dhewm3/neo/d3xp/Target.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

1805 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 "idlib/LangDict.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Light.h"
#include "Player.h"
#include "Mover.h"
#include "Misc.h"
#include "WorldSpawn.h"
#include "Sound.h"
#include "Target.h"
/*
===============================================================================
idTarget
Invisible entities that affect other entities or the world when activated.
===============================================================================
*/
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();
if ( player && !( player->oldButtons & BUTTON_ATTACK ) && ( player->usercmd.buttons & BUTTON_ATTACK ) ) {
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 ) {
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();
player->playerView.Fade( vec4_zero , flash );
}
/*
================
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 );
}
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" );
player->SetInfluenceView( parm, skin, spawnArgs.GetInt( "visionRadius" ), this );
}
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 );
}