/* =========================================================================== 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. =========================================================================== */ /* Invisible entities that affect other entities or the world when activated. */ #include "../idlib/precompiled.h" #pragma hdrstop #include "Game_local.h" /* =============================================================================== idTarget =============================================================================== */ 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 ) { extern idCVar g_demoMode; if( g_demoMode.GetInteger() > 0 ) { gameLocal.sessionCommand = "disconnect"; return; } idPlayer* player = gameLocal.GetLocalPlayer(); const bool isTutorialMap = ( idStr::FindText( gameLocal.GetMapFileName(), "mars_city1" ) >= 0 ) || ( idStr::FindText( gameLocal.GetMapFileName(), "mars_city2" ) >= 0 ) || ( idStr::FindText( gameLocal.GetMapFileName(), "mc_underground" ) >= 0 ); if( !isTutorialMap && player != NULL ) { if( !player->GetAchievementManager().GetPlayerTookDamage() ) { player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETE_LEVEL_WITHOUT_TAKING_DMG ); } player->GetAchievementManager().SetPlayerTookDamage( false ); } if( !isTutorialMap && spawnArgs.GetBool( "endOfGame" ) ) { if( player != NULL ) { gameExpansionType_t expansion = player->GetExpansionType(); switch( expansion ) { case GAME_D3XP: // The fall-through is done here on purpose so compleating the game on one difficulty will unlock all the easier difficulties switch( g_skill.GetInteger() ) { case 3: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_3 ); case 2: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_2 ); case 1: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_1 ); case 0: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_0 ); } break; case GAME_D3LE: // The fall-through is done here on purpose so compleating the game on one difficulty will unlock all the easier difficulties switch( g_skill.GetInteger() ) { case 3: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_3 ); case 2: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_2 ); case 1: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_1 ); case 0: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_0 ); } break; case GAME_BASE: // The fall-through is done here on purpose so compleating the game on one difficulty will unlock all the easier difficulties switch( g_skill.GetInteger() ) { case 3: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETED_DIFFICULTY_3 ); case 2: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETED_DIFFICULTY_2 ); case 1: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETED_DIFFICULTY_1 ); case 0: player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETED_DIFFICULTY_0 ); } break; } if( player->GetPlayedTime() <= 36000 && expansion == GAME_BASE ) { player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_SPEED_RUN ); } switch( expansion ) { case GAME_D3XP: { cvarSystem->SetCVarBool( "g_roeNightmare", true ); break; } case GAME_D3LE: { cvarSystem->SetCVarBool( "g_leNightmare", true ); break; } case GAME_BASE: { cvarSystem->SetCVarBool( "g_nightmare", true ); break; } } } gameLocal.Shell_SetGameComplete(); return; } idStr nextMap; 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() { idPlayer* player; if( thinkFlags & TH_THINK ) { player = gameLocal.GetLocalPlayer(); if( player != NULL && ( !( 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( 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() { 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() { 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( 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( 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() { 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( ent ); item->GiveToPlayer( gameLocal.GetLocalPlayer(), ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE ); } } kv = spawnArgs.MatchPrefix( "item", kv ); } } } /* =============================================================================== idTarget_GiveEmail =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_GiveEmail ) EVENT( EV_Activate, idTarget_GiveEmail::Event_Activate ) END_CLASS /* ================ idTarget_GiveEmail::Event_Activate ================ */ void idTarget_GiveEmail::Event_Activate( idEntity* activator ) { idPlayer* player = gameLocal.GetLocalPlayer(); const idDeclPDA* pda = player->GetPDA(); if( pda ) { player->GiveEmail( static_cast( declManager->FindType( DECL_EMAIL, spawnArgs.GetString( "email" ), false ) ) ); } 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() { 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 ); } } /* ================ 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( "" ); const idEventDef EV_GatherEntities( "" ); const idEventDef EV_Flash( "", "fd" ); const idEventDef EV_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() { 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 ); 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 ); } } } /* ================ 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( 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 ); 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 ); } } /* ================ 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 demonicOnly = spawnArgs.GetBool( "effect_demonic" ); 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(); savedGuiList.Clear(); 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 ); SavedGui_t temp; savedGuiList.Append( temp ); 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 != NULL && *parm != NULL ) { 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( 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( 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( 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 ) ) ) { //Backup the old one savedGuiList[i].gui[j] = ent->GetRenderEntity()->gui[ j ]; 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 != NULL && *parm != NULL ) { gameLocal.SetGlobalMaterial( declManager->FindMaterial( parm ) ); } if( !restoreOnTrigger ) { PostEventMS( &EV_RestoreInfluence, SEC2MS( spawnArgs.GetFloat( "time" ) ) ); } } /* ================ idTarget_SetInfluence::Think ================ */ void idTarget_SetInfluence::Think() { 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( ent ); color = generic->spawnArgs.GetVector( "_color", "1 1 1" ); 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( 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( 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 ] ) { ent->GetRenderEntity()->gui[ j ] = savedGuiList[i].gui[j]; 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() { 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 != NULL ) { player->SetPrimaryObjective( this ); } } /* =============================================================================== 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 != NULL && ent->IsType( idDoor::Type ) ) { if( static_cast( ent )->IsLocked() ) { static_cast( ent )->Lock( 0 ); } else { static_cast( 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 != NULL && ent->scriptObject.HasObject() ) { func = ent->scriptObject.GetFunction( funcName ); if( func == NULL ) { gameLocal.Error( "Function '%s' not found on entity '%s' for function call from '%s'", funcName, ent->name.c_str(), name.c_str() ); return; } 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 != NULL && weap[ 0 ] != NULL ) { gameLocal.entities[ i ]->PostEventSec( &EV_Player_SelectWeapon, 0.5f, weap ); } } } } } /* =============================================================================== idTarget_Tip =============================================================================== */ const idEventDef EV_TipOff( "" ); extern const idEventDef EV_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() { playerPos.Zero(); } /* ================ idTarget_Tip::Spawn ================ */ void idTarget_Tip::Spawn() { } /* ================ 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() { 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() { 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] ); // Everywhere that we use target_removeweapons the intent is to remove ALL of the // weapons that hte player has (save a few: flashlights, fists, soul cube). player->RemoveAllButEssentialWeapons(); 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_Checkpoint =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Checkpoint ) EVENT( EV_Activate, idTarget_Checkpoint::Event_Activate ) END_CLASS idCVar g_checkpoints( "g_checkpoints", "1", CVAR_BOOL | CVAR_ARCHIVE, "Enable/Disable checkpoints" ); /* ================ idTarget_Checkpoint::Event_Activate ================ */ void idTarget_Checkpoint::Event_Activate( idEntity* activator ) { extern idCVar g_demoMode; // no saving in demo mode if( g_checkpoints.GetBool() && !g_demoMode.GetBool() ) { cmdSystem->AppendCommandText( "savegame autosave\n" ); } } /* =============================================================================== 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( "" ); 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" ); //int fadeClass = spawnArgs.GetInt( "fadeClass" ); // restore volume gameSoundWorld->FadeSoundClasses( 0, fadeDB, fadeTime ); } /* =============================================================================== idTarget_RumbleJoystick =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_RumbleJoystick ) EVENT( EV_Activate, idTarget_RumbleJoystick::Event_Activate ) END_CLASS /* ================ idTarget_RumbleJoystick::Event_Activate ================ */ void idTarget_RumbleJoystick::Event_Activate( idEntity* activator ) { idPlayer* player = gameLocal.GetLocalPlayer(); if( player != NULL ) { float highMagnitude = spawnArgs.GetFloat( "high_magnitude" ); int highDuration = spawnArgs.GetInt( "high_duration" ); float lowMagnitude = spawnArgs.GetFloat( "low_magnitude" ); int lowDuration = spawnArgs.GetInt( "low_duration" ); player->SetControllerShake( highMagnitude, highDuration, lowMagnitude, lowDuration ); } } /* =============================================================================== idTarget_Achievement =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Achievement ) EVENT( EV_Activate, idTarget_Achievement::Event_Activate ) END_CLASS /* ================ idTarget_Achievement::Event_Activate ================ */ void idTarget_Achievement::Event_Activate( idEntity* activator ) { idPlayer* player = gameLocal.GetLocalPlayer(); if( player != NULL ) { int achievement = spawnArgs.GetFloat( "achievement" ); player->GetAchievementManager().EventCompletesAchievement( ( achievement_t )achievement ); } }