mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-21 20:21:19 +00:00
afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
824 lines
23 KiB
C++
824 lines
23 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_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 )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
================
|
|
idEntityFx::Save
|
|
================
|
|
*/
|
|
void idEntityFx::Save( idSaveGame *savefile ) const {
|
|
int i;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
}
|
|
started = time;
|
|
for( int i = 0; i < fxEffect->events.Num(); i++ ) {
|
|
idFXLocalAction& laction = actions[i];
|
|
laction.start = time;
|
|
laction.soundStarted = false;
|
|
laction.shakeStarted = false;
|
|
laction.particleSystem = -1;
|
|
laction.decalDropped = false;
|
|
laction.launched = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::Stop
|
|
================
|
|
*/
|
|
void idEntityFx::Stop( void ) {
|
|
CleanUp();
|
|
started = -1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
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() {
|
|
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 ) {
|
|
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;
|
|
|
|
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 );
|
|
|
|
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 ) {
|
|
if ( laction.start + (time - laction.start) < laction.start + (laction.delay * 1000) ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//
|
|
// each event can have it's own delay and restart
|
|
//
|
|
int actualStart = laction.delay ? laction.start + (int)( laction.delay * 1000 ) : laction.start;
|
|
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 ) {
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ApplyFade( fxaction, *useAction, time, actualStart );
|
|
break;
|
|
}
|
|
case FX_SOUND: {
|
|
if ( !useAction->soundStarted ) {
|
|
useAction->soundStarted = true;
|
|
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 ) {
|
|
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 );
|
|
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 ) {
|
|
useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
|
|
useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis();
|
|
#ifdef _D3XP
|
|
gameRenderWorld->UpdateEntityDef( useAction->modelDefHandle, &useAction->renderEntity );
|
|
#endif
|
|
}
|
|
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;
|
|
}
|
|
#ifdef _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;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::idEntityFx
|
|
================
|
|
*/
|
|
idEntityFx::idEntityFx() {
|
|
fxEffect = NULL;
|
|
started = -1;
|
|
nextTriggerTime = -1;
|
|
fl.networkSync = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::~idEntityFx
|
|
================
|
|
*/
|
|
idEntityFx::~idEntityFx() {
|
|
CleanUp();
|
|
fxEffect = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::Think
|
|
|
|
Clears any visual fx started when {item,mob,player} was spawned
|
|
================
|
|
*/
|
|
void idEntityFx::Think( void ) {
|
|
if ( g_skipFX.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
if ( thinkFlags & TH_THINK ) {
|
|
Run( gameLocal.time );
|
|
}
|
|
|
|
RunPhysics();
|
|
Present();
|
|
}
|
|
|
|
/*
|
|
================
|
|
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) ) {
|
|
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 );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idEntityFx::StartFx
|
|
================
|
|
*/
|
|
idEntityFx *idEntityFx::StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind ) {
|
|
|
|
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 ) );
|
|
if ( nfx->Joint() && *nfx->Joint() ) {
|
|
nfx->BindToJoint( ent, nfx->Joint(), true );
|
|
nfx->SetOrigin( vec3_origin );
|
|
} else {
|
|
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->Show();
|
|
return nfx;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idEntityFx::WriteToSnapshot
|
|
=================
|
|
*/
|
|
void idEntityFx::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
GetPhysics()->WriteToSnapshot( msg );
|
|
WriteBindToSnapshot( msg );
|
|
msg.WriteLong( ( fxEffect != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_FX, fxEffect->Index() ) : -1 );
|
|
msg.WriteLong( 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.ReadLong() );
|
|
start_time = msg.ReadLong();
|
|
|
|
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 );
|
|
}
|