doom3-bfg/neo/d3xp/GameEdit.cpp
2012-11-26 12:58:24 -06:00

1142 lines
27 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"
/*
===============================================================================
Ingame cursor.
===============================================================================
*/
CLASS_DECLARATION( idEntity, idCursor3D )
END_CLASS
/*
===============
idCursor3D::idCursor3D
===============
*/
idCursor3D::idCursor3D() {
draggedPosition.Zero();
}
/*
===============
idCursor3D::~idCursor3D
===============
*/
idCursor3D::~idCursor3D() {
}
/*
===============
idCursor3D::Spawn
===============
*/
void idCursor3D::Spawn() {
}
/*
===============
idCursor3D::Present
===============
*/
void idCursor3D::Present() {
// don't present to the renderer if the entity hasn't changed
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
return;
}
BecomeInactive( TH_UPDATEVISUALS );
const idVec3 &origin = GetPhysics()->GetOrigin();
const idMat3 &axis = GetPhysics()->GetAxis();
gameRenderWorld->DebugArrow( colorYellow, origin + axis[1] * -5.0f + axis[2] * 5.0f, origin, 2 );
gameRenderWorld->DebugArrow( colorRed, origin, draggedPosition, 2 );
}
/*
===============
idCursor3D::Think
===============
*/
void idCursor3D::Think() {
if ( thinkFlags & TH_THINK ) {
drag.Evaluate( gameLocal.time );
}
Present();
}
/*
===============================================================================
Allows entities to be dragged through the world with physics.
===============================================================================
*/
#define MAX_DRAG_TRACE_DISTANCE 2048.0f
/*
==============
idDragEntity::idDragEntity
==============
*/
idDragEntity::idDragEntity() {
cursor = NULL;
Clear();
}
/*
==============
idDragEntity::~idDragEntity
==============
*/
idDragEntity::~idDragEntity() {
StopDrag();
selected = NULL;
delete cursor;
cursor = NULL;
}
/*
==============
idDragEntity::Clear
==============
*/
void idDragEntity::Clear() {
dragEnt = NULL;
joint = INVALID_JOINT;
id = 0;
localEntityPoint.Zero();
localPlayerPoint.Zero();
bodyName.Clear();
selected = NULL;
}
/*
==============
idDragEntity::StopDrag
==============
*/
void idDragEntity::StopDrag() {
dragEnt = NULL;
if ( cursor ) {
cursor->BecomeInactive( TH_THINK );
}
}
/*
==============
idDragEntity::Update
==============
*/
void idDragEntity::Update( idPlayer *player ) {
idVec3 viewPoint, origin;
idMat3 viewAxis, axis;
trace_t trace;
idEntity *newEnt = NULL;
idAngles angles;
jointHandle_t newJoint = INVALID_JOINT;
idStr newBodyName;
player->GetViewPos( viewPoint, viewAxis );
// if no entity selected for dragging
if ( !dragEnt.GetEntity() ) {
if ( player->usercmd.buttons & BUTTON_ATTACK ) {
gameLocal.clip.TracePoint( trace, viewPoint, viewPoint + viewAxis[0] * MAX_DRAG_TRACE_DISTANCE, (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_BODY), player );
if ( trace.fraction < 1.0f ) {
newEnt = gameLocal.entities[ trace.c.entityNum ];
if ( newEnt ) {
if ( newEnt->GetBindMaster() ) {
if ( newEnt->GetBindJoint() ) {
trace.c.id = JOINT_HANDLE_TO_CLIPMODEL_ID( newEnt->GetBindJoint() );
} else {
trace.c.id = newEnt->GetBindBody();
}
newEnt = newEnt->GetBindMaster();
}
if ( newEnt->IsType( idAFEntity_Base::Type ) && static_cast<idAFEntity_Base *>(newEnt)->IsActiveAF() ) {
idAFEntity_Base *af = static_cast<idAFEntity_Base *>(newEnt);
// joint being dragged
newJoint = CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id );
// get the body id from the trace model id which might be a joint handle
trace.c.id = af->BodyForClipModelId( trace.c.id );
// get the name of the body being dragged
newBodyName = af->GetAFPhysics()->GetBody( trace.c.id )->GetName();
} else if ( !newEnt->IsType( idWorldspawn::Type ) ) {
if ( trace.c.id < 0 ) {
newJoint = CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id );
} else {
newJoint = INVALID_JOINT;
}
newBodyName = "";
} else {
newJoint = INVALID_JOINT;
newEnt = NULL;
}
}
if ( newEnt ) {
dragEnt = newEnt;
selected = newEnt;
joint = newJoint;
id = trace.c.id;
bodyName = newBodyName;
if ( !cursor ) {
cursor = ( idCursor3D * )gameLocal.SpawnEntityType( idCursor3D::Type );
}
idPhysics *phys = dragEnt.GetEntity()->GetPhysics();
localPlayerPoint = ( trace.c.point - viewPoint ) * viewAxis.Transpose();
origin = phys->GetOrigin( id );
axis = phys->GetAxis( id );
localEntityPoint = ( trace.c.point - origin ) * axis.Transpose();
cursor->drag.Init( g_dragDamping.GetFloat() );
cursor->drag.SetPhysics( phys, id, localEntityPoint );
cursor->Show();
if ( phys->IsType( idPhysics_AF::Type ) ||
phys->IsType( idPhysics_RigidBody::Type ) ||
phys->IsType( idPhysics_Monster::Type ) ) {
cursor->BecomeActive( TH_THINK );
}
}
}
}
}
// if there is an entity selected for dragging
idEntity *drag = dragEnt.GetEntity();
if ( drag ) {
if ( !( player->usercmd.buttons & BUTTON_ATTACK ) ) {
StopDrag();
return;
}
cursor->SetOrigin( viewPoint + localPlayerPoint * viewAxis );
cursor->SetAxis( viewAxis );
cursor->drag.SetDragPosition( cursor->GetPhysics()->GetOrigin() );
renderEntity_t *renderEntity = drag->GetRenderEntity();
idAnimator *dragAnimator = drag->GetAnimator();
if ( joint != INVALID_JOINT && renderEntity != NULL && dragAnimator != NULL ) {
dragAnimator->GetJointTransform( joint, gameLocal.time, cursor->draggedPosition, axis );
cursor->draggedPosition = renderEntity->origin + cursor->draggedPosition * renderEntity->axis;
gameRenderWorld->DrawText( va( "%s\n%s\n%s, %s", drag->GetName(), drag->GetType()->classname, dragAnimator->GetJointName( joint ), bodyName.c_str() ), cursor->GetPhysics()->GetOrigin(), 0.1f, colorWhite, viewAxis, 1 );
} else {
cursor->draggedPosition = cursor->GetPhysics()->GetOrigin();
gameRenderWorld->DrawText( va( "%s\n%s\n%s", drag->GetName(), drag->GetType()->classname, bodyName.c_str() ), cursor->GetPhysics()->GetOrigin(), 0.1f, colorWhite, viewAxis, 1 );
}
}
// if there is a selected entity
if ( selected.GetEntity() && g_dragShowSelection.GetBool() ) {
// draw the bbox of the selected entity
renderEntity_t *renderEntity = selected.GetEntity()->GetRenderEntity();
if ( renderEntity ) {
gameRenderWorld->DebugBox( colorYellow, idBox( renderEntity->bounds, renderEntity->origin, renderEntity->axis ) );
}
}
}
/*
==============
idDragEntity::SetSelected
==============
*/
void idDragEntity::SetSelected( idEntity *ent ) {
selected = ent;
StopDrag();
}
/*
==============
idDragEntity::DeleteSelected
==============
*/
void idDragEntity::DeleteSelected() {
delete selected.GetEntity();
selected = NULL;
StopDrag();
}
/*
==============
idDragEntity::BindSelected
==============
*/
void idDragEntity::BindSelected() {
int num, largestNum;
idLexer lexer;
idToken type, bodyName;
idStr key, value, bindBodyName;
const idKeyValue *kv;
idAFEntity_Base *af;
af = static_cast<idAFEntity_Base *>(dragEnt.GetEntity());
if ( !af || !af->IsType( idAFEntity_Base::Type ) || !af->IsActiveAF() ) {
return;
}
bindBodyName = af->GetAFPhysics()->GetBody( id )->GetName();
largestNum = 1;
// parse all the bind constraints
kv = af->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
while ( kv ) {
key = kv->GetKey();
key.Strip( "bindConstraint " );
if ( sscanf( key, "bind%d", &num ) ) {
if ( num >= largestNum ) {
largestNum = num + 1;
}
}
lexer.LoadMemory( kv->GetValue(), kv->GetValue().Length(), kv->GetKey() );
lexer.ReadToken( &type );
lexer.ReadToken( &bodyName );
lexer.FreeSource();
// if there already exists a bind constraint for this body
if ( bodyName.Icmp( bindBodyName ) == 0 ) {
// delete the bind constraint
af->spawnArgs.Delete( kv->GetKey() );
kv = NULL;
}
kv = af->spawnArgs.MatchPrefix( "bindConstraint ", kv );
}
sprintf( key, "bindConstraint bind%d", largestNum );
sprintf( value, "ballAndSocket %s %s", bindBodyName.c_str(), af->GetAnimator()->GetJointName( joint ) );
af->spawnArgs.Set( key, value );
af->spawnArgs.Set( "bind", "worldspawn" );
af->Bind( gameLocal.world, true );
}
/*
==============
idDragEntity::UnbindSelected
==============
*/
void idDragEntity::UnbindSelected() {
const idKeyValue *kv;
idAFEntity_Base *af;
af = static_cast<idAFEntity_Base *>(selected.GetEntity());
if ( !af || !af->IsType( idAFEntity_Base::Type ) || !af->IsActiveAF() ) {
return;
}
// unbind the selected entity
af->Unbind();
// delete all the bind constraints
kv = selected.GetEntity()->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
while ( kv ) {
selected.GetEntity()->spawnArgs.Delete( kv->GetKey() );
kv = selected.GetEntity()->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
}
// delete any bind information
af->spawnArgs.Delete( "bind" );
af->spawnArgs.Delete( "bindToJoint" );
af->spawnArgs.Delete( "bindToBody" );
}
/*
===============================================================================
Handles ingame entity editing.
===============================================================================
*/
/*
==============
idEditEntities::idEditEntities
==============
*/
idEditEntities::idEditEntities() {
selectableEntityClasses.Clear();
nextSelectTime = 0;
}
/*
=============
idEditEntities::SelectEntity
=============
*/
bool idEditEntities::SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip ) {
idVec3 end;
idEntity *ent;
if ( !g_editEntityMode.GetInteger() || selectableEntityClasses.Num() == 0 ) {
return false;
}
if ( gameLocal.time < nextSelectTime ) {
return true;
}
nextSelectTime = gameLocal.time + 300;
end = origin + dir * 4096.0f;
ent = NULL;
for ( int i = 0; i < selectableEntityClasses.Num(); i++ ) {
ent = gameLocal.FindTraceEntity( origin, end, *selectableEntityClasses[i].typeInfo, skip );
if ( ent ) {
break;
}
}
if ( ent ) {
ClearSelectedEntities();
if ( EntityIsSelectable( ent ) ) {
AddSelectedEntity( ent );
gameLocal.Printf( "entity #%d: %s '%s'\n", ent->entityNumber, ent->GetClassname(), ent->name.c_str() );
ent->ShowEditingDialog();
return true;
}
}
return false;
}
/*
=============
idEditEntities::AddSelectedEntity
=============
*/
void idEditEntities::AddSelectedEntity(idEntity *ent) {
ent->fl.selected = true;
selectedEntities.AddUnique(ent);
}
/*
==============
idEditEntities::RemoveSelectedEntity
==============
*/
void idEditEntities::RemoveSelectedEntity( idEntity *ent ) {
if ( selectedEntities.Find( ent ) ) {
selectedEntities.Remove( ent );
}
}
/*
=============
idEditEntities::ClearSelectedEntities
=============
*/
void idEditEntities::ClearSelectedEntities() {
int i, count;
count = selectedEntities.Num();
for ( i = 0; i < count; i++ ) {
selectedEntities[i]->fl.selected = false;
}
selectedEntities.Clear();
}
/*
=============
idEditEntities::EntityIsSelectable
=============
*/
bool idEditEntities::EntityIsSelectable( idEntity *ent, idVec4 *color, idStr *text ) {
for ( int i = 0; i < selectableEntityClasses.Num(); i++ ) {
if ( ent->GetType() == selectableEntityClasses[i].typeInfo ) {
if ( text ) {
*text = selectableEntityClasses[i].textKey;
}
if ( color ) {
if ( ent->fl.selected ) {
*color = colorRed;
} else {
switch( i ) {
case 1 :
*color = colorYellow;
break;
case 2 :
*color = colorBlue;
break;
default:
*color = colorGreen;
}
}
}
return true;
}
}
return false;
}
/*
=============
idEditEntities::DisplayEntities
=============
*/
void idEditEntities::DisplayEntities() {
idEntity *ent;
if ( !gameLocal.GetLocalPlayer() ) {
return;
}
selectableEntityClasses.Clear();
selectedTypeInfo_t sit;
switch( g_editEntityMode.GetInteger() ) {
case 1:
sit.typeInfo = &idLight::Type;
sit.textKey = "texture";
selectableEntityClasses.Append( sit );
break;
case 2:
sit.typeInfo = &idSound::Type;
sit.textKey = "s_shader";
selectableEntityClasses.Append( sit );
sit.typeInfo = &idLight::Type;
sit.textKey = "texture";
selectableEntityClasses.Append( sit );
break;
case 3:
sit.typeInfo = &idAFEntity_Base::Type;
sit.textKey = "articulatedFigure";
selectableEntityClasses.Append( sit );
break;
case 4:
sit.typeInfo = &idFuncEmitter::Type;
sit.textKey = "model";
selectableEntityClasses.Append( sit );
break;
case 5:
sit.typeInfo = &idAI::Type;
sit.textKey = "name";
selectableEntityClasses.Append( sit );
break;
case 6:
sit.typeInfo = &idEntity::Type;
sit.textKey = "name";
selectableEntityClasses.Append( sit );
break;
case 7:
sit.typeInfo = &idEntity::Type;
sit.textKey = "model";
selectableEntityClasses.Append( sit );
break;
default:
return;
}
idBounds viewBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
idBounds viewTextBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
idMat3 axis = gameLocal.GetLocalPlayer()->viewAngles.ToMat3();
viewBounds.ExpandSelf( 512 );
viewTextBounds.ExpandSelf( 128 );
idStr textKey;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
idVec4 color;
textKey = "";
if ( !EntityIsSelectable( ent, &color, &textKey ) ) {
continue;
}
bool drawArrows = false;
if ( ent->GetType() == &idAFEntity_Base::Type ) {
if ( !static_cast<idAFEntity_Base *>(ent)->IsActiveAF() ) {
continue;
}
} else if ( ent->GetType() == &idSound::Type ) {
if ( ent->fl.selected ) {
drawArrows = true;
}
const idSoundShader * ss = declManager->FindSound( ent->spawnArgs.GetString( textKey ) );
if ( ss->HasDefaultSound() || ss->base->GetState() == DS_DEFAULTED ) {
color.Set( 1.0f, 0.0f, 1.0f, 1.0f );
}
} else if ( ent->GetType() == &idFuncEmitter::Type ) {
if ( ent->fl.selected ) {
drawArrows = true;
}
}
if ( !viewBounds.ContainsPoint( ent->GetPhysics()->GetOrigin() ) ) {
continue;
}
gameRenderWorld->DebugBounds( color, idBounds( ent->GetPhysics()->GetOrigin() ).Expand( 8 ) );
if ( drawArrows ) {
idVec3 start = ent->GetPhysics()->GetOrigin();
idVec3 end = start + idVec3( 1, 0, 0 ) * 20.0f;
gameRenderWorld->DebugArrow( colorWhite, start, end, 2 );
gameRenderWorld->DrawText( "x+", end + idVec3( 4, 0, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 1, 0, 0 ) * -20.0f;
gameRenderWorld->DebugArrow( colorWhite, start, end, 2 );
gameRenderWorld->DrawText( "x-", end + idVec3( -4, 0, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 1, 0 ) * +20.0f;
gameRenderWorld->DebugArrow( colorGreen, start, end, 2 );
gameRenderWorld->DrawText( "y+", end + idVec3( 0, 4, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 1, 0 ) * -20.0f;
gameRenderWorld->DebugArrow( colorGreen, start, end, 2 );
gameRenderWorld->DrawText( "y-", end + idVec3( 0, -4, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 0, 1 ) * +20.0f;
gameRenderWorld->DebugArrow( colorBlue, start, end, 2 );
gameRenderWorld->DrawText( "z+", end + idVec3( 0, 0, 4 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 0, 1 ) * -20.0f;
gameRenderWorld->DebugArrow( colorBlue, start, end, 2 );
gameRenderWorld->DrawText( "z-", end + idVec3( 0, 0, -4 ), 0.15f, colorWhite, axis );
}
if ( textKey.Length() ) {
const char *text = ent->spawnArgs.GetString( textKey );
if ( viewTextBounds.ContainsPoint( ent->GetPhysics()->GetOrigin() ) ) {
gameRenderWorld->DrawText( text, ent->GetPhysics()->GetOrigin() + idVec3(0, 0, 12), 0.25, colorWhite, axis, 1 );
}
}
}
}
/*
===============================================================================
idGameEdit
===============================================================================
*/
idGameEdit gameEditLocal;
idGameEdit * gameEdit = &gameEditLocal;
/*
=============
idGameEdit::GetSelectedEntities
=============
*/
int idGameEdit::GetSelectedEntities( idEntity *list[], int max ) {
int num = 0;
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->fl.selected ) {
list[num++] = ent;
if ( num >= max ) {
break;
}
}
}
return num;
}
/*
=============
idGameEdit::TriggerSelected
=============
*/
void idGameEdit::TriggerSelected() {
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->fl.selected ) {
ent->ProcessEvent( &EV_Activate, gameLocal.GetLocalPlayer() );
}
}
}
/*
================
idGameEdit::ClearEntitySelection
================
*/
void idGameEdit::ClearEntitySelection() {
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
ent->fl.selected = false;
}
gameLocal.editEntities->ClearSelectedEntities();
}
/*
================
idGameEdit::AddSelectedEntity
================
*/
void idGameEdit::AddSelectedEntity( idEntity *ent ) {
if ( ent ) {
gameLocal.editEntities->AddSelectedEntity( ent );
}
}
/*
================
idGameEdit::FindEntityDefDict
================
*/
const idDict *idGameEdit::FindEntityDefDict( const char *name, bool makeDefault ) const {
return gameLocal.FindEntityDefDict( name, makeDefault );
}
/*
================
idGameEdit::SpawnEntityDef
================
*/
void idGameEdit::SpawnEntityDef( const idDict &args, idEntity **ent ) {
gameLocal.SpawnEntityDef( args, ent );
}
/*
================
idGameEdit::FindEntity
================
*/
idEntity *idGameEdit::FindEntity( const char *name ) const {
return gameLocal.FindEntity( name );
}
/*
=============
idGameEdit::GetUniqueEntityName
generates a unique name for a given classname
=============
*/
const char *idGameEdit::GetUniqueEntityName( const char *classname ) const {
int id;
static char name[1024];
// can only have MAX_GENTITIES, so if we have a spot available, we're guaranteed to find one
for( id = 0; id < MAX_GENTITIES; id++ ) {
idStr::snPrintf( name, sizeof( name ), "%s_%d", classname, id );
if ( !gameLocal.FindEntity( name ) ) {
return name;
}
}
// id == MAX_GENTITIES + 1, which can't be in use if we get here
idStr::snPrintf( name, sizeof( name ), "%s_%d", classname, id );
return name;
}
/*
================
idGameEdit::EntityGetOrigin
================
*/
void idGameEdit::EntityGetOrigin( idEntity *ent, idVec3 &org ) const {
if ( ent ) {
org = ent->GetPhysics()->GetOrigin();
}
}
/*
================
idGameEdit::EntityGetAxis
================
*/
void idGameEdit::EntityGetAxis( idEntity *ent, idMat3 &axis ) const {
if ( ent ) {
axis = ent->GetPhysics()->GetAxis();
}
}
/*
================
idGameEdit::EntitySetOrigin
================
*/
void idGameEdit::EntitySetOrigin( idEntity *ent, const idVec3 &org ) {
if ( ent ) {
ent->SetOrigin( org );
}
}
/*
================
idGameEdit::EntitySetAxis
================
*/
void idGameEdit::EntitySetAxis( idEntity *ent, const idMat3 &axis ) {
if ( ent ) {
ent->SetAxis( axis );
}
}
/*
================
idGameEdit::EntitySetColor
================
*/
void idGameEdit::EntitySetColor( idEntity *ent, const idVec3 color ) {
if ( ent ) {
ent->SetColor( color );
}
}
/*
================
idGameEdit::EntityTranslate
================
*/
void idGameEdit::EntityTranslate( idEntity *ent, const idVec3 &org ) {
if ( ent ) {
ent->GetPhysics()->Translate( org );
}
}
/*
================
idGameEdit::EntityGetSpawnArgs
================
*/
const idDict *idGameEdit::EntityGetSpawnArgs( idEntity *ent ) const {
if ( ent ) {
return &ent->spawnArgs;
}
return NULL;
}
/*
================
idGameEdit::EntityUpdateChangeableSpawnArgs
================
*/
void idGameEdit::EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict ) {
if ( ent ) {
ent->UpdateChangeableSpawnArgs( dict );
}
}
/*
================
idGameEdit::EntityChangeSpawnArgs
================
*/
void idGameEdit::EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs ) {
if ( ent ) {
for ( int i = 0 ; i < newArgs->GetNumKeyVals () ; i ++ ) {
const idKeyValue *kv = newArgs->GetKeyVal( i );
if ( kv->GetValue().Length() > 0 ) {
ent->spawnArgs.Set ( kv->GetKey() ,kv->GetValue() );
} else {
ent->spawnArgs.Delete ( kv->GetKey() );
}
}
}
}
/*
================
idGameEdit::EntityUpdateVisuals
================
*/
void idGameEdit::EntityUpdateVisuals( idEntity *ent ) {
if ( ent ) {
ent->UpdateVisuals();
}
}
/*
================
idGameEdit::EntitySetModel
================
*/
void idGameEdit::EntitySetModel( idEntity *ent, const char *val ) {
if ( ent ) {
ent->spawnArgs.Set( "model", val );
ent->SetModel( val );
}
}
/*
================
idGameEdit::EntityStopSound
================
*/
void idGameEdit::EntityStopSound( idEntity *ent ) {
if ( ent ) {
ent->StopSound( SND_CHANNEL_ANY, false );
}
}
/*
================
idGameEdit::EntityDelete
================
*/
void idGameEdit::EntityDelete( idEntity *ent ) {
delete ent;
}
/*
================
idGameEdit::PlayerIsValid
================
*/
bool idGameEdit::PlayerIsValid() const {
return ( gameLocal.GetLocalPlayer() != NULL );
}
/*
================
idGameEdit::PlayerGetOrigin
================
*/
void idGameEdit::PlayerGetOrigin( idVec3 &org ) const {
org = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin();
}
/*
================
idGameEdit::PlayerGetAxis
================
*/
void idGameEdit::PlayerGetAxis( idMat3 &axis ) const {
axis = gameLocal.GetLocalPlayer()->GetPhysics()->GetAxis();
}
/*
================
idGameEdit::PlayerGetViewAngles
================
*/
void idGameEdit::PlayerGetViewAngles( idAngles &angles ) const {
angles = gameLocal.GetLocalPlayer()->viewAngles;
}
/*
================
idGameEdit::PlayerGetEyePosition
================
*/
void idGameEdit::PlayerGetEyePosition( idVec3 &org ) const {
org = gameLocal.GetLocalPlayer()->GetEyePosition();
}
/*
================
idGameEdit::MapGetEntityDict
================
*/
const idDict *idGameEdit::MapGetEntityDict( const char *name ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
return &mapent->epairs;
}
}
return NULL;
}
/*
================
idGameEdit::MapSave
================
*/
void idGameEdit::MapSave( const char *path ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if (mapFile) {
mapFile->Write( (path) ? path : mapFile->GetName(), ".map");
}
}
/*
================
idGameEdit::MapSetEntityKeyVal
================
*/
void idGameEdit::MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
mapent->epairs.Set( key, val );
}
}
}
/*
================
idGameEdit::MapCopyDictToEntity
================
*/
void idGameEdit::MapCopyDictToEntity( const char *name, const idDict *dict ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
for ( int i = 0; i < dict->GetNumKeyVals(); i++ ) {
const idKeyValue *kv = dict->GetKeyVal( i );
const char *key = kv->GetKey();
const char *val = kv->GetValue();
mapent->epairs.Set( key, val );
}
}
}
}
/*
================
idGameEdit::MapGetUniqueMatchingKeyVals
================
*/
int idGameEdit::MapGetUniqueMatchingKeyVals( const char *key, const char *list[], int max ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
int count = 0;
if ( mapFile ) {
for ( int i = 0; i < mapFile->GetNumEntities(); i++ ) {
idMapEntity *ent = mapFile->GetEntity( i );
if ( ent ) {
const char *k = ent->epairs.GetString( key );
if ( k != NULL && *k != NULL && count < max ) {
list[count++] = k;
}
}
}
}
return count;
}
/*
================
idGameEdit::MapAddEntity
================
*/
void idGameEdit::MapAddEntity( const idDict *dict ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile ) {
idMapEntity *ent = new (TAG_GAME) idMapEntity();
ent->epairs = *dict;
mapFile->AddEntity( ent );
}
}
/*
================
idGameEdit::MapRemoveEntity
================
*/
void idGameEdit::MapRemoveEntity( const char *name ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile ) {
idMapEntity *ent = mapFile->FindEntity( name );
if ( ent ) {
mapFile->RemoveEntity( ent );
}
}
}
/*
================
idGameEdit::MapGetEntitiesMatchignClassWithString
================
*/
int idGameEdit::MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
int count = 0;
if ( mapFile ) {
int entCount = mapFile->GetNumEntities();
for ( int i = 0 ; i < entCount; i++ ) {
idMapEntity *ent = mapFile->GetEntity(i);
if (ent) {
idStr work = ent->epairs.GetString("classname");
if ( work.Icmp( classname ) == 0 ) {
if ( match && *match ) {
work = ent->epairs.GetString( "soundgroup" );
if ( count < max && work.Icmp( match ) == 0 ) {
list[count++] = ent->epairs.GetString( "name" );
}
} else if ( count < max ) {
list[count++] = ent->epairs.GetString( "name" );
}
}
}
}
}
return count;
}
/*
================
idGameEdit::MapEntityTranslate
================
*/
void idGameEdit::MapEntityTranslate( const char *name, const idVec3 &v ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
idVec3 origin;
mapent->epairs.GetVector( "origin", "", origin );
origin += v;
mapent->epairs.SetVector( "origin", origin );
}
}
}