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

1380 lines
38 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 "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "Player.h"
#include "Projectile.h"
#include "WorldSpawn.h"
#include "Fx.h"
/*
===============================================================================
idEntityFx
===============================================================================
*/
const idEventDef EV_Fx_FadeFx( "fadeFx" ); //ivan - also remove it
const idEventDef EV_Fx_KillFx( "_killfx" );
const idEventDef EV_Fx_Action( "_fxAction", "e" ); // implemented by subclasses
CLASS_DECLARATION( idEntity, idEntityFx )
EVENT( EV_Activate, idEntityFx::Event_Trigger )
EVENT( EV_Fx_KillFx, idEntityFx::Event_ClearFx )
EVENT( EV_Fx_FadeFx, idEntityFx::Event_FadeFx ) //ivan
END_CLASS
/*
================
idEntityFx::Save
================
*/
void idEntityFx::Save( idSaveGame *savefile ) const {
int i;
//ivan start
savefile->WriteBool( manualRemove );
savefile->WriteBool( manualFadeIsOn );
savefile->WriteBool( endlessSounds );
//ivan end
savefile->WriteInt( started );
savefile->WriteInt( nextTriggerTime );
savefile->WriteFX( fxEffect );
savefile->WriteString( systemName );
savefile->WriteInt( actions.Num() );
for ( i = 0; i < actions.Num(); i++ ) {
if ( actions[i].lightDefHandle >= 0 ) {
savefile->WriteBool( true );
savefile->WriteRenderLight( actions[i].renderLight );
} else {
savefile->WriteBool( false );
}
if ( actions[i].modelDefHandle >= 0 ) {
savefile->WriteBool( true );
savefile->WriteRenderEntity( actions[i].renderEntity );
} else {
savefile->WriteBool( false );
}
savefile->WriteFloat( actions[i].delay );
savefile->WriteInt( actions[i].start );
savefile->WriteBool( actions[i].soundStarted );
savefile->WriteBool( actions[i].shakeStarted );
savefile->WriteBool( actions[i].decalDropped );
savefile->WriteBool( actions[i].launched );
}
}
/*
================
idEntityFx::Restore
================
*/
void idEntityFx::Restore( idRestoreGame *savefile ) {
int i;
int num;
bool hasObject;
//ivan start
savefile->ReadBool( manualRemove );
savefile->ReadBool( manualFadeIsOn );
savefile->ReadBool( endlessSounds );
//ivan end
savefile->ReadInt( started );
savefile->ReadInt( nextTriggerTime );
savefile->ReadFX( fxEffect );
savefile->ReadString( systemName );
savefile->ReadInt( num );
actions.SetNum( num );
for ( i = 0; i < num; i++ ) {
savefile->ReadBool( hasObject );
if ( hasObject ) {
savefile->ReadRenderLight( actions[i].renderLight );
actions[i].lightDefHandle = gameRenderWorld->AddLightDef( &actions[i].renderLight );
} else {
memset( &actions[i].renderLight, 0, sizeof( renderLight_t ) );
actions[i].lightDefHandle = -1;
}
savefile->ReadBool( hasObject );
if ( hasObject ) {
savefile->ReadRenderEntity( actions[i].renderEntity );
actions[i].modelDefHandle = gameRenderWorld->AddEntityDef( &actions[i].renderEntity );
} else {
memset( &actions[i].renderEntity, 0, sizeof( renderEntity_t ) );
actions[i].modelDefHandle = -1;
}
savefile->ReadFloat( actions[i].delay );
// let the FX regenerate the particleSystem
actions[i].particleSystem = -1;
savefile->ReadInt( actions[i].start );
savefile->ReadBool( actions[i].soundStarted );
savefile->ReadBool( actions[i].shakeStarted );
savefile->ReadBool( actions[i].decalDropped );
savefile->ReadBool( actions[i].launched );
}
}
/*
================
idEntityFx::Setup
================
*/
void idEntityFx::Setup( const char *fx ) {
if ( started >= 0 ) {
return; // already started
}
// early during MP Spawn() with no information. wait till we ReadFromSnapshot for more
if ( gameLocal.isClient && ( !fx || fx[0] == '\0' ) ) {
return;
}
systemName = fx;
started = 0;
endlessSounds = false; //ivan
fxEffect = static_cast<const idDeclFX *>( declManager->FindType( DECL_FX, systemName.c_str() ) );
if ( fxEffect ) {
idFXLocalAction localAction;
memset( &localAction, 0, sizeof( idFXLocalAction ) );
actions.AssureSize( fxEffect->events.Num(), localAction );
for( int i = 0; i<fxEffect->events.Num(); i++ ) {
const idFXSingleAction& fxaction = fxEffect->events[i];
idFXLocalAction& laction = actions[i];
if ( fxaction.random1 || fxaction.random2 ) {
laction.delay = fxaction.random1 + gameLocal.random.RandomFloat() * ( fxaction.random2 - fxaction.random1 );
} else {
laction.delay = fxaction.delay;
}
laction.start = -1;
laction.lightDefHandle = -1;
laction.modelDefHandle = -1;
laction.particleSystem = -1;
laction.shakeStarted = false;
laction.decalDropped = false;
laction.launched = false;
//ivan start
if ( !endlessSounds && fxaction.type == FX_SOUND && fxaction.duration <= 0 ){
endlessSounds = true;
//gameLocal.Printf("this FX has endlessSounds");
}
//ivan end
}
}
}
/*
================
idEntityFx::EffectName
================
*/
const char *idEntityFx::EffectName( void ) {
return fxEffect ? fxEffect->GetName() : NULL;
}
/*
================
idEntityFx::Joint
================
*/
const char *idEntityFx::Joint( void ) {
return fxEffect ? fxEffect->joint.c_str() : NULL;
}
//ivan start
/*
================
idEntityFx::ResetShaderParms
================
*/
void idEntityFx::ResetShaderParms( void ) {
if ( !fxEffect ) {
return;
}
for( int i = 0; i < fxEffect->events.Num(); i++ ) {
const idFXSingleAction& fxaction = fxEffect->events[i];
idFXLocalAction& laction = actions[i];
if ( laction.lightDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHLIGHT ) {
laction.renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x;
laction.renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y;
laction.renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z;
laction.renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
}
if ( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) {
laction.renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
laction.renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
laction.renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
if( manualFadeIsOn ){ //no need to reset it if we are not fading - this would make the particle to change position instantly
laction.renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
}
laction.renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] = 0; //make particles to appear
}
}
}
//ivan end
/*
================
idEntityFx::CleanUp
================
*/
void idEntityFx::CleanUp( void ) {
if ( !fxEffect ) {
return;
}
for( int i = 0; i < fxEffect->events.Num(); i++ ) {
const idFXSingleAction& fxaction = fxEffect->events[i];
idFXLocalAction& laction = actions[i];
CleanUpSingleAction( fxaction, laction );
}
}
/*
================
idEntityFx::CleanUpSingleAction
================
*/
void idEntityFx::CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction ) {
if ( laction.lightDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHLIGHT ) {
gameRenderWorld->FreeLightDef( laction.lightDefHandle );
laction.lightDefHandle = -1;
}
if ( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) {
gameRenderWorld->FreeEntityDef( laction.modelDefHandle );
laction.modelDefHandle = -1;
}
laction.start = -1;
}
/*
================
idEntityFx::Start
================
*/
void idEntityFx::Start( int time ) {
if ( !fxEffect ) {
return;
}
//ivan start
// already started
bool restartSounds = true;
if ( started >= 0 ){
if( manualFadeIsOn && endlessSounds ) { //if fading and endless we need to stop them
StopSound( SND_CHANNEL_ANY, false );
//gameLocal.Printf("sounds stopped!");
}else{
restartSounds = false;
//gameLocal.Printf("sounds not stopped!");
}
}
manualFadeIsOn = false;
//ivan end
started = time;
for( int i = 0; i < fxEffect->events.Num(); i++ ) {
idFXLocalAction& laction = actions[i];
//ivan start
//was: laction.start = time;
if( laction.delay < 0 ){ //will be started manually
laction.start = -1; //start disabled
}else{
laction.start = time;
}
//was: laction.soundStarted = false;
if( restartSounds ){
laction.soundStarted = false;
} //else don't change it!
//ivan end
laction.shakeStarted = false;
laction.particleSystem = -1;
laction.decalDropped = false;
laction.launched = false;
}
}
/*
================
idEntityFx::Stop
================
*/
void idEntityFx::Stop( void ) {
CleanUp();
started = -1;
}
//ivan start
/*
================
idEntityFx::FadeDuration
It returns the max 'duration' of the fadeOut stage with "delay -1" (manually started)
================
*/
const int idEntityFx::FadeDuration( void ) {
int max = 0;
if ( !fxEffect ) {
return max;
}
for( int i = 0; i < fxEffect->events.Num(); i++ ) {
const idFXSingleAction& fxaction = fxEffect->events[i];
if( fxaction.delay > 0 || fxaction.fadeOutTime <= 0 ){ //than it's not part of the manual fade
continue;
}
int d = ( fxaction.duration ) * 1000.0f;
if ( d > max ) {
max = d;
}
}
//gameLocal.Printf("FadeDuration: %d\n", max);
return max;
}
//ivan end
/*
================
idEntityFx::Duration
================
*/
const int idEntityFx::Duration( void ) {
int max = 0;
if ( !fxEffect ) {
return max;
}
for( int i = 0; i < fxEffect->events.Num(); i++ ) {
const idFXSingleAction& fxaction = fxEffect->events[i];
int d = ( fxaction.delay + fxaction.duration ) * 1000.0f;
if ( d > max ) {
max = d;
}
}
return max;
}
/*
================
idEntityFx::Done
================
*/
const bool idEntityFx::Done() {
//ivan end
if( manualRemove ){ //it never is "done"... unles it has been removed :)
return false;
}
//ivan end
if (started > 0 && gameLocal.time > started + Duration()) {
return true;
}
return false;
}
/*
================
idEntityFx::ApplyFade
================
*/
void idEntityFx::ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart ) {
if ( fxaction.fadeInTime || fxaction.fadeOutTime ) {
float fadePct = (float)( time - actualStart ) / ( 1000.0f * ( ( fxaction.fadeInTime != 0 ) ? fxaction.fadeInTime : fxaction.fadeOutTime ) );
if (fadePct > 1.0) {
fadePct = 1.0;
}
if ( laction.modelDefHandle != -1 ) {
//ivan start - use entity color
laction.renderEntity.shaderParms[SHADERPARM_RED] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
laction.renderEntity.shaderParms[SHADERPARM_GREEN] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
laction.renderEntity.shaderParms[SHADERPARM_BLUE] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
/*
//TODO: use entity color fr particles?
laction.renderEntity.shaderParms[SHADERPARM_RED] = renderEntity.shaderParms[SHADERPARM_RED] * (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
laction.renderEntity.shaderParms[SHADERPARM_GREEN] = renderEntity.shaderParms[SHADERPARM_GREEN] * (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
laction.renderEntity.shaderParms[SHADERPARM_BLUE] = renderEntity.shaderParms[SHADERPARM_BLUE] * (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
*/
/*
//fade out particles
if (( fxaction.fadeInTime == 0 ) && fadePct < 1.0f) { //fading out
if( laction.renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] == 0 ){
//gameLocal.Printf("SHADERPARM_PARTICLE_STOPTIME\n");
laction.renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( time );
}
}
*/
/*
else{
gameLocal.Printf("SHADERPARM_PARTICLE_STOPTIME reset\n");
laction.renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = 0;
}
*/
//ivan end
gameRenderWorld->UpdateEntityDef( laction.modelDefHandle, &laction.renderEntity );
}
if ( laction.lightDefHandle != -1 ) {
laction.renderLight.shaderParms[SHADERPARM_RED] = fxaction.lightColor.x * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
laction.renderLight.shaderParms[SHADERPARM_GREEN] = fxaction.lightColor.y * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
laction.renderLight.shaderParms[SHADERPARM_BLUE] = fxaction.lightColor.z * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
//gameLocal.Printf("upd light fadePct %f, shaderParms %f %f %f\n", fadePct,laction.renderLight.shaderParms[SHADERPARM_RED],laction.renderLight.shaderParms[SHADERPARM_GREEN],laction.renderLight.shaderParms[SHADERPARM_BLUE]);
gameRenderWorld->UpdateLightDef( laction.lightDefHandle, &laction.renderLight );
}
}
}
/*
================
idEntityFx::Run
================
*/
void idEntityFx::Run( int time ) {
int ieff, j;
idEntity *ent = NULL;
const idDict *projectileDef = NULL;
idProjectile *projectile = NULL;
if ( !fxEffect ) {
return;
}
for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) {
const idFXSingleAction& fxaction = fxEffect->events[ieff];
idFXLocalAction& laction = actions[ieff];
//
// if we're currently done with this one
//
if ( laction.start == -1 ) {
continue;
}
//
// see if it's delayed
//
if ( laction.delay > 0 ) {
if ( laction.start + (time - laction.start) < laction.start + (laction.delay * 1000) ) {
continue;
}
}
//ivan start - negative delay: they are meant to be started only manually
else if ( laction.delay < 0 ) {
if( !manualFadeIsOn ){ continue; }
/*
if( manualFadeIsOn ){
if( laction.start == 0 ){
gameLocal.Printf("laction.start = time; <-- start now \n");
laction.start = time; //start now
}
}else{
continue;
}
*/
}
//ivan end
//
// each event can have it's own delay and restart
//
//was: int actualStart = laction.delay ? laction.start + (int)( laction.delay * 1000 ) : laction.start;
int actualStart = ( laction.delay > 0 )? laction.start + (int)( laction.delay * 1000 ) : laction.start;
if( fxaction.duration > 0 ){ //ivan - if added: duration 0 means endless
float pct = (float)( time - actualStart ) / (1000 * fxaction.duration );
if ( pct >= 1.0f ) {
laction.start = -1;
float totalDelay = 0.0f;
if ( fxaction.restart ) {
if ( fxaction.random1 || fxaction.random2 ) {
totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * (fxaction.random2 - fxaction.random1);
} else {
totalDelay = fxaction.delay;
}
laction.delay = totalDelay;
laction.start = time;
}
continue;
}
}
if ( fxaction.fire.Length() ) {
for( j = 0; j < fxEffect->events.Num(); j++ ) {
if ( fxEffect->events[j].name.Icmp( fxaction.fire ) == 0 ) {
actions[j].delay = 0;
}
}
}
idFXLocalAction *useAction;
if ( fxaction.sibling == -1 ) {
useAction = &laction;
} else {
useAction = &actions[fxaction.sibling];
}
assert( useAction );
switch( fxaction.type ) {
case FX_ATTACHLIGHT:
case FX_LIGHT: {
if ( useAction->lightDefHandle == -1 ) {
if ( fxaction.type == FX_LIGHT ) {
//gameLocal.Printf("new light\n");
memset( &useAction->renderLight, 0, sizeof( renderLight_t ) );
useAction->renderLight.origin = GetPhysics()->GetOrigin() + fxaction.offset;
useAction->renderLight.axis = GetPhysics()->GetAxis();
useAction->renderLight.lightRadius[0] = fxaction.lightRadius;
useAction->renderLight.lightRadius[1] = fxaction.lightRadius;
useAction->renderLight.lightRadius[2] = fxaction.lightRadius;
useAction->renderLight.shader = declManager->FindMaterial( fxaction.data, false );
useAction->renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x;
useAction->renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y;
useAction->renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z;
useAction->renderLight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
useAction->renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
useAction->renderLight.referenceSound = refSound.referenceSound;
useAction->renderLight.pointLight = true;
if ( fxaction.noshadows ) {
useAction->renderLight.noShadows = true;
}
useAction->lightDefHandle = gameRenderWorld->AddLightDef( &useAction->renderLight );
}
if ( fxaction.noshadows ) {
for( j = 0; j < fxEffect->events.Num(); j++ ) {
idFXLocalAction& laction2 = actions[j];
if ( laction2.modelDefHandle != -1 ) {
laction2.renderEntity.noShadow = true;
}
}
}
}
//ivan start
else if ( fxaction.trackOrigin ) {
//todo: add code for explicitAxis also here?
//gameLocal.Printf("light trackOrigin\n");
useAction->renderLight.origin = GetPhysics()->GetOrigin() + fxaction.offset;
useAction->renderLight.axis = GetPhysics()->GetAxis();
//track origin fix
//gameLocal.Printf("FX_LIGHT UpdateLightDef\n");
gameRenderWorld->UpdateLightDef( useAction->lightDefHandle, &useAction->renderLight );
}
//ivan end
ApplyFade( fxaction, *useAction, time, actualStart );
break;
}
case FX_SOUND: {
if ( !useAction->soundStarted ) {
useAction->soundStarted = true;
//gameLocal.Printf("FX_SOUND StartSoundShader\n");
const idSoundShader *shader = declManager->FindSound(fxaction.data);
StartSoundShader( shader, SND_CHANNEL_ANY, 0, false, NULL );
for( j = 0; j < fxEffect->events.Num(); j++ ) {
idFXLocalAction& laction2 = actions[j];
if ( laction2.lightDefHandle != -1 ) {
//gameLocal.Printf("FX_SOUND UpdateLightDef\n");
laction2.renderLight.referenceSound = refSound.referenceSound;
gameRenderWorld->UpdateLightDef( laction2.lightDefHandle, &laction2.renderLight );
}
}
}
break;
}
case FX_DECAL: {
if ( !useAction->decalDropped ) {
useAction->decalDropped = true;
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 8.0f, true, fxaction.size, fxaction.data );
}
break;
}
case FX_SHAKE: {
if ( !useAction->shakeStarted ) {
idDict args;
args.Clear();
args.SetFloat( "kick_time", fxaction.shakeTime );
args.SetFloat( "kick_amplitude", fxaction.shakeAmplitude );
for ( j = 0; j < gameLocal.numClients; j++ ) {
idPlayer *player = gameLocal.GetClientByNum( j );
if ( player && ( player->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).LengthSqr() < Square( fxaction.shakeDistance ) ) {
if ( !gameLocal.isMultiplayer || !fxaction.shakeIgnoreMaster || GetBindMaster() != player ) {
player->playerView.DamageImpulse( fxaction.offset, &args );
}
}
}
if ( fxaction.shakeImpulse != 0.0f && fxaction.shakeDistance != 0.0f ) {
idEntity *ignore_ent = NULL;
if ( gameLocal.isMultiplayer ) {
ignore_ent = this;
if ( fxaction.shakeIgnoreMaster ) {
ignore_ent = GetBindMaster();
}
}
// lookup the ent we are bound to?
gameLocal.RadiusPush( GetPhysics()->GetOrigin(), fxaction.shakeDistance, fxaction.shakeImpulse, this, ignore_ent, 1.0f, true );
}
useAction->shakeStarted = true;
}
break;
}
case FX_ATTACHENTITY:
case FX_PARTICLE:
case FX_MODEL: {
if ( useAction->modelDefHandle == -1 ) {
memset( &useAction->renderEntity, 0, sizeof( renderEntity_t ) );
useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
useAction->renderEntity.axis = (fxaction.explicitAxis) ? fxaction.axis : GetPhysics()->GetAxis();
useAction->renderEntity.hModel = renderModelManager->FindModel( fxaction.data );
useAction->renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
useAction->renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
useAction->renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
// ivan - set stop time to non for particles fxaction.type
//renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = 0;
useAction->renderEntity.shaderParms[3] = 1.0f;
useAction->renderEntity.shaderParms[5] = 0.0f;
if ( useAction->renderEntity.hModel ) {
useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity );
}
useAction->modelDefHandle = gameRenderWorld->AddEntityDef( &useAction->renderEntity );
} else if ( fxaction.trackOrigin ) {
//ivan start
/*
//was:
useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis();
*/
//fix offset: must be relative to our axis!
useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis();
useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset * useAction->renderEntity.axis;
//track origin fix
gameRenderWorld->UpdateEntityDef( useAction->modelDefHandle, &useAction->renderEntity );
//ivan end
}
ApplyFade( fxaction, *useAction, time, actualStart );
break;
}
case FX_LAUNCH: {
if ( gameLocal.isClient ) {
// client never spawns entities outside of ClientReadSnapshot
useAction->launched = true;
break;
}
if ( !useAction->launched ) {
useAction->launched = true;
projectile = NULL;
// FIXME: may need to cache this if it is slow
projectileDef = gameLocal.FindEntityDefDict( fxaction.data, false );
if ( !projectileDef ) {
gameLocal.Warning( "projectile \'%s\' not found", fxaction.data.c_str() );
} else {
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
if ( ent && ent->IsType( idProjectile::Type ) ) {
projectile = ( idProjectile * )ent;
projectile->Create( this, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0] );
projectile->Launch( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0], vec3_origin );
}
}
}
break;
}
//ivan start - SHOCKWAVE from d3xp
case FX_SHOCKWAVE: {
if ( gameLocal.isClient ) {
useAction->shakeStarted = true;
break;
}
if ( !useAction->shakeStarted ) {
idStr shockDefName;
useAction->shakeStarted = true;
shockDefName = fxaction.data;
if ( !shockDefName.Length() ) {
shockDefName = "func_shockwave";
}
projectileDef = gameLocal.FindEntityDefDict( shockDefName, false );
if ( !projectileDef ) {
gameLocal.Warning( "shockwave \'%s\' not found", shockDefName.c_str() );
} else {
gameLocal.SpawnEntityDef( *projectileDef, &ent );
ent->SetOrigin( GetPhysics()->GetOrigin() + fxaction.offset );
ent->PostEventMS( &EV_Remove, ent->spawnArgs.GetInt( "duration" ) );
}
}
break;
}
//ivan end - SHOCKWAVE from d3xp
}
}
}
/*
================
idEntityFx::idEntityFx
================
*/
idEntityFx::idEntityFx() {
fxEffect = NULL;
started = -1;
nextTriggerTime = -1;
fl.networkSync = true;
//ivan start
manualRemove = false;
manualFadeIsOn = false;
endlessSounds = false;
//ivan end
}
/*
================
idEntityFx::~idEntityFx
================
*/
idEntityFx::~idEntityFx() {
CleanUp();
fxEffect = NULL;
//gameLocal.Printf("~idEntityFx()\n");
//ivan start
if( endlessSounds ){
StopSound( SND_CHANNEL_ANY, false );
//gameLocal.Printf("StopSound!");
}
//ivan end
}
/*
================
idEntityFx::Spawn
================
*/
void idEntityFx::Spawn( void ) {
if ( g_skipFX.GetBool() ) {
return;
}
const char *fx;
nextTriggerTime = 0;
fxEffect = NULL;
if ( spawnArgs.GetString( "fx", "", &fx ) ) {
systemName = fx;
}
if ( !spawnArgs.GetBool( "triggered" ) ) {
Setup( fx );
if ( spawnArgs.GetBool( "test" ) || spawnArgs.GetBool( "start" ) || spawnArgs.GetFloat ( "restart" ) ) {
PostEventMS( &EV_Activate, 0, this );
}
}
//ivan start
manualRemove = spawnArgs.GetBool( "manualRemove", "0" ); //don't change default behaviour
//ivan end
}
/*
================
idEntityFx::Think
Clears any visual fx started when {item,mob,player} was spawned
================
*/
void idEntityFx::Think( void ) {
if ( g_skipFX.GetBool() ) {
return;
}
//gameLocal.Printf( "idEntityFx::Think of '%s'\n", GetName() );
if ( thinkFlags & TH_THINK ) {
Run( gameLocal.time );
}
RunPhysics();
Present();
}
//ivan start
/*
================
idEntityFx::SetupFade
================
*/
void idEntityFx::SetupFade( void ) {
int ieff;
if ( !fxEffect ) {
return;
}
for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) {
const idFXSingleAction& fxaction = fxEffect->events[ieff];
idFXLocalAction& laction = actions[ieff];
// turn on the waiting ones
if ( laction.delay < 0 ) {
laction.start = gameLocal.time;
}
// turn off the ones which are not endless
else if( fxaction.duration != 0 ){ //duration = 0 means endless. Turn off -1 ones too!
laction.start = -1;
}
//turn off particles
if ( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) {
laction.renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] = MS2SEC( gameLocal.time );
}
}
}
/*
================
idEntityFx::FadeOutFx
================
*/
void idEntityFx::FadeOutFx( void ) {
if( started < 0 || manualFadeIsOn ){ //if not active or already fading
return;
}
manualFadeIsOn = true;
SetupFade();
if( endlessSounds ){
FadeSound( SND_CHANNEL_ANY, -60, 1 ); //fade out sounds
//gameLocal.Printf("fading sounds!");
}
if( manualRemove ){
CancelEvents( &EV_Activate ); // make sure it's not going to re-activate itself
CancelEvents( &EV_Fx_KillFx ); // make sure it's not going to kill or re-activate itself too soon
PostEventMS( &EV_Fx_KillFx, FadeDuration() );
}
}
/*
================
idEntityFx::Event_StopFx
Clears any visual fx started when item(mob) was spawned
================
*/
void idEntityFx::Event_FadeFx( void ) {
FadeOutFx();
}
//ivan end
/*
================
idEntityFx::Event_ClearFx
Clears any visual fx started when item(mob) was spawned
================
*/
void idEntityFx::Event_ClearFx( void ) {
if ( g_skipFX.GetBool() ) {
return;
}
Stop();
CleanUp();
BecomeInactive( TH_THINK );
if ( spawnArgs.GetBool("test") ) {
PostEventMS( &EV_Activate, 0, this );
} else {
if ( spawnArgs.GetFloat( "restart" ) || !spawnArgs.GetBool( "triggered")) {
float rest = spawnArgs.GetFloat( "restart", "0" );
if ( rest == 0.0f ) {
PostEventSec( &EV_Remove, 0.1f );
} else {
rest *= gameLocal.random.RandomFloat();
PostEventSec( &EV_Activate, rest, this );
}
}
}
}
/*
================
idEntityFx::Event_Trigger
================
*/
void idEntityFx::Event_Trigger( idEntity *activator ) {
if ( g_skipFX.GetBool() ) {
return;
}
float fxActionDelay;
const char *fx;
if ( gameLocal.time < nextTriggerTime ) {
return;
}
if ( spawnArgs.GetString( "fx", "", &fx) ) {
//ivan start
if( manualRemove ){ //new case
if( started >= 0 && !manualFadeIsOn && spawnArgs.GetBool( "toggle", "0") ){ //if it is active && toggle is set
FadeOutFx();
}else{
Setup( fx );
Start( gameLocal.time ); //don't autokill
}
}else{ //old case
//ivan end
Setup( fx );
Start( gameLocal.time );
PostEventMS( &EV_Fx_KillFx, Duration() );
}
BecomeActive( TH_THINK );
}
fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" );
if ( fxActionDelay != 0.0f ) {
nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay );
} else {
// prevent multiple triggers on same frame
nextTriggerTime = gameLocal.time + 1;
}
PostEventSec( &EV_Fx_Action, fxActionDelay, activator );
}
//ivan start
void idEntityFx::StartFxUtility( idEntityFx *nfx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind, bool orientated, jointHandle_t jointnum ){
if ( nfx->Joint() && *nfx->Joint() ) { //ivan - where the hell is this set?
//gameLocal.Printf("StartFx --> misterious case. Tell Ivan when this happend!\n" );
//nfx->BindToJoint( ent, nfx->Joint(), true );
nfx->BindToJoint( ent, nfx->Joint(), orientated ); //ivan
nfx->SetOrigin( vec3_origin );
}
//ivan start
else if( bind && jointnum != INVALID_JOINT ){
//gameLocal.Printf("StartFx --> Joint ok, orientated: %d\n", (orientated?1:0) );
nfx->SetAxis( (useAxis) ? *useAxis : ent->GetPhysics()->GetAxis() );
nfx->BindToJoint( ent, jointnum, orientated );
nfx->SetOrigin( vec3_origin );
}
//ivan end
else {
//gameLocal.Printf("StartFx --> no Joint, orientated: %d\n", (orientated?1:0) );
nfx->SetOrigin( (useOrigin) ? *useOrigin : ent->GetPhysics()->GetOrigin() );
nfx->SetAxis( (useAxis) ? *useAxis : ent->GetPhysics()->GetAxis() );
if ( bind ) {
// never bind to world spawn
if ( ent != gameLocal.world ) {
//nfx->Bind( ent, true );
nfx->Bind( ent, orientated ); //ivan
}
}
}
nfx->Show();
}
//ivan end
/*
================
idEntityFx::StartFx
================
*/
//idEntityFx *idEntityFx::StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind ) {
idEntityFx *idEntityFx::StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind, bool orientated, jointHandle_t jointnum ) { //ivan
if ( g_skipFX.GetBool() || !fx || !*fx ) {
return NULL;
}
idDict args;
args.SetBool( "start", true );
args.Set( "fx", fx );
idEntityFx *nfx = static_cast<idEntityFx *>( gameLocal.SpawnEntityType( idEntityFx::Type, &args ) );
//ivan start - code moved in StartFxUtility
if( nfx ){
StartFxUtility( nfx, useOrigin, useAxis, ent, bind, orientated, jointnum );
}
//ivan end
return nfx;
}
/*
=================
idEntityFx::WriteToSnapshot
=================
*/
void idEntityFx::WriteToSnapshot( idBitMsgDelta &msg ) const {
GetPhysics()->WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
msg.WriteInt( ( fxEffect != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_FX, fxEffect->Index() ) : -1 );
msg.WriteInt( started );
}
/*
=================
idEntityFx::ReadFromSnapshot
=================
*/
void idEntityFx::ReadFromSnapshot( const idBitMsgDelta &msg ) {
int fx_index, start_time, max_lapse;
GetPhysics()->ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
fx_index = gameLocal.ClientRemapDecl( DECL_FX, msg.ReadInt() );
start_time = msg.ReadInt();
if ( fx_index != -1 && start_time > 0 && !fxEffect && started < 0 ) {
spawnArgs.GetInt( "effect_lapse", "1000", max_lapse );
if ( gameLocal.time - start_time > max_lapse ) {
// too late, skip the effect completely
started = 0;
return;
}
const idDeclFX *fx = static_cast<const idDeclFX *>( declManager->DeclByIndex( DECL_FX, fx_index ) );
if ( !fx ) {
gameLocal.Error( "FX at index %d not found", fx_index );
}
fxEffect = fx;
Setup( fx->GetName() );
Start( start_time );
}
}
/*
=================
idEntityFx::ClientPredictionThink
=================
*/
void idEntityFx::ClientPredictionThink( void ) {
if ( gameLocal.isNewFrame ) {
Run( gameLocal.time );
}
RunPhysics();
Present();
}
/*
===============================================================================
idTeleporter
===============================================================================
*/
CLASS_DECLARATION( idEntityFx, idTeleporter )
EVENT( EV_Fx_Action, idTeleporter::Event_DoAction )
END_CLASS
/*
================
idTeleporter::Event_DoAction
================
*/
void idTeleporter::Event_DoAction( idEntity *activator ) {
idAngles a( 0, spawnArgs.GetFloat( "angle" ), 0 );
activator->Teleport( GetPhysics()->GetOrigin(), a, NULL );
}
//ivan start
/*
===============================================================================
idDamagingFx
===============================================================================
*/
static const char *dmgFxTypeString[ NUM_DMGFX_TYPES ] = {
"<none>",
"flames",
"electro",
"toxic"
};
CLASS_DECLARATION( idEntityFx, idDamagingFx )
END_CLASS
/*
================
idDamagingFx::idDamagingFx
================
*/
idDamagingFx::idDamagingFx() {
nextDamageTime = 0;
endDamageTime = 0;
damageRate = 0;
victim = NULL;
damageDefString = "";
dmgfxType = DMGFX_NONE;
}
/*
================
idDamagingFx::~idDamagingFx
================
*/
idDamagingFx::~idDamagingFx() {
}
/*
================
idDamagingFx::Spawn
================
*/
void idDamagingFx::Spawn( void ) {
//gameLocal.Printf("idDamagingFx::Spawn\n");
damageDefString = spawnArgs.GetString( "def_damage", "damage_damagingFx" );
//damage def must be valid
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefString.c_str() );
if ( !damageDef ) {
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefString.c_str() );
}
//get victim ent
idEntity *ent;
const char *entname;
if ( !spawnArgs.GetString( "victim", NULL, &entname ) ) {
gameLocal.Error( "Couldn't find 'victim' key in entity '%s'", name.c_str() );
return;
}
ent = gameLocal.FindEntity( entname );
if ( !ent ) {
gameLocal.Error( "Couldn't find entity '%s' specified in 'victim' key in entity '%s'", entname, name.c_str() );
}
victim = ent;
//fadeOutOnTrigger = true; //make sure
}
/*
================
idDamagingFx::Restart
================
*/
void idDamagingFx::Restart( void ) {
//gameLocal.Printf("idDamagingFx::Restart\n");
CancelEvents( &EV_Activate );
CancelEvents( &EV_Fx_KillFx );
ResetShaderParms();
//gameLocal.Printf("Restart\n");
nextTriggerTime = 0; //make sure the event is accepted
PostEventMS( &EV_Activate, 0, this );
}
/*
================
idDamagingFx::Start
================
*/
void idDamagingFx::Start( int time ) { //time is usually the current time
//gameLocal.Printf("idDamagingFx::Start\n");
//damage def must be valid
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefString.c_str() );
if ( !damageDef ) {
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefString.c_str() );
}
//end of fx
endDamageTime = damageDef->GetInt( "totalTime", "-1" ); //-1 is endless
if( endDamageTime > 0 ){
endDamageTime = SEC2MS( endDamageTime ) + time;
}
//damageRate
damageRate = SEC2MS( damageDef->GetInt( "damageRate", "1" ) ); //only pos
if( damageRate <= 0 ){
damageRate = 1000;
}
nextDamageTime = damageRate + time;
//ivan end
//start the fx
idEntityFx::Start( time );
}
/*
================
idDamagingFx::Think
================
*/
void idDamagingFx::Think( void ) {
//gameLocal.Printf("idDamagingFx::Think\n");
idEntityFx::Think();
if( started >= 0 && !manualFadeIsOn ){ //is active
if( !victim.GetEntity() || victim.GetEntity()->IsHidden() || (endDamageTime > 0 && endDamageTime <= gameLocal.time ) ){
//gameLocal.Printf("FadeOutFx\n");
FadeOutFx();
}else if( nextDamageTime < gameLocal.time ){
nextDamageTime = damageRate + gameLocal.time;
//gameLocal.Printf("Damage\n");
victim.GetEntity()->Damage( this, this, vec3_origin, damageDefString.c_str() , 1.0f, INVALID_JOINT );
}
}
}
//spawnArgs.GetString( "def_damage", "damage_damagingFx" )
/*
================
idDamagingFx::StartDamagingFx
================
*/
idDamagingFx *idDamagingFx::StartDamagingFx( int type, idEntity *victimEnt ) {
//gameLocal.Printf("idDamagingFx::StartDamagingFx\n");
idEntity* ent;
idDamagingFx* nfx;
if ( g_skipFX.GetBool() || type <= DMGFX_NONE || type >= NUM_DMGFX_TYPES || !victimEnt ) {
return NULL;
}
//check type
const char *defName;
defName = va( "dmgfx_%s_%s", dmgFxTypeString[type], victimEnt->spawnArgs.GetString( "size4fxs", "default" ) );
//sprintf( defName, "dmgfx_%s_%s", dmgFxTypeString[type], victimEnt->spawnArgs.GetString( "size4fxs", "default" ) );
idDict args;
const idDeclEntityDef *fxDef = gameLocal.FindEntityDef( defName, false );
if ( fxDef == NULL ) {
gameLocal.Warning( "No def '%s' found", defName ); //TODO: comment out this warning
return NULL;
}
args = fxDef->dict;
args.Set( "spawnclass", "idDamagingFx" );
args.SetBool( "start", true );
args.SetBool( "manualRemove", true ); //we'll stop it depeding on the damage time, not the fx itself
args.Set( "victim", victimEnt->GetName() );
if ( gameLocal.SpawnEntityDef( args, &ent, false ) && ent && ent->IsType( idDamagingFx::Type ) ) {
nfx = static_cast<idDamagingFx*>(ent);
nfx->dmgfxType = type;
//gameLocal.Printf("Spawned %s\n", defName );
idVec3 origin = victimEnt->GetPhysics()->GetAbsBounds().GetCenter();
StartFxUtility( nfx, &origin, &mat3_identity, victimEnt, true, false );
return nfx;
}else{
gameLocal.Error( "Could not spawn idDamagingFx" );
return NULL;
}
}
/*
================
idDamagingFx::Save
================
*/
void idDamagingFx::Save( idSaveGame *savefile ) const {
savefile->WriteInt( nextDamageTime );
savefile->WriteInt( damageRate );
savefile->WriteInt( endDamageTime );
savefile->WriteInt( dmgfxType );
savefile->WriteString( damageDefString );
victim.Save( savefile );
}
/*
================
idDamagingFx::Restore
================
*/
void idDamagingFx::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( nextDamageTime );
savefile->ReadInt( damageRate );
savefile->ReadInt( endDamageTime );
savefile->ReadInt( dmgfxType );
savefile->ReadString( damageDefString );
victim.Restore( savefile );
}
//ivan end