850 lines
35 KiB
C
850 lines
35 KiB
C
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#ifndef __GAME_ENTITY_H__
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#define __GAME_ENTITY_H__
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/*
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===============================================================================
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Game entity base class.
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===============================================================================
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*/
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static const int DELAY_DORMANT_TIME = 3000;
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extern const idEventDef EV_PostSpawn;
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extern const idEventDef EV_FindTargets;
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extern const idEventDef EV_Touch;
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extern const idEventDef EV_Use;
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extern const idEventDef EV_Activate;
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extern const idEventDef EV_ActivateTargets;
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extern const idEventDef EV_Hide;
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extern const idEventDef EV_Show;
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extern const idEventDef EV_GetShaderParm;
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extern const idEventDef EV_SetShaderParm;
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extern const idEventDef EV_SetOwner;
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extern const idEventDef EV_GetAngles;
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extern const idEventDef EV_SetAngles;
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extern const idEventDef EV_SetLinearVelocity;
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extern const idEventDef EV_SetAngularVelocity;
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extern const idEventDef EV_SetSkin;
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extern const idEventDef EV_StartSoundShader;
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extern const idEventDef EV_StopSound;
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extern const idEventDef EV_CacheSoundShader;
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// RAVEN BEGIN
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extern const idEventDef EV_CallFunction;
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extern const idEventDef EV_SetGuiParm;
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extern const idEventDef EV_SetGuiFloat;
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extern const idEventDef EV_ClearSkin;
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// bdube: more global events for idEntity
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extern const idEventDef EV_GetFloatKey;
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extern const idEventDef EV_HideSurface;
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extern const idEventDef EV_ShowSurface;
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extern const idEventDef EV_GuiEvent;
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extern const idEventDef EV_StopAllEffects;
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extern const idEventDef EV_PlayEffect;
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extern const idEventDef EV_Earthquake;
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extern const idEventDef EV_GuiEvent;
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extern const idEventDef EV_SetKey;
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// jscott:
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extern const idEventDef EV_PlaybackCallback;
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// jshepard:
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extern const idEventDef EV_UnbindTargets;
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// twhitaker:
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extern const idEventDef EV_ApplyImpulse;
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// RAVEN END
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class idGuidedProjectile;
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// Think flags
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enum {
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TH_ALL = -1,
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TH_THINK = 1, // run think function each frame
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TH_PHYSICS = 2, // run physics each frame
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TH_ANIMATE = 4, // update animation each frame
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TH_UPDATEVISUALS = 8, // update renderEntity
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};
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//
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// Signals
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// make sure to change script/doom_defs.script if you add any, or change their order
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//
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typedef enum {
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SIG_TOUCH, // object was touched
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SIG_USE, // object was used
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SIG_TRIGGER, // object was activated
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SIG_REMOVED, // object was removed from the game
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SIG_DAMAGE, // object was damaged
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SIG_BLOCKED, // object was blocked
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SIG_MOVER_POS1, // mover at position 1 (door closed)
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SIG_MOVER_POS2, // mover at position 2 (door open)
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SIG_MOVER_1TO2, // mover changing from position 1 to 2
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SIG_MOVER_2TO1, // mover changing from position 2 to 1
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// RAVEN BEGIN
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// kfuller: added signals
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// WARNING: these entries are mirrored in scripts/defs.script so make sure if they move
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// here that they move there as well
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SIG_REACHED, // object reached it's rotation/motion destination
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// RAVEN END
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NUM_SIGNALS
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} signalNum_t;
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// FIXME: At some point we may want to just limit it to one thread per signal, but
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// for now, I'm allowing multiple threads. We should reevaluate this later in the project
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#define MAX_SIGNAL_THREADS 16 // probably overkill, but idList uses a granularity of 16
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struct signal_t {
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int threadnum;
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const function_t *function;
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};
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class signalList_t {
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public:
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idList<signal_t> signal[ NUM_SIGNALS ];
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};
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class idEntity : public idClass {
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public:
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static const int MAX_PVS_AREAS = 4;
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int entityNumber; // index into the entity list
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int entityDefNumber; // index into the entity def list
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idLinkList<idEntity> spawnNode; // for being linked into spawnedEntities list
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idLinkList<idEntity> activeNode; // for being linked into activeEntities list
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idLinkList<idEntity> snapshotNode; // for being linked into snapshotEntities list
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int snapshotSequence; // last snapshot this entity was in
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int snapshotBits; // number of bits this entity occupied in the last snapshot
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idStr name; // name of entity
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idDict spawnArgs; // key/value pairs used to spawn and initialize entity
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idScriptObject scriptObject; // contains all script defined data for this entity
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int thinkFlags; // TH_? flags
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int dormantStart; // time that the entity was first closed off from player
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bool cinematic; // during cinematics, entity will only think if cinematic is set
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renderView_t * renderView; // for camera views from this entity
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idEntity * cameraTarget; // any remoteRenderMap shaders will use this
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idList< idEntityPtr<idEntity> > targets; // when this entity is activated these entities entity are activated
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int health; // FIXME: do all objects really need health?
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// RAVEN BEGIN
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// ddynerman: optional pre-prediction
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int predictTime;
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// bdube: client entities
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idLinkList<rvClientEntity> clientEntities;
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// rjohnson: will now draw entity info for long thinkers
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int mLastLongThinkTime;
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idVec4 mLastLongThinkColor;
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// RAVEN END
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struct entityFlags_s {
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bool notarget :1; // if true never attack or target this entity
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bool noknockback :1; // if true no knockback from hits
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bool takedamage :1; // if true this entity can be damaged
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bool hidden :1; // if true this entity is not visible
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bool bindOrientated :1; // if true both the master orientation is used for binding
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bool solidForTeam :1; // if true this entity is considered solid when a physics team mate pushes entities
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bool forcePhysicsUpdate :1; // if true always update from the physics whether the object moved or not
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bool selected :1; // if true the entity is selected for editing
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bool neverDormant :1; // if true the entity never goes dormant
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bool isDormant :1; // if true the entity is dormant
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bool hasAwakened :1; // before a monster has been awakened the first time, use full PVS for dormant instead of area-connected
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bool networkSync :1; // if true the entity is synchronized over the network
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// RAVEN BEGIN
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// bdube: added
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bool networkStale :1; // was in the snapshot but isnt anymore
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// bgeisler: added block
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bool triggerAnim :1;
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bool usable :1; // if true the entity is usable by the player
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// cdr: Obstacle Avoidance
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bool isAIObstacle :1; // if true, this entity will add itself to the obstacles list in each aas area it touches
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// RAVEN END
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// RAVEN BEGIN
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// ddynerman: exclude this entity from instance-purging
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// twhitaker: moved variable to be within the bit flags
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bool persistAcrossInstances :1;
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// twhitaker: exited vehicle already?
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bool exitedVehicle :1;
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// twhitaker: blinking
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bool allowAutoBlink :1;
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// jshepard: instant burnout when destroyed
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bool quickBurn :1;
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// RAVEN END
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} fl;
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public:
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ABSTRACT_PROTOTYPE( idEntity );
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idEntity();
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~idEntity();
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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const char * GetEntityDefName( void ) const;
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void SetName( const char *name );
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const char * GetName( void ) const;
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virtual void UpdateChangeableSpawnArgs( const idDict *source );
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// clients generate views based on all the player specific options,
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// cameras have custom code, and everything else just uses the axis orientation
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virtual renderView_t * GetRenderView();
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// thinking
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virtual void Think( void );
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bool CheckDormant( void ); // dormant == on the active list, but out of PVS
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virtual void DormantBegin( void ); // called when entity becomes dormant
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virtual void DormantEnd( void ); // called when entity wakes from being dormant
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bool IsActive( void ) const;
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void BecomeActive( int flags );
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void BecomeInactive( int flags );
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void UpdatePVSAreas( const idVec3 &pos );
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// RAVEN BEGIN
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// abahr:
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bool IsActive( int flags ) const { return (flags & thinkFlags) > 0; }
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const char* GetEntityDefClassName() const { return spawnArgs.GetString("classname"); }
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bool IsEntityDefClass( const char* className ) const { return !idStr::Icmp(className, GetEntityDefClassName()); }
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virtual void GetPosition( idVec3& origin, idMat3& axis ) const;
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// kfuller: added methods
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virtual void GetLocalAngles(idAngles &localAng);
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// RAVEN END
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// visuals
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virtual void Present( void );
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// instance visuals
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virtual void InstanceJoin( void );
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virtual void InstanceLeave( void );
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// RAVEN BEGIN
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// bdube: removed virtual so it could be inlined
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renderEntity_t * GetRenderEntity( void );
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int GetModelDefHandle( void );
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// RAVEN END
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virtual void SetModel( const char *modelname );
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void SetSkin( const idDeclSkin *skin );
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const idDeclSkin * GetSkin( void ) const;
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// RAVEN BEGIN
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// bdube: surfaces
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void HideSurface ( const char* surface );
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void ShowSurface ( const char* surface );
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void ClearSkin( void );
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// RAVEN END
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void SetShaderParm( int parmnum, float value );
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virtual void SetColor( float red, float green, float blue );
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virtual void SetColor( const idVec3 &color );
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virtual void GetColor( idVec3 &out ) const;
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virtual void SetColor( const idVec4 &color );
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virtual void GetColor( idVec4 &out ) const;
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virtual void FreeModelDef( void );
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virtual void FreeLightDef( void );
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virtual void Hide( void );
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virtual void Show( void );
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bool IsHidden( void ) const;
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void UpdateVisuals( void );
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void UpdateModel( void );
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// RAVEN BEGIN
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// abahr: added virtual to UpdateModelTransform
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virtual
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void UpdateModelTransform( void );
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virtual void UpdateRenderEntityCallback();
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virtual const idAnimator * GetAnimator( void ) const { return NULL; } // returns animator object used by this entity
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// RAVEN END
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virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
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int GetNumPVSAreas( void );
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const int * GetPVSAreas( void );
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void ClearPVSAreas( void );
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bool PhysicsTeamInPVS( pvsHandle_t pvsHandle );
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// animation
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virtual bool UpdateAnimationControllers( void );
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bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView );
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static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
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virtual idAnimator * GetAnimator( void ); // returns animator object used by this entity
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// sound
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virtual bool CanPlayChatterSounds( void ) const;
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bool StartSound( const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
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bool StartSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
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void StopSound( const s_channelType channel, bool broadcast ); // pass SND_CHANNEL_ANY to stop all sounds
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void SetSoundVolume( float volume );
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void UpdateSound( void );
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int GetListenerId( void ) const;
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// RAVEN BEGIN
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int GetSoundEmitter( void ) const;
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// RAVEN END
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void FreeSoundEmitter( bool immediate );
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// RAVEN BEGIN
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// bdube: added effect functions
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// effects
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rvClientEffect* PlayEffect ( const char* effectName, jointHandle_t joint, const idVec3& originOffset, const idMat3& axisOffset, bool loop = false, const idVec3& endOrigin = vec3_origin, bool broadcast = false, effectCategory_t category = EC_IGNORE, const idVec4& effectTint = vec4_one );
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rvClientEffect* PlayEffect ( const idDecl *effect, jointHandle_t joint, const idVec3& originOffset, const idMat3& axisOffset, bool loop = false, const idVec3& endOrigin = vec3_origin, bool broadcast = false, effectCategory_t category = EC_IGNORE, const idVec4& effectTint = vec4_one );
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rvClientEffect* PlayEffect ( const char* effectName, jointHandle_t joint, bool loop = false, const idVec3& endOrigin = vec3_origin, bool broadcast = false, effectCategory_t category = EC_IGNORE, const idVec4& effectTint = vec4_one );
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rvClientEffect* PlayEffect ( const char* effectName, const idVec3& origin, const idMat3& axis, bool loop = false, const idVec3& endOrigin = vec3_origin, bool broadcast = false, effectCategory_t category = EC_IGNORE, const idVec4& effectTint = vec4_one );
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rvClientEffect* PlayEffect ( const idDecl *effect, const idVec3& origin, const idMat3& axis, bool loop = false, const idVec3& endOrigin = vec3_origin, bool broadcast = false, effectCategory_t category = EC_IGNORE, const idVec4& effectTint = vec4_one );
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void StopEffect ( const char* effectName, bool destroyParticles = false );
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void StopEffect ( const idDecl *effect, bool destroyParticles = false );
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void StopAllEffects ( bool destroyParticles = false );
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void UpdateEffects ( void );
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float DistanceTo ( idEntity* ent );
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float DistanceTo ( const idVec3& pos ) const;
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float DistanceTo2d ( idEntity* ent );
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float DistanceTo2d ( const idVec3& pos ) const;
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virtual bool CanTakeDamage ( void ) const;
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// RAVEN END
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// entity binding
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virtual void PreBind( void );
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virtual void PostBind( void );
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virtual void PreUnbind( void );
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virtual void PostUnbind( void );
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void JoinTeam( idEntity *teammember );
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void Bind( idEntity *master, bool orientated );
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void BindToJoint( idEntity *master, const char *jointname, bool orientated );
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void BindToJoint( idEntity *master, jointHandle_t jointnum, bool orientated );
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void BindToBody( idEntity *master, int bodyId, bool orientated );
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void Unbind( void );
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bool IsBound( void ) const;
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// RAVEN BEGIN
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// abahr: added const so it can be called from const functions
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bool IsBoundTo( const idEntity *master ) const;
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// RAVEN END
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idEntity * GetBindMaster( void ) const;
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jointHandle_t GetBindJoint( void ) const;
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int GetBindBody( void ) const;
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idEntity * GetTeamMaster( void ) const;
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idEntity * GetNextTeamEntity( void ) const;
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// RAVEN BEGIN
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// abahr: added virtual
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virtual
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void ConvertLocalToWorldTransform( idVec3 &offset, idMat3 &axis );
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// RAVEN END
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idVec3 GetLocalVector( const idVec3 &vec ) const;
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idVec3 GetLocalCoordinates( const idVec3 &vec ) const;
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idVec3 GetWorldVector( const idVec3 &vec ) const;
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idVec3 GetWorldCoordinates( const idVec3 &vec ) const;
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virtual bool GetMasterPosition( idVec3 &masterOrigin, idMat3 &masterAxis ) const;
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void GetWorldVelocities( idVec3 &linearVelocity, idVec3 &angularVelocity ) const;
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// physics
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// set a new physics object to be used by this entity
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void SetPhysics( idPhysics *phys );
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// get the physics object used by this entity
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idPhysics * GetPhysics( void ) const;
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// restore physics pointer for save games
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void RestorePhysics( idPhysics *phys );
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// run the physics for this entity
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bool RunPhysics( void );
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// set the origin of the physics object (relative to bindMaster if not NULL)
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void SetOrigin( const idVec3 &org );
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// set the axis of the physics object (relative to bindMaster if not NULL)
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void SetAxis( const idMat3 &axis );
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// use angles to set the axis of the physics object (relative to bindMaster if not NULL)
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void SetAngles( const idAngles &ang );
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// get the floor position underneath the physics object
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bool GetFloorPos( float max_dist, idVec3 &floorpos ) const;
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// retrieves the transformation going from the physics origin/axis to the visual origin/axis
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virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
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// retrieves the transformation going from the physics origin/axis to the sound origin/axis
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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// called from the physics object when colliding, should return true if the physics simulation should stop
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity, bool &hitTeleporter ) { hitTeleporter = false; return Collide(collision, velocity); }
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// retrieves impact information, 'ent' is the entity retrieving the info
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virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
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// apply an impulse to the physics object, 'ent' is the entity applying the impulse
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virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse, bool splash = false );
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// add a force to the physics object, 'ent' is the entity adding the force
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virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
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// activate the physics object, 'ent' is the entity activating this entity
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virtual void ActivatePhysics( idEntity *ent );
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||
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// returns true if the physics object is at rest
|
||
|
virtual bool IsAtRest( void ) const;
|
||
|
// returns the time the physics object came to rest
|
||
|
virtual int GetRestStartTime( void ) const;
|
||
|
// add a contact entity
|
||
|
virtual void AddContactEntity( idEntity *ent );
|
||
|
// remove a touching entity
|
||
|
virtual void RemoveContactEntity( idEntity *ent );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// kfuller: added blocked methods
|
||
|
virtual void LastBlockedBy(int blockedEntNum) {}
|
||
|
virtual int GetLastBlocker(void) { return -1; }
|
||
|
// rjohnson: moved entity info out of idGameLocal into its own function
|
||
|
virtual void DrawDebugEntityInfo( idBounds *viewBounds = 0, idBounds *viewTextBounds = 0, idVec4 *overrideColor = 0 );
|
||
|
// nmckenzie: Adding ability for non-Actors to be enemies for AI characters. Rename this function at some point, most likely.
|
||
|
virtual idVec3 GetEyePosition( void ) const { return GetPhysics()->GetOrigin(); }
|
||
|
// abahr:
|
||
|
virtual bool SkipImpulse( idEntity *ent, int id );
|
||
|
virtual void ApplyImpulse( idEntity* ent, int id, const idVec3& point, const idVec3& dir, const idDict* damageDef );
|
||
|
// RAVEN END
|
||
|
|
||
|
// damage
|
||
|
// RAVEN BEGIN
|
||
|
// twhitaker: // Sets the damage enitty
|
||
|
void SetDamageEntity ( idEntity * forward ) { forwardDamageEnt = forward; }
|
||
|
|
||
|
// bdube: added ignore entity
|
||
|
// Returns the entity that should take damage for this entity
|
||
|
virtual idEntity* GetDamageEntity ( void );
|
||
|
|
||
|
// returns true if this entity can be damaged from the given origin
|
||
|
virtual bool CanDamage( const idVec3 &origin, idVec3 &damagePoint, idEntity* ignoreEnt = NULL ) const;
|
||
|
// RAVEN END
|
||
|
// applies damage to this entity
|
||
|
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
|
||
|
// adds a damage effect like overlays, blood, sparks, debris etc.
|
||
|
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor );
|
||
|
virtual bool CanPlayImpactEffect ( idEntity* attacker, idEntity* target );
|
||
|
// callback function for when another entity recieved damage from this entity. damage can be adjusted and returned to the caller.
|
||
|
virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
|
||
|
// notifies this entity that it is in pain
|
||
|
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
|
||
|
// notifies this entity that is has been killed
|
||
|
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
|
||
|
|
||
|
// scripting
|
||
|
virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
|
||
|
virtual idThread * ConstructScriptObject( void );
|
||
|
virtual void DeconstructScriptObject( void );
|
||
|
void SetSignal( signalNum_t signalnum, idThread *thread, const function_t *function );
|
||
|
void ClearSignal( idThread *thread, signalNum_t signalnum );
|
||
|
void ClearSignalThread( signalNum_t signalnum, idThread *thread );
|
||
|
bool HasSignal( signalNum_t signalnum ) const;
|
||
|
void Signal( signalNum_t signalnum );
|
||
|
void SignalEvent( idThread *thread, signalNum_t signalnum );
|
||
|
|
||
|
// gui
|
||
|
void TriggerGuis( void );
|
||
|
bool HandleGuiCommands( idEntity *entityGui, const char *cmds );
|
||
|
virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
|
||
|
|
||
|
// targets
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: made virtual
|
||
|
virtual
|
||
|
void FindTargets( void );
|
||
|
virtual
|
||
|
void RemoveNullTargets( void );
|
||
|
virtual
|
||
|
void ActivateTargets( idEntity *activator ) const;
|
||
|
// jshepard: unbind targets
|
||
|
void UnbindTargets( idEntity *activator ) const;
|
||
|
// RAVEN END
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// twhitaker: Add to the list of targets (usually from script)
|
||
|
int AppendTarget( idEntity *appendMe );
|
||
|
void RemoveTarget( idEntity *removeMe );
|
||
|
void RemoveTargets( bool destroyContents );
|
||
|
// RAVEN END
|
||
|
|
||
|
// misc
|
||
|
virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
|
||
|
bool TouchTriggers( const idTypeInfo* ownerType = NULL ) const;
|
||
|
idCurve_Spline<idVec3> *GetSpline( void ) const;
|
||
|
virtual void ShowEditingDialog( void );
|
||
|
|
||
|
enum {
|
||
|
EVENT_STARTSOUNDSHADER,
|
||
|
EVENT_STOPSOUNDSHADER,
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: new events
|
||
|
EVENT_PLAYEFFECT,
|
||
|
EVENT_PLAYEFFECT_JOINT,
|
||
|
EVENT_STOPEFFECT,
|
||
|
// RAVEN END
|
||
|
EVENT_MAXEVENTS
|
||
|
};
|
||
|
|
||
|
virtual void ClientPredictionThink( void );
|
||
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||
|
virtual bool ServerReceiveEvent( int event, int time, const idBitMsg &msg );
|
||
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
||
|
// RAVEN BEGIN
|
||
|
// the entity was not in the snapshot sent by server. means it either went out of PVS, or was deleted server side
|
||
|
// return true if the entity wishes to be deleted locally
|
||
|
// depending on the entity, understanding stale as just another state, or a removal is best
|
||
|
// ( by default, idEntity keeps the entity around after a little cleanup )
|
||
|
virtual bool ClientStale( void );
|
||
|
virtual void ClientUnstale( void );
|
||
|
// RAVEN END
|
||
|
|
||
|
void WriteBindToSnapshot( idBitMsgDelta &msg ) const;
|
||
|
void ReadBindFromSnapshot( const idBitMsgDelta &msg );
|
||
|
void WriteColorToSnapshot( idBitMsgDelta &msg ) const;
|
||
|
void ReadColorFromSnapshot( const idBitMsgDelta &msg );
|
||
|
void WriteGUIToSnapshot( idBitMsgDelta &msg ) const;
|
||
|
void ReadGUIFromSnapshot( const idBitMsgDelta &msg );
|
||
|
|
||
|
void ServerSendEvent( int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient ) const;
|
||
|
void ServerSendInstanceEvent( int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient ) const;
|
||
|
void ClientSendEvent( int eventId, const idBitMsg *msg ) const;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: debugging
|
||
|
virtual void GetDebugInfo( debugInfoProc_t proc, void* userData );
|
||
|
// mwhitlock: memory profiling
|
||
|
virtual size_t Size( void ) const;
|
||
|
// ddynerman: multiple arenas (for MP)
|
||
|
virtual void SetInstance( int newInstance );
|
||
|
virtual int GetInstance( void ) const;
|
||
|
// ddynerman: multiple clip world support
|
||
|
virtual int GetClipWorld( void ) const;
|
||
|
virtual void SetClipWorld( int newCW );
|
||
|
// scork: accessors so sound editor can indicate current-highlit ent
|
||
|
virtual int GetRefSoundShaderFlags( void ) const;
|
||
|
virtual void SetRefSoundShaderFlags( int iFlags );
|
||
|
// twhitaker: guided projectiles
|
||
|
virtual void GuidedProjectileIncoming( idGuidedProjectile * projectile ) { }
|
||
|
// RAVEN END
|
||
|
|
||
|
protected:
|
||
|
renderEntity_t renderEntity; // used to present a model to the renderer
|
||
|
int modelDefHandle; // handle to static renderer model
|
||
|
refSound_t refSound; // used to present sound to the audio engine
|
||
|
idEntityPtr< idEntity > forwardDamageEnt; // damage applied to the invoking object will be forwarded to this entity
|
||
|
idEntityPtr< idEntity > bindMaster; // entity bound to if unequal NULL
|
||
|
jointHandle_t bindJoint; // joint bound to if unequal INVALID_JOINT
|
||
|
private:
|
||
|
idPhysics_Static defaultPhysicsObj; // default physics object
|
||
|
idPhysics * physics; // physics used for this entity
|
||
|
int bindBody; // body bound to if unequal -1
|
||
|
idEntity * teamMaster; // master of the physics team
|
||
|
idEntity * teamChain; // next entity in physics team
|
||
|
|
||
|
int numPVSAreas; // number of renderer areas the entity covers
|
||
|
int PVSAreas[MAX_PVS_AREAS]; // numbers of the renderer areas the entity covers
|
||
|
|
||
|
signalList_t * signals;
|
||
|
|
||
|
int mpGUIState; // local cache to avoid systematic SetStateInt
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: changed to protected for access in children classes
|
||
|
protected:
|
||
|
// ddynerman: multiple game instances
|
||
|
int instance;
|
||
|
// ddynerman: multiple collision worlds
|
||
|
int clipWorld;
|
||
|
// RAVEN END
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: made virtual
|
||
|
virtual bool DoDormantTests( void ); // dormant == on the active list, but out of PVS
|
||
|
// RAVEN END
|
||
|
|
||
|
// physics
|
||
|
// initialize the default physics
|
||
|
void InitDefaultPhysics( const idVec3 &origin, const idMat3 &axis );
|
||
|
// update visual position from the physics
|
||
|
void UpdateFromPhysics( bool moveBack );
|
||
|
|
||
|
// entity binding
|
||
|
bool InitBind( idEntity *master ); // initialize an entity binding
|
||
|
void FinishBind( void ); // finish an entity binding
|
||
|
void RemoveBinds( void ); // deletes any entities bound to this object
|
||
|
void QuitTeam( void ); // leave the current team
|
||
|
|
||
|
void UpdatePVSAreas( void );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: client entities
|
||
|
void RemoveClientEntities ( void ); // deletes any client entities bound to this object
|
||
|
// RAVEN END
|
||
|
|
||
|
// events
|
||
|
void Event_GetName( void );
|
||
|
void Event_SetName( const char *name );
|
||
|
void Event_FindTargets( void );
|
||
|
void Event_ActivateTargets( idEntity *activator );
|
||
|
void Event_NumTargets( void );
|
||
|
void Event_GetTarget( float index );
|
||
|
void Event_RandomTarget( const char *ignore );
|
||
|
void Event_Bind( idEntity *master );
|
||
|
void Event_BindPosition( idEntity *master );
|
||
|
void Event_BindToJoint( idEntity *master, const char *jointname, float orientated );
|
||
|
void Event_Unbind( void );
|
||
|
void Event_RemoveBinds( void );
|
||
|
void Event_SpawnBind( void );
|
||
|
void Event_SetOwner( idEntity *owner );
|
||
|
void Event_SetModel( const char *modelname );
|
||
|
void Event_SetSkin( const char *skinname );
|
||
|
void Event_GetShaderParm( int parmnum );
|
||
|
void Event_SetShaderParm( int parmnum, float value );
|
||
|
void Event_SetShaderParms( float parm0, float parm1, float parm2, float parm3 );
|
||
|
void Event_SetColor( float red, float green, float blue );
|
||
|
void Event_GetColor( void );
|
||
|
void Event_IsHidden( void );
|
||
|
void Event_Hide( void );
|
||
|
void Event_Show( void );
|
||
|
void Event_CacheSoundShader( const char *soundName );
|
||
|
void Event_StartSoundShader( const char *soundName, int channel );
|
||
|
void Event_StopSound( int channel, int netSync );
|
||
|
void Event_StartSound( const char *soundName, int channel, int netSync );
|
||
|
void Event_FadeSound( int channel, float to, float over );
|
||
|
void Event_GetWorldOrigin( void );
|
||
|
void Event_SetWorldOrigin( idVec3 const &org );
|
||
|
void Event_GetOrigin( void );
|
||
|
void Event_SetOrigin( const idVec3 &org );
|
||
|
void Event_GetAngles( void );
|
||
|
void Event_SetAngles( const idAngles &ang );
|
||
|
void Event_SetLinearVelocity( const idVec3 &velocity );
|
||
|
void Event_GetLinearVelocity( void );
|
||
|
void Event_SetAngularVelocity( const idVec3 &velocity );
|
||
|
void Event_GetAngularVelocity( void );
|
||
|
void Event_SetSize( const idVec3 &mins, const idVec3 &maxs );
|
||
|
void Event_GetSize( void );
|
||
|
void Event_GetMins( void );
|
||
|
void Event_GetMaxs( void );
|
||
|
void Event_Touches( idEntity *ent );
|
||
|
void Event_SetGuiParm( const char *key, const char *val );
|
||
|
void Event_SetGuiFloat( const char *key, float f );
|
||
|
void Event_GetNextKey( const char *prefix, const char *lastMatch );
|
||
|
void Event_SetKey( const char *key, const char *value );
|
||
|
void Event_GetKey( const char *key );
|
||
|
void Event_GetIntKey( const char *key );
|
||
|
void Event_GetFloatKey( const char *key );
|
||
|
void Event_GetVectorKey( const char *key );
|
||
|
void Event_GetEntityKey( const char *key );
|
||
|
void Event_RestorePosition( void );
|
||
|
void Event_UpdateCameraTarget( void );
|
||
|
void Event_DistanceTo( idEntity *ent );
|
||
|
void Event_DistanceToPoint( const idVec3 &point );
|
||
|
void Event_StartFx( const char *fx );
|
||
|
void Event_WaitFrame( void );
|
||
|
void Event_Wait( float time );
|
||
|
void Event_HasFunction( const char *name );
|
||
|
void Event_CallFunction( const char *name );
|
||
|
void Event_SetNeverDormant( int enable );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// kfuller: added events
|
||
|
void Event_SetContents ( int contents );
|
||
|
void Event_GetLastBlocker ( idThread *thread );
|
||
|
// begisler: added
|
||
|
void Event_ClearSkin ( void );
|
||
|
// bdube: effect events
|
||
|
void Event_PlayEffect ( const char* effectName, const char* boneName, bool loop );
|
||
|
void Event_StopEffect ( const char* effectName );
|
||
|
void Event_StopAllEffects ( void );
|
||
|
void Event_GetHealth ( void );
|
||
|
// bdube: mesh events
|
||
|
void Event_ShowSurface ( const char* surface );
|
||
|
void Event_HideSurface ( const char* surface );
|
||
|
// bdube: gui events
|
||
|
void Event_GuiEvent ( const char* eventName );
|
||
|
// jscott:
|
||
|
void Event_PlaybackCallback ( int type, int changed, int impulse );
|
||
|
// nmckenzie: get bind master
|
||
|
void Event_GetBindMaster ( void );
|
||
|
void Event_ApplyImpulse ( idEntity *source, const idVec3 &point, const idVec3 &impulse );
|
||
|
// jshepard: unbind all targets
|
||
|
void Event_UnbindTargets ( idEntity *activator);
|
||
|
// abahr:
|
||
|
void Event_RemoveNullTargets ();
|
||
|
void Event_IsA ( const char* entityDefName );
|
||
|
void Event_IsSameTypeAs ( const idEntity* ent );
|
||
|
void Event_MatchPrefix ( const char *prefix, const char* previousKey );
|
||
|
void Event_ClearTargetList ( float destroyContents );
|
||
|
// twhitaker: added - to add targets from script
|
||
|
void Event_AppendTarget ( idEntity *appendMe );
|
||
|
void Event_RemoveTarget ( idEntity *removeMe );
|
||
|
// mekberg: added
|
||
|
void Event_SetHealth ( float newHealth );
|
||
|
// RAVEN END
|
||
|
};
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: added inlines
|
||
|
ID_INLINE rvClientEffect* idEntity::PlayEffect( const char* effectName, const idVec3& origin, const idMat3& axis, bool loop, const idVec3& endOrigin,
|
||
|
bool broadcast, effectCategory_t category, const idVec4& effectTint ) {
|
||
|
return PlayEffect( gameLocal.GetEffect( spawnArgs, effectName ), origin, axis, loop, endOrigin, broadcast, category, effectTint );
|
||
|
}
|
||
|
|
||
|
ID_INLINE rvClientEffect* idEntity::PlayEffect( const char* effectName, jointHandle_t jointHandle, bool loop, const idVec3& endOrigin,
|
||
|
bool broadcast, effectCategory_t category, const idVec4& effectTint ) {
|
||
|
return PlayEffect( gameLocal.GetEffect( spawnArgs, effectName ), jointHandle, vec3_origin, mat3_identity, loop, endOrigin, broadcast, category, effectTint );
|
||
|
}
|
||
|
|
||
|
ID_INLINE rvClientEffect* idEntity::PlayEffect( const char* effectName, jointHandle_t jointHandle, const idVec3& originOffset, const idMat3& axisOffset, bool loop, const idVec3& endOrigin,
|
||
|
bool broadcast, effectCategory_t category, const idVec4& effectTint ) {
|
||
|
return PlayEffect( gameLocal.GetEffect( spawnArgs, effectName ), jointHandle, originOffset, axisOffset, loop, endOrigin, broadcast, category, effectTint );
|
||
|
}
|
||
|
|
||
|
|
||
|
ID_INLINE idPhysics *idEntity::GetPhysics( void ) const {
|
||
|
return physics;
|
||
|
}
|
||
|
|
||
|
ID_INLINE renderEntity_t *idEntity::GetRenderEntity( void ) {
|
||
|
return &renderEntity;
|
||
|
}
|
||
|
|
||
|
ID_INLINE int idEntity::GetModelDefHandle( void ) {
|
||
|
return modelDefHandle;
|
||
|
}
|
||
|
|
||
|
// scork: accessors so sound editor can indicate current-highlit ent
|
||
|
ID_INLINE int idEntity::GetRefSoundShaderFlags( void ) const
|
||
|
{
|
||
|
return refSound.parms.soundShaderFlags;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idEntity::SetRefSoundShaderFlags( int iFlags )
|
||
|
{
|
||
|
refSound.parms.soundShaderFlags = iFlags;
|
||
|
}
|
||
|
|
||
|
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Animated entity base class.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
typedef struct damageEffect_s {
|
||
|
jointHandle_t jointNum;
|
||
|
idVec3 localOrigin;
|
||
|
idVec3 localNormal;
|
||
|
int time;
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: not using
|
||
|
// const idDeclParticle* type;
|
||
|
// RAVEN END
|
||
|
struct damageEffect_s * next;
|
||
|
} damageEffect_t;
|
||
|
|
||
|
class idAnimatedEntity : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idAnimatedEntity );
|
||
|
|
||
|
idAnimatedEntity();
|
||
|
~idAnimatedEntity();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void ClientPredictionThink( void );
|
||
|
virtual void Think( void );
|
||
|
|
||
|
void UpdateAnimation( void );
|
||
|
|
||
|
virtual idAnimator * GetAnimator( void );
|
||
|
virtual void SetModel( const char *modelname );
|
||
|
|
||
|
bool GetJointWorldTransform( jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis );
|
||
|
bool GetJointTransformForAnim( jointHandle_t jointHandle, int animNum, int currentTime, idVec3 &offset, idMat3 &axis ) const;
|
||
|
|
||
|
virtual int GetDefaultSurfaceType( void ) const;
|
||
|
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor );
|
||
|
virtual void ProjectHeadOverlay( const idVec3 &point, const idVec3 &dir, float size, const char *decal ) {}
|
||
|
|
||
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr:
|
||
|
virtual const idAnimator * GetAnimator( void ) const { return &animator; }
|
||
|
virtual void UpdateRenderEntityCallback();
|
||
|
// RAVEN BEGIN
|
||
|
|
||
|
enum {
|
||
|
EVENT_ADD_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS,
|
||
|
EVENT_MAXEVENTS
|
||
|
};
|
||
|
|
||
|
protected:
|
||
|
idAnimator animator;
|
||
|
damageEffect_t * damageEffects;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jshepard:
|
||
|
void Event_ClearAnims ( void );
|
||
|
// RAVEN END
|
||
|
|
||
|
private:
|
||
|
void Event_GetJointHandle( const char *jointname );
|
||
|
void Event_ClearAllJoints( void );
|
||
|
void Event_ClearJoint( jointHandle_t jointnum );
|
||
|
void Event_SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
|
||
|
void Event_SetJointAngle( jointHandle_t jointnum, jointModTransform_t transform_type, const idAngles &angles );
|
||
|
void Event_GetJointPos( jointHandle_t jointnum );
|
||
|
void Event_GetJointAngle( jointHandle_t jointnum );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: programmer controlled joint events
|
||
|
void Event_SetJointAngularVelocity ( const char* jointName, float pitch, float yaw, float roll, int blendTime );
|
||
|
void Event_CollapseJoints ( const char* jointnames, const char* collapseTo );
|
||
|
|
||
|
|
||
|
|
||
|
// RAVEN END
|
||
|
};
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
void UpdateGuiParms( idUserInterface *gui, const idDict *args );
|
||
|
// RAVEN END
|
||
|
|
||
|
ID_INLINE float idEntity::DistanceTo ( idEntity* ent ) {
|
||
|
return DistanceTo ( ent->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
|
||
|
ID_INLINE float idEntity::DistanceTo ( const idVec3& pos ) const {
|
||
|
return (pos - GetPhysics()->GetOrigin()).LengthFast ( );
|
||
|
}
|
||
|
|
||
|
ID_INLINE float idEntity::DistanceTo2d ( idEntity* ent ) {
|
||
|
return DistanceTo2d ( ent->GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
|
||
|
ID_INLINE bool idEntity::CanTakeDamage ( void ) const {
|
||
|
return fl.takedamage;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: MP arena stuff
|
||
|
ID_INLINE int idEntity::GetInstance( void ) const {
|
||
|
return instance;
|
||
|
}
|
||
|
|
||
|
// ddynerman: multiple collision worlds
|
||
|
ID_INLINE int idEntity::GetClipWorld( void ) const {
|
||
|
return clipWorld;
|
||
|
}
|
||
|
|
||
|
ID_INLINE void idEntity::SetClipWorld( int newCW ) {
|
||
|
clipWorld = newCW;
|
||
|
if( GetPhysics() ) {
|
||
|
GetPhysics()->UnlinkClip();
|
||
|
GetPhysics()->LinkClip();
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
#endif /* !__GAME_ENTITY_H__ */
|