/*
===========================================================================
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 );
}
}