/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "gamesys/SysCvar.h" #include "physics/Physics_Monster.h" #include "ai/AI.h" #include "Player.h" #include "Light.h" #include "WorldSpawn.h" #include "Sound.h" #include "Misc.h" #include "GameEdit.h" /* =============================================================================== Ingame cursor. =============================================================================== */ CLASS_DECLARATION( idEntity, idCursor3D ) END_CLASS /* =============== idCursor3D::idCursor3D =============== */ idCursor3D::idCursor3D( void ) { draggedPosition.Zero(); } /* =============== idCursor3D::~idCursor3D =============== */ idCursor3D::~idCursor3D( void ) { } /* =============== idCursor3D::Spawn =============== */ void idCursor3D::Spawn( void ) { } /* =============== idCursor3D::Present =============== */ void idCursor3D::Present( void ) { // don't present to the renderer if the entity hasn't changed if ( !( thinkFlags & TH_UPDATEVISUALS ) ) { return; } BecomeInactive( TH_UPDATEVISUALS ); const idVec3 &origin = GetPhysics()->GetOrigin(); const idMat3 &axis = GetPhysics()->GetAxis(); gameRenderWorld->DebugArrow( colorYellow, origin + axis[1] * -5.0f + axis[2] * 5.0f, origin, 2 ); gameRenderWorld->DebugArrow( colorRed, origin, draggedPosition, 2 ); } /* =============== idCursor3D::Think =============== */ void idCursor3D::Think( void ) { if ( thinkFlags & TH_THINK ) { drag.Evaluate( gameLocal.time ); } Present(); } /* =============================================================================== Allows entities to be dragged through the world with physics. =============================================================================== */ #define MAX_DRAG_TRACE_DISTANCE 2048.0f /* ============== idDragEntity::idDragEntity ============== */ idDragEntity::idDragEntity( void ) { cursor = NULL; Clear(); } /* ============== idDragEntity::~idDragEntity ============== */ idDragEntity::~idDragEntity( void ) { StopDrag(); selected = NULL; delete cursor; cursor = NULL; } /* ============== idDragEntity::Clear ============== */ void idDragEntity::Clear() { dragEnt = NULL; joint = INVALID_JOINT; id = 0; localEntityPoint.Zero(); localPlayerPoint.Zero(); bodyName.Clear(); selected = NULL; } /* ============== idDragEntity::StopDrag ============== */ void idDragEntity::StopDrag( void ) { dragEnt = NULL; if ( cursor ) { cursor->BecomeInactive( TH_THINK ); } } /* ============== idDragEntity::Update ============== */ void idDragEntity::Update( idPlayer *player ) { idVec3 viewPoint, origin; idMat3 viewAxis, axis; trace_t trace; idEntity *newEnt; idAngles angles; jointHandle_t newJoint; idStr newBodyName; player->GetViewPos( viewPoint, viewAxis ); // if no entity selected for dragging if ( !dragEnt.GetEntity() ) { if ( player->usercmd.buttons & BUTTON_ATTACK ) { gameLocal.clip.TracePoint( trace, viewPoint, viewPoint + viewAxis[0] * MAX_DRAG_TRACE_DISTANCE, (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_BODY), player ); if ( trace.fraction < 1.0f ) { newEnt = gameLocal.entities[ trace.c.entityNum ]; if ( newEnt ) { if ( newEnt->GetBindMaster() ) { if ( newEnt->GetBindJoint() ) { trace.c.id = JOINT_HANDLE_TO_CLIPMODEL_ID( newEnt->GetBindJoint() ); } else { trace.c.id = newEnt->GetBindBody(); } newEnt = newEnt->GetBindMaster(); } if ( newEnt->IsType( idAFEntity_Base::Type ) && static_cast(newEnt)->IsActiveAF() ) { idAFEntity_Base *af = static_cast(newEnt); // joint being dragged newJoint = CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id ); // get the body id from the trace model id which might be a joint handle trace.c.id = af->BodyForClipModelId( trace.c.id ); // get the name of the body being dragged newBodyName = af->GetAFPhysics()->GetBody( trace.c.id )->GetName(); } else if ( !newEnt->IsType( idWorldspawn::Type ) ) { if ( trace.c.id < 0 ) { newJoint = CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id ); } else { newJoint = INVALID_JOINT; } newBodyName = ""; } else { newJoint = INVALID_JOINT; newEnt = NULL; } } if ( newEnt ) { dragEnt = newEnt; selected = newEnt; joint = newJoint; id = trace.c.id; bodyName = newBodyName; if ( !cursor ) { cursor = ( idCursor3D * )gameLocal.SpawnEntityType( idCursor3D::Type ); } idPhysics *phys = dragEnt.GetEntity()->GetPhysics(); localPlayerPoint = ( trace.c.point - viewPoint ) * viewAxis.Transpose(); origin = phys->GetOrigin( id ); axis = phys->GetAxis( id ); localEntityPoint = ( trace.c.point - origin ) * axis.Transpose(); cursor->drag.Init( g_dragDamping.GetFloat() ); cursor->drag.SetPhysics( phys, id, localEntityPoint ); cursor->Show(); if ( phys->IsType( idPhysics_AF::Type ) || phys->IsType( idPhysics_RigidBody::Type ) || phys->IsType( idPhysics_Monster::Type ) ) { cursor->BecomeActive( TH_THINK ); } } } } } // if there is an entity selected for dragging idEntity *drag = dragEnt.GetEntity(); if ( drag ) { if ( !( player->usercmd.buttons & BUTTON_ATTACK ) ) { StopDrag(); return; } cursor->SetOrigin( viewPoint + localPlayerPoint * viewAxis ); cursor->SetAxis( viewAxis ); cursor->drag.SetDragPosition( cursor->GetPhysics()->GetOrigin() ); renderEntity_t *renderEntity = drag->GetRenderEntity(); idAnimator *dragAnimator = drag->GetAnimator(); if ( joint != INVALID_JOINT && renderEntity && dragAnimator ) { dragAnimator->GetJointTransform( joint, gameLocal.time, cursor->draggedPosition, axis ); cursor->draggedPosition = renderEntity->origin + cursor->draggedPosition * renderEntity->axis; gameRenderWorld->DrawText( va( "%s\n%s\n%s, %s", drag->GetName(), drag->GetType()->classname, dragAnimator->GetJointName( joint ), bodyName.c_str() ), cursor->GetPhysics()->GetOrigin(), 0.1f, colorWhite, viewAxis, 1 ); } else { cursor->draggedPosition = cursor->GetPhysics()->GetOrigin(); gameRenderWorld->DrawText( va( "%s\n%s\n%s", drag->GetName(), drag->GetType()->classname, bodyName.c_str() ), cursor->GetPhysics()->GetOrigin(), 0.1f, colorWhite, viewAxis, 1 ); } } // if there is a selected entity if ( selected.GetEntity() && g_dragShowSelection.GetBool() ) { // draw the bbox of the selected entity renderEntity_t *renderEntity = selected.GetEntity()->GetRenderEntity(); if ( renderEntity ) { gameRenderWorld->DebugBox( colorYellow, idBox( renderEntity->bounds, renderEntity->origin, renderEntity->axis ) ); } } } /* ============== idDragEntity::SetSelected ============== */ void idDragEntity::SetSelected( idEntity *ent ) { selected = ent; StopDrag(); } /* ============== idDragEntity::DeleteSelected ============== */ void idDragEntity::DeleteSelected( void ) { delete selected.GetEntity(); selected = NULL; StopDrag(); } /* ============== idDragEntity::BindSelected ============== */ void idDragEntity::BindSelected( void ) { int num, largestNum; idLexer lexer; idToken type, bodyName; idStr key, value, bindBodyName; const idKeyValue *kv; idAFEntity_Base *af; af = static_cast(dragEnt.GetEntity()); if ( !af || !af->IsType( idAFEntity_Base::Type ) || !af->IsActiveAF() ) { return; } bindBodyName = af->GetAFPhysics()->GetBody( id )->GetName(); largestNum = 1; // parse all the bind constraints kv = af->spawnArgs.MatchPrefix( "bindConstraint ", NULL ); while ( kv ) { key = kv->GetKey(); key.Strip( "bindConstraint " ); if ( sscanf( key, "bind%d", &num ) ) { if ( num >= largestNum ) { largestNum = num + 1; } } lexer.LoadMemory( kv->GetValue(), kv->GetValue().Length(), kv->GetKey() ); lexer.ReadToken( &type ); lexer.ReadToken( &bodyName ); lexer.FreeSource(); // if there already exists a bind constraint for this body if ( bodyName.Icmp( bindBodyName ) == 0 ) { // delete the bind constraint af->spawnArgs.Delete( kv->GetKey() ); kv = NULL; } kv = af->spawnArgs.MatchPrefix( "bindConstraint ", kv ); } sprintf( key, "bindConstraint bind%d", largestNum ); sprintf( value, "ballAndSocket %s %s", bindBodyName.c_str(), af->GetAnimator()->GetJointName( joint ) ); af->spawnArgs.Set( key, value ); af->spawnArgs.Set( "bind", "worldspawn" ); af->Bind( gameLocal.world, true ); } /* ============== idDragEntity::UnbindSelected ============== */ void idDragEntity::UnbindSelected( void ) { const idKeyValue *kv; idAFEntity_Base *af; af = static_cast(selected.GetEntity()); if ( !af || !af->IsType( idAFEntity_Base::Type ) || !af->IsActiveAF() ) { return; } // unbind the selected entity af->Unbind(); // delete all the bind constraints kv = selected.GetEntity()->spawnArgs.MatchPrefix( "bindConstraint ", NULL ); while ( kv ) { selected.GetEntity()->spawnArgs.Delete( kv->GetKey() ); kv = selected.GetEntity()->spawnArgs.MatchPrefix( "bindConstraint ", NULL ); } // delete any bind information af->spawnArgs.Delete( "bind" ); af->spawnArgs.Delete( "bindToJoint" ); af->spawnArgs.Delete( "bindToBody" ); } /* =============================================================================== Handles ingame entity editing. =============================================================================== */ /* ============== idEditEntities::idEditEntities ============== */ idEditEntities::idEditEntities( void ) { selectableEntityClasses.Clear(); nextSelectTime = 0; } /* ============= idEditEntities::SelectEntity ============= */ bool idEditEntities::SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip ) { idVec3 end; idEntity *ent; if ( !g_editEntityMode.GetInteger() || selectableEntityClasses.Num() == 0 ) { return false; } if ( gameLocal.time < nextSelectTime ) { return true; } nextSelectTime = gameLocal.time + 300; end = origin + dir * 4096.0f; ent = NULL; for ( int i = 0; i < selectableEntityClasses.Num(); i++ ) { ent = gameLocal.FindTraceEntity( origin, end, *selectableEntityClasses[i].typeInfo, skip ); if ( ent ) { break; } } if ( ent ) { ClearSelectedEntities(); if ( EntityIsSelectable( ent ) ) { AddSelectedEntity( ent ); gameLocal.Printf( "entity #%d: %s '%s'\n", ent->entityNumber, ent->GetClassname(), ent->name.c_str() ); ent->ShowEditingDialog(); return true; } } return false; } /* ============= idEditEntities::AddSelectedEntity ============= */ void idEditEntities::AddSelectedEntity(idEntity *ent) { ent->fl.selected = true; selectedEntities.AddUnique(ent); } /* ============== idEditEntities::RemoveSelectedEntity ============== */ void idEditEntities::RemoveSelectedEntity( idEntity *ent ) { if ( selectedEntities.Find( ent ) ) { selectedEntities.Remove( ent ); } } /* ============= idEditEntities::ClearSelectedEntities ============= */ void idEditEntities::ClearSelectedEntities() { int i, count; count = selectedEntities.Num(); for ( i = 0; i < count; i++ ) { selectedEntities[i]->fl.selected = false; } selectedEntities.Clear(); } /* ============= idEditEntities::EntityIsSelectable ============= */ bool idEditEntities::EntityIsSelectable( idEntity *ent, idVec4 *color, idStr *text ) { for ( int i = 0; i < selectableEntityClasses.Num(); i++ ) { if ( ent->GetType() == selectableEntityClasses[i].typeInfo ) { if ( text ) { *text = selectableEntityClasses[i].textKey; } if ( color ) { if ( ent->fl.selected ) { *color = colorRed; } else { switch( i ) { case 1 : *color = colorYellow; break; case 2 : *color = colorBlue; break; default: *color = colorGreen; } } } return true; } } return false; } /* ============= idEditEntities::DisplayEntities ============= */ void idEditEntities::DisplayEntities( void ) { idEntity *ent; if ( !gameLocal.GetLocalPlayer() ) { return; } selectableEntityClasses.Clear(); selectedTypeInfo_t sit; switch( g_editEntityMode.GetInteger() ) { case 1: sit.typeInfo = &idLight::Type; sit.textKey = "texture"; selectableEntityClasses.Append( sit ); break; case 2: sit.typeInfo = &idSound::Type; sit.textKey = "s_shader"; selectableEntityClasses.Append( sit ); sit.typeInfo = &idLight::Type; sit.textKey = "texture"; selectableEntityClasses.Append( sit ); break; case 3: sit.typeInfo = &idAFEntity_Base::Type; sit.textKey = "articulatedFigure"; selectableEntityClasses.Append( sit ); break; case 4: sit.typeInfo = &idFuncEmitter::Type; sit.textKey = "model"; selectableEntityClasses.Append( sit ); break; case 5: sit.typeInfo = &idAI::Type; sit.textKey = "name"; selectableEntityClasses.Append( sit ); break; case 6: sit.typeInfo = &idEntity::Type; sit.textKey = "name"; selectableEntityClasses.Append( sit ); break; case 7: sit.typeInfo = &idEntity::Type; sit.textKey = "model"; selectableEntityClasses.Append( sit ); break; default: return; } idBounds viewBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() ); idBounds viewTextBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() ); idMat3 axis = gameLocal.GetLocalPlayer()->viewAngles.ToMat3(); viewBounds.ExpandSelf( 512 ); viewTextBounds.ExpandSelf( 128 ); idStr textKey; for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { idVec4 color; textKey = ""; if ( !EntityIsSelectable( ent, &color, &textKey ) ) { continue; } bool drawArrows = false; if ( ent->GetType() == &idAFEntity_Base::Type ) { if ( !static_cast(ent)->IsActiveAF() ) { continue; } } else if ( ent->GetType() == &idSound::Type ) { if ( ent->fl.selected ) { drawArrows = true; } const idSoundShader * ss = declManager->FindSound( ent->spawnArgs.GetString( textKey ) ); if ( ss->HasDefaultSound() || ss->base->GetState() == DS_DEFAULTED ) { color.Set( 1.0f, 0.0f, 1.0f, 1.0f ); } } else if ( ent->GetType() == &idFuncEmitter::Type ) { if ( ent->fl.selected ) { drawArrows = true; } } if ( !viewBounds.ContainsPoint( ent->GetPhysics()->GetOrigin() ) ) { continue; } gameRenderWorld->DebugBounds( color, idBounds( ent->GetPhysics()->GetOrigin() ).Expand( 8 ) ); if ( drawArrows ) { idVec3 start = ent->GetPhysics()->GetOrigin(); idVec3 end = start + idVec3( 1, 0, 0 ) * 20.0f; gameRenderWorld->DebugArrow( colorWhite, start, end, 2 ); gameRenderWorld->DrawText( "x+", end + idVec3( 4, 0, 0 ), 0.15f, colorWhite, axis ); end = start + idVec3( 1, 0, 0 ) * -20.0f; gameRenderWorld->DebugArrow( colorWhite, start, end, 2 ); gameRenderWorld->DrawText( "x-", end + idVec3( -4, 0, 0 ), 0.15f, colorWhite, axis ); end = start + idVec3( 0, 1, 0 ) * +20.0f; gameRenderWorld->DebugArrow( colorGreen, start, end, 2 ); gameRenderWorld->DrawText( "y+", end + idVec3( 0, 4, 0 ), 0.15f, colorWhite, axis ); end = start + idVec3( 0, 1, 0 ) * -20.0f; gameRenderWorld->DebugArrow( colorGreen, start, end, 2 ); gameRenderWorld->DrawText( "y-", end + idVec3( 0, -4, 0 ), 0.15f, colorWhite, axis ); end = start + idVec3( 0, 0, 1 ) * +20.0f; gameRenderWorld->DebugArrow( colorBlue, start, end, 2 ); gameRenderWorld->DrawText( "z+", end + idVec3( 0, 0, 4 ), 0.15f, colorWhite, axis ); end = start + idVec3( 0, 0, 1 ) * -20.0f; gameRenderWorld->DebugArrow( colorBlue, start, end, 2 ); gameRenderWorld->DrawText( "z-", end + idVec3( 0, 0, -4 ), 0.15f, colorWhite, axis ); } if ( textKey.Length() ) { const char *text = ent->spawnArgs.GetString( textKey ); if ( viewTextBounds.ContainsPoint( ent->GetPhysics()->GetOrigin() ) ) { gameRenderWorld->DrawText( text, ent->GetPhysics()->GetOrigin() + idVec3(0, 0, 12), 0.25, colorWhite, axis, 1 ); } } } } /* =============================================================================== idGameEdit =============================================================================== */ idGameEdit gameEditLocal; idGameEdit * gameEdit = &gameEditLocal; /* ============= idGameEdit::GetSelectedEntities ============= */ int idGameEdit::GetSelectedEntities( idEntity *list[], int max ) { int num = 0; idEntity *ent; for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( ent->fl.selected ) { list[num++] = ent; if ( num >= max ) { break; } } } return num; } /* ============= idGameEdit::TriggerSelected ============= */ void idGameEdit::TriggerSelected() { idEntity *ent; for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( ent->fl.selected ) { ent->ProcessEvent( &EV_Activate, gameLocal.GetLocalPlayer() ); } } } /* ================ idGameEdit::ClearEntitySelection ================ */ void idGameEdit::ClearEntitySelection() { idEntity *ent; for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { ent->fl.selected = false; } gameLocal.editEntities->ClearSelectedEntities(); } /* ================ idGameEdit::AddSelectedEntity ================ */ void idGameEdit::AddSelectedEntity( idEntity *ent ) { if ( ent ) { gameLocal.editEntities->AddSelectedEntity( ent ); } } /* ================ idGameEdit::FindEntityDefDict ================ */ const idDict *idGameEdit::FindEntityDefDict( const char *name, bool makeDefault ) const { return gameLocal.FindEntityDefDict( name, makeDefault ); } /* ================ idGameEdit::SpawnEntityDef ================ */ void idGameEdit::SpawnEntityDef( const idDict &args, idEntity **ent ) { gameLocal.SpawnEntityDef( args, ent ); } /* ================ idGameEdit::FindEntity ================ */ idEntity *idGameEdit::FindEntity( const char *name ) const { return gameLocal.FindEntity( name ); } /* ============= idGameEdit::GetUniqueEntityName generates a unique name for a given classname ============= */ const char *idGameEdit::GetUniqueEntityName( const char *classname ) const { int id; static char name[1024]; // can only have MAX_GENTITIES, so if we have a spot available, we're guaranteed to find one for( id = 0; id < MAX_GENTITIES; id++ ) { idStr::snPrintf( name, sizeof( name ), "%s_%d", classname, id ); if ( !gameLocal.FindEntity( name ) ) { return name; } } // id == MAX_GENTITIES + 1, which can't be in use if we get here idStr::snPrintf( name, sizeof( name ), "%s_%d", classname, id ); return name; } /* ================ idGameEdit::EntityGetOrigin ================ */ void idGameEdit::EntityGetOrigin( idEntity *ent, idVec3 &org ) const { if ( ent ) { org = ent->GetPhysics()->GetOrigin(); } } /* ================ idGameEdit::EntityGetAxis ================ */ void idGameEdit::EntityGetAxis( idEntity *ent, idMat3 &axis ) const { if ( ent ) { axis = ent->GetPhysics()->GetAxis(); } } /* ================ idGameEdit::EntitySetOrigin ================ */ void idGameEdit::EntitySetOrigin( idEntity *ent, const idVec3 &org ) { if ( ent ) { ent->SetOrigin( org ); } } /* ================ idGameEdit::EntitySetAxis ================ */ void idGameEdit::EntitySetAxis( idEntity *ent, const idMat3 &axis ) { if ( ent ) { ent->SetAxis( axis ); } } /* ================ idGameEdit::EntitySetColor ================ */ void idGameEdit::EntitySetColor( idEntity *ent, const idVec3 color ) { if ( ent ) { ent->SetColor( color ); } } /* ================ idGameEdit::EntityTranslate ================ */ void idGameEdit::EntityTranslate( idEntity *ent, const idVec3 &org ) { if ( ent ) { ent->GetPhysics()->Translate( org ); } } /* ================ idGameEdit::EntityGetSpawnArgs ================ */ const idDict *idGameEdit::EntityGetSpawnArgs( idEntity *ent ) const { if ( ent ) { return &ent->spawnArgs; } return NULL; } /* ================ idGameEdit::EntityUpdateChangeableSpawnArgs ================ */ void idGameEdit::EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict ) { if ( ent ) { ent->UpdateChangeableSpawnArgs( dict ); } } /* ================ idGameEdit::EntityChangeSpawnArgs ================ */ void idGameEdit::EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs ) { if ( ent ) { for ( int i = 0 ; i < newArgs->GetNumKeyVals () ; i ++ ) { const idKeyValue *kv = newArgs->GetKeyVal( i ); if ( kv->GetValue().Length() > 0 ) { ent->spawnArgs.Set ( kv->GetKey() ,kv->GetValue() ); } else { ent->spawnArgs.Delete ( kv->GetKey() ); } } } } /* ================ idGameEdit::EntityUpdateVisuals ================ */ void idGameEdit::EntityUpdateVisuals( idEntity *ent ) { if ( ent ) { ent->UpdateVisuals(); } } /* ================ idGameEdit::EntitySetModel ================ */ void idGameEdit::EntitySetModel( idEntity *ent, const char *val ) { if ( ent ) { ent->spawnArgs.Set( "model", val ); ent->SetModel( val ); } } /* ================ idGameEdit::EntityStopSound ================ */ void idGameEdit::EntityStopSound( idEntity *ent ) { if ( ent ) { ent->StopSound( SND_CHANNEL_ANY, false ); } } /* ================ idGameEdit::EntityDelete ================ */ void idGameEdit::EntityDelete( idEntity *ent ) { delete ent; } /* ================ idGameEdit::PlayerIsValid ================ */ bool idGameEdit::PlayerIsValid() const { return ( gameLocal.GetLocalPlayer() != NULL ); } /* ================ idGameEdit::PlayerGetOrigin ================ */ void idGameEdit::PlayerGetOrigin( idVec3 &org ) const { org = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin(); } /* ================ idGameEdit::PlayerGetAxis ================ */ void idGameEdit::PlayerGetAxis( idMat3 &axis ) const { axis = gameLocal.GetLocalPlayer()->GetPhysics()->GetAxis(); } /* ================ idGameEdit::PlayerGetViewAngles ================ */ void idGameEdit::PlayerGetViewAngles( idAngles &angles ) const { angles = gameLocal.GetLocalPlayer()->viewAngles; } /* ================ idGameEdit::PlayerGetEyePosition ================ */ void idGameEdit::PlayerGetEyePosition( idVec3 &org ) const { org = gameLocal.GetLocalPlayer()->GetEyePosition(); } /* ================ idGameEdit::MapGetEntityDict ================ */ const idDict *idGameEdit::MapGetEntityDict( const char *name ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); if ( mapFile && name && *name ) { idMapEntity *mapent = mapFile->FindEntity( name ); if ( mapent ) { return &mapent->epairs; } } return NULL; } /* ================ idGameEdit::MapSave ================ */ void idGameEdit::MapSave( const char *path ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); if (mapFile) { mapFile->Write( (path) ? path : mapFile->GetName(), ".map"); } } /* ================ idGameEdit::MapSetEntityKeyVal ================ */ void idGameEdit::MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); if ( mapFile && name && *name ) { idMapEntity *mapent = mapFile->FindEntity( name ); if ( mapent ) { mapent->epairs.Set( key, val ); } } } /* ================ idGameEdit::MapCopyDictToEntity ================ */ void idGameEdit::MapCopyDictToEntity( const char *name, const idDict *dict ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); if ( mapFile && name && *name ) { idMapEntity *mapent = mapFile->FindEntity( name ); if ( mapent ) { for ( int i = 0; i < dict->GetNumKeyVals(); i++ ) { const idKeyValue *kv = dict->GetKeyVal( i ); const char *key = kv->GetKey(); const char *val = kv->GetValue(); mapent->epairs.Set( key, val ); } } } } /* ================ idGameEdit::MapGetUniqueMatchingKeyVals ================ */ int idGameEdit::MapGetUniqueMatchingKeyVals( const char *key, const char *list[], int max ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); int count = 0; if ( mapFile ) { for ( int i = 0; i < mapFile->GetNumEntities(); i++ ) { idMapEntity *ent = mapFile->GetEntity( i ); if ( ent ) { const char *k = ent->epairs.GetString( key ); if ( k && *k && count < max ) { list[count++] = k; } } } } return count; } /* ================ idGameEdit::MapAddEntity ================ */ void idGameEdit::MapAddEntity( const idDict *dict ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); if ( mapFile ) { idMapEntity *ent = new idMapEntity(); ent->epairs = *dict; mapFile->AddEntity( ent ); } } /* ================ idGameEdit::MapRemoveEntity ================ */ void idGameEdit::MapRemoveEntity( const char *name ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); if ( mapFile ) { idMapEntity *ent = mapFile->FindEntity( name ); if ( ent ) { mapFile->RemoveEntity( ent ); } } } /* ================ idGameEdit::MapGetEntitiesMatchignClassWithString ================ */ int idGameEdit::MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); int count = 0; if ( mapFile ) { int entCount = mapFile->GetNumEntities(); for ( int i = 0 ; i < entCount; i++ ) { idMapEntity *ent = mapFile->GetEntity(i); if (ent) { idStr work = ent->epairs.GetString("classname"); if ( work.Icmp( classname ) == 0 ) { if ( match && *match ) { work = ent->epairs.GetString( "soundgroup" ); if ( count < max && work.Icmp( match ) == 0 ) { list[count++] = ent->epairs.GetString( "name" ); } } else if ( count < max ) { list[count++] = ent->epairs.GetString( "name" ); } } } } } return count; } /* ================ idGameEdit::MapEntityTranslate ================ */ void idGameEdit::MapEntityTranslate( const char *name, const idVec3 &v ) const { idMapFile *mapFile = gameLocal.GetLevelMap(); if ( mapFile && name && *name ) { idMapEntity *mapent = mapFile->FindEntity( name ); if ( mapent ) { idVec3 origin; mapent->epairs.GetVector( "origin", "", origin ); origin += v; mapent->epairs.SetVector( "origin", origin ); } } } /*********************************************************************** Debugger ***********************************************************************/ bool idGameEdit::IsLineCode( const char *filename, int linenumber ) const { idStr fileStr; idProgram *program = &gameLocal.program; for ( int i = 0; i < program->NumStatements( ); i++ ) { fileStr = program->GetFilename( program->GetStatement( i ).file ); fileStr.BackSlashesToSlashes( ); if ( strcmp( filename, fileStr.c_str( ) ) == 0 && program->GetStatement( i ).linenumber == linenumber ) { return true; } } return false; } void idGameEdit::GetLoadedScripts(idStrList** result) { (*result)->Clear(); idProgram* program = &gameLocal.program; for (int i = 0; i < program->NumFilenames(); i++) { (*result)->AddUnique(idStr(program->GetFilename(i))); } } void idGameEdit::MSG_WriteScriptList(idBitMsg* msg) { idProgram* program = &gameLocal.program; msg->WriteInt(program->NumFilenames()); for (int i = 0; i < program->NumFilenames(); i++) { idStr file = program->GetFilename(i); //fix this. it seams that scripts triggered by the runtime are stored with a wrong path //the use // instead of '\' file.BackSlashesToSlashes(); msg->WriteString(file); } } const char* idGameEdit::GetFilenameForStatement(idProgram* program, int index) const { return program->GetFilenameForStatement(index); } int idGameEdit::GetLineNumberForStatement(idProgram* program, int index) const { return program->GetLineNumberForStatement(index); }