dhewm3/neo/d3xp/script/Script_Thread.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
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.
2011-12-19 23:21:47 +01:00

1923 lines
45 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "gamesys/SysCvar.h"
#include "Player.h"
#include "Camera.h"
#include "script/Script_Thread.h"
const idEventDef EV_Thread_Execute( "<execute>", NULL );
const idEventDef EV_Thread_SetCallback( "<script_setcallback>", NULL );
// script callable events
const idEventDef EV_Thread_TerminateThread( "terminate", "d" );
const idEventDef EV_Thread_Pause( "pause", NULL );
const idEventDef EV_Thread_Wait( "wait", "f" );
const idEventDef EV_Thread_WaitFrame( "waitFrame" );
const idEventDef EV_Thread_WaitFor( "waitFor", "e" );
const idEventDef EV_Thread_WaitForThread( "waitForThread", "d" );
const idEventDef EV_Thread_Print( "print", "s" );
const idEventDef EV_Thread_PrintLn( "println", "s" );
const idEventDef EV_Thread_Say( "say", "s" );
const idEventDef EV_Thread_Assert( "assert", "f" );
const idEventDef EV_Thread_Trigger( "trigger", "e" );
const idEventDef EV_Thread_SetCvar( "setcvar", "ss" );
const idEventDef EV_Thread_GetCvar( "getcvar", "s", 's' );
const idEventDef EV_Thread_Random( "random", "f", 'f' );
#ifdef _D3XP
const idEventDef EV_Thread_RandomInt( "randomInt", "d", 'd' );
#endif
const idEventDef EV_Thread_GetTime( "getTime", NULL, 'f' );
const idEventDef EV_Thread_KillThread( "killthread", "s" );
const idEventDef EV_Thread_SetThreadName( "threadname", "s" );
const idEventDef EV_Thread_GetEntity( "getEntity", "s", 'e' );
const idEventDef EV_Thread_Spawn( "spawn", "s", 'e' );
const idEventDef EV_Thread_CopySpawnArgs( "copySpawnArgs", "e" );
const idEventDef EV_Thread_SetSpawnArg( "setSpawnArg", "ss" );
const idEventDef EV_Thread_SpawnString( "SpawnString", "ss", 's' );
const idEventDef EV_Thread_SpawnFloat( "SpawnFloat", "sf", 'f' );
const idEventDef EV_Thread_SpawnVector( "SpawnVector", "sv", 'v' );
const idEventDef EV_Thread_ClearPersistantArgs( "clearPersistantArgs" );
const idEventDef EV_Thread_SetPersistantArg( "setPersistantArg", "ss" );
const idEventDef EV_Thread_GetPersistantString( "getPersistantString", "s", 's' );
const idEventDef EV_Thread_GetPersistantFloat( "getPersistantFloat", "s", 'f' );
const idEventDef EV_Thread_GetPersistantVector( "getPersistantVector", "s", 'v' );
const idEventDef EV_Thread_AngToForward( "angToForward", "v", 'v' );
const idEventDef EV_Thread_AngToRight( "angToRight", "v", 'v' );
const idEventDef EV_Thread_AngToUp( "angToUp", "v", 'v' );
const idEventDef EV_Thread_Sine( "sin", "f", 'f' );
const idEventDef EV_Thread_Cosine( "cos", "f", 'f' );
#ifdef _D3XP
const idEventDef EV_Thread_ArcSine( "asin", "f", 'f' );
const idEventDef EV_Thread_ArcCosine( "acos", "f", 'f' );
#endif
const idEventDef EV_Thread_SquareRoot( "sqrt", "f", 'f' );
const idEventDef EV_Thread_Normalize( "vecNormalize", "v", 'v' );
const idEventDef EV_Thread_VecLength( "vecLength", "v", 'f' );
const idEventDef EV_Thread_VecDotProduct( "DotProduct", "vv", 'f' );
const idEventDef EV_Thread_VecCrossProduct( "CrossProduct", "vv", 'v' );
const idEventDef EV_Thread_VecToAngles( "VecToAngles", "v", 'v' );
#ifdef _D3XP
const idEventDef EV_Thread_VecToOrthoBasisAngles( "VecToOrthoBasisAngles", "v", 'v' );
const idEventDef EV_Thread_RotateVector("rotateVector", "vv", 'v');
#endif
const idEventDef EV_Thread_OnSignal( "onSignal", "des" );
const idEventDef EV_Thread_ClearSignal( "clearSignalThread", "de" );
const idEventDef EV_Thread_SetCamera( "setCamera", "e" );
const idEventDef EV_Thread_FirstPerson( "firstPerson", NULL );
const idEventDef EV_Thread_Trace( "trace", "vvvvde", 'f' );
const idEventDef EV_Thread_TracePoint( "tracePoint", "vvde", 'f' );
const idEventDef EV_Thread_GetTraceFraction( "getTraceFraction", NULL, 'f' );
const idEventDef EV_Thread_GetTraceEndPos( "getTraceEndPos", NULL, 'v' );
const idEventDef EV_Thread_GetTraceNormal( "getTraceNormal", NULL, 'v' );
const idEventDef EV_Thread_GetTraceEntity( "getTraceEntity", NULL, 'e' );
const idEventDef EV_Thread_GetTraceJoint( "getTraceJoint", NULL, 's' );
const idEventDef EV_Thread_GetTraceBody( "getTraceBody", NULL, 's' );
const idEventDef EV_Thread_FadeIn( "fadeIn", "vf" );
const idEventDef EV_Thread_FadeOut( "fadeOut", "vf" );
const idEventDef EV_Thread_FadeTo( "fadeTo", "vff" );
const idEventDef EV_Thread_StartMusic( "music", "s" );
const idEventDef EV_Thread_Error( "error", "s" );
const idEventDef EV_Thread_Warning( "warning", "s" );
const idEventDef EV_Thread_StrLen( "strLength", "s", 'd' );
const idEventDef EV_Thread_StrLeft( "strLeft", "sd", 's' );
const idEventDef EV_Thread_StrRight( "strRight", "sd", 's' );
const idEventDef EV_Thread_StrSkip( "strSkip", "sd", 's' );
const idEventDef EV_Thread_StrMid( "strMid", "sdd", 's' );
const idEventDef EV_Thread_StrToFloat( "strToFloat", "s", 'f' );
const idEventDef EV_Thread_RadiusDamage( "radiusDamage", "vEEEsf" );
const idEventDef EV_Thread_IsClient( "isClient", NULL, 'f' );
const idEventDef EV_Thread_IsMultiplayer( "isMultiplayer", NULL, 'f' );
const idEventDef EV_Thread_GetFrameTime( "getFrameTime", NULL, 'f' );
const idEventDef EV_Thread_GetTicsPerSecond( "getTicsPerSecond", NULL, 'f' );
const idEventDef EV_Thread_DebugLine( "debugLine", "vvvf" );
const idEventDef EV_Thread_DebugArrow( "debugArrow", "vvvdf" );
const idEventDef EV_Thread_DebugCircle( "debugCircle", "vvvfdf" );
const idEventDef EV_Thread_DebugBounds( "debugBounds", "vvvf" );
const idEventDef EV_Thread_DrawText( "drawText", "svfvdf" );
const idEventDef EV_Thread_InfluenceActive( "influenceActive", NULL, 'd' );
CLASS_DECLARATION( idClass, idThread )
EVENT( EV_Thread_Execute, idThread::Event_Execute )
EVENT( EV_Thread_TerminateThread, idThread::Event_TerminateThread )
EVENT( EV_Thread_Pause, idThread::Event_Pause )
EVENT( EV_Thread_Wait, idThread::Event_Wait )
EVENT( EV_Thread_WaitFrame, idThread::Event_WaitFrame )
EVENT( EV_Thread_WaitFor, idThread::Event_WaitFor )
EVENT( EV_Thread_WaitForThread, idThread::Event_WaitForThread )
EVENT( EV_Thread_Print, idThread::Event_Print )
EVENT( EV_Thread_PrintLn, idThread::Event_PrintLn )
EVENT( EV_Thread_Say, idThread::Event_Say )
EVENT( EV_Thread_Assert, idThread::Event_Assert )
EVENT( EV_Thread_Trigger, idThread::Event_Trigger )
EVENT( EV_Thread_SetCvar, idThread::Event_SetCvar )
EVENT( EV_Thread_GetCvar, idThread::Event_GetCvar )
EVENT( EV_Thread_Random, idThread::Event_Random )
#ifdef _D3XP
EVENT( EV_Thread_RandomInt, idThread::Event_RandomInt )
#endif
EVENT( EV_Thread_GetTime, idThread::Event_GetTime )
EVENT( EV_Thread_KillThread, idThread::Event_KillThread )
EVENT( EV_Thread_SetThreadName, idThread::Event_SetThreadName )
EVENT( EV_Thread_GetEntity, idThread::Event_GetEntity )
EVENT( EV_Thread_Spawn, idThread::Event_Spawn )
EVENT( EV_Thread_CopySpawnArgs, idThread::Event_CopySpawnArgs )
EVENT( EV_Thread_SetSpawnArg, idThread::Event_SetSpawnArg )
EVENT( EV_Thread_SpawnString, idThread::Event_SpawnString )
EVENT( EV_Thread_SpawnFloat, idThread::Event_SpawnFloat )
EVENT( EV_Thread_SpawnVector, idThread::Event_SpawnVector )
EVENT( EV_Thread_ClearPersistantArgs, idThread::Event_ClearPersistantArgs )
EVENT( EV_Thread_SetPersistantArg, idThread::Event_SetPersistantArg )
EVENT( EV_Thread_GetPersistantString, idThread::Event_GetPersistantString )
EVENT( EV_Thread_GetPersistantFloat, idThread::Event_GetPersistantFloat )
EVENT( EV_Thread_GetPersistantVector, idThread::Event_GetPersistantVector )
EVENT( EV_Thread_AngToForward, idThread::Event_AngToForward )
EVENT( EV_Thread_AngToRight, idThread::Event_AngToRight )
EVENT( EV_Thread_AngToUp, idThread::Event_AngToUp )
EVENT( EV_Thread_Sine, idThread::Event_GetSine )
EVENT( EV_Thread_Cosine, idThread::Event_GetCosine )
#ifdef _D3XP
EVENT( EV_Thread_ArcSine, idThread::Event_GetArcSine )
EVENT( EV_Thread_ArcCosine, idThread::Event_GetArcCosine )
#endif
EVENT( EV_Thread_SquareRoot, idThread::Event_GetSquareRoot )
EVENT( EV_Thread_Normalize, idThread::Event_VecNormalize )
EVENT( EV_Thread_VecLength, idThread::Event_VecLength )
EVENT( EV_Thread_VecDotProduct, idThread::Event_VecDotProduct )
EVENT( EV_Thread_VecCrossProduct, idThread::Event_VecCrossProduct )
EVENT( EV_Thread_VecToAngles, idThread::Event_VecToAngles )
#ifdef _D3XP
EVENT( EV_Thread_VecToOrthoBasisAngles, idThread::Event_VecToOrthoBasisAngles )
EVENT( EV_Thread_RotateVector, idThread::Event_RotateVector )
#endif
EVENT( EV_Thread_OnSignal, idThread::Event_OnSignal )
EVENT( EV_Thread_ClearSignal, idThread::Event_ClearSignalThread )
EVENT( EV_Thread_SetCamera, idThread::Event_SetCamera )
EVENT( EV_Thread_FirstPerson, idThread::Event_FirstPerson )
EVENT( EV_Thread_Trace, idThread::Event_Trace )
EVENT( EV_Thread_TracePoint, idThread::Event_TracePoint )
EVENT( EV_Thread_GetTraceFraction, idThread::Event_GetTraceFraction )
EVENT( EV_Thread_GetTraceEndPos, idThread::Event_GetTraceEndPos )
EVENT( EV_Thread_GetTraceNormal, idThread::Event_GetTraceNormal )
EVENT( EV_Thread_GetTraceEntity, idThread::Event_GetTraceEntity )
EVENT( EV_Thread_GetTraceJoint, idThread::Event_GetTraceJoint )
EVENT( EV_Thread_GetTraceBody, idThread::Event_GetTraceBody )
EVENT( EV_Thread_FadeIn, idThread::Event_FadeIn )
EVENT( EV_Thread_FadeOut, idThread::Event_FadeOut )
EVENT( EV_Thread_FadeTo, idThread::Event_FadeTo )
EVENT( EV_SetShaderParm, idThread::Event_SetShaderParm )
EVENT( EV_Thread_StartMusic, idThread::Event_StartMusic )
EVENT( EV_Thread_Warning, idThread::Event_Warning )
EVENT( EV_Thread_Error, idThread::Event_Error )
EVENT( EV_Thread_StrLen, idThread::Event_StrLen )
EVENT( EV_Thread_StrLeft, idThread::Event_StrLeft )
EVENT( EV_Thread_StrRight, idThread::Event_StrRight )
EVENT( EV_Thread_StrSkip, idThread::Event_StrSkip )
EVENT( EV_Thread_StrMid, idThread::Event_StrMid )
EVENT( EV_Thread_StrToFloat, idThread::Event_StrToFloat )
EVENT( EV_Thread_RadiusDamage, idThread::Event_RadiusDamage )
EVENT( EV_Thread_IsClient, idThread::Event_IsClient )
EVENT( EV_Thread_IsMultiplayer, idThread::Event_IsMultiplayer )
EVENT( EV_Thread_GetFrameTime, idThread::Event_GetFrameTime )
EVENT( EV_Thread_GetTicsPerSecond, idThread::Event_GetTicsPerSecond )
EVENT( EV_CacheSoundShader, idThread::Event_CacheSoundShader )
EVENT( EV_Thread_DebugLine, idThread::Event_DebugLine )
EVENT( EV_Thread_DebugArrow, idThread::Event_DebugArrow )
EVENT( EV_Thread_DebugCircle, idThread::Event_DebugCircle )
EVENT( EV_Thread_DebugBounds, idThread::Event_DebugBounds )
EVENT( EV_Thread_DrawText, idThread::Event_DrawText )
EVENT( EV_Thread_InfluenceActive, idThread::Event_InfluenceActive )
END_CLASS
idThread *idThread::currentThread = NULL;
int idThread::threadIndex = 0;
idList<idThread *> idThread::threadList;
trace_t idThread::trace;
/*
================
idThread::CurrentThread
================
*/
idThread *idThread::CurrentThread( void ) {
return currentThread;
}
/*
================
idThread::CurrentThreadNum
================
*/
int idThread::CurrentThreadNum( void ) {
if ( currentThread ) {
return currentThread->GetThreadNum();
} else {
return 0;
}
}
/*
================
idThread::BeginMultiFrameEvent
================
*/
bool idThread::BeginMultiFrameEvent( idEntity *ent, const idEventDef *event ) {
if ( !currentThread ) {
gameLocal.Error( "idThread::BeginMultiFrameEvent called without a current thread" );
}
return currentThread->interpreter.BeginMultiFrameEvent( ent, event );
}
/*
================
idThread::EndMultiFrameEvent
================
*/
void idThread::EndMultiFrameEvent( idEntity *ent, const idEventDef *event ) {
if ( !currentThread ) {
gameLocal.Error( "idThread::EndMultiFrameEvent called without a current thread" );
}
currentThread->interpreter.EndMultiFrameEvent( ent, event );
}
/*
================
idThread::idThread
================
*/
idThread::idThread() {
Init();
SetThreadName( va( "thread_%d", threadIndex ) );
if ( g_debugScript.GetBool() ) {
gameLocal.Printf( "%d: create thread (%d) '%s'\n", gameLocal.time, threadNum, threadName.c_str() );
}
}
/*
================
idThread::idThread
================
*/
idThread::idThread( idEntity *self, const function_t *func ) {
assert( self );
Init();
SetThreadName( self->name );
interpreter.EnterObjectFunction( self, func, false );
if ( g_debugScript.GetBool() ) {
gameLocal.Printf( "%d: create thread (%d) '%s'\n", gameLocal.time, threadNum, threadName.c_str() );
}
}
/*
================
idThread::idThread
================
*/
idThread::idThread( const function_t *func ) {
assert( func );
Init();
SetThreadName( func->Name() );
interpreter.EnterFunction( func, false );
if ( g_debugScript.GetBool() ) {
gameLocal.Printf( "%d: create thread (%d) '%s'\n", gameLocal.time, threadNum, threadName.c_str() );
}
}
/*
================
idThread::idThread
================
*/
idThread::idThread( idInterpreter *source, const function_t *func, int args ) {
Init();
interpreter.ThreadCall( source, func, args );
if ( g_debugScript.GetBool() ) {
gameLocal.Printf( "%d: create thread (%d) '%s'\n", gameLocal.time, threadNum, threadName.c_str() );
}
}
/*
================
idThread::idThread
================
*/
idThread::idThread( idInterpreter *source, idEntity *self, const function_t *func, int args ) {
assert( self );
Init();
SetThreadName( self->name );
interpreter.ThreadCall( source, func, args );
if ( g_debugScript.GetBool() ) {
gameLocal.Printf( "%d: create thread (%d) '%s'\n", gameLocal.time, threadNum, threadName.c_str() );
}
}
/*
================
idThread::~idThread
================
*/
idThread::~idThread() {
idThread *thread;
int i;
int n;
if ( g_debugScript.GetBool() ) {
gameLocal.Printf( "%d: end thread (%d) '%s'\n", gameLocal.time, threadNum, threadName.c_str() );
}
threadList.Remove( this );
n = threadList.Num();
for( i = 0; i < n; i++ ) {
thread = threadList[ i ];
if ( thread->WaitingOnThread() == this ) {
thread->ThreadCallback( this );
}
}
if ( currentThread == this ) {
currentThread = NULL;
}
}
/*
================
idThread::ManualDelete
================
*/
void idThread::ManualDelete( void ) {
interpreter.terminateOnExit = false;
}
/*
================
idThread::Save
================
*/
void idThread::Save( idSaveGame *savefile ) const {
// We will check on restore that threadNum is still the same,
// threads should have been restored in the same order.
savefile->WriteInt( threadNum );
savefile->WriteObject( waitingForThread );
savefile->WriteInt( waitingFor );
savefile->WriteInt( waitingUntil );
interpreter.Save( savefile );
savefile->WriteDict( &spawnArgs );
savefile->WriteString( threadName );
savefile->WriteInt( lastExecuteTime );
savefile->WriteInt( creationTime );
savefile->WriteBool( manualControl );
}
/*
================
idThread::Restore
================
*/
void idThread::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( threadNum );
savefile->ReadObject( reinterpret_cast<idClass *&>( waitingForThread ) );
savefile->ReadInt( waitingFor );
savefile->ReadInt( waitingUntil );
interpreter.Restore( savefile );
savefile->ReadDict( &spawnArgs );
savefile->ReadString( threadName );
savefile->ReadInt( lastExecuteTime );
savefile->ReadInt( creationTime );
savefile->ReadBool( manualControl );
}
/*
================
idThread::Init
================
*/
void idThread::Init( void ) {
// create a unique threadNum
do {
threadIndex++;
if ( threadIndex == 0 ) {
threadIndex = 1;
}
} while( GetThread( threadIndex ) );
threadNum = threadIndex;
threadList.Append( this );
creationTime = gameLocal.time;
lastExecuteTime = 0;
manualControl = false;
ClearWaitFor();
interpreter.SetThread( this );
}
/*
================
idThread::GetThread
================
*/
idThread *idThread::GetThread( int num ) {
int i;
int n;
idThread *thread;
n = threadList.Num();
for( i = 0; i < n; i++ ) {
thread = threadList[ i ];
if ( thread->GetThreadNum() == num ) {
return thread;
}
}
return NULL;
}
/*
================
idThread::DisplayInfo
================
*/
void idThread::DisplayInfo( void ) {
gameLocal.Printf(
"%12i: '%s'\n"
" File: %s(%d)\n"
" Created: %d (%d ms ago)\n"
" Status: ",
threadNum, threadName.c_str(),
interpreter.CurrentFile(), interpreter.CurrentLine(),
creationTime, gameLocal.time - creationTime );
if ( interpreter.threadDying ) {
gameLocal.Printf( "Dying\n" );
} else if ( interpreter.doneProcessing ) {
gameLocal.Printf(
"Paused since %d (%d ms)\n"
" Reason: ", lastExecuteTime, gameLocal.time - lastExecuteTime );
if ( waitingForThread ) {
gameLocal.Printf( "Waiting for thread #%3i '%s'\n", waitingForThread->GetThreadNum(), waitingForThread->GetThreadName() );
} else if ( ( waitingFor != ENTITYNUM_NONE ) && ( gameLocal.entities[ waitingFor ] ) ) {
gameLocal.Printf( "Waiting for entity #%3i '%s'\n", waitingFor, gameLocal.entities[ waitingFor ]->name.c_str() );
} else if ( waitingUntil ) {
gameLocal.Printf( "Waiting until %d (%d ms total wait time)\n", waitingUntil, waitingUntil - lastExecuteTime );
} else {
gameLocal.Printf( "None\n" );
}
} else {
gameLocal.Printf( "Processing\n" );
}
interpreter.DisplayInfo();
gameLocal.Printf( "\n" );
}
/*
================
idThread::ListThreads_f
================
*/
void idThread::ListThreads_f( const idCmdArgs &args ) {
int i;
int n;
n = threadList.Num();
for( i = 0; i < n; i++ ) {
//threadList[ i ]->DisplayInfo();
gameLocal.Printf( "%3i: %-20s : %s(%d)\n", threadList[ i ]->threadNum, threadList[ i ]->threadName.c_str(), threadList[ i ]->interpreter.CurrentFile(), threadList[ i ]->interpreter.CurrentLine() );
}
gameLocal.Printf( "%d active threads\n\n", n );
}
/*
================
idThread::Restart
================
*/
void idThread::Restart( void ) {
int i;
int n;
// reset the threadIndex
threadIndex = 0;
currentThread = NULL;
n = threadList.Num();
for( i = n - 1; i >= 0; i-- ) {
delete threadList[ i ];
}
threadList.Clear();
memset( &trace, 0, sizeof( trace ) );
trace.c.entityNum = ENTITYNUM_NONE;
}
/*
================
idThread::DelayedStart
================
*/
void idThread::DelayedStart( int delay ) {
CancelEvents( &EV_Thread_Execute );
if ( gameLocal.time <= 0 ) {
delay++;
}
PostEventMS( &EV_Thread_Execute, delay );
}
/*
================
idThread::Start
================
*/
bool idThread::Start( void ) {
bool result;
CancelEvents( &EV_Thread_Execute );
result = Execute();
return result;
}
/*
================
idThread::SetThreadName
================
*/
void idThread::SetThreadName( const char *name ) {
threadName = name;
}
/*
================
idThread::ObjectMoveDone
================
*/
void idThread::ObjectMoveDone( int threadnum, idEntity *obj ) {
idThread *thread;
if ( !threadnum ) {
return;
}
thread = GetThread( threadnum );
if ( thread ) {
thread->ObjectMoveDone( obj );
}
}
/*
================
idThread::End
================
*/
void idThread::End( void ) {
// Tell thread to die. It will exit on its own.
Pause();
interpreter.threadDying = true;
}
/*
================
idThread::KillThread
================
*/
void idThread::KillThread( const char *name ) {
int i;
int num;
int len;
const char *ptr;
idThread *thread;
// see if the name uses a wild card
ptr = strchr( name, '*' );
if ( ptr ) {
len = ptr - name;
} else {
len = strlen( name );
}
// kill only those threads whose name matches name
num = threadList.Num();
for( i = 0; i < num; i++ ) {
thread = threadList[ i ];
if ( !idStr::Cmpn( thread->GetThreadName(), name, len ) ) {
thread->End();
}
}
}
/*
================
idThread::KillThread
================
*/
void idThread::KillThread( int num ) {
idThread *thread;
thread = GetThread( num );
if ( thread ) {
// Tell thread to die. It will delete itself on it's own.
thread->End();
}
}
/*
================
idThread::Execute
================
*/
bool idThread::Execute( void ) {
idThread *oldThread;
bool done;
if ( manualControl && ( waitingUntil > gameLocal.time ) ) {
return false;
}
oldThread = currentThread;
currentThread = this;
lastExecuteTime = gameLocal.time;
ClearWaitFor();
done = interpreter.Execute();
if ( done ) {
End();
if ( interpreter.terminateOnExit ) {
PostEventMS( &EV_Remove, 0 );
}
} else if ( !manualControl ) {
if ( waitingUntil > lastExecuteTime ) {
PostEventMS( &EV_Thread_Execute, waitingUntil - lastExecuteTime );
} else if ( interpreter.MultiFrameEventInProgress() ) {
PostEventMS( &EV_Thread_Execute, gameLocal.msec );
}
}
currentThread = oldThread;
return done;
}
/*
================
idThread::IsWaiting
Checks if thread is still waiting for some event to occur.
================
*/
bool idThread::IsWaiting( void ) {
if ( waitingForThread || ( waitingFor != ENTITYNUM_NONE ) ) {
return true;
}
if ( waitingUntil && ( waitingUntil > gameLocal.time ) ) {
return true;
}
return false;
}
/*
================
idThread::CallFunction
NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
================
*/
void idThread::CallFunction( const function_t *func, bool clearStack ) {
ClearWaitFor();
interpreter.EnterFunction( func, clearStack );
}
/*
================
idThread::CallFunction
NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
================
*/
void idThread::CallFunction( idEntity *self, const function_t *func, bool clearStack ) {
assert( self );
ClearWaitFor();
interpreter.EnterObjectFunction( self, func, clearStack );
}
/*
================
idThread::ClearWaitFor
================
*/
void idThread::ClearWaitFor( void ) {
waitingFor = ENTITYNUM_NONE;
waitingForThread = NULL;
waitingUntil = 0;
}
/*
================
idThread::IsWaitingFor
================
*/
bool idThread::IsWaitingFor( idEntity *obj ) {
assert( obj );
return waitingFor == obj->entityNumber;
}
/*
================
idThread::ObjectMoveDone
================
*/
void idThread::ObjectMoveDone( idEntity *obj ) {
assert( obj );
if ( IsWaitingFor( obj ) ) {
ClearWaitFor();
DelayedStart( 0 );
}
}
/*
================
idThread::ThreadCallback
================
*/
void idThread::ThreadCallback( idThread *thread ) {
if ( interpreter.threadDying ) {
return;
}
if ( thread == waitingForThread ) {
ClearWaitFor();
DelayedStart( 0 );
}
}
/*
================
idThread::Event_SetThreadName
================
*/
void idThread::Event_SetThreadName( const char *name ) {
SetThreadName( name );
}
/*
================
idThread::Error
================
*/
void idThread::Error( const char *fmt, ... ) const {
va_list argptr;
char text[ 1024 ];
va_start( argptr, fmt );
vsprintf( text, fmt, argptr );
va_end( argptr );
interpreter.Error( text );
}
/*
================
idThread::Warning
================
*/
void idThread::Warning( const char *fmt, ... ) const {
va_list argptr;
char text[ 1024 ];
va_start( argptr, fmt );
vsprintf( text, fmt, argptr );
va_end( argptr );
interpreter.Warning( text );
}
/*
================
idThread::ReturnString
================
*/
void idThread::ReturnString( const char *text ) {
gameLocal.program.ReturnString( text );
}
/*
================
idThread::ReturnFloat
================
*/
void idThread::ReturnFloat( float value ) {
gameLocal.program.ReturnFloat( value );
}
/*
================
idThread::ReturnInt
================
*/
void idThread::ReturnInt( int value ) {
// true integers aren't supported in the compiler,
// so int values are stored as floats
gameLocal.program.ReturnFloat( value );
}
/*
================
idThread::ReturnVector
================
*/
void idThread::ReturnVector( idVec3 const &vec ) {
gameLocal.program.ReturnVector( vec );
}
/*
================
idThread::ReturnEntity
================
*/
void idThread::ReturnEntity( idEntity *ent ) {
gameLocal.program.ReturnEntity( ent );
}
/*
================
idThread::Event_Execute
================
*/
void idThread::Event_Execute( void ) {
Execute();
}
/*
================
idThread::Pause
================
*/
void idThread::Pause( void ) {
ClearWaitFor();
interpreter.doneProcessing = true;
}
/*
================
idThread::WaitMS
================
*/
void idThread::WaitMS( int time ) {
Pause();
waitingUntil = gameLocal.time + time;
}
/*
================
idThread::WaitSec
================
*/
void idThread::WaitSec( float time ) {
WaitMS( SEC2MS( time ) );
}
/*
================
idThread::WaitFrame
================
*/
void idThread::WaitFrame( void ) {
Pause();
// manual control threads don't set waitingUntil so that they can be run again
// that frame if necessary.
if ( !manualControl ) {
waitingUntil = gameLocal.time + gameLocal.msec;
}
}
/***********************************************************************
Script callable events
***********************************************************************/
/*
================
idThread::Event_TerminateThread
================
*/
void idThread::Event_TerminateThread( int num ) {
KillThread( num );
}
/*
================
idThread::Event_Pause
================
*/
void idThread::Event_Pause( void ) {
Pause();
}
/*
================
idThread::Event_Wait
================
*/
void idThread::Event_Wait( float time ) {
WaitSec( time );
}
/*
================
idThread::Event_WaitFrame
================
*/
void idThread::Event_WaitFrame( void ) {
WaitFrame();
}
/*
================
idThread::Event_WaitFor
================
*/
void idThread::Event_WaitFor( idEntity *ent ) {
if ( ent && ent->RespondsTo( EV_Thread_SetCallback ) ) {
ent->ProcessEvent( &EV_Thread_SetCallback );
if ( gameLocal.program.GetReturnedInteger() ) {
Pause();
waitingFor = ent->entityNumber;
}
}
}
/*
================
idThread::Event_WaitForThread
================
*/
void idThread::Event_WaitForThread( int num ) {
idThread *thread;
thread = GetThread( num );
if ( !thread ) {
if ( g_debugScript.GetBool() ) {
// just print a warning and continue executing
Warning( "Thread %d not running", num );
}
} else {
Pause();
waitingForThread = thread;
}
}
/*
================
idThread::Event_Print
================
*/
void idThread::Event_Print( const char *text ) {
gameLocal.Printf( "%s", text );
}
/*
================
idThread::Event_PrintLn
================
*/
void idThread::Event_PrintLn( const char *text ) {
gameLocal.Printf( "%s\n", text );
}
/*
================
idThread::Event_Say
================
*/
void idThread::Event_Say( const char *text ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "say \"%s\"", text ) );
}
/*
================
idThread::Event_Assert
================
*/
void idThread::Event_Assert( float value ) {
assert( value );
}
/*
================
idThread::Event_Trigger
================
*/
void idThread::Event_Trigger( idEntity *ent ) {
if ( ent ) {
ent->Signal( SIG_TRIGGER );
ent->ProcessEvent( &EV_Activate, gameLocal.GetLocalPlayer() );
ent->TriggerGuis();
}
}
/*
================
idThread::Event_SetCvar
================
*/
void idThread::Event_SetCvar( const char *name, const char *value ) const {
cvarSystem->SetCVarString( name, value );
}
/*
================
idThread::Event_GetCvar
================
*/
void idThread::Event_GetCvar( const char *name ) const {
ReturnString( cvarSystem->GetCVarString( name ) );
}
/*
================
idThread::Event_Random
================
*/
void idThread::Event_Random( float range ) const {
float result;
result = gameLocal.random.RandomFloat();
ReturnFloat( range * result );
}
#ifdef _D3XP
void idThread::Event_RandomInt( int range ) const {
int result;
result = gameLocal.random.RandomInt(range);
ReturnFloat(result);
}
#endif
/*
================
idThread::Event_GetTime
================
*/
void idThread::Event_GetTime( void ) {
ReturnFloat( MS2SEC( gameLocal.realClientTime ) );
}
/*
================
idThread::Event_KillThread
================
*/
void idThread::Event_KillThread( const char *name ) {
KillThread( name );
}
/*
================
idThread::Event_GetEntity
================
*/
void idThread::Event_GetEntity( const char *name ) {
int entnum;
idEntity *ent;
assert( name );
if ( name[ 0 ] == '*' ) {
entnum = atoi( &name[ 1 ] );
if ( ( entnum < 0 ) || ( entnum >= MAX_GENTITIES ) ) {
Error( "Entity number in string out of range." );
}
ReturnEntity( gameLocal.entities[ entnum ] );
} else {
ent = gameLocal.FindEntity( name );
ReturnEntity( ent );
}
}
/*
================
idThread::Event_Spawn
================
*/
void idThread::Event_Spawn( const char *classname ) {
idEntity *ent;
spawnArgs.Set( "classname", classname );
gameLocal.SpawnEntityDef( spawnArgs, &ent );
ReturnEntity( ent );
spawnArgs.Clear();
}
/*
================
idThread::Event_CopySpawnArgs
================
*/
void idThread::Event_CopySpawnArgs( idEntity *ent ) {
spawnArgs.Copy( ent->spawnArgs );
}
/*
================
idThread::Event_SetSpawnArg
================
*/
void idThread::Event_SetSpawnArg( const char *key, const char *value ) {
spawnArgs.Set( key, value );
}
/*
================
idThread::Event_SpawnString
================
*/
void idThread::Event_SpawnString( const char *key, const char *defaultvalue ) {
const char *result;
spawnArgs.GetString( key, defaultvalue, &result );
ReturnString( result );
}
/*
================
idThread::Event_SpawnFloat
================
*/
void idThread::Event_SpawnFloat( const char *key, float defaultvalue ) {
float result;
spawnArgs.GetFloat( key, va( "%f", defaultvalue ), result );
ReturnFloat( result );
}
/*
================
idThread::Event_SpawnVector
================
*/
void idThread::Event_SpawnVector( const char *key, idVec3 &defaultvalue ) {
idVec3 result;
spawnArgs.GetVector( key, va( "%f %f %f", defaultvalue.x, defaultvalue.y, defaultvalue.z ), result );
ReturnVector( result );
}
/*
================
idThread::Event_ClearPersistantArgs
================
*/
void idThread::Event_ClearPersistantArgs( void ) {
gameLocal.persistentLevelInfo.Clear();
}
/*
================
idThread::Event_SetPersistantArg
================
*/
void idThread::Event_SetPersistantArg( const char *key, const char *value ) {
gameLocal.persistentLevelInfo.Set( key, value );
}
/*
================
idThread::Event_GetPersistantString
================
*/
void idThread::Event_GetPersistantString( const char *key ) {
const char *result;
gameLocal.persistentLevelInfo.GetString( key, "", &result );
ReturnString( result );
}
/*
================
idThread::Event_GetPersistantFloat
================
*/
void idThread::Event_GetPersistantFloat( const char *key ) {
float result;
gameLocal.persistentLevelInfo.GetFloat( key, "0", result );
ReturnFloat( result );
}
/*
================
idThread::Event_GetPersistantVector
================
*/
void idThread::Event_GetPersistantVector( const char *key ) {
idVec3 result;
gameLocal.persistentLevelInfo.GetVector( key, "0 0 0", result );
ReturnVector( result );
}
/*
================
idThread::Event_AngToForward
================
*/
void idThread::Event_AngToForward( idAngles &ang ) {
ReturnVector( ang.ToForward() );
}
/*
================
idThread::Event_AngToRight
================
*/
void idThread::Event_AngToRight( idAngles &ang ) {
idVec3 vec;
ang.ToVectors( NULL, &vec );
ReturnVector( vec );
}
/*
================
idThread::Event_AngToUp
================
*/
void idThread::Event_AngToUp( idAngles &ang ) {
idVec3 vec;
ang.ToVectors( NULL, NULL, &vec );
ReturnVector( vec );
}
/*
================
idThread::Event_GetSine
================
*/
void idThread::Event_GetSine( float angle ) {
ReturnFloat( idMath::Sin( DEG2RAD( angle ) ) );
}
/*
================
idThread::Event_GetCosine
================
*/
void idThread::Event_GetCosine( float angle ) {
ReturnFloat( idMath::Cos( DEG2RAD( angle ) ) );
}
#ifdef _D3XP
/*
================
idThread::Event_GetArcSine
================
*/
void idThread::Event_GetArcSine( float a ) {
ReturnFloat(RAD2DEG(idMath::ASin(a)));
}
/*
================
idThread::Event_GetArcCosine
================
*/
void idThread::Event_GetArcCosine( float a ) {
ReturnFloat(RAD2DEG(idMath::ACos(a)));
}
#endif
/*
================
idThread::Event_GetSquareRoot
================
*/
void idThread::Event_GetSquareRoot( float theSquare ) {
ReturnFloat( idMath::Sqrt( theSquare ) );
}
/*
================
idThread::Event_VecNormalize
================
*/
void idThread::Event_VecNormalize( idVec3 &vec ) {
idVec3 n;
n = vec;
n.Normalize();
ReturnVector( n );
}
/*
================
idThread::Event_VecLength
================
*/
void idThread::Event_VecLength( idVec3 &vec ) {
ReturnFloat( vec.Length() );
}
/*
================
idThread::Event_VecDotProduct
================
*/
void idThread::Event_VecDotProduct( idVec3 &vec1, idVec3 &vec2 ) {
ReturnFloat( vec1 * vec2 );
}
/*
================
idThread::Event_VecCrossProduct
================
*/
void idThread::Event_VecCrossProduct( idVec3 &vec1, idVec3 &vec2 ) {
ReturnVector( vec1.Cross( vec2 ) );
}
/*
================
idThread::Event_VecToAngles
================
*/
void idThread::Event_VecToAngles( idVec3 &vec ) {
idAngles ang = vec.ToAngles();
ReturnVector( idVec3( ang[0], ang[1], ang[2] ) );
}
#ifdef _D3XP
/*
================
idThread::Event_VecToOrthoBasisAngles
================
*/
void idThread::Event_VecToOrthoBasisAngles( idVec3 &vec ) {
idVec3 left, up;
idAngles ang;
vec.OrthogonalBasis( left, up );
idMat3 axis( left, up, vec );
ang = axis.ToAngles();
ReturnVector( idVec3( ang[0], ang[1], ang[2] ) );
}
void idThread::Event_RotateVector( idVec3 &vec, idVec3 &ang ) {
idAngles tempAng(ang);
idMat3 axis = tempAng.ToMat3();
idVec3 ret = vec * axis;
ReturnVector(ret);
}
#endif
/*
================
idThread::Event_OnSignal
================
*/
void idThread::Event_OnSignal( int signal, idEntity *ent, const char *func ) {
const function_t *function;
assert( func );
if ( !ent ) {
Error( "Entity not found" );
}
if ( ( signal < 0 ) || ( signal >= NUM_SIGNALS ) ) {
Error( "Signal out of range" );
}
function = gameLocal.program.FindFunction( func );
if ( !function ) {
Error( "Function '%s' not found", func );
}
ent->SetSignal( ( signalNum_t )signal, this, function );
}
/*
================
idThread::Event_ClearSignalThread
================
*/
void idThread::Event_ClearSignalThread( int signal, idEntity *ent ) {
if ( !ent ) {
Error( "Entity not found" );
}
if ( ( signal < 0 ) || ( signal >= NUM_SIGNALS ) ) {
Error( "Signal out of range" );
}
ent->ClearSignalThread( ( signalNum_t )signal, this );
}
/*
================
idThread::Event_SetCamera
================
*/
void idThread::Event_SetCamera( idEntity *ent ) {
if ( !ent ) {
Error( "Entity not found" );
return;
}
if ( !ent->IsType( idCamera::Type ) ) {
Error( "Entity is not a camera" );
return;
}
gameLocal.SetCamera( ( idCamera * )ent );
}
/*
================
idThread::Event_FirstPerson
================
*/
void idThread::Event_FirstPerson( void ) {
gameLocal.SetCamera( NULL );
}
/*
================
idThread::Event_Trace
================
*/
void idThread::Event_Trace( const idVec3 &start, const idVec3 &end, const idVec3 &mins, const idVec3 &maxs, int contents_mask, idEntity *passEntity ) {
if ( mins == vec3_origin && maxs == vec3_origin ) {
gameLocal.clip.TracePoint( trace, start, end, contents_mask, passEntity );
} else {
gameLocal.clip.TraceBounds( trace, start, end, idBounds( mins, maxs ), contents_mask, passEntity );
}
ReturnFloat( trace.fraction );
}
/*
================
idThread::Event_TracePoint
================
*/
void idThread::Event_TracePoint( const idVec3 &start, const idVec3 &end, int contents_mask, idEntity *passEntity ) {
gameLocal.clip.TracePoint( trace, start, end, contents_mask, passEntity );
ReturnFloat( trace.fraction );
}
/*
================
idThread::Event_GetTraceFraction
================
*/
void idThread::Event_GetTraceFraction( void ) {
ReturnFloat( trace.fraction );
}
/*
================
idThread::Event_GetTraceEndPos
================
*/
void idThread::Event_GetTraceEndPos( void ) {
ReturnVector( trace.endpos );
}
/*
================
idThread::Event_GetTraceNormal
================
*/
void idThread::Event_GetTraceNormal( void ) {
if ( trace.fraction < 1.0f ) {
ReturnVector( trace.c.normal );
} else {
ReturnVector( vec3_origin );
}
}
/*
================
idThread::Event_GetTraceEntity
================
*/
void idThread::Event_GetTraceEntity( void ) {
if ( trace.fraction < 1.0f ) {
ReturnEntity( gameLocal.entities[ trace.c.entityNum ] );
} else {
ReturnEntity( ( idEntity * )NULL );
}
}
/*
================
idThread::Event_GetTraceJoint
================
*/
void idThread::Event_GetTraceJoint( void ) {
if ( trace.fraction < 1.0f && trace.c.id < 0 ) {
idAFEntity_Base *af = static_cast<idAFEntity_Base *>( gameLocal.entities[ trace.c.entityNum ] );
if ( af && af->IsType( idAFEntity_Base::Type ) && af->IsActiveAF() ) {
ReturnString( af->GetAnimator()->GetJointName( CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id ) ) );
return;
}
}
ReturnString( "" );
}
/*
================
idThread::Event_GetTraceBody
================
*/
void idThread::Event_GetTraceBody( void ) {
if ( trace.fraction < 1.0f && trace.c.id < 0 ) {
idAFEntity_Base *af = static_cast<idAFEntity_Base *>( gameLocal.entities[ trace.c.entityNum ] );
if ( af && af->IsType( idAFEntity_Base::Type ) && af->IsActiveAF() ) {
int bodyId = af->BodyForClipModelId( trace.c.id );
idAFBody *body = af->GetAFPhysics()->GetBody( bodyId );
if ( body ) {
ReturnString( body->GetName() );
return;
}
}
}
ReturnString( "" );
}
/*
================
idThread::Event_FadeIn
================
*/
void idThread::Event_FadeIn( idVec3 &color, float time ) {
idVec4 fadeColor;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( player ) {
fadeColor.Set( color[ 0 ], color[ 1 ], color[ 2 ], 0.0f );
player->playerView.Fade(fadeColor, SEC2MS( time ) );
}
}
/*
================
idThread::Event_FadeOut
================
*/
void idThread::Event_FadeOut( idVec3 &color, float time ) {
idVec4 fadeColor;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( player ) {
fadeColor.Set( color[ 0 ], color[ 1 ], color[ 2 ], 1.0f );
player->playerView.Fade(fadeColor, SEC2MS( time ) );
}
}
/*
================
idThread::Event_FadeTo
================
*/
void idThread::Event_FadeTo( idVec3 &color, float alpha, float time ) {
idVec4 fadeColor;
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( player ) {
fadeColor.Set( color[ 0 ], color[ 1 ], color[ 2 ], alpha );
player->playerView.Fade(fadeColor, SEC2MS( time ) );
}
}
/*
================
idThread::Event_SetShaderParm
================
*/
void idThread::Event_SetShaderParm( int parmnum, float value ) {
if ( ( parmnum < 0 ) || ( parmnum >= MAX_GLOBAL_SHADER_PARMS ) ) {
Error( "shader parm index (%d) out of range", parmnum );
}
gameLocal.globalShaderParms[ parmnum ] = value;
}
/*
================
idThread::Event_StartMusic
================
*/
void idThread::Event_StartMusic( const char *text ) {
gameSoundWorld->PlayShaderDirectly( text );
}
/*
================
idThread::Event_Warning
================
*/
void idThread::Event_Warning( const char *text ) {
Warning( "%s", text );
}
/*
================
idThread::Event_Error
================
*/
void idThread::Event_Error( const char *text ) {
Error( "%s", text );
}
/*
================
idThread::Event_StrLen
================
*/
void idThread::Event_StrLen( const char *string ) {
int len;
len = strlen( string );
idThread::ReturnInt( len );
}
/*
================
idThread::Event_StrLeft
================
*/
void idThread::Event_StrLeft( const char *string, int num ) {
int len;
if ( num < 0 ) {
idThread::ReturnString( "" );
return;
}
len = strlen( string );
if ( len < num ) {
idThread::ReturnString( string );
return;
}
idStr result( string, 0, num );
idThread::ReturnString( result );
}
/*
================
idThread::Event_StrRight
================
*/
void idThread::Event_StrRight( const char *string, int num ) {
int len;
if ( num < 0 ) {
idThread::ReturnString( "" );
return;
}
len = strlen( string );
if ( len < num ) {
idThread::ReturnString( string );
return;
}
idThread::ReturnString( string + len - num );
}
/*
================
idThread::Event_StrSkip
================
*/
void idThread::Event_StrSkip( const char *string, int num ) {
int len;
if ( num < 0 ) {
idThread::ReturnString( string );
return;
}
len = strlen( string );
if ( len < num ) {
idThread::ReturnString( "" );
return;
}
idThread::ReturnString( string + num );
}
/*
================
idThread::Event_StrMid
================
*/
void idThread::Event_StrMid( const char *string, int start, int num ) {
int len;
if ( num < 0 ) {
idThread::ReturnString( "" );
return;
}
if ( start < 0 ) {
start = 0;
}
len = strlen( string );
if ( start > len ) {
start = len;
}
if ( start + num > len ) {
num = len - start;
}
idStr result( string, start, start + num );
idThread::ReturnString( result );
}
/*
================
idThread::Event_StrToFloat( const char *string )
================
*/
void idThread::Event_StrToFloat( const char *string ) {
float result;
result = atof( string );
idThread::ReturnFloat( result );
}
/*
================
idThread::Event_RadiusDamage
================
*/
void idThread::Event_RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignore, const char *damageDefName, float dmgPower ) {
gameLocal.RadiusDamage( origin, inflictor, attacker, ignore, ignore, damageDefName, dmgPower );
}
/*
================
idThread::Event_IsClient
================
*/
void idThread::Event_IsClient( void ) {
idThread::ReturnFloat( gameLocal.isClient );
}
/*
================
idThread::Event_IsMultiplayer
================
*/
void idThread::Event_IsMultiplayer( void ) {
idThread::ReturnFloat( gameLocal.isMultiplayer );
}
/*
================
idThread::Event_GetFrameTime
================
*/
void idThread::Event_GetFrameTime( void ) {
idThread::ReturnFloat( MS2SEC( gameLocal.msec ) );
}
/*
================
idThread::Event_GetTicsPerSecond
================
*/
void idThread::Event_GetTicsPerSecond( void ) {
idThread::ReturnFloat( USERCMD_HZ );
}
/*
================
idThread::Event_CacheSoundShader
================
*/
void idThread::Event_CacheSoundShader( const char *soundName ) {
declManager->FindSound( soundName );
}
/*
================
idThread::Event_DebugLine
================
*/
void idThread::Event_DebugLine( const idVec3 &color, const idVec3 &start, const idVec3 &end, const float lifetime ) {
gameRenderWorld->DebugLine( idVec4( color.x, color.y, color.z, 0.0f ), start, end, SEC2MS( lifetime ) );
}
/*
================
idThread::Event_DebugArrow
================
*/
void idThread::Event_DebugArrow( const idVec3 &color, const idVec3 &start, const idVec3 &end, const int size, const float lifetime ) {
gameRenderWorld->DebugArrow( idVec4( color.x, color.y, color.z, 0.0f ), start, end, size, SEC2MS( lifetime ) );
}
/*
================
idThread::Event_DebugCircle
================
*/
void idThread::Event_DebugCircle( const idVec3 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const float lifetime ) {
gameRenderWorld->DebugCircle( idVec4( color.x, color.y, color.z, 0.0f ), origin, dir, radius, numSteps, SEC2MS( lifetime ) );
}
/*
================
idThread::Event_DebugBounds
================
*/
void idThread::Event_DebugBounds( const idVec3 &color, const idVec3 &mins, const idVec3 &maxs, const float lifetime ) {
gameRenderWorld->DebugBounds( idVec4( color.x, color.y, color.z, 0.0f ), idBounds( mins, maxs ), vec3_origin, SEC2MS( lifetime ) );
}
/*
================
idThread::Event_DrawText
================
*/
void idThread::Event_DrawText( const char *text, const idVec3 &origin, float scale, const idVec3 &color, const int align, const float lifetime ) {
gameRenderWorld->DrawText( text, origin, scale, idVec4( color.x, color.y, color.z, 0.0f ), gameLocal.GetLocalPlayer()->viewAngles.ToMat3(), align, SEC2MS( lifetime ) );
}
/*
================
idThread::Event_InfluenceActive
================
*/
void idThread::Event_InfluenceActive( void ) {
idPlayer *player;
player = gameLocal.GetLocalPlayer();
if ( player && player->GetInfluenceLevel() ) {
idThread::ReturnInt( true );
} else {
idThread::ReturnInt( false );
}
}