3856 lines
98 KiB
C++
3856 lines
98 KiB
C++
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// RAVEN BEGIN
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// bdube: note that this file is no longer merged with Doom3 updates
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//
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// MERGE_DATE 09/30/2004
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#if !defined(__GAME_PROJECTILE_H__)
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#include "Projectile.h"
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#endif
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#if !defined(__GAME_VEHICLE_H__)
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#include "Vehicle/Vehicle.h"
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#endif
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#include "ai/AI.h"
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#include "ai/AI_Manager.h"
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/***********************************************************************
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idAnimState
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***********************************************************************/
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/*
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=====================
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idAnimState::idAnimState
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=====================
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*/
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idAnimState::idAnimState() {
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self = NULL;
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animator = NULL;
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idleAnim = true;
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disabled = true;
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channel = ANIMCHANNEL_ALL;
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animBlendFrames = 0;
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lastAnimBlendFrames = 0;
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}
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/*
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=====================
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idAnimState::~idAnimState
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=====================
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*/
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idAnimState::~idAnimState() {
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}
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/*
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=====================
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idAnimState::Save
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=====================
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*/
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void idAnimState::Save( idSaveGame *savefile ) const {
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savefile->WriteBool( idleAnim );
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savefile->WriteInt( animBlendFrames );
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savefile->WriteInt( lastAnimBlendFrames );
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savefile->WriteObject( self );
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// Save the entity owner of the animator
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savefile->WriteObject( animator->GetEntity() );
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savefile->WriteInt( channel );
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savefile->WriteBool( disabled );
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// RAVEN BEGIN
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// abahr:
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stateThread.Save( savefile );
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// RAVEN END
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}
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/*
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=====================
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idAnimState::Restore
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=====================
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*/
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void idAnimState::Restore( idRestoreGame *savefile ) {
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savefile->ReadBool( idleAnim );
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savefile->ReadInt( animBlendFrames );
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savefile->ReadInt( lastAnimBlendFrames );
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savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
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idEntity *animowner;
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savefile->ReadObject( reinterpret_cast<idClass *&>( animowner ) );
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if ( animowner ) {
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animator = animowner->GetAnimator();
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}
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savefile->ReadInt( channel );
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savefile->ReadBool( disabled );
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// RAVEN BEGIN
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// abahr:
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stateThread.Restore( savefile, self );
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// RAVEN END
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}
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/*
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=====================
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idAnimState::Init
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=====================
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*/
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// RAVEN BEGIN
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// bdube: converted self to entity ptr so any entity can use it
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void idAnimState::Init( idEntity *owner, idAnimator *_animator, int animchannel ) {
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// RAVEN BEGIN
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assert( owner );
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assert( _animator );
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self = owner;
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animator = _animator;
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channel = animchannel;
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stateThread.SetName ( va("%s_anim_%d", owner->GetName(), animchannel ) );
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stateThread.SetOwner ( owner );
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}
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/*
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=====================
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idAnimState::Shutdown
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=====================
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*/
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void idAnimState::Shutdown( void ) {
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stateThread.Clear ( true );
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}
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/*
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=====================
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idAnimState::PostState
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=====================
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*/
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void idAnimState::PostState ( const char* statename, int blendFrames, int delay, int flags ) {
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if ( SRESULT_OK != stateThread.PostState ( statename, blendFrames, delay, flags ) ) {
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gameLocal.Error ( "Could not find state function '%s' for entity '%s'", statename, self->GetName() );
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}
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disabled = false;
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}
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/*
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=====================
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idAnimState::SetState
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=====================
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*/
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void idAnimState::SetState( const char *statename, int blendFrames, int flags ) {
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if ( SRESULT_OK != stateThread.SetState ( statename, blendFrames, 0, flags ) ) {
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gameLocal.Error ( "Could not find state function '%s' for entity '%s'", statename, self->GetName() );
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}
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animBlendFrames = blendFrames;
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lastAnimBlendFrames = blendFrames;
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disabled = false;
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idleAnim = false;
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}
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/*
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=====================
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idAnimState::StopAnim
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=====================
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*/
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void idAnimState::StopAnim( int frames ) {
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animBlendFrames = 0;
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animator->Clear( channel, gameLocal.time, FRAME2MS( frames ) );
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}
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/*
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=====================
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idAnimState::PlayAnim
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=====================
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*/
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void idAnimState::PlayAnim( int anim ) {
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if ( anim ) {
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animator->PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
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}
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animBlendFrames = 0;
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}
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/*
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=====================
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idAnimState::CycleAnim
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=====================
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*/
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void idAnimState::CycleAnim( int anim ) {
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if ( anim ) {
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animator->CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
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}
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animBlendFrames = 0;
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}
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/*
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=====================
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idAnimState::BecomeIdle
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=====================
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*/
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void idAnimState::BecomeIdle( void ) {
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idleAnim = true;
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}
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/*
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=====================
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idAnimState::Disabled
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=====================
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*/
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bool idAnimState::Disabled( void ) const {
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return disabled;
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}
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/*
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=====================
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idAnimState::AnimDone
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=====================
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*/
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bool idAnimState::AnimDone( int blendFrames ) const {
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int animDoneTime;
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animDoneTime = animator->CurrentAnim( channel )->GetEndTime();
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if ( animDoneTime < 0 ) {
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// playing a cycle
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return false;
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} else if ( animDoneTime - FRAME2MS( blendFrames ) <= gameLocal.time ) {
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return true;
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} else {
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return false;
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}
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}
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/*
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=====================
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idAnimState::IsIdle
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=====================
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*/
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bool idAnimState::IsIdle( void ) const {
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return disabled || idleAnim;
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}
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/*
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=====================
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idAnimState::GetAnimFlags
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=====================
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*/
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animFlags_t idAnimState::GetAnimFlags( void ) const {
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animFlags_t flags;
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memset( &flags, 0, sizeof( flags ) );
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if ( !disabled && !AnimDone( 0 ) ) {
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flags = animator->GetAnimFlags( animator->CurrentAnim( channel )->AnimNum() );
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}
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return flags;
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}
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/*
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=====================
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idAnimState::Enable
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=====================
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*/
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void idAnimState::Enable( int blendFrames ) {
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if ( disabled ) {
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disabled = false;
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animBlendFrames = blendFrames;
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lastAnimBlendFrames = blendFrames;
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}
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}
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/*
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=====================
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idAnimState::Disable
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=====================
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*/
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void idAnimState::Disable( void ) {
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disabled = true;
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idleAnim = false;
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}
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/*
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=====================
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idAnimState::UpdateState
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=====================
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*/
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bool idAnimState::UpdateState( void ) {
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if ( disabled ) {
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return false;
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}
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stateThread.Execute ( );
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return true;
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}
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/***********************************************************************
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idActor
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***********************************************************************/
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const idEventDef AI_EnableEyeFocus( "enableEyeFocus" );
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const idEventDef AI_DisableEyeFocus( "disableEyeFocus" );
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const idEventDef AI_EnableBlink( "enableBlinking" );
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const idEventDef AI_DisableBlink( "disableBlinking" );
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const idEventDef EV_Footstep( "footstep" );
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const idEventDef EV_FootstepLeft( "leftFoot" );
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const idEventDef EV_FootstepRight( "rightFoot" );
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const idEventDef EV_EnableWalkIK( "EnableWalkIK" );
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const idEventDef EV_DisableWalkIK( "DisableWalkIK" );
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const idEventDef EV_EnableLegIK( "EnableLegIK", "d" );
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const idEventDef EV_DisableLegIK( "DisableLegIK", "d" );
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const idEventDef AI_StopAnim( "stopAnim", "dd" );
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const idEventDef AI_PlayAnim( "playAnim", "ds", 'd' );
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const idEventDef AI_PlayCycle( "playCycle", "ds", 'd' );
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const idEventDef AI_IdleAnim( "idleAnim", "ds", 'd' );
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const idEventDef AI_SetSyncedAnimWeight( "setSyncedAnimWeight", "ddf" );
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const idEventDef AI_SetBlendFrames( "setBlendFrames", "dd" );
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const idEventDef AI_GetBlendFrames( "getBlendFrames", "d", 'd' );
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const idEventDef AI_AnimDone( "animDone", "dd", 'd' );
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const idEventDef AI_OverrideAnim( "overrideAnim", "d" );
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const idEventDef AI_EnableAnim( "enableAnim", "dd" );
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const idEventDef AI_PreventPain( "preventPain", "f" );
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const idEventDef AI_DisablePain( "disablePain" );
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const idEventDef AI_EnablePain( "enablePain" );
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const idEventDef AI_SetAnimPrefix( "setAnimPrefix", "s" );
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const idEventDef AI_HasEnemies( "hasEnemies", NULL, 'd' );
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const idEventDef AI_NextEnemy( "nextEnemy", "E", 'e' );
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const idEventDef AI_ClosestEnemyToPoint( "closestEnemyToPoint", "v", 'e' );
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const idEventDef AI_GetHead( "getHead", NULL, 'e' );
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// RAVEN BEGIN
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// bdube: added
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const idEventDef AI_Flashlight("flashlight", "d" );
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const idEventDef AI_Teleport("teleport", "vv");
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const idEventDef AI_EnterVehicle ( "enterVehicle", "e" );
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const idEventDef AI_ExitVehicle ( "exitVehicle", "d" );
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const idEventDef AI_PostExitVehicle ( "<exitVehicle>", "d" );
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//jshepard: change animation rate
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const idEventDef AI_SetAnimRate ( "setAnimRate","f");
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//MCG: damage over time
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const idEventDef EV_DamageOverTime ( "damageOverTime","ddEEvsfd" );
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const idEventDef EV_DamageOverTimeEffect ( "damageOverTimeEffect","dds" );
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// MCG: script-callable joint crawl effect
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const idEventDef EV_JointCrawlEffect ( "jointCrawlEffect","sf" );
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// RAVEN END
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CLASS_DECLARATION( idAFEntity_Gibbable, idActor )
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EVENT( AI_EnableEyeFocus, idActor::Event_EnableEyeFocus )
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EVENT( AI_DisableEyeFocus, idActor::Event_DisableEyeFocus )
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EVENT( AI_EnableBlink, idActor::Event_EnableBlink )
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EVENT( AI_DisableBlink, idActor::Event_DisableBlink )
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EVENT( EV_Footstep, idActor::Event_Footstep )
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EVENT( EV_FootstepLeft, idActor::Event_Footstep )
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EVENT( EV_FootstepRight, idActor::Event_Footstep )
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EVENT( EV_EnableWalkIK, idActor::Event_EnableWalkIK )
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EVENT( EV_DisableWalkIK, idActor::Event_DisableWalkIK )
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EVENT( EV_EnableLegIK, idActor::Event_EnableLegIK )
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EVENT( EV_DisableLegIK, idActor::Event_DisableLegIK )
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EVENT( AI_PreventPain, idActor::Event_PreventPain )
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EVENT( AI_DisablePain, idActor::Event_DisablePain )
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EVENT( AI_EnablePain, idActor::Event_EnablePain )
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EVENT( AI_SetAnimPrefix, idActor::Event_SetAnimPrefix )
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EVENT( AI_SetSyncedAnimWeight, idActor::Event_SetSyncedAnimWeight )
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EVENT( AI_SetBlendFrames, idActor::Event_SetBlendFrames )
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EVENT( AI_GetBlendFrames, idActor::Event_GetBlendFrames )
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EVENT( AI_OverrideAnim, idActor::Event_OverrideAnim )
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EVENT( AI_EnableAnim, idActor::Event_EnableAnim )
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EVENT( AI_HasEnemies, idActor::Event_HasEnemies )
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EVENT( AI_NextEnemy, idActor::Event_NextEnemy )
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EVENT( AI_ClosestEnemyToPoint, idActor::Event_ClosestEnemyToPoint )
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EVENT( EV_StopSound, idActor::Event_StopSound )
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EVENT( AI_GetHead, idActor::Event_GetHead )
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// RAVEN BEGIN
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// bdube: added
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EVENT( AI_Flashlight, idActor::Event_Flashlight )
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EVENT( AI_Teleport, idActor::Event_Teleport )
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EVENT( AI_EnterVehicle, idActor::Event_EnterVehicle )
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// twhitaker: Yeah... this just got confusing.
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// basically, I need a delay in between the time the space bar is hit and the time the person actually get's ejected.
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// this is mostly for things such as screen fades when exiting a vehicle. This was the least obtrusive way I could think of.
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EVENT( AI_ExitVehicle, idActor::Event_PreExitVehicle )
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EVENT( AI_PostExitVehicle, idActor::Event_ExitVehicle )
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// jshepard: added
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EVENT( AI_SetAnimRate, idActor::Event_SetAnimRate )
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// twhitaker: added animation support (mostly for vehicle purposes)
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EVENT( AI_PlayAnim, idActor::Event_PlayAnim )
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// MCG: added recurring damage
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EVENT( EV_DamageOverTime, idActor::Event_DamageOverTime )
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EVENT( EV_DamageOverTimeEffect, idActor::Event_DamageOverTimeEffect )
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// MCG: script-callable joint crawl effect
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EVENT( EV_JointCrawlEffect, idActor::Event_JointCrawlEffect )
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// RAVEN END
|
||
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END_CLASS
|
||
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||
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CLASS_STATES_DECLARATION ( idActor )
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||
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STATE ( "Wait_Frame", idActor::State_Wait_Frame )
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||
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STATE ( "Wait_LegsAnim", idActor::State_Wait_LegsAnim )
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STATE ( "Wait_TorsoAnim", idActor::State_Wait_TorsoAnim )
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END_CLASS_STATES
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||
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// RAVEN END
|
||
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|
||
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/*
|
||
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=====================
|
||
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idActor::idActor
|
||
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=====================
|
||
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*/
|
||
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idActor::idActor( void )
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||
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{
|
||
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viewAxis.Identity();
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||
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||
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use_combat_bbox = false;
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||
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head = NULL;
|
||
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||
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eyeOffset.Zero();
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chestOffset.Zero();
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modelOffset.Zero();
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team = 0;
|
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rank = 0;
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fovDot = 0.0f;
|
||
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pain_debounce_time = 0;
|
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pain_delay = 0;
|
||
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|
||
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leftEyeJoint = INVALID_JOINT;
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||
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rightEyeJoint = INVALID_JOINT;
|
||
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soundJoint = INVALID_JOINT;
|
||
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|
||
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deltaViewAngles.Zero();
|
||
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|
||
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painTime = 0;
|
||
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inDamageEvent = false;
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: reversed var
|
||
|
disablePain = true;
|
||
|
// RAVEN END
|
||
|
allowEyeFocus = false;
|
||
|
|
||
|
blink_anim = NULL;
|
||
|
blink_time = 0;
|
||
|
blink_min = 0;
|
||
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blink_max = 0;
|
||
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|
||
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finalBoss = false;
|
||
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|
||
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attachments.SetGranularity( 1 );
|
||
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|
||
|
enemyNode.SetOwner( this );
|
||
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enemyList.SetOwner( this );
|
||
|
|
||
|
teamNode.SetOwner ( this );
|
||
|
|
||
|
memset( &flashlight, 0, sizeof( flashlight ) );
|
||
|
flashlightHandle = -1;
|
||
|
|
||
|
deathPushTime = 0;
|
||
|
|
||
|
eyeOffsetJoint = INVALID_JOINT;
|
||
|
chestOffsetJoint = INVALID_JOINT;
|
||
|
|
||
|
lightningEffects = 0;
|
||
|
lightningNextTime = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::~idActor
|
||
|
=====================
|
||
|
*/
|
||
|
idActor::~idActor( void ) {
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: flashlights
|
||
|
if ( flashlightHandle != -1 ) {
|
||
|
gameRenderWorld->FreeLightDef( flashlightHandle );
|
||
|
flashlightHandle = -1;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
int i;
|
||
|
idEntity *ent;
|
||
|
|
||
|
StopSound( SND_CHANNEL_ANY, false );
|
||
|
|
||
|
delete combatModel;
|
||
|
combatModel = NULL;
|
||
|
|
||
|
if ( head.GetEntity() ) {
|
||
|
head.GetEntity()->ClearBody();
|
||
|
head.GetEntity()->PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
|
||
|
// remove any attached entities
|
||
|
for( i = 0; i < attachments.Num(); i++ ) {
|
||
|
ent = attachments[ i ].ent.GetEntity();
|
||
|
if ( ent ) {
|
||
|
ent->PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ShutdownThreads();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Spawn
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Spawn( void ) {
|
||
|
idEntity *ent;
|
||
|
idStr jointName;
|
||
|
float fovDegrees;
|
||
|
float fovDegreesClose;
|
||
|
|
||
|
animPrefix = "";
|
||
|
|
||
|
spawnArgs.GetInt( "rank", "0", rank );
|
||
|
spawnArgs.GetInt( "team", "0", team );
|
||
|
spawnArgs.GetVector( "offsetModel", "0 0 0", modelOffset );
|
||
|
|
||
|
spawnArgs.GetBool( "use_combat_bbox", "0", use_combat_bbox );
|
||
|
|
||
|
viewAxis = GetPhysics()->GetAxis();
|
||
|
|
||
|
spawnArgs.GetFloat( "fov", "90", fovDegrees );
|
||
|
spawnArgs.GetFloat( "fovClose", "200", fovDegreesClose );
|
||
|
spawnArgs.GetFloat( "fovCloseRange", "180", fovCloseRange );
|
||
|
SetFOV( fovDegrees, fovDegreesClose );
|
||
|
|
||
|
pain_debounce_time = 0;
|
||
|
|
||
|
pain_delay = SEC2MS( spawnArgs.GetFloat( "pain_delay" ) );
|
||
|
|
||
|
LoadAF ( );
|
||
|
|
||
|
walkIK.Init( this, IK_ANIM, modelOffset );
|
||
|
|
||
|
// the animation used to be set to the IK_ANIM at this point, but that was fixed, resulting in
|
||
|
// attachments not binding correctly, so we're stuck setting the IK_ANIM before attaching things.
|
||
|
animator.ClearAllAnims( gameLocal.time, 0 );
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: new setframe stuff
|
||
|
frameBlend_t frameBlend = { 0, 0, 0, 1.0f, 0 };
|
||
|
animator.SetFrame( ANIMCHANNEL_ALL, animator.GetAnim( IK_ANIM ), frameBlend );
|
||
|
// RAVEN END
|
||
|
|
||
|
// spawn any attachments we might have
|
||
|
const idKeyValue *kv = spawnArgs.MatchPrefix( "def_attach", NULL );
|
||
|
while ( kv ) {
|
||
|
idDict args;
|
||
|
|
||
|
args.Set( "classname", kv->GetValue().c_str() );
|
||
|
|
||
|
// make items non-touchable so the player can't take them out of the character's hands
|
||
|
args.Set( "no_touch", "1" );
|
||
|
|
||
|
// don't let them drop to the floor
|
||
|
args.Set( "dropToFloor", "0" );
|
||
|
|
||
|
gameLocal.SpawnEntityDef( args, &ent );
|
||
|
if ( !ent ) {
|
||
|
gameLocal.Error( "Couldn't spawn '%s' to attach to entity '%s'", kv->GetValue().c_str(), name.c_str() );
|
||
|
} else {
|
||
|
Attach( ent );
|
||
|
}
|
||
|
kv = spawnArgs.MatchPrefix( "def_attach", kv );
|
||
|
}
|
||
|
|
||
|
SetupDamageGroups();
|
||
|
|
||
|
// MP sets up heads on players from UpdateModelSetup()
|
||
|
if( !gameLocal.isMultiplayer || !IsType( idPlayer::GetClassType() ) ) {
|
||
|
SetupHead ( );
|
||
|
}
|
||
|
|
||
|
// clear the bind anim
|
||
|
animator.ClearAllAnims( gameLocal.time, 0 );
|
||
|
|
||
|
idEntity *headEnt = head.GetEntity();
|
||
|
idAnimator *headAnimator;
|
||
|
if ( headEnt ) {
|
||
|
headAnimator = headEnt->GetAnimator();
|
||
|
} else {
|
||
|
headAnimator = &animator;
|
||
|
}
|
||
|
|
||
|
// set up blinking
|
||
|
blink_anim = headAnimator->GetAnim( "blink" );
|
||
|
blink_time = 0; // it's ok to blink right away
|
||
|
blink_min = SEC2MS( spawnArgs.GetFloat( "blink_min", "0.5" ) );
|
||
|
blink_max = SEC2MS( spawnArgs.GetFloat( "blink_max", "8" ) );
|
||
|
fl.allowAutoBlink = spawnArgs.GetBool( "allowAutoBlink", "1" );
|
||
|
|
||
|
if ( spawnArgs.GetString( "sound_bone", "", jointName ) ) {
|
||
|
soundJoint = animator.GetJointHandle( jointName );
|
||
|
if ( soundJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "idAnimated '%s' at (%s): cannot find joint '%s' for sound playback", name.c_str(), GetPhysics()->GetOrigin().ToString(0), jointName.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
finalBoss = spawnArgs.GetBool( "finalBoss" );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: flashlight
|
||
|
flashlightJoint = animator.GetJointHandle( spawnArgs.GetString ( "joint_flashlight", "flashlight" ) );
|
||
|
|
||
|
memset( &flashlight, 0, sizeof( flashlight ) );
|
||
|
flashlight.suppressLightInViewID = entityNumber + 1;
|
||
|
flashlight.allowLightInViewID = 0;
|
||
|
flashlight.lightId = 1 + entityNumber;
|
||
|
|
||
|
flashlight.allowLightInViewID = 1;
|
||
|
|
||
|
idVec3 color;
|
||
|
spawnArgs.GetVector ( "flashlightColor", "1 1 1", color );
|
||
|
|
||
|
flashlight.pointLight = spawnArgs.GetBool( "flashlightPointLight", "1" );
|
||
|
flashlight.shader = declManager->FindMaterial( spawnArgs.GetString( "mtr_flashlight", "muzzleflash" ), false );
|
||
|
flashlight.shaderParms[ SHADERPARM_RED ] = color[0];
|
||
|
flashlight.shaderParms[ SHADERPARM_GREEN ] = color[1];
|
||
|
flashlight.shaderParms[ SHADERPARM_BLUE ] = color[2];
|
||
|
flashlight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// dluetscher: added a default detail level to each render light
|
||
|
flashlight.detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;
|
||
|
// RAVEN END
|
||
|
|
||
|
flashlight.lightRadius[0] = flashlight.lightRadius[1] =
|
||
|
flashlight.lightRadius[2] = spawnArgs.GetFloat ( "flashlightRadius" );
|
||
|
|
||
|
if ( !flashlight.pointLight ) {
|
||
|
flashlight.target = spawnArgs.GetVector( "flashlightTarget" );
|
||
|
flashlight.up = spawnArgs.GetVector( "flashlightUp" );
|
||
|
flashlight.right = spawnArgs.GetVector( "flashlightRight" );
|
||
|
flashlight.end = spawnArgs.GetVector( "flashlightTarget" );
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetVector ( "flashlightOffset", "0 0 0", flashlightOffset );
|
||
|
|
||
|
if ( spawnArgs.GetString( "flashlight_flaresurf", NULL ) ) {
|
||
|
HideSurface( spawnArgs.GetString( "flashlight_flaresurf", NULL ) );
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|
||
|
|
||
|
stateThread.SetName ( GetName() );
|
||
|
stateThread.SetOwner ( this );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// cdr: Obstacle Avoidance
|
||
|
fl.isAIObstacle = true;
|
||
|
// RAVEN END
|
||
|
|
||
|
FinishSetup();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::FinishSetup
|
||
|
================
|
||
|
*/
|
||
|
void idActor::FinishSetup( void ) {
|
||
|
if ( spawnArgs.GetBool ( "flashlight", "0" ) ) {
|
||
|
FlashlightUpdate ( true );
|
||
|
}
|
||
|
|
||
|
SetupBody();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::SetupHead
|
||
|
================
|
||
|
*/
|
||
|
void idActor::SetupHead( const char* headDefName, idVec3 headOffset ) {
|
||
|
idAFAttachment *headEnt;
|
||
|
idStr jointName;
|
||
|
jointHandle_t joint;
|
||
|
const idKeyValue *sndKV;
|
||
|
|
||
|
if ( gameLocal.isClient && head.GetEntity() == NULL ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If we don't pass in a specific head model, try looking it up
|
||
|
if( !headDefName[ 0 ] ) {
|
||
|
headDefName = spawnArgs.GetString( "def_head", "" );
|
||
|
// jshepard: allow for heads to override persona defs
|
||
|
headDefName = spawnArgs.GetString( "override_head", headDefName );
|
||
|
}
|
||
|
|
||
|
if ( headDefName[ 0 ] ) {
|
||
|
// free the old head if we want a new one
|
||
|
if( gameLocal.isServer ) {
|
||
|
if( head && idStr::Icmp( head->spawnArgs.GetString( "classname" ), headDefName ) ) {
|
||
|
head->SetName( va( "%s_oldhead", name.c_str() ) );
|
||
|
head->PostEventMS( &EV_Remove, 0 );
|
||
|
head = NULL;
|
||
|
} else if( head ) {
|
||
|
// the current head is OK
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
jointName = spawnArgs.GetString( "joint_head" );
|
||
|
joint = animator.GetJointHandle( jointName );
|
||
|
if ( joint == INVALID_JOINT ) {
|
||
|
gameLocal.Error( "Joint '%s' not found for 'joint_head' on '%s'", jointName.c_str(), name.c_str() );
|
||
|
}
|
||
|
|
||
|
// copy any sounds in case we have frame commands on the head
|
||
|
idDict args;
|
||
|
sndKV = spawnArgs.MatchPrefix( "snd_", NULL );
|
||
|
while( sndKV ) {
|
||
|
args.Set( sndKV->GetKey(), sndKV->GetValue() );
|
||
|
sndKV = spawnArgs.MatchPrefix( "snd_", sndKV );
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.isClient ) {
|
||
|
args.Set( "classname", headDefName );
|
||
|
if( !gameLocal.SpawnEntityDef( args, ( idEntity ** )&headEnt ) ) {
|
||
|
gameLocal.Warning( "idActor::SetupHead() - Unknown head model '%s'\n", headDefName );
|
||
|
return;
|
||
|
}
|
||
|
headEnt->spawnArgs.Set( "classname", headDefName );
|
||
|
|
||
|
headEnt->SetName( va( "%s_head", name.c_str() ) );
|
||
|
headEnt->SetBody ( this, headEnt->spawnArgs.GetString ( "model" ), joint );
|
||
|
head = headEnt;
|
||
|
} else {
|
||
|
// we got our spawnid from the server
|
||
|
headEnt = head.GetEntity();
|
||
|
headEnt->SetBody ( this, headEnt->spawnArgs.GetString ( "model" ), joint );
|
||
|
headEnt->GetRenderEntity()->suppressSurfaceInViewID = entityNumber + 1;
|
||
|
}
|
||
|
|
||
|
headEnt->BindToJoint( this, joint, true );
|
||
|
headEnt->GetPhysics()->SetOrigin( vec3_origin + headOffset );
|
||
|
headEnt->GetPhysics()->SetAxis( mat3_identity );
|
||
|
} else if ( head ) {
|
||
|
head->PostEventMS( &EV_Remove, 0 );
|
||
|
head = NULL;
|
||
|
}
|
||
|
|
||
|
if ( head ) {
|
||
|
int i;
|
||
|
// set the damage joint to be part of the head damage group
|
||
|
for( i = 0; i < damageGroups.Num(); i++ ) {
|
||
|
if ( damageGroups[ i ] == "head" ) {
|
||
|
head->SetDamageJoint ( static_cast<jointHandle_t>( i ) );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
head->InitCopyJoints ( );
|
||
|
head->SetInstance( instance );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Restart
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Restart( void ) {
|
||
|
assert( !head.GetEntity() );
|
||
|
// MP sets up heads from UpdateModelSetup()
|
||
|
if( !gameLocal.isMultiplayer ) {
|
||
|
SetupHead();
|
||
|
}
|
||
|
FinishSetup();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Save
|
||
|
|
||
|
archive object for savegame file
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Save( idSaveGame *savefile ) const {
|
||
|
idActor *ent;
|
||
|
int i;
|
||
|
|
||
|
savefile->WriteInt( team );
|
||
|
|
||
|
// cnicholson: This line was already commented out, so we aint changing it.
|
||
|
// No need to write/read teamNode
|
||
|
// idLinkList<idActor> teamNode;
|
||
|
|
||
|
savefile->WriteInt( rank );
|
||
|
savefile->WriteMat3( viewAxis );
|
||
|
|
||
|
// twhitaker: this confuses me... should we be writing out enemyList.Num() or enemyList.Next()->enemyNode->Num(). I'm not sure what these variables represent.
|
||
|
// cnicholson: bdube said to do it how id does it, so here goes:
|
||
|
savefile->WriteInt( enemyList.Num() );
|
||
|
for ( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
||
|
savefile->WriteObject( ent );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( lightningNextTime );// cnicholson: Added unwritten var
|
||
|
savefile->WriteInt( lightningEffects ); // cnicholson: Added unwritten var
|
||
|
|
||
|
savefile->WriteFloat( fovDot );
|
||
|
savefile->WriteFloat( fovCloseDot );
|
||
|
savefile->WriteFloat( fovCloseRange );
|
||
|
savefile->WriteVec3( eyeOffset );
|
||
|
savefile->WriteVec3( chestOffset );
|
||
|
savefile->WriteVec3( modelOffset );
|
||
|
savefile->WriteAngles( deltaViewAngles );
|
||
|
|
||
|
savefile->WriteInt( pain_debounce_time );
|
||
|
savefile->WriteInt( pain_delay );
|
||
|
|
||
|
savefile->WriteInt( damageGroups.Num() );
|
||
|
for( i = 0; i < damageGroups.Num(); i++ ) {
|
||
|
savefile->WriteString( damageGroups[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->WriteInt( damageScale.Num() );
|
||
|
for( i = 0; i < damageScale.Num(); i++ ) {
|
||
|
savefile->WriteFloat( damageScale[ i ] );
|
||
|
}
|
||
|
//MCG
|
||
|
savefile->WriteBool( inDamageEvent );
|
||
|
|
||
|
savefile->WriteBool( use_combat_bbox );
|
||
|
|
||
|
savefile->WriteJoint( leftEyeJoint );
|
||
|
savefile->WriteJoint( rightEyeJoint );
|
||
|
savefile->WriteJoint( soundJoint );
|
||
|
savefile->WriteJoint( eyeOffsetJoint );
|
||
|
savefile->WriteJoint( chestOffsetJoint );
|
||
|
savefile->WriteJoint( neckJoint );
|
||
|
savefile->WriteJoint( headJoint );
|
||
|
|
||
|
walkIK.Save( savefile );
|
||
|
|
||
|
savefile->WriteString( animPrefix );
|
||
|
savefile->WriteString( painType );
|
||
|
savefile->WriteString( painAnim );
|
||
|
|
||
|
savefile->WriteInt( blink_anim );
|
||
|
savefile->WriteInt( blink_time );
|
||
|
savefile->WriteInt( blink_min );
|
||
|
savefile->WriteInt( blink_max );
|
||
|
|
||
|
headAnim.Save( savefile );
|
||
|
torsoAnim.Save( savefile );
|
||
|
legsAnim.Save( savefile );
|
||
|
|
||
|
stateThread.Save( savefile );
|
||
|
|
||
|
// idEntityPtr<idAFAttachment> head;
|
||
|
head.Save( savefile ); // cnicholson: Added unwritten var
|
||
|
|
||
|
savefile->WriteBool( disablePain );
|
||
|
savefile->WriteBool( allowEyeFocus );
|
||
|
savefile->WriteBool( finalBoss );
|
||
|
|
||
|
savefile->WriteInt( painTime );
|
||
|
|
||
|
savefile->WriteInt( attachments.Num() );
|
||
|
for ( i = 0; i < attachments.Num(); i++ ) {
|
||
|
attachments[i].ent.Save( savefile );
|
||
|
savefile->WriteInt( attachments[i].channel );
|
||
|
}
|
||
|
|
||
|
vehicleController.Save ( savefile );
|
||
|
|
||
|
// These aren't saved in the same order as they're declared, due to the dependency (I didn't see the need to change the order of declaration)
|
||
|
savefile->WriteInt ( flashlightHandle );
|
||
|
savefile->WriteJoint ( flashlightJoint );
|
||
|
savefile->WriteVec3 ( flashlightOffset );
|
||
|
savefile->WriteRenderLight ( flashlight );
|
||
|
|
||
|
savefile->WriteInt( deathPushTime );
|
||
|
savefile->WriteVec3( deathPushForce );
|
||
|
savefile->WriteJoint( deathPushJoint );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Restore
|
||
|
|
||
|
unarchives object from save game file
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Restore( idRestoreGame *savefile ) {
|
||
|
int i, num;
|
||
|
idActor *ent;
|
||
|
|
||
|
savefile->ReadInt( team );
|
||
|
|
||
|
// cnicholson: This line was already commented out, so we aint changing it.
|
||
|
// No need to write/read teamNode
|
||
|
// idLinkList<idActor> teamNode;
|
||
|
|
||
|
savefile->ReadInt( rank );
|
||
|
savefile->ReadMat3( viewAxis );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( ent ) );
|
||
|
assert( ent );
|
||
|
if ( ent ) {
|
||
|
ent->enemyNode.AddToEnd( enemyList );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( lightningEffects );
|
||
|
savefile->ReadInt( lightningNextTime );
|
||
|
|
||
|
savefile->ReadFloat( fovDot );
|
||
|
savefile->ReadFloat( fovCloseDot );
|
||
|
savefile->ReadFloat( fovCloseRange );
|
||
|
savefile->ReadVec3( eyeOffset );
|
||
|
savefile->ReadVec3( chestOffset );
|
||
|
savefile->ReadVec3( modelOffset );
|
||
|
savefile->ReadAngles( deltaViewAngles );
|
||
|
|
||
|
savefile->ReadInt( pain_debounce_time );
|
||
|
savefile->ReadInt( pain_delay );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
damageGroups.SetGranularity( 1 );
|
||
|
damageGroups.SetNum( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savefile->ReadString( damageGroups[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
damageScale.SetNum( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savefile->ReadFloat( damageScale[ i ] );
|
||
|
}
|
||
|
//MCG
|
||
|
savefile->ReadBool( inDamageEvent );
|
||
|
|
||
|
savefile->ReadBool( use_combat_bbox );
|
||
|
|
||
|
savefile->ReadJoint( leftEyeJoint );
|
||
|
savefile->ReadJoint( rightEyeJoint );
|
||
|
savefile->ReadJoint( soundJoint );
|
||
|
savefile->ReadJoint( eyeOffsetJoint );
|
||
|
savefile->ReadJoint( chestOffsetJoint );
|
||
|
savefile->ReadJoint( neckJoint );
|
||
|
savefile->ReadJoint( headJoint );
|
||
|
|
||
|
walkIK.Restore( savefile );
|
||
|
|
||
|
savefile->ReadString( animPrefix );
|
||
|
savefile->ReadString( painType );
|
||
|
savefile->ReadString( painAnim );
|
||
|
|
||
|
savefile->ReadInt( blink_anim );
|
||
|
savefile->ReadInt( blink_time );
|
||
|
savefile->ReadInt( blink_min );
|
||
|
savefile->ReadInt( blink_max );
|
||
|
|
||
|
headAnim.Restore( savefile );
|
||
|
torsoAnim.Restore( savefile );
|
||
|
legsAnim.Restore( savefile );
|
||
|
|
||
|
stateThread.Restore( savefile, this );
|
||
|
|
||
|
// cnicholson: Restore unread var
|
||
|
// idEntityPtr<idAFAttachment> head;
|
||
|
head.Restore(savefile);
|
||
|
|
||
|
savefile->ReadBool( disablePain );
|
||
|
savefile->ReadBool( allowEyeFocus );
|
||
|
savefile->ReadBool( finalBoss );
|
||
|
|
||
|
savefile->ReadInt( painTime );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
idAttachInfo &attach = attachments.Alloc();
|
||
|
attach.ent.Restore( savefile );
|
||
|
savefile->ReadInt( attach.channel );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: added
|
||
|
vehicleController.Restore ( savefile );
|
||
|
|
||
|
savefile->ReadInt ( flashlightHandle );
|
||
|
savefile->ReadJoint ( flashlightJoint );
|
||
|
savefile->ReadVec3 ( flashlightOffset );
|
||
|
savefile->ReadRenderLight ( flashlight );
|
||
|
if ( flashlightHandle != -1 ) {
|
||
|
flashlightHandle = gameRenderWorld->AddLightDef( &flashlight );
|
||
|
}
|
||
|
|
||
|
savefile->ReadInt( deathPushTime );
|
||
|
savefile->ReadVec3( deathPushForce );
|
||
|
savefile->ReadJoint( deathPushJoint );
|
||
|
|
||
|
// mekberg: update this
|
||
|
FlashlightUpdate( );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Hide
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Hide( void ) {
|
||
|
idEntity *ent;
|
||
|
idEntity *next;
|
||
|
|
||
|
idAFEntity_Base::Hide();
|
||
|
if ( head.GetEntity() ) {
|
||
|
head.GetEntity()->Hide();
|
||
|
}
|
||
|
|
||
|
for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
|
||
|
next = ent->GetNextTeamEntity();
|
||
|
if ( ent->GetBindMaster() == this ) {
|
||
|
ent->Hide();
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent->IsType( idLight::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
static_cast<idLight *>( ent )->Off();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
UnlinkCombat();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Show
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Show( void ) {
|
||
|
idEntity *ent;
|
||
|
idEntity *next;
|
||
|
|
||
|
idAFEntity_Base::Show();
|
||
|
if ( head.GetEntity() ) {
|
||
|
head.GetEntity()->Show();
|
||
|
}
|
||
|
for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
|
||
|
next = ent->GetNextTeamEntity();
|
||
|
if ( ent->GetBindMaster() == this ) {
|
||
|
ent->Show();
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent->IsType( idLight::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
static_cast<idLight *>( ent )->On();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
LinkCombat();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idActor::GetDefaultSurfaceType
|
||
|
==============
|
||
|
*/
|
||
|
int idActor::GetDefaultSurfaceType( void ) const {
|
||
|
return SURFTYPE_FLESH;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::ProjectOverlay
|
||
|
================
|
||
|
*/
|
||
|
void idActor::ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material ) {
|
||
|
idEntity *ent;
|
||
|
idEntity *next;
|
||
|
|
||
|
idEntity::ProjectOverlay( origin, dir, size, material );
|
||
|
|
||
|
for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
|
||
|
next = ent->GetNextTeamEntity();
|
||
|
if ( ent->GetBindMaster() == this ) {
|
||
|
if ( ent->fl.takedamage && ent->spawnArgs.GetBool( "bleed" ) ) {
|
||
|
ent->ProjectOverlay( origin, dir, size, material );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::LoadAF
|
||
|
================
|
||
|
*/
|
||
|
bool idActor::LoadAF( const char* keyname, bool purgeAF /* = false */ ) {
|
||
|
idStr fileName;
|
||
|
|
||
|
if ( !keyname || !*keyname ) {
|
||
|
keyname = "ragdoll";
|
||
|
}
|
||
|
|
||
|
if ( !spawnArgs.GetString( keyname, "*unknown*", fileName ) || !fileName.Length() ) {
|
||
|
return false;
|
||
|
}
|
||
|
af.SetAnimator( GetAnimator() );
|
||
|
return af.Load( this, fileName, purgeAF );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::SetupBody
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::SetupBody( void ) {
|
||
|
const char* jointname;
|
||
|
idAnimator* headAnimator;
|
||
|
float height;
|
||
|
|
||
|
animator.ClearAllAnims( gameLocal.time, 0 );
|
||
|
animator.ClearAllJoints();
|
||
|
|
||
|
// Cache the head entity pointer and determine which animator to use
|
||
|
idAFAttachment *headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headAnimator = headEnt->GetAnimator ( );
|
||
|
} else {
|
||
|
headAnimator = GetAnimator( );
|
||
|
}
|
||
|
|
||
|
// Get left eye joint
|
||
|
if ( !headEnt || !headEnt->spawnArgs.GetString ( "joint_leftEye", "", &jointname ) ) {
|
||
|
jointname = spawnArgs.GetString( "joint_leftEye" );
|
||
|
}
|
||
|
leftEyeJoint = headAnimator->GetJointHandle( jointname );
|
||
|
|
||
|
// Get right eye joint
|
||
|
if ( !headEnt || !headEnt->spawnArgs.GetString ( "joint_rightEye", "", &jointname ) ) {
|
||
|
jointname = spawnArgs.GetString( "joint_rightEye" );
|
||
|
}
|
||
|
rightEyeJoint = headAnimator->GetJointHandle( jointname );
|
||
|
|
||
|
// If head height is specified, just use that
|
||
|
if ( spawnArgs.GetFloat ( "eye_height", "0", height ) ) {
|
||
|
SetEyeHeight ( height );
|
||
|
} else {
|
||
|
// See if there is an eye offset joint specified, if not just use the left eye joint
|
||
|
if ( !headEnt || !headEnt->spawnArgs.GetString ( "joint_eyeOffset", "", &jointname ) ) {
|
||
|
jointname = spawnArgs.GetString( "joint_eyeOffset" );
|
||
|
}
|
||
|
// Get the eye offset joint
|
||
|
eyeOffsetJoint = headAnimator->GetJointHandle ( jointname );
|
||
|
}
|
||
|
|
||
|
// If eye height is specified, just use that
|
||
|
if ( spawnArgs.GetFloat ( "chest_height", "0", height ) ) {
|
||
|
SetChestHeight ( height );
|
||
|
} else {
|
||
|
// See if there is an eye offset joint specified, if not just use the left eye joint
|
||
|
spawnArgs.GetString ( "joint_chestOffset", "", &jointname );
|
||
|
// Get the chest offset joint
|
||
|
chestOffsetJoint = animator.GetJointHandle ( jointname );
|
||
|
}
|
||
|
|
||
|
// Get the neck joint
|
||
|
spawnArgs.GetString ( "joint_look_neck", "", &jointname );
|
||
|
neckJoint = animator.GetJointHandle ( jointname );
|
||
|
|
||
|
// Get the head joint
|
||
|
spawnArgs.GetString ( "joint_look_head", "", &jointname );
|
||
|
headJoint = animator.GetJointHandle ( jointname );
|
||
|
|
||
|
headAnim.Init ( this, &animator, ANIMCHANNEL_HEAD );
|
||
|
torsoAnim.Init( this, &animator, ANIMCHANNEL_TORSO );
|
||
|
legsAnim.Init( this, &animator, ANIMCHANNEL_LEGS );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::CheckBlink
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::CheckBlink( void ) {
|
||
|
// check if it's time to blink
|
||
|
if ( !blink_anim || ( health <= 0 ) || ( blink_time > gameLocal.time ) || !fl.allowAutoBlink ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idAnimator *animator = head.GetEntity() ? head->GetAnimator() : &this->animator;
|
||
|
animator->PlayAnim( ANIMCHANNEL_EYELIDS, blink_anim, gameLocal.time, 1 );
|
||
|
|
||
|
// set the next blink time
|
||
|
blink_time = gameLocal.time + blink_min + gameLocal.random.RandomFloat() * ( blink_max - blink_min );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::GetPhysicsToVisualTransform
|
||
|
================
|
||
|
*/
|
||
|
bool idActor::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
|
||
|
if ( af.IsActive() ) {
|
||
|
af.GetPhysicsToVisualTransform( origin, axis );
|
||
|
return true;
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: position player in seat (nmckenzie: copy and paste from the player version of this call)
|
||
|
if ( vehicleController.IsDriving ( ) ) {
|
||
|
vehicleController.GetDriverPosition ( origin, axis );
|
||
|
return true;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
origin = modelOffset;
|
||
|
axis = viewAxis;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::GetPhysicsToSoundTransform
|
||
|
================
|
||
|
*/
|
||
|
bool idActor::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
|
||
|
if ( soundJoint != INVALID_JOINT ) {
|
||
|
animator.GetJointTransform( soundJoint, gameLocal.time, origin, axis );
|
||
|
origin += modelOffset;
|
||
|
axis = viewAxis;
|
||
|
} else {
|
||
|
origin = GetPhysics()->GetGravityNormal() * -eyeOffset.z;
|
||
|
axis.Identity();
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
script state management
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::ShutdownThreads
|
||
|
================
|
||
|
*/
|
||
|
void idActor::ShutdownThreads( void ) {
|
||
|
headAnim.Shutdown();
|
||
|
torsoAnim.Shutdown();
|
||
|
legsAnim.Shutdown();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::OnStateThreadClear
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::OnStateThreadClear( const char *statename, int flags ) {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::SetState
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::SetState( const char *statename, int flags ) {
|
||
|
OnStateThreadClear( statename, flags );
|
||
|
stateThread.SetState ( statename, 0, 0, flags );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::PostState
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::PostState ( const char* statename, int delay, int flags ) {
|
||
|
if ( SRESULT_OK != stateThread.PostState ( statename, 0, delay, flags ) ) {
|
||
|
gameLocal.Error ( "unknown state '%s' on entity '%s'", statename, GetName() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::InterruptState
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::InterruptState ( const char* statename, int delay, int flags ) {
|
||
|
if ( SRESULT_OK != stateThread.InterruptState ( statename, 0, delay, flags ) ) {
|
||
|
gameLocal.Error ( "unknown state '%s' on entity '%s'", statename, GetName() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::UpdateState
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::UpdateState ( void ) {
|
||
|
stateThread.Execute ( );
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
vision
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::setFov
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::SetFOV( float fov, float fovClose ) {
|
||
|
fovDot = idMath::Cos( DEG2RAD( fov * 0.5f ) );
|
||
|
fovCloseDot = idMath::Cos( DEG2RAD( fovClose * 0.5f ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::SetEyeHeight
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::SetEyeHeight( float height ) {
|
||
|
eyeOffset = GetPhysics()->GetGravityNormal() * -height;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::EyeHeight
|
||
|
=====================
|
||
|
*/
|
||
|
float idActor::EyeHeight( void ) const {
|
||
|
return eyeOffset.z;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::SetChestHeight
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::SetChestHeight( float height ) {
|
||
|
chestOffset = GetPhysics()->GetGravityNormal() * -height;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetEyePosition
|
||
|
=====================
|
||
|
*/
|
||
|
idVec3 idActor::GetEyePosition( void ) const {
|
||
|
return GetPhysics()->GetOrigin() + eyeOffset * viewAxis;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetChestPosition
|
||
|
=====================
|
||
|
*/
|
||
|
idVec3 idActor::GetChestPosition ( void ) const {
|
||
|
return GetPhysics()->GetOrigin() + chestOffset * viewAxis;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: flashlights
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetGroundEntity
|
||
|
=====================
|
||
|
*/
|
||
|
idEntity* idActor::GetGroundEntity( void ) const {
|
||
|
return static_cast<idPhysics_Actor*>(GetPhysics())->GetGroundEntity();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Present
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Present( void ) {
|
||
|
idAFEntity_Gibbable::Present();
|
||
|
|
||
|
FlashlightUpdate();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_Teleport
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_Teleport( idVec3 &newPos, idVec3 &newAngles ) {
|
||
|
Teleport ( newPos, newAngles.ToAngles(), NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_EnterVehicle
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_EnterVehicle ( idEntity* vehicle ) {
|
||
|
if ( IsInVehicle ( ) ) {
|
||
|
return;
|
||
|
}
|
||
|
EnterVehicle ( vehicle );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_ExitVehicle
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_ExitVehicle ( bool force ) {
|
||
|
if ( !IsInVehicle ( ) ) {
|
||
|
return;
|
||
|
}
|
||
|
ExitVehicle ( force );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_PreExitVehicle
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_PreExitVehicle ( bool force ) {
|
||
|
if ( !IsInVehicle ( ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// call the script func regardless of the fact that we may not be getting out just yet.
|
||
|
// this allows things in the script to happen before ejection actually occurs (such as screen fades).
|
||
|
vehicleController.GetVehicle()->OnExit();
|
||
|
|
||
|
// this is done because having an exit delay when the player is dead was causing bustedness if you died in the walker
|
||
|
// specifically the restart menu would not appear if you were still in the walker
|
||
|
if ( health > 0 ) {
|
||
|
PostEventMS( &AI_PostExitVehicle, vehicleController.GetVehicle()->spawnArgs.GetInt( "exit_vehicle_delay" ), force );
|
||
|
}
|
||
|
else {
|
||
|
ExitVehicle(true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_Flashlight
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_Flashlight( bool on ) {
|
||
|
if ( on ) {
|
||
|
FlashlightUpdate(true);
|
||
|
} else {
|
||
|
if ( flashlightHandle != -1 ) {
|
||
|
gameRenderWorld->FreeLightDef ( flashlightHandle );
|
||
|
flashlightHandle = -1;
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetString( "flashlight_flaresurf", NULL ) ) {
|
||
|
HideSurface( spawnArgs.GetString( "flashlight_flaresurf", NULL ) );
|
||
|
}
|
||
|
if ( spawnArgs.GetString( "fx_flashlight", NULL ) ) {
|
||
|
StopEffect( "fx_flashlight", true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::FlashlightUpdate
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::FlashlightUpdate ( bool forceOn ) {
|
||
|
|
||
|
// Dont do anything if flashlight is off and its not being forced on
|
||
|
if ( !forceOn && flashlightHandle == -1 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !flashlight.lightRadius[0] || flashlightJoint == INVALID_JOINT ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( forceOn && flashlightHandle == -1 ) {
|
||
|
//first time turning it on
|
||
|
if ( spawnArgs.GetString( "flashlight_flaresurf", NULL ) ) {
|
||
|
ShowSurface( spawnArgs.GetString( "flashlight_flaresurf", NULL ) );
|
||
|
}
|
||
|
if ( spawnArgs.GetString( "fx_flashlight", NULL ) ) {
|
||
|
PlayEffect( "fx_flashlight", flashlightJoint, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// the flash has an explicit joint for locating it
|
||
|
GetJointWorldTransform ( flashlightJoint, gameLocal.time, flashlight.origin, flashlight.axis );
|
||
|
flashlight.origin += flashlightOffset * flashlight.axis;
|
||
|
|
||
|
if ( flashlightHandle != -1 ) {
|
||
|
gameRenderWorld->UpdateLightDef( flashlightHandle, &flashlight );
|
||
|
} else {
|
||
|
flashlightHandle = gameRenderWorld->AddLightDef( &flashlight );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetViewPos
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::GetViewPos( idVec3 &origin, idMat3 &axis ) const {
|
||
|
origin = GetEyePosition();
|
||
|
axis = viewAxis;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::CheckFOV
|
||
|
=====================
|
||
|
*/
|
||
|
bool idActor::CheckFOV( const idVec3 &pos, float ang ) const {
|
||
|
float testAng = ( ang != -1.0f ) ? idMath::Cos( DEG2RAD( ang * 0.5f ) ) : fovDot;
|
||
|
if ( testAng == 1.0f ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if(!GetPhysics()) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
float dot;
|
||
|
float dist;
|
||
|
idVec3 delta;
|
||
|
|
||
|
delta = pos - GetEyePosition();
|
||
|
dist = delta.LengthFast();
|
||
|
|
||
|
//NOTE!!!
|
||
|
//This logic is BACKWARDS, but it's too late in the project
|
||
|
//for me to feel comfortable fixing this. It SHOULD be:
|
||
|
//if ( ang == -1.0f )
|
||
|
// - MCG
|
||
|
if ( ang != -1.0f )
|
||
|
{//not overriding dot test value
|
||
|
if (dist<fovCloseRange) {
|
||
|
testAng = fovCloseDot; // allow a wider FOV if close enough
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// get our gravity normal
|
||
|
const idVec3 &gravityDir = GetPhysics()->GetGravityNormal();
|
||
|
|
||
|
// infinite vertical vision, so project it onto our orientation plane
|
||
|
delta -= gravityDir * ( gravityDir * delta );
|
||
|
|
||
|
delta.Normalize();
|
||
|
dot = viewAxis[ 0 ] * delta;
|
||
|
|
||
|
return ( dot >= testAng );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::HasFOV
|
||
|
=====================
|
||
|
*/
|
||
|
|
||
|
bool idActor::HasFOV( idEntity *ent )
|
||
|
{
|
||
|
// Fixme: Make this do something, anything.
|
||
|
return true;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::CanSee
|
||
|
=====================
|
||
|
*/
|
||
|
bool idActor::CanSee( const idEntity *ent, bool useFov ) const {
|
||
|
return CanSeeFrom ( GetEyePosition ( ), ent, useFov );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::CanSeeFrom
|
||
|
=====================
|
||
|
*/
|
||
|
bool idActor::CanSeeFrom ( const idVec3& from, const idEntity *ent, bool useFov ) const {
|
||
|
idVec3 toPos;
|
||
|
|
||
|
if ( !ent || ent->IsHidden() ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( ent->IsType( idActor::Type ) ) {
|
||
|
toPos = ((idActor*)ent)->GetEyePosition();
|
||
|
} else {
|
||
|
toPos = ent->GetPhysics()->GetAbsBounds().GetCenter ( );
|
||
|
}
|
||
|
|
||
|
return CanSeeFrom ( from, toPos, useFov );
|
||
|
}
|
||
|
|
||
|
bool idActor::CanSeeFrom ( const idVec3& from, const idVec3& toPos, bool useFov ) const {
|
||
|
trace_t tr;
|
||
|
|
||
|
if ( useFov && !CheckFOV( toPos ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( g_perfTest_aiNoVisTrace.GetBool() ) {
|
||
|
return true;
|
||
|
}
|
||
|
gameLocal.TracePoint( this, tr, from, toPos, MASK_OPAQUE, this );
|
||
|
if ( tr.fraction >= 1.0f ) { // || ( gameLocal.GetTraceEntity( tr ) == ent ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetRenderView
|
||
|
=====================
|
||
|
*/
|
||
|
renderView_t *idActor::GetRenderView() {
|
||
|
renderView_t *rv = idEntity::GetRenderView();
|
||
|
rv->viewaxis = viewAxis;
|
||
|
rv->vieworg = GetEyePosition();
|
||
|
return rv;
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Model/Ragdoll
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::SetCombatModel
|
||
|
================
|
||
|
*/
|
||
|
void idActor::SetCombatModel( void ) {
|
||
|
idAFAttachment *headEnt;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: set the combat model reguardless
|
||
|
if ( 1 ) { // !use_combat_bbox ) {
|
||
|
// RAVEN END
|
||
|
if ( combatModel ) {
|
||
|
combatModel->Unlink();
|
||
|
combatModel->LoadModel( modelDefHandle );
|
||
|
} else {
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_PUSH_HEAP_MEM(this);
|
||
|
// RAVEN END
|
||
|
combatModel = new idClipModel( modelDefHandle );
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_POP_HEAP();
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headEnt->SetCombatModel();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::GetCombatModel
|
||
|
================
|
||
|
*/
|
||
|
idClipModel *idActor::GetCombatModel( void ) const {
|
||
|
return combatModel;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::LinkCombat
|
||
|
================
|
||
|
*/
|
||
|
void idActor::LinkCombat( void ) {
|
||
|
idAFAttachment *headEnt;
|
||
|
|
||
|
if ( fl.hidden || use_combat_bbox ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( combatModel ) {
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
combatModel->Link( this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headEnt->LinkCombat();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::UnlinkCombat
|
||
|
================
|
||
|
*/
|
||
|
void idActor::UnlinkCombat( void ) {
|
||
|
idAFAttachment *headEnt;
|
||
|
|
||
|
if ( combatModel ) {
|
||
|
combatModel->Unlink();
|
||
|
}
|
||
|
headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headEnt->UnlinkCombat();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::StartRagdoll
|
||
|
================
|
||
|
*/
|
||
|
bool idActor::StartRagdoll( void ) {
|
||
|
float slomoStart, slomoEnd;
|
||
|
float jointFrictionDent, jointFrictionDentStart, jointFrictionDentEnd;
|
||
|
float contactFrictionDent, contactFrictionDentStart, contactFrictionDentEnd;
|
||
|
|
||
|
// if no AF loaded
|
||
|
if ( !af.IsLoaded() ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// if the AF is already active
|
||
|
if ( af.IsActive() ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Raise the origin up 5 units to help ensure the ragdoll doesnt start in the ground
|
||
|
GetPhysics()->SetOrigin( GetPhysics()->GetOrigin() + GetPhysics()->GetGravityNormal() * -5.0f );
|
||
|
UpdateModelTransform();
|
||
|
|
||
|
// disable the monster bounding box
|
||
|
GetPhysics()->DisableClip();
|
||
|
|
||
|
af.StartFromCurrentPose( spawnArgs.GetInt( "velocityTime", "0" ) );
|
||
|
|
||
|
slomoStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_slomoStart", "-1.6" );
|
||
|
slomoEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_slomoEnd", "0.8" );
|
||
|
|
||
|
// do the first part of the death in slow motion
|
||
|
af.GetPhysics()->SetTimeScaleRamp( slomoStart, slomoEnd );
|
||
|
|
||
|
jointFrictionDent = spawnArgs.GetFloat( "ragdoll_jointFrictionDent", "0.1" );
|
||
|
jointFrictionDentStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_jointFrictionStart", "0.2" );
|
||
|
jointFrictionDentEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_jointFrictionEnd", "1.2" );
|
||
|
|
||
|
// set joint friction dent
|
||
|
af.GetPhysics()->SetJointFrictionDent( jointFrictionDent, jointFrictionDentStart, jointFrictionDentEnd );
|
||
|
|
||
|
contactFrictionDent = spawnArgs.GetFloat( "ragdoll_contactFrictionDent", "0.1" );
|
||
|
contactFrictionDentStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_contactFrictionStart", "1.0" );
|
||
|
contactFrictionDentEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_contactFrictionEnd", "2.0" );
|
||
|
|
||
|
// set contact friction dent
|
||
|
af.GetPhysics()->SetContactFrictionDent( contactFrictionDent, contactFrictionDentStart, contactFrictionDentEnd );
|
||
|
|
||
|
// drop any items the actor is holding
|
||
|
idList<idEntity *> list;
|
||
|
idMoveableItem::DropItems( this, "death", &list );
|
||
|
for ( int i = 0; i < list.Num(); i++ ) {
|
||
|
if ( list[i] && list[i]->GetPhysics() )
|
||
|
{
|
||
|
idVec3 velocity;
|
||
|
float pitchDir = gameLocal.random.CRandomFloat()>0.0f?1.0f:-1.0f;
|
||
|
float yawDir = gameLocal.random.CRandomFloat()>0.0f?1.0f:-1.0f;
|
||
|
float rollDir = gameLocal.random.CRandomFloat()>0.0f?1.0f:-1.0f;
|
||
|
velocity.Set( pitchDir*((gameLocal.random.RandomFloat() * 200.0f) + 50.0f),
|
||
|
yawDir*((gameLocal.random.RandomFloat() * 200.0f) + 50.0f),
|
||
|
(gameLocal.random.RandomFloat() * 300.0f) + 100.0f );
|
||
|
list[i]->GetPhysics()->SetAngularVelocity( idVec3( pitchDir*((gameLocal.random.RandomFloat() * 6.0f) + 2.0f),
|
||
|
yawDir*((gameLocal.random.RandomFloat() * 6.0f) + 2.0f),
|
||
|
rollDir*((gameLocal.random.RandomFloat() * 10.0f) + 3.0f)));
|
||
|
if ( gibbed ) {
|
||
|
//only throw them if we end up gibbed?
|
||
|
list[i]->GetPhysics()->SetLinearVelocity( velocity );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// drop any articulated figures the actor is holding
|
||
|
idAFEntity_Base::DropAFs( this, "death", NULL );
|
||
|
|
||
|
RemoveAttachments();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: evaluate one ragdoll frame
|
||
|
RunPhysics();
|
||
|
// RAVEN END
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::StopRagdoll
|
||
|
================
|
||
|
*/
|
||
|
void idActor::StopRagdoll( void ) {
|
||
|
if ( af.IsActive() ) {
|
||
|
af.Stop();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::UpdateAnimationControllers
|
||
|
================
|
||
|
*/
|
||
|
bool idActor::UpdateAnimationControllers( void ) {
|
||
|
|
||
|
if ( af.IsActive() ) {
|
||
|
return idAFEntity_Gibbable::UpdateAnimationControllers();
|
||
|
} else {
|
||
|
animator.ClearAFPose();
|
||
|
}
|
||
|
|
||
|
if ( walkIK.IsInitialized() ) {
|
||
|
walkIK.Evaluate();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
idMat3 axis;
|
||
|
idAnimatedEntity* headEnt = head.GetEntity( );
|
||
|
if ( !headEnt ) {
|
||
|
headEnt = this;
|
||
|
}
|
||
|
|
||
|
// Dynamically update the eye offset if a joint was specified
|
||
|
if ( eyeOffsetJoint != INVALID_JOINT ) {
|
||
|
headEnt->GetJointWorldTransform( eyeOffsetJoint, gameLocal.time, eyeOffset, axis );
|
||
|
eyeOffset = (eyeOffset - GetPhysics()->GetOrigin()) * viewAxis.Transpose( );
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter( ai_debugMove ) ) { // RED = Eye Pos & orientation
|
||
|
gameRenderWorld->DebugArrow( colorRed, GetEyePosition(), GetEyePosition() + viewAxis[ 0 ] * 32.0f, 4, gameLocal.msec );
|
||
|
}
|
||
|
|
||
|
// Dynamically update the chest offset if a joint was specified
|
||
|
if ( chestOffsetJoint != INVALID_JOINT ) {
|
||
|
GetJointWorldTransform( chestOffsetJoint, gameLocal.time, chestOffset, axis );
|
||
|
chestOffset = ( chestOffset - GetPhysics()->GetOrigin() ) * viewAxis.Transpose();
|
||
|
}
|
||
|
|
||
|
if ( DebugFilter( ai_debugMove ) ) { // RED = Eye Pos & orientation
|
||
|
gameRenderWorld->DebugArrow( colorPink, GetChestPosition(), GetChestPosition() + viewAxis[ 0 ] * 32.0f, 4, gameLocal.msec );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::RemoveAttachments
|
||
|
================
|
||
|
*/
|
||
|
void idActor::RemoveAttachments( void ) {
|
||
|
int i;
|
||
|
idEntity *ent;
|
||
|
|
||
|
// remove any attached entities
|
||
|
for( i = 0; i < attachments.Num(); i++ ) {
|
||
|
ent = attachments[ i ].ent.GetEntity();
|
||
|
if ( ent && ent->spawnArgs.GetBool( "remove" ) ) {
|
||
|
ent->PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Attach
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Attach( idEntity *ent ) {
|
||
|
idVec3 origin;
|
||
|
idMat3 axis;
|
||
|
jointHandle_t joint;
|
||
|
idStr jointName;
|
||
|
idAttachInfo &attach = attachments.Alloc();
|
||
|
idAngles angleOffset;
|
||
|
idVec3 originOffset;
|
||
|
|
||
|
jointName = ent->spawnArgs.GetString( "joint" );
|
||
|
joint = animator.GetJointHandle( jointName );
|
||
|
if ( joint == INVALID_JOINT ) {
|
||
|
gameLocal.Error( "Joint '%s' not found for attaching '%s' on '%s'", jointName.c_str(), ent->GetClassname(), name.c_str() );
|
||
|
}
|
||
|
|
||
|
angleOffset = ent->spawnArgs.GetAngles( "angles" );
|
||
|
originOffset = ent->spawnArgs.GetVector( "origin" );
|
||
|
|
||
|
attach.channel = animator.GetChannelForJoint( joint );
|
||
|
GetJointWorldTransform( joint, gameLocal.time, origin, axis );
|
||
|
attach.ent = ent;
|
||
|
|
||
|
ent->SetOrigin( origin + originOffset * renderEntity.axis );
|
||
|
idMat3 rotate = angleOffset.ToMat3();
|
||
|
idMat3 newAxis = rotate * axis;
|
||
|
ent->SetAxis( newAxis );
|
||
|
ent->BindToJoint( this, joint, true );
|
||
|
ent->cinematic = cinematic;
|
||
|
}
|
||
|
|
||
|
idEntity* idActor::FindAttachment( const char* attachmentName )
|
||
|
{
|
||
|
idEntity *ent = NULL;
|
||
|
const char* fullName = va("idAFAttachment_%s",attachmentName);
|
||
|
// find the specified attachment
|
||
|
for( int i = 0; i < attachments.Num(); i++ ) {
|
||
|
ent = attachments[ i ].ent.GetEntity();
|
||
|
if ( ent && !ent->name.CmpPrefix(fullName) ) {
|
||
|
return ent;
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
void idActor::HideAttachment( const char* attachmentName )
|
||
|
{
|
||
|
idEntity *ent = FindAttachment( attachmentName );
|
||
|
if ( ent )
|
||
|
{
|
||
|
ent->Hide();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idActor::ShowAttachment( const char* attachmentName )
|
||
|
{
|
||
|
idEntity *ent = FindAttachment( attachmentName );
|
||
|
if ( ent )
|
||
|
{
|
||
|
ent->Show();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Teleport
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ) {
|
||
|
GetPhysics()->SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
||
|
GetPhysics()->SetLinearVelocity( vec3_origin );
|
||
|
|
||
|
viewAxis = angles.ToMat3();
|
||
|
|
||
|
UpdateVisuals();
|
||
|
|
||
|
if ( !IsHidden() ) {
|
||
|
// kill anything at the new position
|
||
|
gameLocal.KillBox( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::GetDeltaViewAngles
|
||
|
================
|
||
|
*/
|
||
|
const idAngles &idActor::GetDeltaViewAngles( void ) const {
|
||
|
return deltaViewAngles;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::SetDeltaViewAngles
|
||
|
================
|
||
|
*/
|
||
|
void idActor::SetDeltaViewAngles( const idAngles &delta ) {
|
||
|
deltaViewAngles = delta;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::HasEnemies
|
||
|
================
|
||
|
*/
|
||
|
bool idActor::HasEnemies( void ) const {
|
||
|
idActor *ent;
|
||
|
|
||
|
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
||
|
if ( !ent->fl.hidden ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::ClosestEnemyToPoint
|
||
|
================
|
||
|
*/
|
||
|
idActor *idActor::ClosestEnemyToPoint( const idVec3 &pos, float maxRange, bool returnFirst, bool checkPVS ) {
|
||
|
idActor *ent;
|
||
|
idActor *bestEnt;
|
||
|
float bestDistSquared;
|
||
|
float distSquared;
|
||
|
idVec3 delta;
|
||
|
pvsHandle_t pvs;
|
||
|
|
||
|
//just to supress the compiler warning
|
||
|
pvs.i = 0;
|
||
|
|
||
|
if ( checkPVS ) {
|
||
|
// Setup our local variables used in the search
|
||
|
pvs = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() );
|
||
|
}
|
||
|
|
||
|
bestDistSquared = maxRange?(maxRange*maxRange):idMath::INFINITY;
|
||
|
bestEnt = NULL;
|
||
|
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
||
|
if ( ent->fl.hidden ) {
|
||
|
continue;
|
||
|
}
|
||
|
delta = ent->GetPhysics()->GetOrigin() - pos;
|
||
|
distSquared = delta.LengthSqr();
|
||
|
if ( distSquared < bestDistSquared ) {
|
||
|
if ( checkPVS ) {
|
||
|
// If this enemy isnt in the same pvps then use them as a backup
|
||
|
if ( pvs.i > 0
|
||
|
&& pvs.i < MAX_CURRENT_PVS
|
||
|
&& !gameLocal.pvs.InCurrentPVS( pvs, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
bestEnt = ent;
|
||
|
bestDistSquared = distSquared;
|
||
|
if ( returnFirst ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( checkPVS ) {
|
||
|
gameLocal.pvs.FreeCurrentPVS( pvs );
|
||
|
}
|
||
|
return bestEnt;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::EnemyWithMostHealth
|
||
|
================
|
||
|
*/
|
||
|
idActor *idActor::EnemyWithMostHealth() {
|
||
|
idActor *ent;
|
||
|
idActor *bestEnt;
|
||
|
|
||
|
int most = -9999;
|
||
|
bestEnt = NULL;
|
||
|
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
|
||
|
if ( !ent->fl.hidden && ( ent->health > most ) ) {
|
||
|
bestEnt = ent;
|
||
|
most = ent->health;
|
||
|
}
|
||
|
}
|
||
|
return bestEnt;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::OnLadder
|
||
|
================
|
||
|
*/
|
||
|
bool idActor::OnLadder( void ) const {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
idActor::GetAASLocation
|
||
|
==============
|
||
|
*/
|
||
|
void idActor::GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const {
|
||
|
idVec3 size;
|
||
|
idBounds bounds;
|
||
|
|
||
|
GetFloorPos( 64.0f, pos );
|
||
|
if ( !aas ) {
|
||
|
areaNum = 0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
size = aas->GetSettings()->boundingBoxes[0][1];
|
||
|
bounds[0] = -size;
|
||
|
size.z = 32.0f;
|
||
|
bounds[1] = size;
|
||
|
|
||
|
areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK );
|
||
|
if ( areaNum ) {
|
||
|
aas->PushPointIntoAreaNum( areaNum, pos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
animation state
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::StopAnimState
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::StopAnimState ( int channel ) {
|
||
|
GetAnimState ( channel ).Shutdown ( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::PostAnimState
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::PostAnimState ( int channel, const char* statename, int blendFrames, int delay, int flags ) {
|
||
|
GetAnimState ( channel ).PostState ( statename, blendFrames, delay, flags );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::SetAnimState
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::SetAnimState( int channel, const char *statename, int blendFrames, int flags ) {
|
||
|
switch ( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headAnim.GetStateThread().Clear ( );
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.GetStateThread().Clear ( );
|
||
|
legsAnim.Enable( blendFrames );
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.GetStateThread().Clear ( );
|
||
|
torsoAnim.Enable( blendFrames );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
OnStateChange ( channel );
|
||
|
|
||
|
PostAnimState ( channel, statename, blendFrames, flags );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::OnStateChange
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::OnStateChange ( int channel ) {
|
||
|
allowEyeFocus = true;
|
||
|
|
||
|
// Only clear eye focus on head channel change
|
||
|
if ( channel == ANIMCHANNEL_HEAD ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
disablePain = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::OnFriendlyFire
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::OnFriendlyFire ( idActor* attacker ) {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::UpdateAnimState
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::UpdateAnimState( void ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG(tag,MA_ANIM);
|
||
|
// RAVEN END
|
||
|
headAnim.UpdateState();
|
||
|
torsoAnim.UpdateState();
|
||
|
legsAnim.UpdateState();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetAnim
|
||
|
=====================
|
||
|
*/
|
||
|
int idActor::GetAnim( int channel, const char *animname, bool forcePrefix ) {
|
||
|
int anim;
|
||
|
const char *temp;
|
||
|
idAnimator *animatorPtr;
|
||
|
|
||
|
if ( channel == ANIMCHANNEL_HEAD ) {
|
||
|
if ( !head.GetEntity() ) {
|
||
|
return 0;
|
||
|
}
|
||
|
animatorPtr = head.GetEntity()->GetAnimator();
|
||
|
} else {
|
||
|
animatorPtr = &animator;
|
||
|
}
|
||
|
|
||
|
// Allow for anim substitution
|
||
|
animname = spawnArgs.GetString ( va("anim %s", animname ), animname );
|
||
|
|
||
|
if ( animPrefix.Length() ) {
|
||
|
temp = va( "%s_%s", animPrefix.c_str(), animname );
|
||
|
anim = animatorPtr->GetAnim( temp );
|
||
|
if ( anim ) {
|
||
|
return anim;
|
||
|
} else if ( forcePrefix ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
anim = animatorPtr->GetAnim( animname );
|
||
|
|
||
|
return anim;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::SyncAnimChannels
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::SyncAnimChannels( int channel, int syncToChannel, int blendFrames ) {
|
||
|
idAnimator *headAnimator;
|
||
|
idAFAttachment *headEnt;
|
||
|
int anim;
|
||
|
idAnimBlend *syncAnim;
|
||
|
int starttime;
|
||
|
int blendTime;
|
||
|
int cycle;
|
||
|
|
||
|
blendTime = FRAME2MS( blendFrames );
|
||
|
if ( channel == ANIMCHANNEL_HEAD ) {
|
||
|
headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headAnimator = headEnt->GetAnimator();
|
||
|
syncAnim = animator.CurrentAnim( syncToChannel );
|
||
|
if ( syncAnim ) {
|
||
|
anim = headAnimator->GetAnim( syncAnim->AnimFullName() );
|
||
|
if ( !anim ) {
|
||
|
anim = headAnimator->GetAnim( syncAnim->AnimName() );
|
||
|
}
|
||
|
if ( anim ) {
|
||
|
cycle = animator.CurrentAnim( syncToChannel )->GetCycleCount();
|
||
|
starttime = animator.CurrentAnim( syncToChannel )->GetStartTime();
|
||
|
headAnimator->PlayAnim( ANIMCHANNEL_LEGS, anim, gameLocal.time, blendTime );
|
||
|
headAnimator->CurrentAnim( ANIMCHANNEL_LEGS )->SetCycleCount( cycle );
|
||
|
headAnimator->CurrentAnim( ANIMCHANNEL_LEGS )->SetStartTime( starttime );
|
||
|
} else {
|
||
|
headEnt->PlayIdleAnim( ANIMCHANNEL_LEGS, blendTime );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} else if ( syncToChannel == ANIMCHANNEL_HEAD ) {
|
||
|
headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headAnimator = headEnt->GetAnimator();
|
||
|
syncAnim = headAnimator->CurrentAnim( ANIMCHANNEL_LEGS );
|
||
|
if ( syncAnim ) {
|
||
|
anim = GetAnim( channel, syncAnim->AnimFullName() );
|
||
|
if ( !anim ) {
|
||
|
anim = GetAnim( channel, syncAnim->AnimName() );
|
||
|
}
|
||
|
if ( anim ) {
|
||
|
cycle = headAnimator->CurrentAnim( ANIMCHANNEL_LEGS )->GetCycleCount();
|
||
|
starttime = headAnimator->CurrentAnim( ANIMCHANNEL_LEGS )->GetStartTime();
|
||
|
animator.PlayAnim( channel, anim, gameLocal.time, blendTime );
|
||
|
animator.CurrentAnim( channel )->SetCycleCount( cycle );
|
||
|
animator.CurrentAnim( channel )->SetStartTime( starttime );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
animator.SyncAnimChannels( channel, syncToChannel, gameLocal.time, blendTime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Damage
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idActor::Gib
|
||
|
============
|
||
|
*/
|
||
|
void idActor::Gib( const idVec3 &dir, const char *damageDefName ) {
|
||
|
// for multiplayer we use client-side models
|
||
|
if ( gameLocal.isMultiplayer ) {
|
||
|
return;
|
||
|
}
|
||
|
// only gib once
|
||
|
if ( gibbed ) {
|
||
|
return;
|
||
|
}
|
||
|
idAFEntity_Gibbable::Gib( dir, damageDefName );
|
||
|
if ( head.GetEntity() ) {
|
||
|
head.GetEntity()->Hide();
|
||
|
}
|
||
|
StopSound( SND_CHANNEL_VOICE, false );
|
||
|
|
||
|
gameLocal.PlayEffect ( spawnArgs, "fx_gib", GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
||
|
}
|
||
|
|
||
|
void idActor::CheckDeathObjectives( void )
|
||
|
{
|
||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||
|
|
||
|
if ( !player || !player->GetObjectiveHud() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetString( "objectivetitle_failed", NULL ) ) {
|
||
|
player->GetObjectiveHud()->SetStateString( "objective", "2" );
|
||
|
player->GetObjectiveHud()->SetStateString( "objectivetext", common->GetLocalizedString( spawnArgs.GetString( "objectivetext_failed" ) ) );
|
||
|
player->GetObjectiveHud()->SetStateString( "objectivetitle", common->GetLocalizedString( spawnArgs.GetString( "objectivetitle_failed" ) ) );
|
||
|
|
||
|
player->FailObjective( spawnArgs.GetString( "objectivetitle_failed" ) );
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetString( "objectivetitle_completed", NULL ) ) {
|
||
|
player->GetObjectiveHud()->SetStateString( "objective", "2" );
|
||
|
player->GetObjectiveHud()->SetStateString( "objectivetext", common->GetLocalizedString( spawnArgs.GetString( "objectivetext_completed" ) ) );
|
||
|
player->GetObjectiveHud()->SetStateString( "objectivetitle", common->GetLocalizedString( spawnArgs.GetString( "objectivetitle_completed" ) ) );
|
||
|
|
||
|
player->CompleteObjective( spawnArgs.GetString( "objectivetitle_completed" ) );
|
||
|
}
|
||
|
}
|
||
|
/*
|
||
|
============
|
||
|
idActor::Damage
|
||
|
|
||
|
this entity that is being damaged
|
||
|
inflictor entity that is causing the damage
|
||
|
attacker entity that caused the inflictor to damage targ
|
||
|
example: this=monster, inflictor=rocket, attacker=player
|
||
|
|
||
|
dir direction of the attack for knockback in global space
|
||
|
point point at which the damage is being inflicted, used for headshots
|
||
|
damage amount of damage being inflicted
|
||
|
|
||
|
inflictor, attacker, dir, and point can be NULL for environmental effects
|
||
|
|
||
|
Bleeding wounds and surface overlays are applied in the collision code that
|
||
|
calls Damage()
|
||
|
============
|
||
|
*/
|
||
|
void idActor::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
|
||
|
const char *damageDefName, const float damageScale, const int location ) {
|
||
|
if ( !fl.takedamage ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !inflictor ) {
|
||
|
inflictor = gameLocal.world;
|
||
|
}
|
||
|
if ( !attacker ) {
|
||
|
attacker = gameLocal.world;
|
||
|
}
|
||
|
|
||
|
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName, false );
|
||
|
if ( !damageDef ) {
|
||
|
gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
|
||
|
}
|
||
|
|
||
|
int damage = damageDef->GetInt( "damage" ) * damageScale;
|
||
|
damage = GetDamageForLocation( damage, location );
|
||
|
|
||
|
// friendly fire damage
|
||
|
bool noDmgFeedback = false;
|
||
|
if ( attacker->IsType ( idActor::Type ) && static_cast<idActor*>(attacker)->team == team ) {
|
||
|
|
||
|
OnFriendlyFire ( static_cast<idActor*>(attacker) );
|
||
|
|
||
|
// jshepard:
|
||
|
// if the player deals friendly fire damage it is reduced to 0. If the damage is splash damage,
|
||
|
// then the victim should use a pain anim.
|
||
|
if( static_cast<idPlayer*>( attacker ) == gameLocal.GetLocalPlayer() ) {
|
||
|
|
||
|
//play pain (maybe one day a special anim?) for damages that have the cower keyword
|
||
|
if ( damageDef->GetBool( "cower" )) {
|
||
|
Pain( inflictor, attacker, damage, dir, location );
|
||
|
}
|
||
|
|
||
|
//reduce the damage
|
||
|
damage = 0;
|
||
|
noDmgFeedback = true;
|
||
|
}
|
||
|
|
||
|
// reduce friendly fire damage by the teamscale
|
||
|
damage = floor( damage * damageDef->GetFloat ( "teamScale", "0.5" ) );
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( !IsType( idPlayer::GetClassType() ) && attacker->IsType( idAI::GetClassType() ) ) {
|
||
|
if ( ((idAI*)attacker)->aifl.killerGuard ) {
|
||
|
//Hard-coded to do lots of damage
|
||
|
damage = 100;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !noDmgFeedback ) {
|
||
|
// inform the attacker that they hit someone
|
||
|
attacker->DamageFeedback( this, inflictor, damage );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: FIXME - Was this removed from Xenon intentionally?
|
||
|
#ifdef _XENON
|
||
|
// singleplayer stat reporting.
|
||
|
if(!gameLocal.isMultiplayer) {
|
||
|
int methodOfDeath = -1;
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( inflictor->IsType( idProjectile::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
methodOfDeath = static_cast<idProjectile*>(inflictor)->methodOfDeath;
|
||
|
} else if ( inflictor->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// hitscan weapon
|
||
|
methodOfDeath = static_cast<idPlayer*>(inflictor)->GetCurrentWeapon();
|
||
|
}
|
||
|
if( methodOfDeath != -1 && attacker && attacker->IsType( idActor::Type ) ) {
|
||
|
// jnewquist: Fix Xenon compile warning
|
||
|
statManager->WeaponHit( static_cast<idActor*> (attacker) , this, methodOfDeath, !!damage );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
// RAVEN END
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// MCG - added damage over time
|
||
|
if ( !inDamageEvent ) {
|
||
|
if ( damageDef->GetFloat( "dot_duration" ) ) {
|
||
|
int endTime;
|
||
|
if ( damageDef->GetFloat( "dot_duration" ) == -1 ) {
|
||
|
endTime = -1;
|
||
|
} else {
|
||
|
endTime = gameLocal.GetTime() + SEC2MS(damageDef->GetFloat( "dot_duration" ));
|
||
|
}
|
||
|
int interval = SEC2MS(damageDef->GetFloat( "dot_interval", "0" ));
|
||
|
if ( endTime == -1 || gameLocal.GetTime() + interval <= endTime ) {//post it again
|
||
|
PostEventMS( &EV_DamageOverTime, interval, endTime, interval, inflictor, attacker, dir, damageDefName, damageScale, location );
|
||
|
}
|
||
|
if ( damageDef->GetString( "fx_dot", NULL ) ) {
|
||
|
ProcessEvent( &EV_DamageOverTimeEffect, endTime, interval, damageDefName );
|
||
|
}
|
||
|
if ( damageDef->GetString( "snd_dot_start", NULL ) ) {
|
||
|
StartSound ( "snd_dot_start", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( damage > 0 ) {
|
||
|
int oldHealth = health;
|
||
|
AdjustHealthByDamage ( damage );
|
||
|
if ( health <= 0 ) {
|
||
|
|
||
|
//allow for quick burning
|
||
|
if (damageDef->GetFloat( "quickburn", "0" ) && !spawnArgs.GetFloat("no_quickburn", "0")) {
|
||
|
fl.quickBurn = true;
|
||
|
}
|
||
|
|
||
|
if ( health < -999 ) {
|
||
|
health = -999;
|
||
|
}
|
||
|
//annoying hack for StartRagdoll
|
||
|
bool saveGibbed = gibbed;
|
||
|
bool canDMG_Gib = (spawnArgs.GetBool( "gib" ) | spawnArgs.GetBool( "DMG_gib" ));
|
||
|
if ( health < -20 )
|
||
|
{
|
||
|
if ( (spawnArgs.GetBool( "gib" ) && damageDef->GetBool( "gib" )) ||
|
||
|
(canDMG_Gib && damageDef->GetBool( "DMG_gib")))
|
||
|
{
|
||
|
gibbed = true;
|
||
|
}
|
||
|
}
|
||
|
Killed( inflictor, attacker, damage, dir, location );
|
||
|
gibbed = saveGibbed;
|
||
|
if ( health < -20 )
|
||
|
{
|
||
|
if ( (spawnArgs.GetBool( "gib" ) && damageDef->GetBool( "gib" )) ||
|
||
|
(canDMG_Gib && damageDef->GetBool( "DMG_gib")))
|
||
|
{
|
||
|
Gib( dir, damageDefName );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( oldHealth > 0 && !gibbed && !fl.quickBurn) {
|
||
|
float pushScale = 1.0f;
|
||
|
if ( inflictor && inflictor->IsType ( idPlayer::GetClassType() ) ) {
|
||
|
pushScale = static_cast<idPlayer*>(inflictor)->PowerUpModifier ( PMOD_PROJECTILE_DEATHPUSH );
|
||
|
}
|
||
|
InitDeathPush ( dir, location, damageDef, pushScale );
|
||
|
}
|
||
|
} else {
|
||
|
painType = damageDef->GetString ( "pain" );
|
||
|
Pain( inflictor, attacker, damage, dir, location );
|
||
|
}
|
||
|
} else {
|
||
|
// don't accumulate knockback
|
||
|
/*
|
||
|
if ( af.IsLoaded() ) {
|
||
|
// clear impacts
|
||
|
af.Rest();
|
||
|
|
||
|
// physics is turned off by calli/ng af.Rest()
|
||
|
BecomeActive( TH_PHYSICS );
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::InitDeathPush
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::InitDeathPush ( const idVec3& dir, int location, const idDict* damageDict, float pushScale ) {
|
||
|
idVec2 forceMin;
|
||
|
idVec2 forceMax;
|
||
|
|
||
|
if( !af.IsActive() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( deathPushTime > gameLocal.time ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !damageDict->GetInt ( "deathPush", "0", deathPushTime ) || deathPushTime <= 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
damageDict->GetVec2( "deathPushMin", "", forceMin );
|
||
|
damageDict->GetVec2( "deathPushMax", "", forceMax );
|
||
|
|
||
|
/*
|
||
|
forceMin *= (pushScale * GetPhysics()->GetMass());
|
||
|
forceMax *= (pushScale * GetPhysics()->GetMass());
|
||
|
*/
|
||
|
forceMin *= (pushScale);
|
||
|
forceMax *= (pushScale);
|
||
|
|
||
|
deathPushForce = dir;
|
||
|
deathPushForce.Normalize ( );
|
||
|
deathPushForce = rvRandom::flrand ( forceMin.x, forceMax.x ) * deathPushForce +
|
||
|
-rvRandom::flrand ( forceMin.y, forceMax.y ) * GetPhysics()->GetGravityNormal ( );
|
||
|
|
||
|
deathPushTime += gameLocal.time;
|
||
|
deathPushJoint = (jointHandle_t) location;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::DeathPush
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::DeathPush ( void ) {
|
||
|
if ( deathPushTime <= gameLocal.time ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idVec3 center;
|
||
|
center = GetPhysics()->GetAbsBounds ( ).GetCenter();
|
||
|
|
||
|
GetPhysics()->ApplyImpulse ( 0, center, -0.5f * GetPhysics()->GetMass () * MS2SEC(gameLocal.GetMSec()) * GetPhysics()->GetGravity ( ) );
|
||
|
|
||
|
if ( deathPushJoint != INVALID_JOINT ) {
|
||
|
idVec3 origin;
|
||
|
idMat3 axis;
|
||
|
GetJointWorldTransform ( deathPushJoint, gameLocal.time, origin, axis );
|
||
|
GetPhysics()->ApplyImpulse ( 0, origin, deathPushForce );
|
||
|
} else {
|
||
|
GetPhysics()->ApplyImpulse ( 0, center, deathPushForce );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::SkipImpulse
|
||
|
=====================
|
||
|
*/
|
||
|
bool idActor::SkipImpulse( idEntity* ent, int id ) {
|
||
|
return idAFEntity_Gibbable::SkipImpulse( ent, id ) || health <= 0 || gibbed || ent->IsType( idActor::GetClassType() ) || ent->IsType( idProjectile::GetClassType() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::AddDamageEffect
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor ) {
|
||
|
if ( !gameLocal.isMultiplayer && inflictor && inflictor->IsType ( idActor::GetClassType ( ) ) ) {
|
||
|
if ( static_cast<idActor*>(inflictor)->team == team ) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
idAFEntity_Gibbable::AddDamageEffect( collision, velocity, damageDefName, inflictor );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::ClearPain
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::ClearPain( void ) {
|
||
|
pain_debounce_time = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Pain
|
||
|
=====================
|
||
|
*/
|
||
|
bool idActor::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
if ( af.IsLoaded() ) {
|
||
|
// clear impacts
|
||
|
af.Rest();
|
||
|
|
||
|
// physics is turned off by calling af.Rest()
|
||
|
BecomeActive( TH_PHYSICS );
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.time < pain_debounce_time ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// No pain if being hit by a friendly target
|
||
|
// jshepard: friendly targets can now cause pain
|
||
|
/*
|
||
|
if ( attacker && attacker->IsType ( idActor::GetClassType ( ) ) ) {
|
||
|
if ( static_cast<idActor*>( attacker )->team == team ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// don't play pain sounds more than necessary
|
||
|
pain_debounce_time = gameLocal.time + pain_delay;
|
||
|
|
||
|
float f;
|
||
|
// RAVEN BEGIN
|
||
|
// mekberg: fixed divide by zero
|
||
|
float spawnHealth = spawnArgs.GetFloat ( "health", "1" );
|
||
|
if (spawnHealth<1.0f) {
|
||
|
spawnHealth = 1.0f; // more devide by zero nonsense
|
||
|
}
|
||
|
f = (float)damage / spawnHealth;
|
||
|
// RAVEN END
|
||
|
if( gameLocal.isMultiplayer && IsType( idPlayer::GetClassType() ) && (health < 0.25f * ((idPlayer*)this)->inventory.maxHealth) ) {
|
||
|
StartSound( "snd_pain_low_health", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
} else {
|
||
|
if ( f > 0.75f ) {
|
||
|
StartSound( "snd_pain_huge", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
} else if ( f > 0.5f ) {
|
||
|
StartSound( "snd_pain_large", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
} else if ( f > 0.25f ) {
|
||
|
StartSound( "snd_pain_medium", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
} else {
|
||
|
StartSound( "snd_pain_small", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( disablePain || ( gameLocal.time < painTime ) ) {
|
||
|
// don't play a pain anim
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// set the pain anim
|
||
|
idStr damageGroup = GetDamageGroup( location );
|
||
|
|
||
|
painAnim.Clear ( );
|
||
|
|
||
|
// If we have both a damage group and a pain type then check that combination first
|
||
|
if ( damageGroup.Length ( ) && painType.Length ( ) ) {
|
||
|
painAnim = va ( "pain_%s_%s", painType.c_str(), damageGroup.c_str() );
|
||
|
if ( !animator.HasAnim ( painAnim ) ) {
|
||
|
painAnim.Clear ( );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Do we have a pain anim for just the pain type?
|
||
|
if ( !painAnim.Length ( ) && painType.Length ( ) ) {
|
||
|
painAnim = va ( "pain_%s", painType.c_str() );
|
||
|
if ( !animator.HasAnim ( painAnim ) ) {
|
||
|
painAnim.Clear ( );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Do we have a pain anim for just the damage group?
|
||
|
if ( !painAnim.Length ( ) && damageGroup.Length ( ) ) {
|
||
|
painAnim = va ( "pain_%s", damageGroup.c_str() );
|
||
|
if ( !animator.HasAnim ( painAnim ) ) {
|
||
|
painAnim.Clear ( );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !painAnim.Length() ) {
|
||
|
painAnim = "pain";
|
||
|
}
|
||
|
|
||
|
if ( g_debugDamage.GetBool() ) {
|
||
|
gameLocal.Printf( "Damage: joint: '%s', zone '%s', anim '%s'\n", animator.GetJointName( ( jointHandle_t )location ),
|
||
|
damageGroup.c_str(), painAnim.c_str() );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::SpawnGibs
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::SpawnGibs( const idVec3 &dir, const char *damageDefName ) {
|
||
|
idAFEntity_Gibbable::SpawnGibs( dir, damageDefName );
|
||
|
RemoveAttachments();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::SetupDamageGroups
|
||
|
|
||
|
FIXME: only store group names once and store an index for each joint
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::SetupDamageGroups( void ) {
|
||
|
int i;
|
||
|
const idKeyValue *arg;
|
||
|
idStr groupname;
|
||
|
idList<jointHandle_t> jointList;
|
||
|
int jointnum;
|
||
|
float scale;
|
||
|
|
||
|
// create damage zones
|
||
|
damageGroups.SetNum( animator.NumJoints() );
|
||
|
arg = spawnArgs.MatchPrefix( "damage_zone ", NULL );
|
||
|
while ( arg ) {
|
||
|
groupname = arg->GetKey();
|
||
|
groupname.Strip( "damage_zone " );
|
||
|
animator.GetJointList( arg->GetValue(), jointList );
|
||
|
for( i = 0; i < jointList.Num(); i++ ) {
|
||
|
jointnum = jointList[ i ];
|
||
|
damageGroups[ jointnum ] = groupname;
|
||
|
}
|
||
|
jointList.Clear();
|
||
|
arg = spawnArgs.MatchPrefix( "damage_zone ", arg );
|
||
|
}
|
||
|
|
||
|
// initilize the damage zones to normal damage
|
||
|
damageScale.SetNum( animator.NumJoints() );
|
||
|
for( i = 0; i < damageScale.Num(); i++ ) {
|
||
|
damageScale[ i ] = 1.0f;
|
||
|
}
|
||
|
|
||
|
// set the percentage on damage zones
|
||
|
arg = spawnArgs.MatchPrefix( "damage_scale ", NULL );
|
||
|
while ( arg ) {
|
||
|
scale = atof( arg->GetValue() );
|
||
|
groupname = arg->GetKey();
|
||
|
groupname.Strip( "damage_scale " );
|
||
|
for( i = 0; i < damageScale.Num(); i++ ) {
|
||
|
if ( damageGroups[ i ] == groupname ) {
|
||
|
damageScale[ i ] = scale;
|
||
|
}
|
||
|
}
|
||
|
arg = spawnArgs.MatchPrefix( "damage_scale ", arg );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetDamageForLocation
|
||
|
=====================
|
||
|
*/
|
||
|
int idActor::GetDamageForLocation( int damage, int location ) {
|
||
|
if ( ( location < 0 ) || ( location >= damageScale.Num() ) ) {
|
||
|
return damage;
|
||
|
}
|
||
|
|
||
|
return (int)ceil( damage * damageScale[ location ] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetDamageGroup
|
||
|
=====================
|
||
|
*/
|
||
|
const char *idActor::GetDamageGroup( int location ) {
|
||
|
if ( ( location < 0 ) || ( location >= damageGroups.Num() ) ) {
|
||
|
return "";
|
||
|
}
|
||
|
|
||
|
return damageGroups[ location ];
|
||
|
}
|
||
|
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: added for vehicle
|
||
|
/*
|
||
|
==============
|
||
|
idActor::ExitVehicle
|
||
|
==============
|
||
|
*/
|
||
|
bool idActor::ExitVehicle ( bool force ) {
|
||
|
idMat3 axis;
|
||
|
idVec3 origin;
|
||
|
|
||
|
if ( !IsInVehicle ( ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( vehicleController.GetVehicle()->IsLocked() ) {
|
||
|
if ( force ) {
|
||
|
vehicleController.GetVehicle()->Unlock();
|
||
|
} else {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( !vehicleController.FindClearExitPoint(origin, axis) ) {
|
||
|
if ( force ) {
|
||
|
origin = GetPhysics()->GetOrigin() + idVec3( spawnArgs.GetVector( "forced_exit_offset", "-100 0 0" ) );
|
||
|
axis = GetPhysics()->GetAxis();
|
||
|
} else {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
vehicleController.Eject ( force );
|
||
|
|
||
|
GetPhysics()->SetOrigin( origin );
|
||
|
viewAxis = axis[0].ToMat3();
|
||
|
GetPhysics()->SetAxis( mat3_identity );
|
||
|
GetPhysics()->SetLinearVelocity( vec3_origin );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::EnterVehicle
|
||
|
=====================
|
||
|
*/
|
||
|
bool idActor::EnterVehicle ( idEntity* ent ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( IsInVehicle ( ) || !ent->IsType ( rvVehicle::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
return false ;
|
||
|
}
|
||
|
|
||
|
// Get in the vehicle
|
||
|
if ( !vehicleController.Drive ( static_cast<rvVehicle*>(ent), this ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|
||
|
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Events
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::FootStep
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::FootStep ( void ) {
|
||
|
const char* sound;
|
||
|
const rvDeclMatType* materialType;
|
||
|
|
||
|
if ( !GetPhysics()->HasGroundContacts() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// start footstep sound based on material type
|
||
|
materialType = GetPhysics()->GetContact( 0 ).materialType;
|
||
|
sound = NULL;
|
||
|
|
||
|
// Sound based on material type?
|
||
|
if ( materialType ) {
|
||
|
sound = spawnArgs.GetString( va( "snd_footstep_%s", materialType->GetName() ) );
|
||
|
}
|
||
|
if ( !sound || !*sound ) {
|
||
|
sound = spawnArgs.GetString( "snd_footstep" );
|
||
|
}
|
||
|
|
||
|
// If we have a sound then play it
|
||
|
if ( sound && *sound ) {
|
||
|
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_EnableEyeFocus
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_EnableEyeFocus( void ) {
|
||
|
allowEyeFocus = true;
|
||
|
blink_time = gameLocal.time + blink_min + gameLocal.random.RandomFloat() * ( blink_max - blink_min );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_DisableEyeFocus
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_DisableEyeFocus( void ) {
|
||
|
allowEyeFocus = false;
|
||
|
|
||
|
idEntity *headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headEnt->GetAnimator()->Clear( ANIMCHANNEL_EYELIDS, gameLocal.time, FRAME2MS( 2 ) );
|
||
|
} else {
|
||
|
animator.Clear( ANIMCHANNEL_EYELIDS, gameLocal.time, FRAME2MS( 2 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_EnableBlink
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_EnableBlink( void ) {
|
||
|
blink_time = gameLocal.time + blink_min + gameLocal.random.RandomFloat() * ( blink_max - blink_min );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_DisableBlink
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_DisableBlink( void ) {
|
||
|
blink_time = 0x7FFFFFFF;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_Footstep
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_Footstep( void ) {
|
||
|
FootStep ( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_EnableWalkIK
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_EnableWalkIK( void ) {
|
||
|
walkIK.EnableAll();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_DisableWalkIK
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_DisableWalkIK( void ) {
|
||
|
walkIK.DisableAll();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_EnableLegIK
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_EnableLegIK( int num ) {
|
||
|
walkIK.EnableLeg( num );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_DisableLegIK
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_DisableLegIK( int num ) {
|
||
|
walkIK.DisableLeg( num );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_PreventPain
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_PreventPain( float duration ) {
|
||
|
painTime = gameLocal.time + SEC2MS( duration );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_DisablePain
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_DisablePain( void ) {
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: reversed var
|
||
|
disablePain = true;
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_EnablePain
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_EnablePain( void ) {
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: reversed var
|
||
|
disablePain = false;
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_SetAnimPrefix
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_SetAnimPrefix( const char *prefix ) {
|
||
|
animPrefix = prefix;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_StopAnim
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_StopAnim( int channel, int frames ) {
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headAnim.StopAnim( frames );
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.StopAnim( frames );
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.StopAnim( frames );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_PlayAnim
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_PlayAnim( int channel, const char *animname ) {
|
||
|
idThread::ReturnFloat( MS2SEC(PlayAnim(channel, animname, -1)) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_PlayCycle
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_PlayCycle( int channel, const char *animname ) {
|
||
|
PlayCycle ( channel, animname, -1 );
|
||
|
idThread::ReturnInt( true );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::DebugFilter
|
||
|
=====================
|
||
|
*/
|
||
|
bool idActor::DebugFilter ( const idCVar& test ) const {
|
||
|
return ( health>0 && (test.GetBool() || test.GetInteger()>0) && (!ai_debugFilterString.GetString()[0] || !stricmp( name.c_str(), ai_debugFilterString.GetString() )));
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_IdleAnim
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_IdleAnim( int channel, const char *animname ) {
|
||
|
int anim;
|
||
|
|
||
|
anim = GetAnim( channel, animname );
|
||
|
if ( !anim ) {
|
||
|
if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
|
||
|
} else {
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
|
||
|
}
|
||
|
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headAnim.BecomeIdle();
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.BecomeIdle();
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.BecomeIdle();
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
}
|
||
|
|
||
|
idThread::ReturnInt( false );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headAnim.BecomeIdle();
|
||
|
if ( torsoAnim.GetAnimFlags().prevent_idle_override ) {
|
||
|
// don't sync to torso body if it doesn't override idle anims
|
||
|
headAnim.CycleAnim( anim );
|
||
|
} else if ( torsoAnim.IsIdle() && legsAnim.IsIdle() ) {
|
||
|
// everything is idle, so play the anim on the head and copy it to the torso and legs
|
||
|
headAnim.CycleAnim( anim );
|
||
|
torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
||
|
legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
||
|
} else if ( torsoAnim.IsIdle() ) {
|
||
|
// sync the head and torso to the legs
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, headAnim.animBlendFrames );
|
||
|
torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, torsoAnim.animBlendFrames );
|
||
|
} else {
|
||
|
// sync the head to the torso
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, headAnim.animBlendFrames );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.BecomeIdle();
|
||
|
if ( legsAnim.GetAnimFlags().prevent_idle_override ) {
|
||
|
// don't sync to legs if legs anim doesn't override idle anims
|
||
|
torsoAnim.CycleAnim( anim );
|
||
|
} else if ( legsAnim.IsIdle() ) {
|
||
|
// play the anim in both legs and torso
|
||
|
torsoAnim.CycleAnim( anim );
|
||
|
legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
} else {
|
||
|
// sync the anim to the legs
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, torsoAnim.animBlendFrames );
|
||
|
}
|
||
|
|
||
|
if ( headAnim.IsIdle() ) {
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.BecomeIdle();
|
||
|
if ( torsoAnim.GetAnimFlags().prevent_idle_override ) {
|
||
|
// don't sync to torso if torso anim doesn't override idle anims
|
||
|
legsAnim.CycleAnim( anim );
|
||
|
} else if ( torsoAnim.IsIdle() ) {
|
||
|
// play the anim in both legs and torso
|
||
|
legsAnim.CycleAnim( anim );
|
||
|
torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
||
|
if ( headAnim.IsIdle() ) {
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
} else {
|
||
|
// sync the anim to the torso
|
||
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, legsAnim.animBlendFrames );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
}
|
||
|
|
||
|
idThread::ReturnInt( true );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Event_SetSyncedAnimWeight
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Event_SetSyncedAnimWeight( int channel, int anim, float weight ) {
|
||
|
idEntity *headEnt;
|
||
|
|
||
|
headEnt = head.GetEntity();
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
if ( headEnt ) {
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
||
|
} else {
|
||
|
animator.CurrentAnim( ANIMCHANNEL_HEAD )->SetSyncedAnimWeight( anim, weight );
|
||
|
}
|
||
|
if ( torsoAnim.IsIdle() ) {
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
|
||
|
if ( legsAnim.IsIdle() ) {
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
|
||
|
if ( legsAnim.IsIdle() ) {
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
||
|
}
|
||
|
if ( headEnt && headAnim.IsIdle() ) {
|
||
|
headEnt->GetAnimator()->CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
||
|
if ( torsoAnim.IsIdle() ) {
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
|
||
|
if ( headEnt && headAnim.IsIdle() ) {
|
||
|
headEnt->GetAnimator()->CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_OverrideAnim
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_OverrideAnim( int channel ) {
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headAnim.Disable();
|
||
|
if ( !torsoAnim.IsIdle() ) {
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
} else {
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.Disable();
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
||
|
if ( headAnim.IsIdle() ) {
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.Disable();
|
||
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_EnableAnim
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_EnableAnim( int channel, int blendFrames ) {
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headAnim.Enable( blendFrames );
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.Enable( blendFrames );
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.Enable( blendFrames );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_SetBlendFrames
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_SetBlendFrames( int channel, int blendFrames ) {
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headAnim.animBlendFrames = blendFrames;
|
||
|
headAnim.lastAnimBlendFrames = blendFrames;
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.animBlendFrames = blendFrames;
|
||
|
torsoAnim.lastAnimBlendFrames = blendFrames;
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.animBlendFrames = blendFrames;
|
||
|
legsAnim.lastAnimBlendFrames = blendFrames;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idActor::Event_GetBlendFrames
|
||
|
===============
|
||
|
*/
|
||
|
void idActor::Event_GetBlendFrames( int channel ) {
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
idThread::ReturnInt( headAnim.animBlendFrames );
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
idThread::ReturnInt( torsoAnim.animBlendFrames );
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
idThread::ReturnInt( legsAnim.animBlendFrames );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Event_HasEnemies
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Event_HasEnemies( void ) {
|
||
|
bool hasEnemy;
|
||
|
|
||
|
hasEnemy = HasEnemies();
|
||
|
idThread::ReturnInt( hasEnemy );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Event_NextEnemy
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Event_NextEnemy( idEntity *ent ) {
|
||
|
idActor *actor;
|
||
|
|
||
|
if ( !ent || ( ent == this ) ) {
|
||
|
actor = enemyList.Next();
|
||
|
} else {
|
||
|
if ( !ent->IsType( idActor::Type ) ) {
|
||
|
gameLocal.Error( "'%s' cannot be an enemy", ent->name.c_str() );
|
||
|
}
|
||
|
|
||
|
actor = static_cast<idActor *>( ent );
|
||
|
if ( actor->enemyNode.ListHead() != &enemyList ) {
|
||
|
gameLocal.Error( "'%s' is not in '%s' enemy list", actor->name.c_str(), name.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for( ; actor != NULL; actor = actor->enemyNode.Next() ) {
|
||
|
if ( !actor->fl.hidden ) {
|
||
|
idThread::ReturnEntity( actor );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idThread::ReturnEntity( NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Event_ClosestEnemyToPoint
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Event_ClosestEnemyToPoint( const idVec3 &pos ) {
|
||
|
idActor *bestEnt = ClosestEnemyToPoint( pos );
|
||
|
idThread::ReturnEntity( bestEnt );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::Event_StopSound
|
||
|
================
|
||
|
*/
|
||
|
void idActor::Event_StopSound( int channel, int netSync ) {
|
||
|
if ( channel == SND_CHANNEL_VOICE ) {
|
||
|
idEntity *headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headEnt->StopSound( channel, ( netSync != 0 ) );
|
||
|
}
|
||
|
}
|
||
|
StopSound( channel, ( netSync != 0 ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_GetHead
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_GetHead( void ) {
|
||
|
idThread::ReturnEntity( head.GetEntity() );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jshepard: added
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::Event_SetAnimRate
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::Event_SetAnimRate( float multiplier ) {
|
||
|
animator.SetPlaybackRate(multiplier);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Wait States
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::State_Wait_Frame
|
||
|
|
||
|
Stop a state thread for a single frame
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t idActor::State_Wait_Frame ( const stateParms_t& parms ) {
|
||
|
return SRESULT_DONE_WAIT;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::State_Wait_LegsAnim
|
||
|
|
||
|
Stop a state thread until the animation running on the legs channel is finished
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t idActor::State_Wait_LegsAnim ( const stateParms_t& parms ) {
|
||
|
if ( !AnimDone ( ANIMCHANNEL_LEGS, parms.blendFrames ) ) {
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::State_Wait_TorsoAnim
|
||
|
|
||
|
Stop a state thread until the animation running on the torso channel is finished
|
||
|
================
|
||
|
*/
|
||
|
stateResult_t idActor::State_Wait_TorsoAnim ( const stateParms_t& parms ) {
|
||
|
if ( !AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
|
||
|
return SRESULT_WAIT;
|
||
|
}
|
||
|
return SRESULT_DONE;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::PlayAnim
|
||
|
================
|
||
|
*/
|
||
|
int idActor::PlayAnim ( int channel, const char *animname, int blendFrames ) {
|
||
|
animFlags_t flags;
|
||
|
idEntity *headEnt;
|
||
|
int anim;
|
||
|
|
||
|
if ( blendFrames != -1 ) {
|
||
|
Event_SetBlendFrames ( channel, blendFrames );
|
||
|
}
|
||
|
|
||
|
anim = GetAnim( channel, animname );
|
||
|
|
||
|
if( ai_animShow.GetBool() ){
|
||
|
gameLocal.DPrintf( "Playing animation '%s' on '%s' (%s)\n", animname, name.c_str(), spawnArgs.GetString( "head", "" ) );
|
||
|
}
|
||
|
|
||
|
if ( !anim ) {
|
||
|
if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
|
||
|
} else {
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headEnt = head.GetEntity();
|
||
|
if ( headEnt ) {
|
||
|
headAnim.idleAnim = false;
|
||
|
headAnim.PlayAnim( anim );
|
||
|
flags = headAnim.GetAnimFlags();
|
||
|
if ( !flags.prevent_idle_override ) {
|
||
|
if ( torsoAnim.IsIdle() ) {
|
||
|
torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
||
|
if ( legsAnim.IsIdle() ) {
|
||
|
legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.idleAnim = false;
|
||
|
torsoAnim.PlayAnim( anim );
|
||
|
flags = torsoAnim.GetAnimFlags();
|
||
|
if ( !flags.prevent_idle_override ) {
|
||
|
if ( headAnim.IsIdle() ) {
|
||
|
headAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
if ( legsAnim.IsIdle() ) {
|
||
|
legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.idleAnim = false;
|
||
|
legsAnim.PlayAnim( anim );
|
||
|
flags = legsAnim.GetAnimFlags();
|
||
|
if ( !flags.prevent_idle_override ) {
|
||
|
if ( torsoAnim.IsIdle() ) {
|
||
|
torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
||
|
if ( headAnim.IsIdle() ) {
|
||
|
headAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default :
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return animator.CurrentAnim( channel )->Length();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idActor::PlayCycle
|
||
|
================
|
||
|
*/
|
||
|
bool idActor::PlayCycle ( int channel, const char *animname, int blendFrames ) {
|
||
|
animFlags_t flags;
|
||
|
int anim;
|
||
|
|
||
|
if ( blendFrames != -1 ) {
|
||
|
Event_SetBlendFrames ( channel, blendFrames );
|
||
|
}
|
||
|
|
||
|
anim = GetAnim( channel, animname );
|
||
|
if ( !anim ) {
|
||
|
if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
|
||
|
} else {
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
switch( channel ) {
|
||
|
case ANIMCHANNEL_HEAD :
|
||
|
headAnim.idleAnim = false;
|
||
|
headAnim.CycleAnim( anim );
|
||
|
flags = headAnim.GetAnimFlags();
|
||
|
if ( !flags.prevent_idle_override ) {
|
||
|
if ( torsoAnim.IsIdle() && legsAnim.IsIdle() ) {
|
||
|
torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
||
|
legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_TORSO :
|
||
|
torsoAnim.idleAnim = false;
|
||
|
torsoAnim.CycleAnim( anim );
|
||
|
flags = torsoAnim.GetAnimFlags();
|
||
|
if ( !flags.prevent_idle_override ) {
|
||
|
if ( headAnim.IsIdle() ) {
|
||
|
headAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
if ( legsAnim.IsIdle() ) {
|
||
|
legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case ANIMCHANNEL_LEGS :
|
||
|
legsAnim.idleAnim = false;
|
||
|
legsAnim.CycleAnim( anim );
|
||
|
flags = legsAnim.GetAnimFlags();
|
||
|
if ( !flags.prevent_idle_override ) {
|
||
|
if ( torsoAnim.IsIdle() ) {
|
||
|
torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
||
|
if ( headAnim.IsIdle() ) {
|
||
|
headAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
|
||
|
SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
gameLocal.Error( "Unknown anim group" );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void idActor::IdleAnim ( int channel, const char *name, int blendFrames ) {
|
||
|
Event_SetBlendFrames ( channel, blendFrames );
|
||
|
Event_IdleAnim ( channel, name );
|
||
|
}
|
||
|
|
||
|
void idActor::OverrideAnim ( int channel ) {
|
||
|
Event_OverrideAnim ( channel );
|
||
|
}
|
||
|
|
||
|
idAnimState& idActor::GetAnimState ( int channel ) {
|
||
|
switch ( channel ) {
|
||
|
case ANIMCHANNEL_LEGS: return legsAnim;
|
||
|
case ANIMCHANNEL_TORSO: return torsoAnim;
|
||
|
case ANIMCHANNEL_HEAD: return headAnim;
|
||
|
default:
|
||
|
gameLocal.Error( "idActor::GetAnimState: Unknown anim channel" );
|
||
|
return torsoAnim;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idActor::DisableAnimState ( int channel ) {
|
||
|
Event_OverrideAnim ( channel );
|
||
|
// GetAnimState ( channel ).Disable ( );
|
||
|
}
|
||
|
|
||
|
void idActor::EnableAnimState ( int channel ) {
|
||
|
GetAnimState ( channel ).Enable ( 4 );
|
||
|
}
|
||
|
|
||
|
bool idActor::HasAnim ( int channel, const char* animname, bool forcePrefix ) {
|
||
|
return GetAnim( channel, animname, forcePrefix ) != NULL;
|
||
|
}
|
||
|
|
||
|
bool idActor::AnimDone ( int channel, int blendFrames ) {
|
||
|
return GetAnimState( channel ).AnimDone ( blendFrames );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idActor::GetDebugInfo
|
||
|
=====================
|
||
|
*/
|
||
|
void idActor::GetDebugInfo ( debugInfoProc_t proc, void* userData ) {
|
||
|
// Base class first
|
||
|
idAFEntity_Gibbable::GetDebugInfo ( proc, userData );
|
||
|
|
||
|
proc ( "idActor", "state", stateThread.GetState()?stateThread.GetState()->state->name : "<none>", userData );
|
||
|
|
||
|
proc ( "idActor", "legs_state", legsAnim.GetStateThread().GetState()?legsAnim.GetStateThread().GetState()->state->name:"<none>", userData );
|
||
|
proc ( "idActor", "legs_disable", legsAnim.Disabled()?"true":"false", userData );
|
||
|
proc ( "idActor", "legs_anim", GetAnimator()->CurrentAnim ( ANIMCHANNEL_LEGS ) ? GetAnimator()->CurrentAnim ( ANIMCHANNEL_LEGS )->AnimName ( ) : "<none>", userData );
|
||
|
|
||
|
proc ( "idActor", "torso_state", torsoAnim.GetStateThread().GetState()?torsoAnim.GetStateThread().GetState()->state->name:"<none>", userData );
|
||
|
proc ( "idActor", "torso_disabled", torsoAnim.Disabled()?"true":"false", userData );
|
||
|
proc ( "idActor", "torso_anim", GetAnimator()->CurrentAnim ( ANIMCHANNEL_TORSO ) ? GetAnimator()->CurrentAnim ( ANIMCHANNEL_TORSO )->AnimName ( ) : "<none>", userData );
|
||
|
|
||
|
proc ( "idActor", "head_state", headAnim.GetStateThread().GetState()?headAnim.GetStateThread().GetState()->state->name:"<none>", userData );
|
||
|
proc ( "idActor", "head_disabled", headAnim.Disabled()?"true":"false", userData );
|
||
|
proc ( "idActor", "head_anim", GetAnimator()->CurrentAnim ( ANIMCHANNEL_HEAD ) ? GetAnimator()->CurrentAnim ( ANIMCHANNEL_HEAD )->AnimName ( ) : "<none>", userData );
|
||
|
|
||
|
proc ( "idActor", "painAnim", painAnim.c_str(), userData );
|
||
|
proc ( "idActor", "animPrefix", animPrefix.c_str(), userData );
|
||
|
}
|
||
|
|
||
|
//MCG: damage over time
|
||
|
void idActor::Event_DamageOverTime ( int endTime, int interval, idEntity *inflictor, idEntity *attacker, idVec3 &dir,
|
||
|
const char *damageDefName, const float damageScale, int location ) {
|
||
|
const idDeclEntityDef* damageDef = gameLocal.FindEntityDef( damageDefName, false );
|
||
|
if ( damageDef ) {
|
||
|
inDamageEvent = true;
|
||
|
Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
|
||
|
inDamageEvent = false;
|
||
|
if ( endTime == -1 || gameLocal.GetTime() + interval <= endTime ) {
|
||
|
//post it again
|
||
|
PostEventMS( &EV_DamageOverTime, interval, endTime, interval, inflictor, attacker, dir, damageDefName, damageScale, location );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idActor::Event_DamageOverTimeEffect ( int endTime, int interval, const char *damageDefName ) {
|
||
|
const idDeclEntityDef* damageDef = gameLocal.FindEntityDef( damageDefName, false );
|
||
|
if ( damageDef ) {
|
||
|
rvClientCrawlEffect* effect;
|
||
|
effect = new rvClientCrawlEffect ( gameLocal.GetEffect ( damageDef->dict, "fx_dot" ), this, interval );
|
||
|
effect->Play ( gameLocal.time, false );
|
||
|
if ( endTime == -1 || gameLocal.GetTime() + interval <= endTime ) {
|
||
|
//post it again
|
||
|
PostEventMS( &EV_DamageOverTimeEffect, interval, endTime, interval, damageDefName );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// MCG: script-callable joint crawl effect
|
||
|
void idActor::Event_JointCrawlEffect ( const char *effectKeyName, float crawlSecs ) {
|
||
|
if ( effectKeyName ) {
|
||
|
rvClientCrawlEffect* effect;
|
||
|
effect = new rvClientCrawlEffect( gameLocal.GetEffect ( spawnArgs, effectKeyName ), this, 100 );
|
||
|
effect->Play ( gameLocal.GetTime(), false );
|
||
|
crawlSecs -= 0.1f;
|
||
|
if ( crawlSecs >= 0.1f ) {
|
||
|
PostEventMS( &EV_JointCrawlEffect, 100, effectKeyName, crawlSecs );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idEntity* idActor::GetGroundElevator( idEntity* testElevator ) const {
|
||
|
idEntity* groundEnt = GetGroundEntity();
|
||
|
if ( !groundEnt ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
while ( groundEnt->GetBindMaster() ) {
|
||
|
groundEnt = groundEnt->GetBindMaster();
|
||
|
}
|
||
|
|
||
|
if ( !groundEnt->IsType( idElevator::GetClassType() ) ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if ( testElevator && groundEnt != testElevator ) {
|
||
|
return groundEnt;
|
||
|
}
|
||
|
|
||
|
idEntity* traceEnt;
|
||
|
idVec3 testPoint = GetPhysics()->GetOrigin();
|
||
|
idVec3 testBottom;
|
||
|
testPoint.z += 1.0f;
|
||
|
|
||
|
for ( int x = 0; x < 2; x++ ) {
|
||
|
testPoint.x = GetPhysics()->GetAbsBounds()[x].x;
|
||
|
for ( int y = 0; y < 2; y++ ) {
|
||
|
testPoint.y = GetPhysics()->GetAbsBounds()[y].y;
|
||
|
testBottom = testPoint;
|
||
|
testBottom.z -= 65.0f;
|
||
|
|
||
|
trace_t tr;
|
||
|
gameLocal.TracePoint( this, tr, testPoint, testBottom, GetPhysics()->GetClipMask(), this );
|
||
|
traceEnt = gameLocal.FindEntity( tr.c.entityNum );
|
||
|
if ( !traceEnt ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
while ( traceEnt->GetBindMaster() ) {
|
||
|
traceEnt = traceEnt->GetBindMaster();
|
||
|
}
|
||
|
if ( traceEnt != groundEnt ) {
|
||
|
return traceEnt;
|
||
|
}
|
||
|
if ( testElevator && traceEnt != testElevator ) {
|
||
|
return traceEnt;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return groundEnt;
|
||
|
}
|
||
|
|
||
|
void idActor::GuidedProjectileIncoming( idGuidedProjectile *projectile )
|
||
|
{
|
||
|
if ( IsInVehicle() )
|
||
|
{
|
||
|
if ( vehicleController.GetVehicle() )
|
||
|
{
|
||
|
vehicleController.GetVehicle()->GuidedProjectileIncoming( projectile );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|