/*
===========================================================================

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 <http://www.gnu.org/licenses/>.

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 "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<idLight*>( ent )->SetLightParm( SHADERPARM_TIMEOFFSET, time );
			}
		}
	}
}

/*
===============================================================================

idTarget_FadeEntity

===============================================================================
*/

CLASS_DECLARATION( idTarget, idTarget_FadeEntity )
EVENT( EV_Activate,				idTarget_FadeEntity::Event_Activate )
END_CLASS

/*
================
idTarget_FadeEntity::idTarget_FadeEntity
================
*/
idTarget_FadeEntity::idTarget_FadeEntity()
{
	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<idLight*>( ent );
			light->FadeIn( time );
		}
		else
		{
			gameLocal.Printf( "'%s' targets non-light '%s'", name.c_str(), ent->GetName() );
		}
	}
}

/*
===============================================================================

idTarget_LightFadeOut

===============================================================================
*/

CLASS_DECLARATION( idTarget, idTarget_LightFadeOut )
EVENT( EV_Activate,				idTarget_LightFadeOut::Event_Activate )
END_CLASS

/*
================
idTarget_LightFadeOut::Event_Activate
================
*/
void idTarget_LightFadeOut::Event_Activate( idEntity* activator )
{
	idEntity* ent;
	idLight* light;
	int i;
	float time;
	
	if( !targets.Num() )
	{
		return;
	}
	
	time = spawnArgs.GetFloat( "fadetime" );
	ent = this;
	for( i = 0; i < targets.Num(); i++ )
	{
		ent = targets[ i ].GetEntity();
		if( !ent )
		{
			continue;
		}
		if( ent->IsType( idLight::Type ) )
		{
			light = static_cast<idLight*>( ent );
			light->FadeOut( time );
		}
		else
		{
			gameLocal.Printf( "'%s' targets non-light '%s'", name.c_str(), ent->GetName() );
		}
	}
}

/*
===============================================================================

idTarget_Give

===============================================================================
*/

CLASS_DECLARATION( idTarget, idTarget_Give )
EVENT( EV_Activate,				idTarget_Give::Event_Activate )
END_CLASS

/*
================
idTarget_Give::Spawn
================
*/
void idTarget_Give::Spawn()
{
	if( spawnArgs.GetBool( "onSpawn" ) )
	{
		PostEventMS( &EV_Activate, 50 );
	}
}

/*
================
idTarget_Give::Event_Activate
================
*/
void idTarget_Give::Event_Activate( idEntity* activator )
{

	if( spawnArgs.GetBool( "development" ) && developer.GetInteger() == 0 )
	{
		return;
	}
	
	static int giveNum = 0;
	idPlayer* player = gameLocal.GetLocalPlayer();
	if( player )
	{
		const idKeyValue* kv = spawnArgs.MatchPrefix( "item", NULL );
		while( kv )
		{
			const idDict* dict = gameLocal.FindEntityDefDict( kv->GetValue(), false );
			if( dict )
			{
				idDict d2;
				d2.Copy( *dict );
				d2.Set( "name", va( "givenitem_%i", giveNum++ ) );
				idEntity* ent = NULL;
				if( gameLocal.SpawnEntityDef( d2, &ent ) && ent && ent->IsType( idItem::Type ) )
				{
					idItem* item = static_cast<idItem*>( ent );
					item->GiveToPlayer( gameLocal.GetLocalPlayer(), 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<const idDeclEmail*>( 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( "<RestoreInfluece>" );
const idEventDef EV_GatherEntities( "<GatherEntities>" );
const idEventDef EV_Flash( "<Flash>", "fd" );
const idEventDef EV_ClearFlash( "<ClearFlash>", "f" );

CLASS_DECLARATION( idTarget, idTarget_SetInfluence )
EVENT( EV_Activate,	idTarget_SetInfluence::Event_Activate )
EVENT( EV_RestoreInfluence,	idTarget_SetInfluence::Event_RestoreInfluence )
EVENT( EV_GatherEntities, idTarget_SetInfluence::Event_GatherEntities )
EVENT( EV_Flash, idTarget_SetInfluence::Event_Flash )
EVENT( EV_ClearFlash, idTarget_SetInfluence::Event_ClearFlash )
END_CLASS

/*
================
idTarget_SetInfluence::idTarget_SetInfluence
================
*/
idTarget_SetInfluence::idTarget_SetInfluence()
{
	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<idClass*&>( switchToCamera ) );
	
	savefile->ReadFloat( set );
	fovSetting.SetStartTime( set );
	savefile->ReadFloat( set );
	fovSetting.SetDuration( set );
	savefile->ReadFloat( set );
	fovSetting.SetStartValue( set );
	savefile->ReadFloat( set );
	fovSetting.SetEndValue( set );
	
	savefile->ReadBool( soundFaded );
	savefile->ReadBool( restoreOnTrigger );
	
	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 != '\0' )
	{
		PostEventSec( &EV_StartSoundShader, flashIn, parm, SND_CHANNEL_ANY );
	}
	
	if( switchToCamera )
	{
		switchToCamera->PostEventSec( &EV_Activate, flashIn + 0.05f, this );
	}
	
	int fov = spawnArgs.GetInt( "fov" );
	if( fov )
	{
		fovSetting.Init( gameLocal.time, SEC2MS( spawnArgs.GetFloat( "fovTime" ) ), player->DefaultFov(), fov );
		BecomeActive( TH_THINK );
	}
	
	for( i = 0; i < genericList.Num(); i++ )
	{
		ent = gameLocal.entities[genericList[i]];
		if( ent == NULL )
		{
			continue;
		}
		generic = static_cast<idStaticEntity*>( ent );
		color = generic->spawnArgs.GetVector( "color_demonic" );
		colorTo.Set( color.x, color.y, color.z, 1.0f );
		generic->Fade( colorTo, spawnArgs.GetFloat( "fade_time", "0.25" ) );
	}
	
	for( i = 0; i < lightList.Num(); i++ )
	{
		ent = gameLocal.entities[lightList[i]];
		if( ent == NULL || !ent->IsType( idLight::Type ) )
		{
			continue;
		}
		light = static_cast<idLight*>( ent );
		parm = light->spawnArgs.GetString( "mat_demonic" );
		if( parm && *parm )
		{
			light->SetShader( parm );
		}
		
		color = light->spawnArgs.GetVector( "_color" );
		color = light->spawnArgs.GetVector( "color_demonic", color.ToString() );
		colorTo.Set( color.x, color.y, color.z, 1.0f );
		light->Fade( colorTo, spawnArgs.GetFloat( "fade_time", "0.25" ) );
	}
	
	for( i = 0; i < soundList.Num(); i++ )
	{
		ent = gameLocal.entities[soundList[i]];
		if( ent == NULL || !ent->IsType( idSound::Type ) )
		{
			continue;
		}
		sound = static_cast<idSound*>( ent );
		parm = sound->spawnArgs.GetString( "snd_demonic" );
		if( parm && *parm )
		{
			if( sound->spawnArgs.GetBool( "overlayDemonic" ) )
			{
				sound->StartSound( "snd_demonic", SND_CHANNEL_DEMONIC, 0, false, NULL );
			}
			else
			{
				sound->StopSound( SND_CHANNEL_ANY, false );
				sound->SetSound( parm );
			}
		}
	}
	
	for( i = 0; i < guiList.Num(); i++ )
	{
		ent = gameLocal.entities[guiList[i]];
		if( ent == NULL || ent->GetRenderEntity() == NULL )
		{
			continue;
		}
		update = false;
		
		for( j = 0; j < MAX_RENDERENTITY_GUI; j++ )
		{
			if( ent->GetRenderEntity()->gui[ j ] && ent->spawnArgs.FindKey( j == 0 ? "gui_demonic" : va( "gui_demonic%d", j + 1 ) ) )
			{
				//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 != '\0' )
	{
		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<idStaticEntity*>( 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<idLight*>( ent );
		if( !light->spawnArgs.GetBool( "leave_demonic_mat" ) )
		{
			const char* texture = light->spawnArgs.GetString( "texture", "lights/squarelight1" );
			light->SetShader( texture );
		}
		color = light->spawnArgs.GetVector( "_color" );
		colorTo.Set( color.x, color.y, color.z, 1.0f );
		light->Fade( colorTo, spawnArgs.GetFloat( "fade_time", "0.25" ) );
	}
	
	for( i = 0; i < soundList.Num(); i++ )
	{
		ent = gameLocal.entities[soundList[i]];
		if( ent == NULL || !ent->IsType( idSound::Type ) )
		{
			continue;
		}
		sound = static_cast<idSound*>( ent );
		sound->StopSound( SND_CHANNEL_ANY, false );
		sound->SetSound( sound->spawnArgs.GetString( "s_shader" ) );
	}
	
	for( i = 0; i < guiList.Num(); i++ )
	{
		ent = gameLocal.entities[guiList[i]];
		if( ent == NULL || GetRenderEntity() == NULL )
		{
			continue;
		}
		update = false;
		for( j = 0; j < MAX_RENDERENTITY_GUI; j++ )
		{
			if( ent->GetRenderEntity()->gui[ j ] )
			{
				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<idDoor*>( ent )->IsLocked() )
			{
				static_cast<idDoor*>( ent )->Lock( 0 );
			}
			else
			{
				static_cast<idDoor*>( ent )->Lock( lock );
			}
		}
	}
}

/*
===============================================================================

idTarget_CallObjectFunction

===============================================================================
*/

CLASS_DECLARATION( idTarget, idTarget_CallObjectFunction )
EVENT( EV_Activate,	idTarget_CallObjectFunction::Event_Activate )
END_CLASS

/*
================
idTarget_CallObjectFunction::Event_Activate
================
*/
void idTarget_CallObjectFunction::Event_Activate( idEntity* activator )
{
	int					i;
	idEntity*			ent;
	const function_t*	func;
	const char*			funcName;
	idThread*			thread;
	
	funcName = spawnArgs.GetString( "call" );
	for( i = 0; i < targets.Num(); i++ )
	{
		ent = targets[ i ].GetEntity();
		if( ent != 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 ] != '\0' )
				{
					gameLocal.entities[ i ]->PostEventSec( &EV_Player_SelectWeapon, 0.5f, weap );
				}
			}
		}
	}
}

/*
===============================================================================

idTarget_Tip

===============================================================================
*/

const idEventDef EV_TipOff( "<TipOff>" );
extern const idEventDef EV_GetPlayerPos( "<getplayerpos>" );

CLASS_DECLARATION( idTarget, idTarget_Tip )
EVENT( EV_Activate,		idTarget_Tip::Event_Activate )
EVENT( EV_TipOff,		idTarget_Tip::Event_TipOff )
EVENT( EV_GetPlayerPos,	idTarget_Tip::Event_GetPlayerPos )
END_CLASS


/*
================
idTarget_Tip::idTarget_Tip
================
*/
idTarget_Tip::idTarget_Tip()
{
	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( "<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 );
	}
}