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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.
629 lines
25 KiB
C++
629 lines
25 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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#ifndef __GAME_ENTITY_H__
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#define __GAME_ENTITY_H__
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#include "idlib/math/Curve.h"
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#include "framework/DeclParticle.h"
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#include "physics/Physics_Static.h"
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#include "physics/Physics.h"
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#include "script/Script_Program.h"
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#include "gamesys/Class.h"
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#include "gamesys/Event.h"
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#include "Game_local.h"
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/*
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===============================================================================
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Game entity base class.
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===============================================================================
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*/
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static const int DELAY_DORMANT_TIME = 3000;
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extern const idEventDef EV_PostSpawn;
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extern const idEventDef EV_FindTargets;
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extern const idEventDef EV_Touch;
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extern const idEventDef EV_Use;
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extern const idEventDef EV_Activate;
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extern const idEventDef EV_ActivateTargets;
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extern const idEventDef EV_Hide;
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extern const idEventDef EV_Show;
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extern const idEventDef EV_GetShaderParm;
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extern const idEventDef EV_SetShaderParm;
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extern const idEventDef EV_SetOwner;
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extern const idEventDef EV_GetAngles;
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extern const idEventDef EV_SetAngles;
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extern const idEventDef EV_SetLinearVelocity;
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extern const idEventDef EV_SetAngularVelocity;
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extern const idEventDef EV_SetSkin;
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extern const idEventDef EV_StartSoundShader;
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extern const idEventDef EV_StopSound;
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extern const idEventDef EV_CacheSoundShader;
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// Think flags
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enum {
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TH_ALL = -1,
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TH_THINK = 1, // run think function each frame
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TH_PHYSICS = 2, // run physics each frame
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TH_ANIMATE = 4, // update animation each frame
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TH_UPDATEVISUALS = 8, // update renderEntity
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TH_UPDATEPARTICLES = 16
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};
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//
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// Signals
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// make sure to change script/doom_defs.script if you add any, or change their order
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//
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typedef enum {
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SIG_TOUCH, // object was touched
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SIG_USE, // object was used
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SIG_TRIGGER, // object was activated
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SIG_REMOVED, // object was removed from the game
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SIG_DAMAGE, // object was damaged
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SIG_BLOCKED, // object was blocked
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SIG_MOVER_POS1, // mover at position 1 (door closed)
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SIG_MOVER_POS2, // mover at position 2 (door open)
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SIG_MOVER_1TO2, // mover changing from position 1 to 2
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SIG_MOVER_2TO1, // mover changing from position 2 to 1
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NUM_SIGNALS
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} signalNum_t;
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// FIXME: At some point we may want to just limit it to one thread per signal, but
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// for now, I'm allowing multiple threads. We should reevaluate this later in the project
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#define MAX_SIGNAL_THREADS 16 // probably overkill, but idList uses a granularity of 16
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struct signal_t {
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int threadnum;
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const function_t *function;
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};
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class signalList_t {
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public:
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idList<signal_t> signal[ NUM_SIGNALS ];
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};
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class idEntity : public idClass {
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public:
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static const int MAX_PVS_AREAS = 4;
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int entityNumber; // index into the entity list
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int entityDefNumber; // index into the entity def list
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idLinkList<idEntity> spawnNode; // for being linked into spawnedEntities list
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idLinkList<idEntity> activeNode; // for being linked into activeEntities list
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idLinkList<idEntity> snapshotNode; // for being linked into snapshotEntities list
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int snapshotSequence; // last snapshot this entity was in
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int snapshotBits; // number of bits this entity occupied in the last snapshot
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idStr name; // name of entity
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idDict spawnArgs; // key/value pairs used to spawn and initialize entity
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idScriptObject scriptObject; // contains all script defined data for this entity
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int thinkFlags; // TH_? flags
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int dormantStart; // time that the entity was first closed off from player
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bool cinematic; // during cinematics, entity will only think if cinematic is set
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renderView_t * renderView; // for camera views from this entity
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idEntity * cameraTarget; // any remoteRenderMap shaders will use this
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idList< idEntityPtr<idEntity> > targets; // when this entity is activated these entities entity are activated
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int health; // FIXME: do all objects really need health?
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struct entityFlags_s {
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bool notarget :1; // if true never attack or target this entity
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bool noknockback :1; // if true no knockback from hits
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bool takedamage :1; // if true this entity can be damaged
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bool hidden :1; // if true this entity is not visible
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bool bindOrientated :1; // if true both the master orientation is used for binding
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bool solidForTeam :1; // if true this entity is considered solid when a physics team mate pushes entities
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bool forcePhysicsUpdate :1; // if true always update from the physics whether the object moved or not
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bool selected :1; // if true the entity is selected for editing
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bool neverDormant :1; // if true the entity never goes dormant
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bool isDormant :1; // if true the entity is dormant
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bool hasAwakened :1; // before a monster has been awakened the first time, use full PVS for dormant instead of area-connected
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bool networkSync :1; // if true the entity is synchronized over the network
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bool grabbed :1; // if true object is currently being grabbed
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} fl;
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#ifdef _D3XP
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int timeGroup;
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bool noGrab;
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renderEntity_t xrayEntity;
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qhandle_t xrayEntityHandle;
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const idDeclSkin * xraySkin;
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void DetermineTimeGroup( bool slowmo );
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void SetGrabbedState( bool grabbed );
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bool IsGrabbed();
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#endif
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public:
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ABSTRACT_PROTOTYPE( idEntity );
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idEntity();
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~idEntity();
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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const char * GetEntityDefName( void ) const;
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void SetName( const char *name );
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const char * GetName( void ) const;
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virtual void UpdateChangeableSpawnArgs( const idDict *source );
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// clients generate views based on all the player specific options,
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// cameras have custom code, and everything else just uses the axis orientation
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virtual renderView_t * GetRenderView();
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// thinking
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virtual void Think( void );
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bool CheckDormant( void ); // dormant == on the active list, but out of PVS
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virtual void DormantBegin( void ); // called when entity becomes dormant
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virtual void DormantEnd( void ); // called when entity wakes from being dormant
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bool IsActive( void ) const;
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void BecomeActive( int flags );
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void BecomeInactive( int flags );
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void UpdatePVSAreas( const idVec3 &pos );
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// visuals
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virtual void Present( void );
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virtual renderEntity_t *GetRenderEntity( void );
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virtual int GetModelDefHandle( void );
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virtual void SetModel( const char *modelname );
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void SetSkin( const idDeclSkin *skin );
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const idDeclSkin * GetSkin( void ) const;
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void SetShaderParm( int parmnum, float value );
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virtual void SetColor( float red, float green, float blue );
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virtual void SetColor( const idVec3 &color );
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virtual void GetColor( idVec3 &out ) const;
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virtual void SetColor( const idVec4 &color );
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virtual void GetColor( idVec4 &out ) const;
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virtual void FreeModelDef( void );
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virtual void FreeLightDef( void );
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virtual void Hide( void );
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virtual void Show( void );
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bool IsHidden( void ) const;
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void UpdateVisuals( void );
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void UpdateModel( void );
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void UpdateModelTransform( void );
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virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
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int GetNumPVSAreas( void );
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const int * GetPVSAreas( void );
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void ClearPVSAreas( void );
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bool PhysicsTeamInPVS( pvsHandle_t pvsHandle );
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// animation
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virtual bool UpdateAnimationControllers( void );
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bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView );
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static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
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virtual idAnimator * GetAnimator( void ); // returns animator object used by this entity
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// sound
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virtual bool CanPlayChatterSounds( void ) const;
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bool StartSound( const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
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bool StartSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
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void StopSound( const s_channelType channel, bool broadcast ); // pass SND_CHANNEL_ANY to stop all sounds
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void SetSoundVolume( float volume );
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void UpdateSound( void );
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int GetListenerId( void ) const;
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idSoundEmitter * GetSoundEmitter( void ) const;
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void FreeSoundEmitter( bool immediate );
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// entity binding
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virtual void PreBind( void );
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virtual void PostBind( void );
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virtual void PreUnbind( void );
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virtual void PostUnbind( void );
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void JoinTeam( idEntity *teammember );
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void Bind( idEntity *master, bool orientated );
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void BindToJoint( idEntity *master, const char *jointname, bool orientated );
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void BindToJoint( idEntity *master, jointHandle_t jointnum, bool orientated );
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void BindToBody( idEntity *master, int bodyId, bool orientated );
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void Unbind( void );
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bool IsBound( void ) const;
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bool IsBoundTo( idEntity *master ) const;
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idEntity * GetBindMaster( void ) const;
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jointHandle_t GetBindJoint( void ) const;
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int GetBindBody( void ) const;
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idEntity * GetTeamMaster( void ) const;
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idEntity * GetNextTeamEntity( void ) const;
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void ConvertLocalToWorldTransform( idVec3 &offset, idMat3 &axis );
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idVec3 GetLocalVector( const idVec3 &vec ) const;
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idVec3 GetLocalCoordinates( const idVec3 &vec ) const;
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idVec3 GetWorldVector( const idVec3 &vec ) const;
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idVec3 GetWorldCoordinates( const idVec3 &vec ) const;
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bool GetMasterPosition( idVec3 &masterOrigin, idMat3 &masterAxis ) const;
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void GetWorldVelocities( idVec3 &linearVelocity, idVec3 &angularVelocity ) const;
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// physics
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// set a new physics object to be used by this entity
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void SetPhysics( idPhysics *phys );
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// get the physics object used by this entity
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idPhysics * GetPhysics( void ) const;
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// restore physics pointer for save games
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void RestorePhysics( idPhysics *phys );
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// run the physics for this entity
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bool RunPhysics( void );
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// set the origin of the physics object (relative to bindMaster if not NULL)
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void SetOrigin( const idVec3 &org );
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// set the axis of the physics object (relative to bindMaster if not NULL)
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void SetAxis( const idMat3 &axis );
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// use angles to set the axis of the physics object (relative to bindMaster if not NULL)
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void SetAngles( const idAngles &ang );
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// get the floor position underneath the physics object
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bool GetFloorPos( float max_dist, idVec3 &floorpos ) const;
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// retrieves the transformation going from the physics origin/axis to the visual origin/axis
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virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
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// retrieves the transformation going from the physics origin/axis to the sound origin/axis
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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// called from the physics object when colliding, should return true if the physics simulation should stop
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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// retrieves impact information, 'ent' is the entity retrieving the info
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virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
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// apply an impulse to the physics object, 'ent' is the entity applying the impulse
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virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
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// add a force to the physics object, 'ent' is the entity adding the force
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virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
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// activate the physics object, 'ent' is the entity activating this entity
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virtual void ActivatePhysics( idEntity *ent );
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// returns true if the physics object is at rest
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virtual bool IsAtRest( void ) const;
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// returns the time the physics object came to rest
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virtual int GetRestStartTime( void ) const;
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// add a contact entity
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virtual void AddContactEntity( idEntity *ent );
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// remove a touching entity
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virtual void RemoveContactEntity( idEntity *ent );
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// damage
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// returns true if this entity can be damaged from the given origin
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virtual bool CanDamage( const idVec3 &origin, idVec3 &damagePoint ) const;
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// applies damage to this entity
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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// adds a damage effect like overlays, blood, sparks, debris etc.
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virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
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// callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
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virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
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// notifies this entity that it is in pain
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virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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// notifies this entity that is has been killed
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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// scripting
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virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
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virtual idThread * ConstructScriptObject( void );
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virtual void DeconstructScriptObject( void );
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void SetSignal( signalNum_t signalnum, idThread *thread, const function_t *function );
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void ClearSignal( idThread *thread, signalNum_t signalnum );
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void ClearSignalThread( signalNum_t signalnum, idThread *thread );
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bool HasSignal( signalNum_t signalnum ) const;
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void Signal( signalNum_t signalnum );
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void SignalEvent( idThread *thread, signalNum_t signalnum );
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// gui
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void TriggerGuis( void );
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bool HandleGuiCommands( idEntity *entityGui, const char *cmds );
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virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
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// targets
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void FindTargets( void );
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void RemoveNullTargets( void );
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void ActivateTargets( idEntity *activator ) const;
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// misc
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virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
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bool TouchTriggers( void ) const;
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idCurve_Spline<idVec3> *GetSpline( void ) const;
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virtual void ShowEditingDialog( void );
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enum {
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EVENT_STARTSOUNDSHADER,
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EVENT_STOPSOUNDSHADER,
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EVENT_MAXEVENTS
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};
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virtual void ClientPredictionThink( void );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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virtual bool ServerReceiveEvent( int event, int time, const idBitMsg &msg );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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void WriteBindToSnapshot( idBitMsgDelta &msg ) const;
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void ReadBindFromSnapshot( const idBitMsgDelta &msg );
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void WriteColorToSnapshot( idBitMsgDelta &msg ) const;
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void ReadColorFromSnapshot( const idBitMsgDelta &msg );
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void WriteGUIToSnapshot( idBitMsgDelta &msg ) const;
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void ReadGUIFromSnapshot( const idBitMsgDelta &msg );
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void ServerSendEvent( int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient ) const;
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void ClientSendEvent( int eventId, const idBitMsg *msg ) const;
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protected:
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renderEntity_t renderEntity; // used to present a model to the renderer
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int modelDefHandle; // handle to static renderer model
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refSound_t refSound; // used to present sound to the audio engine
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private:
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idPhysics_Static defaultPhysicsObj; // default physics object
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idPhysics * physics; // physics used for this entity
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idEntity * bindMaster; // entity bound to if unequal NULL
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jointHandle_t bindJoint; // joint bound to if unequal INVALID_JOINT
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int bindBody; // body bound to if unequal -1
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idEntity * teamMaster; // master of the physics team
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idEntity * teamChain; // next entity in physics team
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int numPVSAreas; // number of renderer areas the entity covers
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int PVSAreas[MAX_PVS_AREAS]; // numbers of the renderer areas the entity covers
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signalList_t * signals;
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int mpGUIState; // local cache to avoid systematic SetStateInt
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private:
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void FixupLocalizedStrings();
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bool DoDormantTests( void ); // dormant == on the active list, but out of PVS
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// physics
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// initialize the default physics
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void InitDefaultPhysics( const idVec3 &origin, const idMat3 &axis );
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// update visual position from the physics
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void UpdateFromPhysics( bool moveBack );
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// entity binding
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bool InitBind( idEntity *master ); // initialize an entity binding
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void FinishBind( void ); // finish an entity binding
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void RemoveBinds( void ); // deletes any entities bound to this object
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void QuitTeam( void ); // leave the current team
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void UpdatePVSAreas( void );
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// events
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void Event_GetName( void );
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void Event_SetName( const char *name );
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void Event_FindTargets( void );
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void Event_ActivateTargets( idEntity *activator );
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void Event_NumTargets( void );
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void Event_GetTarget( float index );
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void Event_RandomTarget( const char *ignore );
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void Event_Bind( idEntity *master );
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void Event_BindPosition( idEntity *master );
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void Event_BindToJoint( idEntity *master, const char *jointname, float orientated );
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void Event_Unbind( void );
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void Event_RemoveBinds( void );
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void Event_SpawnBind( void );
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void Event_SetOwner( idEntity *owner );
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void Event_SetModel( const char *modelname );
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void Event_SetSkin( const char *skinname );
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void Event_GetShaderParm( int parmnum );
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void Event_SetShaderParm( int parmnum, float value );
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void Event_SetShaderParms( float parm0, float parm1, float parm2, float parm3 );
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void Event_SetColor( float red, float green, float blue );
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void Event_GetColor( void );
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void Event_IsHidden( void );
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void Event_Hide( void );
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void Event_Show( void );
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void Event_CacheSoundShader( const char *soundName );
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void Event_StartSoundShader( const char *soundName, int channel );
|
|
void Event_StopSound( int channel, int netSync );
|
|
void Event_StartSound( const char *soundName, int channel, int netSync );
|
|
void Event_FadeSound( int channel, float to, float over );
|
|
void Event_GetWorldOrigin( void );
|
|
void Event_SetWorldOrigin( idVec3 const &org );
|
|
void Event_GetOrigin( void );
|
|
void Event_SetOrigin( const idVec3 &org );
|
|
void Event_GetAngles( void );
|
|
void Event_SetAngles( const idAngles &ang );
|
|
void Event_SetLinearVelocity( const idVec3 &velocity );
|
|
void Event_GetLinearVelocity( void );
|
|
void Event_SetAngularVelocity( const idVec3 &velocity );
|
|
void Event_GetAngularVelocity( void );
|
|
void Event_SetSize( const idVec3 &mins, const idVec3 &maxs );
|
|
void Event_GetSize( void );
|
|
void Event_GetMins( void );
|
|
void Event_GetMaxs( void );
|
|
void Event_Touches( idEntity *ent );
|
|
void Event_SetGuiParm( const char *key, const char *val );
|
|
void Event_SetGuiFloat( const char *key, float f );
|
|
void Event_GetNextKey( const char *prefix, const char *lastMatch );
|
|
void Event_SetKey( const char *key, const char *value );
|
|
void Event_GetKey( const char *key );
|
|
void Event_GetIntKey( const char *key );
|
|
void Event_GetFloatKey( const char *key );
|
|
void Event_GetVectorKey( const char *key );
|
|
void Event_GetEntityKey( const char *key );
|
|
void Event_RestorePosition( void );
|
|
void Event_UpdateCameraTarget( void );
|
|
void Event_DistanceTo( idEntity *ent );
|
|
void Event_DistanceToPoint( const idVec3 &point );
|
|
void Event_StartFx( const char *fx );
|
|
void Event_WaitFrame( void );
|
|
void Event_Wait( float time );
|
|
void Event_HasFunction( const char *name );
|
|
void Event_CallFunction( const char *name );
|
|
void Event_SetNeverDormant( int enable );
|
|
#ifdef _D3XP
|
|
void Event_SetGui( int guiNum, const char *guiName);
|
|
void Event_PrecacheGui( const char *guiName );
|
|
void Event_GetGuiParm(int guiNum, const char *key);
|
|
void Event_GetGuiParmFloat(int guiNum, const char *key);
|
|
void Event_GuiNamedEvent(int guiNum, const char *event);
|
|
#endif
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Animated entity base class.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
typedef struct damageEffect_s {
|
|
jointHandle_t jointNum;
|
|
idVec3 localOrigin;
|
|
idVec3 localNormal;
|
|
int time;
|
|
const idDeclParticle* type;
|
|
struct damageEffect_s * next;
|
|
} damageEffect_t;
|
|
|
|
class idAnimatedEntity : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idAnimatedEntity );
|
|
|
|
idAnimatedEntity();
|
|
~idAnimatedEntity();
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
virtual void ClientPredictionThink( void );
|
|
virtual void Think( void );
|
|
|
|
void UpdateAnimation( void );
|
|
|
|
virtual idAnimator * GetAnimator( void );
|
|
virtual void SetModel( const char *modelname );
|
|
|
|
bool GetJointWorldTransform( jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis );
|
|
bool GetJointTransformForAnim( jointHandle_t jointHandle, int animNum, int currentTime, idVec3 &offset, idMat3 &axis ) const;
|
|
|
|
virtual int GetDefaultSurfaceType( void ) const;
|
|
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
|
|
void AddLocalDamageEffect( jointHandle_t jointNum, const idVec3 &localPoint, const idVec3 &localNormal, const idVec3 &localDir, const idDeclEntityDef *def, const idMaterial *collisionMaterial );
|
|
void UpdateDamageEffects( void );
|
|
|
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
|
|
|
enum {
|
|
EVENT_ADD_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS,
|
|
EVENT_MAXEVENTS
|
|
};
|
|
|
|
protected:
|
|
idAnimator animator;
|
|
damageEffect_t * damageEffects;
|
|
|
|
private:
|
|
void Event_GetJointHandle( const char *jointname );
|
|
void Event_ClearAllJoints( void );
|
|
void Event_ClearJoint( jointHandle_t jointnum );
|
|
void Event_SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
|
|
void Event_SetJointAngle( jointHandle_t jointnum, jointModTransform_t transform_type, const idAngles &angles );
|
|
void Event_GetJointPos( jointHandle_t jointnum );
|
|
void Event_GetJointAngle( jointHandle_t jointnum );
|
|
};
|
|
|
|
|
|
#ifdef _D3XP
|
|
class SetTimeState {
|
|
bool activated;
|
|
bool previousFast;
|
|
bool fast;
|
|
|
|
public:
|
|
SetTimeState();
|
|
SetTimeState( int timeGroup );
|
|
~SetTimeState();
|
|
|
|
void PushState( int timeGroup );
|
|
};
|
|
|
|
ID_INLINE SetTimeState::SetTimeState() {
|
|
activated = false;
|
|
previousFast = false;
|
|
}
|
|
|
|
ID_INLINE SetTimeState::SetTimeState( int timeGroup ) {
|
|
activated = false;
|
|
previousFast = false;
|
|
PushState( timeGroup );
|
|
}
|
|
|
|
ID_INLINE void SetTimeState::PushState( int timeGroup ) {
|
|
|
|
// Don't mess with time in Multiplayer
|
|
if ( !gameLocal.isMultiplayer ) {
|
|
|
|
activated = true;
|
|
|
|
// determine previous fast setting
|
|
if ( gameLocal.time == gameLocal.slow.time ) {
|
|
previousFast = false;
|
|
}
|
|
else {
|
|
previousFast = true;
|
|
}
|
|
|
|
// determine new fast setting
|
|
if ( timeGroup ) {
|
|
fast = true;
|
|
}
|
|
else {
|
|
fast = false;
|
|
}
|
|
|
|
// set correct time
|
|
if ( fast ) {
|
|
gameLocal.fast.Get( gameLocal.time, gameLocal.previousTime, gameLocal.msec, gameLocal.framenum, gameLocal.realClientTime );
|
|
}
|
|
else {
|
|
gameLocal.slow.Get( gameLocal.time, gameLocal.previousTime, gameLocal.msec, gameLocal.framenum, gameLocal.realClientTime );
|
|
}
|
|
}
|
|
}
|
|
|
|
ID_INLINE SetTimeState::~SetTimeState() {
|
|
if ( activated && !gameLocal.isMultiplayer ) {
|
|
// set previous correct time
|
|
if ( previousFast ) {
|
|
gameLocal.fast.Get( gameLocal.time, gameLocal.previousTime, gameLocal.msec, gameLocal.framenum, gameLocal.realClientTime );
|
|
}
|
|
else {
|
|
gameLocal.slow.Get( gameLocal.time, gameLocal.previousTime, gameLocal.msec, gameLocal.framenum, gameLocal.realClientTime );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#endif /* !__GAME_ENTITY_H__ */
|