<idPlayer *>(other) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItem::Event_Trigger
|
|
================
|
|
*/
|
|
void idItem::Event_Trigger( idEntity *activator ) {
|
|
|
|
if ( !canPickUp && spawnArgs.GetBool( "triggerFirst" ) ) {
|
|
canPickUp = true;
|
|
return;
|
|
}
|
|
|
|
if ( activator && activator->IsType( idPlayer::Type ) ) {
|
|
Pickup( static_cast<idPlayer *>( activator ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItem::Event_Respawn
|
|
================
|
|
*/
|
|
void idItem::Event_Respawn( void ) {
|
|
if ( gameLocal.isServer ) {
|
|
ServerSendEvent( EVENT_RESPAWN, NULL, false, -1 );
|
|
}
|
|
BecomeActive( TH_THINK );
|
|
Show();
|
|
inViewTime = -1000;
|
|
lastCycle = -1;
|
|
GetPhysics()->SetContents( CONTENTS_TRIGGER );
|
|
SetOrigin( orgOrigin );
|
|
StartSound( "snd_respawn", SND_CHANNEL_ITEM, 0, false, NULL );
|
|
CancelEvents( &EV_RespawnItem ); // don't double respawn
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItem::Event_RespawnFx
|
|
================
|
|
*/
|
|
void idItem::Event_RespawnFx( void ) {
|
|
if ( gameLocal.isServer ) {
|
|
ServerSendEvent( EVENT_RESPAWNFX, NULL, false, -1 );
|
|
}
|
|
const char *sfx = spawnArgs.GetString( "fxRespawn" );
|
|
if ( sfx && *sfx ) {
|
|
idEntityFx::StartFx( sfx, NULL, NULL, this, true );
|
|
}
|
|
}
|
|
|
|
//ivan start
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idItemInteract
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idItem, idItemInteract )
|
|
EVENT( EV_Interact, idItemInteract::Event_Interact )
|
|
EVENT( EV_Touch, idItemInteract::Event_Touch )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
================
|
|
idItemInteract::Spawn
|
|
================
|
|
*/
|
|
void idItemInteract::Spawn( void ) {
|
|
//SetShellMrt( "itemInteractHighlightShell" );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItemInteract::Event_Touch
|
|
|
|
NOTE: should only be used for hud info.
|
|
FIX: bypass the interaction if player already has the weapon: give ammo
|
|
================
|
|
*/
|
|
void idItemInteract::Event_Touch( idEntity *other, trace_t *trace ) {
|
|
if ( !canPickUp ) {
|
|
return;
|
|
}
|
|
|
|
if ( other->IsType( idPlayer::Type ) ) {
|
|
idPlayer * player = static_cast< idPlayer * >( other );
|
|
|
|
if( player->WeaponItemCanGiveAmmo( this ) ){
|
|
//gameLocal.Printf("bypass\n");
|
|
Pickup( player );
|
|
}else{
|
|
player->ShowPossibleInteract( INTERACT_IMPULSE );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItemInteract::Event_Interact
|
|
================
|
|
*/
|
|
void idItemInteract::Event_Interact( idEntity *activator, int flags ) {
|
|
//gameLocal.Printf("idItemInteract::Event_Interact\n");
|
|
if ( !activator->IsType( idPlayer::Type ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( !canPickUp ) {
|
|
return;
|
|
}
|
|
|
|
Pickup( static_cast<idPlayer *>(activator) );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idItemInteract::CanInteract
|
|
============
|
|
*/
|
|
bool idItemInteract::CanInteract( int flags ) const {
|
|
|
|
//if not activated
|
|
if( !canPickUp ) {
|
|
return false;
|
|
}
|
|
|
|
return ( flags & INTERACT_IMPULSE); //only respond to impulse mode
|
|
}
|
|
|
|
//ivan end
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idItemPowerup
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
===============
|
|
idItemPowerup
|
|
===============
|
|
*/
|
|
|
|
CLASS_DECLARATION( idItem, idItemPowerup )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idItemPowerup::idItemPowerup
|
|
================
|
|
*/
|
|
idItemPowerup::idItemPowerup() {
|
|
time = 0;
|
|
type = 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItemPowerup::Save
|
|
================
|
|
*/
|
|
void idItemPowerup::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteInt( time );
|
|
savefile->WriteInt( type );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItemPowerup::Restore
|
|
================
|
|
*/
|
|
void idItemPowerup::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadInt( time );
|
|
savefile->ReadInt( type );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItemPowerup::Spawn
|
|
================
|
|
*/
|
|
void idItemPowerup::Spawn( void ) {
|
|
time = spawnArgs.GetInt( "time", "30" );
|
|
type = spawnArgs.GetInt( "type", "0" );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItemPowerup::GiveToPlayer
|
|
================
|
|
*/
|
|
bool idItemPowerup::GiveToPlayer( idPlayer *player ) {
|
|
if ( player->spectating ) {
|
|
return false;
|
|
}
|
|
player->GivePowerUp( type, time * 1000 );
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idObjective
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idItem, idObjective )
|
|
EVENT( EV_Activate, idObjective::Event_Trigger )
|
|
EVENT( EV_HideObjective, idObjective::Event_HideObjective )
|
|
EVENT( EV_GetPlayerPos, idObjective::Event_GetPlayerPos )
|
|
EVENT( EV_CamShot, idObjective::Event_CamShot )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idObjective::idObjective
|
|
================
|
|
*/
|
|
idObjective::idObjective() {
|
|
playerPos.Zero();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjective::Save
|
|
================
|
|
*/
|
|
void idObjective::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteVec3( playerPos );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjective::Restore
|
|
================
|
|
*/
|
|
void idObjective::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadVec3( playerPos );
|
|
PostEventMS( &EV_CamShot, 250 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjective::Spawn
|
|
================
|
|
*/
|
|
void idObjective::Spawn( void ) {
|
|
Hide();
|
|
PostEventMS( &EV_CamShot, 250 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjective::Event_Screenshot
|
|
================
|
|
*/
|
|
void idObjective::Event_CamShot( ) {
|
|
const char *camName;
|
|
idStr shotName = gameLocal.GetMapName();
|
|
shotName.StripFileExtension();
|
|
shotName += "/";
|
|
shotName += spawnArgs.GetString( "screenshot" );
|
|
shotName.SetFileExtension( ".tga" );
|
|
if ( spawnArgs.GetString( "camShot", "", &camName ) ) {
|
|
idEntity *ent = gameLocal.FindEntity( camName );
|
|
if ( ent && ent->cameraTarget ) {
|
|
const renderView_t *view = ent->cameraTarget->GetRenderView();
|
|
renderView_t fullView = *view;
|
|
fullView.width = SCREEN_WIDTH;
|
|
fullView.height = SCREEN_HEIGHT;
|
|
|
|
#ifdef _PORTALSKY
|
|
// HACK : always draw sky-portal view if there is one in the map, this isn't real-time
|
|
if ( gameLocal.portalSkyEnt.GetEntity() && g_enablePortalSky.GetBool() ) {
|
|
renderView_t portalView = fullView;
|
|
portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin();
|
|
|
|
// setup global fixup projection vars
|
|
if ( 1 ) {
|
|
int vidWidth, vidHeight;
|
|
idVec2 shiftScale;
|
|
|
|
renderSystem->GetGLSettings( vidWidth, vidHeight );
|
|
|
|
float pot;
|
|
int temp;
|
|
|
|
int w = vidWidth;
|
|
for (temp = 1 ; temp < w ; temp<<=1) {
|
|
}
|
|
pot = (float)temp;
|
|
shiftScale.x = (float)w / pot;
|
|
|
|
int h = vidHeight;
|
|
for (temp = 1 ; temp < h ; temp<<=1) {
|
|
}
|
|
pot = (float)temp;
|
|
shiftScale.y = (float)h / pot;
|
|
|
|
fullView.shaderParms[4] = shiftScale.x;
|
|
fullView.shaderParms[5] = shiftScale.y;
|
|
}
|
|
|
|
gameRenderWorld->RenderScene( &portalView );
|
|
renderSystem->CaptureRenderToImage( "_currentRender" );
|
|
}
|
|
#endif
|
|
// draw a view to a texture
|
|
renderSystem->CropRenderSize( 256, 256, true );
|
|
gameRenderWorld->RenderScene( &fullView );
|
|
renderSystem->CaptureRenderToFile( shotName );
|
|
renderSystem->UnCrop();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjective::Event_Trigger
|
|
================
|
|
*/
|
|
void idObjective::Event_Trigger( idEntity *activator ) {
|
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
|
if ( player ) {
|
|
|
|
//Pickup( player );
|
|
|
|
if ( spawnArgs.GetString( "inv_objective", NULL ) ) {
|
|
if ( player && player->hud ) {
|
|
idStr shotName = gameLocal.GetMapName();
|
|
shotName.StripFileExtension();
|
|
shotName += "/";
|
|
shotName += spawnArgs.GetString( "screenshot" );
|
|
shotName.SetFileExtension( ".tga" );
|
|
player->hud->SetStateString( "screenshot", shotName );
|
|
player->hud->SetStateString( "objective", "1" );
|
|
player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) );
|
|
player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) );
|
|
player->GiveObjective( spawnArgs.GetString( "objectivetitle" ), spawnArgs.GetString( "objectivetext" ), shotName );
|
|
|
|
// a tad slow but keeps from having to update all objectives in all maps with a name ptr
|
|
for( int i = 0; i < gameLocal.num_entities; i++ ) {
|
|
if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idObjectiveComplete::Type ) ) {
|
|
if ( idStr::Icmp( spawnArgs.GetString( "objectivetitle" ), gameLocal.entities[ i ]->spawnArgs.GetString( "objectivetitle" ) ) == 0 ){
|
|
gameLocal.entities[ i ]->spawnArgs.SetBool( "objEnabled", true );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
PostEventMS( &EV_GetPlayerPos, 2000 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjective::Event_GetPlayerPos
|
|
================
|
|
*/
|
|
void idObjective::Event_GetPlayerPos() {
|
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
|
if ( player ) {
|
|
playerPos = player->GetPhysics()->GetOrigin();
|
|
PostEventMS( &EV_HideObjective, 100, player );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjective::Event_HideObjective
|
|
================
|
|
*/
|
|
void idObjective::Event_HideObjective(idEntity *e) {
|
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
|
if ( player ) {
|
|
idVec3 v = player->GetPhysics()->GetOrigin() - playerPos;
|
|
if ( v.Length() > 64.0f ) {
|
|
player->HideObjective();
|
|
PostEventMS( &EV_Remove, 0 );
|
|
} else {
|
|
PostEventMS( &EV_HideObjective, 100, player );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idVideoCDItem
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idItem, idVideoCDItem )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idVideoCDItem::Spawn
|
|
================
|
|
*/
|
|
void idVideoCDItem::Spawn( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idVideoCDItem::GiveToPlayer
|
|
================
|
|
*/
|
|
bool idVideoCDItem::GiveToPlayer( idPlayer *player ) {
|
|
idStr str = spawnArgs.GetString( "video" );
|
|
if ( player && str.Length() ) {
|
|
player->GiveVideo( str, &spawnArgs );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idPDAItem
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idItem, idPDAItem )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idPDAItem::GiveToPlayer
|
|
================
|
|
*/
|
|
bool idPDAItem::GiveToPlayer(idPlayer *player) {
|
|
const char *str = spawnArgs.GetString( "pda_name" );
|
|
if ( player ) {
|
|
player->GivePDA( str, &spawnArgs );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idMoveableItem
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idItem, idMoveableItem )
|
|
EVENT( EV_DropToFloor, idMoveableItem::Event_DropToFloor )
|
|
EVENT( EV_Gib, idMoveableItem::Event_Gib )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::idMoveableItem
|
|
================
|
|
*/
|
|
idMoveableItem::idMoveableItem() {
|
|
trigger = NULL;
|
|
smoke = NULL;
|
|
smokeTime = 0;
|
|
/*#ifdef _DENTONMOD
|
|
entDamageEffects = NULL;
|
|
#endif*/
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::~idMoveableItem
|
|
================
|
|
*/
|
|
idMoveableItem::~idMoveableItem() {
|
|
if ( trigger ) {
|
|
delete trigger;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::Save
|
|
================
|
|
*/
|
|
void idMoveableItem::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteStaticObject( physicsObj );
|
|
|
|
savefile->WriteClipModel( trigger );
|
|
|
|
savefile->WriteParticle( smoke );
|
|
savefile->WriteInt( smokeTime );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::Restore
|
|
================
|
|
*/
|
|
void idMoveableItem::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadStaticObject( physicsObj );
|
|
RestorePhysics( &physicsObj );
|
|
|
|
savefile->ReadClipModel( trigger );
|
|
|
|
savefile->ReadParticle( smoke );
|
|
savefile->ReadInt( smokeTime );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::Spawn
|
|
================
|
|
*/
|
|
void idMoveableItem::Spawn( void ) {
|
|
idTraceModel trm;
|
|
float density, friction, bouncyness, tsize;
|
|
idStr clipModelName;
|
|
idBounds bounds;
|
|
|
|
// create a trigger for item pickup
|
|
spawnArgs.GetFloat( "triggersize", "16.0", tsize );
|
|
trigger = new idClipModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );
|
|
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
|
trigger->SetContents( CONTENTS_TRIGGER );
|
|
|
|
// check if a clip model is set
|
|
spawnArgs.GetString( "clipmodel", "", clipModelName );
|
|
if ( !clipModelName[0] ) {
|
|
clipModelName = spawnArgs.GetString( "model" ); // use the visual model
|
|
}
|
|
|
|
// load the trace model
|
|
if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
|
|
gameLocal.Error( "idMoveableItem '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );
|
|
return;
|
|
}
|
|
|
|
// if the model should be shrinked
|
|
if ( spawnArgs.GetBool( "clipshrink" ) ) {
|
|
trm.Shrink( CM_CLIP_EPSILON );
|
|
}
|
|
|
|
// get rigid body properties
|
|
spawnArgs.GetFloat( "density", "0.5", density );
|
|
density = idMath::ClampFloat( 0.001f, 1000.0f, density );
|
|
spawnArgs.GetFloat( "friction", "0.05", friction );
|
|
friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
|
|
spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
|
|
bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
|
|
|
|
// setup the physics
|
|
physicsObj.SetSelf( this );
|
|
physicsObj.SetClipModel( new idClipModel( trm ), density );
|
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
|
|
physicsObj.SetAxis( GetPhysics()->GetAxis() );
|
|
physicsObj.SetBouncyness( bouncyness );
|
|
physicsObj.SetFriction( 0.6f, 0.6f, friction );
|
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
|
physicsObj.SetContents( CONTENTS_RENDERMODEL );
|
|
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
|
|
SetPhysics( &physicsObj );
|
|
|
|
smoke = NULL;
|
|
smokeTime = 0;
|
|
const char *smokeName = spawnArgs.GetString( "smoke_trail" );
|
|
if ( *smokeName != '\0' ) {
|
|
smoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
|
smokeTime = gameLocal.time;
|
|
BecomeActive( TH_UPDATEPARTICLES );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::Think
|
|
================
|
|
*/
|
|
void idMoveableItem::Think( void ) {
|
|
|
|
RunPhysics();
|
|
|
|
if ( thinkFlags & TH_PHYSICS ) {
|
|
// update trigger position
|
|
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity );
|
|
}
|
|
|
|
if ( thinkFlags & TH_UPDATEPARTICLES ) {
|
|
if ( !gameLocal.smokeParticles->EmitSmoke( smoke, smokeTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() ) ) {
|
|
smokeTime = 0;
|
|
BecomeInactive( TH_UPDATEPARTICLES );
|
|
}
|
|
}
|
|
|
|
Present();
|
|
|
|
#ifdef _DENTONMOD
|
|
if ( thinkFlags & TH_UPDATEWOUNDPARTICLES )
|
|
UpdateParticles();
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::Pickup
|
|
================
|
|
*/
|
|
bool idMoveableItem::Pickup( idPlayer *player ) {
|
|
bool ret = idItem::Pickup( player );
|
|
if ( ret ) {
|
|
trigger->SetContents( 0 );
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::DropItem
|
|
================
|
|
*/
|
|
idEntity *idMoveableItem::DropItem( const char *classname, const idVec3 &origin, const idMat3 &axis, const idVec3 &velocity, int activateDelay, int removeDelay, bool dropToFloor ) {
|
|
idDict args;
|
|
idEntity *item;
|
|
|
|
args.Set( "classname", classname );
|
|
args.Set( "dropped", "1" );
|
|
|
|
// we sometimes drop idMoveables here, so set 'nodrop' to 1 so that it doesn't get put on the floor
|
|
args.Set( "nodrop", "1" );
|
|
|
|
//ivan start
|
|
if( dropToFloor ){
|
|
args.Set( "dropToFloor", "1" );
|
|
}
|
|
args.SetVector( "origin", origin ); //set before spawing it so dropToFloor and spin works
|
|
//ivan end
|
|
|
|
if ( activateDelay ) {
|
|
args.SetBool( "triggerFirst", true );
|
|
}
|
|
|
|
gameLocal.SpawnEntityDef( args, &item );
|
|
if ( item ) {
|
|
|
|
//ivan start
|
|
if ( item->IsType( idItem::Type ) && !item->IsType( idMoveableItem::Type ) ) { //it's an item but not moveable
|
|
|
|
//upd
|
|
item->UpdateVisuals();
|
|
if ( activateDelay ) {
|
|
item->PostEventMS( &EV_Activate, activateDelay, item );
|
|
}
|
|
} else {
|
|
//ivan end
|
|
|
|
// set item position
|
|
item->GetPhysics()->SetOrigin( origin );
|
|
item->GetPhysics()->SetAxis( axis );
|
|
item->GetPhysics()->SetLinearVelocity( velocity );
|
|
item->UpdateVisuals();
|
|
if ( activateDelay ) {
|
|
item->PostEventMS( &EV_Activate, activateDelay, item );
|
|
}
|
|
if( removeDelay >= 0 ){ //ivan - remove only if delay >= 0 (-1 = never remove)
|
|
if ( !removeDelay ) {
|
|
removeDelay = 5 * 60 * 1000;
|
|
}
|
|
// always remove a dropped item after 5 minutes in case it dropped to an unreachable location
|
|
item->PostEventMS( &EV_Remove, removeDelay );
|
|
}//ivan
|
|
} //ivan
|
|
}
|
|
return item;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::DropItems
|
|
|
|
The entity should have the following key/value pairs set:
|
|
"def_drop<type>Item" "item def"
|
|
"drop<type>ItemJoint" "joint name"
|
|
"drop<type>ItemRotation" "pitch yaw roll"
|
|
"drop<type>ItemOffset" "x y z"
|
|
"skin_drop<type>" "skin name"
|
|
To drop multiple items the following key/value pairs can be used:
|
|
"def_drop<type>Item<X>" "item def"
|
|
"drop<type>Item<X>Joint" "joint name"
|
|
"drop<type>Item<X>Rotation" "pitch yaw roll"
|
|
"drop<type>Item<X>Offset" "x y z"
|
|
where <X> is an aribtrary string.
|
|
================
|
|
*/
|
|
void idMoveableItem::DropItems( idAnimatedEntity *ent, const char *type, idList<idEntity *> *list ) {
|
|
const idKeyValue *kv;
|
|
const char *skinName, *c, *jointName;
|
|
idStr key, key2;
|
|
idVec3 origin;
|
|
idMat3 axis;
|
|
idAngles angles;
|
|
const idDeclSkin *skin;
|
|
jointHandle_t joint;
|
|
idEntity *item;
|
|
|
|
// drop all items
|
|
kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), NULL );
|
|
while ( kv ) {
|
|
|
|
c = kv->GetKey().c_str() + kv->GetKey().Length();
|
|
if ( idStr::Icmp( c - 5, "Joint" ) != 0 && idStr::Icmp( c - 8, "Rotation" ) != 0 ) {
|
|
|
|
key = kv->GetKey().c_str() + 4;
|
|
key2 = key;
|
|
key += "Joint";
|
|
key2 += "Offset";
|
|
jointName = ent->spawnArgs.GetString( key );
|
|
joint = ent->GetAnimator()->GetJointHandle( jointName );
|
|
if ( !ent->GetJointWorldTransform( joint, gameLocal.time, origin, axis ) ) {
|
|
gameLocal.Warning( "%s refers to invalid joint '%s' on entity '%s'\n", key.c_str(), jointName, ent->name.c_str() );
|
|
origin = ent->GetPhysics()->GetOrigin();
|
|
axis = ent->GetPhysics()->GetAxis();
|
|
}
|
|
if ( g_dropItemRotation.GetString()[0] ) {
|
|
angles.Zero();
|
|
sscanf( g_dropItemRotation.GetString(), "%f %f %f", &angles.pitch, &angles.yaw, &angles.roll );
|
|
} else {
|
|
key = kv->GetKey().c_str() + 4;
|
|
key += "Rotation";
|
|
ent->spawnArgs.GetAngles( key, "0 0 0", angles );
|
|
}
|
|
axis = angles.ToMat3() * axis;
|
|
|
|
origin += ent->spawnArgs.GetVector( key2, "0 0 0" );
|
|
|
|
item = DropItem( kv->GetValue(), origin, axis, vec3_origin, 0, 0 );
|
|
if ( list && item ) {
|
|
list->Append( item );
|
|
}
|
|
}
|
|
|
|
kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), kv );
|
|
}
|
|
|
|
// change the skin to hide all items
|
|
skinName = ent->spawnArgs.GetString( va( "skin_drop%s", type ) );
|
|
if ( skinName[0] ) {
|
|
skin = declManager->FindSkin( skinName );
|
|
ent->SetSkin( skin );
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================
|
|
idMoveableItem::WriteToSnapshot
|
|
======================
|
|
*/
|
|
void idMoveableItem::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
physicsObj.WriteToSnapshot( msg );
|
|
}
|
|
|
|
/*
|
|
======================
|
|
idMoveableItem::ReadFromSnapshot
|
|
======================
|
|
*/
|
|
void idMoveableItem::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
physicsObj.ReadFromSnapshot( msg );
|
|
if ( msg.HasChanged() ) {
|
|
UpdateVisuals();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
idMoveableItem::Gib
|
|
============
|
|
*/
|
|
void idMoveableItem::Gib( const idVec3 &dir, const char *damageDefName ) {
|
|
// spawn smoke puff
|
|
const char *smokeName = spawnArgs.GetString( "smoke_gib" );
|
|
if ( *smokeName != '\0' ) {
|
|
const idDeclParticle *smoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
|
gameLocal.smokeParticles->EmitSmoke( smoke, gameLocal.time, gameLocal.random.CRandomFloat(), renderEntity.origin, renderEntity.axis );
|
|
}
|
|
// remove the entity
|
|
PostEventMS( &EV_Remove, 0 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItem::Event_DropToFloor
|
|
================
|
|
*/
|
|
void idMoveableItem::Event_DropToFloor( void ) {
|
|
// the physics will drop the moveable to the floor
|
|
}
|
|
|
|
/*
|
|
============
|
|
idMoveableItem::Event_Gib
|
|
============
|
|
*/
|
|
void idMoveableItem::Event_Gib( const char *damageDefName ) {
|
|
Gib( idVec3( 0, 0, 1 ), damageDefName );
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idMoveablePDAItem
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idMoveableItem, idMoveablePDAItem )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idMoveablePDAItem::GiveToPlayer
|
|
================
|
|
*/
|
|
bool idMoveablePDAItem::GiveToPlayer(idPlayer *player) {
|
|
const char *str = spawnArgs.GetString( "pda_name" );
|
|
if ( player ) {
|
|
player->GivePDA( str, &spawnArgs );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//ivan start
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idMoveableItemInteract
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idMoveableItem, idMoveableItemInteract )
|
|
EVENT( EV_Interact, idMoveableItemInteract::Event_Interact )
|
|
EVENT( EV_Touch, idMoveableItemInteract::Event_Touch )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
================
|
|
idMoveableItemInteract::Spawn
|
|
================
|
|
*/
|
|
void idMoveableItemInteract::Spawn( void ) {
|
|
//SetShellMrt( "itemInteractHighlightShell" );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItemInteract::Event_Touch
|
|
|
|
NOTE: should only be used for hud info.
|
|
FIX: bypass the interaction if player already has the weapon: give ammo
|
|
================
|
|
*/
|
|
void idMoveableItemInteract::Event_Touch( idEntity *other, trace_t *trace ) {
|
|
if ( !canPickUp ) {
|
|
return;
|
|
}
|
|
|
|
if ( other->IsType( idPlayer::Type ) ) {
|
|
idPlayer * player = static_cast< idPlayer * >( other );
|
|
|
|
if( player->WeaponItemCanGiveAmmo( this ) ){
|
|
//gameLocal.Printf("bypass\n");
|
|
Pickup( player );
|
|
}else{
|
|
player->ShowPossibleInteract( INTERACT_IMPULSE );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idMoveableItemInteract::Event_Interact
|
|
================
|
|
*/
|
|
void idMoveableItemInteract::Event_Interact( idEntity *activator, int flags ) {
|
|
//gameLocal.Printf("idItemInteract::Event_Interact\n");
|
|
if ( !activator->IsType( idPlayer::Type ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( !canPickUp ) {
|
|
return;
|
|
}
|
|
|
|
Pickup( static_cast<idPlayer *>(activator) );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idMoveableItemInteract::CanInteract
|
|
============
|
|
*/
|
|
bool idMoveableItemInteract::CanInteract( int flags ) const {
|
|
|
|
//if not activated
|
|
if( !canPickUp ) {
|
|
return false;
|
|
}
|
|
|
|
return ( flags & INTERACT_IMPULSE); //only respond to impulse mode
|
|
}
|
|
|
|
//ivan end
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idItemRemover
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idEntity, idItemRemover )
|
|
EVENT( EV_Activate, idItemRemover::Event_Trigger )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idItemRemover::Spawn
|
|
================
|
|
*/
|
|
void idItemRemover::Spawn( void ) {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItemRemover::RemoveItem
|
|
================
|
|
*/
|
|
void idItemRemover::RemoveItem( idPlayer *player ) {
|
|
const char *remove;
|
|
|
|
remove = spawnArgs.GetString( "remove" );
|
|
player->RemoveInventoryItem( remove );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idItemRemover::Event_Trigger
|
|
================
|
|
*/
|
|
void idItemRemover::Event_Trigger( idEntity *activator ) {
|
|
if ( activator->IsType( idPlayer::Type ) ) {
|
|
RemoveItem( static_cast<idPlayer *>(activator) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idObjectiveComplete
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idItemRemover, idObjectiveComplete )
|
|
EVENT( EV_Activate, idObjectiveComplete::Event_Trigger )
|
|
EVENT( EV_HideObjective, idObjectiveComplete::Event_HideObjective )
|
|
EVENT( EV_GetPlayerPos, idObjectiveComplete::Event_GetPlayerPos )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idObjectiveComplete::idObjectiveComplete
|
|
================
|
|
*/
|
|
idObjectiveComplete::idObjectiveComplete() {
|
|
playerPos.Zero();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjectiveComplete::Save
|
|
================
|
|
*/
|
|
void idObjectiveComplete::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteVec3( playerPos );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjectiveComplete::Restore
|
|
================
|
|
*/
|
|
void idObjectiveComplete::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadVec3( playerPos );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjectiveComplete::Spawn
|
|
================
|
|
*/
|
|
void idObjectiveComplete::Spawn( void ) {
|
|
spawnArgs.SetBool( "objEnabled", false );
|
|
Hide();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjectiveComplete::Event_Trigger
|
|
================
|
|
*/
|
|
void idObjectiveComplete::Event_Trigger( idEntity *activator ) {
|
|
if ( !spawnArgs.GetBool( "objEnabled" ) ) {
|
|
return;
|
|
}
|
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
|
if ( player ) {
|
|
RemoveItem( player );
|
|
|
|
if ( spawnArgs.GetString( "inv_objective", NULL ) ) {
|
|
if ( player->hud ) {
|
|
player->hud->SetStateString( "objective", "2" );
|
|
player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) );
|
|
player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) );
|
|
player->CompleteObjective( spawnArgs.GetString( "objectivetitle" ) );
|
|
PostEventMS( &EV_GetPlayerPos, 2000 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjectiveComplete::Event_GetPlayerPos
|
|
================
|
|
*/
|
|
void idObjectiveComplete::Event_GetPlayerPos() {
|
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
|
if ( player ) {
|
|
playerPos = player->GetPhysics()->GetOrigin();
|
|
PostEventMS( &EV_HideObjective, 100, player );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idObjectiveComplete::Event_HideObjective
|
|
================
|
|
*/
|
|
void idObjectiveComplete::Event_HideObjective( idEntity *e ) {
|
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
|
if ( player ) {
|
|
idVec3 v = player->GetPhysics()->GetOrigin();
|
|
v -= playerPos;
|
|
if ( v.Length() > 64.0f ) {
|
|
player->hud->HandleNamedEvent( "closeObjective" );
|
|
PostEventMS( &EV_Remove, 0 );
|
|
} else {
|
|
PostEventMS( &EV_HideObjective, 100, player );
|
|
}
|
|
}
|
|
}
|