doom3/neo/game/Misc.cpp
Timothee 'TTimo' Besset fb1609f554 hello world
2011-11-22 15:28:15 -06:00

3149 lines
72 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 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 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*
Various utility objects and functions.
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
/*
===============================================================================
idSpawnableEntity
A simple, spawnable entity with a model and no functionable ability of it's own.
For example, it can be used as a placeholder during development, for marking
locations on maps for script, or for simple placed models without any behavior
that can be bound to other entities. Should not be subclassed.
===============================================================================
*/
CLASS_DECLARATION( idEntity, idSpawnableEntity )
END_CLASS
/*
======================
idSpawnableEntity::Spawn
======================
*/
void idSpawnableEntity::Spawn() {
// this just holds dict information
}
/*
===============================================================================
idPlayerStart
===============================================================================
*/
const idEventDef EV_TeleportStage( "<TeleportStage>", "e" );
CLASS_DECLARATION( idEntity, idPlayerStart )
EVENT( EV_Activate, idPlayerStart::Event_TeleportPlayer )
EVENT( EV_TeleportStage, idPlayerStart::Event_TeleportStage )
END_CLASS
/*
===============
idPlayerStart::idPlayerStart
================
*/
idPlayerStart::idPlayerStart( void ) {
teleportStage = 0;
}
/*
===============
idPlayerStart::Spawn
================
*/
void idPlayerStart::Spawn( void ) {
teleportStage = 0;
}
/*
================
idPlayerStart::Save
================
*/
void idPlayerStart::Save( idSaveGame *savefile ) const {
savefile->WriteInt( teleportStage );
}
/*
================
idPlayerStart::Restore
================
*/
void idPlayerStart::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( teleportStage );
}
/*
================
idPlayerStart::ClientReceiveEvent
================
*/
bool idPlayerStart::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
int entityNumber;
switch( event ) {
case EVENT_TELEPORTPLAYER: {
entityNumber = msg.ReadBits( GENTITYNUM_BITS );
idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[entityNumber] );
if ( player != NULL && player->IsType( idPlayer::Type ) ) {
Event_TeleportPlayer( player );
}
return true;
}
default: {
return idEntity::ClientReceiveEvent( event, time, msg );
}
}
return false;
}
/*
===============
idPlayerStart::Event_TeleportStage
FIXME: add functionality to fx system ( could be done with player scripting too )
================
*/
void idPlayerStart::Event_TeleportStage( idEntity *_player ) {
idPlayer *player;
if ( !_player->IsType( idPlayer::Type ) ) {
common->Warning( "idPlayerStart::Event_TeleportStage: entity is not an idPlayer\n" );
return;
}
player = static_cast<idPlayer*>(_player);
float teleportDelay = spawnArgs.GetFloat( "teleportDelay" );
switch ( teleportStage ) {
case 0:
player->playerView.Flash( colorWhite, 125 );
player->SetInfluenceLevel( INFLUENCE_LEVEL3 );
player->SetInfluenceView( spawnArgs.GetString( "mtr_teleportFx" ), NULL, 0.0f, NULL );
gameSoundWorld->FadeSoundClasses( 0, -20.0f, teleportDelay );
player->StartSound( "snd_teleport_start", SND_CHANNEL_BODY2, 0, false, NULL );
teleportStage++;
PostEventSec( &EV_TeleportStage, teleportDelay, player );
break;
case 1:
gameSoundWorld->FadeSoundClasses( 0, 0.0f, 0.25f );
teleportStage++;
PostEventSec( &EV_TeleportStage, 0.25f, player );
break;
case 2:
player->SetInfluenceView( NULL, NULL, 0.0f, NULL );
TeleportPlayer( player );
player->StopSound( SND_CHANNEL_BODY2, false );
player->SetInfluenceLevel( INFLUENCE_NONE );
teleportStage = 0;
break;
default:
break;
}
}
/*
===============
idPlayerStart::TeleportPlayer
================
*/
void idPlayerStart::TeleportPlayer( idPlayer *player ) {
float pushVel = spawnArgs.GetFloat( "push", "300" );
float f = spawnArgs.GetFloat( "visualEffect", "0" );
const char *viewName = spawnArgs.GetString( "visualView", "" );
idEntity *ent = viewName ? gameLocal.FindEntity( viewName ) : NULL;
if ( f && ent ) {
// place in private camera view for some time
// the entity needs to teleport to where the camera view is to have the PVS right
player->Teleport( ent->GetPhysics()->GetOrigin(), ang_zero, this );
player->StartSound( "snd_teleport_enter", SND_CHANNEL_ANY, 0, false, NULL );
player->SetPrivateCameraView( static_cast<idCamera*>(ent) );
// the player entity knows where to spawn from the previous Teleport call
if ( !gameLocal.isClient ) {
player->PostEventSec( &EV_Player_ExitTeleporter, f );
}
} else {
// direct to exit, Teleport will take care of the killbox
player->Teleport( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis().ToAngles(), NULL );
// multiplayer hijacked this entity, so only push the player in multiplayer
if ( gameLocal.isMultiplayer ) {
player->GetPhysics()->SetLinearVelocity( GetPhysics()->GetAxis()[0] * pushVel );
}
}
}
/*
===============
idPlayerStart::Event_TeleportPlayer
================
*/
void idPlayerStart::Event_TeleportPlayer( idEntity *activator ) {
idPlayer *player;
if ( activator->IsType( idPlayer::Type ) ) {
player = static_cast<idPlayer*>( activator );
} else {
player = gameLocal.GetLocalPlayer();
}
if ( player ) {
if ( spawnArgs.GetBool( "visualFx" ) ) {
teleportStage = 0;
Event_TeleportStage( player );
} else {
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
msg.WriteBits( player->entityNumber, GENTITYNUM_BITS );
ServerSendEvent( EVENT_TELEPORTPLAYER, &msg, false, -1 );
}
TeleportPlayer( player );
}
}
}
/*
===============================================================================
idActivator
===============================================================================
*/
CLASS_DECLARATION( idEntity, idActivator )
EVENT( EV_Activate, idActivator::Event_Activate )
END_CLASS
/*
===============
idActivator::Save
================
*/
void idActivator::Save( idSaveGame *savefile ) const {
savefile->WriteBool( stay_on );
}
/*
===============
idActivator::Restore
================
*/
void idActivator::Restore( idRestoreGame *savefile ) {
savefile->ReadBool( stay_on );
if ( stay_on ) {
BecomeActive( TH_THINK );
}
}
/*
===============
idActivator::Spawn
================
*/
void idActivator::Spawn( void ) {
bool start_off;
spawnArgs.GetBool( "stay_on", "0", stay_on );
spawnArgs.GetBool( "start_off", "0", start_off );
GetPhysics()->SetClipBox( idBounds( vec3_origin ).Expand( 4 ), 1.0f );
GetPhysics()->SetContents( 0 );
if ( !start_off ) {
BecomeActive( TH_THINK );
}
}
/*
===============
idActivator::Think
================
*/
void idActivator::Think( void ) {
RunPhysics();
if ( thinkFlags & TH_THINK ) {
if ( TouchTriggers() ) {
if ( !stay_on ) {
BecomeInactive( TH_THINK );
}
}
}
Present();
}
/*
===============
idActivator::Activate
================
*/
void idActivator::Event_Activate( idEntity *activator ) {
if ( thinkFlags & TH_THINK ) {
BecomeInactive( TH_THINK );
} else {
BecomeActive( TH_THINK );
}
}
/*
===============================================================================
idPathCorner
===============================================================================
*/
CLASS_DECLARATION( idEntity, idPathCorner )
EVENT( AI_RandomPath, idPathCorner::Event_RandomPath )
END_CLASS
/*
=====================
idPathCorner::Spawn
=====================
*/
void idPathCorner::Spawn( void ) {
}
/*
=====================
idPathCorner::DrawDebugInfo
=====================
*/
void idPathCorner::DrawDebugInfo( void ) {
idEntity *ent;
idBounds bnds( idVec3( -4.0, -4.0f, -8.0f ), idVec3( 4.0, 4.0f, 64.0f ) );
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( !ent->IsType( idPathCorner::Type ) ) {
continue;
}
idVec3 org = ent->GetPhysics()->GetOrigin();
gameRenderWorld->DebugBounds( colorRed, bnds, org, 0 );
}
}
/*
============
idPathCorner::RandomPath
============
*/
idPathCorner *idPathCorner::RandomPath( const idEntity *source, const idEntity *ignore ) {
int i;
int num;
int which;
idEntity *ent;
idPathCorner *path[ MAX_GENTITIES ];
num = 0;
for( i = 0; i < source->targets.Num(); i++ ) {
ent = source->targets[ i ].GetEntity();
if ( ent && ( ent != ignore ) && ent->IsType( idPathCorner::Type ) ) {
path[ num++ ] = static_cast<idPathCorner *>( ent );
if ( num >= MAX_GENTITIES ) {
break;
}
}
}
if ( !num ) {
return NULL;
}
which = gameLocal.random.RandomInt( num );
return path[ which ];
}
/*
=====================
idPathCorner::Event_RandomPath
=====================
*/
void idPathCorner::Event_RandomPath( void ) {
idPathCorner *path;
path = RandomPath( this, NULL );
idThread::ReturnEntity( path );
}
/*
===============================================================================
idDamagable
===============================================================================
*/
const idEventDef EV_RestoreDamagable( "<RestoreDamagable>" );
CLASS_DECLARATION( idEntity, idDamagable )
EVENT( EV_Activate, idDamagable::Event_BecomeBroken )
EVENT( EV_RestoreDamagable, idDamagable::Event_RestoreDamagable )
END_CLASS
/*
================
idDamagable::idDamagable
================
*/
idDamagable::idDamagable( void ) {
count = 0;
nextTriggerTime = 0;
}
/*
================
idDamagable::Save
================
*/
void idDamagable::Save( idSaveGame *savefile ) const {
savefile->WriteInt( count );
savefile->WriteInt( nextTriggerTime );
}
/*
================
idDamagable::Restore
================
*/
void idDamagable::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( count );
savefile->ReadInt( nextTriggerTime );
}
/*
================
idDamagable::Spawn
================
*/
void idDamagable::Spawn( void ) {
idStr broken;
health = spawnArgs.GetInt( "health", "5" );
spawnArgs.GetInt( "count", "1", count );
nextTriggerTime = 0;
// make sure the model gets cached
spawnArgs.GetString( "broken", "", broken );
if ( broken.Length() && !renderModelManager->CheckModel( broken ) ) {
gameLocal.Error( "idDamagable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), broken.c_str() );
}
fl.takedamage = true;
GetPhysics()->SetContents( CONTENTS_SOLID );
}
/*
================
idDamagable::BecomeBroken
================
*/
void idDamagable::BecomeBroken( idEntity *activator ) {
float forceState;
int numStates;
int cycle;
float wait;
if ( gameLocal.time < nextTriggerTime ) {
return;
}
spawnArgs.GetFloat( "wait", "0.1", wait );
nextTriggerTime = gameLocal.time + SEC2MS( wait );
if ( count > 0 ) {
count--;
if ( !count ) {
fl.takedamage = false;
} else {
health = spawnArgs.GetInt( "health", "5" );
}
}
idStr broken;
spawnArgs.GetString( "broken", "", broken );
if ( broken.Length() ) {
SetModel( broken );
}
// offset the start time of the shader to sync it to the gameLocal time
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
spawnArgs.GetInt( "numstates", "1", numStates );
spawnArgs.GetInt( "cycle", "0", cycle );
spawnArgs.GetFloat( "forcestate", "0", forceState );
// set the state parm
if ( cycle ) {
renderEntity.shaderParms[ SHADERPARM_MODE ]++;
if ( renderEntity.shaderParms[ SHADERPARM_MODE ] > numStates ) {
renderEntity.shaderParms[ SHADERPARM_MODE ] = 0;
}
} else if ( forceState ) {
renderEntity.shaderParms[ SHADERPARM_MODE ] = forceState;
} else {
renderEntity.shaderParms[ SHADERPARM_MODE ] = gameLocal.random.RandomInt( numStates ) + 1;
}
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
ActivateTargets( activator );
if ( spawnArgs.GetBool( "hideWhenBroken" ) ) {
Hide();
PostEventMS( &EV_RestoreDamagable, nextTriggerTime - gameLocal.time );
BecomeActive( TH_THINK );
}
}
/*
================
idDamagable::Killed
================
*/
void idDamagable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
if ( gameLocal.time < nextTriggerTime ) {
health += damage;
return;
}
BecomeBroken( attacker );
}
/*
================
idDamagable::Event_BecomeBroken
================
*/
void idDamagable::Event_BecomeBroken( idEntity *activator ) {
BecomeBroken( activator );
}
/*
================
idDamagable::Event_RestoreDamagable
================
*/
void idDamagable::Event_RestoreDamagable( void ) {
health = spawnArgs.GetInt( "health", "5" );
Show();
}
/*
===============================================================================
idExplodable
===============================================================================
*/
CLASS_DECLARATION( idEntity, idExplodable )
EVENT( EV_Activate, idExplodable::Event_Explode )
END_CLASS
/*
================
idExplodable::Spawn
================
*/
void idExplodable::Spawn( void ) {
Hide();
}
/*
================
idExplodable::Event_Explode
================
*/
void idExplodable::Event_Explode( idEntity *activator ) {
const char *temp;
if ( spawnArgs.GetString( "def_damage", "damage_explosion", &temp ) ) {
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), activator, activator, this, this, temp );
}
StartSound( "snd_explode", SND_CHANNEL_ANY, 0, false, NULL );
// Show() calls UpdateVisuals, so we don't need to call it ourselves after setting the shaderParms
renderEntity.shaderParms[SHADERPARM_RED] = 1.0f;
renderEntity.shaderParms[SHADERPARM_GREEN] = 1.0f;
renderEntity.shaderParms[SHADERPARM_BLUE] = 1.0f;
renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f;
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = 0.0f;
Show();
PostEventMS( &EV_Remove, 2000 );
ActivateTargets( activator );
}
/*
===============================================================================
idSpring
===============================================================================
*/
CLASS_DECLARATION( idEntity, idSpring )
EVENT( EV_PostSpawn, idSpring::Event_LinkSpring )
END_CLASS
/*
================
idSpring::Think
================
*/
void idSpring::Think( void ) {
idVec3 start, end, origin;
idMat3 axis;
// run physics
RunPhysics();
if ( thinkFlags & TH_THINK ) {
// evaluate force
spring.Evaluate( gameLocal.time );
start = p1;
if ( ent1->GetPhysics() ) {
axis = ent1->GetPhysics()->GetAxis();
origin = ent1->GetPhysics()->GetOrigin();
start = origin + start * axis;
}
end = p2;
if ( ent2->GetPhysics() ) {
axis = ent2->GetPhysics()->GetAxis();
origin = ent2->GetPhysics()->GetOrigin();
end = origin + p2 * axis;
}
gameRenderWorld->DebugLine( idVec4(1, 1, 0, 1), start, end, 0, true );
}
Present();
}
/*
================
idSpring::Event_LinkSpring
================
*/
void idSpring::Event_LinkSpring( void ) {
idStr name1, name2;
spawnArgs.GetString( "ent1", "", name1 );
spawnArgs.GetString( "ent2", "", name2 );
if ( name1.Length() ) {
ent1 = gameLocal.FindEntity( name1 );
if ( !ent1 ) {
gameLocal.Error( "idSpring '%s' at (%s): cannot find first entity '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), name1.c_str() );
}
}
else {
ent1 = gameLocal.entities[ENTITYNUM_WORLD];
}
if ( name2.Length() ) {
ent2 = gameLocal.FindEntity( name2 );
if ( !ent2 ) {
gameLocal.Error( "idSpring '%s' at (%s): cannot find second entity '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), name2.c_str() );
}
}
else {
ent2 = gameLocal.entities[ENTITYNUM_WORLD];
}
spring.SetPosition( ent1->GetPhysics(), id1, p1, ent2->GetPhysics(), id2, p2 );
BecomeActive( TH_THINK );
}
/*
================
idSpring::Spawn
================
*/
void idSpring::Spawn( void ) {
float Kstretch, damping, restLength;
spawnArgs.GetInt( "id1", "0", id1 );
spawnArgs.GetInt( "id2", "0", id2 );
spawnArgs.GetVector( "point1", "0 0 0", p1 );
spawnArgs.GetVector( "point2", "0 0 0", p2 );
spawnArgs.GetFloat( "constant", "100.0f", Kstretch );
spawnArgs.GetFloat( "damping", "10.0f", damping );
spawnArgs.GetFloat( "restlength", "0.0f", restLength );
spring.InitSpring( Kstretch, 0.0f, damping, restLength );
ent1 = ent2 = NULL;
PostEventMS( &EV_PostSpawn, 0 );
}
/*
===============================================================================
idForceField
===============================================================================
*/
const idEventDef EV_Toggle( "Toggle", NULL );
CLASS_DECLARATION( idEntity, idForceField )
EVENT( EV_Activate, idForceField::Event_Activate )
EVENT( EV_Toggle, idForceField::Event_Toggle )
EVENT( EV_FindTargets, idForceField::Event_FindTargets )
END_CLASS
/*
===============
idForceField::Toggle
================
*/
void idForceField::Toggle( void ) {
if ( thinkFlags & TH_THINK ) {
BecomeInactive( TH_THINK );
} else {
BecomeActive( TH_THINK );
}
}
/*
================
idForceField::Think
================
*/
void idForceField::Think( void ) {
if ( thinkFlags & TH_THINK ) {
// evaluate force
forceField.Evaluate( gameLocal.time );
}
Present();
}
/*
================
idForceField::Save
================
*/
void idForceField::Save( idSaveGame *savefile ) const {
savefile->WriteStaticObject( forceField );
}
/*
================
idForceField::Restore
================
*/
void idForceField::Restore( idRestoreGame *savefile ) {
savefile->ReadStaticObject( forceField );
}
/*
================
idForceField::Spawn
================
*/
void idForceField::Spawn( void ) {
idVec3 uniform;
float explosion, implosion, randomTorque;
if ( spawnArgs.GetVector( "uniform", "0 0 0", uniform ) ) {
forceField.Uniform( uniform );
} else if ( spawnArgs.GetFloat( "explosion", "0", explosion ) ) {
forceField.Explosion( explosion );
} else if ( spawnArgs.GetFloat( "implosion", "0", implosion ) ) {
forceField.Implosion( implosion );
}
if ( spawnArgs.GetFloat( "randomTorque", "0", randomTorque ) ) {
forceField.RandomTorque( randomTorque );
}
if ( spawnArgs.GetBool( "applyForce", "0" ) ) {
forceField.SetApplyType( FORCEFIELD_APPLY_FORCE );
} else if ( spawnArgs.GetBool( "applyImpulse", "0" ) ) {
forceField.SetApplyType( FORCEFIELD_APPLY_IMPULSE );
} else {
forceField.SetApplyType( FORCEFIELD_APPLY_VELOCITY );
}
forceField.SetPlayerOnly( spawnArgs.GetBool( "playerOnly", "0" ) );
forceField.SetMonsterOnly( spawnArgs.GetBool( "monsterOnly", "0" ) );
// set the collision model on the force field
forceField.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ) );
// remove the collision model from the physics object
GetPhysics()->SetClipModel( NULL, 1.0f );
if ( spawnArgs.GetBool( "start_on" ) ) {
BecomeActive( TH_THINK );
}
}
/*
===============
idForceField::Event_Toggle
================
*/
void idForceField::Event_Toggle( void ) {
Toggle();
}
/*
================
idForceField::Event_Activate
================
*/
void idForceField::Event_Activate( idEntity *activator ) {
float wait;
Toggle();
if ( spawnArgs.GetFloat( "wait", "0.01", wait ) ) {
PostEventSec( &EV_Toggle, wait );
}
}
/*
================
idForceField::Event_FindTargets
================
*/
void idForceField::Event_FindTargets( void ) {
FindTargets();
RemoveNullTargets();
if ( targets.Num() ) {
forceField.Uniform( targets[0].GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() );
}
}
/*
===============================================================================
idAnimated
===============================================================================
*/
const idEventDef EV_Animated_Start( "<start>" );
const idEventDef EV_LaunchMissiles( "launchMissiles", "ssssdf" );
const idEventDef EV_LaunchMissilesUpdate( "<launchMissiles>", "dddd" );
const idEventDef EV_AnimDone( "<AnimDone>", "d" );
const idEventDef EV_StartRagdoll( "startRagdoll" );
CLASS_DECLARATION( idAFEntity_Gibbable, idAnimated )
EVENT( EV_Activate, idAnimated::Event_Activate )
EVENT( EV_Animated_Start, idAnimated::Event_Start )
EVENT( EV_StartRagdoll, idAnimated::Event_StartRagdoll )
EVENT( EV_AnimDone, idAnimated::Event_AnimDone )
EVENT( EV_Footstep, idAnimated::Event_Footstep )
EVENT( EV_FootstepLeft, idAnimated::Event_Footstep )
EVENT( EV_FootstepRight, idAnimated::Event_Footstep )
EVENT( EV_LaunchMissiles, idAnimated::Event_LaunchMissiles )
EVENT( EV_LaunchMissilesUpdate, idAnimated::Event_LaunchMissilesUpdate )
END_CLASS
/*
===============
idAnimated::idAnimated
================
*/
idAnimated::idAnimated() {
anim = 0;
blendFrames = 0;
soundJoint = INVALID_JOINT;
activated = false;
combatModel = NULL;
activator = NULL;
current_anim_index = 0;
num_anims = 0;
}
/*
===============
idAnimated::idAnimated
================
*/
idAnimated::~idAnimated() {
delete combatModel;
combatModel = NULL;
}
/*
===============
idAnimated::Save
================
*/
void idAnimated::Save( idSaveGame *savefile ) const {
savefile->WriteInt( current_anim_index );
savefile->WriteInt( num_anims );
savefile->WriteInt( anim );
savefile->WriteInt( blendFrames );
savefile->WriteJoint( soundJoint );
activator.Save( savefile );
savefile->WriteBool( activated );
}
/*
===============
idAnimated::Restore
================
*/
void idAnimated::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( current_anim_index );
savefile->ReadInt( num_anims );
savefile->ReadInt( anim );
savefile->ReadInt( blendFrames );
savefile->ReadJoint( soundJoint );
activator.Restore( savefile );
savefile->ReadBool( activated );
}
/*
===============
idAnimated::Spawn
================
*/
void idAnimated::Spawn( void ) {
idStr animname;
int anim2;
float wait;
const char *joint;
joint = spawnArgs.GetString( "sound_bone", "origin" );
soundJoint = animator.GetJointHandle( joint );
if ( soundJoint == INVALID_JOINT ) {
gameLocal.Warning( "idAnimated '%s' at (%s): cannot find joint '%s' for sound playback", name.c_str(), GetPhysics()->GetOrigin().ToString(0), joint );
}
LoadAF();
// allow bullets to collide with a combat model
if ( spawnArgs.GetBool( "combatModel", "0" ) ) {
combatModel = new idClipModel( modelDefHandle );
}
// allow the entity to take damage
if ( spawnArgs.GetBool( "takeDamage", "0" ) ) {
fl.takedamage = true;
}
blendFrames = 0;
current_anim_index = 0;
spawnArgs.GetInt( "num_anims", "0", num_anims );
blendFrames = spawnArgs.GetInt( "blend_in" );
animname = spawnArgs.GetString( num_anims ? "anim1" : "anim" );
if ( !animname.Length() ) {
anim = 0;
} else {
anim = animator.GetAnim( animname );
if ( !anim ) {
gameLocal.Error( "idAnimated '%s' at (%s): cannot find anim '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), animname.c_str() );
}
}
if ( spawnArgs.GetBool( "hide" ) ) {
Hide();
if ( !num_anims ) {
blendFrames = 0;
}
} else if ( spawnArgs.GetString( "start_anim", "", animname ) ) {
anim2 = animator.GetAnim( animname );
if ( !anim2 ) {
gameLocal.Error( "idAnimated '%s' at (%s): cannot find anim '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), animname.c_str() );
}
animator.CycleAnim( ANIMCHANNEL_ALL, anim2, gameLocal.time, 0 );
} else if ( anim ) {
// init joints to the first frame of the animation
animator.SetFrame( ANIMCHANNEL_ALL, anim, 1, gameLocal.time, 0 );
if ( !num_anims ) {
blendFrames = 0;
}
}
spawnArgs.GetFloat( "wait", "-1", wait );
if ( wait >= 0 ) {
PostEventSec( &EV_Activate, wait, this );
}
}
/*
===============
idAnimated::LoadAF
===============
*/
bool idAnimated::LoadAF( void ) {
idStr fileName;
if ( !spawnArgs.GetString( "ragdoll", "*unknown*", fileName ) ) {
return false;
}
af.SetAnimator( GetAnimator() );
return af.Load( this, fileName );
}
/*
===============
idAnimated::GetPhysicsToSoundTransform
===============
*/
bool idAnimated::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
animator.GetJointTransform( soundJoint, gameLocal.time, origin, axis );
axis = renderEntity.axis;
return true;
}
/*
================
idAnimated::StartRagdoll
================
*/
bool idAnimated::StartRagdoll( void ) {
// if no AF loaded
if ( !af.IsLoaded() ) {
return false;
}
// if the AF is already active
if ( af.IsActive() ) {
return true;
}
// disable any collision model used
GetPhysics()->DisableClip();
// start using the AF
af.StartFromCurrentPose( spawnArgs.GetInt( "velocityTime", "0" ) );
return true;
}
/*
=====================
idAnimated::PlayNextAnim
=====================
*/
void idAnimated::PlayNextAnim( void ) {
const char *animname;
int len;
int cycle;
if ( current_anim_index >= num_anims ) {
Hide();
if ( spawnArgs.GetBool( "remove" ) ) {
PostEventMS( &EV_Remove, 0 );
} else {
current_anim_index = 0;
}
return;
}
Show();
current_anim_index++;
spawnArgs.GetString( va( "anim%d", current_anim_index ), NULL, &animname );
if ( !animname ) {
anim = 0;
animator.Clear( ANIMCHANNEL_ALL, gameLocal.time, FRAME2MS( blendFrames ) );
return;
}
anim = animator.GetAnim( animname );
if ( !anim ) {
gameLocal.Warning( "missing anim '%s' on %s", animname, name.c_str() );
return;
}
if ( g_debugCinematic.GetBool() ) {
gameLocal.Printf( "%d: '%s' start anim '%s'\n", gameLocal.framenum, GetName(), animname );
}
spawnArgs.GetInt( "cycle", "1", cycle );
if ( ( current_anim_index == num_anims ) && spawnArgs.GetBool( "loop_last_anim" ) ) {
cycle = -1;
}
animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( blendFrames ) );
animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( cycle );
len = animator.CurrentAnim( ANIMCHANNEL_ALL )->PlayLength();
if ( len >= 0 ) {
PostEventMS( &EV_AnimDone, len, current_anim_index );
}
// offset the start time of the shader to sync it to the game time
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
animator.ForceUpdate();
UpdateAnimation();
UpdateVisuals();
Present();
}
/*
===============
idAnimated::Event_StartRagdoll
================
*/
void idAnimated::Event_StartRagdoll( void ) {
StartRagdoll();
}
/*
===============
idAnimated::Event_AnimDone
================
*/
void idAnimated::Event_AnimDone( int animindex ) {
if ( g_debugCinematic.GetBool() ) {
const idAnim *animPtr = animator.GetAnim( anim );
gameLocal.Printf( "%d: '%s' end anim '%s'\n", gameLocal.framenum, GetName(), animPtr ? animPtr->Name() : "" );
}
if ( ( animindex >= num_anims ) && spawnArgs.GetBool( "remove" ) ) {
Hide();
PostEventMS( &EV_Remove, 0 );
} else if ( spawnArgs.GetBool( "auto_advance" ) ) {
PlayNextAnim();
} else {
activated = false;
}
ActivateTargets( activator.GetEntity() );
}
/*
===============
idAnimated::Event_Activate
================
*/
void idAnimated::Event_Activate( idEntity *_activator ) {
if ( num_anims ) {
PlayNextAnim();
activator = _activator;
return;
}
if ( activated ) {
// already activated
return;
}
activated = true;
activator = _activator;
ProcessEvent( &EV_Animated_Start );
}
/*
===============
idAnimated::Event_Start
================
*/
void idAnimated::Event_Start( void ) {
int cycle;
int len;
Show();
if ( num_anims ) {
PlayNextAnim();
return;
}
if ( anim ) {
if ( g_debugCinematic.GetBool() ) {
const idAnim *animPtr = animator.GetAnim( anim );
gameLocal.Printf( "%d: '%s' start anim '%s'\n", gameLocal.framenum, GetName(), animPtr ? animPtr->Name() : "" );
}
spawnArgs.GetInt( "cycle", "1", cycle );
animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( blendFrames ) );
animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( cycle );
len = animator.CurrentAnim( ANIMCHANNEL_ALL )->PlayLength();
if ( len >= 0 ) {
PostEventMS( &EV_AnimDone, len, 1 );
}
}
// offset the start time of the shader to sync it to the game time
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
animator.ForceUpdate();
UpdateAnimation();
UpdateVisuals();
Present();
}
/*
===============
idAnimated::Event_Footstep
===============
*/
void idAnimated::Event_Footstep( void ) {
StartSound( "snd_footstep", SND_CHANNEL_BODY, 0, false, NULL );
}
/*
=====================
idAnimated::Event_LaunchMissilesUpdate
=====================
*/
void idAnimated::Event_LaunchMissilesUpdate( int launchjoint, int targetjoint, int numshots, int framedelay ) {
idVec3 launchPos;
idVec3 targetPos;
idMat3 axis;
idVec3 dir;
idEntity * ent;
idProjectile * projectile;
const idDict * projectileDef;
const char * projectilename;
projectilename = spawnArgs.GetString( "projectilename" );
projectileDef = gameLocal.FindEntityDefDict( projectilename, false );
if ( !projectileDef ) {
gameLocal.Warning( "idAnimated '%s' at (%s): 'launchMissiles' called with unknown projectile '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename );
return;
}
StartSound( "snd_missile", SND_CHANNEL_WEAPON, 0, false, NULL );
animator.GetJointTransform( ( jointHandle_t )launchjoint, gameLocal.time, launchPos, axis );
launchPos = renderEntity.origin + launchPos * renderEntity.axis;
animator.GetJointTransform( ( jointHandle_t )targetjoint, gameLocal.time, targetPos, axis );
targetPos = renderEntity.origin + targetPos * renderEntity.axis;
dir = targetPos - launchPos;
dir.Normalize();
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
if ( !ent || !ent->IsType( idProjectile::Type ) ) {
gameLocal.Error( "idAnimated '%s' at (%s): in 'launchMissiles' call '%s' is not an idProjectile", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename );
}
projectile = ( idProjectile * )ent;
projectile->Create( this, launchPos, dir );
projectile->Launch( launchPos, dir, vec3_origin );
if ( numshots > 0 ) {
PostEventMS( &EV_LaunchMissilesUpdate, FRAME2MS( framedelay ), launchjoint, targetjoint, numshots - 1, framedelay );
}
}
/*
=====================
idAnimated::Event_LaunchMissiles
=====================
*/
void idAnimated::Event_LaunchMissiles( const char *projectilename, const char *sound, const char *launchjoint, const char *targetjoint, int numshots, int framedelay ) {
const idDict * projectileDef;
jointHandle_t launch;
jointHandle_t target;
projectileDef = gameLocal.FindEntityDefDict( projectilename, false );
if ( !projectileDef ) {
gameLocal.Warning( "idAnimated '%s' at (%s): unknown projectile '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename );
return;
}
launch = animator.GetJointHandle( launchjoint );
if ( launch == INVALID_JOINT ) {
gameLocal.Warning( "idAnimated '%s' at (%s): unknown launch joint '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), launchjoint );
gameLocal.Error( "Unknown joint '%s'", launchjoint );
}
target = animator.GetJointHandle( targetjoint );
if ( target == INVALID_JOINT ) {
gameLocal.Warning( "idAnimated '%s' at (%s): unknown target joint '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), targetjoint );
}
spawnArgs.Set( "projectilename", projectilename );
spawnArgs.Set( "missilesound", sound );
CancelEvents( &EV_LaunchMissilesUpdate );
ProcessEvent( &EV_LaunchMissilesUpdate, launch, target, numshots - 1, framedelay );
}
/*
===============================================================================
idStaticEntity
Some static entities may be optimized into inline geometry by dmap
===============================================================================
*/
CLASS_DECLARATION( idEntity, idStaticEntity )
EVENT( EV_Activate, idStaticEntity::Event_Activate )
END_CLASS
/*
===============
idStaticEntity::idStaticEntity
===============
*/
idStaticEntity::idStaticEntity( void ) {
spawnTime = 0;
active = false;
fadeFrom.Set( 1, 1, 1, 1 );
fadeTo.Set( 1, 1, 1, 1 );
fadeStart = 0;
fadeEnd = 0;
runGui = false;
}
/*
===============
idStaticEntity::Save
===============
*/
void idStaticEntity::Save( idSaveGame *savefile ) const {
savefile->WriteInt( spawnTime );
savefile->WriteBool( active );
savefile->WriteVec4( fadeFrom );
savefile->WriteVec4( fadeTo );
savefile->WriteInt( fadeStart );
savefile->WriteInt( fadeEnd );
savefile->WriteBool( runGui );
}
/*
===============
idStaticEntity::Restore
===============
*/
void idStaticEntity::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( spawnTime );
savefile->ReadBool( active );
savefile->ReadVec4( fadeFrom );
savefile->ReadVec4( fadeTo );
savefile->ReadInt( fadeStart );
savefile->ReadInt( fadeEnd );
savefile->ReadBool( runGui );
}
/*
===============
idStaticEntity::Spawn
===============
*/
void idStaticEntity::Spawn( void ) {
bool solid;
bool hidden;
// an inline static model will not do anything at all
if ( spawnArgs.GetBool( "inline" ) || gameLocal.world->spawnArgs.GetBool( "inlineAllStatics" ) ) {
Hide();
return;
}
solid = spawnArgs.GetBool( "solid" );
hidden = spawnArgs.GetBool( "hide" );
if ( solid && !hidden ) {
GetPhysics()->SetContents( CONTENTS_SOLID );
} else {
GetPhysics()->SetContents( 0 );
}
spawnTime = gameLocal.time;
active = false;
idStr model = spawnArgs.GetString( "model" );
if ( model.Find( ".prt" ) >= 0 ) {
// we want the parametric particles out of sync with each other
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = gameLocal.random.RandomInt( 32767 );
}
fadeFrom.Set( 1, 1, 1, 1 );
fadeTo.Set( 1, 1, 1, 1 );
fadeStart = 0;
fadeEnd = 0;
// NOTE: this should be used very rarely because it is expensive
runGui = spawnArgs.GetBool( "runGui" );
if ( runGui ) {
BecomeActive( TH_THINK );
}
}
/*
================
idStaticEntity::ShowEditingDialog
================
*/
void idStaticEntity::ShowEditingDialog( void ) {
common->InitTool( EDITOR_PARTICLE, &spawnArgs );
}
/*
================
idStaticEntity::Think
================
*/
void idStaticEntity::Think( void ) {
idEntity::Think();
if ( thinkFlags & TH_THINK ) {
if ( runGui && renderEntity.gui[0] ) {
idPlayer *player = gameLocal.GetLocalPlayer();
if ( player ) {
if ( !player->objectiveSystemOpen ) {
renderEntity.gui[0]->StateChanged( gameLocal.time, true );
if ( renderEntity.gui[1] ) {
renderEntity.gui[1]->StateChanged( gameLocal.time, true );
}
if ( renderEntity.gui[2] ) {
renderEntity.gui[2]->StateChanged( gameLocal.time, true );
}
}
}
}
if ( fadeEnd > 0 ) {
idVec4 color;
if ( gameLocal.time < fadeEnd ) {
color.Lerp( fadeFrom, fadeTo, ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ) );
} else {
color = fadeTo;
fadeEnd = 0;
BecomeInactive( TH_THINK );
}
SetColor( color );
}
}
}
/*
================
idStaticEntity::Fade
================
*/
void idStaticEntity::Fade( const idVec4 &to, float fadeTime ) {
GetColor( fadeFrom );
fadeTo = to;
fadeStart = gameLocal.time;
fadeEnd = gameLocal.time + SEC2MS( fadeTime );
BecomeActive( TH_THINK );
}
/*
================
idStaticEntity::Hide
================
*/
void idStaticEntity::Hide( void ) {
idEntity::Hide();
GetPhysics()->SetContents( 0 );
}
/*
================
idStaticEntity::Show
================
*/
void idStaticEntity::Show( void ) {
idEntity::Show();
if ( spawnArgs.GetBool( "solid" ) ) {
GetPhysics()->SetContents( CONTENTS_SOLID );
}
}
/*
================
idStaticEntity::Event_Activate
================
*/
void idStaticEntity::Event_Activate( idEntity *activator ) {
idStr activateGui;
spawnTime = gameLocal.time;
active = !active;
const idKeyValue *kv = spawnArgs.FindKey( "hide" );
if ( kv ) {
if ( IsHidden() ) {
Show();
} else {
Hide();
}
}
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( spawnTime );
renderEntity.shaderParms[5] = active;
// this change should be a good thing, it will automatically turn on
// lights etc.. when triggered so that does not have to be specifically done
// with trigger parms.. it MIGHT break things so need to keep an eye on it
renderEntity.shaderParms[ SHADERPARM_MODE ] = ( renderEntity.shaderParms[ SHADERPARM_MODE ] ) ? 0.0f : 1.0f;
BecomeActive( TH_UPDATEVISUALS );
}
/*
================
idStaticEntity::WriteToSnapshot
================
*/
void idStaticEntity::WriteToSnapshot( idBitMsgDelta &msg ) const {
GetPhysics()->WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
WriteColorToSnapshot( msg );
WriteGUIToSnapshot( msg );
msg.WriteBits( IsHidden()?1:0, 1 );
}
/*
================
idStaticEntity::ReadFromSnapshot
================
*/
void idStaticEntity::ReadFromSnapshot( const idBitMsgDelta &msg ) {
bool hidden;
GetPhysics()->ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
ReadColorFromSnapshot( msg );
ReadGUIFromSnapshot( msg );
hidden = msg.ReadBits( 1 ) == 1;
if ( hidden != IsHidden() ) {
if ( hidden ) {
Hide();
} else {
Show();
}
}
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
===============================================================================
idFuncEmitter
===============================================================================
*/
CLASS_DECLARATION( idStaticEntity, idFuncEmitter )
EVENT( EV_Activate, idFuncEmitter::Event_Activate )
END_CLASS
/*
===============
idFuncEmitter::idFuncEmitter
===============
*/
idFuncEmitter::idFuncEmitter( void ) {
hidden = false;
}
/*
===============
idFuncEmitter::Spawn
===============
*/
void idFuncEmitter::Spawn( void ) {
if ( spawnArgs.GetBool( "start_off" ) ) {
hidden = true;
renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( 1 );
UpdateVisuals();
} else {
hidden = false;
}
}
/*
===============
idFuncEmitter::Save
===============
*/
void idFuncEmitter::Save( idSaveGame *savefile ) const {
savefile->WriteBool( hidden );
}
/*
===============
idFuncEmitter::Restore
===============
*/
void idFuncEmitter::Restore( idRestoreGame *savefile ) {
savefile->ReadBool( hidden );
}
/*
================
idFuncEmitter::Event_Activate
================
*/
void idFuncEmitter::Event_Activate( idEntity *activator ) {
if ( hidden || spawnArgs.GetBool( "cycleTrigger" ) ) {
renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = 0;
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
hidden = false;
} else {
renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( gameLocal.time );
hidden = true;
}
UpdateVisuals();
}
/*
================
idFuncEmitter::WriteToSnapshot
================
*/
void idFuncEmitter::WriteToSnapshot( idBitMsgDelta &msg ) const {
msg.WriteBits( hidden ? 1 : 0, 1 );
msg.WriteFloat( renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] );
msg.WriteFloat( renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
}
/*
================
idFuncEmitter::ReadFromSnapshot
================
*/
void idFuncEmitter::ReadFromSnapshot( const idBitMsgDelta &msg ) {
hidden = msg.ReadBits( 1 ) != 0;
renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] = msg.ReadFloat();
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = msg.ReadFloat();
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
===============================================================================
idFuncSplat
===============================================================================
*/
const idEventDef EV_Splat( "<Splat>" );
CLASS_DECLARATION( idFuncEmitter, idFuncSplat )
EVENT( EV_Activate, idFuncSplat::Event_Activate )
EVENT( EV_Splat, idFuncSplat::Event_Splat )
END_CLASS
/*
===============
idFuncSplat::idFuncSplat
===============
*/
idFuncSplat::idFuncSplat( void ) {
}
/*
===============
idFuncSplat::Spawn
===============
*/
void idFuncSplat::Spawn( void ) {
}
/*
================
idFuncSplat::Event_Splat
================
*/
void idFuncSplat::Event_Splat( void ) {
const char *splat = NULL;
int count = spawnArgs.GetInt( "splatCount", "1" );
for ( int i = 0; i < count; i++ ) {
splat = spawnArgs.RandomPrefix( "mtr_splat", gameLocal.random );
if ( splat && *splat ) {
float size = spawnArgs.GetFloat( "splatSize", "128" );
float dist = spawnArgs.GetFloat( "splatDistance", "128" );
float angle = spawnArgs.GetFloat( "splatAngle", "0" );
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[2], dist, true, size, splat, angle );
}
}
StartSound( "snd_splat", SND_CHANNEL_ANY, 0, false, NULL );
}
/*
================
idFuncSplat::Event_Activate
================
*/
void idFuncSplat::Event_Activate( idEntity *activator ) {
idFuncEmitter::Event_Activate( activator );
PostEventSec( &EV_Splat, spawnArgs.GetFloat( "splatDelay", "0.25" ) );
StartSound( "snd_spurt", SND_CHANNEL_ANY, 0, false, NULL );
}
/*
===============================================================================
idFuncSmoke
===============================================================================
*/
CLASS_DECLARATION( idEntity, idFuncSmoke )
EVENT( EV_Activate, idFuncSmoke::Event_Activate )
END_CLASS
/*
===============
idFuncSmoke::idFuncSmoke
===============
*/
idFuncSmoke::idFuncSmoke() {
smokeTime = 0;
smoke = NULL;
restart = false;
}
/*
===============
idFuncSmoke::Save
===============
*/
void idFuncSmoke::Save( idSaveGame *savefile ) const {
savefile->WriteInt( smokeTime );
savefile->WriteParticle( smoke );
savefile->WriteBool( restart );
}
/*
===============
idFuncSmoke::Restore
===============
*/
void idFuncSmoke::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( smokeTime );
savefile->ReadParticle( smoke );
savefile->ReadBool( restart );
}
/*
===============
idFuncSmoke::Spawn
===============
*/
void idFuncSmoke::Spawn( void ) {
const char *smokeName = spawnArgs.GetString( "smoke" );
if ( *smokeName != '\0' ) {
smoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
} else {
smoke = NULL;
}
if ( spawnArgs.GetBool( "start_off" ) ) {
smokeTime = 0;
restart = false;
} else if ( smoke ) {
smokeTime = gameLocal.time;
BecomeActive( TH_UPDATEPARTICLES );
restart = true;
}
GetPhysics()->SetContents( 0 );
}
/*
================
idFuncSmoke::Event_Activate
================
*/
void idFuncSmoke::Event_Activate( idEntity *activator ) {
if ( thinkFlags & TH_UPDATEPARTICLES ) {
restart = false;
return;
} else {
BecomeActive( TH_UPDATEPARTICLES );
restart = true;
smokeTime = gameLocal.time;
}
}
/*
===============
idFuncSmoke::Think
================
*/
void idFuncSmoke::Think( void ) {
// if we are completely closed off from the player, don't do anything at all
if ( CheckDormant() || smoke == NULL || smokeTime == -1 ) {
return;
}
if ( ( thinkFlags & TH_UPDATEPARTICLES) && !IsHidden() ) {
if ( !gameLocal.smokeParticles->EmitSmoke( smoke, smokeTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() ) ) {
if ( restart ) {
smokeTime = gameLocal.time;
} else {
smokeTime = 0;
BecomeInactive( TH_UPDATEPARTICLES );
}
}
}
}
/*
===============================================================================
idTextEntity
===============================================================================
*/
CLASS_DECLARATION( idEntity, idTextEntity )
END_CLASS
/*
================
idTextEntity::Spawn
================
*/
void idTextEntity::Spawn( void ) {
// these are cached as the are used each frame
text = spawnArgs.GetString( "text" );
playerOriented = spawnArgs.GetBool( "playerOriented" );
bool force = spawnArgs.GetBool( "force" );
if ( developer.GetBool() || force ) {
BecomeActive(TH_THINK);
}
}
/*
================
idTextEntity::Save
================
*/
void idTextEntity::Save( idSaveGame *savefile ) const {
savefile->WriteString( text );
savefile->WriteBool( playerOriented );
}
/*
================
idTextEntity::Restore
================
*/
void idTextEntity::Restore( idRestoreGame *savefile ) {
savefile->ReadString( text );
savefile->ReadBool( playerOriented );
}
/*
================
idTextEntity::Think
================
*/
void idTextEntity::Think( void ) {
if ( thinkFlags & TH_THINK ) {
gameRenderWorld->DrawText( text, GetPhysics()->GetOrigin(), 0.25, colorWhite, playerOriented ? gameLocal.GetLocalPlayer()->viewAngles.ToMat3() : GetPhysics()->GetAxis().Transpose(), 1 );
for ( int i = 0; i < targets.Num(); i++ ) {
if ( targets[i].GetEntity() ) {
gameRenderWorld->DebugArrow( colorBlue, GetPhysics()->GetOrigin(), targets[i].GetEntity()->GetPhysics()->GetOrigin(), 1 );
}
}
} else {
BecomeInactive( TH_ALL );
}
}
/*
===============================================================================
idVacuumSeperatorEntity
Can be triggered to let vacuum through a portal (blown out window)
===============================================================================
*/
CLASS_DECLARATION( idEntity, idVacuumSeparatorEntity )
EVENT( EV_Activate, idVacuumSeparatorEntity::Event_Activate )
END_CLASS
/*
================
idVacuumSeparatorEntity::idVacuumSeparatorEntity
================
*/
idVacuumSeparatorEntity::idVacuumSeparatorEntity( void ) {
portal = 0;
}
/*
================
idVacuumSeparatorEntity::Save
================
*/
void idVacuumSeparatorEntity::Save( idSaveGame *savefile ) const {
savefile->WriteInt( (int)portal );
savefile->WriteInt( gameRenderWorld->GetPortalState( portal ) );
}
/*
================
idVacuumSeparatorEntity::Restore
================
*/
void idVacuumSeparatorEntity::Restore( idRestoreGame *savefile ) {
int state;
savefile->ReadInt( (int &)portal );
savefile->ReadInt( state );
gameLocal.SetPortalState( portal, state );
}
/*
================
idVacuumSeparatorEntity::Spawn
================
*/
void idVacuumSeparatorEntity::Spawn() {
idBounds b;
b = idBounds( spawnArgs.GetVector( "origin" ) ).Expand( 16 );
portal = gameRenderWorld->FindPortal( b );
if ( !portal ) {
gameLocal.Warning( "VacuumSeparator '%s' didn't contact a portal", spawnArgs.GetString( "name" ) );
return;
}
gameLocal.SetPortalState( portal, PS_BLOCK_AIR | PS_BLOCK_LOCATION );
}
/*
================
idVacuumSeparatorEntity::Event_Activate
================
*/
void idVacuumSeparatorEntity::Event_Activate( idEntity *activator ) {
if ( !portal ) {
return;
}
gameLocal.SetPortalState( portal, PS_BLOCK_NONE );
}
/*
===============================================================================
idLocationSeparatorEntity
===============================================================================
*/
CLASS_DECLARATION( idEntity, idLocationSeparatorEntity )
END_CLASS
/*
================
idLocationSeparatorEntity::Spawn
================
*/
void idLocationSeparatorEntity::Spawn() {
idBounds b;
b = idBounds( spawnArgs.GetVector( "origin" ) ).Expand( 16 );
qhandle_t portal = gameRenderWorld->FindPortal( b );
if ( !portal ) {
gameLocal.Warning( "LocationSeparator '%s' didn't contact a portal", spawnArgs.GetString( "name" ) );
}
gameLocal.SetPortalState( portal, PS_BLOCK_LOCATION );
}
/*
===============================================================================
idVacuumEntity
Levels should only have a single vacuum entity.
===============================================================================
*/
CLASS_DECLARATION( idEntity, idVacuumEntity )
END_CLASS
/*
================
idVacuumEntity::Spawn
================
*/
void idVacuumEntity::Spawn() {
if ( gameLocal.vacuumAreaNum != -1 ) {
gameLocal.Warning( "idVacuumEntity::Spawn: multiple idVacuumEntity in level" );
return;
}
idVec3 org = spawnArgs.GetVector( "origin" );
gameLocal.vacuumAreaNum = gameRenderWorld->PointInArea( org );
}
/*
===============================================================================
idLocationEntity
===============================================================================
*/
CLASS_DECLARATION( idEntity, idLocationEntity )
END_CLASS
/*
======================
idLocationEntity::Spawn
======================
*/
void idLocationEntity::Spawn() {
idStr realName;
// this just holds dict information
// if "location" not already set, use the entity name.
if ( !spawnArgs.GetString( "location", "", realName ) ) {
spawnArgs.Set( "location", name );
}
}
/*
======================
idLocationEntity::GetLocation
======================
*/
const char *idLocationEntity::GetLocation( void ) const {
return spawnArgs.GetString( "location" );
}
/*
===============================================================================
idBeam
===============================================================================
*/
CLASS_DECLARATION( idEntity, idBeam )
EVENT( EV_PostSpawn, idBeam::Event_MatchTarget )
EVENT( EV_Activate, idBeam::Event_Activate )
END_CLASS
/*
===============
idBeam::idBeam
===============
*/
idBeam::idBeam() {
target = NULL;
master = NULL;
}
/*
===============
idBeam::Save
===============
*/
void idBeam::Save( idSaveGame *savefile ) const {
target.Save( savefile );
master.Save( savefile );
}
/*
===============
idBeam::Restore
===============
*/
void idBeam::Restore( idRestoreGame *savefile ) {
target.Restore( savefile );
master.Restore( savefile );
}
/*
===============
idBeam::Spawn
===============
*/
void idBeam::Spawn( void ) {
float width;
if ( spawnArgs.GetFloat( "width", "0", width ) ) {
renderEntity.shaderParms[ SHADERPARM_BEAM_WIDTH ] = width;
}
SetModel( "_BEAM" );
Hide();
PostEventMS( &EV_PostSpawn, 0 );
}
/*
================
idBeam::Think
================
*/
void idBeam::Think( void ) {
idBeam *masterEnt;
if ( !IsHidden() && !target.GetEntity() ) {
// hide if our target is removed
Hide();
}
RunPhysics();
masterEnt = master.GetEntity();
if ( masterEnt ) {
const idVec3 &origin = GetPhysics()->GetOrigin();
masterEnt->SetBeamTarget( origin );
}
Present();
}
/*
================
idBeam::SetMaster
================
*/
void idBeam::SetMaster( idBeam *masterbeam ) {
master = masterbeam;
}
/*
================
idBeam::SetBeamTarget
================
*/
void idBeam::SetBeamTarget( const idVec3 &origin ) {
if ( ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] != origin.x ) || ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] != origin.y ) || ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] != origin.z ) ) {
renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] = origin.x;
renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] = origin.y;
renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] = origin.z;
UpdateVisuals();
}
}
/*
================
idBeam::Show
================
*/
void idBeam::Show( void ) {
idBeam *targetEnt;
idEntity::Show();
targetEnt = target.GetEntity();
if ( targetEnt ) {
const idVec3 &origin = targetEnt->GetPhysics()->GetOrigin();
SetBeamTarget( origin );
}
}
/*
================
idBeam::Event_MatchTarget
================
*/
void idBeam::Event_MatchTarget( void ) {
int i;
idEntity *targetEnt;
idBeam *targetBeam;
if ( !targets.Num() ) {
return;
}
targetBeam = NULL;
for( i = 0; i < targets.Num(); i++ ) {
targetEnt = targets[ i ].GetEntity();
if ( targetEnt && targetEnt->IsType( idBeam::Type ) ) {
targetBeam = static_cast<idBeam *>( targetEnt );
break;
}
}
if ( !targetBeam ) {
gameLocal.Error( "Could not find valid beam target for '%s'", name.c_str() );
}
target = targetBeam;
targetBeam->SetMaster( this );
if ( !spawnArgs.GetBool( "start_off" ) ) {
Show();
}
}
/*
================
idBeam::Event_Activate
================
*/
void idBeam::Event_Activate( idEntity *activator ) {
if ( IsHidden() ) {
Show();
} else {
Hide();
}
}
/*
================
idBeam::WriteToSnapshot
================
*/
void idBeam::WriteToSnapshot( idBitMsgDelta &msg ) const {
GetPhysics()->WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
WriteColorToSnapshot( msg );
msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_X] );
msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_Y] );
msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_Z] );
}
/*
================
idBeam::ReadFromSnapshot
================
*/
void idBeam::ReadFromSnapshot( const idBitMsgDelta &msg ) {
GetPhysics()->ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
ReadColorFromSnapshot( msg );
renderEntity.shaderParms[SHADERPARM_BEAM_END_X] = msg.ReadFloat();
renderEntity.shaderParms[SHADERPARM_BEAM_END_Y] = msg.ReadFloat();
renderEntity.shaderParms[SHADERPARM_BEAM_END_Z] = msg.ReadFloat();
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
===============================================================================
idLiquid
===============================================================================
*/
CLASS_DECLARATION( idEntity, idLiquid )
EVENT( EV_Touch, idLiquid::Event_Touch )
END_CLASS
/*
================
idLiquid::Save
================
*/
void idLiquid::Save( idSaveGame *savefile ) const {
// Nothing to save
}
/*
================
idLiquid::Restore
================
*/
void idLiquid::Restore( idRestoreGame *savefile ) {
//FIXME: NO!
Spawn();
}
/*
================
idLiquid::Spawn
================
*/
void idLiquid::Spawn() {
/*
model = dynamic_cast<idRenderModelLiquid *>( renderEntity.hModel );
if ( !model ) {
gameLocal.Error( "Entity '%s' must have liquid model", name.c_str() );
}
model->Reset();
GetPhysics()->SetContents( CONTENTS_TRIGGER );
*/
}
/*
================
idLiquid::Event_Touch
================
*/
void idLiquid::Event_Touch( idEntity *other, trace_t *trace ) {
// FIXME: for QuakeCon
/*
idVec3 pos;
pos = other->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
model->IntersectBounds( other->GetPhysics()->GetBounds().Translate( pos ), -10.0f );
*/
}
/*
===============================================================================
idShaking
===============================================================================
*/
CLASS_DECLARATION( idEntity, idShaking )
EVENT( EV_Activate, idShaking::Event_Activate )
END_CLASS
/*
===============
idShaking::idShaking
===============
*/
idShaking::idShaking() {
active = false;
}
/*
===============
idShaking::Save
===============
*/
void idShaking::Save( idSaveGame *savefile ) const {
savefile->WriteBool( active );
savefile->WriteStaticObject( physicsObj );
}
/*
===============
idShaking::Restore
===============
*/
void idShaking::Restore( idRestoreGame *savefile ) {
savefile->ReadBool( active );
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
}
/*
===============
idShaking::Spawn
===============
*/
void idShaking::Spawn( void ) {
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetClipMask( MASK_SOLID );
SetPhysics( &physicsObj );
active = false;
if ( !spawnArgs.GetBool( "start_off" ) ) {
BeginShaking();
}
}
/*
================
idShaking::BeginShaking
================
*/
void idShaking::BeginShaking( void ) {
int phase;
idAngles shake;
int period;
active = true;
phase = gameLocal.random.RandomInt( 1000 );
shake = spawnArgs.GetAngles( "shake", "0.5 0.5 0.5" );
period = spawnArgs.GetFloat( "period", "0.05" ) * 1000;
physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_DECELSINE|EXTRAPOLATION_NOSTOP), phase, period * 0.25f, GetPhysics()->GetAxis().ToAngles(), shake, ang_zero );
}
/*
================
idShaking::Event_Activate
================
*/
void idShaking::Event_Activate( idEntity *activator ) {
if ( !active ) {
BeginShaking();
} else {
active = false;
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, physicsObj.GetAxis().ToAngles(), ang_zero, ang_zero );
}
}
/*
===============================================================================
idEarthQuake
===============================================================================
*/
CLASS_DECLARATION( idEntity, idEarthQuake )
EVENT( EV_Activate, idEarthQuake::Event_Activate )
END_CLASS
/*
===============
idEarthQuake::idEarthQuake
===============
*/
idEarthQuake::idEarthQuake() {
wait = 0.0f;
random = 0.0f;
nextTriggerTime = 0;
shakeStopTime = 0;
triggered = false;
playerOriented = false;
disabled = false;
shakeTime = 0.0f;
}
/*
===============
idEarthQuake::Save
===============
*/
void idEarthQuake::Save( idSaveGame *savefile ) const {
savefile->WriteInt( nextTriggerTime );
savefile->WriteInt( shakeStopTime );
savefile->WriteFloat( wait );
savefile->WriteFloat( random );
savefile->WriteBool( triggered );
savefile->WriteBool( playerOriented );
savefile->WriteBool( disabled );
savefile->WriteFloat( shakeTime );
}
/*
===============
idEarthQuake::Restore
===============
*/
void idEarthQuake::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( nextTriggerTime );
savefile->ReadInt( shakeStopTime );
savefile->ReadFloat( wait );
savefile->ReadFloat( random );
savefile->ReadBool( triggered );
savefile->ReadBool( playerOriented );
savefile->ReadBool( disabled );
savefile->ReadFloat( shakeTime );
if ( shakeStopTime > gameLocal.time ) {
BecomeActive( TH_THINK );
}
}
/*
===============
idEarthQuake::Spawn
===============
*/
void idEarthQuake::Spawn( void ) {
nextTriggerTime = 0;
shakeStopTime = 0;
wait = spawnArgs.GetFloat( "wait", "15" );
random = spawnArgs.GetFloat( "random", "5" );
triggered = spawnArgs.GetBool( "triggered" );
playerOriented = spawnArgs.GetBool( "playerOriented" );
disabled = false;
shakeTime = spawnArgs.GetFloat( "shakeTime", "0" );
if ( !triggered ){
PostEventSec( &EV_Activate, spawnArgs.GetFloat( "wait" ), this );
}
BecomeInactive( TH_THINK );
}
/*
================
idEarthQuake::Event_Activate
================
*/
void idEarthQuake::Event_Activate( idEntity *activator ) {
if ( nextTriggerTime > gameLocal.time ) {
return;
}
if ( disabled && activator == this ) {
return;
}
idPlayer *player = gameLocal.GetLocalPlayer();
if ( player == NULL ) {
return;
}
nextTriggerTime = 0;
if ( !triggered && activator != this ){
// if we are not triggered ( i.e. random ), disable or enable
disabled ^= 1;
if (disabled) {
return;
} else {
PostEventSec( &EV_Activate, wait + random * gameLocal.random.CRandomFloat(), this );
}
}
ActivateTargets( activator );
const idSoundShader *shader = declManager->FindSound( spawnArgs.GetString( "snd_quake" ) );
if ( playerOriented ) {
player->StartSoundShader( shader, SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
} else {
StartSoundShader( shader, SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
}
if ( shakeTime > 0.0f ) {
shakeStopTime = gameLocal.time + SEC2MS( shakeTime );
BecomeActive( TH_THINK );
}
if ( wait > 0.0f ) {
if ( !triggered ) {
PostEventSec( &EV_Activate, wait + random * gameLocal.random.CRandomFloat(), this );
} else {
nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
}
} else if ( shakeTime == 0.0f ) {
PostEventMS( &EV_Remove, 0 );
}
}
/*
===============
idEarthQuake::Think
================
*/
void idEarthQuake::Think( void ) {
if ( thinkFlags & TH_THINK ) {
if ( gameLocal.time > shakeStopTime ) {
BecomeInactive( TH_THINK );
if ( wait <= 0.0f ) {
PostEventMS( &EV_Remove, 0 );
}
return;
}
float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.time, gameLocal.GetLocalPlayer()->firstPersonViewOrigin );
gameLocal.RadiusPush( GetPhysics()->GetOrigin(), 256, 1500 * shakeVolume, this, this, 1.0f, true );
}
BecomeInactive( TH_UPDATEVISUALS );
}
/*
===============================================================================
idFuncPortal
===============================================================================
*/
CLASS_DECLARATION( idEntity, idFuncPortal )
EVENT( EV_Activate, idFuncPortal::Event_Activate )
END_CLASS
/*
===============
idFuncPortal::idFuncPortal
===============
*/
idFuncPortal::idFuncPortal() {
portal = 0;
state = false;
}
/*
===============
idFuncPortal::Save
===============
*/
void idFuncPortal::Save( idSaveGame *savefile ) const {
savefile->WriteInt( (int)portal );
savefile->WriteBool( state );
}
/*
===============
idFuncPortal::Restore
===============
*/
void idFuncPortal::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( (int &)portal );
savefile->ReadBool( state );
gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE );
}
/*
===============
idFuncPortal::Spawn
===============
*/
void idFuncPortal::Spawn( void ) {
portal = gameRenderWorld->FindPortal( GetPhysics()->GetAbsBounds().Expand( 32.0f ) );
if ( portal > 0 ) {
state = spawnArgs.GetBool( "start_on" );
gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE );
}
}
/*
================
idFuncPortal::Event_Activate
================
*/
void idFuncPortal::Event_Activate( idEntity *activator ) {
if ( portal > 0 ) {
state = !state;
gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE );
}
}
/*
===============================================================================
idFuncAASPortal
===============================================================================
*/
CLASS_DECLARATION( idEntity, idFuncAASPortal )
EVENT( EV_Activate, idFuncAASPortal::Event_Activate )
END_CLASS
/*
===============
idFuncAASPortal::idFuncAASPortal
===============
*/
idFuncAASPortal::idFuncAASPortal() {
state = false;
}
/*
===============
idFuncAASPortal::Save
===============
*/
void idFuncAASPortal::Save( idSaveGame *savefile ) const {
savefile->WriteBool( state );
}
/*
===============
idFuncAASPortal::Restore
===============
*/
void idFuncAASPortal::Restore( idRestoreGame *savefile ) {
savefile->ReadBool( state );
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state );
}
/*
===============
idFuncAASPortal::Spawn
===============
*/
void idFuncAASPortal::Spawn( void ) {
state = spawnArgs.GetBool( "start_on" );
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state );
}
/*
================
idFuncAASPortal::Event_Activate
================
*/
void idFuncAASPortal::Event_Activate( idEntity *activator ) {
state ^= 1;
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state );
}
/*
===============================================================================
idFuncAASObstacle
===============================================================================
*/
CLASS_DECLARATION( idEntity, idFuncAASObstacle )
EVENT( EV_Activate, idFuncAASObstacle::Event_Activate )
END_CLASS
/*
===============
idFuncAASObstacle::idFuncAASObstacle
===============
*/
idFuncAASObstacle::idFuncAASObstacle() {
state = false;
}
/*
===============
idFuncAASObstacle::Save
===============
*/
void idFuncAASObstacle::Save( idSaveGame *savefile ) const {
savefile->WriteBool( state );
}
/*
===============
idFuncAASObstacle::Restore
===============
*/
void idFuncAASObstacle::Restore( idRestoreGame *savefile ) {
savefile->ReadBool( state );
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state );
}
/*
===============
idFuncAASObstacle::Spawn
===============
*/
void idFuncAASObstacle::Spawn( void ) {
state = spawnArgs.GetBool( "start_on" );
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state );
}
/*
================
idFuncAASObstacle::Event_Activate
================
*/
void idFuncAASObstacle::Event_Activate( idEntity *activator ) {
state ^= 1;
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state );
}
/*
===============================================================================
idFuncRadioChatter
===============================================================================
*/
const idEventDef EV_ResetRadioHud( "<resetradiohud>", "e" );
CLASS_DECLARATION( idEntity, idFuncRadioChatter )
EVENT( EV_Activate, idFuncRadioChatter::Event_Activate )
EVENT( EV_ResetRadioHud, idFuncRadioChatter::Event_ResetRadioHud )
END_CLASS
/*
===============
idFuncRadioChatter::idFuncRadioChatter
===============
*/
idFuncRadioChatter::idFuncRadioChatter() {
time = 0.0;
}
/*
===============
idFuncRadioChatter::Save
===============
*/
void idFuncRadioChatter::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( time );
}
/*
===============
idFuncRadioChatter::Restore
===============
*/
void idFuncRadioChatter::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( time );
}
/*
===============
idFuncRadioChatter::Spawn
===============
*/
void idFuncRadioChatter::Spawn( void ) {
time = spawnArgs.GetFloat( "time", "5.0" );
}
/*
================
idFuncRadioChatter::Event_Activate
================
*/
void idFuncRadioChatter::Event_Activate( idEntity *activator ) {
idPlayer *player;
const char *sound;
const idSoundShader *shader;
int length;
if ( activator->IsType( idPlayer::Type ) ) {
player = static_cast<idPlayer *>( activator );
} else {
player = gameLocal.GetLocalPlayer();
}
player->hud->HandleNamedEvent( "radioChatterUp" );
sound = spawnArgs.GetString( "snd_radiochatter", "" );
if ( sound && *sound ) {
shader = declManager->FindSound( sound );
player->StartSoundShader( shader, SND_CHANNEL_RADIO, SSF_GLOBAL, false, &length );
time = MS2SEC( length + 150 );
}
// we still put the hud up because this is used with no sound on
// certain frame commands when the chatter is triggered
PostEventSec( &EV_ResetRadioHud, time, player );
}
/*
================
idFuncRadioChatter::Event_ResetRadioHud
================
*/
void idFuncRadioChatter::Event_ResetRadioHud( idEntity *activator ) {
idPlayer *player = ( activator->IsType( idPlayer::Type ) ) ? static_cast<idPlayer *>( activator ) : gameLocal.GetLocalPlayer();
player->hud->HandleNamedEvent( "radioChatterDown" );
ActivateTargets( activator );
}
/*
===============================================================================
idPhantomObjects
===============================================================================
*/
CLASS_DECLARATION( idEntity, idPhantomObjects )
EVENT( EV_Activate, idPhantomObjects::Event_Activate )
END_CLASS
/*
===============
idPhantomObjects::idPhantomObjects
===============
*/
idPhantomObjects::idPhantomObjects() {
target = NULL;
end_time = 0;
throw_time = 0.0f;
shake_time = 0.0f;
shake_ang.Zero();
speed = 0.0f;
min_wait = 0;
max_wait = 0;
fl.neverDormant = false;
}
/*
===============
idPhantomObjects::Save
===============
*/
void idPhantomObjects::Save( idSaveGame *savefile ) const {
int i;
savefile->WriteInt( end_time );
savefile->WriteFloat( throw_time );
savefile->WriteFloat( shake_time );
savefile->WriteVec3( shake_ang );
savefile->WriteFloat( speed );
savefile->WriteInt( min_wait );
savefile->WriteInt( max_wait );
target.Save( savefile );
savefile->WriteInt( targetTime.Num() );
for( i = 0; i < targetTime.Num(); i++ ) {
savefile->WriteInt( targetTime[ i ] );
}
for( i = 0; i < lastTargetPos.Num(); i++ ) {
savefile->WriteVec3( lastTargetPos[ i ] );
}
}
/*
===============
idPhantomObjects::Restore
===============
*/
void idPhantomObjects::Restore( idRestoreGame *savefile ) {
int num;
int i;
savefile->ReadInt( end_time );
savefile->ReadFloat( throw_time );
savefile->ReadFloat( shake_time );
savefile->ReadVec3( shake_ang );
savefile->ReadFloat( speed );
savefile->ReadInt( min_wait );
savefile->ReadInt( max_wait );
target.Restore( savefile );
savefile->ReadInt( num );
targetTime.SetGranularity( 1 );
targetTime.SetNum( num );
lastTargetPos.SetGranularity( 1 );
lastTargetPos.SetNum( num );
for( i = 0; i < num; i++ ) {
savefile->ReadInt( targetTime[ i ] );
}
if ( savefile->GetBuildNumber() == INITIAL_RELEASE_BUILD_NUMBER ) {
// these weren't saved out in the first release
for( i = 0; i < num; i++ ) {
lastTargetPos[ i ].Zero();
}
} else {
for( i = 0; i < num; i++ ) {
savefile->ReadVec3( lastTargetPos[ i ] );
}
}
}
/*
===============
idPhantomObjects::Spawn
===============
*/
void idPhantomObjects::Spawn( void ) {
throw_time = spawnArgs.GetFloat( "time", "5" );
speed = spawnArgs.GetFloat( "speed", "1200" );
shake_time = spawnArgs.GetFloat( "shake_time", "1" );
throw_time -= shake_time;
if ( throw_time < 0.0f ) {
throw_time = 0.0f;
}
min_wait = SEC2MS( spawnArgs.GetFloat( "min_wait", "1" ) );
max_wait = SEC2MS( spawnArgs.GetFloat( "max_wait", "3" ) );
shake_ang = spawnArgs.GetVector( "shake_ang", "65 65 65" );
Hide();
GetPhysics()->SetContents( 0 );
}
/*
================
idPhantomObjects::Event_Activate
================
*/
void idPhantomObjects::Event_Activate( idEntity *activator ) {
int i;
float time;
float frac;
float scale;
if ( thinkFlags & TH_THINK ) {
BecomeInactive( TH_THINK );
return;
}
RemoveNullTargets();
if ( !targets.Num() ) {
return;
}
if ( !activator || !activator->IsType( idActor::Type ) ) {
target = gameLocal.GetLocalPlayer();
} else {
target = static_cast<idActor *>( activator );
}
end_time = gameLocal.time + SEC2MS( spawnArgs.GetFloat( "end_time", "0" ) );
targetTime.SetNum( targets.Num() );
lastTargetPos.SetNum( targets.Num() );
const idVec3 &toPos = target.GetEntity()->GetEyePosition();
// calculate the relative times of all the objects
time = 0.0f;
for( i = 0; i < targetTime.Num(); i++ ) {
targetTime[ i ] = SEC2MS( time );
lastTargetPos[ i ] = toPos;
frac = 1.0f - ( float )i / ( float )targetTime.Num();
time += ( gameLocal.random.RandomFloat() + 1.0f ) * 0.5f * frac + 0.1f;
}
// scale up the times to fit within throw_time
scale = throw_time / time;
for( i = 0; i < targetTime.Num(); i++ ) {
targetTime[ i ] = gameLocal.time + SEC2MS( shake_time )+ targetTime[ i ] * scale;
}
BecomeActive( TH_THINK );
}
/*
===============
idPhantomObjects::Think
================
*/
void idPhantomObjects::Think( void ) {
int i;
int num;
float time;
idVec3 vel;
idVec3 ang;
idEntity *ent;
idActor *targetEnt;
idPhysics *entPhys;
trace_t tr;
// if we are completely closed off from the player, don't do anything at all
if ( CheckDormant() ) {
return;
}
if ( !( thinkFlags & TH_THINK ) ) {
BecomeInactive( thinkFlags & ~TH_THINK );
return;
}
targetEnt = target.GetEntity();
if ( !targetEnt || ( targetEnt->health <= 0 ) || ( end_time && ( gameLocal.time > end_time ) ) || gameLocal.inCinematic ) {
BecomeInactive( TH_THINK );
}
const idVec3 &toPos = targetEnt->GetEyePosition();
num = 0;
for ( i = 0; i < targets.Num(); i++ ) {
ent = targets[ i ].GetEntity();
if ( !ent ) {
continue;
}
if ( ent->fl.hidden ) {
// don't throw hidden objects
continue;
}
if ( !targetTime[ i ] ) {
// already threw this object
continue;
}
num++;
time = MS2SEC( targetTime[ i ] - gameLocal.time );
if ( time > shake_time ) {
continue;
}
entPhys = ent->GetPhysics();
const idVec3 &entOrg = entPhys->GetOrigin();
gameLocal.clip.TracePoint( tr, entOrg, toPos, MASK_OPAQUE, ent );
if ( tr.fraction >= 1.0f || ( gameLocal.GetTraceEntity( tr ) == targetEnt ) ) {
lastTargetPos[ i ] = toPos;
}
if ( time < 0.0f ) {
idAI::PredictTrajectory( entPhys->GetOrigin(), lastTargetPos[ i ], speed, entPhys->GetGravity(),
entPhys->GetClipModel(), entPhys->GetClipMask(), 256.0f, ent, targetEnt, ai_debugTrajectory.GetBool() ? 1 : 0, vel );
vel *= speed;
entPhys->SetLinearVelocity( vel );
if ( !end_time ) {
targetTime[ i ] = 0;
} else {
targetTime[ i ] = gameLocal.time + gameLocal.random.RandomInt( max_wait - min_wait ) + min_wait;
}
if ( ent->IsType( idMoveable::Type ) ) {
idMoveable *ment = static_cast<idMoveable*>( ent );
ment->EnableDamage( true, 2.5f );
}
} else {
// this is not the right way to set the angular velocity, but the effect is nice, so I'm keeping it. :)
ang.Set( gameLocal.random.CRandomFloat() * shake_ang.x, gameLocal.random.CRandomFloat() * shake_ang.y, gameLocal.random.CRandomFloat() * shake_ang.z );
ang *= ( 1.0f - time / shake_time );
entPhys->SetAngularVelocity( ang );
}
}
if ( !num ) {
BecomeInactive( TH_THINK );
}
}