doom3-bfg/neo/d3xp/Mover.cpp

5533 lines
116 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"
// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!
// a mover will update any gui entities in it's target list with
// a key/val pair of "mover" "state" from below.. guis can represent
// realtime info like this
// binary only
static const char* guiBinaryMoverStates[] =
{
"1", // pos 1
"2", // pos 2
"3", // moving 1 to 2
"4" // moving 2 to 1
};
/*
===============================================================================
idMover
===============================================================================
*/
const idEventDef EV_FindGuiTargets( "<FindGuiTargets>", NULL );
const idEventDef EV_TeamBlocked( "<teamblocked>", "ee" );
const idEventDef EV_PartBlocked( "<partblocked>", "e" );
const idEventDef EV_ReachedPos( "<reachedpos>", NULL );
const idEventDef EV_ReachedAng( "<reachedang>", NULL );
const idEventDef EV_PostRestore( "<postrestore>", "ddddd" );
const idEventDef EV_StopMoving( "stopMoving", NULL );
const idEventDef EV_StopRotating( "stopRotating", NULL );
const idEventDef EV_Speed( "speed", "f" );
const idEventDef EV_Time( "time", "f" );
const idEventDef EV_AccelTime( "accelTime", "f" );
const idEventDef EV_DecelTime( "decelTime", "f" );
const idEventDef EV_MoveTo( "moveTo", "e" );
const idEventDef EV_MoveToPos( "moveToPos", "v" );
const idEventDef EV_Move( "move", "ff" );
const idEventDef EV_MoveAccelerateTo( "accelTo", "ff" );
const idEventDef EV_MoveDecelerateTo( "decelTo", "ff" );
const idEventDef EV_RotateDownTo( "rotateDownTo", "df" );
const idEventDef EV_RotateUpTo( "rotateUpTo", "df" );
const idEventDef EV_RotateTo( "rotateTo", "v" );
const idEventDef EV_Rotate( "rotate", "v" );
const idEventDef EV_RotateOnce( "rotateOnce", "v" );
const idEventDef EV_Bob( "bob", "ffv" );
const idEventDef EV_Sway( "sway", "ffv" );
const idEventDef EV_Mover_OpenPortal( "openPortal" );
const idEventDef EV_Mover_ClosePortal( "closePortal" );
const idEventDef EV_AccelSound( "accelSound", "s" );
const idEventDef EV_DecelSound( "decelSound", "s" );
const idEventDef EV_MoveSound( "moveSound", "s" );
const idEventDef EV_Mover_InitGuiTargets( "<initguitargets>", NULL );
const idEventDef EV_EnableSplineAngles( "enableSplineAngles", NULL );
const idEventDef EV_DisableSplineAngles( "disableSplineAngles", NULL );
const idEventDef EV_RemoveInitialSplineAngles( "removeInitialSplineAngles", NULL );
const idEventDef EV_StartSpline( "startSpline", "e" );
const idEventDef EV_StopSpline( "stopSpline", NULL );
const idEventDef EV_IsMoving( "isMoving", NULL, 'd' );
const idEventDef EV_IsRotating( "isRotating", NULL, 'd' );
CLASS_DECLARATION( idEntity, idMover )
EVENT( EV_FindGuiTargets, idMover::Event_FindGuiTargets )
EVENT( EV_Thread_SetCallback, idMover::Event_SetCallback )
EVENT( EV_TeamBlocked, idMover::Event_TeamBlocked )
EVENT( EV_PartBlocked, idMover::Event_PartBlocked )
EVENT( EV_ReachedPos, idMover::Event_UpdateMove )
EVENT( EV_ReachedAng, idMover::Event_UpdateRotation )
EVENT( EV_PostRestore, idMover::Event_PostRestore )
EVENT( EV_StopMoving, idMover::Event_StopMoving )
EVENT( EV_StopRotating, idMover::Event_StopRotating )
EVENT( EV_Speed, idMover::Event_SetMoveSpeed )
EVENT( EV_Time, idMover::Event_SetMoveTime )
EVENT( EV_AccelTime, idMover::Event_SetAccellerationTime )
EVENT( EV_DecelTime, idMover::Event_SetDecelerationTime )
EVENT( EV_MoveTo, idMover::Event_MoveTo )
EVENT( EV_MoveToPos, idMover::Event_MoveToPos )
EVENT( EV_Move, idMover::Event_MoveDir )
EVENT( EV_MoveAccelerateTo, idMover::Event_MoveAccelerateTo )
EVENT( EV_MoveDecelerateTo, idMover::Event_MoveDecelerateTo )
EVENT( EV_RotateDownTo, idMover::Event_RotateDownTo )
EVENT( EV_RotateUpTo, idMover::Event_RotateUpTo )
EVENT( EV_RotateTo, idMover::Event_RotateTo )
EVENT( EV_Rotate, idMover::Event_Rotate )
EVENT( EV_RotateOnce, idMover::Event_RotateOnce )
EVENT( EV_Bob, idMover::Event_Bob )
EVENT( EV_Sway, idMover::Event_Sway )
EVENT( EV_Mover_OpenPortal, idMover::Event_OpenPortal )
EVENT( EV_Mover_ClosePortal, idMover::Event_ClosePortal )
EVENT( EV_AccelSound, idMover::Event_SetAccelSound )
EVENT( EV_DecelSound, idMover::Event_SetDecelSound )
EVENT( EV_MoveSound, idMover::Event_SetMoveSound )
EVENT( EV_Mover_InitGuiTargets, idMover::Event_InitGuiTargets )
EVENT( EV_EnableSplineAngles, idMover::Event_EnableSplineAngles )
EVENT( EV_DisableSplineAngles, idMover::Event_DisableSplineAngles )
EVENT( EV_RemoveInitialSplineAngles, idMover::Event_RemoveInitialSplineAngles )
EVENT( EV_StartSpline, idMover::Event_StartSpline )
EVENT( EV_StopSpline, idMover::Event_StopSpline )
EVENT( EV_Activate, idMover::Event_Activate )
EVENT( EV_IsMoving, idMover::Event_IsMoving )
EVENT( EV_IsRotating, idMover::Event_IsRotating )
END_CLASS
/*
================
idMover::idMover
================
*/
idMover::idMover()
{
memset( &move, 0, sizeof( move ) );
memset( &rot, 0, sizeof( rot ) );
move_thread = 0;
rotate_thread = 0;
dest_angles.Zero();
angle_delta.Zero();
dest_position.Zero();
move_delta.Zero();
move_speed = 0.0f;
move_time = 0;
deceltime = 0;
acceltime = 0;
stopRotation = false;
useSplineAngles = true;
lastCommand = MOVER_NONE;
damage = 0.0f;
areaPortal = 0;
fl.networkSync = true;
}
/*
================
idMover::Save
================
*/
void idMover::Save( idSaveGame* savefile ) const
{
int i;
savefile->WriteStaticObject( physicsObj );
savefile->WriteInt( move.stage );
savefile->WriteInt( move.acceleration );
savefile->WriteInt( move.movetime );
savefile->WriteInt( move.deceleration );
savefile->WriteVec3( move.dir );
savefile->WriteInt( rot.stage );
savefile->WriteInt( rot.acceleration );
savefile->WriteInt( rot.movetime );
savefile->WriteInt( rot.deceleration );
savefile->WriteFloat( rot.rot.pitch );
savefile->WriteFloat( rot.rot.yaw );
savefile->WriteFloat( rot.rot.roll );
savefile->WriteInt( move_thread );
savefile->WriteInt( rotate_thread );
savefile->WriteAngles( dest_angles );
savefile->WriteAngles( angle_delta );
savefile->WriteVec3( dest_position );
savefile->WriteVec3( move_delta );
savefile->WriteFloat( move_speed );
savefile->WriteInt( move_time );
savefile->WriteInt( deceltime );
savefile->WriteInt( acceltime );
savefile->WriteBool( stopRotation );
savefile->WriteBool( useSplineAngles );
savefile->WriteInt( lastCommand );
savefile->WriteFloat( damage );
savefile->WriteInt( areaPortal );
if( areaPortal > 0 )
{
savefile->WriteInt( gameRenderWorld->GetPortalState( areaPortal ) );
}
savefile->WriteInt( guiTargets.Num() );
for( i = 0; i < guiTargets.Num(); i++ )
{
guiTargets[ i ].Save( savefile );
}
if( splineEnt.GetEntity() && splineEnt.GetEntity()->GetSpline() )
{
idCurve_Spline<idVec3>* spline = physicsObj.GetSpline();
savefile->WriteBool( true );
splineEnt.Save( savefile );
savefile->WriteInt( spline->GetTime( 0 ) );
savefile->WriteInt( spline->GetTime( spline->GetNumValues() - 1 ) - spline->GetTime( 0 ) );
savefile->WriteInt( physicsObj.GetSplineAcceleration() );
savefile->WriteInt( physicsObj.GetSplineDeceleration() );
savefile->WriteInt( ( int )physicsObj.UsingSplineAngles() );
}
else
{
savefile->WriteBool( false );
}
}
/*
================
idMover::Restore
================
*/
void idMover::Restore( idRestoreGame* savefile )
{
int i, num;
bool hasSpline = false;
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadInt( ( int& )move.stage );
savefile->ReadInt( move.acceleration );
savefile->ReadInt( move.movetime );
savefile->ReadInt( move.deceleration );
savefile->ReadVec3( move.dir );
savefile->ReadInt( ( int& )rot.stage );
savefile->ReadInt( rot.acceleration );
savefile->ReadInt( rot.movetime );
savefile->ReadInt( rot.deceleration );
savefile->ReadFloat( rot.rot.pitch );
savefile->ReadFloat( rot.rot.yaw );
savefile->ReadFloat( rot.rot.roll );
savefile->ReadInt( move_thread );
savefile->ReadInt( rotate_thread );
savefile->ReadAngles( dest_angles );
savefile->ReadAngles( angle_delta );
savefile->ReadVec3( dest_position );
savefile->ReadVec3( move_delta );
savefile->ReadFloat( move_speed );
savefile->ReadInt( move_time );
savefile->ReadInt( deceltime );
savefile->ReadInt( acceltime );
savefile->ReadBool( stopRotation );
savefile->ReadBool( useSplineAngles );
savefile->ReadInt( ( int& )lastCommand );
savefile->ReadFloat( damage );
savefile->ReadInt( areaPortal );
if( areaPortal > 0 )
{
int portalState = 0;
savefile->ReadInt( portalState );
gameLocal.SetPortalState( areaPortal, portalState );
}
guiTargets.Clear();
savefile->ReadInt( num );
guiTargets.SetNum( num );
for( i = 0; i < num; i++ )
{
guiTargets[ i ].Restore( savefile );
}
savefile->ReadBool( hasSpline );
if( hasSpline )
{
int starttime;
int totaltime;
int accel;
int decel;
int useAngles;
splineEnt.Restore( savefile );
savefile->ReadInt( starttime );
savefile->ReadInt( totaltime );
savefile->ReadInt( accel );
savefile->ReadInt( decel );
savefile->ReadInt( useAngles );
PostEventMS( &EV_PostRestore, 0, starttime, totaltime, accel, decel, useAngles );
}
}
/*
================
idMover::Event_PostRestore
================
*/
void idMover::Event_PostRestore( int start, int total, int accel, int decel, int useSplineAng )
{
idCurve_Spline<idVec3>* spline;
idEntity* splineEntity = splineEnt.GetEntity();
if( !splineEntity )
{
// We should never get this event if splineEnt is invalid
common->Warning( "Invalid spline entity during restore\n" );
return;
}
spline = splineEntity->GetSpline();
spline->MakeUniform( total );
spline->ShiftTime( start - spline->GetTime( 0 ) );
physicsObj.SetSpline( spline, accel, decel, ( useSplineAng != 0 ) );
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
}
/*
================
idMover::Spawn
================
*/
void idMover::Spawn()
{
move_thread = 0;
rotate_thread = 0;
stopRotation = false;
lastCommand = MOVER_NONE;
acceltime = 1000.0f * spawnArgs.GetFloat( "accel_time", "0" );
deceltime = 1000.0f * spawnArgs.GetFloat( "decel_time", "0" );
move_time = 1000.0f * spawnArgs.GetFloat( "move_time", "1" ); // safe default value
move_speed = spawnArgs.GetFloat( "move_speed", "0" );
spawnArgs.GetFloat( "damage" , "0", damage );
dest_position = GetPhysics()->GetOrigin();
dest_angles = GetPhysics()->GetAxis().ToAngles();
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetClipMask( MASK_SOLID );
if( !spawnArgs.GetBool( "solid", "1" ) )
{
physicsObj.SetContents( 0 );
}
if( !renderEntity.hModel || !spawnArgs.GetBool( "nopush" ) )
{
physicsObj.SetPusher( 0 );
}
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
SetPhysics( &physicsObj );
// see if we are on an areaportal
areaPortal = gameRenderWorld->FindPortal( GetPhysics()->GetAbsBounds() );
if( spawnArgs.MatchPrefix( "guiTarget" ) )
{
if( gameLocal.GameState() == GAMESTATE_STARTUP )
{
PostEventMS( &EV_FindGuiTargets, 0 );
}
else
{
// not during spawn, so it's ok to get the targets
FindGuiTargets();
}
}
health = spawnArgs.GetInt( "health" );
if( health )
{
fl.takedamage = true;
}
}
/*
================
idMover::Hide
================
*/
void idMover::Hide()
{
idEntity::Hide();
physicsObj.SetContents( 0 );
}
/*
================
idMover::Show
================
*/
void idMover::Show()
{
idEntity::Show();
if( spawnArgs.GetBool( "solid", "1" ) )
{
physicsObj.SetContents( CONTENTS_SOLID );
}
SetPhysics( &physicsObj );
}
/*
============
idMover::Killed
============
*/
void idMover::Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location )
{
fl.takedamage = false;
ActivateTargets( this );
}
/*
================
idMover::Event_SetCallback
================
*/
void idMover::Event_SetCallback()
{
if( ( lastCommand == MOVER_ROTATING ) && !rotate_thread )
{
lastCommand = MOVER_NONE;
rotate_thread = idThread::CurrentThreadNum();
idThread::ReturnInt( true );
}
else if( ( lastCommand == MOVER_MOVING || lastCommand == MOVER_SPLINE ) && !move_thread )
{
lastCommand = MOVER_NONE;
move_thread = idThread::CurrentThreadNum();
idThread::ReturnInt( true );
}
else
{
idThread::ReturnInt( false );
}
}
/*
================
idMover::VectorForDir
================
*/
void idMover::VectorForDir( float angle, idVec3& vec )
{
idAngles ang;
switch( ( int )angle )
{
case DIR_UP :
vec.Set( 0, 0, 1 );
break;
case DIR_DOWN :
vec.Set( 0, 0, -1 );
break;
case DIR_LEFT :
physicsObj.GetLocalAngles( ang );
ang.pitch = 0;
ang.roll = 0;
ang.yaw += 90;
vec = ang.ToForward();
break;
case DIR_RIGHT :
physicsObj.GetLocalAngles( ang );
ang.pitch = 0;
ang.roll = 0;
ang.yaw -= 90;
vec = ang.ToForward();
break;
case DIR_FORWARD :
physicsObj.GetLocalAngles( ang );
ang.pitch = 0;
ang.roll = 0;
vec = ang.ToForward();
break;
case DIR_BACK :
physicsObj.GetLocalAngles( ang );
ang.pitch = 0;
ang.roll = 0;
ang.yaw += 180;
vec = ang.ToForward();
break;
case DIR_REL_UP :
vec.Set( 0, 0, 1 );
break;
case DIR_REL_DOWN :
vec.Set( 0, 0, -1 );
break;
case DIR_REL_LEFT :
physicsObj.GetLocalAngles( ang );
ang.ToVectors( NULL, &vec );
vec *= -1;
break;
case DIR_REL_RIGHT :
physicsObj.GetLocalAngles( ang );
ang.ToVectors( NULL, &vec );
break;
case DIR_REL_FORWARD :
physicsObj.GetLocalAngles( ang );
vec = ang.ToForward();
break;
case DIR_REL_BACK :
physicsObj.GetLocalAngles( ang );
vec = ang.ToForward() * -1;
break;
default:
ang.Set( 0, angle, 0 );
vec = GetWorldVector( ang.ToForward() );
break;
}
}
/*
================
idMover::FindGuiTargets
================
*/
void idMover::FindGuiTargets()
{
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
}
/*
==============================
idMover::ClientThink
==============================
*/
void idMover::ClientThink( const int curTime, const float fraction, const bool predict )
{
// HACK. because I'm not sure all the other stuff this will screw up.
// There was a reason we weren't fully interpolating movers ( Which would evaluate bound objects ).
// I just cant remember what it was.
// Evaluating the Team will update the parts that bound to the entity.
// but because we interpolate the master, we don't want to run evaluate on the mover itself.
// sending in true to the interpolatePhysicsOnly will run the TeamChain Evaluate, but only on
// Objects bound to the entity.
if( this->name == "blueshotty_door" || this->name == "redshotty_door" ||
this->name == "Red_blastshield_mover" || this->name == "Blue_blastshield_mover" )
{
InterpolatePhysicsOnly( fraction, true );
}
else
{
InterpolatePhysicsOnly( fraction );
}
Present();
}
/*
==============================
idMover::SetGuiState
key/val will be set to any renderEntity->gui's on the list
==============================
*/
void idMover::SetGuiState( const char* key, const char* val ) const
{
gameLocal.Printf( "Setting %s to %s\n", key, val );
for( int i = 0; i < guiTargets.Num(); i++ )
{
idEntity* ent = guiTargets[ i ].GetEntity();
if( ent )
{
for( int j = 0; j < MAX_RENDERENTITY_GUI; j++ )
{
if( ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ j ] )
{
ent->GetRenderEntity()->gui[ j ]->SetStateString( key, val );
ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.slow.time, true );
}
}
ent->UpdateVisuals();
}
}
}
/*
================
idMover::Event_InitGuiTargets
================
*/
void idMover::Event_FindGuiTargets()
{
FindGuiTargets();
}
/*
================
idMover::SetGuiStates
================
*/
void idMover::SetGuiStates( const char* state )
{
int i;
if( guiTargets.Num() )
{
SetGuiState( "movestate", state );
}
for( i = 0; i < MAX_RENDERENTITY_GUI; i++ )
{
if( renderEntity.gui[ i ] )
{
renderEntity.gui[ i ]->SetStateString( "movestate", state );
renderEntity.gui[ i ]->StateChanged( gameLocal.slow.time, true );
}
}
}
/*
================
idMover::Event_InitGuiTargets
================
*/
void idMover::Event_InitGuiTargets()
{
SetGuiStates( guiBinaryMoverStates[MOVER_POS1] );
}
/***********************************************************************
Translation control functions
***********************************************************************/
/*
================
idMover::Event_StopMoving
================
*/
void idMover::Event_StopMoving()
{
physicsObj.GetLocalOrigin( dest_position );
DoneMoving();
}
/*
================
idMover::DoneMoving
================
*/
void idMover::DoneMoving()
{
if( lastCommand != MOVER_SPLINE )
{
// set our final position so that we get rid of any numerical inaccuracy
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
}
lastCommand = MOVER_NONE;
idThread::ObjectMoveDone( move_thread, this );
move_thread = 0;
StopSound( SND_CHANNEL_BODY, false );
}
/*
================
idMover::UpdateMoveSound
================
*/
void idMover::UpdateMoveSound( moveStage_t stage )
{
switch( stage )
{
case ACCELERATION_STAGE:
{
StartSound( "snd_accel", SND_CHANNEL_BODY2, 0, false, NULL );
StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
break;
}
case LINEAR_STAGE:
{
StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
break;
}
case DECELERATION_STAGE:
{
StopSound( SND_CHANNEL_BODY, false );
StartSound( "snd_decel", SND_CHANNEL_BODY2, 0, false, NULL );
break;
}
case FINISHED_STAGE:
{
StopSound( SND_CHANNEL_BODY, false );
break;
}
}
}
/*
================
idMover::Event_UpdateMove
================
*/
void idMover::Event_UpdateMove()
{
idVec3 org;
physicsObj.GetLocalOrigin( org );
UpdateMoveSound( move.stage );
switch( move.stage )
{
case ACCELERATION_STAGE:
{
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_ACCELLINEAR, gameLocal.slow.time, move.acceleration, org, move.dir, vec3_origin );
if( move.movetime > 0 )
{
move.stage = LINEAR_STAGE;
}
else if( move.deceleration > 0 )
{
move.stage = DECELERATION_STAGE;
}
else
{
move.stage = FINISHED_STAGE;
}
break;
}
case LINEAR_STAGE:
{
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_LINEAR, gameLocal.slow.time, move.movetime, org, move.dir, vec3_origin );
if( move.deceleration )
{
move.stage = DECELERATION_STAGE;
}
else
{
move.stage = FINISHED_STAGE;
}
break;
}
case DECELERATION_STAGE:
{
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_DECELLINEAR, gameLocal.slow.time, move.deceleration, org, move.dir, vec3_origin );
move.stage = FINISHED_STAGE;
break;
}
case FINISHED_STAGE:
{
if( g_debugMover.GetBool() )
{
gameLocal.Printf( "%d: '%s' move done\n", gameLocal.slow.time, name.c_str() );
}
DoneMoving();
break;
}
}
}
/*
================
idMover::BeginMove
================
*/
void idMover::BeginMove( idThread* thread )
{
moveStage_t stage;
idVec3 org;
float dist;
float acceldist;
int totalacceltime;
int at;
int dt;
lastCommand = MOVER_MOVING;
move_thread = 0;
physicsObj.GetLocalOrigin( org );
move_delta = dest_position - org;
if( move_delta.Compare( vec3_zero ) )
{
DoneMoving();
return;
}
// scale times up to whole physics frames
at = idPhysics::SnapTimeToPhysicsFrame( acceltime );
move_time += at - acceltime;
acceltime = at;
dt = idPhysics::SnapTimeToPhysicsFrame( deceltime );
move_time += dt - deceltime;
deceltime = dt;
// if we're moving at a specific speed, we need to calculate the move time
if( move_speed )
{
dist = move_delta.Length();
totalacceltime = acceltime + deceltime;
// calculate the distance we'll move during acceleration and deceleration
acceldist = totalacceltime * 0.5f * 0.001f * move_speed;
if( acceldist >= dist )
{
// going too slow for this distance to move at a constant speed
move_time = totalacceltime;
}
else
{
// calculate move time taking acceleration into account
move_time = totalacceltime + 1000.0f * ( dist - acceldist ) / move_speed;
}
}
// scale time up to a whole physics frames
move_time = idPhysics::SnapTimeToPhysicsFrame( move_time );
if( acceltime )
{
stage = ACCELERATION_STAGE;
}
else if( move_time <= deceltime )
{
stage = DECELERATION_STAGE;
}
else
{
stage = LINEAR_STAGE;
}
at = acceltime;
dt = deceltime;
if( at + dt > move_time )
{
// there's no real correct way to handle this, so we just scale
// the times to fit into the move time in the same proportions
at = idPhysics::SnapTimeToPhysicsFrame( at * move_time / ( at + dt ) );
dt = move_time - at;
}
move_delta = move_delta * ( 1000.0f / ( ( float ) move_time - ( at + dt ) * 0.5f ) );
move.stage = stage;
move.acceleration = at;
move.movetime = move_time - at - dt;
move.deceleration = dt;
move.dir = move_delta;
ProcessEvent( &EV_ReachedPos );
}
/***********************************************************************
Rotation control functions
***********************************************************************/
/*
================
idMover::Event_StopRotating
================
*/
void idMover::Event_StopRotating()
{
physicsObj.GetLocalAngles( dest_angles );
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
DoneRotating();
}
/*
================
idMover::DoneRotating
================
*/
void idMover::DoneRotating()
{
lastCommand = MOVER_NONE;
idThread::ObjectMoveDone( rotate_thread, this );
rotate_thread = 0;
StopSound( SND_CHANNEL_BODY, false );
}
/*
================
idMover::UpdateRotationSound
================
*/
void idMover::UpdateRotationSound( moveStage_t stage )
{
switch( stage )
{
case ACCELERATION_STAGE:
{
StartSound( "snd_accel", SND_CHANNEL_BODY2, 0, false, NULL );
StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
break;
}
case LINEAR_STAGE:
{
StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
break;
}
case DECELERATION_STAGE:
{
StopSound( SND_CHANNEL_BODY, false );
StartSound( "snd_decel", SND_CHANNEL_BODY2, 0, false, NULL );
break;
}
case FINISHED_STAGE:
{
StopSound( SND_CHANNEL_BODY, false );
break;
}
}
}
/*
================
idMover::Event_UpdateRotation
================
*/
void idMover::Event_UpdateRotation()
{
idAngles ang;
physicsObj.GetLocalAngles( ang );
UpdateRotationSound( rot.stage );
switch( rot.stage )
{
case ACCELERATION_STAGE:
{
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_ACCELLINEAR, gameLocal.slow.time, rot.acceleration, ang, rot.rot, ang_zero );
if( rot.movetime > 0 )
{
rot.stage = LINEAR_STAGE;
}
else if( rot.deceleration > 0 )
{
rot.stage = DECELERATION_STAGE;
}
else
{
rot.stage = FINISHED_STAGE;
}
break;
}
case LINEAR_STAGE:
{
if( !stopRotation && !rot.deceleration )
{
physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.slow.time, rot.movetime, ang, rot.rot, ang_zero );
}
else
{
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_LINEAR, gameLocal.slow.time, rot.movetime, ang, rot.rot, ang_zero );
}
if( rot.deceleration )
{
rot.stage = DECELERATION_STAGE;
}
else
{
rot.stage = FINISHED_STAGE;
}
break;
}
case DECELERATION_STAGE:
{
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_DECELLINEAR, gameLocal.slow.time, rot.deceleration, ang, rot.rot, ang_zero );
rot.stage = FINISHED_STAGE;
break;
}
case FINISHED_STAGE:
{
lastCommand = MOVER_NONE;
if( stopRotation )
{
// set our final angles so that we get rid of any numerical inaccuracy
dest_angles.Normalize360();
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
stopRotation = false;
}
else if( physicsObj.GetAngularExtrapolationType() == EXTRAPOLATION_ACCELLINEAR )
{
// keep our angular velocity constant
physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.slow.time, 0, ang, rot.rot, ang_zero );
}
if( g_debugMover.GetBool() )
{
gameLocal.Printf( "%d: '%s' rotation done\n", gameLocal.slow.time, name.c_str() );
}
DoneRotating();
break;
}
}
}
/*
================
idMover::BeginRotation
================
*/
void idMover::BeginRotation( idThread* thread, bool stopwhendone )
{
moveStage_t stage;
idAngles ang;
int at;
int dt;
lastCommand = MOVER_ROTATING;
rotate_thread = 0;
// rotation always uses move_time so that if a move was started before the rotation,
// the rotation will take the same amount of time as the move. If no move has been
// started and no time is set, the rotation takes 1 second.
if( !move_time )
{
move_time = 1;
}
physicsObj.GetLocalAngles( ang );
angle_delta = dest_angles - ang;
if( angle_delta == ang_zero )
{
// set our final angles so that we get rid of any numerical inaccuracy
dest_angles.Normalize360();
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
stopRotation = false;
DoneRotating();
return;
}
// scale times up to whole physics frames
at = idPhysics::SnapTimeToPhysicsFrame( acceltime );
move_time += at - acceltime;
acceltime = at;
dt = idPhysics::SnapTimeToPhysicsFrame( deceltime );
move_time += dt - deceltime;
deceltime = dt;
move_time = idPhysics::SnapTimeToPhysicsFrame( move_time );
if( acceltime )
{
stage = ACCELERATION_STAGE;
}
else if( move_time <= deceltime )
{
stage = DECELERATION_STAGE;
}
else
{
stage = LINEAR_STAGE;
}
at = acceltime;
dt = deceltime;
if( at + dt > move_time )
{
// there's no real correct way to handle this, so we just scale
// the times to fit into the move time in the same proportions
at = idPhysics::SnapTimeToPhysicsFrame( at * move_time / ( at + dt ) );
dt = move_time - at;
}
angle_delta = angle_delta * ( 1000.0f / ( ( float ) move_time - ( at + dt ) * 0.5f ) );
stopRotation = stopwhendone || ( dt != 0 );
rot.stage = stage;
rot.acceleration = at;
rot.movetime = move_time - at - dt;
rot.deceleration = dt;
rot.rot = angle_delta;
ProcessEvent( &EV_ReachedAng );
}
/***********************************************************************
Script callable routines
***********************************************************************/
/*
===============
idMover::Event_TeamBlocked
===============
*/
void idMover::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
if( g_debugMover.GetBool() )
{
gameLocal.Printf( "%d: '%s' stopped due to team member '%s' blocked by '%s'\n", gameLocal.slow.time, name.c_str(), blockedEntity->name.c_str(), blockingEntity->name.c_str() );
}
}
/*
===============
idMover::Event_PartBlocked
===============
*/
void idMover::Event_PartBlocked( idEntity* blockingEntity )
{
if( damage > 0.0f )
{
blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
}
if( g_debugMover.GetBool() )
{
gameLocal.Printf( "%d: '%s' blocked by '%s'\n", gameLocal.slow.time, name.c_str(), blockingEntity->name.c_str() );
}
}
/*
================
idMover::Event_SetMoveSpeed
================
*/
void idMover::Event_SetMoveSpeed( float speed )
{
if( speed <= 0 )
{
gameLocal.Error( "Cannot set speed less than or equal to 0." );
}
move_speed = speed;
move_time = 0; // move_time is calculated for each move when move_speed is non-0
}
/*
================
idMover::Event_SetMoveTime
================
*/
void idMover::Event_SetMoveTime( float time )
{
if( time <= 0 )
{
gameLocal.Error( "Cannot set time less than or equal to 0." );
}
move_speed = 0;
move_time = SEC2MS( time );
}
/*
================
idMover::Event_SetAccellerationTime
================
*/
void idMover::Event_SetAccellerationTime( float time )
{
if( time < 0 )
{
gameLocal.Error( "Cannot set acceleration time less than 0." );
}
acceltime = SEC2MS( time );
}
/*
================
idMover::Event_SetDecelerationTime
================
*/
void idMover::Event_SetDecelerationTime( float time )
{
if( time < 0 )
{
gameLocal.Error( "Cannot set deceleration time less than 0." );
}
deceltime = SEC2MS( time );
}
/*
================
idMover::Event_MoveTo
================
*/
void idMover::Event_MoveTo( idEntity* ent )
{
if( ent == NULL )
{
gameLocal.Warning( "Entity not found" );
return;
}
dest_position = GetLocalCoordinates( ent->GetPhysics()->GetOrigin() );
BeginMove( idThread::CurrentThread() );
}
/*
================
idMover::MoveToPos
================
*/
void idMover::MoveToPos( const idVec3& pos )
{
dest_position = GetLocalCoordinates( pos );
BeginMove( NULL );
}
/*
================
idMover::Event_MoveToPos
================
*/
void idMover::Event_MoveToPos( idVec3& pos )
{
MoveToPos( pos );
}
/*
================
idMover::Event_MoveDir
================
*/
void idMover::Event_MoveDir( float angle, float distance )
{
idVec3 dir;
idVec3 org;
physicsObj.GetLocalOrigin( org );
VectorForDir( angle, dir );
dest_position = org + dir * distance;
BeginMove( idThread::CurrentThread() );
}
/*
================
idMover::Event_MoveAccelerateTo
================
*/
void idMover::Event_MoveAccelerateTo( float speed, float time )
{
float v;
idVec3 org, dir;
int at;
if( time < 0 )
{
gameLocal.Error( "idMover::Event_MoveAccelerateTo: cannot set acceleration time less than 0." );
}
dir = physicsObj.GetLinearVelocity();
v = dir.Normalize();
// if not moving already
if( v == 0.0f )
{
gameLocal.Error( "idMover::Event_MoveAccelerateTo: not moving." );
}
// if already moving faster than the desired speed
if( v >= speed )
{
return;
}
at = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( time ) );
lastCommand = MOVER_MOVING;
physicsObj.GetLocalOrigin( org );
move.stage = ACCELERATION_STAGE;
move.acceleration = at;
move.movetime = 0;
move.deceleration = 0;
StartSound( "snd_accel", SND_CHANNEL_BODY2, 0, false, NULL );
StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_ACCELLINEAR, gameLocal.slow.time, move.acceleration, org, dir * ( speed - v ), dir * v );
}
/*
================
idMover::Event_MoveDecelerateTo
================
*/
void idMover::Event_MoveDecelerateTo( float speed, float time )
{
float v;
idVec3 org, dir;
int dt;
if( time < 0 )
{
gameLocal.Error( "idMover::Event_MoveDecelerateTo: cannot set deceleration time less than 0." );
}
dir = physicsObj.GetLinearVelocity();
v = dir.Normalize();
// if not moving already
if( v == 0.0f )
{
gameLocal.Error( "idMover::Event_MoveDecelerateTo: not moving." );
}
// if already moving slower than the desired speed
if( v <= speed )
{
return;
}
dt = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( time ) );
lastCommand = MOVER_MOVING;
physicsObj.GetLocalOrigin( org );
move.stage = DECELERATION_STAGE;
move.acceleration = 0;
move.movetime = 0;
move.deceleration = dt;
StartSound( "snd_decel", SND_CHANNEL_BODY2, 0, false, NULL );
StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_DECELLINEAR, gameLocal.slow.time, move.deceleration, org, dir * ( v - speed ), dir * speed );
}
/*
================
idMover::Event_RotateDownTo
================
*/
void idMover::Event_RotateDownTo( int axis, float angle )
{
idAngles ang;
if( ( axis < 0 ) || ( axis > 2 ) )
{
gameLocal.Error( "Invalid axis" );
}
physicsObj.GetLocalAngles( ang );
dest_angles[ axis ] = angle;
if( dest_angles[ axis ] > ang[ axis ] )
{
dest_angles[ axis ] -= 360;
}
BeginRotation( idThread::CurrentThread(), true );
}
/*
================
idMover::Event_RotateUpTo
================
*/
void idMover::Event_RotateUpTo( int axis, float angle )
{
idAngles ang;
if( ( axis < 0 ) || ( axis > 2 ) )
{
gameLocal.Error( "Invalid axis" );
}
physicsObj.GetLocalAngles( ang );
dest_angles[ axis ] = angle;
if( dest_angles[ axis ] < ang[ axis ] )
{
dest_angles[ axis ] += 360;
}
BeginRotation( idThread::CurrentThread(), true );
}
/*
================
idMover::Event_RotateTo
================
*/
void idMover::Event_RotateTo( idAngles& angles )
{
dest_angles = angles;
BeginRotation( idThread::CurrentThread(), true );
}
/*
================
idMover::Event_Rotate
================
*/
void idMover::Event_Rotate( idAngles& angles )
{
idAngles ang;
if( rotate_thread )
{
DoneRotating();
}
physicsObj.GetLocalAngles( ang );
dest_angles = ang + angles * ( move_time - ( acceltime + deceltime ) / 2 ) * 0.001f;
BeginRotation( idThread::CurrentThread(), false );
}
/*
================
idMover::Event_RotateOnce
================
*/
void idMover::Event_RotateOnce( idAngles& angles )
{
idAngles ang;
if( rotate_thread )
{
DoneRotating();
}
physicsObj.GetLocalAngles( ang );
dest_angles = ang + angles;
BeginRotation( idThread::CurrentThread(), true );
}
/*
================
idMover::Event_Bob
================
*/
void idMover::Event_Bob( float speed, float phase, idVec3& depth )
{
idVec3 org;
physicsObj.GetLocalOrigin( org );
physicsObj.SetLinearExtrapolation( extrapolation_t( EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP ), speed * 1000 * phase, speed * 500, org, depth * 2.0f, vec3_origin );
}
/*
================
idMover::Event_Sway
================
*/
void idMover::Event_Sway( float speed, float phase, idAngles& depth )
{
idAngles ang, angSpeed;
float duration;
physicsObj.GetLocalAngles( ang );
assert( speed > 0.0f );
duration = idMath::Sqrt( depth[0] * depth[0] + depth[1] * depth[1] + depth[2] * depth[2] ) / speed;
angSpeed = depth / ( duration * idMath::SQRT_1OVER2 );
physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP ), duration * 1000.0f * phase, duration * 1000.0f, ang, angSpeed, ang_zero );
}
/*
================
idMover::Event_OpenPortal
Sets the portal associtated with this mover to be open
================
*/
void idMover::Event_OpenPortal()
{
if( areaPortal )
{
SetPortalState( true );
}
}
/*
================
idMover::Event_ClosePortal
Sets the portal associtated with this mover to be closed
================
*/
void idMover::Event_ClosePortal()
{
if( areaPortal )
{
SetPortalState( false );
}
}
/*
================
idMover::Event_SetAccelSound
================
*/
void idMover::Event_SetAccelSound( const char* sound )
{
// refSound.SetSound( "accel", sound );
}
/*
================
idMover::Event_SetDecelSound
================
*/
void idMover::Event_SetDecelSound( const char* sound )
{
// refSound.SetSound( "decel", sound );
}
/*
================
idMover::Event_SetMoveSound
================
*/
void idMover::Event_SetMoveSound( const char* sound )
{
// refSound.SetSound( "move", sound );
}
/*
================
idMover::Event_EnableSplineAngles
================
*/
void idMover::Event_EnableSplineAngles()
{
useSplineAngles = true;
}
/*
================
idMover::Event_DisableSplineAngles
================
*/
void idMover::Event_DisableSplineAngles()
{
useSplineAngles = false;
}
/*
================
idMover::Event_RemoveInitialSplineAngles
================
*/
void idMover::Event_RemoveInitialSplineAngles()
{
idCurve_Spline<idVec3>* spline;
idAngles ang;
spline = physicsObj.GetSpline();
if( !spline )
{
return;
}
ang = spline->GetCurrentFirstDerivative( 0 ).ToAngles();
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, -ang, ang_zero, ang_zero );
}
/*
================
idMover::Event_StartSpline
================
*/
void idMover::Event_StartSpline( idEntity* splineEntity )
{
idCurve_Spline<idVec3>* spline;
if( !splineEntity )
{
return;
}
// Needed for savegames
splineEnt = splineEntity;
spline = splineEntity->GetSpline();
if( !spline )
{
return;
}
lastCommand = MOVER_SPLINE;
move_thread = 0;
if( acceltime + deceltime > move_time )
{
acceltime = move_time / 2;
deceltime = move_time - acceltime;
}
move.stage = FINISHED_STAGE;
move.acceleration = acceltime;
move.movetime = move_time;
move.deceleration = deceltime;
spline->MakeUniform( move_time );
spline->ShiftTime( gameLocal.slow.time - spline->GetTime( 0 ) );
physicsObj.SetSpline( spline, move.acceleration, move.deceleration, useSplineAngles );
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
}
/*
================
idMover::Event_StopSpline
================
*/
void idMover::Event_StopSpline()
{
physicsObj.SetSpline( NULL, 0, 0, useSplineAngles );
splineEnt = NULL;
}
/*
================
idMover::Event_Activate
================
*/
void idMover::Event_Activate( idEntity* activator )
{
Show();
Event_StartSpline( this );
}
/*
================
idMover::Event_IsMoving
================
*/
void idMover::Event_IsMoving()
{
if( physicsObj.GetLinearExtrapolationType() == EXTRAPOLATION_NONE )
{
idThread::ReturnInt( false );
}
else
{
idThread::ReturnInt( true );
}
}
/*
================
idMover::Event_IsRotating
================
*/
void idMover::Event_IsRotating()
{
if( physicsObj.GetAngularExtrapolationType() == EXTRAPOLATION_NONE )
{
idThread::ReturnInt( false );
}
else
{
idThread::ReturnInt( true );
}
}
/*
================
idMover::WriteToSnapshot
================
*/
void idMover::WriteToSnapshot( idBitMsg& msg ) const
{
physicsObj.WriteToSnapshot( msg );
msg.WriteBits( move.stage, 3 );
msg.WriteBits( rot.stage, 3 );
WriteBindToSnapshot( msg );
WriteGUIToSnapshot( msg );
}
/*
================
idMover::ReadFromSnapshot
================
*/
void idMover::ReadFromSnapshot( const idBitMsg& msg )
{
moveStage_t oldMoveStage = move.stage;
moveStage_t oldRotStage = rot.stage;
physicsObj.ReadFromSnapshot( msg );
move.stage = ( moveStage_t ) msg.ReadBits( 3 );
rot.stage = ( moveStage_t ) msg.ReadBits( 3 );
ReadBindFromSnapshot( msg );
ReadGUIFromSnapshot( msg );
if( msg.HasChanged() )
{
if( move.stage != oldMoveStage )
{
UpdateMoveSound( oldMoveStage );
}
if( rot.stage != oldRotStage )
{
UpdateRotationSound( oldRotStage );
}
UpdateVisuals();
}
}
/*
================
idMover::SetPortalState
================
*/
void idMover::SetPortalState( bool open )
{
assert( areaPortal );
gameLocal.SetPortalState( areaPortal, open ? PS_BLOCK_NONE : PS_BLOCK_ALL );
}
/*
===============================================================================
idSplinePath, holds a spline path to be used by an idMover
===============================================================================
*/
CLASS_DECLARATION( idEntity, idSplinePath )
END_CLASS
/*
================
idSplinePath::idSplinePath
================
*/
idSplinePath::idSplinePath()
{
}
/*
================
idSplinePath::Spawn
================
*/
void idSplinePath::Spawn()
{
}
/*
===============================================================================
idElevator
===============================================================================
*/
const idEventDef EV_PostArrival( "postArrival", NULL );
const idEventDef EV_GotoFloor( "gotoFloor", "d" );
const idEventDef EV_SetGuiStates( "setGuiStates" );
CLASS_DECLARATION( idMover, idElevator )
EVENT( EV_Activate, idElevator::Event_Activate )
EVENT( EV_TeamBlocked, idElevator::Event_TeamBlocked )
EVENT( EV_PartBlocked, idElevator::Event_PartBlocked )
EVENT( EV_PostArrival, idElevator::Event_PostFloorArrival )
EVENT( EV_GotoFloor, idElevator::Event_GotoFloor )
EVENT( EV_Touch, idElevator::Event_Touch )
EVENT( EV_SetGuiStates, idElevator::Event_SetGuiStates )
END_CLASS
/*
================
idElevator::idElevator
================
*/
idElevator::idElevator()
{
state = INIT;
floorInfo.Clear();
currentFloor = 0;
pendingFloor = 0;
lastFloor = 0;
controlsDisabled = false;
lastTouchTime = 0;
returnFloor = 0;
returnTime = 0;
}
/*
================
idElevator::Save
================
*/
void idElevator::Save( idSaveGame* savefile ) const
{
int i;
savefile->WriteInt( ( int )state );
savefile->WriteInt( floorInfo.Num() );
for( i = 0; i < floorInfo.Num(); i++ )
{
savefile->WriteVec3( floorInfo[ i ].pos );
savefile->WriteString( floorInfo[ i ].door );
savefile->WriteInt( floorInfo[ i ].floor );
}
savefile->WriteInt( currentFloor );
savefile->WriteInt( pendingFloor );
savefile->WriteInt( lastFloor );
savefile->WriteBool( controlsDisabled );
savefile->WriteFloat( returnTime );
savefile->WriteInt( returnFloor );
savefile->WriteInt( lastTouchTime );
}
/*
================
idElevator::Restore
================
*/
void idElevator::Restore( idRestoreGame* savefile )
{
int i, num;
savefile->ReadInt( ( int& )state );
savefile->ReadInt( num );
for( i = 0; i < num; i++ )
{
floorInfo_s floor;
savefile->ReadVec3( floor.pos );
savefile->ReadString( floor.door );
savefile->ReadInt( floor.floor );
floorInfo.Append( floor );
}
savefile->ReadInt( currentFloor );
savefile->ReadInt( pendingFloor );
savefile->ReadInt( lastFloor );
savefile->ReadBool( controlsDisabled );
savefile->ReadFloat( returnTime );
savefile->ReadInt( returnFloor );
savefile->ReadInt( lastTouchTime );
}
/*
================
idElevator::Spawn
================
*/
void idElevator::Spawn()
{
idStr str;
int len1;
lastFloor = 0;
currentFloor = 0;
pendingFloor = spawnArgs.GetInt( "floor", "1" );
SetGuiStates( ( pendingFloor == 1 ) ? guiBinaryMoverStates[0] : guiBinaryMoverStates[1] );
returnTime = spawnArgs.GetFloat( "returnTime" );
returnFloor = spawnArgs.GetInt( "returnFloor" );
len1 = strlen( "floorPos_" );
const idKeyValue* kv = spawnArgs.MatchPrefix( "floorPos_", NULL );
while( kv )
{
str = kv->GetKey().Right( kv->GetKey().Length() - len1 );
floorInfo_s fi;
fi.floor = atoi( str );
fi.door = spawnArgs.GetString( va( "floorDoor_%i", fi.floor ) );
fi.pos = spawnArgs.GetVector( kv->GetKey() );
floorInfo.Append( fi );
kv = spawnArgs.MatchPrefix( "floorPos_", kv );
}
lastTouchTime = 0;
state = INIT;
BecomeActive( TH_THINK | TH_PHYSICS );
PostEventMS( &EV_Mover_InitGuiTargets, 0 );
controlsDisabled = false;
}
/*
==============
idElevator::Event_Touch
===============
*/
void idElevator::Event_Touch( idEntity* other, trace_t* trace )
{
if( common->IsClient() )
{
return;
}
if( gameLocal.slow.time < lastTouchTime + 2000 )
{
return;
}
if( !other->IsType( idPlayer::Type ) )
{
return;
}
lastTouchTime = gameLocal.slow.time;
if( thinkFlags & TH_PHYSICS )
{
return;
}
int triggerFloor = spawnArgs.GetInt( "triggerFloor" );
if( spawnArgs.GetBool( "trigger" ) && triggerFloor != currentFloor )
{
PostEventSec( &EV_GotoFloor, 0.25f, triggerFloor );
}
}
/*
================
idElevator::Think
================
*/
void idElevator::Think()
{
idVec3 masterOrigin;
idMat3 masterAxis;
idDoor* doorent = GetDoor( spawnArgs.GetString( "innerdoor" ) );
if( state == INIT )
{
state = IDLE;
if( doorent )
{
doorent->BindTeam( this );
doorent->spawnArgs.Set( "snd_open", "" );
doorent->spawnArgs.Set( "snd_close", "" );
doorent->spawnArgs.Set( "snd_opened", "" );
}
for( int i = 0; i < floorInfo.Num(); i++ )
{
idDoor* door = GetDoor( floorInfo[i].door );
if( door )
{
door->SetCompanion( doorent );
}
}
Event_GotoFloor( pendingFloor );
DisableAllDoors();
SetGuiStates( ( pendingFloor == 1 ) ? guiBinaryMoverStates[0] : guiBinaryMoverStates[1] );
}
else if( state == WAITING_ON_DOORS )
{
state = IDLE;
if( doorent != NULL && doorent->IsOpen() )
{
state = WAITING_ON_DOORS;
}
else
{
for( int i = 0; i < floorInfo.Num(); i++ )
{
idDoor* door = GetDoor( floorInfo[i].door );
if( door != NULL && door->IsOpen() )
{
state = WAITING_ON_DOORS;
break;
}
}
}
if( state == IDLE )
{
lastFloor = currentFloor;
currentFloor = pendingFloor;
floorInfo_s* fi = GetFloorInfo( currentFloor );
if( fi )
{
MoveToPos( fi->pos );
}
}
}
RunPhysics();
Present();
}
/*
================
idElevator::Event_Activate
================
*/
void idElevator::Event_Activate( idEntity* activator )
{
int triggerFloor = spawnArgs.GetInt( "triggerFloor" );
if( spawnArgs.GetBool( "trigger" ) && triggerFloor != currentFloor )
{
Event_GotoFloor( triggerFloor );
}
}
/*
================
idElevator::Event_TeamBlocked
================
*/
void idElevator::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
if( blockedEntity == this )
{
Event_GotoFloor( lastFloor );
}
else if( blockedEntity && blockedEntity->IsType( idDoor::Type ) )
{
// open the inner doors if one is blocked
idDoor* blocked = static_cast<idDoor*>( blockedEntity );
idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
if( door != NULL && blocked->GetMoveMaster() == door->GetMoveMaster() )
{
door->SetBlocked( true );
OpenInnerDoor();
OpenFloorDoor( currentFloor );
}
}
}
/*
===============
idElevator::HandleSingleGuiCommand
===============
*/
bool idElevator::HandleSingleGuiCommand( idEntity* entityGui, idLexer* src )
{
idToken token;
if( controlsDisabled )
{
return false;
}
if( !src->ReadToken( &token ) )
{
return false;
}
if( token == ";" )
{
return false;
}
if( token.Icmp( "changefloor" ) == 0 )
{
if( src->ReadToken( &token ) )
{
int newFloor = atoi( token );
if( newFloor == currentFloor )
{
// open currentFloor and interior doors
OpenInnerDoor();
OpenFloorDoor( currentFloor );
}
else
{
ProcessEvent( &EV_GotoFloor, newFloor );
}
return true;
}
}
src->UnreadToken( &token );
return false;
}
/*
================
idElevator::OpenFloorDoor
================
*/
void idElevator::OpenFloorDoor( int floor )
{
floorInfo_s* fi = GetFloorInfo( floor );
if( fi )
{
idDoor* door = GetDoor( fi->door );
if( door )
{
door->Open();
}
}
}
/*
================
idElevator::OpenInnerDoor
================
*/
void idElevator::OpenInnerDoor()
{
idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
if( door )
{
door->Open();
}
}
/*
================
idElevator::GetFloorInfo
================
*/
floorInfo_s* idElevator::GetFloorInfo( int floor )
{
for( int i = 0; i < floorInfo.Num(); i++ )
{
if( floorInfo[i].floor == floor )
{
return &floorInfo[i];
}
}
return NULL;
}
/*
================
idElevator::Event_GotoFloor
================
*/
void idElevator::Event_GotoFloor( int floor )
{
floorInfo_s* fi = GetFloorInfo( floor );
if( fi )
{
DisableAllDoors();
CloseAllDoors();
state = WAITING_ON_DOORS;
pendingFloor = floor;
}
// If the inner door is blocked, repost this event
idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
if( door )
{
if( door->IsBlocked() || door->IsOpen() )
{
PostEventSec( &EV_GotoFloor, 0.5f, floor );
}
}
}
/*
================
idElevator::BeginMove
================
*/
void idElevator::BeginMove( idThread* thread )
{
controlsDisabled = true;
CloseAllDoors();
DisableAllDoors();
const idKeyValue* kv = spawnArgs.MatchPrefix( "statusGui" );
while( kv )
{
idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
if( ent )
{
for( int j = 0; j < MAX_RENDERENTITY_GUI; j++ )
{
if( ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ j ] )
{
ent->GetRenderEntity()->gui[ j ]->SetStateString( "floor", "" );
ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.slow.time, true );
}
}
ent->UpdateVisuals();
}
kv = spawnArgs.MatchPrefix( "statusGui", kv );
}
SetGuiStates( ( pendingFloor == 1 ) ? guiBinaryMoverStates[3] : guiBinaryMoverStates[2] );
idMover::BeginMove( thread );
}
/*
================
idElevator::GetDoor
================
*/
idDoor* idElevator::GetDoor( const char* name )
{
idEntity* ent;
idEntity* master;
idDoor* doorEnt;
doorEnt = NULL;
if( name && *name )
{
ent = gameLocal.FindEntity( name );
if( ent && ent->IsType( idDoor::Type ) )
{
doorEnt = static_cast<idDoor*>( ent );
master = doorEnt->GetMoveMaster();
if( master != doorEnt )
{
if( master->IsType( idDoor::Type ) )
{
doorEnt = static_cast<idDoor*>( master );
}
else
{
doorEnt = NULL;
}
}
}
}
return doorEnt;
}
/*
================
idElevator::Event_PostFloorArrival
================
*/
void idElevator::Event_PostFloorArrival()
{
OpenFloorDoor( currentFloor );
OpenInnerDoor();
SetGuiStates( ( currentFloor == 1 ) ? guiBinaryMoverStates[0] : guiBinaryMoverStates[1] );
controlsDisabled = false;
if( returnTime > 0.0f && returnFloor != currentFloor )
{
PostEventSec( &EV_GotoFloor, returnTime, returnFloor );
}
}
void idElevator::Event_SetGuiStates()
{
SetGuiStates( ( currentFloor == 1 ) ? guiBinaryMoverStates[0] : guiBinaryMoverStates[1] );
}
/*
================
idElevator::DoneMoving
================
*/
void idElevator::DoneMoving()
{
idMover::DoneMoving();
EnableProperDoors();
const idKeyValue* kv = spawnArgs.MatchPrefix( "statusGui" );
while( kv )
{
idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
if( ent )
{
for( int j = 0; j < MAX_RENDERENTITY_GUI; j++ )
{
if( ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ j ] )
{
ent->GetRenderEntity()->gui[ j ]->SetStateString( "floor", va( "%i", currentFloor ) );
ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.slow.time, true );
}
}
ent->UpdateVisuals();
}
kv = spawnArgs.MatchPrefix( "statusGui", kv );
}
if( spawnArgs.GetInt( "pauseOnFloor", "-1" ) == currentFloor )
{
PostEventSec( &EV_PostArrival, spawnArgs.GetFloat( "pauseTime" ) );
}
else
{
Event_PostFloorArrival();
}
}
/*
================
idElevator::CloseAllDoors
================
*/
void idElevator::CloseAllDoors()
{
idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
if( door )
{
door->Close();
}
for( int i = 0; i < floorInfo.Num(); i++ )
{
door = GetDoor( floorInfo[i].door );
if( door )
{
door->Close();
}
}
}
/*
================
idElevator::DisableAllDoors
================
*/
void idElevator::DisableAllDoors()
{
idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
if( door )
{
door->Enable( false );
}
for( int i = 0; i < floorInfo.Num(); i++ )
{
door = GetDoor( floorInfo[i].door );
if( door )
{
door->Enable( false );
}
}
}
/*
================
idElevator::EnableProperDoors
================
*/
void idElevator::EnableProperDoors()
{
idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
if( door )
{
door->Enable( true );
}
for( int i = 0; i < floorInfo.Num(); i++ )
{
if( floorInfo[i].floor == currentFloor )
{
door = GetDoor( floorInfo[i].door );
if( door )
{
door->Enable( true );
break;
}
}
}
}
/*
===============================================================================
idMover_Binary
Doors, plats, and buttons are all binary (two position) movers
Pos1 is "at rest", pos2 is "activated"
===============================================================================
*/
const idEventDef EV_Mover_ReturnToPos1( "<returntopos1>", NULL );
const idEventDef EV_Mover_MatchTeam( "<matchteam>", "dd" );
const idEventDef EV_Mover_Enable( "enable", NULL );
const idEventDef EV_Mover_Disable( "disable", NULL );
CLASS_DECLARATION( idEntity, idMover_Binary )
EVENT( EV_FindGuiTargets, idMover_Binary::Event_FindGuiTargets )
EVENT( EV_Thread_SetCallback, idMover_Binary::Event_SetCallback )
EVENT( EV_Mover_ReturnToPos1, idMover_Binary::Event_ReturnToPos1 )
EVENT( EV_Activate, idMover_Binary::Event_Use_BinaryMover )
EVENT( EV_ReachedPos, idMover_Binary::Event_Reached_BinaryMover )
EVENT( EV_Mover_MatchTeam, idMover_Binary::Event_MatchActivateTeam )
EVENT( EV_Mover_Enable, idMover_Binary::Event_Enable )
EVENT( EV_Mover_Disable, idMover_Binary::Event_Disable )
EVENT( EV_Mover_OpenPortal, idMover_Binary::Event_OpenPortal )
EVENT( EV_Mover_ClosePortal, idMover_Binary::Event_ClosePortal )
EVENT( EV_Mover_InitGuiTargets, idMover_Binary::Event_InitGuiTargets )
END_CLASS
/*
================
idMover_Binary::idMover_Binary()
================
*/
idMover_Binary::idMover_Binary()
{
pos1.Zero();
pos2.Zero();
moverState = MOVER_POS1;
moveMaster = NULL;
activateChain = NULL;
soundPos1 = 0;
sound1to2 = 0;
sound2to1 = 0;
soundPos2 = 0;
soundLoop = 0;
wait = 0.0f;
damage = 0.0f;
duration = 0;
accelTime = 0;
decelTime = 0;
activatedBy = this;
stateStartTime = 0;
team.Clear();
enabled = false;
move_thread = 0;
updateStatus = 0;
areaPortal = 0;
blocked = false;
playerOnly = false;
fl.networkSync = true;
}
/*
================
idMover_Binary::~idMover_Binary
================
*/
idMover_Binary::~idMover_Binary()
{
idMover_Binary* mover;
// if this is the mover master
if( this == moveMaster )
{
// make the next mover in the chain the move master
for( mover = moveMaster; mover; mover = mover->activateChain )
{
mover->moveMaster = this->activateChain;
}
}
else
{
// remove mover from the activate chain
for( mover = moveMaster; mover; mover = mover->activateChain )
{
if( mover->activateChain == this )
{
mover->activateChain = this->activateChain;
break;
}
}
}
}
/*
================
idMover_Binary::Save
================
*/
void idMover_Binary::Save( idSaveGame* savefile ) const
{
int i;
savefile->WriteVec3( pos1 );
savefile->WriteVec3( pos2 );
savefile->WriteInt( ( moverState_t )moverState );
savefile->WriteObject( moveMaster );
savefile->WriteObject( activateChain );
savefile->WriteInt( soundPos1 );
savefile->WriteInt( sound1to2 );
savefile->WriteInt( sound2to1 );
savefile->WriteInt( soundPos2 );
savefile->WriteInt( soundLoop );
savefile->WriteFloat( wait );
savefile->WriteFloat( damage );
savefile->WriteInt( duration );
savefile->WriteInt( accelTime );
savefile->WriteInt( decelTime );
activatedBy.Save( savefile );
savefile->WriteInt( stateStartTime );
savefile->WriteString( team );
savefile->WriteBool( enabled );
savefile->WriteInt( move_thread );
savefile->WriteInt( updateStatus );
savefile->WriteInt( buddies.Num() );
for( i = 0; i < buddies.Num(); i++ )
{
savefile->WriteString( buddies[ i ] );
}
savefile->WriteStaticObject( physicsObj );
savefile->WriteInt( areaPortal );
if( areaPortal )
{
savefile->WriteInt( gameRenderWorld->GetPortalState( areaPortal ) );
}
savefile->WriteBool( blocked );
savefile->WriteBool( playerOnly );
savefile->WriteInt( guiTargets.Num() );
for( i = 0; i < guiTargets.Num(); i++ )
{
guiTargets[ i ].Save( savefile );
}
}
/*
================
idMover_Binary::Restore
================
*/
void idMover_Binary::Restore( idRestoreGame* savefile )
{
int i, num, portalState;
idStr temp;
savefile->ReadVec3( pos1 );
savefile->ReadVec3( pos2 );
savefile->ReadInt( ( int& )moverState );
savefile->ReadObject( reinterpret_cast<idClass*&>( moveMaster ) );
savefile->ReadObject( reinterpret_cast<idClass*&>( activateChain ) );
savefile->ReadInt( soundPos1 );
savefile->ReadInt( sound1to2 );
savefile->ReadInt( sound2to1 );
savefile->ReadInt( soundPos2 );
savefile->ReadInt( soundLoop );
savefile->ReadFloat( wait );
savefile->ReadFloat( damage );
savefile->ReadInt( duration );
savefile->ReadInt( accelTime );
savefile->ReadInt( decelTime );
activatedBy.Restore( savefile );
savefile->ReadInt( stateStartTime );
savefile->ReadString( team );
savefile->ReadBool( enabled );
savefile->ReadInt( move_thread );
savefile->ReadInt( updateStatus );
savefile->ReadInt( num );
for( i = 0; i < num; i++ )
{
savefile->ReadString( temp );
buddies.Append( temp );
}
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadInt( areaPortal );
if( areaPortal )
{
savefile->ReadInt( portalState );
gameLocal.SetPortalState( areaPortal, portalState );
}
savefile->ReadBool( blocked );
savefile->ReadBool( playerOnly );
guiTargets.Clear();
savefile->ReadInt( num );
guiTargets.SetNum( num );
for( i = 0; i < num; i++ )
{
guiTargets[ i ].Restore( savefile );
}
}
/*
================
idMover_Binary::Spawn
Base class for all movers.
"wait" wait before returning (3 default, -1 = never return)
"speed" movement speed
================
*/
void idMover_Binary::Spawn()
{
idEntity* ent;
const char* temp;
move_thread = 0;
enabled = true;
areaPortal = 0;
activateChain = NULL;
spawnArgs.GetFloat( "wait", "0", wait );
spawnArgs.GetInt( "updateStatus", "0", updateStatus );
const idKeyValue* kv = spawnArgs.MatchPrefix( "buddy", NULL );
while( kv )
{
buddies.Append( kv->GetValue() );
kv = spawnArgs.MatchPrefix( "buddy", kv );
}
spawnArgs.GetString( "team", "", &temp );
team = temp;
if( !team.Length() )
{
ent = this;
}
else
{
// find the first entity spawned on this team (which could be us)
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() )
{
if( ent->IsType( idMover_Binary::Type ) && !idStr::Icmp( static_cast<idMover_Binary*>( ent )->team.c_str(), temp ) )
{
break;
}
}
if( !ent )
{
ent = this;
}
}
moveMaster = static_cast<idMover_Binary*>( ent );
// create a physics team for the binary mover parts
if( ent != this )
{
JoinTeam( ent );
}
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetClipMask( MASK_SOLID );
if( !spawnArgs.GetBool( "solid", "1" ) )
{
physicsObj.SetContents( 0 );
}
if( !spawnArgs.GetBool( "nopush" ) )
{
physicsObj.SetPusher( 0 );
}
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, GetPhysics()->GetAxis().ToAngles(), ang_zero, ang_zero );
SetPhysics( &physicsObj );
if( moveMaster != this )
{
JoinActivateTeam( moveMaster );
}
idBounds soundOrigin;
idMover_Binary* slave;
soundOrigin.Clear();
for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
{
soundOrigin += slave->GetPhysics()->GetAbsBounds();
}
moveMaster->refSound.origin = soundOrigin.GetCenter();
if( spawnArgs.MatchPrefix( "guiTarget" ) )
{
if( gameLocal.GameState() == GAMESTATE_STARTUP )
{
PostEventMS( &EV_FindGuiTargets, 0 );
}
else
{
// not during spawn, so it's ok to get the targets
FindGuiTargets();
}
}
}
/*
===============
idMover_Binary::GetMovedir
The editor only specifies a single value for angles (yaw),
but we have special constants to generate an up or down direction.
Angles will be cleared, because it is being used to represent a direction
instead of an orientation.
===============
*/
void idMover_Binary::GetMovedir( float angle, idVec3& movedir )
{
if( angle == -1 )
{
movedir.Set( 0, 0, 1 );
}
else if( angle == -2 )
{
movedir.Set( 0, 0, -1 );
}
else
{
movedir = idAngles( 0, angle, 0 ).ToForward();
}
}
/*
================
idMover_Binary::Event_SetCallback
================
*/
void idMover_Binary::Event_SetCallback()
{
if( ( moverState == MOVER_1TO2 ) || ( moverState == MOVER_2TO1 ) )
{
move_thread = idThread::CurrentThreadNum();
idThread::ReturnInt( true );
}
else
{
idThread::ReturnInt( false );
}
}
/*
===============
idMover_Binary::UpdateMoverSound
===============
*/
void idMover_Binary::UpdateMoverSound( moverState_t state )
{
if( moveMaster == this )
{
switch( state )
{
case MOVER_POS1:
break;
case MOVER_POS2:
break;
case MOVER_1TO2:
StartSound( "snd_open", SND_CHANNEL_ANY, 0, false, NULL );
break;
case MOVER_2TO1:
StartSound( "snd_close", SND_CHANNEL_ANY, 0, false, NULL );
break;
}
}
}
/*
===============
idMover_Binary::SetMoverState
===============
*/
void idMover_Binary::SetMoverState( moverState_t newstate, int time )
{
idVec3 delta;
moverState = newstate;
move_thread = 0;
UpdateMoverSound( newstate );
stateStartTime = time;
switch( moverState )
{
case MOVER_POS1:
{
Signal( SIG_MOVER_POS1 );
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, time, 0, pos1, vec3_origin, vec3_origin );
break;
}
case MOVER_POS2:
{
Signal( SIG_MOVER_POS2 );
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, time, 0, pos2, vec3_origin, vec3_origin );
break;
}
case MOVER_1TO2:
{
Signal( SIG_MOVER_1TO2 );
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_LINEAR, time, duration, pos1, ( pos2 - pos1 ) * 1000.0f / duration, vec3_origin );
if( accelTime != 0 || decelTime != 0 )
{
physicsObj.SetLinearInterpolation( time, accelTime, decelTime, duration, pos1, pos2 );
}
else
{
physicsObj.SetLinearInterpolation( 0, 0, 0, 0, pos1, pos2 );
}
break;
}
case MOVER_2TO1:
{
Signal( SIG_MOVER_2TO1 );
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_LINEAR, time, duration, pos2, ( pos1 - pos2 ) * 1000.0f / duration, vec3_origin );
if( accelTime != 0 || decelTime != 0 )
{
physicsObj.SetLinearInterpolation( time, accelTime, decelTime, duration, pos2, pos1 );
}
else
{
physicsObj.SetLinearInterpolation( 0, 0, 0, 0, pos1, pos2 );
}
break;
}
}
}
/*
================
idMover_Binary::MatchActivateTeam
All entities in a mover team will move from pos1 to pos2
in the same amount of time
================
*/
void idMover_Binary::MatchActivateTeam( moverState_t newstate, int time )
{
idMover_Binary* slave;
for( slave = this; slave != NULL; slave = slave->activateChain )
{
slave->SetMoverState( newstate, time );
}
}
/*
================
idMover_Binary::Enable
================
*/
void idMover_Binary::Enable( bool b )
{
enabled = b;
}
/*
================
idMover_Binary::Event_MatchActivateTeam
================
*/
void idMover_Binary::Event_MatchActivateTeam( moverState_t newstate, int time )
{
MatchActivateTeam( newstate, time );
}
/*
================
idMover_Binary::BindTeam
All entities in a mover team will be bound
================
*/
void idMover_Binary::BindTeam( idEntity* bindTo )
{
idMover_Binary* slave;
for( slave = this; slave != NULL; slave = slave->activateChain )
{
slave->Bind( bindTo, true );
}
}
/*
================
idMover_Binary::JoinActivateTeam
Set all entities in a mover team to be enabled
================
*/
void idMover_Binary::JoinActivateTeam( idMover_Binary* master )
{
this->activateChain = master->activateChain;
master->activateChain = this;
}
/*
================
idMover_Binary::Event_Enable
Set all entities in a mover team to be enabled
================
*/
void idMover_Binary::Event_Enable()
{
idMover_Binary* slave;
for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
{
slave->Enable( false );
}
}
/*
================
idMover_Binary::Event_Disable
Set all entities in a mover team to be disabled
================
*/
void idMover_Binary::Event_Disable()
{
idMover_Binary* slave;
for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
{
slave->Enable( false );
}
}
/*
================
idMover_Binary::Event_OpenPortal
Sets the portal associtated with this mover to be open
================
*/
void idMover_Binary::Event_OpenPortal()
{
idMover_Binary* slave;
for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
{
if( slave->areaPortal )
{
slave->SetPortalState( true );
}
if( slave->playerOnly )
{
gameLocal.SetAASAreaState( slave->GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, false );
}
}
}
/*
================
idMover_Binary::Event_ClosePortal
Sets the portal associtated with this mover to be closed
================
*/
void idMover_Binary::Event_ClosePortal()
{
idMover_Binary* slave;
for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
{
if( !slave->IsHidden() )
{
if( slave->areaPortal )
{
slave->SetPortalState( false );
}
if( slave->playerOnly )
{
gameLocal.SetAASAreaState( slave->GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, true );
}
}
}
}
/*
================
idMover_Binary::Event_ReturnToPos1
================
*/
void idMover_Binary::Event_ReturnToPos1()
{
MatchActivateTeam( MOVER_2TO1, gameLocal.slow.time );
}
/*
================
idMover_Binary::Event_Reached_BinaryMover
================
*/
void idMover_Binary::Event_Reached_BinaryMover()
{
if( moverState == MOVER_1TO2 )
{
// reached pos2
idThread::ObjectMoveDone( move_thread, this );
move_thread = 0;
if( moveMaster == this )
{
StartSound( "snd_opened", SND_CHANNEL_ANY, 0, false, NULL );
}
SetMoverState( MOVER_POS2, gameLocal.slow.time );
SetGuiStates( guiBinaryMoverStates[MOVER_POS2] );
UpdateBuddies( 1 );
if( enabled && wait >= 0 && !spawnArgs.GetBool( "toggle" ) )
{
// return to pos1 after a delay
PostEventSec( &EV_Mover_ReturnToPos1, wait );
}
// fire targets
ActivateTargets( moveMaster->GetActivator() );
SetBlocked( false );
}
else if( moverState == MOVER_2TO1 )
{
// reached pos1
idThread::ObjectMoveDone( move_thread, this );
move_thread = 0;
SetMoverState( MOVER_POS1, gameLocal.slow.time );
SetGuiStates( guiBinaryMoverStates[MOVER_POS1] );
UpdateBuddies( 0 );
// close areaportals
if( moveMaster == this )
{
ProcessEvent( &EV_Mover_ClosePortal );
}
if( enabled && wait >= 0 && spawnArgs.GetBool( "continuous" ) )
{
PostEventSec( &EV_Activate, wait, this );
}
SetBlocked( false );
}
else
{
gameLocal.Error( "Event_Reached_BinaryMover: bad moverState" );
}
}
/*
================
idMover_Binary::GotoPosition1
================
*/
void idMover_Binary::GotoPosition1()
{
idMover_Binary* slave;
int partial;
// only the master should control this
if( moveMaster != this )
{
moveMaster->GotoPosition1();
return;
}
SetGuiStates( guiBinaryMoverStates[MOVER_2TO1] );
if( ( moverState == MOVER_POS1 ) || ( moverState == MOVER_2TO1 ) )
{
// already there, or on the way
return;
}
if( moverState == MOVER_POS2 )
{
for( slave = this; slave != NULL; slave = slave->activateChain )
{
slave->CancelEvents( &EV_Mover_ReturnToPos1 );
}
ProcessEvent( &EV_Mover_ReturnToPos1 );
return;
}
// only partway up before reversing
if( moverState == MOVER_1TO2 )
{
// use the physics times because this might be executed during the physics simulation
partial = physicsObj.GetLinearEndTime() - physicsObj.GetTime();
assert( partial >= 0 );
if( partial < 0 )
{
partial = 0;
}
MatchActivateTeam( MOVER_2TO1, physicsObj.GetTime() - partial );
// if already at at position 1 (partial == duration) execute the reached event
if( partial >= duration )
{
Event_Reached_BinaryMover();
}
}
}
/*
================
idMover_Binary::GotoPosition2
================
*/
void idMover_Binary::GotoPosition2()
{
int partial;
// only the master should control this
if( moveMaster != this )
{
moveMaster->GotoPosition2();
return;
}
SetGuiStates( guiBinaryMoverStates[MOVER_1TO2] );
if( ( moverState == MOVER_POS2 ) || ( moverState == MOVER_1TO2 ) )
{
// already there, or on the way
return;
}
if( moverState == MOVER_POS1 )
{
MatchActivateTeam( MOVER_1TO2, gameLocal.slow.time );
// open areaportal
ProcessEvent( &EV_Mover_OpenPortal );
return;
}
// only partway up before reversing
if( moverState == MOVER_2TO1 )
{
// use the physics times because this might be executed during the physics simulation
partial = physicsObj.GetLinearEndTime() - physicsObj.GetTime();
assert( partial >= 0 );
if( partial < 0 )
{
partial = 0;
}
MatchActivateTeam( MOVER_1TO2, physicsObj.GetTime() - partial );
// if already at at position 2 (partial == duration) execute the reached event
if( partial >= duration )
{
Event_Reached_BinaryMover();
}
}
}
/*
================
idMover_Binary::UpdateBuddies
================
*/
void idMover_Binary::UpdateBuddies( int val )
{
int i, c;
if( updateStatus == 2 )
{
c = buddies.Num();
for( i = 0; i < c; i++ )
{
idEntity* buddy = gameLocal.FindEntity( buddies[i] );
if( buddy )
{
buddy->SetShaderParm( SHADERPARM_MODE, val );
buddy->UpdateVisuals();
}
}
}
}
/*
================
idMover_Binary::SetGuiStates
================
*/
void idMover_Binary::SetGuiStates( const char* state )
{
if( guiTargets.Num() )
{
SetGuiState( "movestate", state );
}
idMover_Binary* mb = activateChain;
while( mb )
{
if( mb->guiTargets.Num() )
{
mb->SetGuiState( "movestate", state );
}
mb = mb->activateChain;
}
}
/*
================
idMover_Binary::Use_BinaryMover
================
*/
void idMover_Binary::Use_BinaryMover( idEntity* activator )
{
// only the master should be used
if( moveMaster != this )
{
moveMaster->Use_BinaryMover( activator );
return;
}
if( !enabled )
{
return;
}
activatedBy = activator;
if( moverState == MOVER_POS1 )
{
// FIXME: start moving 1 ms later, because if this was player
// triggered, gameLocal.time hasn't been advanced yet
MatchActivateTeam( MOVER_1TO2, gameLocal.slow.time + 1 );
SetGuiStates( guiBinaryMoverStates[MOVER_1TO2] );
// open areaportal
ProcessEvent( &EV_Mover_OpenPortal );
return;
}
// if all the way up, just delay before coming down
if( moverState == MOVER_POS2 )
{
idMover_Binary* slave;
if( wait == -1 )
{
return;
}
SetGuiStates( guiBinaryMoverStates[MOVER_2TO1] );
for( slave = this; slave != NULL; slave = slave->activateChain )
{
slave->CancelEvents( &EV_Mover_ReturnToPos1 );
slave->PostEventSec( &EV_Mover_ReturnToPos1, spawnArgs.GetBool( "toggle" ) ? 0 : wait );
}
return;
}
// only partway down before reversing
if( moverState == MOVER_2TO1 )
{
GotoPosition2();
return;
}
// only partway up before reversing
if( moverState == MOVER_1TO2 )
{
GotoPosition1();
return;
}
}
/*
================
idMover_Binary::Event_Use_BinaryMover
================
*/
void idMover_Binary::Event_Use_BinaryMover( idEntity* activator )
{
Use_BinaryMover( activator );
}
/*
================
idMover_Binary::PreBind
================
*/
void idMover_Binary::PreBind()
{
pos1 = GetWorldCoordinates( pos1 );
pos2 = GetWorldCoordinates( pos2 );
}
/*
================
idMover_Binary::PostBind
================
*/
void idMover_Binary::PostBind()
{
pos1 = GetLocalCoordinates( pos1 );
pos2 = GetLocalCoordinates( pos2 );
}
/*
================
idMover_Binary::FindGuiTargets
================
*/
void idMover_Binary::FindGuiTargets()
{
gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
}
/*
==============================
idMover_Binary::SetGuiState
key/val will be set to any renderEntity->gui's on the list
==============================
*/
void idMover_Binary::SetGuiState( const char* key, const char* val ) const
{
int i;
for( i = 0; i < guiTargets.Num(); i++ )
{
idEntity* ent = guiTargets[ i ].GetEntity();
if( ent )
{
for( int j = 0; j < MAX_RENDERENTITY_GUI; j++ )
{
if( ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ j ] )
{
ent->GetRenderEntity()->gui[ j ]->SetStateString( key, val );
ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.slow.time, true );
}
}
ent->UpdateVisuals();
}
}
}
/*
================
idMover_Binary::Event_InitGuiTargets
================
*/
void idMover_Binary::Event_FindGuiTargets()
{
FindGuiTargets();
}
/*
================
idMover_Binary::Event_InitGuiTargets
================
*/
void idMover_Binary::Event_InitGuiTargets()
{
if( guiTargets.Num() )
{
SetGuiState( "movestate", guiBinaryMoverStates[MOVER_POS1] );
}
}
/*
================
idMover_Binary::InitSpeed
pos1, pos2, and speed are passed in so the movement delta can be calculated
================
*/
void idMover_Binary::InitSpeed( idVec3& mpos1, idVec3& mpos2, float mspeed, float maccelTime, float mdecelTime )
{
idVec3 move;
float distance;
float speed;
pos1 = mpos1;
pos2 = mpos2;
accelTime = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( maccelTime ) );
decelTime = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( mdecelTime ) );
speed = mspeed ? mspeed : 100;
// calculate time to reach second position from speed
move = pos2 - pos1;
distance = move.Length();
duration = idPhysics::SnapTimeToPhysicsFrame( distance * 1000 / speed );
if( duration <= 0 )
{
duration = 1;
}
moverState = MOVER_POS1;
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, pos1, vec3_origin, vec3_origin );
physicsObj.SetLinearInterpolation( 0, 0, 0, 0, vec3_origin, vec3_origin );
SetOrigin( pos1 );
PostEventMS( &EV_Mover_InitGuiTargets, 0 );
}
/*
================
idMover_Binary::InitTime
pos1, pos2, and time are passed in so the movement delta can be calculated
================
*/
void idMover_Binary::InitTime( idVec3& mpos1, idVec3& mpos2, float mtime, float maccelTime, float mdecelTime )
{
pos1 = mpos1;
pos2 = mpos2;
accelTime = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( maccelTime ) );
decelTime = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( mdecelTime ) );
duration = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( mtime ) );
if( duration <= 0 )
{
duration = 1;
}
moverState = MOVER_POS1;
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, pos1, vec3_origin, vec3_origin );
physicsObj.SetLinearInterpolation( 0, 0, 0, 0, vec3_origin, vec3_origin );
SetOrigin( pos1 );
PostEventMS( &EV_Mover_InitGuiTargets, 0 );
}
/*
================
idMover_Binary::SetBlocked
================
*/
void idMover_Binary::SetBlocked( bool b )
{
for( idMover_Binary* slave = moveMaster; slave != NULL; slave = slave->activateChain )
{
slave->blocked = b;
if( b )
{
const idKeyValue* kv = slave->spawnArgs.MatchPrefix( "triggerBlocked" );
while( kv )
{
idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
if( ent )
{
ent->PostEventMS( &EV_Activate, 0, moveMaster->GetActivator() );
}
kv = slave->spawnArgs.MatchPrefix( "triggerBlocked", kv );
}
}
}
}
/*
================
idMover_Binary::IsBlocked
================
*/
bool idMover_Binary::IsBlocked()
{
return blocked;
}
/*
================
idMover_Binary::GetActivator
================
*/
idEntity* idMover_Binary::GetActivator() const
{
return activatedBy.GetEntity();
}
/*
================
idMover_Binary::WriteToSnapshot
================
*/
void idMover_Binary::WriteToSnapshot( idBitMsg& msg ) const
{
physicsObj.WriteToSnapshot( msg );
msg.WriteBits( moverState, 3 );
WriteBindToSnapshot( msg );
}
/*
================
idMover_Binary::ReadFromSnapshot
================
*/
void idMover_Binary::ReadFromSnapshot( const idBitMsg& msg )
{
moverState_t oldMoverState = moverState;
physicsObj.ReadFromSnapshot( msg );
moverState = ( moverState_t ) msg.ReadBits( 3 );
ReadBindFromSnapshot( msg );
if( msg.HasChanged() )
{
if( moverState != oldMoverState )
{
UpdateMoverSound( moverState );
MatchActivateTeam( moverState, gameLocal.slow.time );
}
UpdateVisuals();
}
}
/*
================
idMover_Binary::SetPortalState
================
*/
void idMover_Binary::SetPortalState( bool open )
{
assert( areaPortal );
gameLocal.SetPortalState( areaPortal, open ? PS_BLOCK_NONE : PS_BLOCK_ALL );
}
/*
===============================================================================
idDoor
A use can be triggered either by a touch function, by being shot, or by being
targeted by another entity.
===============================================================================
*/
const idEventDef EV_Door_StartOpen( "<startOpen>", NULL );
const idEventDef EV_Door_SpawnDoorTrigger( "<spawnDoorTrigger>", NULL );
const idEventDef EV_Door_SpawnSoundTrigger( "<spawnSoundTrigger>", NULL );
const idEventDef EV_Door_Open( "open", NULL );
const idEventDef EV_Door_Close( "close", NULL );
const idEventDef EV_Door_Lock( "lock", "d" );
const idEventDef EV_Door_IsOpen( "isOpen", NULL, 'f' );
const idEventDef EV_Door_IsLocked( "isLocked", NULL, 'f' );
CLASS_DECLARATION( idMover_Binary, idDoor )
EVENT( EV_TeamBlocked, idDoor::Event_TeamBlocked )
EVENT( EV_PartBlocked, idDoor::Event_PartBlocked )
EVENT( EV_Touch, idDoor::Event_Touch )
EVENT( EV_Activate, idDoor::Event_Activate )
EVENT( EV_Door_StartOpen, idDoor::Event_StartOpen )
EVENT( EV_Door_SpawnDoorTrigger, idDoor::Event_SpawnDoorTrigger )
EVENT( EV_Door_SpawnSoundTrigger, idDoor::Event_SpawnSoundTrigger )
EVENT( EV_Door_Open, idDoor::Event_Open )
EVENT( EV_Door_Close, idDoor::Event_Close )
EVENT( EV_Door_Lock, idDoor::Event_Lock )
EVENT( EV_Door_IsOpen, idDoor::Event_IsOpen )
EVENT( EV_Door_IsLocked, idDoor::Event_Locked )
EVENT( EV_ReachedPos, idDoor::Event_Reached_BinaryMover )
EVENT( EV_SpectatorTouch, idDoor::Event_SpectatorTouch )
EVENT( EV_Mover_OpenPortal, idDoor::Event_OpenPortal )
EVENT( EV_Mover_ClosePortal, idDoor::Event_ClosePortal )
END_CLASS
/*
================
idDoor::idDoor
================
*/
idDoor::idDoor()
{
triggersize = 1.0f;
crusher = false;
noTouch = false;
aas_area_closed = false;
buddyStr.Clear();
trigger = NULL;
sndTrigger = NULL;
nextSndTriggerTime = 0;
localTriggerOrigin.Zero();
localTriggerAxis.Identity();
requires.Clear();
removeItem = 0;
syncLock.Clear();
companionDoor = NULL;
normalAxisIndex = 0;
}
/*
================
idDoor::~idDoor
================
*/
idDoor::~idDoor()
{
if( trigger )
{
delete trigger;
}
if( sndTrigger )
{
delete sndTrigger;
}
}
/*
================
idDoor::Save
================
*/
void idDoor::Save( idSaveGame* savefile ) const
{
savefile->WriteFloat( triggersize );
savefile->WriteBool( crusher );
savefile->WriteBool( noTouch );
savefile->WriteBool( aas_area_closed );
savefile->WriteString( buddyStr );
savefile->WriteInt( nextSndTriggerTime );
savefile->WriteVec3( localTriggerOrigin );
savefile->WriteMat3( localTriggerAxis );
savefile->WriteString( requires );
savefile->WriteInt( removeItem );
savefile->WriteString( syncLock );
savefile->WriteInt( normalAxisIndex );
savefile->WriteClipModel( trigger );
savefile->WriteClipModel( sndTrigger );
savefile->WriteObject( companionDoor );
}
/*
================
idDoor::Restore
================
*/
void idDoor::Restore( idRestoreGame* savefile )
{
savefile->ReadFloat( triggersize );
savefile->ReadBool( crusher );
savefile->ReadBool( noTouch );
savefile->ReadBool( aas_area_closed );
SetAASAreaState( aas_area_closed );
savefile->ReadString( buddyStr );
savefile->ReadInt( nextSndTriggerTime );
savefile->ReadVec3( localTriggerOrigin );
savefile->ReadMat3( localTriggerAxis );
savefile->ReadString( requires );
savefile->ReadInt( removeItem );
savefile->ReadString( syncLock );
savefile->ReadInt( normalAxisIndex );
savefile->ReadClipModel( trigger );
savefile->ReadClipModel( sndTrigger );
savefile->ReadObject( reinterpret_cast<idClass*&>( companionDoor ) );
}
/*
================
idDoor::Spawn
================
*/
void idDoor::Spawn()
{
idVec3 abs_movedir;
float distance;
idVec3 size;
idVec3 movedir;
float dir;
float lip;
bool start_open;
float time;
float speed;
// get the direction to move
if( !spawnArgs.GetFloat( "movedir", "0", dir ) )
{
// no movedir, so angle defines movement direction and not orientation,
// a la oldschool Quake
SetAngles( ang_zero );
spawnArgs.GetFloat( "angle", "0", dir );
}
GetMovedir( dir, movedir );
// default speed of 400
spawnArgs.GetFloat( "speed", "400", speed );
// default wait of 2 seconds
spawnArgs.GetFloat( "wait", "3", wait );
// default lip of 8 units
spawnArgs.GetFloat( "lip", "8", lip );
// by default no damage
spawnArgs.GetFloat( "damage", "0", damage );
// trigger size
spawnArgs.GetFloat( "triggersize", "120", triggersize );
spawnArgs.GetBool( "crusher", "0", crusher );
spawnArgs.GetBool( "start_open", "0", start_open );
spawnArgs.GetBool( "no_touch", "0", noTouch );
spawnArgs.GetBool( "player_only", "0", playerOnly );
// expects syncLock to be a door that must be closed before this door will open
spawnArgs.GetString( "syncLock", "", syncLock );
spawnArgs.GetString( "buddy", "", buddyStr );
spawnArgs.GetString( "requires", "", requires );
spawnArgs.GetInt( "removeItem", "0", removeItem );
// ever separate piece of a door is considered solid when other team mates push entities
fl.solidForTeam = true;
// first position at start
pos1 = GetPhysics()->GetOrigin();
// calculate second position
abs_movedir[0] = idMath::Fabs( movedir[ 0 ] );
abs_movedir[1] = idMath::Fabs( movedir[ 1 ] );
abs_movedir[2] = idMath::Fabs( movedir[ 2 ] );
size = GetPhysics()->GetAbsBounds()[1] - GetPhysics()->GetAbsBounds()[0];
distance = ( abs_movedir * size ) - lip;
pos2 = pos1 + distance * movedir;
// if "start_open", reverse position 1 and 2
if( start_open )
{
// post it after EV_SpawnBind
PostEventMS( &EV_Door_StartOpen, 1 );
}
if( spawnArgs.GetFloat( "time", "1", time ) )
{
InitTime( pos1, pos2, time, 0, 0 );
}
else
{
InitSpeed( pos1, pos2, speed, 0, 0 );
}
if( moveMaster == this )
{
if( health )
{
fl.takedamage = true;
}
if( noTouch || health )
{
// non touch/shoot doors
PostEventMS( &EV_Mover_MatchTeam, 0, moverState, gameLocal.slow.time );
const char* sndtemp = spawnArgs.GetString( "snd_locked" );
if( spawnArgs.GetInt( "locked" ) && sndtemp && *sndtemp )
{
PostEventMS( &EV_Door_SpawnSoundTrigger, 0 );
}
}
else
{
// spawn trigger
PostEventMS( &EV_Door_SpawnDoorTrigger, 0 );
}
}
// see if we are on an areaportal
areaPortal = gameRenderWorld->FindPortal( GetPhysics()->GetAbsBounds() );
if( !start_open )
{
// start closed
ProcessEvent( &EV_Mover_ClosePortal );
if( playerOnly )
{
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, true );
}
}
int locked = spawnArgs.GetInt( "locked" );
if( locked )
{
// make sure all members of the team get locked
PostEventMS( &EV_Door_Lock, 0, locked );
}
if( spawnArgs.GetBool( "continuous" ) )
{
PostEventSec( &EV_Activate, spawnArgs.GetFloat( "delay" ), this );
}
// sounds have a habit of stuttering when portals close, so make them unoccluded
refSound.parms.soundShaderFlags |= SSF_NO_OCCLUSION;
companionDoor = NULL;
enabled = true;
blocked = false;
}
/*
================
idDoor::Think
================
*/
void idDoor::ClientThink( const int curTime, const float fraction, const bool predict )
{
idVec3 masterOrigin;
idMat3 masterAxis;
idMover_Binary::ClientThink( curTime, fraction, predict );
if( thinkFlags & TH_PHYSICS )
{
// update trigger position
if( GetMasterPosition( masterOrigin, masterAxis ) )
{
if( trigger )
{
trigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
}
if( sndTrigger )
{
sndTrigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
}
}
}
}
/*
================
idDoor::Think
================
*/
void idDoor::Think()
{
idVec3 masterOrigin;
idMat3 masterAxis;
idMover_Binary::Think();
if( thinkFlags & TH_PHYSICS )
{
// update trigger position
if( GetMasterPosition( masterOrigin, masterAxis ) )
{
if( trigger )
{
trigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
}
if( sndTrigger )
{
sndTrigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
}
}
}
}
/*
================
idDoor::PreBind
================
*/
void idDoor::PreBind()
{
idMover_Binary::PreBind();
}
/*
================
idDoor::PostBind
================
*/
void idDoor::PostBind()
{
idMover_Binary::PostBind();
GetLocalTriggerPosition( trigger ? trigger : sndTrigger );
}
/*
================
idDoor::SetAASAreaState
================
*/
void idDoor::SetAASAreaState( bool closed )
{
aas_area_closed = closed;
gameLocal.SetAASAreaState( physicsObj.GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL | AREACONTENTS_OBSTACLE, closed );
}
/*
================
idDoor::Hide
================
*/
void idDoor::Hide()
{
idMover_Binary* slave;
idMover_Binary* master;
idDoor* slaveDoor;
idDoor* companion;
master = GetMoveMaster();
if( this != master )
{
master->Hide();
}
else
{
for( slave = this; slave != NULL; slave = slave->GetActivateChain() )
{
if( slave->IsType( idDoor::Type ) )
{
slaveDoor = static_cast<idDoor*>( slave );
companion = slaveDoor->companionDoor;
if( companion && ( companion != master ) && ( companion->GetMoveMaster() != master ) )
{
companion->Hide();
}
if( slaveDoor->trigger )
{
slaveDoor->trigger->Disable();
}
if( slaveDoor->sndTrigger )
{
slaveDoor->sndTrigger->Disable();
}
if( slaveDoor->areaPortal )
{
slaveDoor->SetPortalState( true );
}
slaveDoor->SetAASAreaState( false );
}
slave->GetPhysics()->GetClipModel()->Disable();
slave->idMover_Binary::Hide();
}
}
}
/*
================
idDoor::Show
================
*/
void idDoor::Show()
{
idMover_Binary* slave;
idMover_Binary* master;
idDoor* slaveDoor;
idDoor* companion;
master = GetMoveMaster();
if( this != master )
{
master->Show();
}
else
{
for( slave = this; slave != NULL; slave = slave->GetActivateChain() )
{
if( slave->IsType( idDoor::Type ) )
{
slaveDoor = static_cast<idDoor*>( slave );
companion = slaveDoor->companionDoor;
if( companion && ( companion != master ) && ( companion->GetMoveMaster() != master ) )
{
companion->Show();
}
if( slaveDoor->trigger )
{
slaveDoor->trigger->Enable();
}
if( slaveDoor->sndTrigger )
{
slaveDoor->sndTrigger->Enable();
}
if( slaveDoor->areaPortal && ( slaveDoor->moverState == MOVER_POS1 ) )
{
slaveDoor->SetPortalState( false );
}
slaveDoor->SetAASAreaState( IsLocked() || IsNoTouch() );
}
slave->GetPhysics()->GetClipModel()->Enable();
slave->idMover_Binary::Show();
}
}
}
/*
================
idDoor::GetLocalTriggerPosition
================
*/
void idDoor::GetLocalTriggerPosition( const idClipModel* trigger )
{
idVec3 origin;
idMat3 axis;
if( !trigger )
{
return;
}
GetMasterPosition( origin, axis );
localTriggerOrigin = ( trigger->GetOrigin() - origin ) * axis.Transpose();
localTriggerAxis = trigger->GetAxis() * axis.Transpose();
}
/*
================
idDoor::Use
================
*/
void idDoor::Use( idEntity* other, idEntity* activator )
{
if( gameLocal.RequirementMet( activator, requires, removeItem ) )
{
if( syncLock.Length() )
{
idEntity* sync = gameLocal.FindEntity( syncLock );
if( sync != NULL && sync->IsType( idDoor::Type ) )
{
if( static_cast<idDoor*>( sync )->IsOpen() )
{
return;
}
}
}
ActivateTargets( activator );
Use_BinaryMover( activator );
}
}
/*
================
idDoor::Open
================
*/
void idDoor::Open()
{
GotoPosition2();
}
/*
================
idDoor::Close
================
*/
void idDoor::Close()
{
GotoPosition1();
}
/*
================
idDoor::Lock
================
*/
void idDoor::Lock( int f )
{
idMover_Binary* other;
// lock all the doors on the team
for( other = moveMaster; other != NULL; other = other->GetActivateChain() )
{
if( other->IsType( idDoor::Type ) )
{
idDoor* door = static_cast<idDoor*>( other );
if( other == moveMaster )
{
if( door->sndTrigger == NULL )
{
// in this case the sound trigger never got spawned
const char* sndtemp = door->spawnArgs.GetString( "snd_locked" );
if( sndtemp != NULL && *sndtemp != NULL )
{
door->PostEventMS( &EV_Door_SpawnSoundTrigger, 0 );
}
}
if( !f && ( door->spawnArgs.GetInt( "locked" ) != 0 ) )
{
door->StartSound( "snd_unlocked", SND_CHANNEL_ANY, 0, false, NULL );
}
}
door->spawnArgs.SetInt( "locked", f );
if( ( f == 0 ) || ( !IsHidden() && ( door->moverState == MOVER_POS1 ) ) )
{
door->SetAASAreaState( f != 0 );
}
}
}
if( f )
{
Close();
}
}
/*
================
idDoor::IsLocked
================
*/
int idDoor::IsLocked()
{
return spawnArgs.GetInt( "locked" );
}
/*
================
idDoor::IsOpen
================
*/
bool idDoor::IsOpen()
{
return ( moverState != MOVER_POS1 );
}
/*
================
idDoor::IsNoTouch
================
*/
bool idDoor::IsNoTouch()
{
return noTouch;
}
/*
================
idDoor::AllowPlayerOnly
================
*/
bool idDoor::AllowPlayerOnly( idEntity* ent )
{
if( playerOnly && !ent->IsType( idPlayer::Type ) )
{
return false;
}
return true;
}
/*
======================
idDoor::CalcTriggerBounds
Calcs bounds for a trigger.
======================
*/
void idDoor::CalcTriggerBounds( float size, idBounds& bounds )
{
idMover_Binary* other;
int i;
int best;
// find the bounds of everything on the team
bounds = GetPhysics()->GetAbsBounds();
fl.takedamage = true;
for( other = activateChain; other != NULL; other = other->GetActivateChain() )
{
if( other->IsType( idDoor::Type ) )
{
// find the bounds of everything on the team
bounds.AddBounds( other->GetPhysics()->GetAbsBounds() );
// set all of the slaves as shootable
other->fl.takedamage = true;
}
}
// find the thinnest axis, which will be the one we expand
best = 0;
for( i = 1 ; i < 3 ; i++ )
{
if( bounds[1][ i ] - bounds[0][ i ] < bounds[1][ best ] - bounds[0][ best ] )
{
best = i;
}
}
normalAxisIndex = best;
bounds[0][ best ] -= size;
bounds[1][ best ] += size;
bounds[0] -= GetPhysics()->GetOrigin();
bounds[1] -= GetPhysics()->GetOrigin();
}
/*
======================
idDoor::Event_StartOpen
if "start_open", reverse position 1 and 2
======================
*/
void idDoor::Event_StartOpen()
{
float time;
float speed;
// if "start_open", reverse position 1 and 2
pos1 = pos2;
pos2 = GetPhysics()->GetOrigin();
spawnArgs.GetFloat( "speed", "400", speed );
if( spawnArgs.GetFloat( "time", "1", time ) )
{
InitTime( pos1, pos2, time, 0, 0 );
}
else
{
InitSpeed( pos1, pos2, speed, 0, 0 );
}
}
/*
======================
idDoor::Event_SpawnDoorTrigger
All of the parts of a door have been spawned, so create
a trigger that encloses all of them.
======================
*/
void idDoor::Event_SpawnDoorTrigger()
{
idBounds bounds;
idMover_Binary* other;
bool toggle;
if( trigger )
{
// already have a trigger, so don't spawn a new one.
return;
}
// check if any of the doors are marked as toggled
toggle = false;
for( other = moveMaster; other != NULL; other = other->GetActivateChain() )
{
if( other->IsType( idDoor::Type ) && other->spawnArgs.GetBool( "toggle" ) )
{
toggle = true;
break;
}
}
if( toggle )
{
// mark them all as toggled
for( other = moveMaster; other != NULL; other = other->GetActivateChain() )
{
if( other->IsType( idDoor::Type ) )
{
other->spawnArgs.Set( "toggle", "1" );
}
}
// don't spawn trigger
return;
}
const char* sndtemp = spawnArgs.GetString( "snd_locked" );
if( spawnArgs.GetInt( "locked" ) && sndtemp != NULL && *sndtemp != NULL )
{
PostEventMS( &EV_Door_SpawnSoundTrigger, 0 );
}
CalcTriggerBounds( triggersize, bounds );
// create a trigger clip model
trigger = new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( idTraceModel( bounds ) );
trigger->Link( gameLocal.clip, this, 255, GetPhysics()->GetOrigin(), mat3_identity );
trigger->SetContents( CONTENTS_TRIGGER );
GetLocalTriggerPosition( trigger );
MatchActivateTeam( moverState, gameLocal.slow.time );
}
/*
======================
idDoor::Event_SpawnSoundTrigger
Spawn a sound trigger to activate locked sound if it exists.
======================
*/
void idDoor::Event_SpawnSoundTrigger()
{
idBounds bounds;
if( sndTrigger )
{
return;
}
CalcTriggerBounds( triggersize * 0.5f, bounds );
// create a trigger clip model
sndTrigger = new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( idTraceModel( bounds ) );
sndTrigger->Link( gameLocal.clip, this, 254, GetPhysics()->GetOrigin(), mat3_identity );
sndTrigger->SetContents( CONTENTS_TRIGGER );
GetLocalTriggerPosition( sndTrigger );
}
/*
================
idDoor::Event_Reached_BinaryMover
================
*/
void idDoor::Event_Reached_BinaryMover()
{
if( moverState == MOVER_2TO1 )
{
SetBlocked( false );
const idKeyValue* kv = spawnArgs.MatchPrefix( "triggerClosed" );
while( kv )
{
idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
if( ent )
{
ent->PostEventMS( &EV_Activate, 0, moveMaster->GetActivator() );
}
kv = spawnArgs.MatchPrefix( "triggerClosed", kv );
}
}
else if( moverState == MOVER_1TO2 )
{
const idKeyValue* kv = spawnArgs.MatchPrefix( "triggerOpened" );
while( kv )
{
idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
if( ent )
{
ent->PostEventMS( &EV_Activate, 0, moveMaster->GetActivator() );
}
kv = spawnArgs.MatchPrefix( "triggerOpened", kv );
}
}
idMover_Binary::Event_Reached_BinaryMover();
}
/*
================
idDoor::Blocked_Door
================
*/
void idDoor::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
SetBlocked( true );
if( crusher )
{
return; // crushers don't reverse
}
// reverse direction
Use_BinaryMover( moveMaster->GetActivator() );
if( companionDoor )
{
companionDoor->ProcessEvent( &EV_TeamBlocked, blockedEntity, blockingEntity );
}
}
/*
===============
idDoor::SetCompanion
===============
*/
void idDoor::SetCompanion( idDoor* door )
{
companionDoor = door;
}
/*
===============
idDoor::Event_PartBlocked
===============
*/
void idDoor::Event_PartBlocked( idEntity* blockingEntity )
{
if( damage > 0.0f )
{
blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
}
}
/*
================
idDoor::Event_Touch
================
*/
void idDoor::Event_Touch( idEntity* other, trace_t* trace )
{
idVec3 contact, translate;
idVec3 planeaxis1, planeaxis2, normal;
idBounds bounds;
if( common->IsClient() )
{
return;
}
if( !enabled )
{
return;
}
if( trigger && trace->c.id == trigger->GetId() )
{
if( !IsNoTouch() && !IsLocked() && GetMoverState() != MOVER_1TO2 )
{
if( AllowPlayerOnly( other ) )
{
Use( this, other );
}
}
}
else if( sndTrigger && trace->c.id == sndTrigger->GetId() )
{
if( other && other->IsType( idPlayer::Type ) && IsLocked() && gameLocal.slow.time > nextSndTriggerTime )
{
StartSound( "snd_locked", SND_CHANNEL_ANY, 0, false, NULL );
nextSndTriggerTime = gameLocal.slow.time + 10000;
}
}
}
/*
================
idDoor::Event_SpectatorTouch
================
*/
void idDoor::Event_SpectatorTouch( idEntity* other, trace_t* trace )
{
idVec3 contact, translate, normal;
idBounds bounds;
idPlayer* p;
assert( other && other->IsType( idPlayer::Type ) && static_cast< idPlayer* >( other )->spectating );
p = static_cast< idPlayer* >( other );
// avoid flicker when stopping right at clip box boundaries
if( p->lastSpectateTeleport > gameLocal.slow.time - 1000 )
{
return;
}
if( trigger && !IsOpen() )
{
// teleport to the other side, center to the middle of the trigger brush
bounds = trigger->GetAbsBounds();
contact = trace->endpos - bounds.GetCenter();
translate = bounds.GetCenter();
normal.Zero();
normal[ normalAxisIndex ] = 1.0f;
if( normal * contact > 0 )
{
translate[ normalAxisIndex ] += ( bounds[ 0 ][ normalAxisIndex ] - translate[ normalAxisIndex ] ) * 0.5f;
}
else
{
translate[ normalAxisIndex ] += ( bounds[ 1 ][ normalAxisIndex ] - translate[ normalAxisIndex ] ) * 0.5f;
}
p->SetOrigin( translate );
p->lastSpectateTeleport = gameLocal.slow.time;
}
}
/*
================
idDoor::Event_Activate
================
*/
void idDoor::Event_Activate( idEntity* activator )
{
int old_lock;
if( spawnArgs.GetInt( "locked" ) )
{
if( !trigger )
{
PostEventMS( &EV_Door_SpawnDoorTrigger, 0 );
}
if( buddyStr.Length() )
{
idEntity* buddy = gameLocal.FindEntity( buddyStr );
if( buddy )
{
buddy->SetShaderParm( SHADERPARM_MODE, 1 );
buddy->UpdateVisuals();
}
}
old_lock = spawnArgs.GetInt( "locked" );
Lock( 0 );
if( old_lock == 2 )
{
return;
}
}
if( syncLock.Length() )
{
idEntity* sync = gameLocal.FindEntity( syncLock );
if( sync != NULL && sync->IsType( idDoor::Type ) )
{
if( static_cast<idDoor*>( sync )->IsOpen() )
{
return;
}
}
}
ActivateTargets( activator );
renderEntity.shaderParms[ SHADERPARM_MODE ] = 1;
UpdateVisuals();
Use_BinaryMover( activator );
}
/*
================
idDoor::Event_Open
================
*/
void idDoor::Event_Open()
{
Open();
}
/*
================
idDoor::Event_Close
================
*/
void idDoor::Event_Close()
{
Close();
}
/*
================
idDoor::Event_Lock
================
*/
void idDoor::Event_Lock( int f )
{
Lock( f );
}
/*
================
idDoor::Event_IsOpen
================
*/
void idDoor::Event_IsOpen()
{
bool state;
state = IsOpen();
idThread::ReturnFloat( state );
}
/*
================
idDoor::Event_Locked
================
*/
void idDoor::Event_Locked()
{
idThread::ReturnFloat( spawnArgs.GetInt( "locked" ) );
}
/*
================
idDoor::Event_OpenPortal
Sets the portal associtated with this door to be open
================
*/
void idDoor::Event_OpenPortal()
{
idMover_Binary* slave;
idDoor* slaveDoor;
for( slave = this; slave != NULL; slave = slave->GetActivateChain() )
{
if( slave->IsType( idDoor::Type ) )
{
slaveDoor = static_cast<idDoor*>( slave );
if( slaveDoor->areaPortal )
{
slaveDoor->SetPortalState( true );
}
slaveDoor->SetAASAreaState( false );
}
}
}
/*
================
idDoor::Event_ClosePortal
Sets the portal associtated with this door to be closed
================
*/
void idDoor::Event_ClosePortal()
{
idMover_Binary* slave;
idDoor* slaveDoor;
for( slave = this; slave != NULL; slave = slave->GetActivateChain() )
{
if( !slave->IsHidden() )
{
if( slave->IsType( idDoor::Type ) )
{
slaveDoor = static_cast<idDoor*>( slave );
if( slaveDoor->areaPortal )
{
slaveDoor->SetPortalState( false );
}
slaveDoor->SetAASAreaState( IsLocked() || IsNoTouch() );
}
}
}
}
/*
===============================================================================
idPlat
===============================================================================
*/
CLASS_DECLARATION( idMover_Binary, idPlat )
EVENT( EV_Touch, idPlat::Event_Touch )
EVENT( EV_TeamBlocked, idPlat::Event_TeamBlocked )
EVENT( EV_PartBlocked, idPlat::Event_PartBlocked )
END_CLASS
/*
===============
idPlat::idPlat
===============
*/
idPlat::idPlat()
{
trigger = NULL;
localTriggerOrigin.Zero();
localTriggerAxis.Identity();
}
/*
===============
idPlat::~idPlat
===============
*/
idPlat::~idPlat()
{
if( trigger )
{
delete trigger;
}
}
/*
===============
idPlat::Save
===============
*/
void idPlat::Save( idSaveGame* savefile ) const
{
savefile->WriteClipModel( trigger );
savefile->WriteVec3( localTriggerOrigin );
savefile->WriteMat3( localTriggerAxis );
}
/*
===============
idPlat::Restore
===============
*/
void idPlat::Restore( idRestoreGame* savefile )
{
savefile->ReadClipModel( trigger );
savefile->ReadVec3( localTriggerOrigin );
savefile->ReadMat3( localTriggerAxis );
}
/*
===============
idPlat::Spawn
===============
*/
void idPlat::Spawn()
{
float lip;
float height;
float time;
float speed;
float accel;
float decel;
bool noTouch;
spawnArgs.GetFloat( "speed", "100", speed );
spawnArgs.GetFloat( "damage", "0", damage );
spawnArgs.GetFloat( "wait", "1", wait );
spawnArgs.GetFloat( "lip", "8", lip );
spawnArgs.GetFloat( "accel_time", "0.25", accel );
spawnArgs.GetFloat( "decel_time", "0.25", decel );
// create second position
if( !spawnArgs.GetFloat( "height", "0", height ) )
{
height = ( GetPhysics()->GetBounds()[1][2] - GetPhysics()->GetBounds()[0][2] ) - lip;
}
spawnArgs.GetBool( "no_touch", "0", noTouch );
// pos1 is the rest (bottom) position, pos2 is the top
pos2 = GetPhysics()->GetOrigin();
pos1 = pos2;
pos1[2] -= height;
if( spawnArgs.GetFloat( "time", "1", time ) )
{
InitTime( pos1, pos2, time, accel, decel );
}
else
{
InitSpeed( pos1, pos2, speed, accel, decel );
}
SetMoverState( MOVER_POS1, gameLocal.slow.time );
UpdateVisuals();
// spawn the trigger if one hasn't been custom made
if( !noTouch )
{
// spawn trigger
SpawnPlatTrigger( pos1 );
}
}
/*
================
idPlat::RunPhysics_NoBlocking
================
*/
void idPlat::RunPhysics_NoBlocking()
{
int i, startTime, endTime;
idEntity* part = NULL, *blockedPart = NULL, *blockingEntity = NULL;
trace_t results;
bool moved;
// don't run physics if not enabled
if( !( thinkFlags & TH_PHYSICS ) )
{
// however do update any animation controllers
if( UpdateAnimationControllers() )
{
BecomeActive( TH_ANIMATE );
}
return;
}
/*
// if this entity is a team slave don't do anything because the team master will handle everything
if ( teamMaster && teamMaster != this ) {
return false;
}
*/
startTime = gameLocal.previousTime;
endTime = gameLocal.time;
gameLocal.push.InitSavingPushedEntityPositions();
blockedPart = NULL;
// save the physics state of the whole team and disable the team for collision detection
for( part = this; part != NULL; part = part->GetTeamChain() )
{
if( part->GetPhysics() )
{
if( !part->fl.solidForTeam )
{
part->GetPhysics()->DisableClip();
}
part->GetPhysics()->SaveState();
}
}
// move the whole team
for( part = this; part != NULL; part = part->GetTeamChain() )
{
if( part->GetPhysics() )
{
// run physics
moved = part->GetPhysics()->Evaluate( endTime - startTime, endTime );
// check if the object is blocked
blockingEntity = part->GetPhysics()->GetBlockingEntity();
if( blockingEntity )
{
blockedPart = part;
break;
}
// if moved or forced to update the visual position and orientation from the physics
if( moved || part->fl.forcePhysicsUpdate )
{
part->UpdateVisuals();
}
// update any animation controllers here so an entity bound
// to a joint of this entity gets the correct position
if( part->UpdateAnimationControllers() )
{
part->BecomeActive( TH_ANIMATE );
}
}
}
// enable the whole team for collision detection
for( part = this; part != NULL; part = part->GetTeamChain() )
{
if( part->GetPhysics() )
{
if( !part->fl.solidForTeam )
{
part->GetPhysics()->EnableClip();
}
}
}
// set pushed
for( i = 0; i < gameLocal.push.GetNumPushedEntities(); i++ )
{
idEntity* ent = gameLocal.push.GetPushedEntity( i );
ent->GetPhysics()->SetPushed( endTime - startTime );
}
}
/*
================
idPlat::ClientThink
================
*/
void idPlat::ClientThink( const int curTime, const float fraction, const bool predict )
{
InterpolatePhysicsOnly( fraction );
Present();
//idMover_Binary::ClientThink( curTime, fraction, predict );
/*
idVec3 masterOrigin;
idMat3 masterAxis;
// Dont bother with blocking entities on clients.. host tells us our move state.
RunPhysics_NoBlocking();
Present();
if ( thinkFlags & TH_PHYSICS ) {
// update trigger position
if ( GetMasterPosition( masterOrigin, masterAxis ) ) {
if ( trigger ) {
trigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
}
}
}
*/
}
/*
================
idPlat::Think
================
*/
void idPlat::Think()
{
idVec3 masterOrigin;
idMat3 masterAxis;
idMover_Binary::Think();
if( thinkFlags & TH_PHYSICS )
{
// update trigger position
if( GetMasterPosition( masterOrigin, masterAxis ) )
{
if( trigger )
{
trigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
}
}
}
}
/*
================
idPlat::PreBind
================
*/
void idPlat::PreBind()
{
idMover_Binary::PreBind();
}
/*
================
idPlat::PostBind
================
*/
void idPlat::PostBind()
{
idMover_Binary::PostBind();
GetLocalTriggerPosition( trigger );
}
/*
================
idPlat::GetLocalTriggerPosition
================
*/
void idPlat::GetLocalTriggerPosition( const idClipModel* trigger )
{
idVec3 origin;
idMat3 axis;
if( !trigger )
{
return;
}
GetMasterPosition( origin, axis );
localTriggerOrigin = ( trigger->GetOrigin() - origin ) * axis.Transpose();
localTriggerAxis = trigger->GetAxis() * axis.Transpose();
}
/*
==============
idPlat::SpawnPlatTrigger
===============
*/
void idPlat::SpawnPlatTrigger( idVec3& pos )
{
idBounds bounds;
idVec3 tmin;
idVec3 tmax;
// the middle trigger will be a thin trigger just
// above the starting position
bounds = GetPhysics()->GetBounds();
tmin[0] = bounds[0][0] + 33;
tmin[1] = bounds[0][1] + 33;
tmin[2] = bounds[0][2];
tmax[0] = bounds[1][0] - 33;
tmax[1] = bounds[1][1] - 33;
tmax[2] = bounds[1][2] + 8;
if( tmax[0] <= tmin[0] )
{
tmin[0] = ( bounds[0][0] + bounds[1][0] ) * 0.5f;
tmax[0] = tmin[0] + 1;
}
if( tmax[1] <= tmin[1] )
{
tmin[1] = ( bounds[0][1] + bounds[1][1] ) * 0.5f;
tmax[1] = tmin[1] + 1;
}
trigger = new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( idTraceModel( idBounds( tmin, tmax ) ) );
trigger->Link( gameLocal.clip, this, 255, GetPhysics()->GetOrigin(), mat3_identity );
trigger->SetContents( CONTENTS_TRIGGER );
}
/*
==============
idPlat::Event_Touch
===============
*/
void idPlat::Event_Touch( idEntity* other, trace_t* trace )
{
if( common->IsClient() )
{
return;
}
if( !other->IsType( idPlayer::Type ) )
{
return;
}
if( ( GetMoverState() == MOVER_POS1 ) && trigger && ( trace->c.id == trigger->GetId() ) && ( other->health > 0 ) )
{
Use_BinaryMover( other );
}
}
/*
================
idPlat::Event_TeamBlocked
================
*/
void idPlat::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
// reverse direction
Use_BinaryMover( activatedBy.GetEntity() );
}
/*
===============
idPlat::Event_PartBlocked
===============
*/
void idPlat::Event_PartBlocked( idEntity* blockingEntity )
{
if( damage > 0.0f )
{
blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
}
}
/*
===============================================================================
idMover_Periodic
===============================================================================
*/
CLASS_DECLARATION( idEntity, idMover_Periodic )
EVENT( EV_TeamBlocked, idMover_Periodic::Event_TeamBlocked )
EVENT( EV_PartBlocked, idMover_Periodic::Event_PartBlocked )
END_CLASS
/*
===============
idMover_Periodic::idMover_Periodic
===============
*/
idMover_Periodic::idMover_Periodic()
{
damage = 0.0f;
fl.neverDormant = false;
}
/*
===============
idMover_Periodic::Spawn
===============
*/
void idMover_Periodic::Spawn()
{
spawnArgs.GetFloat( "damage", "0", damage );
if( !spawnArgs.GetBool( "solid", "1" ) )
{
GetPhysics()->SetContents( 0 );
}
}
/*
===============
idMover_Periodic::Save
===============
*/
void idMover_Periodic::Save( idSaveGame* savefile ) const
{
savefile->WriteFloat( damage );
savefile->WriteStaticObject( physicsObj );
}
/*
===============
idMover_Periodic::Restore
===============
*/
void idMover_Periodic::Restore( idRestoreGame* savefile )
{
savefile->ReadFloat( damage );
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
}
/*
================
idMover_Periodic::Think
================
*/
void idMover_Periodic::Think()
{
// if we are completely closed off from the player, don't do anything at all
if( CheckDormant() )
{
return;
}
RunPhysics();
Present();
}
/*
===============
idMover_Periodic::Event_TeamBlocked
===============
*/
void idMover_Periodic::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
}
/*
===============
idMover_Periodic::Event_PartBlocked
===============
*/
void idMover_Periodic::Event_PartBlocked( idEntity* blockingEntity )
{
if( damage > 0.0f )
{
blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
}
}
/*
================
idMover_Periodic::WriteToSnapshot
================
*/
void idMover_Periodic::WriteToSnapshot( idBitMsg& msg ) const
{
physicsObj.WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
}
/*
================
idMover_Periodic::ReadFromSnapshot
================
*/
void idMover_Periodic::ReadFromSnapshot( const idBitMsg& msg )
{
physicsObj.ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
if( msg.HasChanged() )
{
UpdateVisuals();
}
}
/*
===============================================================================
idRotater
===============================================================================
*/
CLASS_DECLARATION( idMover_Periodic, idRotater )
EVENT( EV_Activate, idRotater::Event_Activate )
END_CLASS
/*
===============
idRotater::idRotater
===============
*/
idRotater::idRotater()
{
activatedBy = this;
}
/*
===============
idRotater::Spawn
===============
*/
void idRotater::Spawn()
{
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetClipMask( MASK_SOLID );
if( !spawnArgs.GetBool( "nopush" ) )
{
physicsObj.SetPusher( 0 );
}
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, gameLocal.slow.time, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.slow.time, 0, GetPhysics()->GetAxis().ToAngles(), ang_zero, ang_zero );
SetPhysics( &physicsObj );
if( spawnArgs.GetBool( "start_on" ) )
{
ProcessEvent( &EV_Activate, this );
}
}
/*
===============
idRotater::Save
===============
*/
void idRotater::Save( idSaveGame* savefile ) const
{
activatedBy.Save( savefile );
}
/*
===============
idRotater::Restore
===============
*/
void idRotater::Restore( idRestoreGame* savefile )
{
activatedBy.Restore( savefile );
}
/*
===============
idRotater::Event_Activate
===============
*/
void idRotater::Event_Activate( idEntity* activator )
{
float speed;
bool x_axis;
bool y_axis;
idAngles delta;
activatedBy = activator;
delta.Zero();
if( !spawnArgs.GetBool( "rotate" ) )
{
spawnArgs.Set( "rotate", "1" );
spawnArgs.GetFloat( "speed", "100", speed );
spawnArgs.GetBool( "x_axis", "0", x_axis );
spawnArgs.GetBool( "y_axis", "0", y_axis );
// set the axis of rotation
if( x_axis )
{
delta[2] = speed;
}
else if( y_axis )
{
delta[0] = speed;
}
else
{
delta[1] = speed;
}
}
else
{
spawnArgs.Set( "rotate", "0" );
}
physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.slow.time, 0, physicsObj.GetAxis().ToAngles(), delta, ang_zero );
}
/*
===============================================================================
idBobber
===============================================================================
*/
CLASS_DECLARATION( idMover_Periodic, idBobber )
END_CLASS
/*
===============
idBobber::idBobber
===============
*/
idBobber::idBobber()
{
}
/*
===============
idBobber::Spawn
===============
*/
void idBobber::Spawn()
{
float speed;
float height;
float phase;
bool x_axis;
bool y_axis;
idVec3 delta;
spawnArgs.GetFloat( "speed", "4", speed );
spawnArgs.GetFloat( "height", "32", height );
spawnArgs.GetFloat( "phase", "0", phase );
spawnArgs.GetBool( "x_axis", "0", x_axis );
spawnArgs.GetBool( "y_axis", "0", y_axis );
// set the axis of bobbing
delta = vec3_origin;
if( x_axis )
{
delta[ 0 ] = height;
}
else if( y_axis )
{
delta[ 1 ] = height;
}
else
{
delta[ 2 ] = height;
}
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetClipMask( MASK_SOLID );
if( !spawnArgs.GetBool( "nopush" ) )
{
physicsObj.SetPusher( 0 );
}
physicsObj.SetLinearExtrapolation( extrapolation_t( EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP ), phase * 1000, speed * 500, GetPhysics()->GetOrigin(), delta * 2.0f, vec3_origin );
SetPhysics( &physicsObj );
}
/*
===============================================================================
idPendulum
===============================================================================
*/
CLASS_DECLARATION( idMover_Periodic, idPendulum )
END_CLASS
/*
===============
idPendulum::idPendulum
===============
*/
idPendulum::idPendulum()
{
}
/*
===============
idPendulum::Spawn
===============
*/
void idPendulum::Spawn()
{
float speed;
float freq;
float length;
float phase;
spawnArgs.GetFloat( "speed", "30", speed );
spawnArgs.GetFloat( "phase", "0", phase );
if( spawnArgs.GetFloat( "freq", "", freq ) )
{
if( freq <= 0.0f )
{
gameLocal.Error( "Invalid frequency on entity '%s'", GetName() );
}
}
else
{
// find pendulum length
length = idMath::Fabs( GetPhysics()->GetBounds()[0][2] );
if( length < 8 )
{
length = 8;
}
freq = 1 / ( idMath::TWO_PI ) * idMath::Sqrt( g_gravity.GetFloat() / ( 3 * length ) );
}
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetClipMask( MASK_SOLID );
if( !spawnArgs.GetBool( "nopush" ) )
{
physicsObj.SetPusher( 0 );
}
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP ), phase * 1000, 500 / freq, GetPhysics()->GetAxis().ToAngles(), idAngles( 0, 0, speed * 2.0f ), ang_zero );
SetPhysics( &physicsObj );
}
/*
===============================================================================
idBobber
===============================================================================
*/
CLASS_DECLARATION( idMover_Periodic, idRiser )
EVENT( EV_Activate, idRiser::Event_Activate )
END_CLASS
/*
===============
idRiser::idRiser
===============
*/
idRiser::idRiser()
{
}
/*
===============
idRiser::Spawn
===============
*/
void idRiser::Spawn()
{
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetClipMask( MASK_SOLID );
if( !spawnArgs.GetBool( "solid", "1" ) )
{
physicsObj.SetContents( 0 );
}
if( !spawnArgs.GetBool( "nopush" ) )
{
physicsObj.SetPusher( 0 );
}
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
SetPhysics( &physicsObj );
}
/*
================
idRiser::Event_Activate
================
*/
void idRiser::Event_Activate( idEntity* activator )
{
if( !IsHidden() && spawnArgs.GetBool( "hide" ) )
{
Hide();
}
else
{
Show();
float time;
float height;
idVec3 delta;
spawnArgs.GetFloat( "time", "4", time );
spawnArgs.GetFloat( "height", "32", height );
delta = vec3_origin;
delta[ 2 ] = height;
physicsObj.SetLinearExtrapolation( EXTRAPOLATION_LINEAR, gameLocal.slow.time, time * 1000, physicsObj.GetOrigin(), delta, vec3_origin );
}
}