/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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 "precompiled.h" #pragma hdrstop #include "Game_local.h" /* =============================================================================== idEntityFx =============================================================================== */ const idEventDef EV_Fx_KillFx( "_killfx" ); const idEventDef EV_Fx_Action( "_fxAction", "e" ); // implemented by subclasses CLASS_DECLARATION( idEntity, idEntityFx ) EVENT( EV_Activate, idEntityFx::Event_Trigger ) EVENT( EV_Fx_KillFx, idEntityFx::Event_ClearFx ) END_CLASS /* ================ idEntityFx::Save ================ */ void idEntityFx::Save( idSaveGame* savefile ) const { int i; savefile->WriteInt( started ); savefile->WriteInt( nextTriggerTime ); savefile->WriteFX( fxEffect ); savefile->WriteString( systemName ); savefile->WriteInt( actions.Num() ); for( i = 0; i < actions.Num(); i++ ) { if( actions[i].lightDefHandle >= 0 ) { savefile->WriteBool( true ); savefile->WriteRenderLight( actions[i].renderLight ); } else { savefile->WriteBool( false ); } if( actions[i].modelDefHandle >= 0 ) { savefile->WriteBool( true ); savefile->WriteRenderEntity( actions[i].renderEntity ); } else { savefile->WriteBool( false ); } savefile->WriteFloat( actions[i].delay ); savefile->WriteInt( actions[i].start ); savefile->WriteBool( actions[i].soundStarted ); savefile->WriteBool( actions[i].shakeStarted ); savefile->WriteBool( actions[i].decalDropped ); savefile->WriteBool( actions[i].launched ); } } /* ================ idEntityFx::Restore ================ */ void idEntityFx::Restore( idRestoreGame* savefile ) { int i; int num; bool hasObject; savefile->ReadInt( started ); savefile->ReadInt( nextTriggerTime ); savefile->ReadFX( fxEffect ); savefile->ReadString( systemName ); savefile->ReadInt( num ); actions.SetNum( num ); for( i = 0; i < num; i++ ) { savefile->ReadBool( hasObject ); if( hasObject ) { savefile->ReadRenderLight( actions[i].renderLight ); actions[i].lightDefHandle = gameRenderWorld->AddLightDef( &actions[i].renderLight ); } else { memset( &actions[i].renderLight, 0, sizeof( renderLight_t ) ); actions[i].lightDefHandle = -1; } savefile->ReadBool( hasObject ); if( hasObject ) { savefile->ReadRenderEntity( actions[i].renderEntity ); actions[i].modelDefHandle = gameRenderWorld->AddEntityDef( &actions[i].renderEntity ); } else { memset( &actions[i].renderEntity, 0, sizeof( renderEntity_t ) ); actions[i].modelDefHandle = -1; } savefile->ReadFloat( actions[i].delay ); // let the FX regenerate the particleSystem actions[i].particleSystem = -1; savefile->ReadInt( actions[i].start ); savefile->ReadBool( actions[i].soundStarted ); savefile->ReadBool( actions[i].shakeStarted ); savefile->ReadBool( actions[i].decalDropped ); savefile->ReadBool( actions[i].launched ); } } /* ================ idEntityFx::Setup ================ */ void idEntityFx::Setup( const char* fx ) { if( started >= 0 ) { return; // already started } // early during MP Spawn() with no information. wait till we ReadFromSnapshot for more if( common->IsClient() && ( !fx || fx[0] == '\0' ) ) { return; } systemName = fx; started = 0; fxEffect = static_cast( declManager->FindType( DECL_FX, systemName.c_str() ) ); if( fxEffect ) { idFXLocalAction localAction; memset( &localAction, 0, sizeof( idFXLocalAction ) ); actions.AssureSize( fxEffect->events.Num(), localAction ); for( int i = 0; i < fxEffect->events.Num(); i++ ) { const idFXSingleAction& fxaction = fxEffect->events[i]; idFXLocalAction& laction = actions[i]; if( fxaction.random1 || fxaction.random2 ) { laction.delay = fxaction.random1 + gameLocal.random.RandomFloat() * ( fxaction.random2 - fxaction.random1 ); } else { laction.delay = fxaction.delay; } laction.start = -1; laction.lightDefHandle = -1; laction.modelDefHandle = -1; laction.particleSystem = -1; laction.shakeStarted = false; laction.decalDropped = false; laction.launched = false; } } } /* ================ idEntityFx::EffectName ================ */ const char* idEntityFx::EffectName() { return fxEffect ? fxEffect->GetName() : NULL; } /* ================ idEntityFx::Joint ================ */ const char* idEntityFx::Joint() { return fxEffect ? fxEffect->joint.c_str() : NULL; } /* ================ idEntityFx::CleanUp ================ */ void idEntityFx::CleanUp() { if( !fxEffect ) { return; } for( int i = 0; i < fxEffect->events.Num(); i++ ) { const idFXSingleAction& fxaction = fxEffect->events[i]; idFXLocalAction& laction = actions[i]; CleanUpSingleAction( fxaction, laction ); } } /* ================ idEntityFx::CleanUpSingleAction ================ */ void idEntityFx::CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction ) { if( laction.lightDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHLIGHT ) { gameRenderWorld->FreeLightDef( laction.lightDefHandle ); laction.lightDefHandle = -1; } if( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) { gameRenderWorld->FreeEntityDef( laction.modelDefHandle ); laction.modelDefHandle = -1; } laction.start = -1; } /* ================ idEntityFx::Start ================ */ void idEntityFx::Start( int time ) { if( !fxEffect ) { return; } started = time; for( int i = 0; i < fxEffect->events.Num(); i++ ) { idFXLocalAction& laction = actions[i]; laction.start = time; laction.soundStarted = false; laction.shakeStarted = false; laction.particleSystem = -1; laction.decalDropped = false; laction.launched = false; } } /* ================ idEntityFx::Stop ================ */ void idEntityFx::Stop() { CleanUp(); started = -1; } /* ================ idEntityFx::Duration ================ */ const int idEntityFx::Duration() { int max = 0; if( !fxEffect ) { return max; } for( int i = 0; i < fxEffect->events.Num(); i++ ) { const idFXSingleAction& fxaction = fxEffect->events[i]; int d = ( fxaction.delay + fxaction.duration ) * 1000.0f; if( d > max ) { max = d; } } return max; } /* ================ idEntityFx::Done ================ */ const bool idEntityFx::Done() { if( started > 0 && gameLocal.time > started + Duration() ) { return true; } return false; } /* ================ idEntityFx::ApplyFade ================ */ void idEntityFx::ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart ) { if( fxaction.fadeInTime || fxaction.fadeOutTime ) { float fadePct = ( float )( time - actualStart ) / ( 1000.0f * ( ( fxaction.fadeInTime != 0 ) ? fxaction.fadeInTime : fxaction.fadeOutTime ) ); if( fadePct > 1.0 ) { fadePct = 1.0; } if( laction.modelDefHandle != -1 ) { laction.renderEntity.shaderParms[SHADERPARM_RED] = ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct; laction.renderEntity.shaderParms[SHADERPARM_GREEN] = ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct; laction.renderEntity.shaderParms[SHADERPARM_BLUE] = ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct; gameRenderWorld->UpdateEntityDef( laction.modelDefHandle, &laction.renderEntity ); } if( laction.lightDefHandle != -1 ) { laction.renderLight.shaderParms[SHADERPARM_RED] = fxaction.lightColor.x * ( ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct ); laction.renderLight.shaderParms[SHADERPARM_GREEN] = fxaction.lightColor.y * ( ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct ); laction.renderLight.shaderParms[SHADERPARM_BLUE] = fxaction.lightColor.z * ( ( fxaction.fadeInTime ) ? fadePct : 1.0f - fadePct ); gameRenderWorld->UpdateLightDef( laction.lightDefHandle, &laction.renderLight ); } } } /* ================ idEntityFx::Run ================ */ void idEntityFx::Run( int time ) { int ieff, j; idEntity* ent = NULL; const idDict* projectileDef = NULL; idProjectile* projectile = NULL; if( !fxEffect ) { return; } for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) { const idFXSingleAction& fxaction = fxEffect->events[ieff]; idFXLocalAction& laction = actions[ieff]; // // if we're currently done with this one // if( laction.start == -1 ) { continue; } // // see if it's delayed // if( laction.delay ) { if( laction.start + ( time - laction.start ) < laction.start + ( laction.delay * 1000 ) ) { continue; } } // // each event can have it's own delay and restart // int actualStart = laction.delay ? laction.start + ( int )( laction.delay * 1000 ) : laction.start; float pct = ( float )( time - actualStart ) / ( 1000 * fxaction.duration ); if( pct >= 1.0f ) { laction.start = -1; float totalDelay = 0.0f; if( fxaction.restart ) { if( fxaction.random1 || fxaction.random2 ) { totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * ( fxaction.random2 - fxaction.random1 ); } else { totalDelay = fxaction.delay; } laction.delay = totalDelay; laction.start = time; } continue; } if( fxaction.fire.Length() ) { for( j = 0; j < fxEffect->events.Num(); j++ ) { if( fxEffect->events[j].name.Icmp( fxaction.fire ) == 0 ) { actions[j].delay = 0; } } } idFXLocalAction* useAction; if( fxaction.sibling == -1 ) { useAction = &laction; } else { useAction = &actions[fxaction.sibling]; } assert( useAction ); switch( fxaction.type ) { case FX_ATTACHLIGHT: case FX_LIGHT: { if( useAction->lightDefHandle == -1 ) { if( fxaction.type == FX_LIGHT ) { memset( &useAction->renderLight, 0, sizeof( renderLight_t ) ); useAction->renderLight.origin = GetPhysics()->GetOrigin() + fxaction.offset; useAction->renderLight.axis = GetPhysics()->GetAxis(); useAction->renderLight.lightRadius[0] = fxaction.lightRadius; useAction->renderLight.lightRadius[1] = fxaction.lightRadius; useAction->renderLight.lightRadius[2] = fxaction.lightRadius; useAction->renderLight.shader = declManager->FindMaterial( fxaction.data, false ); useAction->renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x; useAction->renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y; useAction->renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z; useAction->renderLight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f; useAction->renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time ); useAction->renderLight.referenceSound = refSound.referenceSound; useAction->renderLight.pointLight = true; if( fxaction.noshadows ) { useAction->renderLight.noShadows = true; } useAction->lightDefHandle = gameRenderWorld->AddLightDef( &useAction->renderLight ); } if( fxaction.noshadows ) { for( j = 0; j < fxEffect->events.Num(); j++ ) { idFXLocalAction& laction2 = actions[j]; if( laction2.modelDefHandle != -1 ) { laction2.renderEntity.noShadow = true; } } } } ApplyFade( fxaction, *useAction, time, actualStart ); break; } case FX_SOUND: { if( !useAction->soundStarted ) { useAction->soundStarted = true; const idSoundShader* shader = declManager->FindSound( fxaction.data ); StartSoundShader( shader, SND_CHANNEL_ANY, 0, false, NULL ); for( j = 0; j < fxEffect->events.Num(); j++ ) { idFXLocalAction& laction2 = actions[j]; if( laction2.lightDefHandle != -1 ) { laction2.renderLight.referenceSound = refSound.referenceSound; gameRenderWorld->UpdateLightDef( laction2.lightDefHandle, &laction2.renderLight ); } } } break; } case FX_DECAL: { if( !useAction->decalDropped ) { useAction->decalDropped = true; gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 8.0f, true, fxaction.size, fxaction.data ); } break; } case FX_SHAKE: { if( !useAction->shakeStarted ) { idDict args; args.Clear(); args.SetFloat( "kick_time", fxaction.shakeTime ); args.SetFloat( "kick_amplitude", fxaction.shakeAmplitude ); for( j = 0; j < gameLocal.numClients; j++ ) { idPlayer* player = gameLocal.GetClientByNum( j ); if( player && ( player->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).LengthSqr() < Square( fxaction.shakeDistance ) ) { if( !common->IsMultiplayer() || !fxaction.shakeIgnoreMaster || GetBindMaster() != player ) { player->playerView.DamageImpulse( fxaction.offset, &args ); } } } if( fxaction.shakeImpulse != 0.0f && fxaction.shakeDistance != 0.0f ) { idEntity* ignore_ent = NULL; if( common->IsMultiplayer() ) { ignore_ent = this; if( fxaction.shakeIgnoreMaster ) { ignore_ent = GetBindMaster(); } } // lookup the ent we are bound to? gameLocal.RadiusPush( GetPhysics()->GetOrigin(), fxaction.shakeDistance, fxaction.shakeImpulse, this, ignore_ent, 1.0f, true ); } useAction->shakeStarted = true; } break; } case FX_ATTACHENTITY: case FX_PARTICLE: case FX_MODEL: { if( useAction->modelDefHandle == -1 ) { memset( &useAction->renderEntity, 0, sizeof( renderEntity_t ) ); useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset; useAction->renderEntity.axis = ( fxaction.explicitAxis ) ? fxaction.axis : GetPhysics()->GetAxis(); useAction->renderEntity.hModel = renderModelManager->FindModel( fxaction.data ); useAction->renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f; useAction->renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f; useAction->renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f; useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time ); useAction->renderEntity.shaderParms[3] = 1.0f; useAction->renderEntity.shaderParms[5] = 0.0f; if( useAction->renderEntity.hModel ) { useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity ); } useAction->modelDefHandle = gameRenderWorld->AddEntityDef( &useAction->renderEntity ); } else if( fxaction.trackOrigin ) { useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset; useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis(); gameRenderWorld->UpdateEntityDef( useAction->modelDefHandle, &useAction->renderEntity ); } ApplyFade( fxaction, *useAction, time, actualStart ); break; } case FX_LAUNCH: { if( common->IsClient() ) { // client never spawns entities outside of ClientReadSnapshot useAction->launched = true; break; } if( !useAction->launched ) { useAction->launched = true; projectile = NULL; // FIXME: may need to cache this if it is slow projectileDef = gameLocal.FindEntityDefDict( fxaction.data, false ); if( !projectileDef ) { gameLocal.Warning( "projectile \'%s\' not found", fxaction.data.c_str() ); } else { gameLocal.SpawnEntityDef( *projectileDef, &ent, false ); if( ent && ent->IsType( idProjectile::Type ) ) { projectile = ( idProjectile* )ent; projectile->Create( this, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0] ); projectile->Launch( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0], vec3_origin ); } } } break; } case FX_SHOCKWAVE: { if( common->IsClient() ) { useAction->shakeStarted = true; break; } if( !useAction->shakeStarted ) { idStr shockDefName; useAction->shakeStarted = true; shockDefName = fxaction.data; if( !shockDefName.Length() ) { shockDefName = "func_shockwave"; } projectileDef = gameLocal.FindEntityDefDict( shockDefName, false ); if( !projectileDef ) { gameLocal.Warning( "shockwave \'%s\' not found", shockDefName.c_str() ); } else { gameLocal.SpawnEntityDef( *projectileDef, &ent ); ent->SetOrigin( GetPhysics()->GetOrigin() + fxaction.offset ); ent->PostEventMS( &EV_Remove, ent->spawnArgs.GetInt( "duration" ) ); } } break; } } } } /* ================ idEntityFx::idEntityFx ================ */ idEntityFx::idEntityFx() { fxEffect = NULL; started = -1; nextTriggerTime = -1; fl.networkSync = true; } /* ================ idEntityFx::~idEntityFx ================ */ idEntityFx::~idEntityFx() { CleanUp(); fxEffect = NULL; } /* ================ idEntityFx::Spawn ================ */ void idEntityFx::Spawn() { if( g_skipFX.GetBool() ) { return; } const char* fx; nextTriggerTime = 0; fxEffect = NULL; if( spawnArgs.GetString( "fx", "", &fx ) ) { systemName = fx; } if( !spawnArgs.GetBool( "triggered" ) ) { Setup( fx ); if( spawnArgs.GetBool( "test" ) || spawnArgs.GetBool( "start" ) || spawnArgs.GetFloat( "restart" ) ) { PostEventMS( &EV_Activate, 0, this ); } } } /* ================ idEntityFx::Think Clears any visual fx started when {item,mob,player} was spawned ================ */ void idEntityFx::Think() { if( g_skipFX.GetBool() ) { return; } if( thinkFlags & TH_THINK ) { Run( gameLocal.time ); } RunPhysics(); Present(); } /* ================ idEntityFx::Event_ClearFx Clears any visual fx started when item(mob) was spawned ================ */ void idEntityFx::Event_ClearFx() { if( g_skipFX.GetBool() ) { return; } Stop(); CleanUp(); BecomeInactive( TH_THINK ); if( spawnArgs.GetBool( "test" ) ) { PostEventMS( &EV_Activate, 0, this ); } else { if( spawnArgs.GetFloat( "restart" ) || !spawnArgs.GetBool( "triggered" ) ) { float rest = spawnArgs.GetFloat( "restart", "0" ); if( rest == 0.0f ) { PostEventSec( &EV_Remove, 0.1f ); } else { rest *= gameLocal.random.RandomFloat(); PostEventSec( &EV_Activate, rest, this ); } } } } /* ================ idEntityFx::Event_Trigger ================ */ void idEntityFx::Event_Trigger( idEntity* activator ) { if( g_skipFX.GetBool() ) { return; } float fxActionDelay; const char* fx; if( gameLocal.time < nextTriggerTime ) { return; } if( spawnArgs.GetString( "fx", "", &fx ) ) { Setup( fx ); Start( gameLocal.time ); PostEventMS( &EV_Fx_KillFx, Duration() ); BecomeActive( TH_THINK ); } fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" ); if( fxActionDelay != 0.0f ) { nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay ); } else { // prevent multiple triggers on same frame nextTriggerTime = gameLocal.time + 1; } PostEventSec( &EV_Fx_Action, fxActionDelay, activator ); } /* ================ idEntityFx::StartFx ================ */ idEntityFx* idEntityFx::StartFx( const char* fx, const idVec3* useOrigin, const idMat3* useAxis, idEntity* ent, bool bind ) { if( g_skipFX.GetBool() || !fx || !*fx ) { return NULL; } idDict args; args.SetBool( "start", true ); args.Set( "fx", fx ); idEntityFx* nfx = static_cast( gameLocal.SpawnEntityType( idEntityFx::Type, &args ) ); if( nfx->Joint() && *nfx->Joint() ) { nfx->BindToJoint( ent, nfx->Joint(), true ); nfx->SetOrigin( vec3_origin ); } else { nfx->SetOrigin( ( useOrigin ) ? *useOrigin : ent->GetPhysics()->GetOrigin() ); nfx->SetAxis( ( useAxis ) ? *useAxis : ent->GetPhysics()->GetAxis() ); } if( bind ) { // never bind to world spawn if( ent != gameLocal.world ) { nfx->Bind( ent, true ); } } nfx->Show(); return nfx; } /* ================= idEntityFx::WriteToSnapshot ================= */ void idEntityFx::WriteToSnapshot( idBitMsg& msg ) const { GetPhysics()->WriteToSnapshot( msg ); WriteBindToSnapshot( msg ); msg.WriteLong( ( fxEffect != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_FX, fxEffect->Index() ) : -1 ); msg.WriteLong( started ); } /* ================= idEntityFx::ReadFromSnapshot ================= */ void idEntityFx::ReadFromSnapshot( const idBitMsg& msg ) { int fx_index, start_time, max_lapse; GetPhysics()->ReadFromSnapshot( msg ); ReadBindFromSnapshot( msg ); fx_index = gameLocal.ClientRemapDecl( DECL_FX, msg.ReadLong() ); start_time = msg.ReadLong(); if( fx_index != -1 && start_time > 0 && !fxEffect && started < 0 ) { spawnArgs.GetInt( "effect_lapse", "1000", max_lapse ); if( gameLocal.time - start_time > max_lapse ) { // too late, skip the effect completely started = 0; return; } const idDeclFX* fx = static_cast( declManager->DeclByIndex( DECL_FX, fx_index ) ); if( !fx ) { gameLocal.Error( "FX at index %d not found", fx_index ); } fxEffect = fx; Setup( fx->GetName() ); Start( start_time ); } } /* ================= idEntityFx::ClientThink ================= */ void idEntityFx::ClientThink( const int curTime, const float fraction, const bool predict ) { if( gameLocal.isNewFrame ) { Run( gameLocal.serverTime ); } InterpolatePhysics( fraction ); Present(); } /* ================= idEntityFx::ClientPredictionThink ================= */ void idEntityFx::ClientPredictionThink() { if( gameLocal.isNewFrame ) { Run( gameLocal.time ); } RunPhysics(); Present(); } /* =============================================================================== idTeleporter =============================================================================== */ CLASS_DECLARATION( idEntityFx, idTeleporter ) EVENT( EV_Fx_Action, idTeleporter::Event_DoAction ) END_CLASS /* ================ idTeleporter::Event_DoAction ================ */ void idTeleporter::Event_DoAction( idEntity* activator ) { float angle; angle = spawnArgs.GetFloat( "angle" ); idAngles a( 0, spawnArgs.GetFloat( "angle" ), 0 ); activator->Teleport( GetPhysics()->GetOrigin(), a, NULL ); }