mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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781 lines
28 KiB
C++
781 lines
28 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __GAME_ENTITY_H__
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#define __GAME_ENTITY_H__
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/*
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===============================================================================
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Game entity base class.
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===============================================================================
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*/
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static const int DELAY_DORMANT_TIME = 3000;
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extern const idEventDef EV_PostSpawn;
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extern const idEventDef EV_FindTargets;
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extern const idEventDef EV_Touch;
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extern const idEventDef EV_Use;
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extern const idEventDef EV_Activate;
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extern const idEventDef EV_ActivateTargets;
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extern const idEventDef EV_Hide;
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extern const idEventDef EV_Show;
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extern const idEventDef EV_GetShaderParm;
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extern const idEventDef EV_SetShaderParm;
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extern const idEventDef EV_SetOwner;
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extern const idEventDef EV_GetAngles;
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extern const idEventDef EV_SetAngles;
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extern const idEventDef EV_SetLinearVelocity;
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extern const idEventDef EV_SetAngularVelocity;
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extern const idEventDef EV_SetSkin;
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extern const idEventDef EV_StartSoundShader;
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extern const idEventDef EV_StopSound;
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extern const idEventDef EV_CacheSoundShader;
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// Think flags
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enum
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{
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TH_ALL = -1,
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TH_THINK = 1, // run think function each frame
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TH_PHYSICS = 2, // run physics each frame
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TH_ANIMATE = 4, // update animation each frame
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TH_UPDATEVISUALS = 8, // update renderEntity
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TH_UPDATEPARTICLES = 16
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};
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//
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// Signals
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// make sure to change script/doom_defs.script if you add any, or change their order
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//
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typedef enum
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{
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SIG_TOUCH, // object was touched
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SIG_USE, // object was used
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SIG_TRIGGER, // object was activated
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SIG_REMOVED, // object was removed from the game
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SIG_DAMAGE, // object was damaged
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SIG_BLOCKED, // object was blocked
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SIG_MOVER_POS1, // mover at position 1 (door closed)
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SIG_MOVER_POS2, // mover at position 2 (door open)
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SIG_MOVER_1TO2, // mover changing from position 1 to 2
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SIG_MOVER_2TO1, // mover changing from position 2 to 1
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NUM_SIGNALS
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} signalNum_t;
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// FIXME: At some point we may want to just limit it to one thread per signal, but
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// for now, I'm allowing multiple threads. We should reevaluate this later in the project
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#define MAX_SIGNAL_THREADS 16 // probably overkill, but idList uses a granularity of 16
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struct signal_t
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{
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int threadnum;
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const function_t* function;
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};
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class signalList_t
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{
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public:
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idList<signal_t, TAG_ENTITY> signal[ NUM_SIGNALS ];
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};
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/*
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================================================
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idNetEvent
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Utility for detecting a bool state change:
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-server calls ::Set
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-client ::Get will return true (once only)
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Useful because:
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-Hides client from having to manually declare "last" state and manually checking against it
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-using int counter prevents problems w/ dropped snapshots
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(ie if we just serialized a bool to true for a single ss, if that ss is dropped,skipped,whatever
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the client would never handle it. By incrementing a wrapped counter, we are guaranteed to detect
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the state change no matter what happens at the net layer).
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================================================
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*/
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template < int max >
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struct idNetEvent
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{
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idNetEvent() : count( 0 ), lastCount( 0 ) { }
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void Set()
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{
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count = ( ( count + 1 ) % max );
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}
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bool Get()
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{
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if( count != lastCount )
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{
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lastCount = count;
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return true;
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}
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return false;
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}
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void Serialize( idSerializer& ser )
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{
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if( count >= max )
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{
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idLib::Warning( "idNetEvent. count %d > max %d", count, max );
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}
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ser.SerializeUMax( count, max );
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}
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public:
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static const int Maximum = max;
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int count;
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int lastCount;
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};
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typedef idNetEvent< 7 > netBoolEvent_t;
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inline void WriteToBitMsg( const netBoolEvent_t& netEvent, idBitMsg& msg )
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{
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msg.WriteBits( netEvent.count, idMath::BitsForInteger( netBoolEvent_t::Maximum ) );
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assert( netEvent.count <= netBoolEvent_t::Maximum );
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}
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inline void ReadFromBitMsg( netBoolEvent_t& netEvent, const idBitMsg& msg )
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{
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netEvent.count = msg.ReadBits( idMath::BitsForInteger( netBoolEvent_t::Maximum ) );
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assert( netEvent.count <= netBoolEvent_t::Maximum );
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}
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class idEntity : public idClass
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{
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public:
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static const int MAX_PVS_AREAS = 4;
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static const uint32 INVALID_PREDICTION_KEY = 0xFFFFFFFF;
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int entityNumber; // index into the entity list
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int entityDefNumber; // index into the entity def list
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idLinkList<idEntity> spawnNode; // for being linked into spawnedEntities list
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idLinkList<idEntity> activeNode; // for being linked into activeEntities list
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idLinkList<idEntity> aimAssistNode; // linked into gameLocal.aimAssistEntities
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idLinkList<idEntity> snapshotNode; // for being linked into snapshotEntities list
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int snapshotChanged; // used to detect snapshot state changes
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int snapshotBits; // number of bits this entity occupied in the last snapshot
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bool snapshotStale; // Set to true if this entity is considered stale in the snapshot
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idStr name; // name of entity
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idDict spawnArgs; // key/value pairs used to spawn and initialize entity
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idScriptObject scriptObject; // contains all script defined data for this entity
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int thinkFlags; // TH_? flags
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int dormantStart; // time that the entity was first closed off from player
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bool cinematic; // during cinematics, entity will only think if cinematic is set
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renderView_t* renderView; // for camera views from this entity
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idEntity* cameraTarget; // any remoteRenderMap shaders will use this
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idList< idEntityPtr<idEntity>, TAG_ENTITY > targets; // when this entity is activated these entities entity are activated
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int health; // FIXME: do all objects really need health?
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struct entityFlags_s
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{
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bool notarget : 1; // if true never attack or target this entity
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bool noknockback : 1; // if true no knockback from hits
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bool takedamage : 1; // if true this entity can be damaged
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bool hidden : 1; // if true this entity is not visible
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bool bindOrientated : 1; // if true both the master orientation is used for binding
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bool solidForTeam : 1; // if true this entity is considered solid when a physics team mate pushes entities
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bool forcePhysicsUpdate : 1; // if true always update from the physics whether the object moved or not
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bool selected : 1; // if true the entity is selected for editing
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bool neverDormant : 1; // if true the entity never goes dormant
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bool isDormant : 1; // if true the entity is dormant
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bool hasAwakened : 1; // before a monster has been awakened the first time, use full PVS for dormant instead of area-connected
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bool networkSync : 1; // if true the entity is synchronized over the network
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bool grabbed : 1; // if true object is currently being grabbed
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bool skipReplication : 1; // don't replicate this entity over the network.
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} fl;
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int timeGroup;
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bool noGrab;
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renderEntity_t xrayEntity;
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qhandle_t xrayEntityHandle;
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const idDeclSkin* xraySkin;
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void DetermineTimeGroup( bool slowmo );
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void SetGrabbedState( bool grabbed );
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bool IsGrabbed();
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public:
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ABSTRACT_PROTOTYPE( idEntity );
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idEntity();
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~idEntity();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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const char* GetEntityDefName() const;
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void SetName( const char* name );
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const char* GetName() const;
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virtual void UpdateChangeableSpawnArgs( const idDict* source );
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int GetEntityNumber() const
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{
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return entityNumber;
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}
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// clients generate views based on all the player specific options,
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// cameras have custom code, and everything else just uses the axis orientation
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virtual renderView_t* GetRenderView();
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// thinking
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virtual void Think();
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bool CheckDormant(); // dormant == on the active list, but out of PVS
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virtual void DormantBegin(); // called when entity becomes dormant
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virtual void DormantEnd(); // called when entity wakes from being dormant
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bool IsActive() const;
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void BecomeActive( int flags );
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void BecomeInactive( int flags );
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void UpdatePVSAreas( const idVec3& pos );
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void BecomeReplicated();
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// visuals
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virtual void Present();
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virtual renderEntity_t* GetRenderEntity();
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virtual int GetModelDefHandle();
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virtual void SetModel( const char* modelname );
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void SetSkin( const idDeclSkin* skin );
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const idDeclSkin* GetSkin() const;
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void SetShaderParm( int parmnum, float value );
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virtual void SetColor( float red, float green, float blue );
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virtual void SetColor( const idVec3& color );
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virtual void GetColor( idVec3& out ) const;
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virtual void SetColor( const idVec4& color );
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virtual void GetColor( idVec4& out ) const;
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virtual void FreeModelDef();
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virtual void FreeLightDef();
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virtual void Hide();
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virtual void Show();
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bool IsHidden() const;
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void UpdateVisuals();
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void UpdateModel();
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void UpdateModelTransform();
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virtual void ProjectOverlay( const idVec3& origin, const idVec3& dir, float size, const char* material );
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int GetNumPVSAreas();
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const int* GetPVSAreas();
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void ClearPVSAreas();
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bool PhysicsTeamInPVS( pvsHandle_t pvsHandle );
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// animation
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virtual bool UpdateAnimationControllers();
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bool UpdateRenderEntity( renderEntity_s* renderEntity, const renderView_t* renderView );
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static bool ModelCallback( renderEntity_s* renderEntity, const renderView_t* renderView );
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virtual idAnimator* GetAnimator(); // returns animator object used by this entity
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// sound
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virtual bool CanPlayChatterSounds() const;
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bool StartSound( const char* soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int* length );
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bool StartSoundShader( const idSoundShader* shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int* length );
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void StopSound( const s_channelType channel, bool broadcast ); // pass SND_CHANNEL_ANY to stop all sounds
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void SetSoundVolume( float volume );
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void UpdateSound();
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int GetListenerId() const;
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idSoundEmitter* GetSoundEmitter() const;
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void FreeSoundEmitter( bool immediate );
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// entity binding
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virtual void PreBind();
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virtual void PostBind();
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virtual void PreUnbind();
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virtual void PostUnbind();
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void JoinTeam( idEntity* teammember );
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void Bind( idEntity* master, bool orientated );
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void BindToJoint( idEntity* master, const char* jointname, bool orientated );
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void BindToJoint( idEntity* master, jointHandle_t jointnum, bool orientated );
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void BindToBody( idEntity* master, int bodyId, bool orientated );
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void Unbind();
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bool IsBound() const;
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bool IsBoundTo( idEntity* master ) const;
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idEntity* GetBindMaster() const;
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jointHandle_t GetBindJoint() const;
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int GetBindBody() const;
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idEntity* GetTeamMaster() const;
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idEntity* GetNextTeamEntity() const;
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void ConvertLocalToWorldTransform( idVec3& offset, idMat3& axis );
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idVec3 GetLocalVector( const idVec3& vec ) const;
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idVec3 GetLocalCoordinates( const idVec3& vec ) const;
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idVec3 GetWorldVector( const idVec3& vec ) const;
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idVec3 GetWorldCoordinates( const idVec3& vec ) const;
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bool GetMasterPosition( idVec3& masterOrigin, idMat3& masterAxis ) const;
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void GetWorldVelocities( idVec3& linearVelocity, idVec3& angularVelocity ) const;
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// physics
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// set a new physics object to be used by this entity
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void SetPhysics( idPhysics* phys );
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// get the physics object used by this entity
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idPhysics* GetPhysics() const;
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// restore physics pointer for save games
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void RestorePhysics( idPhysics* phys );
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// run the physics for this entity
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bool RunPhysics();
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// Interpolates the physics, used on MP clients.
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void InterpolatePhysics( const float fraction );
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// InterpolatePhysics actually calls evaluate, this version doesn't.
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void InterpolatePhysicsOnly( const float fraction, bool updateTeam = false );
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// set the origin of the physics object (relative to bindMaster if not NULL)
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void SetOrigin( const idVec3& org );
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// set the axis of the physics object (relative to bindMaster if not NULL)
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void SetAxis( const idMat3& axis );
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// use angles to set the axis of the physics object (relative to bindMaster if not NULL)
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void SetAngles( const idAngles& ang );
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// get the floor position underneath the physics object
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bool GetFloorPos( float max_dist, idVec3& floorpos ) const;
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// retrieves the transformation going from the physics origin/axis to the visual origin/axis
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virtual bool GetPhysicsToVisualTransform( idVec3& origin, idMat3& axis );
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// retrieves the transformation going from the physics origin/axis to the sound origin/axis
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virtual bool GetPhysicsToSoundTransform( idVec3& origin, idMat3& axis );
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// called from the physics object when colliding, should return true if the physics simulation should stop
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virtual bool Collide( const trace_t& collision, const idVec3& velocity );
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// retrieves impact information, 'ent' is the entity retrieving the info
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virtual void GetImpactInfo( idEntity* ent, int id, const idVec3& point, impactInfo_t* info );
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// apply an impulse to the physics object, 'ent' is the entity applying the impulse
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virtual void ApplyImpulse( idEntity* ent, int id, const idVec3& point, const idVec3& impulse );
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// add a force to the physics object, 'ent' is the entity adding the force
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virtual void AddForce( idEntity* ent, int id, const idVec3& point, const idVec3& force );
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// activate the physics object, 'ent' is the entity activating this entity
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virtual void ActivatePhysics( idEntity* ent );
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// returns true if the physics object is at rest
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virtual bool IsAtRest() const;
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// returns the time the physics object came to rest
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virtual int GetRestStartTime() const;
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// add a contact entity
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virtual void AddContactEntity( idEntity* ent );
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// remove a touching entity
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virtual void RemoveContactEntity( idEntity* ent );
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// damage
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// returns true if this entity can be damaged from the given origin
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virtual bool CanDamage( const idVec3& origin, idVec3& damagePoint ) const;
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// applies damage to this entity
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virtual void Damage( idEntity* inflictor, idEntity* attacker, const idVec3& dir, const char* damageDefName, const float damageScale, const int location );
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// adds a damage effect like overlays, blood, sparks, debris etc.
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virtual void AddDamageEffect( const trace_t& collision, const idVec3& velocity, const char* damageDefName );
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// callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
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virtual void DamageFeedback( idEntity* victim, idEntity* inflictor, int& damage );
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// notifies this entity that it is in pain
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virtual bool Pain( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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// notifies this entity that is has been killed
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virtual void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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// scripting
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virtual bool ShouldConstructScriptObjectAtSpawn() const;
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virtual idThread* ConstructScriptObject();
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virtual void DeconstructScriptObject();
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void SetSignal( signalNum_t signalnum, idThread* thread, const function_t* function );
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void ClearSignal( idThread* thread, signalNum_t signalnum );
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void ClearSignalThread( signalNum_t signalnum, idThread* thread );
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bool HasSignal( signalNum_t signalnum ) const;
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void Signal( signalNum_t signalnum );
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void SignalEvent( idThread* thread, signalNum_t signalnum );
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// gui
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void TriggerGuis();
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bool HandleGuiCommands( idEntity* entityGui, const char* cmds );
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virtual bool HandleSingleGuiCommand( idEntity* entityGui, idLexer* src );
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// targets
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void FindTargets();
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void RemoveNullTargets();
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void ActivateTargets( idEntity* activator ) const;
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// misc
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virtual void Teleport( const idVec3& origin, const idAngles& angles, idEntity* destination );
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bool TouchTriggers() const;
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idCurve_Spline<idVec3>* GetSpline() const;
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virtual void ShowEditingDialog();
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enum
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{
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EVENT_STARTSOUNDSHADER,
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EVENT_STOPSOUNDSHADER,
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EVENT_MAXEVENTS
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};
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// Called on clients in an MP game, does the actual interpolation for the entity.
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// This function will eventually replace ClientPredictionThink completely.
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virtual void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual void ClientPredictionThink();
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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void ReadFromSnapshot_Ex( const idBitMsg& msg );
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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virtual bool ServerReceiveEvent( int event, int time, const idBitMsg& msg );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
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void WriteBindToSnapshot( idBitMsg& msg ) const;
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void ReadBindFromSnapshot( const idBitMsg& msg );
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void WriteColorToSnapshot( idBitMsg& msg ) const;
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void ReadColorFromSnapshot( const idBitMsg& msg );
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void WriteGUIToSnapshot( idBitMsg& msg ) const;
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void ReadGUIFromSnapshot( const idBitMsg& msg );
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void ServerSendEvent( int eventId, const idBitMsg* msg, bool saveEvent, lobbyUserID_t excluding = lobbyUserID_t() ) const;
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void ClientSendEvent( int eventId, const idBitMsg* msg ) const;
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void SetUseClientInterpolation( bool use )
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{
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useClientInterpolation = use;
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}
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void SetSkipReplication( const bool skip )
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{
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fl.skipReplication = skip;
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}
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bool GetSkipReplication() const
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{
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return fl.skipReplication;
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}
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bool IsReplicated() const
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{
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return GetEntityNumber() < ENTITYNUM_FIRST_NON_REPLICATED;
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}
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|
|
void CreateDeltasFromOldOriginAndAxis( const idVec3& oldOrigin, const idMat3& oldAxis );
|
|
void DecayOriginAndAxisDelta();
|
|
uint32 GetPredictedKey()
|
|
{
|
|
return predictionKey;
|
|
}
|
|
void SetPredictedKey( uint32 key_ )
|
|
{
|
|
predictionKey = key_;
|
|
}
|
|
|
|
void FlagNewSnapshot();
|
|
|
|
idEntity* GetTeamChain()
|
|
{
|
|
return teamChain;
|
|
}
|
|
|
|
// It is only safe to interpolate if this entity has received two snapshots.
|
|
enum interpolationBehavior_t
|
|
{
|
|
USE_NO_INTERPOLATION,
|
|
USE_LATEST_SNAP_ONLY,
|
|
USE_INTERPOLATION
|
|
};
|
|
|
|
interpolationBehavior_t GetInterpolationBehavior() const
|
|
{
|
|
return interpolationBehavior;
|
|
}
|
|
unsigned int GetNumSnapshotsReceived() const
|
|
{
|
|
return snapshotsReceived;
|
|
}
|
|
|
|
protected:
|
|
renderEntity_t renderEntity; // used to present a model to the renderer
|
|
int modelDefHandle; // handle to static renderer model
|
|
refSound_t refSound; // used to present sound to the audio engine
|
|
|
|
idVec3 GetOriginDelta() const
|
|
{
|
|
return originDelta;
|
|
}
|
|
idMat3 GetAxisDelta() const
|
|
{
|
|
return axisDelta;
|
|
}
|
|
|
|
private:
|
|
idPhysics_Static defaultPhysicsObj; // default physics object
|
|
idPhysics* physics; // physics used for this entity
|
|
idEntity* bindMaster; // entity bound to if unequal NULL
|
|
jointHandle_t bindJoint; // joint bound to if unequal INVALID_JOINT
|
|
int bindBody; // body bound to if unequal -1
|
|
idEntity* teamMaster; // master of the physics team
|
|
idEntity* teamChain; // next entity in physics team
|
|
bool useClientInterpolation; // disables interpolation for some objects (handy for weapon world models)
|
|
int numPVSAreas; // number of renderer areas the entity covers
|
|
int PVSAreas[MAX_PVS_AREAS]; // numbers of the renderer areas the entity covers
|
|
|
|
signalList_t* signals;
|
|
|
|
int mpGUIState; // local cache to avoid systematic SetStateInt
|
|
|
|
uint32 predictionKey; // Unique key used to sync predicted ents (projectiles) in MP.
|
|
|
|
// Delta values that are set when the server or client disagree on where the render model should be. If this happens,
|
|
// they resolve it through DecayOriginAndAxisDelta()
|
|
idVec3 originDelta;
|
|
idMat3 axisDelta;
|
|
|
|
interpolationBehavior_t interpolationBehavior;
|
|
unsigned int snapshotsReceived;
|
|
|
|
private:
|
|
void FixupLocalizedStrings();
|
|
|
|
bool DoDormantTests(); // dormant == on the active list, but out of PVS
|
|
|
|
// physics
|
|
// initialize the default physics
|
|
void InitDefaultPhysics( const idVec3& origin, const idMat3& axis );
|
|
// update visual position from the physics
|
|
void UpdateFromPhysics( bool moveBack );
|
|
// get physics timestep
|
|
virtual int GetPhysicsTimeStep() const;
|
|
|
|
// entity binding
|
|
bool InitBind( idEntity* master ); // initialize an entity binding
|
|
void FinishBind(); // finish an entity binding
|
|
void RemoveBinds(); // deletes any entities bound to this object
|
|
void QuitTeam(); // leave the current team
|
|
|
|
void UpdatePVSAreas();
|
|
|
|
// events
|
|
void Event_GetName();
|
|
void Event_SetName( const char* name );
|
|
void Event_FindTargets();
|
|
void Event_ActivateTargets( idEntity* activator );
|
|
void Event_NumTargets();
|
|
void Event_GetTarget( float index );
|
|
void Event_RandomTarget( const char* ignore );
|
|
void Event_Bind( idEntity* master );
|
|
void Event_BindPosition( idEntity* master );
|
|
void Event_BindToJoint( idEntity* master, const char* jointname, float orientated );
|
|
void Event_Unbind();
|
|
void Event_RemoveBinds();
|
|
void Event_SpawnBind();
|
|
void Event_SetOwner( idEntity* owner );
|
|
void Event_SetModel( const char* modelname );
|
|
void Event_SetSkin( const char* skinname );
|
|
void Event_GetShaderParm( int parmnum );
|
|
void Event_SetShaderParm( int parmnum, float value );
|
|
void Event_SetShaderParms( float parm0, float parm1, float parm2, float parm3 );
|
|
void Event_SetColor( float red, float green, float blue );
|
|
void Event_GetColor();
|
|
void Event_IsHidden();
|
|
void Event_Hide();
|
|
void Event_Show();
|
|
void Event_CacheSoundShader( const char* soundName );
|
|
void Event_StartSoundShader( const char* soundName, int channel );
|
|
void Event_StopSound( int channel, int netSync );
|
|
void Event_StartSound( const char* soundName, int channel, int netSync );
|
|
void Event_FadeSound( int channel, float to, float over );
|
|
void Event_GetWorldOrigin();
|
|
void Event_SetWorldOrigin( idVec3 const& org );
|
|
void Event_GetOrigin();
|
|
void Event_SetOrigin( const idVec3& org );
|
|
void Event_GetAngles();
|
|
void Event_SetAngles( const idAngles& ang );
|
|
void Event_SetLinearVelocity( const idVec3& velocity );
|
|
void Event_GetLinearVelocity();
|
|
void Event_SetAngularVelocity( const idVec3& velocity );
|
|
void Event_GetAngularVelocity();
|
|
void Event_SetSize( const idVec3& mins, const idVec3& maxs );
|
|
void Event_GetSize();
|
|
void Event_GetMins();
|
|
void Event_GetMaxs();
|
|
void Event_Touches( idEntity* ent );
|
|
void Event_SetGuiParm( const char* key, const char* val );
|
|
void Event_SetGuiFloat( const char* key, float f );
|
|
void Event_GetNextKey( const char* prefix, const char* lastMatch );
|
|
void Event_SetKey( const char* key, const char* value );
|
|
void Event_GetKey( const char* key );
|
|
void Event_GetIntKey( const char* key );
|
|
void Event_GetFloatKey( const char* key );
|
|
void Event_GetVectorKey( const char* key );
|
|
void Event_GetEntityKey( const char* key );
|
|
void Event_RestorePosition();
|
|
void Event_UpdateCameraTarget();
|
|
void Event_DistanceTo( idEntity* ent );
|
|
void Event_DistanceToPoint( const idVec3& point );
|
|
void Event_StartFx( const char* fx );
|
|
void Event_WaitFrame();
|
|
void Event_Wait( float time );
|
|
void Event_HasFunction( const char* name );
|
|
void Event_CallFunction( const char* name );
|
|
void Event_SetNeverDormant( int enable );
|
|
void Event_SetGui( int guiNum, const char* guiName );
|
|
void Event_PrecacheGui( const char* guiName );
|
|
void Event_GetGuiParm( int guiNum, const char* key );
|
|
void Event_GetGuiParmFloat( int guiNum, const char* key );
|
|
void Event_GuiNamedEvent( int guiNum, const char* event );
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Animated entity base class.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
typedef struct damageEffect_s
|
|
{
|
|
jointHandle_t jointNum;
|
|
idVec3 localOrigin;
|
|
idVec3 localNormal;
|
|
int time;
|
|
const idDeclParticle* type;
|
|
struct damageEffect_s* next;
|
|
} damageEffect_t;
|
|
|
|
class idAnimatedEntity : public idEntity
|
|
{
|
|
public:
|
|
CLASS_PROTOTYPE( idAnimatedEntity );
|
|
|
|
idAnimatedEntity();
|
|
~idAnimatedEntity();
|
|
|
|
void Save( idSaveGame* savefile ) const;
|
|
void Restore( idRestoreGame* savefile );
|
|
|
|
virtual void ClientPredictionThink();
|
|
virtual void ClientThink( const int curTime, const float fraction, const bool predict );
|
|
virtual void Think();
|
|
|
|
void UpdateAnimation();
|
|
|
|
virtual idAnimator* GetAnimator();
|
|
virtual void SetModel( const char* modelname );
|
|
|
|
bool GetJointWorldTransform( jointHandle_t jointHandle, int currentTime, idVec3& offset, idMat3& axis );
|
|
bool GetJointTransformForAnim( jointHandle_t jointHandle, int animNum, int currentTime, idVec3& offset, idMat3& axis ) const;
|
|
|
|
virtual int GetDefaultSurfaceType() const;
|
|
virtual void AddDamageEffect( const trace_t& collision, const idVec3& velocity, const char* damageDefName );
|
|
void AddLocalDamageEffect( jointHandle_t jointNum, const idVec3& localPoint, const idVec3& localNormal, const idVec3& localDir, const idDeclEntityDef* def, const idMaterial* collisionMaterial );
|
|
void UpdateDamageEffects();
|
|
|
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
|
|
|
|
enum
|
|
{
|
|
EVENT_ADD_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS,
|
|
EVENT_MAXEVENTS
|
|
};
|
|
|
|
protected:
|
|
idAnimator animator;
|
|
damageEffect_t* damageEffects;
|
|
|
|
private:
|
|
void Event_GetJointHandle( const char* jointname );
|
|
void Event_ClearAllJoints();
|
|
void Event_ClearJoint( jointHandle_t jointnum );
|
|
void Event_SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3& pos );
|
|
void Event_SetJointAngle( jointHandle_t jointnum, jointModTransform_t transform_type, const idAngles& angles );
|
|
void Event_GetJointPos( jointHandle_t jointnum );
|
|
void Event_GetJointAngle( jointHandle_t jointnum );
|
|
};
|
|
|
|
|
|
class SetTimeState
|
|
{
|
|
bool activated;
|
|
bool previousFast;
|
|
bool fast;
|
|
|
|
public:
|
|
SetTimeState();
|
|
SetTimeState( int timeGroup );
|
|
~SetTimeState();
|
|
|
|
void PushState( int timeGroup );
|
|
};
|
|
|
|
ID_INLINE SetTimeState::SetTimeState()
|
|
{
|
|
activated = false;
|
|
}
|
|
|
|
ID_INLINE SetTimeState::SetTimeState( int timeGroup )
|
|
{
|
|
activated = false;
|
|
PushState( timeGroup );
|
|
}
|
|
|
|
ID_INLINE void SetTimeState::PushState( int timeGroup )
|
|
{
|
|
|
|
// Don't mess with time in Multiplayer
|
|
if( !common->IsMultiplayer() )
|
|
{
|
|
|
|
activated = true;
|
|
|
|
// determine previous fast setting
|
|
if( gameLocal.time == gameLocal.slow.time )
|
|
{
|
|
previousFast = false;
|
|
}
|
|
else
|
|
{
|
|
previousFast = true;
|
|
}
|
|
|
|
// determine new fast setting
|
|
if( timeGroup )
|
|
{
|
|
fast = true;
|
|
}
|
|
else
|
|
{
|
|
fast = false;
|
|
}
|
|
|
|
// set correct time
|
|
gameLocal.SelectTimeGroup( timeGroup );
|
|
}
|
|
}
|
|
|
|
ID_INLINE SetTimeState::~SetTimeState()
|
|
{
|
|
if( activated && !common->IsMultiplayer() )
|
|
{
|
|
// set previous correct time
|
|
gameLocal.SelectTimeGroup( previousFast );
|
|
}
|
|
}
|
|
|
|
#endif /* !__GAME_ENTITY_H__ */
|