mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 15:01:19 +00:00
5533 lines
116 KiB
C++
5533 lines
116 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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#include "precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!
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// a mover will update any gui entities in it's target list with
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// a key/val pair of "mover" "state" from below.. guis can represent
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// realtime info like this
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// binary only
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static const char* guiBinaryMoverStates[] =
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{
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"1", // pos 1
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"2", // pos 2
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"3", // moving 1 to 2
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"4" // moving 2 to 1
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};
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/*
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===============================================================================
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idMover
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===============================================================================
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*/
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const idEventDef EV_FindGuiTargets( "<FindGuiTargets>", NULL );
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const idEventDef EV_TeamBlocked( "<teamblocked>", "ee" );
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const idEventDef EV_PartBlocked( "<partblocked>", "e" );
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const idEventDef EV_ReachedPos( "<reachedpos>", NULL );
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const idEventDef EV_ReachedAng( "<reachedang>", NULL );
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const idEventDef EV_PostRestore( "<postrestore>", "ddddd" );
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const idEventDef EV_StopMoving( "stopMoving", NULL );
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const idEventDef EV_StopRotating( "stopRotating", NULL );
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const idEventDef EV_Speed( "speed", "f" );
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const idEventDef EV_Time( "time", "f" );
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const idEventDef EV_AccelTime( "accelTime", "f" );
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const idEventDef EV_DecelTime( "decelTime", "f" );
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const idEventDef EV_MoveTo( "moveTo", "e" );
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const idEventDef EV_MoveToPos( "moveToPos", "v" );
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const idEventDef EV_Move( "move", "ff" );
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const idEventDef EV_MoveAccelerateTo( "accelTo", "ff" );
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const idEventDef EV_MoveDecelerateTo( "decelTo", "ff" );
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const idEventDef EV_RotateDownTo( "rotateDownTo", "df" );
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const idEventDef EV_RotateUpTo( "rotateUpTo", "df" );
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const idEventDef EV_RotateTo( "rotateTo", "v" );
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const idEventDef EV_Rotate( "rotate", "v" );
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const idEventDef EV_RotateOnce( "rotateOnce", "v" );
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const idEventDef EV_Bob( "bob", "ffv" );
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const idEventDef EV_Sway( "sway", "ffv" );
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const idEventDef EV_Mover_OpenPortal( "openPortal" );
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const idEventDef EV_Mover_ClosePortal( "closePortal" );
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const idEventDef EV_AccelSound( "accelSound", "s" );
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const idEventDef EV_DecelSound( "decelSound", "s" );
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const idEventDef EV_MoveSound( "moveSound", "s" );
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const idEventDef EV_Mover_InitGuiTargets( "<initguitargets>", NULL );
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const idEventDef EV_EnableSplineAngles( "enableSplineAngles", NULL );
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const idEventDef EV_DisableSplineAngles( "disableSplineAngles", NULL );
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const idEventDef EV_RemoveInitialSplineAngles( "removeInitialSplineAngles", NULL );
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const idEventDef EV_StartSpline( "startSpline", "e" );
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const idEventDef EV_StopSpline( "stopSpline", NULL );
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const idEventDef EV_IsMoving( "isMoving", NULL, 'd' );
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const idEventDef EV_IsRotating( "isRotating", NULL, 'd' );
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CLASS_DECLARATION( idEntity, idMover )
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EVENT( EV_FindGuiTargets, idMover::Event_FindGuiTargets )
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EVENT( EV_Thread_SetCallback, idMover::Event_SetCallback )
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EVENT( EV_TeamBlocked, idMover::Event_TeamBlocked )
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EVENT( EV_PartBlocked, idMover::Event_PartBlocked )
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EVENT( EV_ReachedPos, idMover::Event_UpdateMove )
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EVENT( EV_ReachedAng, idMover::Event_UpdateRotation )
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EVENT( EV_PostRestore, idMover::Event_PostRestore )
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EVENT( EV_StopMoving, idMover::Event_StopMoving )
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EVENT( EV_StopRotating, idMover::Event_StopRotating )
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EVENT( EV_Speed, idMover::Event_SetMoveSpeed )
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EVENT( EV_Time, idMover::Event_SetMoveTime )
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EVENT( EV_AccelTime, idMover::Event_SetAccellerationTime )
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EVENT( EV_DecelTime, idMover::Event_SetDecelerationTime )
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EVENT( EV_MoveTo, idMover::Event_MoveTo )
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EVENT( EV_MoveToPos, idMover::Event_MoveToPos )
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EVENT( EV_Move, idMover::Event_MoveDir )
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EVENT( EV_MoveAccelerateTo, idMover::Event_MoveAccelerateTo )
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EVENT( EV_MoveDecelerateTo, idMover::Event_MoveDecelerateTo )
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EVENT( EV_RotateDownTo, idMover::Event_RotateDownTo )
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EVENT( EV_RotateUpTo, idMover::Event_RotateUpTo )
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EVENT( EV_RotateTo, idMover::Event_RotateTo )
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EVENT( EV_Rotate, idMover::Event_Rotate )
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EVENT( EV_RotateOnce, idMover::Event_RotateOnce )
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EVENT( EV_Bob, idMover::Event_Bob )
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EVENT( EV_Sway, idMover::Event_Sway )
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EVENT( EV_Mover_OpenPortal, idMover::Event_OpenPortal )
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EVENT( EV_Mover_ClosePortal, idMover::Event_ClosePortal )
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EVENT( EV_AccelSound, idMover::Event_SetAccelSound )
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EVENT( EV_DecelSound, idMover::Event_SetDecelSound )
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EVENT( EV_MoveSound, idMover::Event_SetMoveSound )
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EVENT( EV_Mover_InitGuiTargets, idMover::Event_InitGuiTargets )
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EVENT( EV_EnableSplineAngles, idMover::Event_EnableSplineAngles )
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EVENT( EV_DisableSplineAngles, idMover::Event_DisableSplineAngles )
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EVENT( EV_RemoveInitialSplineAngles, idMover::Event_RemoveInitialSplineAngles )
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EVENT( EV_StartSpline, idMover::Event_StartSpline )
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EVENT( EV_StopSpline, idMover::Event_StopSpline )
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EVENT( EV_Activate, idMover::Event_Activate )
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EVENT( EV_IsMoving, idMover::Event_IsMoving )
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EVENT( EV_IsRotating, idMover::Event_IsRotating )
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END_CLASS
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/*
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================
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idMover::idMover
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================
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*/
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idMover::idMover()
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{
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memset( &move, 0, sizeof( move ) );
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memset( &rot, 0, sizeof( rot ) );
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move_thread = 0;
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rotate_thread = 0;
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dest_angles.Zero();
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angle_delta.Zero();
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dest_position.Zero();
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move_delta.Zero();
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move_speed = 0.0f;
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move_time = 0;
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deceltime = 0;
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acceltime = 0;
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stopRotation = false;
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useSplineAngles = true;
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lastCommand = MOVER_NONE;
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damage = 0.0f;
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areaPortal = 0;
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fl.networkSync = true;
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}
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/*
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================
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idMover::Save
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================
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*/
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void idMover::Save( idSaveGame* savefile ) const
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{
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int i;
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savefile->WriteStaticObject( physicsObj );
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savefile->WriteInt( move.stage );
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savefile->WriteInt( move.acceleration );
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savefile->WriteInt( move.movetime );
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savefile->WriteInt( move.deceleration );
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savefile->WriteVec3( move.dir );
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savefile->WriteInt( rot.stage );
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savefile->WriteInt( rot.acceleration );
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savefile->WriteInt( rot.movetime );
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savefile->WriteInt( rot.deceleration );
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savefile->WriteFloat( rot.rot.pitch );
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savefile->WriteFloat( rot.rot.yaw );
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savefile->WriteFloat( rot.rot.roll );
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savefile->WriteInt( move_thread );
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savefile->WriteInt( rotate_thread );
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savefile->WriteAngles( dest_angles );
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savefile->WriteAngles( angle_delta );
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savefile->WriteVec3( dest_position );
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savefile->WriteVec3( move_delta );
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savefile->WriteFloat( move_speed );
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savefile->WriteInt( move_time );
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savefile->WriteInt( deceltime );
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savefile->WriteInt( acceltime );
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savefile->WriteBool( stopRotation );
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savefile->WriteBool( useSplineAngles );
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savefile->WriteInt( lastCommand );
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savefile->WriteFloat( damage );
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savefile->WriteInt( areaPortal );
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if( areaPortal > 0 )
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{
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savefile->WriteInt( gameRenderWorld->GetPortalState( areaPortal ) );
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}
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savefile->WriteInt( guiTargets.Num() );
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for( i = 0; i < guiTargets.Num(); i++ )
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{
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guiTargets[ i ].Save( savefile );
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}
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if( splineEnt.GetEntity() && splineEnt.GetEntity()->GetSpline() )
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{
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idCurve_Spline<idVec3>* spline = physicsObj.GetSpline();
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savefile->WriteBool( true );
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splineEnt.Save( savefile );
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savefile->WriteInt( spline->GetTime( 0 ) );
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savefile->WriteInt( spline->GetTime( spline->GetNumValues() - 1 ) - spline->GetTime( 0 ) );
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savefile->WriteInt( physicsObj.GetSplineAcceleration() );
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savefile->WriteInt( physicsObj.GetSplineDeceleration() );
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savefile->WriteInt( ( int )physicsObj.UsingSplineAngles() );
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}
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else
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{
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savefile->WriteBool( false );
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}
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}
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/*
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================
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idMover::Restore
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================
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*/
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void idMover::Restore( idRestoreGame* savefile )
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{
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int i, num;
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bool hasSpline = false;
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savefile->ReadStaticObject( physicsObj );
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RestorePhysics( &physicsObj );
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savefile->ReadInt( ( int& )move.stage );
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savefile->ReadInt( move.acceleration );
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savefile->ReadInt( move.movetime );
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savefile->ReadInt( move.deceleration );
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savefile->ReadVec3( move.dir );
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savefile->ReadInt( ( int& )rot.stage );
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savefile->ReadInt( rot.acceleration );
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savefile->ReadInt( rot.movetime );
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savefile->ReadInt( rot.deceleration );
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savefile->ReadFloat( rot.rot.pitch );
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savefile->ReadFloat( rot.rot.yaw );
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savefile->ReadFloat( rot.rot.roll );
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savefile->ReadInt( move_thread );
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savefile->ReadInt( rotate_thread );
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savefile->ReadAngles( dest_angles );
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savefile->ReadAngles( angle_delta );
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savefile->ReadVec3( dest_position );
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savefile->ReadVec3( move_delta );
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savefile->ReadFloat( move_speed );
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savefile->ReadInt( move_time );
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savefile->ReadInt( deceltime );
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savefile->ReadInt( acceltime );
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savefile->ReadBool( stopRotation );
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savefile->ReadBool( useSplineAngles );
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savefile->ReadInt( ( int& )lastCommand );
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savefile->ReadFloat( damage );
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savefile->ReadInt( areaPortal );
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if( areaPortal > 0 )
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{
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int portalState = 0;
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savefile->ReadInt( portalState );
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gameLocal.SetPortalState( areaPortal, portalState );
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}
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guiTargets.Clear();
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savefile->ReadInt( num );
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guiTargets.SetNum( num );
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for( i = 0; i < num; i++ )
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{
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guiTargets[ i ].Restore( savefile );
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}
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savefile->ReadBool( hasSpline );
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if( hasSpline )
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{
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int starttime;
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int totaltime;
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int accel;
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int decel;
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int useAngles;
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splineEnt.Restore( savefile );
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savefile->ReadInt( starttime );
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savefile->ReadInt( totaltime );
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savefile->ReadInt( accel );
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savefile->ReadInt( decel );
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savefile->ReadInt( useAngles );
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PostEventMS( &EV_PostRestore, 0, starttime, totaltime, accel, decel, useAngles );
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}
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}
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/*
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================
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idMover::Event_PostRestore
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================
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*/
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void idMover::Event_PostRestore( int start, int total, int accel, int decel, int useSplineAng )
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{
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idCurve_Spline<idVec3>* spline;
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idEntity* splineEntity = splineEnt.GetEntity();
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if( !splineEntity )
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{
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// We should never get this event if splineEnt is invalid
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common->Warning( "Invalid spline entity during restore\n" );
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return;
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}
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spline = splineEntity->GetSpline();
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spline->MakeUniform( total );
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spline->ShiftTime( start - spline->GetTime( 0 ) );
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physicsObj.SetSpline( spline, accel, decel, ( useSplineAng != 0 ) );
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physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
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}
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/*
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================
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idMover::Spawn
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================
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*/
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void idMover::Spawn()
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{
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move_thread = 0;
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rotate_thread = 0;
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stopRotation = false;
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lastCommand = MOVER_NONE;
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acceltime = 1000.0f * spawnArgs.GetFloat( "accel_time", "0" );
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deceltime = 1000.0f * spawnArgs.GetFloat( "decel_time", "0" );
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move_time = 1000.0f * spawnArgs.GetFloat( "move_time", "1" ); // safe default value
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move_speed = spawnArgs.GetFloat( "move_speed", "0" );
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spawnArgs.GetFloat( "damage" , "0", damage );
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dest_position = GetPhysics()->GetOrigin();
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dest_angles = GetPhysics()->GetAxis().ToAngles();
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physicsObj.SetSelf( this );
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physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
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physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
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physicsObj.SetAxis( GetPhysics()->GetAxis() );
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physicsObj.SetClipMask( MASK_SOLID );
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if( !spawnArgs.GetBool( "solid", "1" ) )
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{
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physicsObj.SetContents( 0 );
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}
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if( !renderEntity.hModel || !spawnArgs.GetBool( "nopush" ) )
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{
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physicsObj.SetPusher( 0 );
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}
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physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
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physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
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SetPhysics( &physicsObj );
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// see if we are on an areaportal
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areaPortal = gameRenderWorld->FindPortal( GetPhysics()->GetAbsBounds() );
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if( spawnArgs.MatchPrefix( "guiTarget" ) )
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{
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if( gameLocal.GameState() == GAMESTATE_STARTUP )
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{
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PostEventMS( &EV_FindGuiTargets, 0 );
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}
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else
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{
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// not during spawn, so it's ok to get the targets
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FindGuiTargets();
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}
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}
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health = spawnArgs.GetInt( "health" );
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if( health )
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{
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fl.takedamage = true;
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}
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}
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/*
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================
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idMover::Hide
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================
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*/
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void idMover::Hide()
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{
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idEntity::Hide();
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physicsObj.SetContents( 0 );
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}
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/*
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================
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idMover::Show
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================
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*/
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void idMover::Show()
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{
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idEntity::Show();
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if( spawnArgs.GetBool( "solid", "1" ) )
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{
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physicsObj.SetContents( CONTENTS_SOLID );
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}
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SetPhysics( &physicsObj );
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}
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/*
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============
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idMover::Killed
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============
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*/
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void idMover::Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location )
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{
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fl.takedamage = false;
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ActivateTargets( this );
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}
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/*
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================
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idMover::Event_SetCallback
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================
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*/
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void idMover::Event_SetCallback()
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{
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if( ( lastCommand == MOVER_ROTATING ) && !rotate_thread )
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{
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lastCommand = MOVER_NONE;
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rotate_thread = idThread::CurrentThreadNum();
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idThread::ReturnInt( true );
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}
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else if( ( lastCommand == MOVER_MOVING || lastCommand == MOVER_SPLINE ) && !move_thread )
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{
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lastCommand = MOVER_NONE;
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move_thread = idThread::CurrentThreadNum();
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idThread::ReturnInt( true );
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}
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else
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{
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idThread::ReturnInt( false );
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}
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}
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/*
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================
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idMover::VectorForDir
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================
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*/
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void idMover::VectorForDir( float angle, idVec3& vec )
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{
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idAngles ang;
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switch( ( int )angle )
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{
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case DIR_UP :
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vec.Set( 0, 0, 1 );
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break;
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case DIR_DOWN :
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vec.Set( 0, 0, -1 );
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break;
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case DIR_LEFT :
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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 != '\0' )
|
|
{
|
|
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 != '\0' )
|
|
{
|
|
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 );
|
|
}
|
|
}
|