2011-11-22 21:28:15 +00:00
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Doom 3 GPL Source Code
2011-12-06 18:20:15 +00:00
Copyright ( C ) 1999 - 2011 id Software LLC , a ZeniMax Media company .
2011-11-22 21:28:15 +00:00
2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ( " Doom 3 Source Code " ) .
2011-11-22 21:28:15 +00:00
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 .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
Invisible entities that affect other entities or the world when activated .
*/
# include "../idlib/precompiled.h"
# pragma hdrstop
# include "Game_local.h"
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget
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*/
CLASS_DECLARATION ( idEntity , idTarget )
END_CLASS
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_Remove
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_Remove )
EVENT ( EV_Activate , idTarget_Remove : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_Remove : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_Remove : : Event_Activate ( idEntity * activator ) {
int i ;
idEntity * ent ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > PostEventMS ( & EV_Remove , 0 ) ;
}
}
// delete our self when done
PostEventMS ( & EV_Remove , 0 ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_Show
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_Show )
EVENT ( EV_Activate , idTarget_Show : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_Show : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_Show : : Event_Activate ( idEntity * activator ) {
int i ;
idEntity * ent ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > Show ( ) ;
}
}
// delete our self when done
PostEventMS ( & EV_Remove , 0 ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_Damage
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_Damage )
EVENT ( EV_Activate , idTarget_Damage : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_Damage : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_Damage : : Event_Activate ( idEntity * activator ) {
int i ;
const char * damage ;
idEntity * ent ;
damage = spawnArgs . GetString ( " def_damage " , " damage_generic " ) ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > Damage ( this , this , vec3_origin , damage , 1.0f , INVALID_JOINT ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SessionCommand
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_SessionCommand )
EVENT ( EV_Activate , idTarget_SessionCommand : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SessionCommand : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SessionCommand : : Event_Activate ( idEntity * activator ) {
gameLocal . sessionCommand = spawnArgs . GetString ( " command " ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_EndLevel
Just a modified form of idTarget_SessionCommand
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_EndLevel )
EVENT ( EV_Activate , idTarget_EndLevel : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_EndLevel : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_EndLevel : : Event_Activate ( idEntity * activator ) {
idStr nextMap ;
# ifdef ID_DEMO_BUILD
if ( spawnArgs . GetBool ( " endOfGame " ) ) {
cvarSystem - > SetCVarBool ( " g_nightmare " , true ) ;
gameLocal . sessionCommand = " endofDemo " ;
return ;
}
# else
if ( spawnArgs . GetBool ( " endOfGame " ) ) {
cvarSystem - > SetCVarBool ( " g_nightmare " , true ) ;
gameLocal . sessionCommand = " disconnect " ;
return ;
}
# endif
if ( ! spawnArgs . GetString ( " nextMap " , " " , nextMap ) ) {
gameLocal . Printf ( " idTarget_SessionCommand::Event_Activate: no nextMap key \n " ) ;
return ;
}
if ( spawnArgs . GetInt ( " devmap " , " 0 " ) ) {
gameLocal . sessionCommand = " devmap " ; // only for special demos
} else {
gameLocal . sessionCommand = " map " ;
}
gameLocal . sessionCommand + = nextMap ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_WaitForButton
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_WaitForButton )
EVENT ( EV_Activate , idTarget_WaitForButton : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_WaitForButton : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_WaitForButton : : Event_Activate ( idEntity * activator ) {
if ( thinkFlags & TH_THINK ) {
BecomeInactive ( TH_THINK ) ;
} else {
// always allow during cinematics
cinematic = true ;
BecomeActive ( TH_THINK ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idTarget_WaitForButton : : Think
= = = = = = = = = = = = = = = =
*/
void idTarget_WaitForButton : : Think ( void ) {
idPlayer * player ;
if ( thinkFlags & TH_THINK ) {
player = gameLocal . GetLocalPlayer ( ) ;
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if ( player & & ! ( player - > oldButtons & BUTTON_ATTACK ) & & ( player - > usercmd . buttons & BUTTON_ATTACK ) ) {
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player - > usercmd . buttons & = ~ BUTTON_ATTACK ;
BecomeInactive ( TH_THINK ) ;
ActivateTargets ( player ) ;
}
} else {
BecomeInactive ( TH_ALL ) ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SetGlobalShaderParm
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_SetGlobalShaderTime )
EVENT ( EV_Activate , idTarget_SetGlobalShaderTime : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SetGlobalShaderTime : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SetGlobalShaderTime : : Event_Activate ( idEntity * activator ) {
int parm = spawnArgs . GetInt ( " globalParm " ) ;
float time = - MS2SEC ( gameLocal . time ) ;
if ( parm > = 0 & & parm < MAX_GLOBAL_SHADER_PARMS ) {
gameLocal . globalShaderParms [ parm ] = time ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SetShaderParm
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_SetShaderParm )
EVENT ( EV_Activate , idTarget_SetShaderParm : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SetShaderParm : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SetShaderParm : : Event_Activate ( idEntity * activator ) {
int i ;
idEntity * ent ;
float value ;
idVec3 color ;
int parmnum ;
// set the color on the targets
if ( spawnArgs . GetVector ( " _color " , " 1 1 1 " , color ) ) {
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > SetColor ( color [ 0 ] , color [ 1 ] , color [ 2 ] ) ;
}
}
}
// set any shader parms on the targets
for ( parmnum = 0 ; parmnum < MAX_ENTITY_SHADER_PARMS ; parmnum + + ) {
if ( spawnArgs . GetFloat ( va ( " shaderParm%d " , parmnum ) , " 0 " , value ) ) {
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > SetShaderParm ( parmnum , value ) ;
}
}
if ( spawnArgs . GetBool ( " toggle " ) & & ( value = = 0 | | value = = 1 ) ) {
int val = value ;
val ^ = 1 ;
value = val ;
spawnArgs . SetFloat ( va ( " shaderParm%d " , parmnum ) , value ) ;
}
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SetShaderTime
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_SetShaderTime )
EVENT ( EV_Activate , idTarget_SetShaderTime : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SetShaderTime : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SetShaderTime : : Event_Activate ( idEntity * activator ) {
int i ;
idEntity * ent ;
float time ;
time = - MS2SEC ( gameLocal . time ) ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > SetShaderParm ( SHADERPARM_TIMEOFFSET , time ) ;
if ( ent - > IsType ( idLight : : Type ) ) {
static_cast < idLight * > ( ent ) - > SetLightParm ( SHADERPARM_TIMEOFFSET , time ) ;
}
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_FadeEntity
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_FadeEntity )
EVENT ( EV_Activate , idTarget_FadeEntity : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_FadeEntity : : idTarget_FadeEntity
= = = = = = = = = = = = = = = =
*/
idTarget_FadeEntity : : idTarget_FadeEntity ( void ) {
fadeFrom . Zero ( ) ;
fadeStart = 0 ;
fadeEnd = 0 ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_FadeEntity : : Save
= = = = = = = = = = = = = = = =
*/
void idTarget_FadeEntity : : Save ( idSaveGame * savefile ) const {
savefile - > WriteVec4 ( fadeFrom ) ;
savefile - > WriteInt ( fadeStart ) ;
savefile - > WriteInt ( fadeEnd ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_FadeEntity : : Restore
= = = = = = = = = = = = = = = =
*/
void idTarget_FadeEntity : : Restore ( idRestoreGame * savefile ) {
savefile - > ReadVec4 ( fadeFrom ) ;
savefile - > ReadInt ( fadeStart ) ;
savefile - > ReadInt ( fadeEnd ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_FadeEntity : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_FadeEntity : : Event_Activate ( idEntity * activator ) {
idEntity * ent ;
int i ;
if ( ! targets . Num ( ) ) {
return ;
}
// always allow during cinematics
cinematic = true ;
BecomeActive ( TH_THINK ) ;
ent = this ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > GetColor ( fadeFrom ) ;
break ;
}
}
fadeStart = gameLocal . time ;
fadeEnd = gameLocal . time + SEC2MS ( spawnArgs . GetFloat ( " fadetime " ) ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_FadeEntity : : Think
= = = = = = = = = = = = = = = =
*/
void idTarget_FadeEntity : : Think ( void ) {
int i ;
idEntity * ent ;
idVec4 color ;
idVec4 fadeTo ;
float frac ;
if ( thinkFlags & TH_THINK ) {
GetColor ( fadeTo ) ;
if ( gameLocal . time > = fadeEnd ) {
color = fadeTo ;
BecomeInactive ( TH_THINK ) ;
} else {
frac = ( float ) ( gameLocal . time - fadeStart ) / ( float ) ( fadeEnd - fadeStart ) ;
color . Lerp ( fadeFrom , fadeTo , frac ) ;
}
// set the color on the targets
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > SetColor ( color ) ;
}
}
} else {
BecomeInactive ( TH_ALL ) ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_LightFadeIn
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_LightFadeIn )
EVENT ( EV_Activate , idTarget_LightFadeIn : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_LightFadeIn : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_LightFadeIn : : Event_Activate ( idEntity * activator ) {
idEntity * ent ;
idLight * light ;
int i ;
float time ;
if ( ! targets . Num ( ) ) {
return ;
}
time = spawnArgs . GetFloat ( " fadetime " ) ;
ent = this ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ! ent ) {
continue ;
}
if ( ent - > IsType ( idLight : : Type ) ) {
light = static_cast < idLight * > ( ent ) ;
light - > FadeIn ( time ) ;
} else {
gameLocal . Printf ( " '%s' targets non-light '%s' " , name . c_str ( ) , ent - > GetName ( ) ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_LightFadeOut
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_LightFadeOut )
EVENT ( EV_Activate , idTarget_LightFadeOut : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_LightFadeOut : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_LightFadeOut : : Event_Activate ( idEntity * activator ) {
idEntity * ent ;
idLight * light ;
int i ;
float time ;
if ( ! targets . Num ( ) ) {
return ;
}
time = spawnArgs . GetFloat ( " fadetime " ) ;
ent = this ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ! ent ) {
continue ;
}
if ( ent - > IsType ( idLight : : Type ) ) {
light = static_cast < idLight * > ( ent ) ;
light - > FadeOut ( time ) ;
} else {
gameLocal . Printf ( " '%s' targets non-light '%s' " , name . c_str ( ) , ent - > GetName ( ) ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_Give
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_Give )
EVENT ( EV_Activate , idTarget_Give : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_Give : : Spawn
= = = = = = = = = = = = = = = =
*/
void idTarget_Give : : Spawn ( void ) {
if ( spawnArgs . GetBool ( " onSpawn " ) ) {
PostEventMS ( & EV_Activate , 50 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idTarget_Give : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_Give : : Event_Activate ( idEntity * activator ) {
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if ( spawnArgs . GetBool ( " development " ) & & developer . GetInteger ( ) = = 0 ) {
return ;
}
static int giveNum = 0 ;
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
if ( player ) {
const idKeyValue * kv = spawnArgs . MatchPrefix ( " item " , NULL ) ;
while ( kv ) {
const idDict * dict = gameLocal . FindEntityDefDict ( kv - > GetValue ( ) , false ) ;
if ( dict ) {
idDict d2 ;
d2 . Copy ( * dict ) ;
d2 . Set ( " name " , va ( " givenitem_%i " , giveNum + + ) ) ;
idEntity * ent = NULL ;
if ( gameLocal . SpawnEntityDef ( d2 , & ent ) & & ent & & ent - > IsType ( idItem : : Type ) ) {
idItem * item = static_cast < idItem * > ( ent ) ;
item - > GiveToPlayer ( gameLocal . GetLocalPlayer ( ) ) ;
}
}
kv = spawnArgs . MatchPrefix ( " item " , kv ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_GiveEmail
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_GiveEmail )
EVENT ( EV_Activate , idTarget_GiveEmail : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_GiveEmail : : Spawn
= = = = = = = = = = = = = = = =
*/
void idTarget_GiveEmail : : Spawn ( void ) {
}
/*
= = = = = = = = = = = = = = = =
idTarget_GiveEmail : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_GiveEmail : : Event_Activate ( idEntity * activator ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
const idDeclPDA * pda = player - > GetPDA ( ) ;
if ( pda ) {
player - > GiveEmail ( spawnArgs . GetString ( " email " ) ) ;
} else {
player - > ShowTip ( spawnArgs . GetString ( " text_infoTitle " ) , spawnArgs . GetString ( " text_PDANeeded " ) , true ) ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SetModel
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_SetModel )
EVENT ( EV_Activate , idTarget_SetModel : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SetModel : : Spawn
= = = = = = = = = = = = = = = =
*/
void idTarget_SetModel : : Spawn ( void ) {
const char * model ;
model = spawnArgs . GetString ( " newmodel " ) ;
if ( declManager - > FindType ( DECL_MODELDEF , model , false ) = = NULL ) {
// precache the render model
renderModelManager - > FindModel ( model ) ;
// precache .cm files only
collisionModelManager - > LoadModel ( model , true ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetModel : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SetModel : : Event_Activate ( idEntity * activator ) {
for ( int i = 0 ; i < targets . Num ( ) ; i + + ) {
idEntity * ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
ent - > SetModel ( spawnArgs . GetString ( " newmodel " ) ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SetInfluence
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
const idEventDef EV_RestoreInfluence ( " <RestoreInfluece> " ) ;
const idEventDef EV_GatherEntities ( " <GatherEntities> " ) ;
const idEventDef EV_Flash ( " <Flash> " , " fd " ) ;
const idEventDef EV_ClearFlash ( " <ClearFlash> " , " f " ) ;
CLASS_DECLARATION ( idTarget , idTarget_SetInfluence )
EVENT ( EV_Activate , idTarget_SetInfluence : : Event_Activate )
EVENT ( EV_RestoreInfluence , idTarget_SetInfluence : : Event_RestoreInfluence )
EVENT ( EV_GatherEntities , idTarget_SetInfluence : : Event_GatherEntities )
EVENT ( EV_Flash , idTarget_SetInfluence : : Event_Flash )
EVENT ( EV_ClearFlash , idTarget_SetInfluence : : Event_ClearFlash )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : idTarget_SetInfluence
= = = = = = = = = = = = = = = =
*/
idTarget_SetInfluence : : idTarget_SetInfluence ( void ) {
flashIn = 0.0f ;
flashOut = 0.0f ;
delay = 0.0f ;
switchToCamera = NULL ;
soundFaded = false ;
restoreOnTrigger = false ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Save
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Save ( idSaveGame * savefile ) const {
int i ;
savefile - > WriteInt ( lightList . Num ( ) ) ;
for ( i = 0 ; i < lightList . Num ( ) ; i + + ) {
savefile - > WriteInt ( lightList [ i ] ) ;
}
savefile - > WriteInt ( guiList . Num ( ) ) ;
for ( i = 0 ; i < guiList . Num ( ) ; i + + ) {
savefile - > WriteInt ( guiList [ i ] ) ;
}
savefile - > WriteInt ( soundList . Num ( ) ) ;
for ( i = 0 ; i < soundList . Num ( ) ; i + + ) {
savefile - > WriteInt ( soundList [ i ] ) ;
}
savefile - > WriteInt ( genericList . Num ( ) ) ;
for ( i = 0 ; i < genericList . Num ( ) ; i + + ) {
savefile - > WriteInt ( genericList [ i ] ) ;
}
savefile - > WriteFloat ( flashIn ) ;
savefile - > WriteFloat ( flashOut ) ;
savefile - > WriteFloat ( delay ) ;
savefile - > WriteString ( flashInSound ) ;
savefile - > WriteString ( flashOutSound ) ;
savefile - > WriteObject ( switchToCamera ) ;
savefile - > WriteFloat ( fovSetting . GetStartTime ( ) ) ;
savefile - > WriteFloat ( fovSetting . GetDuration ( ) ) ;
savefile - > WriteFloat ( fovSetting . GetStartValue ( ) ) ;
savefile - > WriteFloat ( fovSetting . GetEndValue ( ) ) ;
savefile - > WriteBool ( soundFaded ) ;
savefile - > WriteBool ( restoreOnTrigger ) ;
# ifdef _D3XP
savefile - > WriteInt ( savedGuiList . Num ( ) ) ;
for ( i = 0 ; i < savedGuiList . Num ( ) ; i + + ) {
for ( int j = 0 ; j < MAX_RENDERENTITY_GUI ; j + + ) {
savefile - > WriteUserInterface ( savedGuiList [ i ] . gui [ j ] , savedGuiList [ i ] . gui [ j ] ? savedGuiList [ i ] . gui [ j ] - > IsUniqued ( ) : false ) ;
}
}
# endif
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Restore
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Restore ( idRestoreGame * savefile ) {
int i , num ;
int itemNum ;
float set ;
savefile - > ReadInt ( num ) ;
for ( i = 0 ; i < num ; i + + ) {
savefile - > ReadInt ( itemNum ) ;
lightList . Append ( itemNum ) ;
}
savefile - > ReadInt ( num ) ;
for ( i = 0 ; i < num ; i + + ) {
savefile - > ReadInt ( itemNum ) ;
guiList . Append ( itemNum ) ;
}
savefile - > ReadInt ( num ) ;
for ( i = 0 ; i < num ; i + + ) {
savefile - > ReadInt ( itemNum ) ;
soundList . Append ( itemNum ) ;
}
savefile - > ReadInt ( num ) ;
for ( i = 0 ; i < num ; i + + ) {
savefile - > ReadInt ( itemNum ) ;
genericList . Append ( itemNum ) ;
}
savefile - > ReadFloat ( flashIn ) ;
savefile - > ReadFloat ( flashOut ) ;
savefile - > ReadFloat ( delay ) ;
savefile - > ReadString ( flashInSound ) ;
savefile - > ReadString ( flashOutSound ) ;
savefile - > ReadObject ( reinterpret_cast < idClass * & > ( switchToCamera ) ) ;
savefile - > ReadFloat ( set ) ;
fovSetting . SetStartTime ( set ) ;
savefile - > ReadFloat ( set ) ;
fovSetting . SetDuration ( set ) ;
savefile - > ReadFloat ( set ) ;
fovSetting . SetStartValue ( set ) ;
savefile - > ReadFloat ( set ) ;
fovSetting . SetEndValue ( set ) ;
savefile - > ReadBool ( soundFaded ) ;
savefile - > ReadBool ( restoreOnTrigger ) ;
# ifdef _D3XP
savefile - > ReadInt ( num ) ;
for ( i = 0 ; i < num ; i + + ) {
SavedGui_t temp ;
for ( int j = 0 ; j < MAX_RENDERENTITY_GUI ; j + + ) {
savefile - > ReadUserInterface ( temp . gui [ j ] ) ;
}
savedGuiList . Append ( temp ) ;
}
# endif
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Spawn
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Spawn ( ) {
PostEventMS ( & EV_GatherEntities , 0 ) ;
flashIn = spawnArgs . GetFloat ( " flashIn " , " 0 " ) ;
flashOut = spawnArgs . GetFloat ( " flashOut " , " 0 " ) ;
flashInSound = spawnArgs . GetString ( " snd_flashin " ) ;
flashOutSound = spawnArgs . GetString ( " snd_flashout " ) ;
delay = spawnArgs . GetFloat ( " delay " ) ;
soundFaded = false ;
restoreOnTrigger = false ;
// always allow during cinematics
cinematic = true ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Event_Flash
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Event_Flash ( float flash , int out ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
player - > playerView . Fade ( idVec4 ( 1 , 1 , 1 , 1 ) , flash ) ;
const idSoundShader * shader = NULL ;
if ( ! out & & flashInSound . Length ( ) ) {
shader = declManager - > FindSound ( flashInSound ) ;
player - > StartSoundShader ( shader , SND_CHANNEL_VOICE , 0 , false , NULL ) ;
} else if ( out & & ( flashOutSound . Length ( ) | | flashInSound . Length ( ) ) ) {
shader = declManager - > FindSound ( flashOutSound . Length ( ) ? flashOutSound : flashInSound ) ;
player - > StartSoundShader ( shader , SND_CHANNEL_VOICE , 0 , false , NULL ) ;
}
PostEventSec ( & EV_ClearFlash , flash , flash ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Event_ClearFlash
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Event_ClearFlash ( float flash ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
2011-12-06 18:20:15 +00:00
player - > playerView . Fade ( vec4_zero , flash ) ;
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Event_GatherEntities
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Event_GatherEntities ( ) {
int i , listedEntities ;
idEntity * entityList [ MAX_GENTITIES ] ;
bool lights = spawnArgs . GetBool ( " effect_lights " ) ;
bool sounds = spawnArgs . GetBool ( " effect_sounds " ) ;
bool guis = spawnArgs . GetBool ( " effect_guis " ) ;
bool models = spawnArgs . GetBool ( " effect_models " ) ;
bool vision = spawnArgs . GetBool ( " effect_vision " ) ;
bool targetsOnly = spawnArgs . GetBool ( " targetsOnly " ) ;
lightList . Clear ( ) ;
guiList . Clear ( ) ;
soundList . Clear ( ) ;
# ifdef _D3XP
savedGuiList . Clear ( ) ;
# endif
if ( spawnArgs . GetBool ( " effect_all " ) ) {
lights = sounds = guis = models = vision = true ;
}
if ( targetsOnly ) {
listedEntities = targets . Num ( ) ;
for ( i = 0 ; i < listedEntities ; i + + ) {
entityList [ i ] = targets [ i ] . GetEntity ( ) ;
}
} else {
float radius = spawnArgs . GetFloat ( " radius " ) ;
listedEntities = gameLocal . EntitiesWithinRadius ( GetPhysics ( ) - > GetOrigin ( ) , radius , entityList , MAX_GENTITIES ) ;
}
for ( i = 0 ; i < listedEntities ; i + + ) {
idEntity * ent = entityList [ i ] ;
if ( ent ) {
if ( lights & & ent - > IsType ( idLight : : Type ) & & ent - > spawnArgs . FindKey ( " color_demonic " ) ) {
lightList . Append ( ent - > entityNumber ) ;
continue ;
}
if ( sounds & & ent - > IsType ( idSound : : Type ) & & ent - > spawnArgs . FindKey ( " snd_demonic " ) ) {
soundList . Append ( ent - > entityNumber ) ;
continue ;
}
if ( guis & & ent - > GetRenderEntity ( ) & & ent - > GetRenderEntity ( ) - > gui [ 0 ] & & ent - > spawnArgs . FindKey ( " gui_demonic " ) ) {
guiList . Append ( ent - > entityNumber ) ;
# ifdef _D3XP
SavedGui_t temp ;
savedGuiList . Append ( temp ) ;
# endif
continue ;
}
if ( ent - > IsType ( idStaticEntity : : Type ) & & ent - > spawnArgs . FindKey ( " color_demonic " ) ) {
genericList . Append ( ent - > entityNumber ) ;
continue ;
}
}
}
idStr temp ;
temp = spawnArgs . GetString ( " switchToView " ) ;
switchToCamera = ( temp . Length ( ) ) ? gameLocal . FindEntity ( temp ) : NULL ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Event_Activate ( idEntity * activator ) {
int i , j ;
idEntity * ent ;
idLight * light ;
idSound * sound ;
idStaticEntity * generic ;
const char * parm ;
const char * skin ;
bool update ;
idVec3 color ;
idVec4 colorTo ;
idPlayer * player ;
player = gameLocal . GetLocalPlayer ( ) ;
if ( spawnArgs . GetBool ( " triggerActivate " ) ) {
if ( restoreOnTrigger ) {
ProcessEvent ( & EV_RestoreInfluence ) ;
restoreOnTrigger = false ;
return ;
}
restoreOnTrigger = true ;
}
float fadeTime = spawnArgs . GetFloat ( " fadeWorldSounds " ) ;
if ( delay > 0.0f ) {
PostEventSec ( & EV_Activate , delay , activator ) ;
delay = 0.0f ;
// start any sound fading now
if ( fadeTime ) {
gameSoundWorld - > FadeSoundClasses ( 0 , - 40.0f , fadeTime ) ;
soundFaded = true ;
}
return ;
} else if ( fadeTime & & ! soundFaded ) {
gameSoundWorld - > FadeSoundClasses ( 0 , - 40.0f , fadeTime ) ;
soundFaded = true ;
}
if ( spawnArgs . GetBool ( " triggerTargets " ) ) {
ActivateTargets ( activator ) ;
}
if ( flashIn ) {
PostEventSec ( & EV_Flash , 0.0f , flashIn , 0 ) ;
}
parm = spawnArgs . GetString ( " snd_influence " ) ;
if ( parm & & * parm ) {
PostEventSec ( & EV_StartSoundShader , flashIn , parm , SND_CHANNEL_ANY ) ;
}
if ( switchToCamera ) {
switchToCamera - > PostEventSec ( & EV_Activate , flashIn + 0.05f , this ) ;
}
int fov = spawnArgs . GetInt ( " fov " ) ;
if ( fov ) {
fovSetting . Init ( gameLocal . time , SEC2MS ( spawnArgs . GetFloat ( " fovTime " ) ) , player - > DefaultFov ( ) , fov ) ;
BecomeActive ( TH_THINK ) ;
}
for ( i = 0 ; i < genericList . Num ( ) ; i + + ) {
ent = gameLocal . entities [ genericList [ i ] ] ;
if ( ent = = NULL ) {
continue ;
}
generic = static_cast < idStaticEntity * > ( ent ) ;
color = generic - > spawnArgs . GetVector ( " color_demonic " ) ;
colorTo . Set ( color . x , color . y , color . z , 1.0f ) ;
generic - > Fade ( colorTo , spawnArgs . GetFloat ( " fade_time " , " 0.25 " ) ) ;
}
for ( i = 0 ; i < lightList . Num ( ) ; i + + ) {
ent = gameLocal . entities [ lightList [ i ] ] ;
if ( ent = = NULL | | ! ent - > IsType ( idLight : : Type ) ) {
continue ;
}
light = static_cast < idLight * > ( ent ) ;
parm = light - > spawnArgs . GetString ( " mat_demonic " ) ;
if ( parm & & * parm ) {
light - > SetShader ( parm ) ;
}
2011-12-06 18:20:15 +00:00
2011-11-22 21:28:15 +00:00
color = light - > spawnArgs . GetVector ( " _color " ) ;
color = light - > spawnArgs . GetVector ( " color_demonic " , color . ToString ( ) ) ;
colorTo . Set ( color . x , color . y , color . z , 1.0f ) ;
light - > Fade ( colorTo , spawnArgs . GetFloat ( " fade_time " , " 0.25 " ) ) ;
}
for ( i = 0 ; i < soundList . Num ( ) ; i + + ) {
ent = gameLocal . entities [ soundList [ i ] ] ;
if ( ent = = NULL | | ! ent - > IsType ( idSound : : Type ) ) {
continue ;
}
sound = static_cast < idSound * > ( ent ) ;
parm = sound - > spawnArgs . GetString ( " snd_demonic " ) ;
if ( parm & & * parm ) {
if ( sound - > spawnArgs . GetBool ( " overlayDemonic " ) ) {
sound - > StartSound ( " snd_demonic " , SND_CHANNEL_DEMONIC , 0 , false , NULL ) ;
} else {
sound - > StopSound ( SND_CHANNEL_ANY , false ) ;
sound - > SetSound ( parm ) ;
}
}
}
for ( i = 0 ; i < guiList . Num ( ) ; i + + ) {
ent = gameLocal . entities [ guiList [ i ] ] ;
if ( ent = = NULL | | ent - > GetRenderEntity ( ) = = NULL ) {
continue ;
}
update = false ;
for ( j = 0 ; j < MAX_RENDERENTITY_GUI ; j + + ) {
if ( ent - > GetRenderEntity ( ) - > gui [ j ] & & ent - > spawnArgs . FindKey ( j = = 0 ? " gui_demonic " : va ( " gui_demonic%d " , j + 1 ) ) ) {
# ifdef _D3XP
//Backup the old one
savedGuiList [ i ] . gui [ j ] = ent - > GetRenderEntity ( ) - > gui [ j ] ;
# endif
ent - > GetRenderEntity ( ) - > gui [ j ] = uiManager - > FindGui ( ent - > spawnArgs . GetString ( j = = 0 ? " gui_demonic " : va ( " gui_demonic%d " , j + 1 ) ) , true ) ;
update = true ;
}
}
if ( update ) {
ent - > UpdateVisuals ( ) ;
ent - > Present ( ) ;
}
}
player - > SetInfluenceLevel ( spawnArgs . GetInt ( " influenceLevel " ) ) ;
int snapAngle = spawnArgs . GetInt ( " snapAngle " ) ;
if ( snapAngle ) {
idAngles ang ( 0 , snapAngle , 0 ) ;
player - > SetViewAngles ( ang ) ;
player - > SetAngles ( ang ) ;
}
if ( spawnArgs . GetBool ( " effect_vision " ) ) {
parm = spawnArgs . GetString ( " mtrVision " ) ;
skin = spawnArgs . GetString ( " skinVision " ) ;
2011-12-06 18:20:15 +00:00
player - > SetInfluenceView ( parm , skin , spawnArgs . GetInt ( " visionRadius " ) , this ) ;
2011-11-22 21:28:15 +00:00
}
parm = spawnArgs . GetString ( " mtrWorld " ) ;
if ( parm & & * parm ) {
gameLocal . SetGlobalMaterial ( declManager - > FindMaterial ( parm ) ) ;
}
if ( ! restoreOnTrigger ) {
PostEventMS ( & EV_RestoreInfluence , SEC2MS ( spawnArgs . GetFloat ( " time " ) ) ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Think
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Think ( void ) {
if ( thinkFlags & TH_THINK ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
player - > SetInfluenceFov ( fovSetting . GetCurrentValue ( gameLocal . time ) ) ;
if ( fovSetting . IsDone ( gameLocal . time ) ) {
if ( ! spawnArgs . GetBool ( " leaveFOV " ) ) {
player - > SetInfluenceFov ( 0 ) ;
}
BecomeInactive ( TH_THINK ) ;
}
} else {
BecomeInactive ( TH_ALL ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetInfluence : : Event_RestoreInfluence
= = = = = = = = = = = = = = = =
*/
void idTarget_SetInfluence : : Event_RestoreInfluence ( ) {
int i , j ;
idEntity * ent ;
idLight * light ;
idSound * sound ;
idStaticEntity * generic ;
bool update ;
idVec3 color ;
idVec4 colorTo ;
if ( flashOut ) {
PostEventSec ( & EV_Flash , 0.0f , flashOut , 1 ) ;
}
if ( switchToCamera ) {
switchToCamera - > PostEventMS ( & EV_Activate , 0.0f , this ) ;
}
for ( i = 0 ; i < genericList . Num ( ) ; i + + ) {
ent = gameLocal . entities [ genericList [ i ] ] ;
if ( ent = = NULL ) {
continue ;
}
generic = static_cast < idStaticEntity * > ( ent ) ;
colorTo . Set ( 1.0f , 1.0f , 1.0f , 1.0f ) ;
generic - > Fade ( colorTo , spawnArgs . GetFloat ( " fade_time " , " 0.25 " ) ) ;
}
for ( i = 0 ; i < lightList . Num ( ) ; i + + ) {
ent = gameLocal . entities [ lightList [ i ] ] ;
if ( ent = = NULL | | ! ent - > IsType ( idLight : : Type ) ) {
continue ;
}
light = static_cast < idLight * > ( ent ) ;
if ( ! light - > spawnArgs . GetBool ( " leave_demonic_mat " ) ) {
const char * texture = light - > spawnArgs . GetString ( " texture " , " lights/squarelight1 " ) ;
light - > SetShader ( texture ) ;
}
color = light - > spawnArgs . GetVector ( " _color " ) ;
colorTo . Set ( color . x , color . y , color . z , 1.0f ) ;
light - > Fade ( colorTo , spawnArgs . GetFloat ( " fade_time " , " 0.25 " ) ) ;
}
for ( i = 0 ; i < soundList . Num ( ) ; i + + ) {
ent = gameLocal . entities [ soundList [ i ] ] ;
if ( ent = = NULL | | ! ent - > IsType ( idSound : : Type ) ) {
continue ;
}
sound = static_cast < idSound * > ( ent ) ;
sound - > StopSound ( SND_CHANNEL_ANY , false ) ;
sound - > SetSound ( sound - > spawnArgs . GetString ( " s_shader " ) ) ;
}
for ( i = 0 ; i < guiList . Num ( ) ; i + + ) {
ent = gameLocal . entities [ guiList [ i ] ] ;
if ( ent = = NULL | | GetRenderEntity ( ) = = NULL ) {
continue ;
}
update = false ;
for ( j = 0 ; j < MAX_RENDERENTITY_GUI ; j + + ) {
if ( ent - > GetRenderEntity ( ) - > gui [ j ] ) {
# ifdef _D3XP
ent - > GetRenderEntity ( ) - > gui [ j ] = savedGuiList [ i ] . gui [ j ] ;
# else
ent - > GetRenderEntity ( ) - > gui [ j ] = uiManager - > FindGui ( ent - > spawnArgs . GetString ( j = = 0 ? " gui " : va ( " gui%d " , j + 1 ) ) ) ;
# endif
update = true ;
}
}
if ( update ) {
ent - > UpdateVisuals ( ) ;
ent - > Present ( ) ;
}
}
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
player - > SetInfluenceLevel ( 0 ) ;
player - > SetInfluenceView ( NULL , NULL , 0.0f , NULL ) ;
player - > SetInfluenceFov ( 0 ) ;
gameLocal . SetGlobalMaterial ( NULL ) ;
float fadeTime = spawnArgs . GetFloat ( " fadeWorldSounds " ) ;
if ( fadeTime ) {
gameSoundWorld - > FadeSoundClasses ( 0 , 0.0f , fadeTime / 2.0f ) ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SetKeyVal
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_SetKeyVal )
EVENT ( EV_Activate , idTarget_SetKeyVal : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SetKeyVal : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SetKeyVal : : Event_Activate ( idEntity * activator ) {
int i ;
idStr key , val ;
idEntity * ent ;
const idKeyValue * kv ;
int n ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent ) {
kv = spawnArgs . MatchPrefix ( " keyval " ) ;
while ( kv ) {
n = kv - > GetValue ( ) . Find ( " ; " ) ;
if ( n > 0 ) {
key = kv - > GetValue ( ) . Left ( n ) ;
val = kv - > GetValue ( ) . Right ( kv - > GetValue ( ) . Length ( ) - n - 1 ) ;
ent - > spawnArgs . Set ( key , val ) ;
for ( int j = 0 ; j < MAX_RENDERENTITY_GUI ; j + + ) {
if ( ent - > GetRenderEntity ( ) - > gui [ j ] ) {
if ( idStr : : Icmpn ( key , " gui_ " , 4 ) = = 0 ) {
ent - > GetRenderEntity ( ) - > gui [ j ] - > SetStateString ( key , val ) ;
ent - > GetRenderEntity ( ) - > gui [ j ] - > StateChanged ( gameLocal . time ) ;
}
}
}
}
kv = spawnArgs . MatchPrefix ( " keyval " , kv ) ;
}
ent - > UpdateChangeableSpawnArgs ( NULL ) ;
ent - > UpdateVisuals ( ) ;
ent - > Present ( ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SetFov
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_SetFov )
EVENT ( EV_Activate , idTarget_SetFov : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SetFov : : Save
= = = = = = = = = = = = = = = =
*/
void idTarget_SetFov : : Save ( idSaveGame * savefile ) const {
savefile - > WriteFloat ( fovSetting . GetStartTime ( ) ) ;
savefile - > WriteFloat ( fovSetting . GetDuration ( ) ) ;
savefile - > WriteFloat ( fovSetting . GetStartValue ( ) ) ;
savefile - > WriteFloat ( fovSetting . GetEndValue ( ) ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetFov : : Restore
= = = = = = = = = = = = = = = =
*/
void idTarget_SetFov : : Restore ( idRestoreGame * savefile ) {
float setting ;
savefile - > ReadFloat ( setting ) ;
fovSetting . SetStartTime ( setting ) ;
savefile - > ReadFloat ( setting ) ;
fovSetting . SetDuration ( setting ) ;
savefile - > ReadFloat ( setting ) ;
fovSetting . SetStartValue ( setting ) ;
savefile - > ReadFloat ( setting ) ;
fovSetting . SetEndValue ( setting ) ;
fovSetting . GetCurrentValue ( gameLocal . time ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetFov : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SetFov : : Event_Activate ( idEntity * activator ) {
// always allow during cinematics
cinematic = true ;
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
fovSetting . Init ( gameLocal . time , SEC2MS ( spawnArgs . GetFloat ( " time " ) ) , player ? player - > DefaultFov ( ) : g_fov . GetFloat ( ) , spawnArgs . GetFloat ( " fov " ) ) ;
BecomeActive ( TH_THINK ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_SetFov : : Think
= = = = = = = = = = = = = = = =
*/
void idTarget_SetFov : : Think ( void ) {
if ( thinkFlags & TH_THINK ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
player - > SetInfluenceFov ( fovSetting . GetCurrentValue ( gameLocal . time ) ) ;
if ( fovSetting . IsDone ( gameLocal . time ) ) {
player - > SetInfluenceFov ( 0.0f ) ;
BecomeInactive ( TH_THINK ) ;
}
} else {
BecomeInactive ( TH_ALL ) ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_SetPrimaryObjective
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_SetPrimaryObjective )
EVENT ( EV_Activate , idTarget_SetPrimaryObjective : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_SetPrimaryObjective : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_SetPrimaryObjective : : Event_Activate ( idEntity * activator ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
if ( player & & player - > objectiveSystem ) {
player - > objectiveSystem - > SetStateString ( " missionobjective " , spawnArgs . GetString ( " text " , common - > GetLanguageDict ( ) - > GetString ( " #str_04253 " ) ) ) ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_LockDoor
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_LockDoor )
EVENT ( EV_Activate , idTarget_LockDoor : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_LockDoor : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_LockDoor : : Event_Activate ( idEntity * activator ) {
int i ;
idEntity * ent ;
int lock ;
lock = spawnArgs . GetInt ( " locked " , " 1 " ) ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent & & ent - > IsType ( idDoor : : Type ) ) {
if ( static_cast < idDoor * > ( ent ) - > IsLocked ( ) ) {
static_cast < idDoor * > ( ent ) - > Lock ( 0 ) ;
} else {
static_cast < idDoor * > ( ent ) - > Lock ( lock ) ;
}
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_CallObjectFunction
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_CallObjectFunction )
EVENT ( EV_Activate , idTarget_CallObjectFunction : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_CallObjectFunction : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_CallObjectFunction : : Event_Activate ( idEntity * activator ) {
int i ;
idEntity * ent ;
const function_t * func ;
const char * funcName ;
idThread * thread ;
funcName = spawnArgs . GetString ( " call " ) ;
for ( i = 0 ; i < targets . Num ( ) ; i + + ) {
ent = targets [ i ] . GetEntity ( ) ;
if ( ent & & ent - > scriptObject . HasObject ( ) ) {
func = ent - > scriptObject . GetFunction ( funcName ) ;
if ( ! func ) {
gameLocal . Error ( " Function '%s' not found on entity '%s' for function call from '%s' " , funcName , ent - > name . c_str ( ) , name . c_str ( ) ) ;
}
if ( func - > type - > NumParameters ( ) ! = 1 ) {
gameLocal . Error ( " Function '%s' on entity '%s' has the wrong number of parameters for function call from '%s' " , funcName , ent - > name . c_str ( ) , name . c_str ( ) ) ;
}
if ( ! ent - > scriptObject . GetTypeDef ( ) - > Inherits ( func - > type - > GetParmType ( 0 ) ) ) {
gameLocal . Error ( " Function '%s' on entity '%s' is the wrong type for function call from '%s' " , funcName , ent - > name . c_str ( ) , name . c_str ( ) ) ;
}
// create a thread and call the function
thread = new idThread ( ) ;
thread - > CallFunction ( ent , func , true ) ;
thread - > Start ( ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_EnableLevelWeapons
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_EnableLevelWeapons )
EVENT ( EV_Activate , idTarget_EnableLevelWeapons : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_EnableLevelWeapons : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_EnableLevelWeapons : : Event_Activate ( idEntity * activator ) {
int i ;
const char * weap ;
gameLocal . world - > spawnArgs . SetBool ( " no_Weapons " , spawnArgs . GetBool ( " disable " ) ) ;
if ( spawnArgs . GetBool ( " disable " ) ) {
for ( i = 0 ; i < gameLocal . numClients ; i + + ) {
if ( gameLocal . entities [ i ] ) {
gameLocal . entities [ i ] - > ProcessEvent ( & EV_Player_DisableWeapon ) ;
}
}
} else {
weap = spawnArgs . GetString ( " weapon " ) ;
for ( i = 0 ; i < gameLocal . numClients ; i + + ) {
if ( gameLocal . entities [ i ] ) {
gameLocal . entities [ i ] - > ProcessEvent ( & EV_Player_EnableWeapon ) ;
if ( weap & & weap [ 0 ] ) {
gameLocal . entities [ i ] - > PostEventSec ( & EV_Player_SelectWeapon , 0.5f , weap ) ;
}
}
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_Tip
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
const idEventDef EV_TipOff ( " <TipOff> " ) ;
extern const idEventDef EV_GetPlayerPos ( " <getplayerpos> " ) ;
CLASS_DECLARATION ( idTarget , idTarget_Tip )
EVENT ( EV_Activate , idTarget_Tip : : Event_Activate )
EVENT ( EV_TipOff , idTarget_Tip : : Event_TipOff )
EVENT ( EV_GetPlayerPos , idTarget_Tip : : Event_GetPlayerPos )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_Tip : : idTarget_Tip
= = = = = = = = = = = = = = = =
*/
idTarget_Tip : : idTarget_Tip ( void ) {
playerPos . Zero ( ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_Tip : : Spawn
= = = = = = = = = = = = = = = =
*/
void idTarget_Tip : : Spawn ( void ) {
}
/*
= = = = = = = = = = = = = = = =
idTarget_Tip : : Save
= = = = = = = = = = = = = = = =
*/
void idTarget_Tip : : Save ( idSaveGame * savefile ) const {
savefile - > WriteVec3 ( playerPos ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_Tip : : Restore
= = = = = = = = = = = = = = = =
*/
void idTarget_Tip : : Restore ( idRestoreGame * savefile ) {
savefile - > ReadVec3 ( playerPos ) ;
}
/*
= = = = = = = = = = = = = = = =
idTarget_Tip : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_Tip : : Event_GetPlayerPos ( void ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
if ( player ) {
playerPos = player - > GetPhysics ( ) - > GetOrigin ( ) ;
PostEventMS ( & EV_TipOff , 100 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idTarget_Tip : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_Tip : : Event_Activate ( idEntity * activator ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
if ( player ) {
if ( player - > IsTipVisible ( ) ) {
PostEventSec ( & EV_Activate , 5.1f , activator ) ;
return ;
}
player - > ShowTip ( spawnArgs . GetString ( " text_title " ) , spawnArgs . GetString ( " text_tip " ) , false ) ;
PostEventMS ( & EV_GetPlayerPos , 2000 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idTarget_Tip : : Event_TipOff
= = = = = = = = = = = = = = = =
*/
void idTarget_Tip : : Event_TipOff ( void ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
if ( player ) {
idVec3 v = player - > GetPhysics ( ) - > GetOrigin ( ) - playerPos ;
if ( v . Length ( ) > 96.0f ) {
player - > HideTip ( ) ;
} else {
PostEventMS ( & EV_TipOff , 100 ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_GiveSecurity
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_GiveSecurity )
EVENT ( EV_Activate , idTarget_GiveSecurity : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_GiveEmail : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_GiveSecurity : : Event_Activate ( idEntity * activator ) {
idPlayer * player = gameLocal . GetLocalPlayer ( ) ;
if ( player ) {
player - > GiveSecurity ( spawnArgs . GetString ( " text_security " ) ) ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_RemoveWeapons
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_RemoveWeapons )
EVENT ( EV_Activate , idTarget_RemoveWeapons : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_RemoveWeapons : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_RemoveWeapons : : Event_Activate ( idEntity * activator ) {
for ( int i = 0 ; i < gameLocal . numClients ; i + + ) {
if ( gameLocal . entities [ i ] ) {
idPlayer * player = static_cast < idPlayer * > ( gameLocal . entities [ i ] ) ;
const idKeyValue * kv = spawnArgs . MatchPrefix ( " weapon " , NULL ) ;
while ( kv ) {
player - > RemoveWeapon ( kv - > GetValue ( ) ) ;
kv = spawnArgs . MatchPrefix ( " weapon " , kv ) ;
}
player - > SelectWeapon ( player - > weapon_fists , true ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_LevelTrigger
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_LevelTrigger )
EVENT ( EV_Activate , idTarget_LevelTrigger : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_LevelTrigger : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_LevelTrigger : : Event_Activate ( idEntity * activator ) {
for ( int i = 0 ; i < gameLocal . numClients ; i + + ) {
if ( gameLocal . entities [ i ] ) {
idPlayer * player = static_cast < idPlayer * > ( gameLocal . entities [ i ] ) ;
player - > SetLevelTrigger ( spawnArgs . GetString ( " levelName " ) , spawnArgs . GetString ( " triggerName " ) ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_EnableStamina
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
CLASS_DECLARATION ( idTarget , idTarget_EnableStamina )
EVENT ( EV_Activate , idTarget_EnableStamina : : Event_Activate )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_EnableStamina : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_EnableStamina : : Event_Activate ( idEntity * activator ) {
for ( int i = 0 ; i < gameLocal . numClients ; i + + ) {
if ( gameLocal . entities [ i ] ) {
idPlayer * player = static_cast < idPlayer * > ( gameLocal . entities [ i ] ) ;
if ( spawnArgs . GetBool ( " enable " ) ) {
pm_stamina . SetFloat ( player - > spawnArgs . GetFloat ( " pm_stamina " ) ) ;
} else {
pm_stamina . SetFloat ( 0.0f ) ;
}
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
idTarget_FadeSoundClass
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
const idEventDef EV_RestoreVolume ( " <RestoreVolume> " ) ;
CLASS_DECLARATION ( idTarget , idTarget_FadeSoundClass )
EVENT ( EV_Activate , idTarget_FadeSoundClass : : Event_Activate )
EVENT ( EV_RestoreVolume , idTarget_FadeSoundClass : : Event_RestoreVolume )
END_CLASS
/*
= = = = = = = = = = = = = = = =
idTarget_FadeSoundClass : : Event_Activate
= = = = = = = = = = = = = = = =
*/
void idTarget_FadeSoundClass : : Event_Activate ( idEntity * activator ) {
float fadeTime = spawnArgs . GetFloat ( " fadeTime " ) ;
float fadeDB = spawnArgs . GetFloat ( " fadeDB " ) ;
float fadeDuration = spawnArgs . GetFloat ( " fadeDuration " ) ;
int fadeClass = spawnArgs . GetInt ( " fadeClass " ) ;
// start any sound fading now
if ( fadeTime ) {
gameSoundWorld - > FadeSoundClasses ( fadeClass , spawnArgs . GetBool ( " fadeIn " ) ? fadeDB : 0.0f - fadeDB , fadeTime ) ;
if ( fadeDuration ) {
PostEventSec ( & EV_RestoreVolume , fadeDuration ) ;
}
}
}
/*
= = = = = = = = = = = = = = = =
idTarget_FadeSoundClass : : Event_RestoreVolume
= = = = = = = = = = = = = = = =
*/
void idTarget_FadeSoundClass : : Event_RestoreVolume ( ) {
float fadeTime = spawnArgs . GetFloat ( " fadeTime " ) ;
float fadeDB = spawnArgs . GetFloat ( " fadeDB " ) ;
// restore volume
gameSoundWorld - > FadeSoundClasses ( 0 , fadeDB , fadeTime ) ;
}