mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
9eeea7adf3
mostly -Wreorder, use const char* instead of char* for "static strings", fix inappropriate usage of NULL (e.g. instead of '\0' or (int)0)
2197 lines
50 KiB
C++
2197 lines
50 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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/*
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Invisible entities that affect other entities or the world when activated.
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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/*
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===============================================================================
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idTarget
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===============================================================================
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*/
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CLASS_DECLARATION( idEntity, idTarget )
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END_CLASS
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/*
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===============================================================================
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idTarget_Remove
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_Remove )
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EVENT( EV_Activate, idTarget_Remove::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_Remove::Event_Activate
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================
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*/
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void idTarget_Remove::Event_Activate( idEntity* activator )
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{
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int i;
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idEntity* ent;
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for( i = 0; i < targets.Num(); i++ )
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{
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ent = targets[ i ].GetEntity();
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if( ent )
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{
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ent->PostEventMS( &EV_Remove, 0 );
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}
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}
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// delete our self when done
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PostEventMS( &EV_Remove, 0 );
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}
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/*
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===============================================================================
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idTarget_Show
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_Show )
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EVENT( EV_Activate, idTarget_Show::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_Show::Event_Activate
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================
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*/
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void idTarget_Show::Event_Activate( idEntity* activator )
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{
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int i;
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idEntity* ent;
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for( i = 0; i < targets.Num(); i++ )
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{
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ent = targets[ i ].GetEntity();
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if( ent )
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{
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ent->Show();
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}
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}
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// delete our self when done
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PostEventMS( &EV_Remove, 0 );
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}
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/*
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===============================================================================
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idTarget_Damage
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_Damage )
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EVENT( EV_Activate, idTarget_Damage::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_Damage::Event_Activate
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================
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*/
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void idTarget_Damage::Event_Activate( idEntity* activator )
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{
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int i;
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const char* damage;
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idEntity* ent;
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damage = spawnArgs.GetString( "def_damage", "damage_generic" );
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for( i = 0; i < targets.Num(); i++ )
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{
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ent = targets[ i ].GetEntity();
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if( ent )
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{
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ent->Damage( this, this, vec3_origin, damage, 1.0f, INVALID_JOINT );
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}
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}
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}
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/*
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===============================================================================
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idTarget_SessionCommand
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_SessionCommand )
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EVENT( EV_Activate, idTarget_SessionCommand::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_SessionCommand::Event_Activate
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================
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*/
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void idTarget_SessionCommand::Event_Activate( idEntity* activator )
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{
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gameLocal.sessionCommand = spawnArgs.GetString( "command" );
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}
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/*
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===============================================================================
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idTarget_EndLevel
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Just a modified form of idTarget_SessionCommand
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_EndLevel )
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EVENT( EV_Activate, idTarget_EndLevel::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_EndLevel::Event_Activate
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================
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*/
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void idTarget_EndLevel::Event_Activate( idEntity* activator )
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{
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extern idCVar g_demoMode;
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if( g_demoMode.GetInteger() > 0 )
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{
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gameLocal.sessionCommand = "disconnect";
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return;
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}
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idPlayer* player = gameLocal.GetLocalPlayer();
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const bool isTutorialMap = ( idStr::FindText( gameLocal.GetMapFileName(), "mars_city1" ) >= 0 ) ||
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( idStr::FindText( gameLocal.GetMapFileName(), "mars_city2" ) >= 0 ) ||
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( idStr::FindText( gameLocal.GetMapFileName(), "mc_underground" ) >= 0 );
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if( !isTutorialMap && player != NULL )
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{
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if( !player->GetAchievementManager().GetPlayerTookDamage() )
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{
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETE_LEVEL_WITHOUT_TAKING_DMG );
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}
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player->GetAchievementManager().SetPlayerTookDamage( false );
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}
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if( !isTutorialMap && spawnArgs.GetBool( "endOfGame" ) )
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{
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if( player != NULL )
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{
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gameExpansionType_t expansion = player->GetExpansionType();
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switch( expansion )
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{
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case GAME_D3XP:
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// The fall-through is done here on purpose so compleating the game on one difficulty will unlock all the easier difficulties
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switch( g_skill.GetInteger() )
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{
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case 3:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_3 );
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case 2:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_2 );
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case 1:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_1 );
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case 0:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_ROE_COMPLETED_DIFFICULTY_0 );
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}
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break;
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case GAME_D3LE:
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// The fall-through is done here on purpose so compleating the game on one difficulty will unlock all the easier difficulties
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switch( g_skill.GetInteger() )
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{
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case 3:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_3 );
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case 2:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_2 );
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case 1:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_1 );
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case 0:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_LE_COMPLETED_DIFFICULTY_0 );
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}
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break;
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case GAME_BASE:
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// The fall-through is done here on purpose so compleating the game on one difficulty will unlock all the easier difficulties
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switch( g_skill.GetInteger() )
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{
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case 3:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETED_DIFFICULTY_3 );
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case 2:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETED_DIFFICULTY_2 );
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case 1:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETED_DIFFICULTY_1 );
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case 0:
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_COMPLETED_DIFFICULTY_0 );
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}
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break;
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}
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if( player->GetPlayedTime() <= 36000 && expansion == GAME_BASE )
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{
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player->GetAchievementManager().EventCompletesAchievement( ACHIEVEMENT_SPEED_RUN );
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}
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switch( expansion )
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{
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case GAME_D3XP:
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{
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cvarSystem->SetCVarBool( "g_roeNightmare", true );
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break;
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}
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case GAME_D3LE:
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{
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cvarSystem->SetCVarBool( "g_leNightmare", true );
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break;
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}
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case GAME_BASE:
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{
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cvarSystem->SetCVarBool( "g_nightmare", true );
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break;
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}
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}
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}
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gameLocal.Shell_SetGameComplete();
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return;
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}
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idStr nextMap;
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if( !spawnArgs.GetString( "nextMap", "", nextMap ) )
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{
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gameLocal.Printf( "idTarget_SessionCommand::Event_Activate: no nextMap key\n" );
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return;
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}
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if( spawnArgs.GetInt( "devmap", "0" ) )
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{
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gameLocal.sessionCommand = "devmap "; // only for special demos
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}
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else
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{
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gameLocal.sessionCommand = "map ";
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}
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gameLocal.sessionCommand += nextMap;
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}
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/*
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===============================================================================
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idTarget_WaitForButton
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_WaitForButton )
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EVENT( EV_Activate, idTarget_WaitForButton::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_WaitForButton::Event_Activate
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================
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*/
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void idTarget_WaitForButton::Event_Activate( idEntity* activator )
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{
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if( thinkFlags & TH_THINK )
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{
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BecomeInactive( TH_THINK );
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}
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else
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{
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// always allow during cinematics
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cinematic = true;
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BecomeActive( TH_THINK );
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}
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}
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/*
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================
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idTarget_WaitForButton::Think
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================
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*/
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void idTarget_WaitForButton::Think()
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{
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idPlayer* player;
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if( thinkFlags & TH_THINK )
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{
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player = gameLocal.GetLocalPlayer();
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if( player != NULL && ( !( player->oldButtons & BUTTON_ATTACK ) ) && ( player->usercmd.buttons & BUTTON_ATTACK ) )
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{
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player->usercmd.buttons &= ~BUTTON_ATTACK;
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BecomeInactive( TH_THINK );
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ActivateTargets( player );
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}
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}
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else
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{
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BecomeInactive( TH_ALL );
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}
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}
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/*
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===============================================================================
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idTarget_SetGlobalShaderParm
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_SetGlobalShaderTime )
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EVENT( EV_Activate, idTarget_SetGlobalShaderTime::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_SetGlobalShaderTime::Event_Activate
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================
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*/
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void idTarget_SetGlobalShaderTime::Event_Activate( idEntity* activator )
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{
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int parm = spawnArgs.GetInt( "globalParm" );
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float time = -MS2SEC( gameLocal.time );
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if( parm >= 0 && parm < MAX_GLOBAL_SHADER_PARMS )
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{
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gameLocal.globalShaderParms[parm] = time;
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}
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}
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/*
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===============================================================================
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idTarget_SetShaderParm
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_SetShaderParm )
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EVENT( EV_Activate, idTarget_SetShaderParm::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_SetShaderParm::Event_Activate
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================
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*/
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void idTarget_SetShaderParm::Event_Activate( idEntity* activator )
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{
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int i;
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idEntity* ent;
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float value;
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idVec3 color;
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int parmnum;
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// set the color on the targets
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if( spawnArgs.GetVector( "_color", "1 1 1", color ) )
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{
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for( i = 0; i < targets.Num(); i++ )
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{
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ent = targets[ i ].GetEntity();
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if( ent )
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{
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ent->SetColor( color[ 0 ], color[ 1 ], color[ 2 ] );
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}
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}
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}
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// set any shader parms on the targets
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for( parmnum = 0; parmnum < MAX_ENTITY_SHADER_PARMS; parmnum++ )
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{
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if( spawnArgs.GetFloat( va( "shaderParm%d", parmnum ), "0", value ) )
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{
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for( i = 0; i < targets.Num(); i++ )
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{
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ent = targets[ i ].GetEntity();
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if( ent )
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{
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ent->SetShaderParm( parmnum, value );
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}
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}
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if( spawnArgs.GetBool( "toggle" ) && ( value == 0 || value == 1 ) )
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{
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int val = value;
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val ^= 1;
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value = val;
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spawnArgs.SetFloat( va( "shaderParm%d", parmnum ), value );
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}
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}
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}
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}
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/*
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===============================================================================
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idTarget_SetShaderTime
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_SetShaderTime )
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EVENT( EV_Activate, idTarget_SetShaderTime::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_SetShaderTime::Event_Activate
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================
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*/
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void idTarget_SetShaderTime::Event_Activate( idEntity* activator )
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{
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int i;
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idEntity* ent;
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float time;
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time = -MS2SEC( gameLocal.time );
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for( i = 0; i < targets.Num(); i++ )
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{
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ent = targets[ i ].GetEntity();
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if( ent )
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{
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ent->SetShaderParm( SHADERPARM_TIMEOFFSET, time );
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if( ent->IsType( idLight::Type ) )
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{
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static_cast<idLight*>( ent )->SetLightParm( SHADERPARM_TIMEOFFSET, time );
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}
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}
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}
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}
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/*
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===============================================================================
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idTarget_FadeEntity
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===============================================================================
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*/
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CLASS_DECLARATION( idTarget, idTarget_FadeEntity )
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EVENT( EV_Activate, idTarget_FadeEntity::Event_Activate )
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END_CLASS
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/*
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================
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idTarget_FadeEntity::idTarget_FadeEntity
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================
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*/
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idTarget_FadeEntity::idTarget_FadeEntity()
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{
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fadeFrom.Zero();
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fadeStart = 0;
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fadeEnd = 0;
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}
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|
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/*
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================
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idTarget_FadeEntity::Save
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================
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*/
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void idTarget_FadeEntity::Save( idSaveGame* savefile ) const
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{
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savefile->WriteVec4( fadeFrom );
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savefile->WriteInt( fadeStart );
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savefile->WriteInt( fadeEnd );
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}
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|
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/*
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================
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idTarget_FadeEntity::Restore
|
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================
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*/
|
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void idTarget_FadeEntity::Restore( idRestoreGame* savefile )
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{
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savefile->ReadVec4( fadeFrom );
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savefile->ReadInt( fadeStart );
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savefile->ReadInt( fadeEnd );
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}
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|
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/*
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================
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idTarget_FadeEntity::Event_Activate
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================
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*/
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void idTarget_FadeEntity::Event_Activate( idEntity* activator )
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{
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idEntity* ent;
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int i;
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if( !targets.Num() )
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{
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return;
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}
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// always allow during cinematics
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cinematic = true;
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BecomeActive( TH_THINK );
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ent = this;
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for( i = 0; i < targets.Num(); i++ )
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{
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ent = targets[ i ].GetEntity();
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if( ent )
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{
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ent->GetColor( fadeFrom );
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break;
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}
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}
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fadeStart = gameLocal.time;
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fadeEnd = gameLocal.time + SEC2MS( spawnArgs.GetFloat( "fadetime" ) );
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}
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|
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/*
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|
================
|
|
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 );
|
|
}
|
|
}
|