doom3-bfg/neo/d3xp/Item.cpp

2402 lines
51 KiB
C++

/*
===========================================================================
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.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
/*
===============================================================================
idItem
===============================================================================
*/
const idEventDef EV_DropToFloor( "<dropToFloor>" );
const idEventDef EV_RespawnItem( "respawn" );
const idEventDef EV_RespawnFx( "<respawnFx>" );
const idEventDef EV_GetPlayerPos( "<getplayerpos>" );
const idEventDef EV_HideObjective( "<hideobjective>", "e" );
CLASS_DECLARATION( idEntity, idItem )
EVENT( EV_DropToFloor, idItem::Event_DropToFloor )
EVENT( EV_Touch, idItem::Event_Touch )
EVENT( EV_Activate, idItem::Event_Trigger )
EVENT( EV_RespawnItem, idItem::Event_Respawn )
EVENT( EV_RespawnFx, idItem::Event_RespawnFx )
END_CLASS
/*
================
idItem::idItem
================
*/
idItem::idItem() :
clientPredictPickupMilliseconds( 0 )
{
spin = false;
inView = false;
inViewTime = 0;
lastCycle = 0;
lastRenderViewTime = -1;
itemShellHandle = -1;
shellMaterial = NULL;
orgOrigin.Zero();
canPickUp = true;
fl.networkSync = true;
}
/*
================
idItem::~idItem
================
*/
idItem::~idItem()
{
// remove the highlight shell
if( itemShellHandle != -1 )
{
gameRenderWorld->FreeEntityDef( itemShellHandle );
}
}
/*
================
idItem::Save
================
*/
void idItem::Save( idSaveGame* savefile ) const
{
savefile->WriteVec3( orgOrigin );
savefile->WriteBool( spin );
savefile->WriteBool( pulse );
savefile->WriteBool( canPickUp );
savefile->WriteMaterial( shellMaterial );
savefile->WriteBool( inView );
savefile->WriteInt( inViewTime );
savefile->WriteInt( lastCycle );
savefile->WriteInt( lastRenderViewTime );
}
/*
================
idItem::Restore
================
*/
void idItem::Restore( idRestoreGame* savefile )
{
savefile->ReadVec3( orgOrigin );
savefile->ReadBool( spin );
savefile->ReadBool( pulse );
savefile->ReadBool( canPickUp );
savefile->ReadMaterial( shellMaterial );
savefile->ReadBool( inView );
savefile->ReadInt( inViewTime );
savefile->ReadInt( lastCycle );
savefile->ReadInt( lastRenderViewTime );
itemShellHandle = -1;
}
/*
================
idItem::UpdateRenderEntity
================
*/
bool idItem::UpdateRenderEntity( renderEntity_s* renderEntity, const renderView_t* renderView ) const
{
if( lastRenderViewTime == renderView->time[timeGroup] )
{
return false;
}
lastRenderViewTime = renderView->time[timeGroup];
// check for glow highlighting if near the center of the view
idVec3 dir = renderEntity->origin - renderView->vieworg;
dir.Normalize();
float d = dir * renderView->viewaxis[0];
// two second pulse cycle
float cycle = ( renderView->time[timeGroup] - inViewTime ) / 2000.0f;
if( d > 0.94f )
{
if( !inView )
{
inView = true;
if( cycle > lastCycle )
{
// restart at the beginning
inViewTime = renderView->time[timeGroup];
cycle = 0.0f;
}
}
}
else
{
if( inView )
{
inView = false;
lastCycle = ceil( cycle );
}
}
// fade down after the last pulse finishes
if( !inView && cycle > lastCycle )
{
renderEntity->shaderParms[4] = 0.0f;
}
else
{
// pulse up in 1/4 second
cycle -= ( int )cycle;
if( cycle < 0.1f )
{
renderEntity->shaderParms[4] = cycle * 10.0f;
}
else if( cycle < 0.2f )
{
renderEntity->shaderParms[4] = 1.0f;
}
else if( cycle < 0.3f )
{
renderEntity->shaderParms[4] = 1.0f - ( cycle - 0.2f ) * 10.0f;
}
else
{
// stay off between pulses
renderEntity->shaderParms[4] = 0.0f;
}
}
// update every single time this is in view
return true;
}
/*
================
idItem::ModelCallback
================
*/
bool idItem::ModelCallback( renderEntity_t* renderEntity, const renderView_t* renderView )
{
const idItem* ent;
// this may be triggered by a model trace or other non-view related source
if( !renderView )
{
return false;
}
ent = static_cast<idItem*>( gameLocal.entities[ renderEntity->entityNum ] );
if( ent == NULL )
{
gameLocal.Error( "idItem::ModelCallback: callback with NULL game entity" );
return false;
}
return ent->UpdateRenderEntity( renderEntity, renderView );
}
/*
================
idItem::Think
================
*/
void idItem::Think()
{
if( thinkFlags & TH_THINK )
{
if( spin )
{
idAngles ang;
idVec3 org;
ang.pitch = ang.roll = 0.0f;
ang.yaw = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f;
SetAngles( ang );
float scale = 0.005f + entityNumber * 0.00001f;
org = orgOrigin;
org.z += 4.0f + cos( ( gameLocal.time + 2000 ) * scale ) * 4.0f;
SetOrigin( org );
}
}
Present();
}
/*
================
idItem::Present
================
*/
void idItem::Present()
{
idEntity::Present();
if( !fl.hidden && pulse )
{
// also add a highlight shell model
renderEntity_t shell;
shell = renderEntity;
// we will mess with shader parms when the item is in view
// to give the "item pulse" effect
shell.callback = idItem::ModelCallback;
shell.entityNum = entityNumber;
shell.customShader = shellMaterial;
if( itemShellHandle == -1 )
{
itemShellHandle = gameRenderWorld->AddEntityDef( &shell );
}
else
{
gameRenderWorld->UpdateEntityDef( itemShellHandle, &shell );
}
}
}
/*
================
idItem::Spawn
================
*/
void idItem::Spawn()
{
idStr giveTo;
idEntity* ent;
float tsize;
if( spawnArgs.GetBool( "dropToFloor" ) )
{
PostEventMS( &EV_DropToFloor, 0 );
}
if( spawnArgs.GetFloat( "triggersize", "0", tsize ) )
{
GetPhysics()->GetClipModel()->LoadModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );
GetPhysics()->GetClipModel()->Link( gameLocal.clip );
}
if( spawnArgs.GetBool( "start_off" ) )
{
GetPhysics()->SetContents( 0 );
Hide();
}
else
{
GetPhysics()->SetContents( CONTENTS_TRIGGER );
}
giveTo = spawnArgs.GetString( "owner" );
if( giveTo.Length() )
{
ent = gameLocal.FindEntity( giveTo );
if( !ent )
{
gameLocal.Error( "Item couldn't find owner '%s'", giveTo.c_str() );
}
// RB: 64 bit fixes, changed NULL to 0
PostEventMS( &EV_Touch, 0, ent, 0 );
// RB end
}
// idItemTeam does not rotate and bob
if( spawnArgs.GetBool( "spin" ) || ( common->IsMultiplayer() && !this->IsType( idItemTeam::Type ) ) )
{
spin = true;
BecomeActive( TH_THINK );
}
//pulse = !spawnArgs.GetBool( "nopulse" );
//temp hack for tim
pulse = false;
orgOrigin = GetPhysics()->GetOrigin();
canPickUp = !( spawnArgs.GetBool( "triggerFirst" ) || spawnArgs.GetBool( "no_touch" ) );
inViewTime = -1000;
lastCycle = -1;
itemShellHandle = -1;
shellMaterial = declManager->FindMaterial( "itemHighlightShell" );
}
/*
================
idItem::GetAttributes
================
*/
void idItem::GetAttributes( idDict& attributes ) const
{
int i;
const idKeyValue* arg;
for( i = 0; i < spawnArgs.GetNumKeyVals(); i++ )
{
arg = spawnArgs.GetKeyVal( i );
if( arg->GetKey().Left( 4 ) == "inv_" )
{
attributes.Set( arg->GetKey().Right( arg->GetKey().Length() - 4 ), arg->GetValue() );
}
}
}
/*
================
idItem::GiveToPlayer
================
*/
bool idItem::GiveToPlayer( idPlayer* player, unsigned int giveFlags )
{
if( player == NULL )
{
return false;
}
if( spawnArgs.GetBool( "inv_carry" ) )
{
return player->GiveInventoryItem( &spawnArgs, giveFlags );
}
return player->GiveItem( this, giveFlags );
}
/*
================
idItem::Pickup
================
*/
bool idItem::Pickup( idPlayer* player )
{
const bool didGiveSucceed = GiveToPlayer( player, ITEM_GIVE_FEEDBACK );
if( !didGiveSucceed )
{
return false;
}
// Store the time so clients know when to stop predicting and let snapshots overwrite.
if( player->IsLocallyControlled() )
{
clientPredictPickupMilliseconds = gameLocal.time;
}
else
{
clientPredictPickupMilliseconds = 0;
}
// play pickup sound
StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
// clear our contents so the object isn't picked up twice
GetPhysics()->SetContents( 0 );
// hide the model
Hide();
// remove the highlight shell
if( itemShellHandle != -1 )
{
gameRenderWorld->FreeEntityDef( itemShellHandle );
itemShellHandle = -1;
}
// Clients need to bail out after some feedback, but
// before actually changing any values. The values
// will be updated in the next snapshot.
if( common->IsClient() )
{
return didGiveSucceed;
}
if( !GiveToPlayer( player, ITEM_GIVE_UPDATE_STATE ) )
{
return false;
}
// trigger our targets
ActivateTargets( player );
float respawn = spawnArgs.GetFloat( "respawn" );
bool dropped = spawnArgs.GetBool( "dropped" );
bool no_respawn = spawnArgs.GetBool( "no_respawn" );
if( common->IsMultiplayer() && respawn == 0.0f )
{
respawn = 20.0f;
}
if( respawn && !dropped && !no_respawn )
{
const char* sfx = spawnArgs.GetString( "fxRespawn" );
if( sfx != NULL && *sfx != NULL )
{
PostEventSec( &EV_RespawnFx, respawn - 0.5f );
}
PostEventSec( &EV_RespawnItem, respawn );
}
else if( !spawnArgs.GetBool( "inv_objective" ) && !no_respawn )
{
// give some time for the pickup sound to play
// FIXME: Play on the owner
if( !spawnArgs.GetBool( "inv_carry" ) )
{
PostEventMS( &EV_Remove, 5000 );
}
}
BecomeInactive( TH_THINK );
return true;
}
/*
================
idItem::ClientThink
================
*/
void idItem::ClientThink( const int curTime, const float fraction, const bool predict )
{
// only think forward because the state is not synced through snapshots
if( !gameLocal.isNewFrame )
{
return;
}
Think();
}
/*
================
idItem::ClientPredictionThink
================
*/
void idItem::ClientPredictionThink()
{
// only think forward because the state is not synced through snapshots
if( !gameLocal.isNewFrame )
{
return;
}
Think();
}
/*
================
idItem::WriteFromSnapshot
================
*/
void idItem::WriteToSnapshot( idBitMsg& msg ) const
{
msg.WriteBits( IsHidden(), 1 );
}
/*
================
idItem::ReadFromSnapshot
================
*/
void idItem::ReadFromSnapshot( const idBitMsg& msg )
{
if( msg.ReadBits( 1 ) )
{
Hide();
}
else if( clientPredictPickupMilliseconds != 0 )
{
// Fix mispredictions
if( gameLocal.GetLastClientUsercmdMilliseconds( gameLocal.GetLocalClientNum() ) >= clientPredictPickupMilliseconds )
{
if( GetPhysics()->GetContents() == 0 )
{
GetPhysics()->SetContents( CONTENTS_TRIGGER );
}
Show();
}
}
}
/*
================
idItem::ClientReceiveEvent
================
*/
bool idItem::ClientReceiveEvent( int event, int time, const idBitMsg& msg )
{
switch( event )
{
case EVENT_RESPAWN:
{
Event_Respawn();
return true;
}
case EVENT_RESPAWNFX:
{
Event_RespawnFx();
return true;
}
default:
{
return idEntity::ClientReceiveEvent( event, time, msg );
}
}
}
/*
================
idItem::Event_DropToFloor
================
*/
void idItem::Event_DropToFloor()
{
trace_t trace;
// don't drop the floor if bound to another entity
if( GetBindMaster() != NULL && GetBindMaster() != this )
{
return;
}
gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID | CONTENTS_CORPSE, this );
SetOrigin( trace.endpos );
}
/*
================
idItem::Event_Touch
================
*/
void idItem::Event_Touch( idEntity* other, trace_t* trace )
{
if( !other->IsType( idPlayer::Type ) )
{
return;
}
if( !canPickUp )
{
return;
}
Pickup( static_cast<idPlayer*>( other ) );
}
/*
================
idItem::Event_Trigger
================
*/
void idItem::Event_Trigger( idEntity* activator )
{
if( !canPickUp && spawnArgs.GetBool( "triggerFirst" ) )
{
canPickUp = true;
return;
}
if( activator && activator->IsType( idPlayer::Type ) )
{
Pickup( static_cast<idPlayer*>( activator ) );
}
}
/*
================
idItem::Event_Respawn
================
*/
void idItem::Event_Respawn()
{
if( common->IsServer() )
{
ServerSendEvent( EVENT_RESPAWN, NULL, false );
}
BecomeActive( TH_THINK );
Show();
inViewTime = -1000;
lastCycle = -1;
GetPhysics()->SetContents( CONTENTS_TRIGGER );
SetOrigin( orgOrigin );
StartSound( "snd_respawn", SND_CHANNEL_ITEM, 0, false, NULL );
CancelEvents( &EV_RespawnItem ); // don't double respawn
}
/*
================
idItem::Event_RespawnFx
================
*/
void idItem::Event_RespawnFx()
{
if( common->IsServer() )
{
ServerSendEvent( EVENT_RESPAWNFX, NULL, false );
}
const char* sfx = spawnArgs.GetString( "fxRespawn" );
if( sfx != NULL && *sfx != NULL )
{
idEntityFx::StartFx( sfx, NULL, NULL, this, true );
}
}
/*
===============================================================================
idItemPowerup
===============================================================================
*/
/*
===============
idItemPowerup
===============
*/
CLASS_DECLARATION( idItem, idItemPowerup )
END_CLASS
/*
================
idItemPowerup::idItemPowerup
================
*/
idItemPowerup::idItemPowerup()
{
time = 0;
type = 0;
}
/*
================
idItemPowerup::Save
================
*/
void idItemPowerup::Save( idSaveGame* savefile ) const
{
savefile->WriteInt( time );
savefile->WriteInt( type );
}
/*
================
idItemPowerup::Restore
================
*/
void idItemPowerup::Restore( idRestoreGame* savefile )
{
savefile->ReadInt( time );
savefile->ReadInt( type );
}
/*
================
idItemPowerup::Spawn
================
*/
void idItemPowerup::Spawn()
{
time = spawnArgs.GetInt( "time", "30" );
type = spawnArgs.GetInt( "type", "0" );
}
/*
================
idItemPowerup::GiveToPlayer
================
*/
bool idItemPowerup::GiveToPlayer( idPlayer* player, unsigned int giveFlags )
{
if( player->spectating )
{
return false;
}
player->GivePowerUp( type, time * 1000, giveFlags );
return true;
}
/*
===============================================================================
idItemTeam
Used for flags in Capture the Flag
===============================================================================
*/
// temporarely removed these events
const idEventDef EV_FlagReturn( "flagreturn", "e" );
const idEventDef EV_TakeFlag( "takeflag", "e" );
const idEventDef EV_DropFlag( "dropflag", "d" );
const idEventDef EV_FlagCapture( "flagcapture" );
CLASS_DECLARATION( idItem, idItemTeam )
EVENT( EV_FlagReturn, idItemTeam::Event_FlagReturn )
EVENT( EV_TakeFlag, idItemTeam::Event_TakeFlag )
EVENT( EV_DropFlag, idItemTeam::Event_DropFlag )
EVENT( EV_FlagCapture, idItemTeam::Event_FlagCapture )
END_CLASS
/*
===============
idItemTeam::idItemTeam
===============
*/
idItemTeam::idItemTeam()
{
team = -1;
carried = false;
dropped = false;
lastDrop = 0;
itemGlowHandle = -1;
skinDefault = NULL;
skinCarried = NULL;
scriptTaken = NULL;
scriptDropped = NULL;
scriptReturned = NULL;
scriptCaptured = NULL;
lastNuggetDrop = 0;
nuggetName = 0;
}
/*
===============
idItemTeam::~idItemTeam
===============
*/
idItemTeam::~idItemTeam()
{
FreeLightDef();
}
/*
===============
idItemTeam::Spawn
===============
*/
void idItemTeam::Spawn()
{
team = spawnArgs.GetInt( "team" );
returnOrigin = GetPhysics()->GetOrigin() + idVec3( 0, 0, 20 );
returnAxis = GetPhysics()->GetAxis();
BecomeActive( TH_THINK );
const char* skinName;
skinName = spawnArgs.GetString( "skin", "" );
if( skinName[0] )
skinDefault = declManager->FindSkin( skinName );
skinName = spawnArgs.GetString( "skin_carried", "" );
if( skinName[0] )
skinCarried = declManager->FindSkin( skinName );
nuggetName = spawnArgs.GetString( "nugget_name", "" );
if( !nuggetName[0] )
{
nuggetName = NULL;
}
scriptTaken = LoadScript( "script_taken" );
scriptDropped = LoadScript( "script_dropped" );
scriptReturned = LoadScript( "script_returned" );
scriptCaptured = LoadScript( "script_captured" );
/* Spawn attached dlight */
/*
idDict args;
idVec3 lightOffset( 0.0f, 20.0f, 0.0f );
// Set up the flag's dynamic light
memset( &itemGlow, 0, sizeof( itemGlow ) );
itemGlow.axis = mat3_identity;
itemGlow.lightRadius.x = 128.0f;
itemGlow.lightRadius.y = itemGlow.lightRadius.z = itemGlow.lightRadius.x;
itemGlow.noShadows = true;
itemGlow.pointLight = true;
itemGlow.shaderParms[ SHADERPARM_RED ] = 0.0f;
itemGlow.shaderParms[ SHADERPARM_GREEN ] = 0.0f;
itemGlow.shaderParms[ SHADERPARM_BLUE ] = 0.0f;
itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 0.0f;
// Select a shader based on the team
if ( team == 0 )
itemGlow.shader = declManager->FindMaterial( "lights/redflag" );
else
itemGlow.shader = declManager->FindMaterial( "lights/blueflag" );
*/
idMoveableItem::Spawn();
physicsObj.SetContents( 0 );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
physicsObj.SetGravity( idVec3( 0, 0, spawnArgs.GetInt( "gravity", "-30" ) ) );
}
/*
===============
idItemTeam::LoadScript
===============
*/
function_t* idItemTeam::LoadScript( char* script )
{
function_t* function = NULL;
idStr funcname = spawnArgs.GetString( script, "" );
if( funcname.Length() )
{
function = gameLocal.program.FindFunction( funcname );
if( function == NULL )
{
#ifdef _DEBUG
gameLocal.Warning( "idItemTeam '%s' at (%s) calls unknown function '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString( 0 ), funcname.c_str() );
#endif
}
}
return function;
}
/*
===============
idItemTeam::Think
===============
*/
void idItemTeam::Think()
{
idMoveableItem::Think();
TouchTriggers();
// TODO : only update on updatevisuals
/*idVec3 offset( 0.0f, 0.0f, 20.0f );
itemGlow.origin = GetPhysics()->GetOrigin() + offset;
if ( itemGlowHandle == -1 ) {
itemGlowHandle = gameRenderWorld->AddLightDef( &itemGlow );
} else {
gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow );
}*/
#if 1
// should only the server do this?
if( common->IsServer() && nuggetName && carried && ( !lastNuggetDrop || ( gameLocal.time - lastNuggetDrop ) > spawnArgs.GetInt( "nugget_frequency" ) ) )
{
SpawnNugget( GetPhysics()->GetOrigin() );
lastNuggetDrop = gameLocal.time;
}
#endif
// return dropped flag after si_flagDropTimeLimit seconds
if( dropped && !carried && lastDrop != 0 && ( gameLocal.time - lastDrop ) > ( si_flagDropTimeLimit.GetInteger() * 1000 ) )
{
Return(); // return flag after 30 seconds on ground
return;
}
}
/*
===============
idItemTeam::Pickup
===============
*/
bool idItemTeam::Pickup( idPlayer* player )
{
if( !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
return false;
if( gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP ||
gameLocal.mpGame.GetGameState() == idMultiplayerGame::COUNTDOWN )
return false;
// wait 2 seconds after drop before beeing picked up again
if( lastDrop != 0 && ( gameLocal.time - lastDrop ) < spawnArgs.GetInt( "pickupDelay", "500" ) )
return false;
if( carried == false && player->team != this->team )
{
PostEventMS( &EV_TakeFlag, 0, player );
return true;
}
else if( carried == false && dropped == true && player->team == this->team )
{
gameLocal.mpGame.PlayerScoreCTF( player->entityNumber, 5 );
// return flag
PostEventMS( &EV_FlagReturn, 0, player );
return false;
}
return false;
}
/*
===============
idItemTeam::ClientReceiveEvent
===============
*/
bool idItemTeam::ClientReceiveEvent( int event, int time, const idBitMsg& msg )
{
gameLocal.DPrintf( "ClientRecieveEvent: %i\n", event );
switch( event )
{
case EVENT_TAKEFLAG:
{
idPlayer* player = static_cast<idPlayer*>( gameLocal.entities[ msg.ReadBits( GENTITYNUM_BITS ) ] );
if( player == NULL )
{
gameLocal.Warning( "NULL player takes flag?\n" );
return false;
}
Event_TakeFlag( player );
}
return true;
case EVENT_DROPFLAG :
{
bool death = bool( msg.ReadBits( 1 ) == 1 );
Event_DropFlag( death );
}
return true;
case EVENT_FLAGRETURN :
{
Hide();
FreeModelDef();
FreeLightDef();
Event_FlagReturn();
}
return true;
case EVENT_FLAGCAPTURE :
{
Hide();
FreeModelDef();
FreeLightDef();
Event_FlagCapture();
}
return true;
};
return false;
}
/*
================
idItemTeam::Drop
================
*/
void idItemTeam::Drop( bool death )
{
// PostEventMS( &EV_DropFlag, 0, int(death == true) );
// had to remove the delayed drop because of drop flag on disconnect
Event_DropFlag( death );
}
/*
================
idItemTeam::Return
================
*/
void idItemTeam::Return( idPlayer* player )
{
if( team != 0 && team != 1 )
return;
// PostEventMS( &EV_FlagReturn, 0 );
Event_FlagReturn();
}
/*
================
idItemTeam::Capture
================
*/
void idItemTeam::Capture()
{
if( team != 0 && team != 1 )
return;
PostEventMS( &EV_FlagCapture, 0 );
}
/*
================
idItemTeam::PrivateReturn
================
*/
void idItemTeam::PrivateReturn()
{
Unbind();
if( common->IsServer() && carried && !dropped )
{
int playerIdx = gameLocal.mpGame.GetFlagCarrier( 1 - team );
if( playerIdx != -1 )
{
idPlayer* player = static_cast<idPlayer*>( gameLocal.entities[ playerIdx ] );
player->carryingFlag = false;
}
else
{
gameLocal.Warning( "BUG: carried flag has no carrier before return" );
}
}
dropped = false;
carried = false;
SetOrigin( returnOrigin );
SetAxis( returnAxis );
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity );
SetSkin( skinDefault );
// Turn off the light
/*itemGlow.shaderParms[ SHADERPARM_RED ] = 0.0f;
itemGlow.shaderParms[ SHADERPARM_GREEN ] = 0.0f;
itemGlow.shaderParms[ SHADERPARM_BLUE ] = 0.0f;
itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 0.0f;
if ( itemGlowHandle != -1 )
gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow );*/
GetPhysics()->SetLinearVelocity( idVec3( 0, 0, 0 ) );
GetPhysics()->SetAngularVelocity( idVec3( 0, 0, 0 ) );
}
/*
================
idItemTeam::Event_TakeFlag
================
*/
void idItemTeam::Event_TakeFlag( idPlayer* player )
{
gameLocal.DPrintf( "Event_TakeFlag()!\n" );
assert( player != NULL );
if( player->carryingFlag )
{
// Don't do anything if the player is already carrying the flag.
// Prevents duplicate messages.
return;
}
if( common->IsServer() )
{
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
// Send the event
msg.InitWrite( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
msg.WriteBits( player->entityNumber, GENTITYNUM_BITS );
ServerSendEvent( EVENT_TAKEFLAG, &msg, false );
gameLocal.mpGame.PlayTeamSound( player->team, SND_FLAG_TAKEN_THEIRS );
gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_TAKEN_YOURS );
gameLocal.mpGame.PrintMessageEvent( idMultiplayerGame::MSG_FLAGTAKEN, team, player->entityNumber );
// dont drop a nugget RIGHT away
lastNuggetDrop = gameLocal.time - gameLocal.random.RandomInt( 1000 );
}
BindToJoint( player, g_flagAttachJoint.GetString(), true );
idVec3 origin( g_flagAttachOffsetX.GetFloat(), g_flagAttachOffsetY.GetFloat(), g_flagAttachOffsetZ.GetFloat() );
idAngles angle( g_flagAttachAngleX.GetFloat(), g_flagAttachAngleY.GetFloat(), g_flagAttachAngleZ.GetFloat() );
SetAngles( angle );
SetOrigin( origin );
// Turn the light on
/*itemGlow.shaderParms[ SHADERPARM_RED ] = 1.0f;
itemGlow.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
itemGlow.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
if ( itemGlowHandle != -1 )
gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow );*/
if( scriptTaken )
{
idThread* thread = new idThread();
thread->CallFunction( scriptTaken, false );
thread->DelayedStart( 0 );
}
dropped = false;
carried = true;
player->carryingFlag = true;
SetSkin( skinCarried );
UpdateVisuals();
UpdateGuis();
if( common->IsServer() )
{
if( team == 0 )
gameLocal.mpGame.player_red_flag = player->entityNumber;
else
gameLocal.mpGame.player_blue_flag = player->entityNumber;
}
}
/*
================
idItemTeam::Event_DropFlag
================
*/
void idItemTeam::Event_DropFlag( bool death )
{
gameLocal.DPrintf( "Event_DropFlag()!\n" );
if( common->IsServer() )
{
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
// Send the event
msg.InitWrite( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
msg.WriteBits( death, 1 );
ServerSendEvent( EVENT_DROPFLAG, &msg, false );
if( gameLocal.mpGame.IsFlagMsgOn() )
{
gameLocal.mpGame.PlayTeamSound( 1 - team, SND_FLAG_DROPPED_THEIRS );
gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_DROPPED_YOURS );
gameLocal.mpGame.PrintMessageEvent( idMultiplayerGame::MSG_FLAGDROP, team );
}
}
lastDrop = gameLocal.time;
BecomeActive( TH_THINK );
Show();
if( death )
GetPhysics()->SetLinearVelocity( idVec3( 0, 0, 0 ) );
else
GetPhysics()->SetLinearVelocity( idVec3( 0, 0, 20 ) );
GetPhysics()->SetAngularVelocity( idVec3( 0, 0, 0 ) );
// GetPhysics()->SetLinearVelocity( ( GetPhysics()->GetLinearVelocity() * GetBindMaster()->GetPhysics()->GetAxis() ) + GetBindMaster()->GetPhysics()->GetLinearVelocity() );
if( GetBindMaster() )
{
const idBounds bounds = GetPhysics()->GetBounds();
idVec3 origin = GetBindMaster()->GetPhysics()->GetOrigin() + idVec3( 0, 0, ( bounds[1].z - bounds[0].z ) * 0.6f );
Unbind();
SetOrigin( origin );
}
idAngles angle = GetPhysics()->GetAxis().ToAngles();
angle.roll = 0;
angle.pitch = 0;
SetAxis( angle.ToMat3() );
dropped = true;
carried = false;
if( scriptDropped )
{
idThread* thread = new idThread();
thread->CallFunction( scriptDropped, false );
thread->DelayedStart( 0 );
}
SetSkin( skinDefault );
UpdateVisuals();
UpdateGuis();
if( common->IsServer() )
{
if( team == 0 )
gameLocal.mpGame.player_red_flag = -1;
else
gameLocal.mpGame.player_blue_flag = -1;
}
}
/*
================
idItemTeam::Event_FlagReturn
================
*/
void idItemTeam::Event_FlagReturn( idPlayer* player )
{
gameLocal.DPrintf( "Event_FlagReturn()!\n" );
if( common->IsServer() )
{
ServerSendEvent( EVENT_FLAGRETURN, NULL, false );
if( gameLocal.mpGame.IsFlagMsgOn() )
{
gameLocal.mpGame.PlayTeamSound( 1 - team, SND_FLAG_RETURN );
gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_RETURN );
int entitynum = 255;
if( player )
{
entitynum = player->entityNumber;
}
gameLocal.mpGame.PrintMessageEvent( idMultiplayerGame::MSG_FLAGRETURN, team, entitynum );
}
}
BecomeActive( TH_THINK );
Show();
PrivateReturn();
if( scriptReturned )
{
idThread* thread = new idThread();
thread->CallFunction( scriptReturned, false );
thread->DelayedStart( 0 );
}
UpdateVisuals();
UpdateGuis();
// Present();
if( common->IsServer() )
{
if( team == 0 )
gameLocal.mpGame.player_red_flag = -1;
else
gameLocal.mpGame.player_blue_flag = -1;
}
}
/*
================
idItemTeam::Event_FlagCapture
================
*/
void idItemTeam::Event_FlagCapture()
{
gameLocal.DPrintf( "Event_FlagCapture()!\n" );
if( common->IsServer() )
{
int playerIdx = gameLocal.mpGame.GetFlagCarrier( 1 - team );
if( playerIdx != -1 )
{
ServerSendEvent( EVENT_FLAGCAPTURE, NULL, false );
gameLocal.mpGame.PlayTeamSound( 1 - team, SND_FLAG_CAPTURED_THEIRS );
gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_CAPTURED_YOURS );
gameLocal.mpGame.TeamScoreCTF( 1 - team, 1 );
gameLocal.mpGame.PlayerScoreCTF( playerIdx, 10 );
gameLocal.mpGame.PrintMessageEvent( idMultiplayerGame::MSG_FLAGCAPTURE, team, playerIdx );
}
else
{
playerIdx = 255;
}
}
BecomeActive( TH_THINK );
Show();
PrivateReturn();
if( scriptCaptured )
{
idThread* thread = new idThread();
thread->CallFunction( scriptCaptured, false );
thread->DelayedStart( 0 );
}
UpdateVisuals();
UpdateGuis();
if( common->IsServer() )
{
if( team == 0 )
gameLocal.mpGame.player_red_flag = -1;
else
gameLocal.mpGame.player_blue_flag = -1;
}
}
/*
================
idItemTeam::FreeLightDef
================
*/
void idItemTeam::FreeLightDef()
{
if( itemGlowHandle != -1 )
{
gameRenderWorld->FreeLightDef( itemGlowHandle );
itemGlowHandle = -1;
}
}
/*
================
idItemTeam::SpawnNugget
================
*/
void idItemTeam::SpawnNugget( idVec3 pos )
{
idAngles angle( gameLocal.random.RandomInt( spawnArgs.GetInt( "nugget_pitch", "30" ) ), gameLocal.random.RandomInt( spawnArgs.GetInt( "nugget_yaw", "360" ) ), 0 );
float velocity = float( gameLocal.random.RandomInt( 40 ) + 15 );
velocity *= spawnArgs.GetFloat( "nugget_velocity", "1" );
idEntity* ent = idMoveableItem::DropItem( nuggetName, pos, GetPhysics()->GetAxis(), angle.ToMat3() * idVec3( velocity, velocity, velocity ), 0, spawnArgs.GetInt( "nugget_removedelay" ) );
idPhysics_RigidBody* physics = static_cast<idPhysics_RigidBody*>( ent->GetPhysics() );
if( physics != NULL && physics->IsType( idPhysics_RigidBody::Type ) )
{
physics->DisableImpact();
}
}
/*
================
idItemTeam::Event_FlagCapture
================
*/
void idItemTeam::WriteToSnapshot( idBitMsg& msg ) const
{
msg.WriteBits( carried, 1 );
msg.WriteBits( dropped, 1 );
WriteBindToSnapshot( msg );
idMoveableItem::WriteToSnapshot( msg );
}
/*
================
idItemTeam::ReadFromSnapshot
================
*/
void idItemTeam::ReadFromSnapshot( const idBitMsg& msg )
{
carried = msg.ReadBits( 1 ) == 1;
dropped = msg.ReadBits( 1 ) == 1;
ReadBindFromSnapshot( msg );
if( msg.HasChanged() )
{
UpdateGuis();
if( carried == true )
SetSkin( skinCarried );
else
SetSkin( skinDefault );
}
idMoveableItem::ReadFromSnapshot( msg );
}
/*
================
idItemTeam::UpdateGuis
Update all client's huds wrt the flag status.
================
*/
void idItemTeam::UpdateGuis()
{
idPlayer* player;
for( int i = 0; i < gameLocal.numClients; i++ )
{
player = static_cast<idPlayer*>( gameLocal.entities[ i ] );
if( player && player->hud )
{
player->hud->SetFlagState( 0, gameLocal.mpGame.GetFlagStatus( 0 ) );
player->hud->SetFlagState( 1, gameLocal.mpGame.GetFlagStatus( 1 ) );
player->hud->SetTeamScore( 0, gameLocal.mpGame.GetFlagPoints( 0 ) );
player->hud->SetTeamScore( 1, gameLocal.mpGame.GetFlagPoints( 1 ) );
}
}
}
/*
================
idItemTeam::Present
================
*/
void idItemTeam::Present()
{
// hide the flag for localplayer if in first person
if( carried && GetBindMaster() )
{
idPlayer* player = static_cast<idPlayer*>( GetBindMaster() );
if( player == gameLocal.GetLocalPlayer() && !pm_thirdPerson.GetBool() )
{
FreeModelDef();
BecomeActive( TH_UPDATEVISUALS );
return;
}
}
idEntity::Present();
}
/*
===============================================================================
idObjective
===============================================================================
*/
CLASS_DECLARATION( idItem, idObjective )
EVENT( EV_Activate, idObjective::Event_Trigger )
EVENT( EV_HideObjective, idObjective::Event_HideObjective )
EVENT( EV_GetPlayerPos, idObjective::Event_GetPlayerPos )
END_CLASS
/*
================
idObjective::idObjective
================
*/
idObjective::idObjective()
{
playerPos.Zero();
}
/*
================
idObjective::Save
================
*/
void idObjective::Save( idSaveGame* savefile ) const
{
savefile->WriteVec3( playerPos );
savefile->WriteMaterial( screenshot );
}
/*
================
idObjective::Restore
================
*/
void idObjective::Restore( idRestoreGame* savefile )
{
savefile->ReadVec3( playerPos );
savefile->ReadMaterial( screenshot );
}
/*
================
idObjective::Spawn
================
*/
void idObjective::Spawn()
{
Hide();
idStr shotName;
shotName = gameLocal.GetMapName();
shotName.StripFileExtension();
shotName += "/";
shotName += spawnArgs.GetString( "screenshot" );
shotName.SetFileExtension( ".tga" );
screenshot = declManager->FindMaterial( shotName );
}
/*
================
idObjective::Event_Trigger
================
*/
void idObjective::Event_Trigger( idEntity* activator )
{
idPlayer* player = gameLocal.GetLocalPlayer();
if( player )
{
//Pickup( player );
if( spawnArgs.GetString( "inv_objective", NULL ) )
{
if( player )
{
player->GiveObjective( spawnArgs.GetString( "objectivetitle" ), spawnArgs.GetString( "objectivetext" ), screenshot );
// a tad slow but keeps from having to update all objectives in all maps with a name ptr
for( int i = 0; i < gameLocal.num_entities; i++ )
{
if( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idObjectiveComplete::Type ) )
{
if( idStr::Icmp( spawnArgs.GetString( "objectivetitle" ), gameLocal.entities[ i ]->spawnArgs.GetString( "objectivetitle" ) ) == 0 )
{
gameLocal.entities[ i ]->spawnArgs.SetBool( "objEnabled", true );
break;
}
}
}
PostEventMS( &EV_GetPlayerPos, 2000 );
}
}
}
}
/*
================
idObjective::Event_GetPlayerPos
================
*/
void idObjective::Event_GetPlayerPos()
{
idPlayer* player = gameLocal.GetLocalPlayer();
if( player )
{
playerPos = player->GetPhysics()->GetOrigin();
PostEventMS( &EV_HideObjective, 100, player );
}
}
/*
================
idObjective::Event_HideObjective
================
*/
void idObjective::Event_HideObjective( idEntity* e )
{
idPlayer* player = gameLocal.GetLocalPlayer();
if( player )
{
idVec3 v = player->GetPhysics()->GetOrigin() - playerPos;
if( v.Length() > 64.0f )
{
player->HideObjective();
PostEventMS( &EV_Remove, 0 );
}
else
{
PostEventMS( &EV_HideObjective, 100, player );
}
}
}
/*
===============================================================================
idVideoCDItem
===============================================================================
*/
CLASS_DECLARATION( idItem, idVideoCDItem )
END_CLASS
/*
================
idVideoCDItem::GiveToPlayer
================
*/
bool idVideoCDItem::GiveToPlayer( idPlayer* player, unsigned int giveFlags )
{
if( player == NULL )
{
return false;
}
const idDeclVideo* video = static_cast<const idDeclVideo* >( declManager->FindType( DECL_VIDEO, spawnArgs.GetString( "video" ), false ) );
if( video == NULL )
{
return false;
}
if( giveFlags & ITEM_GIVE_UPDATE_STATE )
{
player->GiveVideo( video, spawnArgs.GetString( "inv_name" ) );
}
return true;
}
/*
===============================================================================
idPDAItem
===============================================================================
*/
CLASS_DECLARATION( idItem, idPDAItem )
END_CLASS
/*
================
idPDAItem::GiveToPlayer
================
*/
bool idPDAItem::GiveToPlayer( idPlayer* player, unsigned int giveFlags )
{
if( player == NULL )
{
return false;
}
const char* pdaName = spawnArgs.GetString( "pda_name" );
const char* invName = spawnArgs.GetString( "inv_name" );
const idDeclPDA* pda = NULL;
if( pdaName != NULL && pdaName[0] != 0 )
{
// An empty PDA name is legitimate, it means the personal PDA
// But if the PDA name is not empty, it should be valid
pda = static_cast<const idDeclPDA*>( declManager->FindType( DECL_PDA, pdaName, false ) );
if( pda == NULL )
{
idLib::Warning( "PDA Item '%s' references unknown PDA %s", GetName(), pdaName );
return false;
}
}
if( giveFlags & ITEM_GIVE_UPDATE_STATE )
{
player->GivePDA( pda, invName );
}
return true;
}
/*
===============================================================================
idMoveableItem
===============================================================================
*/
CLASS_DECLARATION( idItem, idMoveableItem )
EVENT( EV_DropToFloor, idMoveableItem::Event_DropToFloor )
EVENT( EV_Gib, idMoveableItem::Event_Gib )
END_CLASS
/*
================
idMoveableItem::idMoveableItem
================
*/
idMoveableItem::idMoveableItem()
{
trigger = NULL;
smoke = NULL;
smokeTime = 0;
nextSoundTime = 0;
repeatSmoke = false;
}
/*
================
idMoveableItem::~idMoveableItem
================
*/
idMoveableItem::~idMoveableItem()
{
if( trigger )
{
delete trigger;
}
}
/*
================
idMoveableItem::Save
================
*/
void idMoveableItem::Save( idSaveGame* savefile ) const
{
savefile->WriteStaticObject( physicsObj );
savefile->WriteClipModel( trigger );
savefile->WriteParticle( smoke );
savefile->WriteInt( smokeTime );
savefile->WriteInt( nextSoundTime );
}
/*
================
idMoveableItem::Restore
================
*/
void idMoveableItem::Restore( idRestoreGame* savefile )
{
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadClipModel( trigger );
savefile->ReadParticle( smoke );
savefile->ReadInt( smokeTime );
savefile->ReadInt( nextSoundTime );
}
/*
================
idMoveableItem::Spawn
================
*/
void idMoveableItem::Spawn()
{
idTraceModel trm;
float density, friction, bouncyness, tsize;
idStr clipModelName;
idBounds bounds;
SetTimeState ts( timeGroup );
// create a trigger for item pickup
spawnArgs.GetFloat( "triggersize", "16.0", tsize );
trigger = new( TAG_PHYSICS_CLIP_ENTITY ) idClipModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
trigger->SetContents( CONTENTS_TRIGGER );
// check if a clip model is set
spawnArgs.GetString( "clipmodel", "", clipModelName );
if( !clipModelName[0] )
{
clipModelName = spawnArgs.GetString( "model" ); // use the visual model
}
// load the trace model
if( !collisionModelManager->TrmFromModel( clipModelName, trm ) )
{
gameLocal.Error( "idMoveableItem '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );
return;
}
// if the model should be shrinked
if( spawnArgs.GetBool( "clipshrink" ) )
{
trm.Shrink( CM_CLIP_EPSILON );
}
// get rigid body properties
spawnArgs.GetFloat( "density", "0.5", density );
density = idMath::ClampFloat( 0.001f, 1000.0f, density );
spawnArgs.GetFloat( "friction", "0.05", friction );
friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
// setup the physics
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_ENTITY ) idClipModel( trm ), density );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetBouncyness( bouncyness );
physicsObj.SetFriction( 0.6f, 0.6f, friction );
physicsObj.SetGravity( gameLocal.GetGravity() );
physicsObj.SetContents( CONTENTS_RENDERMODEL );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
SetPhysics( &physicsObj );
if( spawnArgs.GetBool( "nodrop" ) )
{
physicsObj.PutToRest();
}
smoke = NULL;
smokeTime = 0;
nextSoundTime = 0;
const char* smokeName = spawnArgs.GetString( "smoke_trail" );
if( *smokeName != '\0' )
{
smoke = static_cast<const idDeclParticle*>( declManager->FindType( DECL_PARTICLE, smokeName ) );
smokeTime = gameLocal.time;
BecomeActive( TH_UPDATEPARTICLES );
}
repeatSmoke = spawnArgs.GetBool( "repeatSmoke", "0" );
}
/*
================
idItem::ClientThink
================
*/
void idMoveableItem::ClientThink( const int curTime, const float fraction, const bool predict )
{
InterpolatePhysicsOnly( fraction );
if( thinkFlags & TH_PHYSICS )
{
// update trigger position
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity );
}
Present();
}
/*
================
idMoveableItem::Think
================
*/
void idMoveableItem::Think()
{
RunPhysics();
if( thinkFlags & TH_PHYSICS )
{
// update trigger position
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity );
}
if( thinkFlags & TH_UPDATEPARTICLES )
{
if( !gameLocal.smokeParticles->EmitSmoke( smoke, smokeTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ ) )
{
if( !repeatSmoke )
{
smokeTime = 0;
BecomeInactive( TH_UPDATEPARTICLES );
}
else
{
smokeTime = gameLocal.time;
}
}
}
Present();
}
/*
=================
idMoveableItem::Collide
=================
*/
bool idMoveableItem::Collide( const trace_t& collision, const idVec3& velocity )
{
float v, f;
v = -( velocity * collision.c.normal );
if( v > 80 && gameLocal.time > nextSoundTime )
{
f = v > 200 ? 1.0f : idMath::Sqrt( v - 80 ) * 0.091f;
if( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ) )
{
// don't set the volume unless there is a bounce sound as it overrides the entire channel
// which causes footsteps on ai's to not honor their shader parms
SetSoundVolume( f );
}
nextSoundTime = gameLocal.time + 500;
}
return false;
}
/*
================
idMoveableItem::Pickup
================
*/
bool idMoveableItem::Pickup( idPlayer* player )
{
bool ret = idItem::Pickup( player );
if( ret )
{
trigger->SetContents( 0 );
}
return ret;
}
/*
================
idMoveableItem::DropItem
================
*/
idEntity* idMoveableItem::DropItem( const char* classname, const idVec3& origin, const idMat3& axis, const idVec3& velocity, int activateDelay, int removeDelay )
{
idDict args;
idEntity* item;
args.Set( "classname", classname );
args.Set( "dropped", "1" );
// we sometimes drop idMoveables here, so set 'nodrop' to 1 so that it doesn't get put on the floor
args.Set( "nodrop", "1" );
if( activateDelay )
{
args.SetBool( "triggerFirst", true );
}
gameLocal.SpawnEntityDef( args, &item );
if( item )
{
// set item position
item->GetPhysics()->SetOrigin( origin );
item->GetPhysics()->SetAxis( axis );
item->GetPhysics()->SetLinearVelocity( velocity );
item->UpdateVisuals();
if( activateDelay )
{
item->PostEventMS( &EV_Activate, activateDelay, item );
}
if( !removeDelay )
{
removeDelay = 5 * 60 * 1000;
}
// always remove a dropped item after 5 minutes in case it dropped to an unreachable location
item->PostEventMS( &EV_Remove, removeDelay );
}
return item;
}
/*
================
idMoveableItem::DropItems
The entity should have the following key/value pairs set:
"def_drop<type>Item" "item def"
"drop<type>ItemJoint" "joint name"
"drop<type>ItemRotation" "pitch yaw roll"
"drop<type>ItemOffset" "x y z"
"skin_drop<type>" "skin name"
To drop multiple items the following key/value pairs can be used:
"def_drop<type>Item<X>" "item def"
"drop<type>Item<X>Joint" "joint name"
"drop<type>Item<X>Rotation" "pitch yaw roll"
"drop<type>Item<X>Offset" "x y z"
where <X> is an aribtrary string.
================
*/
void idMoveableItem::DropItems( idAnimatedEntity* ent, const char* type, idList<idEntity*>* list )
{
const idKeyValue* kv;
const char* skinName, *c, *jointName;
idStr key, key2;
idVec3 origin;
idMat3 axis;
idAngles angles;
const idDeclSkin* skin;
jointHandle_t joint;
idEntity* item;
// drop all items
kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), NULL );
while( kv )
{
c = kv->GetKey().c_str() + kv->GetKey().Length();
if( idStr::Icmp( c - 5, "Joint" ) != 0 && idStr::Icmp( c - 8, "Rotation" ) != 0 )
{
key = kv->GetKey().c_str() + 4;
key2 = key;
key += "Joint";
key2 += "Offset";
jointName = ent->spawnArgs.GetString( key );
joint = ent->GetAnimator()->GetJointHandle( jointName );
if( !ent->GetJointWorldTransform( joint, gameLocal.time, origin, axis ) )
{
gameLocal.Warning( "%s refers to invalid joint '%s' on entity '%s'\n", key.c_str(), jointName, ent->name.c_str() );
origin = ent->GetPhysics()->GetOrigin();
axis = ent->GetPhysics()->GetAxis();
}
if( g_dropItemRotation.GetString()[0] )
{
angles.Zero();
sscanf( g_dropItemRotation.GetString(), "%f %f %f", &angles.pitch, &angles.yaw, &angles.roll );
}
else
{
key = kv->GetKey().c_str() + 4;
key += "Rotation";
ent->spawnArgs.GetAngles( key, "0 0 0", angles );
}
axis = angles.ToMat3() * axis;
origin += ent->spawnArgs.GetVector( key2, "0 0 0" );
item = DropItem( kv->GetValue(), origin, axis, vec3_origin, 0, 0 );
if( list && item )
{
list->Append( item );
}
}
kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), kv );
}
// change the skin to hide all items
skinName = ent->spawnArgs.GetString( va( "skin_drop%s", type ) );
if( skinName[0] )
{
skin = declManager->FindSkin( skinName );
ent->SetSkin( skin );
}
}
/*
======================
idMoveableItem::WriteToSnapshot
======================
*/
void idMoveableItem::WriteToSnapshot( idBitMsg& msg ) const
{
physicsObj.WriteToSnapshot( msg );
msg.WriteBool( IsHidden() );
}
/*
======================
idMoveableItem::ReadFromSnapshot
======================
*/
void idMoveableItem::ReadFromSnapshot( const idBitMsg& msg )
{
physicsObj.ReadFromSnapshot( msg );
const bool snapshotHidden = msg.ReadBool();
if( snapshotHidden )
{
Hide();
}
else if( GetPredictPickupMilliseconds() != 0 )
{
if( gameLocal.GetLastClientUsercmdMilliseconds( gameLocal.GetLocalClientNum() ) >= GetPredictPickupMilliseconds() )
{
if( trigger->GetContents() == 0 )
{
trigger->SetContents( CONTENTS_TRIGGER );
}
Show();
}
}
if( msg.HasChanged() )
{
UpdateVisuals();
}
}
/*
============
idMoveableItem::Gib
============
*/
void idMoveableItem::Gib( const idVec3& dir, const char* damageDefName )
{
// spawn smoke puff
const char* smokeName = spawnArgs.GetString( "smoke_gib" );
if( *smokeName != '\0' )
{
const idDeclParticle* smoke = static_cast<const idDeclParticle*>( declManager->FindType( DECL_PARTICLE, smokeName ) );
gameLocal.smokeParticles->EmitSmoke( smoke, gameLocal.time, gameLocal.random.CRandomFloat(), renderEntity.origin, renderEntity.axis, timeGroup /*_D3XP*/ );
}
// remove the entity
PostEventMS( &EV_Remove, 0 );
}
/*
================
idMoveableItem::Event_DropToFloor
================
*/
void idMoveableItem::Event_DropToFloor()
{
// the physics will drop the moveable to the floor
}
/*
============
idMoveableItem::Event_Gib
============
*/
void idMoveableItem::Event_Gib( const char* damageDefName )
{
Gib( idVec3( 0, 0, 1 ), damageDefName );
}
/*
===============================================================================
idMoveablePDAItem
===============================================================================
*/
CLASS_DECLARATION( idMoveableItem, idMoveablePDAItem )
END_CLASS
/*
================
idMoveablePDAItem::GiveToPlayer
================
*/
bool idMoveablePDAItem::GiveToPlayer( idPlayer* player, unsigned int giveFlags )
{
if( player == NULL )
{
return false;
}
const char* pdaName = spawnArgs.GetString( "pda_name" );
const char* invName = spawnArgs.GetString( "inv_name" );
const idDeclPDA* pda = NULL;
if( pdaName != NULL && pdaName[0] != 0 )
{
// An empty PDA name is legitimate, it means the personal PDA
// But if the PDA name is not empty, it should be valid
pda = static_cast<const idDeclPDA*>( declManager->FindType( DECL_PDA, pdaName, false ) );
if( pda == NULL )
{
idLib::Warning( "PDA Item '%s' references unknown PDA %s", GetName(), pdaName );
return false;
}
}
if( giveFlags & ITEM_GIVE_UPDATE_STATE )
{
player->GivePDA( pda, invName );
}
return true;
}
/*
===============================================================================
idItemRemover
===============================================================================
*/
CLASS_DECLARATION( idEntity, idItemRemover )
EVENT( EV_Activate, idItemRemover::Event_Trigger )
END_CLASS
/*
================
idItemRemover::Spawn
================
*/
void idItemRemover::Spawn()
{
}
/*
================
idItemRemover::RemoveItem
================
*/
void idItemRemover::RemoveItem( idPlayer* player )
{
const char* remove;
remove = spawnArgs.GetString( "remove" );
player->RemoveInventoryItem( remove );
}
/*
================
idItemRemover::Event_Trigger
================
*/
void idItemRemover::Event_Trigger( idEntity* activator )
{
if( activator->IsType( idPlayer::Type ) )
{
RemoveItem( static_cast<idPlayer*>( activator ) );
}
}
/*
===============================================================================
idObjectiveComplete
===============================================================================
*/
CLASS_DECLARATION( idItemRemover, idObjectiveComplete )
EVENT( EV_Activate, idObjectiveComplete::Event_Trigger )
EVENT( EV_HideObjective, idObjectiveComplete::Event_HideObjective )
EVENT( EV_GetPlayerPos, idObjectiveComplete::Event_GetPlayerPos )
END_CLASS
/*
================
idObjectiveComplete::idObjectiveComplete
================
*/
idObjectiveComplete::idObjectiveComplete()
{
playerPos.Zero();
}
/*
================
idObjectiveComplete::Save
================
*/
void idObjectiveComplete::Save( idSaveGame* savefile ) const
{
savefile->WriteVec3( playerPos );
}
/*
================
idObjectiveComplete::Restore
================
*/
void idObjectiveComplete::Restore( idRestoreGame* savefile )
{
savefile->ReadVec3( playerPos );
}
/*
================
idObjectiveComplete::Spawn
================
*/
void idObjectiveComplete::Spawn()
{
spawnArgs.SetBool( "objEnabled", false );
Hide();
}
/*
================
idObjectiveComplete::Event_Trigger
================
*/
void idObjectiveComplete::Event_Trigger( idEntity* activator )
{
if( !spawnArgs.GetBool( "objEnabled" ) )
{
return;
}
idPlayer* player = gameLocal.GetLocalPlayer();
if( player )
{
RemoveItem( player );
if( spawnArgs.GetString( "inv_objective", NULL ) )
{
player->CompleteObjective( spawnArgs.GetString( "objectivetitle" ) );
PostEventMS( &EV_GetPlayerPos, 2000 );
}
}
}
/*
================
idObjectiveComplete::Event_GetPlayerPos
================
*/
void idObjectiveComplete::Event_GetPlayerPos()
{
idPlayer* player = gameLocal.GetLocalPlayer();
if( player )
{
playerPos = player->GetPhysics()->GetOrigin();
PostEventMS( &EV_HideObjective, 100, player );
}
}
/*
================
idObjectiveComplete::Event_HideObjective
================
*/
void idObjectiveComplete::Event_HideObjective( idEntity* e )
{
idPlayer* player = gameLocal.GetLocalPlayer();
if( player )
{
idVec3 v = player->GetPhysics()->GetOrigin();
v -= playerPos;
if( v.Length() > 64.0f )
{
player->HideObjective();
PostEventMS( &EV_Remove, 0 );
}
else
{
PostEventMS( &EV_HideObjective, 100, player );
}
}
}