4387 lines
103 KiB
C++
4387 lines
103 KiB
C++
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/*
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Various utility objects and functions.
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*/
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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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// RAVEN BEGIN
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// nmckenzie: added ai
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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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#include "ai/AI.h"
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// RAVEN END
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/*
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===============================================================================
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idSpawnableEntity
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A simple, spawnable entity with a model and no functionable ability of it's own.
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For example, it can be used as a placeholder during development, for marking
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locations on maps for script, or for simple placed models without any behavior
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that can be bound to other entities. Should not be subclassed.
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===============================================================================
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*/
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CLASS_DECLARATION( idEntity, idSpawnableEntity )
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END_CLASS
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/*
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======================
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idSpawnableEntity::Spawn
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======================
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*/
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void idSpawnableEntity::Spawn() {
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// this just holds dict information
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}
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/*
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===============================================================================
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idPlayerStart
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===============================================================================
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*/
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const idEventDef EV_TeleportStage( "<TeleportStage>", "e" );
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CLASS_DECLARATION( idEntity, idPlayerStart )
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EVENT( EV_Activate, idPlayerStart::Event_Teleport )
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EVENT( EV_TeleportStage, idPlayerStart::Event_TeleportStage )
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END_CLASS
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/*
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===============
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idPlayerStart::idPlayerStart
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================
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*/
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idPlayerStart::idPlayerStart( void ) {
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teleportStage = 0;
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}
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/*
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===============
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idPlayerStart::Spawn
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================
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*/
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void idPlayerStart::Spawn( void ) {
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teleportStage = 0;
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}
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/*
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================
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idPlayerStart::Save
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================
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*/
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void idPlayerStart::Save( idSaveGame *savefile ) const {
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savefile->WriteInt( teleportStage );
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}
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/*
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================
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idPlayerStart::Restore
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================
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*/
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void idPlayerStart::Restore( idRestoreGame *savefile ) {
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savefile->ReadInt( teleportStage );
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}
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/*
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================
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idPlayerStart::ClientReceiveEvent
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================
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*/
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bool idPlayerStart::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
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int entityNumber;
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switch( event ) {
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case EVENT_TELEPORTPLAYER: {
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entityNumber = msg.ReadBits( GENTITYNUM_BITS );
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idPlayer *player = static_cast<idPlayer *>( gameLocal.entities[entityNumber] );
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float x = msg.ReadFloat();
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float y = msg.ReadFloat();
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float z = msg.ReadFloat();
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idVec3 prevOrigin( x, y, z );
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// RAVEN BEGIN
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// jnewquist: Use accessor for static class type
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if ( player != NULL && player->IsType( idPlayer::GetClassType() ) ) {
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// RAVEN END
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Event_TeleportEntity( player, false, prevOrigin );
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}
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return true;
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}
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case EVENT_TELEPORTITEM: {
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entityNumber = msg.ReadBits( GENTITYNUM_BITS );
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idEntity* activator = gameLocal.entities[ entityNumber ];
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if ( activator != NULL ) {
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Event_TeleportEntity( activator, false );
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}
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return true;
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}
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default: {
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return idEntity::ClientReceiveEvent( event, time, msg );
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}
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}
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//unreachable
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// return false;
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}
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/*
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===============
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idPlayerStart::Event_TeleportStage
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FIXME: add functionality to fx system ( could be done with player scripting too )
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================
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*/
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void idPlayerStart::Event_TeleportStage( idPlayer *player ) {
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float teleportDelay = spawnArgs.GetFloat( "teleportDelay" );
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switch ( teleportStage ) {
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case 0:
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player->playerView.Flash( colorWhite, 125 );
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player->SetInfluenceLevel( INFLUENCE_LEVEL3 );
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player->SetInfluenceView( spawnArgs.GetString( "mtr_teleportFx" ), NULL, 0.0f, NULL );
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soundSystem->FadeSoundClasses( SOUNDWORLD_GAME, 0, -20.0f, teleportDelay );
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teleportStage++;
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PostEventSec( &EV_TeleportStage, teleportDelay, player );
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break;
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case 1:
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soundSystem->FadeSoundClasses( SOUNDWORLD_GAME, 0, 0.0f, 0.25f );
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teleportStage++;
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PostEventSec( &EV_TeleportStage, 0.25f, player );
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break;
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case 2:
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player->SetInfluenceView( NULL, NULL, 0.0f, NULL );
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TeleportPlayer( player );
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player->StopSound( SND_CHANNEL_BODY2, false );
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player->SetInfluenceLevel( INFLUENCE_NONE );
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teleportStage = 0;
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break;
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default:
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break;
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}
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}
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/*
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===============
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idPlayerStart::TeleportPlayer
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================
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*/
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void idPlayerStart::TeleportPlayer( idPlayer *player ) {
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float pushVel = spawnArgs.GetFloat( "push", "50000" );
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float f = spawnArgs.GetFloat( "visualEffect", "0" );
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const char *viewName = spawnArgs.GetString( "visualView", "" );
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idEntity *ent = viewName ? gameLocal.FindEntity( viewName ) : NULL;
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if ( f && ent ) {
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// place in private camera view for some time
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// the entity needs to teleport to where the camera view is to have the PVS right
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player->Teleport( ent->GetPhysics()->GetOrigin(), ang_zero, this );
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player->SetPrivateCameraView( static_cast<idCamera*>(ent) );
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// the player entity knows where to spawn from the previous Teleport call
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if ( !gameLocal.isClient ) {
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player->PostEventSec( &EV_Player_ExitTeleporter, f );
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}
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} else {
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// direct to exit, Teleport will take care of the killbox
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player->Teleport( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis().ToAngles(), NULL );
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// multiplayer hijacked this entity, so only push the player in multiplayer
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if ( gameLocal.isMultiplayer ) {
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//push
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idVec3 impulse( pushVel, 0, 0 );
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impulse *= GetPhysics( )->GetAxis ( );
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player->ApplyImpulse( gameLocal.world, 0, player->GetPhysics( )->GetOrigin( ), impulse );
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}
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}
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}
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/*
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===============
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idPlayerStart::Teleport
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For non-players
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================
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*/
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void idPlayerStart::Teleport( idEntity* other ) {
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other->SetOrigin( GetPhysics()->GetOrigin() );
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idVec3 vel = other->GetPhysics()->GetLinearVelocity();
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vel *= GetPhysics()->GetAxis();
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other->GetPhysics()->SetLinearVelocity( vel );
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}
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void idPlayerStart::Event_TeleportEntity( idEntity* activator, bool predicted, idVec3& prevOrigin ) {
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idPlayer *player;
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if ( activator->IsType( idPlayer::GetClassType() ) ) {
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player = static_cast<idPlayer*>( activator );
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} else {
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player = NULL;
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if ( gameLocal.isServer ) {
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idBitMsg msg;
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byte msgBuf[MAX_EVENT_PARAM_SIZE];
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msg.Init( msgBuf, sizeof( msgBuf ) );
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msg.BeginWriting();
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msg.WriteBits( activator->entityNumber, GENTITYNUM_BITS );
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ServerSendInstanceEvent( EVENT_TELEPORTITEM, &msg, false, -1 );
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}
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idVec3 oldOrigin = activator->GetPhysics()->GetOrigin();
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Teleport( activator );
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if( gameLocal.isMultiplayer ) {
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if( gameLocal.isServer ) {
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gameLocal.PlayEffect( activator->spawnArgs, "fx_teleport_enter", oldOrigin, idVec3(0,0,1).ToMat3(), false, vec3_origin );
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gameLocal.PlayEffect( activator->spawnArgs, "fx_teleport", activator->GetPhysics()->GetOrigin(), idVec3(0,0,1).ToMat3(), false, vec3_origin );
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} else if( predicted ) {
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// only predict teleport enter
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gameLocal.PlayEffect( activator->spawnArgs, "fx_teleport_enter", oldOrigin, idVec3(0,0,1).ToMat3(), false, vec3_origin );
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} else {
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gameLocal.PlayEffect( activator->spawnArgs, "fx_teleport", oldOrigin, idVec3(0,0,1).ToMat3(), false, vec3_origin );
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}
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}
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}
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if ( player ) {
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if ( spawnArgs.GetBool( "visualFx" ) ) {
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teleportStage = 0;
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Event_TeleportStage( player );
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} else {
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idVec3 oldOrigin;
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if( gameLocal.isServer || prevOrigin == vec3_zero ) {
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oldOrigin = activator->GetPhysics()->GetOrigin();
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} else {
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oldOrigin = prevOrigin;
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}
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if ( gameLocal.isServer ) {
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idBitMsg msg;
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byte msgBuf[MAX_EVENT_PARAM_SIZE];
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msg.Init( msgBuf, sizeof( msgBuf ) );
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msg.BeginWriting();
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msg.WriteBits( player->entityNumber, GENTITYNUM_BITS );
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msg.WriteFloat( oldOrigin.x );
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msg.WriteFloat( oldOrigin.y );
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msg.WriteFloat( oldOrigin.z );
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ServerSendInstanceEvent( EVENT_TELEPORTPLAYER, &msg, false, -1 );
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}
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TeleportPlayer( player );
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if( gameLocal.isMultiplayer ) {
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gameLocal.PlayEffect( player->spawnArgs, "fx_teleport_enter", oldOrigin, idVec3(0,0,1).ToMat3(), false, vec3_origin );
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gameLocal.PlayEffect( player->spawnArgs, "fx_teleport", player->GetPhysics()->GetOrigin(), idVec3(0,0,1).ToMat3(), false, vec3_origin );
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}
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}
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}
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}
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/*
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===============
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idPlayerStart::Event_TeleportPlayer
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================
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*/
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void idPlayerStart::Event_Teleport( idEntity *activator ) {
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Event_TeleportEntity( activator, true );
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}
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/*
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===============================================================================
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idActivator
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===============================================================================
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*/
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CLASS_DECLARATION( idEntity, idActivator )
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EVENT( EV_Activate, idActivator::Event_Activate )
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END_CLASS
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/*
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===============
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idActivator::Save
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================
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*/
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void idActivator::Save( idSaveGame *savefile ) const {
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savefile->WriteBool( stay_on );
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}
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/*
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===============
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idActivator::Restore
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================
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*/
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void idActivator::Restore( idRestoreGame *savefile ) {
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savefile->ReadBool( stay_on );
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if ( stay_on ) {
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BecomeActive( TH_THINK );
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}
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}
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/*
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===============
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idActivator::Spawn
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================
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*/
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void idActivator::Spawn( void ) {
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bool start_off;
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spawnArgs.GetBool( "stay_on", "0", stay_on );
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spawnArgs.GetBool( "start_off", "0", start_off );
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// RAVEN BEGIN
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// bdube: optional clip model on activators
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const char *temp;
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if ( spawnArgs.GetString( "clipmodel", "", &temp ) ) {
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// RAVEN BEGIN
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// mwhitlock: Dynamic memory consolidation
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RV_PUSH_HEAP_MEM(this);
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// RAVEN END
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GetPhysics()->SetClipModel( new idClipModel(temp), 1.0f );
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// RAVEN BEGIN
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// mwhitlock: Dynamic memory consolidation
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RV_POP_HEAP();
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// RAVEN END
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} else {
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GetPhysics()->SetClipBox( idBounds( vec3_origin ).Expand( 4 ), 1.0f );
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}
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GetPhysics()->SetContents( 0 );
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// RAVEN END
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if ( !start_off ) {
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BecomeActive( TH_THINK );
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}
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}
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/*
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===============
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idActivator::Think
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================
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*/
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void idActivator::Think( void ) {
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RunPhysics();
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if ( thinkFlags & TH_THINK ) {
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if ( TouchTriggers() ) {
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if ( !stay_on ) {
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BecomeInactive( TH_THINK );
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}
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}
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}
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Present();
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}
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/*
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===============
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idActivator::Activate
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================
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*/
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void idActivator::Event_Activate( idEntity *activator ) {
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if ( thinkFlags & TH_THINK ) {
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BecomeInactive( TH_THINK );
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} else {
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BecomeActive( TH_THINK );
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}
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}
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||
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/*
|
||
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===============================================================================
|
||
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idPathCorner
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|
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===============================================================================
|
||
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*/
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CLASS_DECLARATION( idEntity, idPathCorner )
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// EVENT( AI_RandomPath, idPathCorner::Event_RandomPath )
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END_CLASS
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||
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/*
|
||
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=====================
|
||
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idPathCorner::Spawn
|
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=====================
|
||
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*/
|
||
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void idPathCorner::Spawn( void ) {
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}
|
||
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||
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/*
|
||
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=====================
|
||
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idPathCorner::DrawDebugInfo
|
||
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=====================
|
||
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*/
|
||
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void idPathCorner::DrawDebugInfo( void ) {
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||
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idEntity *ent;
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idBounds bnds( idVec3( -4.0, -4.0f, -8.0f ), idVec3( 4.0, 4.0f, 64.0f ) );
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for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
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if ( !ent->IsType( idPathCorner::Type ) ) {
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continue;
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}
|
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idVec3 org = ent->GetPhysics()->GetOrigin();
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gameRenderWorld->DebugBounds( colorRed, bnds, org, 0 );
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}
|
||
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}
|
||
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|
||
|
/*
|
||
|
============
|
||
|
idPathCorner::RandomPath
|
||
|
============
|
||
|
*/
|
||
|
idPathCorner *idPathCorner::RandomPath( const idEntity *source, const idEntity *ignore ) {
|
||
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int i;
|
||
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int num;
|
||
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int which;
|
||
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idEntity *ent;
|
||
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idPathCorner *path[ MAX_GENTITIES ];
|
||
|
|
||
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num = 0;
|
||
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for( i = 0; i < source->targets.Num(); i++ ) {
|
||
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ent = source->targets[ i ].GetEntity();
|
||
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if ( ent && ( ent != ignore ) && ent->IsType( idPathCorner::Type ) ) {
|
||
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path[ num++ ] = static_cast<idPathCorner *>( ent );
|
||
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if ( num >= MAX_GENTITIES ) {
|
||
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break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
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|
||
|
if ( !num ) {
|
||
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return NULL;
|
||
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}
|
||
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|
||
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which = gameLocal.random.RandomInt( num );
|
||
|
return path[ which ];
|
||
|
}
|
||
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|
||
|
/*
|
||
|
=====================
|
||
|
idPathCorner::Event_RandomPath
|
||
|
=====================
|
||
|
*/
|
||
|
void idPathCorner::Event_RandomPath( void ) {
|
||
|
idPathCorner *path;
|
||
|
|
||
|
path = RandomPath( this, NULL );
|
||
|
idThread::ReturnEntity( path );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idDamagable
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
const idEventDef EV_RestoreDamagable( "<RestoreDamagable>" );
|
||
|
// RAVEN BEGIN
|
||
|
// kfuller: spawn other things
|
||
|
const idEventDef EV_SpawnForcefield( "<SpawnForcefield>" );
|
||
|
const idEventDef EV_SpawnTriggerHurt( "<SpawnTriggerHurt>" );
|
||
|
// RAVEN END
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idDamagable )
|
||
|
EVENT( EV_Activate, idDamagable::Event_BecomeBroken )
|
||
|
EVENT( EV_RestoreDamagable, idDamagable::Event_RestoreDamagable )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::idDamagable
|
||
|
================
|
||
|
*/
|
||
|
idDamagable::idDamagable( void ) {
|
||
|
count = 0;
|
||
|
nextTriggerTime = 0;
|
||
|
invincibleTime = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::Save
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::Save( idSaveGame *savefile ) const {
|
||
|
|
||
|
savefile->WriteInt( invincibleTime );
|
||
|
|
||
|
savefile->WriteInt( stage );
|
||
|
savefile->WriteInt( stageNext );
|
||
|
|
||
|
// cnicholson: Don't save the stageDict, its setup in the restore
|
||
|
|
||
|
savefile->WriteInt( stageEndTime );
|
||
|
savefile->WriteInt( stageEndHealth );
|
||
|
savefile->WriteInt( stageEndSpeed );
|
||
|
savefile->WriteBool( stageEndOnGround );
|
||
|
savefile->WriteBool( activateStageOnTrigger );
|
||
|
|
||
|
savefile->WriteInt( count );
|
||
|
savefile->WriteInt( nextTriggerTime );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::Restore( idRestoreGame *savefile ) {
|
||
|
|
||
|
const char* stageName;
|
||
|
|
||
|
savefile->ReadInt( invincibleTime );
|
||
|
|
||
|
savefile->ReadInt( stage );
|
||
|
savefile->ReadInt( stageNext );
|
||
|
savefile->ReadInt( stageEndTime );
|
||
|
savefile->ReadInt( stageEndHealth );
|
||
|
savefile->ReadInt( stageEndSpeed );
|
||
|
savefile->ReadBool( stageEndOnGround );
|
||
|
savefile->ReadBool( activateStageOnTrigger );
|
||
|
|
||
|
savefile->ReadInt( count );
|
||
|
savefile->ReadInt( nextTriggerTime );
|
||
|
|
||
|
|
||
|
// Get the stage name, if there is none then there are no more stages
|
||
|
stageDict = NULL;
|
||
|
if ( spawnArgs.GetString ( va( "def_stage%d", stage ), "", &stageName ) && stageName ) {
|
||
|
|
||
|
stageDict = gameLocal.FindEntityDefDict ( stageName, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::Spawn( void ) {
|
||
|
idStr broken;
|
||
|
bool keepContents;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: stage stuff
|
||
|
stage = 0;
|
||
|
stageNext = 1;
|
||
|
stageDict = NULL;
|
||
|
stageEndTime = 0;
|
||
|
stageEndHealth = 9999;
|
||
|
stageEndSpeed = 0;
|
||
|
//jshepard:
|
||
|
stageEndOnGround = false;
|
||
|
// RAVEN END
|
||
|
|
||
|
health = spawnArgs.GetInt( "health", "5" );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr: stage stuff
|
||
|
stageEndHealth = health - 1;
|
||
|
activateStageOnTrigger = spawnArgs.GetBool("activateOnTrigger");
|
||
|
// RAVEN END
|
||
|
|
||
|
spawnArgs.GetInt( "count", "1", count );
|
||
|
invincibleTime = gameLocal.GetTime() + SEC2MS( spawnArgs.GetFloat( "invincibleTime", "0" ) );
|
||
|
nextTriggerTime = 0;
|
||
|
|
||
|
// make sure the model gets cached
|
||
|
spawnArgs.GetString( "broken", "", broken );
|
||
|
if ( broken.Length() && !renderModelManager->CheckModel( broken ) ) {
|
||
|
gameLocal.Error( "idDamagable '%s' at (%s): cannot load broken model '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), broken.c_str() );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: turn take damage off if it has no health
|
||
|
fl.takedamage = health > 0 ? true : false;
|
||
|
// RAVEN END
|
||
|
|
||
|
keepContents = spawnArgs.GetBool( "KeepContents" );
|
||
|
|
||
|
if ( keepContents ) {
|
||
|
// do nothing, keep the contents from the model
|
||
|
} else {
|
||
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::BecomeBroken
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::BecomeBroken( idEntity *activator ) {
|
||
|
float forceState;
|
||
|
int numStates;
|
||
|
int cycle;
|
||
|
float wait;
|
||
|
|
||
|
if ( gameLocal.time < nextTriggerTime ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetFloat( "wait", "0.1", wait );
|
||
|
nextTriggerTime = gameLocal.time + SEC2MS( wait );
|
||
|
if ( count > 0 ) {
|
||
|
count--;
|
||
|
if ( !count ) {
|
||
|
fl.takedamage = false;
|
||
|
} else {
|
||
|
health = spawnArgs.GetInt( "health", "5" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idStr broken;
|
||
|
|
||
|
spawnArgs.GetString( "broken", "", broken );
|
||
|
if ( broken.Length() ) {
|
||
|
SetModel( broken );
|
||
|
}
|
||
|
|
||
|
// offset the start time of the shader to sync it to the gameLocal time
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
|
||
|
spawnArgs.GetInt( "numstates", "1", numStates );
|
||
|
spawnArgs.GetInt( "cycle", "0", cycle );
|
||
|
spawnArgs.GetFloat( "forcestate", "0", forceState );
|
||
|
|
||
|
// set the state parm
|
||
|
if ( cycle ) {
|
||
|
renderEntity.shaderParms[ SHADERPARM_MODE ]++;
|
||
|
if ( renderEntity.shaderParms[ SHADERPARM_MODE ] > numStates ) {
|
||
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = 0;
|
||
|
}
|
||
|
} else if ( forceState ) {
|
||
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = forceState;
|
||
|
} else {
|
||
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = gameLocal.random.RandomInt( numStates ) + 1;
|
||
|
}
|
||
|
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
|
||
|
ActivateTargets( activator );
|
||
|
|
||
|
if ( spawnArgs.GetBool( "hideWhenBroken" ) ) {
|
||
|
Hide();
|
||
|
PostEventMS( &EV_RestoreDamagable, nextTriggerTime - gameLocal.time );
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idMoveable::Damage
|
||
|
============
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// abahr
|
||
|
void idDamagable::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ) {
|
||
|
|
||
|
if ( invincibleTime > gameLocal.GetTime() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If there is a damage filter we need to check to see if the damage def meets the requirement
|
||
|
const char* damageFilter;
|
||
|
if ( spawnArgs.GetString ( "damage_filter", "", &damageFilter ) && *damageFilter ) {
|
||
|
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName, false );
|
||
|
if ( !damageDef ) {
|
||
|
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName );
|
||
|
}
|
||
|
// If the filter isnt matched then ignore it
|
||
|
if ( !damageDef->GetBool ( va("filter_%s", damageFilter ) ) ) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
if ( spawnArgs.GetBool( "nosplash", "0" ) ) {
|
||
|
//ignore splash damage
|
||
|
const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName, false );
|
||
|
if ( !damageDef ) {
|
||
|
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName );
|
||
|
}
|
||
|
//if it has radius, then it's splash damage and ignore it
|
||
|
if ( damageDef->GetFloat ( "radius", "0" ) ) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idEntity::Damage ( inflictor, attacker, dir, damageDefName, damageScale, location );
|
||
|
|
||
|
// Force a stage update so impact effects will be correct
|
||
|
UpdateStage();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::Killed
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
if ( gameLocal.time < nextTriggerTime ) {
|
||
|
health += damage;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
BecomeBroken( attacker );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::UpdateStage
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::UpdateStage ( void ) {
|
||
|
|
||
|
// If there is a stage to go to then see if its time to do that
|
||
|
if ( stage != stageNext ) {
|
||
|
int oldstage;
|
||
|
|
||
|
// Check to see if the stage is complete
|
||
|
oldstage = stage;
|
||
|
while ( health < stageEndHealth || (stageEndTime != 0 && gameLocal.time > stageEndTime ) || (stageEndOnGround && GetPhysics()->HasGroundContacts()) || activateStageOnTrigger ) {
|
||
|
stage = stageNext;
|
||
|
|
||
|
//this only needs to happen once
|
||
|
activateStageOnTrigger = false;
|
||
|
|
||
|
// Get the stage name, if there is none then there are no more stages
|
||
|
const char* stageName;
|
||
|
if ( !spawnArgs.GetString ( va("def_stage%d", stage ), "", &stageName ) || !stageName ) {
|
||
|
stage = 0;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Get the stage dictionary
|
||
|
stageDict = gameLocal.FindEntityDefDict ( stageName, false );
|
||
|
if ( !stageDict ) {
|
||
|
gameLocal.Warning ( "could not find stage '%s' for moveable '%s'", stageName, name.c_str() );
|
||
|
stage = 0;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Get the end conditions of the stage
|
||
|
stageEndHealth = stageDict->GetInt ( "end_health", "-9999" );
|
||
|
|
||
|
stageEndOnGround = stageDict->GetBool( "end_onGround" );
|
||
|
|
||
|
// Timed?
|
||
|
stageEndTime = SEC2MS ( GetStageFloat ( "end_time" ) );
|
||
|
if ( stageEndTime > 0 ) {
|
||
|
stageEndTime += gameLocal.time;
|
||
|
}
|
||
|
|
||
|
// Set the next stage to move to when end conditions met
|
||
|
stageNext = stage + 1;
|
||
|
|
||
|
// Execute the new stage
|
||
|
ExecuteStage ( );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::ExecuteStage
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::ExecuteStage ( void ) {
|
||
|
const idKeyValue* kv;
|
||
|
bool remove;
|
||
|
|
||
|
// Remove the entity this frame?
|
||
|
remove = stageDict->GetBool ( "remove" );
|
||
|
|
||
|
// Targets?
|
||
|
if ( stageDict->GetBool( "triggerTargets" ) ) {
|
||
|
ActivateTargets( this );
|
||
|
}
|
||
|
|
||
|
// Unbind targets
|
||
|
if ( stageDict->GetBool( "unbindTargets" ) ) {
|
||
|
UnbindTargets( this );
|
||
|
}
|
||
|
|
||
|
// Stop current looping effects
|
||
|
StopAllEffects ( );
|
||
|
|
||
|
// Play all effects (if they start with "fx_loop" then also loop them
|
||
|
for ( kv = stageDict->MatchPrefix ( "fx_" ); kv; kv = stageDict->MatchPrefix("fx_",kv) ) {
|
||
|
if ( !kv->GetKey().Icmpn ( "fx_loop", 7 ) ) {
|
||
|
if ( !remove ) {
|
||
|
PlayEffect ( gameLocal.GetEffect ( *stageDict, kv->GetKey() ),
|
||
|
renderEntity.origin + GetStageVector ( va("offset_%s", kv->GetKey().c_str() ) ),
|
||
|
GetStageVector ( va("dir_%s", kv->GetKey().c_str() ), "1 0 0" ).ToMat3() * renderEntity.axis,
|
||
|
true );
|
||
|
}
|
||
|
} else {
|
||
|
gameLocal.PlayEffect ( gameLocal.GetEffect ( *stageDict, "fx_explode" ),
|
||
|
GetPhysics()->GetOrigin() + GetStageVector ( va("offset_%s", kv->GetKey().c_str() ) ) * GetPhysics()->GetAxis(),
|
||
|
GetStageVector ( va("dir_%s", kv->GetKey().c_str() ), "1 0 0" ).ToMat3() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Kick off debris
|
||
|
for ( kv = stageDict->MatchPrefix ( "def_debris" ); kv; kv = stageDict->MatchPrefix("def_debris",kv) ) {
|
||
|
const idDict* args = gameLocal.FindEntityDefDict ( kv->GetValue(), false );
|
||
|
if ( !args ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
rvClientMoveable* cent = NULL;
|
||
|
// force spawnclass to rvClientMoveable
|
||
|
gameLocal.SpawnClientEntityDef( *args, (rvClientEntity**)(¢), false, "rvClientMoveable" );
|
||
|
|
||
|
if( !cent ) {
|
||
|
continue;
|
||
|
}
|
||
|
cent->SetOrigin ( GetPhysics()->GetOrigin() + GetStageVector ( va("offset_%s", kv->GetKey().c_str()) ) * GetPhysics()->GetAxis() );
|
||
|
cent->SetAxis ( GetPhysics()->GetAxis ( ) );
|
||
|
|
||
|
idVec3 vel;
|
||
|
vel = GetStageVector ( va("vel_%s", kv->GetKey().c_str()) ) * GetPhysics()->GetAxis();
|
||
|
vel += GetPhysics()->GetLinearVelocity ( );
|
||
|
cent->GetPhysics()->SetLinearVelocity ( vel );
|
||
|
cent->PostEventMS ( &CL_FadeOut, 2500, 2500 );
|
||
|
}
|
||
|
|
||
|
// Apply force to all objects nearby
|
||
|
float fPush;
|
||
|
stageDict->GetFloat("radiusPush","0",fPush);
|
||
|
if (fPush > 0) {
|
||
|
gameLocal.RadiusPush( GetPhysics()->GetOrigin(), 128, fPush, this, this, 1.0f, true );
|
||
|
}
|
||
|
|
||
|
// Remove the entity now?
|
||
|
if ( remove ) {
|
||
|
Hide ( );
|
||
|
PostEventMS ( &EV_Remove, 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Switch model?
|
||
|
const char* model;
|
||
|
if ( stageDict->GetString ( "model", "", &model ) && *model ) {
|
||
|
SetModel( model );
|
||
|
}
|
||
|
|
||
|
// Skin?
|
||
|
const char* skin;
|
||
|
if ( stageDict->GetString ( "skin", "", &skin ) && *skin ) {
|
||
|
renderEntity.customSkin = declManager->FindSkin ( skin, false );
|
||
|
}
|
||
|
|
||
|
// Velocities
|
||
|
idVec3 vel;
|
||
|
vel = GetStageVector ( "vel_world" );
|
||
|
vel += (GetStageVector ( "vel_local" ) * GetPhysics()->GetAxis() );
|
||
|
vel += GetPhysics()->GetLinearVelocity ( );
|
||
|
GetPhysics()->SetLinearVelocity ( vel );
|
||
|
|
||
|
// Enable thinking to ensure stages are run
|
||
|
BecomeActive ( TH_THINK );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::GetStageVector
|
||
|
================
|
||
|
*/
|
||
|
idVec3 idDamagable::GetStageVector ( const char* key, const char* defaultString ) const {
|
||
|
idVec3 mins;
|
||
|
if ( stageDict->GetVector ( va("%s_min", key ), "", mins ) ) {
|
||
|
idVec3 maxs;
|
||
|
stageDict->GetVector ( va("%s_max", key), mins.ToString(), maxs );
|
||
|
return mins + (maxs - mins) * gameLocal.random.RandomFloat ( );
|
||
|
}
|
||
|
|
||
|
return stageDict->GetVector ( key, defaultString );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::GetStageFloat
|
||
|
================
|
||
|
*/
|
||
|
float idDamagable::GetStageFloat ( const char* key, const char* defaultString ) const {
|
||
|
float minValue;
|
||
|
if ( stageDict->GetFloat ( va("%s_min", key ), "", minValue ) ) {
|
||
|
float maxValue;
|
||
|
stageDict->GetFloat ( va("%s_max", key), va("%g",minValue), maxValue );
|
||
|
return minValue + (maxValue - minValue) * gameLocal.random.CRandomFloat ( );
|
||
|
}
|
||
|
|
||
|
return stageDict->GetFloat ( key, defaultString );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::GetStageInt
|
||
|
================
|
||
|
*/
|
||
|
int idDamagable::GetStageInt ( const char* key, const char* defaultString ) const {
|
||
|
int minValue;
|
||
|
if ( stageDict->GetInt ( va("%s_min", key ), "", minValue ) ) {
|
||
|
int maxValue;
|
||
|
stageDict->GetInt ( va("%s_max", key), va("%d",minValue), maxValue );
|
||
|
return minValue + (maxValue - minValue) * gameLocal.random.CRandomFloat ( );
|
||
|
}
|
||
|
|
||
|
return stageDict->GetInt ( key, defaultString );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::Event_BecomeBroken
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::Event_BecomeBroken( idEntity *activator ) {
|
||
|
BecomeBroken( activator );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: start stages
|
||
|
UpdateStage ( );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idDamagable::Event_RestoreDamagable
|
||
|
================
|
||
|
*/
|
||
|
void idDamagable::Event_RestoreDamagable( void ) {
|
||
|
health = spawnArgs.GetInt( "health", "5" );
|
||
|
Show();
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idExplodable
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idExplodable )
|
||
|
EVENT( EV_Activate, idExplodable::Event_Explode )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodable::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idExplodable::Spawn( void ) {
|
||
|
Hide();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idExplodable::Event_Explode
|
||
|
================
|
||
|
*/
|
||
|
void idExplodable::Event_Explode( idEntity *activator ) {
|
||
|
const char *temp;
|
||
|
|
||
|
if ( spawnArgs.GetString( "def_damage", "damage_explosion", &temp ) ) {
|
||
|
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), activator, activator, this, this, temp );
|
||
|
}
|
||
|
|
||
|
StartSound( "snd_explode", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
|
||
|
// Show() calls UpdateVisuals, so we don't need to call it ourselves after setting the shaderParms
|
||
|
renderEntity.shaderParms[SHADERPARM_RED] = 1.0f;
|
||
|
renderEntity.shaderParms[SHADERPARM_GREEN] = 1.0f;
|
||
|
renderEntity.shaderParms[SHADERPARM_BLUE] = 1.0f;
|
||
|
renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f;
|
||
|
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
||
|
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = 0.0f;
|
||
|
Show();
|
||
|
|
||
|
PostEventMS( &EV_Remove, 2000 );
|
||
|
|
||
|
ActivateTargets( activator );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idSpring
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idSpring )
|
||
|
EVENT( EV_PostSpawn, idSpring::Event_LinkSpring )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSpring::Think
|
||
|
================
|
||
|
*/
|
||
|
void idSpring::Think( void ) {
|
||
|
idVec3 start, end, origin;
|
||
|
idMat3 axis;
|
||
|
|
||
|
// run physics
|
||
|
RunPhysics();
|
||
|
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
// evaluate force
|
||
|
spring.Evaluate( gameLocal.time );
|
||
|
|
||
|
start = p1;
|
||
|
if ( ent1 && ent1->GetPhysics() ) {
|
||
|
axis = ent1->GetPhysics()->GetAxis();
|
||
|
origin = ent1->GetPhysics()->GetOrigin();
|
||
|
start = origin + start * axis;
|
||
|
}
|
||
|
|
||
|
end = p2;
|
||
|
if ( ent2 && ent2->GetPhysics() ) {
|
||
|
axis = ent2->GetPhysics()->GetAxis();
|
||
|
origin = ent2->GetPhysics()->GetOrigin();
|
||
|
end = origin + p2 * axis;
|
||
|
}
|
||
|
|
||
|
gameRenderWorld->DebugLine( idVec4(1, 1, 0, 1), start, end, 0, true );
|
||
|
}
|
||
|
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSpring::Event_LinkSpring
|
||
|
================
|
||
|
*/
|
||
|
void idSpring::Event_LinkSpring( void ) {
|
||
|
idStr name1, name2;
|
||
|
|
||
|
spawnArgs.GetString( "ent1", "", name1 );
|
||
|
spawnArgs.GetString( "ent2", "", name2 );
|
||
|
|
||
|
if ( name1.Length() ) {
|
||
|
ent1 = gameLocal.FindEntity( name1 );
|
||
|
if ( !ent1 ) {
|
||
|
gameLocal.Error( "idSpring '%s' at (%s): cannot find first entity '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), name1.c_str() );
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
ent1 = gameLocal.entities[ENTITYNUM_WORLD];
|
||
|
}
|
||
|
|
||
|
if ( name2.Length() ) {
|
||
|
ent2 = gameLocal.FindEntity( name2 );
|
||
|
if ( !ent2 ) {
|
||
|
gameLocal.Error( "idSpring '%s' at (%s): cannot find second entity '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), name2.c_str() );
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
ent2 = gameLocal.entities[ENTITYNUM_WORLD];
|
||
|
}
|
||
|
spring.SetPosition( ent1->GetPhysics(), id1, p1, ent2->GetPhysics(), id2, p2 );
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSpring::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idSpring::Spawn( void ) {
|
||
|
float Kstretch, damping, restLength;
|
||
|
|
||
|
spawnArgs.GetInt( "id1", "0", id1 );
|
||
|
spawnArgs.GetInt( "id2", "0", id2 );
|
||
|
spawnArgs.GetVector( "point1", "0 0 0", p1 );
|
||
|
spawnArgs.GetVector( "point2", "0 0 0", p2 );
|
||
|
spawnArgs.GetFloat( "constant", "100.0f", Kstretch );
|
||
|
spawnArgs.GetFloat( "damping", "10.0f", damping );
|
||
|
spawnArgs.GetFloat( "restlength", "0.0f", restLength );
|
||
|
|
||
|
spring.InitSpring( Kstretch, 0.0f, damping, restLength );
|
||
|
|
||
|
ent1 = ent2 = NULL;
|
||
|
|
||
|
PostEventMS( &EV_PostSpawn, 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSpring::Save
|
||
|
================
|
||
|
*/
|
||
|
void idSpring::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteInt ( id1 );
|
||
|
savefile->WriteInt ( id2 );
|
||
|
savefile->WriteVec3 ( p1 );
|
||
|
savefile->WriteVec3 ( p2 );
|
||
|
spring.Save ( savefile );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSpring::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idSpring::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadInt ( id1 );
|
||
|
savefile->ReadInt ( id2 );
|
||
|
savefile->ReadVec3 ( p1 );
|
||
|
savefile->ReadVec3 ( p2 );
|
||
|
spring.Restore ( savefile );
|
||
|
Event_LinkSpring ( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idForceField
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
const idEventDef EV_Toggle( "Toggle", NULL );
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idForceField )
|
||
|
EVENT( EV_Activate, idForceField::Event_Activate )
|
||
|
EVENT( EV_Toggle, idForceField::Event_Toggle )
|
||
|
EVENT( EV_FindTargets, idForceField::Event_FindTargets )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idForceField::Toggle
|
||
|
================
|
||
|
*/
|
||
|
void idForceField::Toggle( void ) {
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
} else {
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForceField::Think
|
||
|
================
|
||
|
*/
|
||
|
void idForceField::Think( void ) {
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
// evaluate force
|
||
|
forceField.Evaluate( gameLocal.time );
|
||
|
}
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForceField::Save
|
||
|
================
|
||
|
*/
|
||
|
void idForceField::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteStaticObject( forceField );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForceField::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idForceField::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadStaticObject( forceField );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForceField::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idForceField::Spawn( void ) {
|
||
|
idVec3 uniform;
|
||
|
float explosion, implosion, randomTorque;
|
||
|
|
||
|
if ( spawnArgs.GetVector( "uniform", "0 0 0", uniform ) ) {
|
||
|
forceField.Uniform( uniform );
|
||
|
} else if ( spawnArgs.GetFloat( "explosion", "0", explosion ) ) {
|
||
|
forceField.Explosion( explosion );
|
||
|
} else if ( spawnArgs.GetFloat( "implosion", "0", implosion ) ) {
|
||
|
forceField.Implosion( implosion );
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetFloat( "randomTorque", "0", randomTorque ) ) {
|
||
|
forceField.RandomTorque( randomTorque );
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetBool( "applyForce", "0" ) ) {
|
||
|
forceField.SetApplyType( FORCEFIELD_APPLY_FORCE );
|
||
|
} else if ( spawnArgs.GetBool( "applyImpulse", "0" ) ) {
|
||
|
forceField.SetApplyType( FORCEFIELD_APPLY_IMPULSE );
|
||
|
} else {
|
||
|
forceField.SetApplyType( FORCEFIELD_APPLY_VELOCITY );
|
||
|
}
|
||
|
|
||
|
forceField.SetPlayerOnly( spawnArgs.GetBool( "playerOnly", "0" ) );
|
||
|
forceField.SetMonsterOnly( spawnArgs.GetBool( "monsterOnly", "0" ) );
|
||
|
|
||
|
// set the collision model on the force field
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_PUSH_HEAP_MEM(this);
|
||
|
// RAVEN END
|
||
|
forceField.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ) );
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_POP_HEAP();
|
||
|
// RAVEN END
|
||
|
forceField.SetOwner( this );
|
||
|
// remove the collision model from the physics object
|
||
|
GetPhysics()->SetClipModel( NULL, 1.0f );
|
||
|
|
||
|
if ( spawnArgs.GetBool( "start_on" ) ) {
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idForceField::Event_Toggle
|
||
|
================
|
||
|
*/
|
||
|
void idForceField::Event_Toggle( void ) {
|
||
|
Toggle();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForceField::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idForceField::Event_Activate( idEntity *activator ) {
|
||
|
float wait;
|
||
|
|
||
|
Toggle();
|
||
|
if ( spawnArgs.GetFloat( "wait", "0.01", wait ) ) {
|
||
|
PostEventSec( &EV_Toggle, wait );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForceField::Event_FindTargets
|
||
|
================
|
||
|
*/
|
||
|
void idForceField::Event_FindTargets( void ) {
|
||
|
FindTargets();
|
||
|
RemoveNullTargets();
|
||
|
if ( targets.Num() ) {
|
||
|
forceField.Uniform( targets[0].GetEntity()->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: jump pads
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idForceField
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
const int JUMPPAD_EFFECT_DELAY = 100;
|
||
|
|
||
|
CLASS_DECLARATION( idForceField, rvJumpPad )
|
||
|
EVENT( EV_FindTargets, rvJumpPad::Event_FindTargets )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvJumpPad::rvJumpPad
|
||
|
================
|
||
|
*/
|
||
|
rvJumpPad::rvJumpPad ( void ) {
|
||
|
lastEffectTime = -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvJumpPad::Think
|
||
|
================
|
||
|
*/
|
||
|
void rvJumpPad::Think( void ) {
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
// evaluate force
|
||
|
forceField.Evaluate( gameLocal.time );
|
||
|
|
||
|
// If force has been applied to an entity and jump pad effect hasnt been played for a bit
|
||
|
// then play it now.
|
||
|
if ( forceField.GetLastApplyTime ( ) - lastEffectTime > JUMPPAD_EFFECT_DELAY ) {
|
||
|
// start locally
|
||
|
StartSound( "snd_jump", SND_CHANNEL_ITEM, 0, false, NULL );
|
||
|
if ( spawnArgs.GetString( "fx_jump" )[ 0 ] ) {
|
||
|
PlayEffect( "fx_jump", renderEntity.origin, effectAxis, false, vec3_origin, false );
|
||
|
}
|
||
|
|
||
|
// send through unreliable
|
||
|
if ( gameLocal.isServer ) {
|
||
|
idBitMsg msg;
|
||
|
byte msgBuf[ MAX_GAME_MESSAGE_SIZE ];
|
||
|
|
||
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
||
|
msg.WriteByte( GAME_UNRELIABLE_MESSAGE_EVENT );
|
||
|
msg.WriteBits( gameLocal.GetSpawnId( this ), 32 );
|
||
|
msg.WriteByte( EVENT_JUMPFX );
|
||
|
gameLocal.SendUnreliableMessagePVS( msg, this, gameLocal.pvs.GetPVSArea( renderEntity.origin ) );
|
||
|
}
|
||
|
|
||
|
lastEffectTime = forceField.GetLastApplyTime( );
|
||
|
}
|
||
|
}
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvJumpPad::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void rvJumpPad::Spawn( void ) {
|
||
|
forceField.SetApplyType( FORCEFIELD_APPLY_VELOCITY );
|
||
|
forceField.SetOwner( this );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvJumpPad::Event_FindTargets
|
||
|
================
|
||
|
*/
|
||
|
void rvJumpPad::Event_FindTargets( void ) {
|
||
|
FindTargets();
|
||
|
RemoveNullTargets();
|
||
|
if ( targets.Num() ) {
|
||
|
idEntity* ent;
|
||
|
ent = targets[0].GetEntity();
|
||
|
assert( ent );
|
||
|
|
||
|
idVec3 vert;
|
||
|
idVec3 diff;
|
||
|
idVec3 vel;
|
||
|
idVec3 localGravity( gameLocal.GetCurrentGravity(this) );
|
||
|
idVec3 localGravityNormal( localGravity.ToNormal() );
|
||
|
float time;
|
||
|
float dist;
|
||
|
|
||
|
// Find the distance along the gravity vector between the jump pad and its target
|
||
|
diff = (ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin());
|
||
|
vert = (diff * localGravityNormal) * localGravityNormal;
|
||
|
|
||
|
// Determine how long it would take to cover the distance along the gravity vector
|
||
|
time = idMath::Sqrt( vert.Length() / (0.5f * localGravity.Length()) );
|
||
|
if ( !time ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// The final velocity is the direction between the jump pad and its target using
|
||
|
// the travel time to determine the forward vector and adding in an inverse gravity vector.
|
||
|
vel = diff - vert;
|
||
|
dist = vel.Normalize();
|
||
|
|
||
|
vel = vel * (dist / time);
|
||
|
vel += (localGravity * -time);
|
||
|
|
||
|
forceField.Uniform( vel );
|
||
|
|
||
|
// calculate a coordinate axis where the vector to the jumppad target is forward
|
||
|
// use this to play the fx_jump fx
|
||
|
diff.Normalize();
|
||
|
effectAxis = diff.ToMat3();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
rvJumpPad::ClientReceiveEvent
|
||
|
===============
|
||
|
*/
|
||
|
bool rvJumpPad::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||
|
switch ( event ) {
|
||
|
case EVENT_JUMPFX: {
|
||
|
if ( spawnArgs.GetString( "fx_jump" )[ 0 ] ) {
|
||
|
PlayEffect( "fx_jump", renderEntity.origin, effectAxis, false, vec3_origin, false );
|
||
|
}
|
||
|
StartSound( "snd_jump", SND_CHANNEL_ITEM, 0, false, NULL );
|
||
|
return true;
|
||
|
}
|
||
|
default:
|
||
|
return idEntity::ClientReceiveEvent( event, time, msg );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idAnimated
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
const idEventDef EV_Animated_Start( "<start>" );
|
||
|
const idEventDef EV_LaunchMissiles( "launchMissiles", "ssssdf" );
|
||
|
const idEventDef EV_LaunchMissilesUpdate( "<launchMissiles>", "dddd" );
|
||
|
const idEventDef EV_AnimDone( "<AnimDone>", "d" );
|
||
|
const idEventDef EV_StartRagdoll( "startRagdoll" );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: script object
|
||
|
const idEventDef EV_SetAnimState ( "setAnimState", "sd" );
|
||
|
// RAVEN END
|
||
|
|
||
|
CLASS_DECLARATION( idAFEntity_Gibbable, idAnimated )
|
||
|
EVENT( EV_Activate, idAnimated::Event_Activate )
|
||
|
EVENT( EV_Animated_Start, idAnimated::Event_Start )
|
||
|
EVENT( EV_StartRagdoll, idAnimated::Event_StartRagdoll )
|
||
|
EVENT( EV_AnimDone, idAnimated::Event_AnimDone )
|
||
|
EVENT( EV_Footstep, idAnimated::Event_Footstep )
|
||
|
EVENT( EV_FootstepLeft, idAnimated::Event_Footstep )
|
||
|
EVENT( EV_FootstepRight, idAnimated::Event_Footstep )
|
||
|
EVENT( EV_LaunchMissiles, idAnimated::Event_LaunchMissiles )
|
||
|
EVENT( EV_LaunchMissilesUpdate, idAnimated::Event_LaunchMissilesUpdate )
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: script object
|
||
|
EVENT( EV_SetAnimState, idAnimated::Event_SetAnimState )
|
||
|
EVENT( AI_PlayAnim, idAnimated::Event_PlayAnim )
|
||
|
EVENT( AI_PlayCycle, idAnimated::Event_PlayCycle )
|
||
|
EVENT( AI_AnimDone, idAnimated::Event_AnimDone2 )
|
||
|
// RAVEN END
|
||
|
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::idAnimated
|
||
|
================
|
||
|
*/
|
||
|
idAnimated::idAnimated() {
|
||
|
int i;
|
||
|
|
||
|
anim = 0;
|
||
|
blendFrames = 0;
|
||
|
soundJoint = INVALID_JOINT;
|
||
|
activated = false;
|
||
|
combatModel = NULL;
|
||
|
activator = NULL;
|
||
|
current_anim_index = 0;
|
||
|
num_anims = 0;
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: script control
|
||
|
scriptThread = NULL;
|
||
|
for( i = 0; i < ANIM_NumAnimChannels; i++ ) {
|
||
|
animDoneTime[i] = 0;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::idAnimated
|
||
|
================
|
||
|
*/
|
||
|
idAnimated::~idAnimated() {
|
||
|
delete combatModel;
|
||
|
combatModel = NULL;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: kill script object
|
||
|
delete scriptThread;
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Save
|
||
|
================
|
||
|
*/
|
||
|
void idAnimated::Save( idSaveGame *savefile ) const {
|
||
|
int i;
|
||
|
|
||
|
savefile->WriteInt( num_anims );
|
||
|
savefile->WriteInt( current_anim_index );
|
||
|
savefile->WriteInt( anim );
|
||
|
savefile->WriteInt( blendFrames );
|
||
|
savefile->WriteJoint( soundJoint );
|
||
|
activator.Save( savefile );
|
||
|
savefile->WriteBool( activated );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
savefile->WriteObject( scriptThread );
|
||
|
savefile->WriteString( state );
|
||
|
savefile->WriteString( idealState );
|
||
|
for( i = 0; i < ANIM_NumAnimChannels; i++ ) {
|
||
|
savefile->WriteInt( animDoneTime[i] );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idAnimated::Restore( idRestoreGame *savefile ) {
|
||
|
int i;
|
||
|
|
||
|
savefile->ReadInt( num_anims );
|
||
|
savefile->ReadInt( current_anim_index );
|
||
|
savefile->ReadInt( anim );
|
||
|
savefile->ReadInt( blendFrames );
|
||
|
savefile->ReadJoint( soundJoint );
|
||
|
activator.Restore( savefile );
|
||
|
savefile->ReadBool( activated );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
savefile->ReadObject( reinterpret_cast<idClass *&>( scriptThread ) );
|
||
|
savefile->ReadString( state );
|
||
|
savefile->ReadString( idealState );
|
||
|
for( i = 0; i < ANIM_NumAnimChannels; i++ ) {
|
||
|
savefile->ReadInt( animDoneTime[i] );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idAnimated::Spawn( void ) {
|
||
|
idStr animname;
|
||
|
int anim2;
|
||
|
float wait;
|
||
|
const char *joint;
|
||
|
|
||
|
joint = spawnArgs.GetString( "sound_bone", "origin" );
|
||
|
soundJoint = animator.GetJointHandle( joint );
|
||
|
if ( soundJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "idAnimated '%s' at (%s): cannot find joint '%s' for sound playback", name.c_str(), GetPhysics()->GetOrigin().ToString(0), joint );
|
||
|
}
|
||
|
|
||
|
LoadAF( NULL );
|
||
|
|
||
|
// allow bullets to collide with a combat model
|
||
|
if ( spawnArgs.GetBool( "combatModel", "0" ) ) {
|
||
|
// 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
|
||
|
}
|
||
|
|
||
|
// allow the entity to take damage
|
||
|
if ( spawnArgs.GetBool( "takeDamage", "0" ) ) {
|
||
|
fl.takedamage = true;
|
||
|
}
|
||
|
|
||
|
blendFrames = 0;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: script control
|
||
|
// setup script object
|
||
|
const char* scriptObjectName;
|
||
|
if ( spawnArgs.GetString( "scriptobject", NULL, &scriptObjectName ) ) {
|
||
|
if ( !scriptObject.SetType( scriptObjectName ) ) {
|
||
|
gameLocal.Error( "Script object '%s' not found on entity '%s'.", scriptObjectName, name.c_str() );
|
||
|
}
|
||
|
|
||
|
// init the script object's data
|
||
|
scriptObject.ClearObject();
|
||
|
|
||
|
// call script object's constructor
|
||
|
const function_t *constructor;
|
||
|
constructor = scriptObject.GetConstructor();
|
||
|
if ( constructor ) {
|
||
|
// start a thread that will initialize after Spawn is done being called
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_PUSH_HEAP_MEM(this);
|
||
|
// RAVEN END
|
||
|
scriptThread = new idThread();
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_POP_HEAP();
|
||
|
// RAVEN END
|
||
|
scriptThread->ManualDelete();
|
||
|
scriptThread->ManualControl();
|
||
|
scriptThread->SetThreadName( name.c_str() );
|
||
|
scriptThread->CallFunction( this, constructor, true );
|
||
|
scriptThread->Execute ( );
|
||
|
}
|
||
|
|
||
|
fl.takedamage = true;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
current_anim_index = 0;
|
||
|
spawnArgs.GetInt( "num_anims", "0", num_anims );
|
||
|
|
||
|
blendFrames = spawnArgs.GetInt( "blend_in" );
|
||
|
|
||
|
animname = spawnArgs.GetString( num_anims ? "anim1" : "anim" );
|
||
|
if ( !animname.Length() ) {
|
||
|
anim = 0;
|
||
|
} else {
|
||
|
anim = animator.GetAnim( animname );
|
||
|
if ( !anim ) {
|
||
|
gameLocal.Error( "idAnimated '%s' at (%s): cannot find anim '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), animname.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetBool( "hide" ) ) {
|
||
|
Hide();
|
||
|
|
||
|
if ( !num_anims ) {
|
||
|
blendFrames = 0;
|
||
|
}
|
||
|
} else if ( spawnArgs.GetString( "start_anim", "", animname ) ) {
|
||
|
anim2 = animator.GetAnim( animname );
|
||
|
if ( !anim2 ) {
|
||
|
gameLocal.Error( "idAnimated '%s' at (%s): cannot find anim '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), animname.c_str() );
|
||
|
}
|
||
|
animator.CycleAnim( ANIMCHANNEL_ALL, anim2, gameLocal.time, 0 );
|
||
|
} else if ( anim ) {
|
||
|
// init joints to the first frame of the animation
|
||
|
// RAVEN BEGIN
|
||
|
frameBlend_t frameBlend = { 0, 0, 0, 1.0f, 0 };
|
||
|
animator.SetFrame( ANIMCHANNEL_ALL, anim, frameBlend );
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( !num_anims ) {
|
||
|
blendFrames = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetFloat( "wait", "-1", wait );
|
||
|
|
||
|
if ( wait >= 0 ) {
|
||
|
PostEventSec( &EV_Activate, wait, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::LoadAF
|
||
|
===============
|
||
|
*/
|
||
|
bool idAnimated::LoadAF( const char* keyname ) {
|
||
|
idStr fileName;
|
||
|
|
||
|
if ( !keyname || !*keyname ) {
|
||
|
keyname = "ragdoll";
|
||
|
}
|
||
|
|
||
|
if ( !spawnArgs.GetString( keyname, "*unknown*", fileName ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
af.SetAnimator( GetAnimator() );
|
||
|
return af.Load( this, fileName );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::GetPhysicsToSoundTransform
|
||
|
===============
|
||
|
*/
|
||
|
bool idAnimated::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
|
||
|
animator.GetJointTransform( soundJoint, gameLocal.time, origin, axis );
|
||
|
axis = renderEntity.axis;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAnimated::StartRagdoll
|
||
|
================
|
||
|
*/
|
||
|
bool idAnimated::StartRagdoll( void ) {
|
||
|
// if no AF loaded
|
||
|
if ( !af.IsLoaded() ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// if the AF is already active
|
||
|
if ( af.IsActive() ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// disable any collision model used
|
||
|
GetPhysics()->DisableClip();
|
||
|
|
||
|
// start using the AF
|
||
|
af.StartFromCurrentPose( spawnArgs.GetInt( "velocityTime", "0" ) );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::PlayNextAnim
|
||
|
=====================
|
||
|
*/
|
||
|
void idAnimated::PlayNextAnim( void ) {
|
||
|
const char *animname;
|
||
|
int len;
|
||
|
int cycle;
|
||
|
|
||
|
if ( current_anim_index >= num_anims ) {
|
||
|
Hide();
|
||
|
if ( spawnArgs.GetBool( "remove" ) ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
} else {
|
||
|
current_anim_index = 0;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Show();
|
||
|
current_anim_index++;
|
||
|
|
||
|
spawnArgs.GetString( va( "anim%d", current_anim_index ), NULL, &animname );
|
||
|
if ( !animname ) {
|
||
|
anim = 0;
|
||
|
animator.Clear( ANIMCHANNEL_ALL, gameLocal.time, FRAME2MS( blendFrames ) );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
anim = animator.GetAnim( animname );
|
||
|
if ( !anim ) {
|
||
|
gameLocal.Warning( "missing anim '%s' on %s", animname, name.c_str() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( g_debugCinematic.GetBool() ) {
|
||
|
gameLocal.Printf( "%d: '%s' start anim '%s'\n", gameLocal.framenum, GetName(), animname );
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetInt( "cycle", "1", cycle );
|
||
|
if ( ( current_anim_index == num_anims ) && spawnArgs.GetBool( "loop_last_anim" ) ) {
|
||
|
cycle = -1;
|
||
|
}
|
||
|
|
||
|
animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( blendFrames ) );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( cycle );
|
||
|
|
||
|
len = animator.CurrentAnim( ANIMCHANNEL_ALL )->PlayLength();
|
||
|
if ( len >= 0 ) {
|
||
|
PostEventMS( &EV_AnimDone, len, current_anim_index );
|
||
|
}
|
||
|
|
||
|
// offset the start time of the shader to sync it to the game time
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
|
||
|
animator.ForceUpdate();
|
||
|
UpdateAnimation();
|
||
|
UpdateVisuals();
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Event_StartRagdoll
|
||
|
================
|
||
|
*/
|
||
|
void idAnimated::Event_StartRagdoll( void ) {
|
||
|
StartRagdoll();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Event_AnimDone
|
||
|
================
|
||
|
*/
|
||
|
void idAnimated::Event_AnimDone( int animindex ) {
|
||
|
if ( g_debugCinematic.GetBool() ) {
|
||
|
const idAnim *animPtr = animator.GetAnim( anim );
|
||
|
gameLocal.Printf( "%d: '%s' end anim '%s'\n", gameLocal.framenum, GetName(), animPtr ? animPtr->Name() : "" );
|
||
|
}
|
||
|
|
||
|
if ( ( animindex >= num_anims ) && spawnArgs.GetBool( "remove" ) ) {
|
||
|
Hide();
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
} else if ( spawnArgs.GetBool( "auto_advance" ) ) {
|
||
|
PlayNextAnim();
|
||
|
} else {
|
||
|
activated = false;
|
||
|
}
|
||
|
|
||
|
ActivateTargets( activator.GetEntity() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idAnimated::Event_Activate( idEntity *_activator ) {
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: script object support
|
||
|
if ( scriptThread ) {
|
||
|
CallHandler ( "onActivate" );
|
||
|
return;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( num_anims ) {
|
||
|
PlayNextAnim();
|
||
|
activator = _activator;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( activated ) {
|
||
|
// already activated
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
activated = true;
|
||
|
activator = _activator;
|
||
|
ProcessEvent( &EV_Animated_Start );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Event_Start
|
||
|
================
|
||
|
*/
|
||
|
void idAnimated::Event_Start( void ) {
|
||
|
int cycle;
|
||
|
int len;
|
||
|
|
||
|
Show();
|
||
|
|
||
|
if ( num_anims ) {
|
||
|
PlayNextAnim();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( anim ) {
|
||
|
if ( g_debugCinematic.GetBool() ) {
|
||
|
const idAnim *animPtr = animator.GetAnim( anim );
|
||
|
gameLocal.Printf( "%d: '%s' start anim '%s'\n", gameLocal.framenum, GetName(), animPtr ? animPtr->Name() : "" );
|
||
|
}
|
||
|
spawnArgs.GetInt( "cycle", "1", cycle );
|
||
|
animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( blendFrames ) );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( cycle );
|
||
|
|
||
|
len = animator.CurrentAnim( ANIMCHANNEL_ALL )->PlayLength();
|
||
|
if ( len >= 0 ) {
|
||
|
PostEventMS( &EV_AnimDone, len, 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// offset the start time of the shader to sync it to the game time
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
|
||
|
animator.ForceUpdate();
|
||
|
UpdateAnimation();
|
||
|
UpdateVisuals();
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Event_Footstep
|
||
|
===============
|
||
|
*/
|
||
|
void idAnimated::Event_Footstep( void ) {
|
||
|
StartSound( "snd_footstep", SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::Event_LaunchMissilesUpdate
|
||
|
=====================
|
||
|
*/
|
||
|
void idAnimated::Event_LaunchMissilesUpdate( int launchjoint, int targetjoint, int numshots, int framedelay ) {
|
||
|
idVec3 launchPos;
|
||
|
idVec3 targetPos;
|
||
|
idMat3 axis;
|
||
|
idVec3 dir;
|
||
|
idEntity * ent;
|
||
|
idProjectile * projectile;
|
||
|
const idDict * projectileDef;
|
||
|
const char * projectilename;
|
||
|
|
||
|
projectilename = spawnArgs.GetString( "projectilename" );
|
||
|
projectileDef = gameLocal.FindEntityDefDict( projectilename, false );
|
||
|
if ( !projectileDef ) {
|
||
|
gameLocal.Warning( "idAnimated '%s' at (%s): 'launchMissiles' called with unknown projectile '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
StartSound( "snd_missile", SND_CHANNEL_WEAPON, 0, false, NULL );
|
||
|
|
||
|
animator.GetJointTransform( ( jointHandle_t )launchjoint, gameLocal.time, launchPos, axis );
|
||
|
launchPos = renderEntity.origin + launchPos * renderEntity.axis;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: with no target bone it will just shoot out the direction of the bones orientation
|
||
|
if ( targetjoint != INVALID_JOINT ) {
|
||
|
animator.GetJointTransform( ( jointHandle_t )targetjoint, gameLocal.time, targetPos, axis );
|
||
|
targetPos = renderEntity.origin + targetPos * renderEntity.axis;
|
||
|
dir = targetPos - launchPos;
|
||
|
} else {
|
||
|
axis *= renderEntity.axis;
|
||
|
dir = axis[0];
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
dir.Normalize();
|
||
|
|
||
|
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( !ent || !ent->IsType( idProjectile::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
gameLocal.Error( "idAnimated '%s' at (%s): in 'launchMissiles' call '%s' is not an idProjectile", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename );
|
||
|
}
|
||
|
projectile = ( idProjectile * )ent;
|
||
|
projectile->Create( this, launchPos, dir );
|
||
|
projectile->Launch( launchPos, dir, vec3_origin );
|
||
|
|
||
|
if ( numshots > 0 ) {
|
||
|
PostEventMS( &EV_LaunchMissilesUpdate, FRAME2MS( framedelay ), launchjoint, targetjoint, numshots - 1, framedelay );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::Event_LaunchMissiles
|
||
|
=====================
|
||
|
*/
|
||
|
void idAnimated::Event_LaunchMissiles( const char *projectilename, const char *sound, const char *launchjoint, const char *targetjoint, int numshots, int framedelay ) {
|
||
|
const idDict * projectileDef;
|
||
|
jointHandle_t launch;
|
||
|
jointHandle_t target;
|
||
|
|
||
|
projectileDef = gameLocal.FindEntityDefDict( projectilename, false );
|
||
|
if ( !projectileDef ) {
|
||
|
gameLocal.Warning( "idAnimated '%s' at (%s): unknown projectile '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), projectilename );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
launch = animator.GetJointHandle( launchjoint );
|
||
|
if ( launch == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "idAnimated '%s' at (%s): unknown launch joint '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), launchjoint );
|
||
|
gameLocal.Error( "Unknown joint '%s'", launchjoint );
|
||
|
}
|
||
|
|
||
|
target = animator.GetJointHandle( targetjoint );
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: invalid is ok now, it means shoot out the direction of the bone
|
||
|
// if ( target == INVALID_JOINT ) {
|
||
|
// gameLocal.Warning( "idAnimated '%s' at (%s): unknown target joint '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), targetjoint );
|
||
|
// }
|
||
|
// RAVEN END
|
||
|
|
||
|
spawnArgs.Set( "projectilename", projectilename );
|
||
|
spawnArgs.Set( "missilesound", sound );
|
||
|
|
||
|
CancelEvents( &EV_LaunchMissilesUpdate );
|
||
|
// RAVEN BEGIN
|
||
|
// nmckenzie: Do this now. No delays. No event loops or updates. Just a straightforward DO THIS. Tacky.
|
||
|
if ( numshots == 1 && framedelay == 0 ){
|
||
|
Event_LaunchMissilesUpdate ( launch, target, 1, 0 );
|
||
|
}
|
||
|
else{
|
||
|
ProcessEvent( &EV_LaunchMissilesUpdate, launch, target, numshots - 1, framedelay );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: added
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::ShouldConstructScriptObjectAtSpawn
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAnimated::ShouldConstructScriptObjectAtSpawn( void ) const {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::Think
|
||
|
=====================
|
||
|
*/
|
||
|
void idAnimated::Think ( void ) {
|
||
|
UpdateScript ( );
|
||
|
idAFEntity_Gibbable::Think ( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::Think
|
||
|
=====================
|
||
|
*/
|
||
|
void idAnimated::Damage ( idEntity* inflictor, idEntity* attacker, const idVec3& dir, const char* damageDefName, const float damageScale, const int location ) {
|
||
|
if ( !scriptThread ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CallHandler ( "onDamage" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::Event_PlayAnim
|
||
|
=====================
|
||
|
*/
|
||
|
void idAnimated::Event_PlayAnim( int channel, const char *animname ) {
|
||
|
int anim;
|
||
|
|
||
|
anim = animator.GetAnim( animname );
|
||
|
if ( !anim ) {
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
|
||
|
animator.Clear( channel, gameLocal.time, FRAME2MS( blendFrames ) );
|
||
|
animDoneTime[channel] = 0;
|
||
|
idThread::ReturnFloat( false );
|
||
|
} else {
|
||
|
animator.PlayAnim( channel, anim, gameLocal.time, FRAME2MS( blendFrames ) );
|
||
|
animDoneTime[channel] = animator.CurrentAnim( channel )->GetEndTime();
|
||
|
idThread::ReturnFloat( MS2SEC( animDoneTime[channel] - gameLocal.time ) );
|
||
|
}
|
||
|
blendFrames = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Event_PlayCycle
|
||
|
===============
|
||
|
*/
|
||
|
void idAnimated::Event_PlayCycle( int channel, const char *animname ) {
|
||
|
int anim;
|
||
|
|
||
|
anim = animator.GetAnim( animname );
|
||
|
if ( !anim ) {
|
||
|
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
|
||
|
animator.Clear( channel, gameLocal.time, FRAME2MS( blendFrames ) );
|
||
|
animDoneTime[channel] = 0;
|
||
|
} else {
|
||
|
animator.CycleAnim( channel, anim, gameLocal.time, FRAME2MS( blendFrames ) );
|
||
|
animDoneTime[channel] = animator.CurrentAnim( channel )->GetEndTime();
|
||
|
}
|
||
|
blendFrames = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Event_AnimDone2
|
||
|
===============
|
||
|
*/
|
||
|
void idAnimated::Event_AnimDone2( int channel, int blend ) {
|
||
|
if ( animDoneTime[channel] - FRAME2MS( blend ) <= gameLocal.time ) {
|
||
|
idThread::ReturnInt( true );
|
||
|
} else {
|
||
|
idThread::ReturnInt( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAnimated::Event_SetAnimState
|
||
|
===============
|
||
|
*/
|
||
|
void idAnimated::Event_SetAnimState ( const char* statename, int blend ) {
|
||
|
const function_t *func;
|
||
|
|
||
|
func = scriptObject.GetFunction( statename );
|
||
|
if ( !func ) {
|
||
|
gameLocal.Error( "Can't find function '%s' in object '%s'", statename, scriptObject.GetTypeName() );
|
||
|
}
|
||
|
|
||
|
idealState = statename;
|
||
|
blendFrames = blend;
|
||
|
scriptThread->DoneProcessing();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAnimated::UpdateScript
|
||
|
================
|
||
|
*/
|
||
|
void idAnimated::UpdateScript( void ) {
|
||
|
int count;
|
||
|
|
||
|
if ( !scriptThread || !gameLocal.isNewFrame ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( idealState.Length() ) {
|
||
|
SetState( idealState, blendFrames );
|
||
|
}
|
||
|
|
||
|
// If no state has been set then dont execute nothing
|
||
|
if ( !state.Length ( ) || scriptThread->IsWaiting() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// update script state
|
||
|
count = 10;
|
||
|
while( ( scriptThread->Execute() || idealState.Length() ) && count-- ) {
|
||
|
if ( idealState.Length() ) {
|
||
|
SetState( idealState, blendFrames );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::CallHandler
|
||
|
=====================
|
||
|
*/
|
||
|
void idAnimated::CallHandler ( const char* handler ) {
|
||
|
const function_t *func;
|
||
|
func = scriptObject.GetFunction( handler );
|
||
|
if ( !func ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
scriptThread->CallFunction( this, func, false );
|
||
|
scriptThread->Execute ( );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAnimated::SetState
|
||
|
=====================
|
||
|
*/
|
||
|
void idAnimated::SetState( const char *statename, int frames ) {
|
||
|
const function_t *func;
|
||
|
|
||
|
func = scriptObject.GetFunction( statename );
|
||
|
if ( !func ) {
|
||
|
gameLocal.Error( "Can't find function '%s' in object '%s'", statename, scriptObject.GetTypeName() );
|
||
|
}
|
||
|
|
||
|
scriptThread->CallFunction( this, func, true );
|
||
|
state = statename;
|
||
|
blendFrames = frames;
|
||
|
idealState = "";
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idStaticEntity
|
||
|
|
||
|
Some static entities may be optimized into inline geometry by dmap
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idStaticEntity )
|
||
|
EVENT( EV_Activate, idStaticEntity::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idStaticEntity::idStaticEntity
|
||
|
===============
|
||
|
*/
|
||
|
idStaticEntity::idStaticEntity( void ) {
|
||
|
spawnTime = 0;
|
||
|
active = false;
|
||
|
fadeFrom.Set( 1, 1, 1, 1 );
|
||
|
fadeTo.Set( 1, 1, 1, 1 );
|
||
|
fadeStart = 0;
|
||
|
fadeEnd = 0;
|
||
|
runGui = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idStaticEntity::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idStaticEntity::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteInt( spawnTime );
|
||
|
savefile->WriteBool( active );
|
||
|
savefile->WriteVec4( fadeFrom );
|
||
|
savefile->WriteVec4( fadeTo );
|
||
|
savefile->WriteInt( fadeStart );
|
||
|
savefile->WriteInt( fadeEnd );
|
||
|
savefile->WriteBool( runGui );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idStaticEntity::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idStaticEntity::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadInt( spawnTime );
|
||
|
savefile->ReadBool( active );
|
||
|
savefile->ReadVec4( fadeFrom );
|
||
|
savefile->ReadVec4( fadeTo );
|
||
|
savefile->ReadInt( fadeStart );
|
||
|
savefile->ReadInt( fadeEnd );
|
||
|
savefile->ReadBool( runGui );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idStaticEntity::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idStaticEntity::Spawn( void ) {
|
||
|
bool solid;
|
||
|
bool hidden;
|
||
|
bool keepContents;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: inline models can be solid, since the entities hang around anyway (don't know why it was done that way)
|
||
|
solid = spawnArgs.GetBool( "solid" );
|
||
|
|
||
|
// an inline static model will not do anything at all
|
||
|
if ( spawnArgs.GetBool( "inline" ) || gameLocal.world->spawnArgs.GetBool( "inlineAllStatics" ) ) {
|
||
|
Hide();
|
||
|
if ( solid ) {
|
||
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
hidden = spawnArgs.GetBool( "hide" );
|
||
|
keepContents = spawnArgs.GetBool( "KeepContents" );
|
||
|
|
||
|
if ( keepContents ) {
|
||
|
// do nothing, keep the contents from the model
|
||
|
} else if ( solid && !hidden ) {
|
||
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
||
|
} else {
|
||
|
GetPhysics()->SetContents( 0 );
|
||
|
}
|
||
|
|
||
|
spawnTime = gameLocal.time;
|
||
|
active = false;
|
||
|
|
||
|
idStr model = spawnArgs.GetString( "model" );
|
||
|
// FIXME: temp also catch obsolete .ips extension
|
||
|
if ( model.Find( ".ips" ) >= 0 || model.Find( ".prt" ) >= 0 ) {
|
||
|
// we want the parametric particles out of sync with each other
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = gameLocal.random.RandomInt( 32767 );
|
||
|
}
|
||
|
|
||
|
fadeFrom.Set( 1, 1, 1, 1 );
|
||
|
fadeTo.Set( 1, 1, 1, 1 );
|
||
|
fadeStart = 0;
|
||
|
fadeEnd = 0;
|
||
|
|
||
|
// NOTE: this should be used very rarely because it is expensive
|
||
|
runGui = spawnArgs.GetBool( "runGui" );
|
||
|
if ( runGui ) {
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idStaticEntity::ShowEditingDialog
|
||
|
================
|
||
|
*/
|
||
|
void idStaticEntity::ShowEditingDialog( void ) {
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: not using
|
||
|
// common->InitTool( EDITOR_PARTICLE, &spawnArgs );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
/*
|
||
|
================
|
||
|
idStaticEntity::Think
|
||
|
================
|
||
|
*/
|
||
|
void idStaticEntity::Think( void ) {
|
||
|
idEntity::Think();
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
if ( runGui && renderEntity.gui[0] ) {
|
||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||
|
if ( player ) {
|
||
|
if ( !player->objectiveSystemOpen ) {
|
||
|
for( int i = 0; i < MAX_RENDERENTITY_GUI; i++ ) {
|
||
|
if ( renderEntity.gui[ i ] ) {
|
||
|
renderEntity.gui[ i ]->StateChanged( gameLocal.time, true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( fadeEnd > 0 ) {
|
||
|
idVec4 color;
|
||
|
if ( gameLocal.time < fadeEnd ) {
|
||
|
color.Lerp( fadeFrom, fadeTo, ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ) );
|
||
|
} else {
|
||
|
color = fadeTo;
|
||
|
fadeEnd = 0;
|
||
|
BecomeInactive( TH_THINK );
|
||
|
}
|
||
|
SetColor( color );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idStaticEntity::Fade
|
||
|
================
|
||
|
*/
|
||
|
void idStaticEntity::Fade( const idVec4 &to, float fadeTime ) {
|
||
|
GetColor( fadeFrom );
|
||
|
fadeTo = to;
|
||
|
fadeStart = gameLocal.time;
|
||
|
fadeEnd = gameLocal.time + SEC2MS( fadeTime );
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idStaticEntity::Hide
|
||
|
================
|
||
|
*/
|
||
|
void idStaticEntity::Hide( void ) {
|
||
|
idEntity::Hide();
|
||
|
GetPhysics()->SetContents( 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idStaticEntity::Show
|
||
|
================
|
||
|
*/
|
||
|
void idStaticEntity::Show( void ) {
|
||
|
idEntity::Show();
|
||
|
if ( spawnArgs.GetBool( "solid" ) ) {
|
||
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idStaticEntity::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idStaticEntity::Event_Activate( idEntity *activator ) {
|
||
|
idStr activateGui;
|
||
|
|
||
|
spawnTime = gameLocal.time;
|
||
|
active = !active;
|
||
|
|
||
|
const idKeyValue *kv = spawnArgs.FindKey( "hide" );
|
||
|
if ( kv ) {
|
||
|
if ( IsHidden() ) {
|
||
|
Show();
|
||
|
} else {
|
||
|
Hide();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( spawnTime );
|
||
|
renderEntity.shaderParms[5] = active;
|
||
|
// this change should be a good thing, it will automatically turn on
|
||
|
// lights etc.. when triggered so that does not have to be specifically done
|
||
|
// with trigger parms.. it MIGHT break things so need to keep an eye on it
|
||
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = ( renderEntity.shaderParms[ SHADERPARM_MODE ] ) ? 0.0f : 1.0f;
|
||
|
BecomeActive( TH_UPDATEVISUALS );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idStaticEntity::WriteToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idStaticEntity::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
||
|
GetPhysics()->WriteToSnapshot( msg );
|
||
|
WriteBindToSnapshot( msg );
|
||
|
WriteColorToSnapshot( msg );
|
||
|
WriteGUIToSnapshot( msg );
|
||
|
msg.WriteBits( IsHidden()?1:0, 1 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idStaticEntity::ReadFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idStaticEntity::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
||
|
bool hidden;
|
||
|
|
||
|
GetPhysics()->ReadFromSnapshot( msg );
|
||
|
ReadBindFromSnapshot( msg );
|
||
|
ReadColorFromSnapshot( msg );
|
||
|
ReadGUIFromSnapshot( msg );
|
||
|
hidden = msg.ReadBits( 1 ) == 1;
|
||
|
if ( hidden != IsHidden() ) {
|
||
|
if ( hidden ) {
|
||
|
Hide();
|
||
|
} else {
|
||
|
Show();
|
||
|
}
|
||
|
}
|
||
|
if ( msg.HasChanged() ) {
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncEmitter
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
|
||
|
CLASS_DECLARATION( idStaticEntity, idFuncEmitter )
|
||
|
EVENT( EV_Activate, idFuncEmitter::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncEmitter::idFuncEmitter
|
||
|
===============
|
||
|
*/
|
||
|
idFuncEmitter::idFuncEmitter( void ) {
|
||
|
hidden = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncEmitter::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncEmitter::Spawn( void ) {
|
||
|
if ( spawnArgs.GetBool( "start_off" ) ) {
|
||
|
hidden = true;
|
||
|
renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( 1 );
|
||
|
UpdateVisuals();
|
||
|
} else {
|
||
|
hidden = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncEmitter::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncEmitter::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteBool( hidden );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncEmitter::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncEmitter::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadBool( hidden );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncEmitter::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idFuncEmitter::Event_Activate( idEntity *activator ) {
|
||
|
if ( hidden || spawnArgs.GetBool( "cycleTrigger" ) ) {
|
||
|
renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = 0;
|
||
|
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
||
|
hidden = false;
|
||
|
} else {
|
||
|
renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( gameLocal.time );
|
||
|
hidden = true;
|
||
|
}
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncEmitter::WriteToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idFuncEmitter::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
||
|
msg.WriteBits( hidden ? 1 : 0, 1 );
|
||
|
msg.WriteFloat( renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] );
|
||
|
msg.WriteFloat( renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncEmitter::ReadFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idFuncEmitter::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
||
|
hidden = msg.ReadBits( 1 ) != 0;
|
||
|
renderEntity.shaderParms[ SHADERPARM_PARTICLE_STOPTIME ] = msg.ReadFloat();
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = msg.ReadFloat();
|
||
|
if ( msg.HasChanged() ) {
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncSplat
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
|
||
|
const idEventDef EV_Splat( "<Splat>" );
|
||
|
CLASS_DECLARATION( idFuncEmitter, idFuncSplat )
|
||
|
EVENT( EV_Activate, idFuncSplat::Event_Activate )
|
||
|
EVENT( EV_Splat, idFuncSplat::Event_Splat )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncSplat::idFuncSplat
|
||
|
===============
|
||
|
*/
|
||
|
idFuncSplat::idFuncSplat( void ) {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncSplat::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncSplat::Spawn( void ) {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncSplat::Event_Splat
|
||
|
================
|
||
|
*/
|
||
|
void idFuncSplat::Event_Splat( void ) {
|
||
|
const char *splat = NULL;
|
||
|
int count = spawnArgs.GetInt( "splatCount", "1" );
|
||
|
for ( int i = 0; i < count; i++ ) {
|
||
|
splat = spawnArgs.RandomPrefix( "mtr_splat", gameLocal.random );
|
||
|
if ( splat && *splat ) {
|
||
|
float size = spawnArgs.GetFloat( "splatSize", "128" );
|
||
|
float dist = spawnArgs.GetFloat( "splatDistance", "128" );
|
||
|
float angle = spawnArgs.GetFloat( "splatAngle", "0" );
|
||
|
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[2], dist, true, size, splat, angle );
|
||
|
}
|
||
|
}
|
||
|
StartSound( "snd_splat", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncSplat::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idFuncSplat::Event_Activate( idEntity *activator ) {
|
||
|
idFuncEmitter::Event_Activate( activator );
|
||
|
PostEventSec( &EV_Splat, spawnArgs.GetFloat( "splatDelay", "0.25" ) );
|
||
|
StartSound( "snd_spurt", SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTextEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idTextEntity )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idTextEntity::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idTextEntity::Spawn( void ) {
|
||
|
// these are cached as the are used each frame
|
||
|
text = spawnArgs.GetString( "text" );
|
||
|
playerOriented = spawnArgs.GetBool( "playerOriented" );
|
||
|
bool force = spawnArgs.GetBool( "force" );
|
||
|
if ( developer.GetBool() || force ) {
|
||
|
BecomeActive(TH_THINK);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idTextEntity::Save
|
||
|
================
|
||
|
*/
|
||
|
void idTextEntity::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteString( text );
|
||
|
savefile->WriteBool( playerOriented );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idTextEntity::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idTextEntity::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadString( text );
|
||
|
savefile->ReadBool( playerOriented );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idTextEntity::Think
|
||
|
================
|
||
|
*/
|
||
|
void idTextEntity::Think( void ) {
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
gameRenderWorld->DrawText( text, GetPhysics()->GetOrigin(), 0.25, colorWhite, playerOriented ? gameLocal.GetLocalPlayer()->viewAngles.ToMat3() : GetPhysics()->GetAxis().Transpose(), 1 );
|
||
|
for ( int i = 0; i < targets.Num(); i++ ) {
|
||
|
if ( targets[i].GetEntity() ) {
|
||
|
gameRenderWorld->DebugArrow( colorBlue, GetPhysics()->GetOrigin(), targets[i].GetEntity()->GetPhysics()->GetOrigin(), 1 );
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
BecomeInactive( TH_ALL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idTextEntity::Think
|
||
|
================
|
||
|
*/
|
||
|
void idTextEntity::ClientPredictionThink( void ) {
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
gameRenderWorld->DrawText( text, GetPhysics()->GetOrigin(), 0.25, colorWhite, playerOriented ? gameLocal.GetLocalPlayer()->viewAngles.ToMat3() : GetPhysics()->GetAxis().Transpose(), 1 );
|
||
|
for ( int i = 0; i < targets.Num(); i++ ) {
|
||
|
if ( targets[i].GetEntity() ) {
|
||
|
gameRenderWorld->DebugArrow( colorBlue, GetPhysics()->GetOrigin(), targets[i].GetEntity()->GetPhysics()->GetOrigin(), 1 );
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
BecomeInactive( TH_ALL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idVacuumSeperatorEntity
|
||
|
|
||
|
Can be triggered to let vacuum through a portal (blown out window)
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idVacuumSeparatorEntity )
|
||
|
EVENT( EV_Activate, idVacuumSeparatorEntity::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idVacuumSeparatorEntity::idVacuumSeparatorEntity
|
||
|
================
|
||
|
*/
|
||
|
idVacuumSeparatorEntity::idVacuumSeparatorEntity( void ) {
|
||
|
portal = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idVacuumSeparatorEntity::Save
|
||
|
================
|
||
|
*/
|
||
|
void idVacuumSeparatorEntity::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteInt( (int)portal );
|
||
|
savefile->WriteInt( gameRenderWorld->GetPortalState( portal ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idVacuumSeparatorEntity::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idVacuumSeparatorEntity::Restore( idRestoreGame *savefile ) {
|
||
|
int state;
|
||
|
|
||
|
savefile->ReadInt( (int &)portal );
|
||
|
savefile->ReadInt( state );
|
||
|
|
||
|
gameLocal.SetPortalState( portal, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idVacuumSeparatorEntity::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idVacuumSeparatorEntity::Spawn() {
|
||
|
idBounds b;
|
||
|
|
||
|
b = idBounds( spawnArgs.GetVector( "origin" ) ).Expand( 16 );
|
||
|
portal = gameRenderWorld->FindPortal( b );
|
||
|
if ( !portal ) {
|
||
|
gameLocal.Warning( "VacuumSeparator '%s' didn't contact a portal", spawnArgs.GetString( "name" ) );
|
||
|
return;
|
||
|
}
|
||
|
gameLocal.SetPortalState( portal, PS_BLOCK_AIR | PS_BLOCK_LOCATION );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idVacuumSeparatorEntity::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idVacuumSeparatorEntity::Event_Activate( idEntity *activator ) {
|
||
|
if ( !portal ) {
|
||
|
return;
|
||
|
}
|
||
|
gameLocal.SetPortalState( portal, PS_BLOCK_NONE );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idLocationSeparatorEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idLocationSeparatorEntity )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLocationSeparatorEntity::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idLocationSeparatorEntity::Spawn() {
|
||
|
idBounds b;
|
||
|
|
||
|
b = idBounds( spawnArgs.GetVector( "origin" ) ).Expand( 16 );
|
||
|
qhandle_t portal = gameRenderWorld->FindPortal( b );
|
||
|
if ( !portal ) {
|
||
|
gameLocal.Warning( "LocationSeparator '%s' didn't contact a portal", spawnArgs.GetString( "name" ) );
|
||
|
}
|
||
|
gameLocal.SetPortalState( portal, PS_BLOCK_LOCATION );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idVacuumEntity
|
||
|
|
||
|
Levels should only have a single vacuum entity.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idVacuumEntity )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idVacuumEntity::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idVacuumEntity::Spawn() {
|
||
|
if ( gameLocal.vacuumAreaNum != -1 ) {
|
||
|
gameLocal.Warning( "idVacuumEntity::Spawn: multiple idVacuumEntity in level" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idVec3 org = spawnArgs.GetVector( "origin" );
|
||
|
|
||
|
gameLocal.vacuumAreaNum = gameRenderWorld->PointInArea( org );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr:
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
rvGravitySeparatorEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, rvGravitySeparatorEntity )
|
||
|
EVENT( EV_Activate, rvGravitySeparatorEntity::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravitySeparatorEntity::idVacuumSeparatorEntity
|
||
|
================
|
||
|
*/
|
||
|
rvGravitySeparatorEntity::rvGravitySeparatorEntity( void ) {
|
||
|
portal = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravitySeparatorEntity::Save
|
||
|
================
|
||
|
*/
|
||
|
void rvGravitySeparatorEntity::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteInt( (int)portal );
|
||
|
savefile->WriteInt( gameRenderWorld->GetPortalState( portal ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravitySeparatorEntity::Restore
|
||
|
================
|
||
|
*/
|
||
|
void rvGravitySeparatorEntity::Restore( idRestoreGame *savefile ) {
|
||
|
int state;
|
||
|
|
||
|
savefile->ReadInt( (int &)portal );
|
||
|
savefile->ReadInt( state );
|
||
|
|
||
|
gameLocal.SetPortalState( portal, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravitySeparatorEntity::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void rvGravitySeparatorEntity::Spawn() {
|
||
|
idBounds b;
|
||
|
|
||
|
b = idBounds( spawnArgs.GetVector( "origin" ) ).Expand( 16 );
|
||
|
portal = gameRenderWorld->FindPortal( b );
|
||
|
if ( !portal ) {
|
||
|
gameLocal.Warning( "GravitySeparator '%s' didn't contact a portal", spawnArgs.GetString( "name" ) );
|
||
|
return;
|
||
|
}
|
||
|
gameLocal.SetPortalState( portal, gameRenderWorld->GetPortalState(portal) | PS_BLOCK_GRAVITY );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravitySeparatorEntity::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void rvGravitySeparatorEntity::Event_Activate( idEntity *activator ) {
|
||
|
if ( !portal ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int portalState = gameRenderWorld->GetPortalState( portal );
|
||
|
gameLocal.SetPortalState( portal, (portalState & PS_BLOCK_GRAVITY) > 0 ? (portalState & ~PS_BLOCK_GRAVITY) : portalState | PS_BLOCK_GRAVITY );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
rvGravityEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
ABSTRACT_DECLARATION( idEntity, rvGravityArea )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void rvGravityArea::Spawn() {
|
||
|
area = gameRenderWorld->PointInArea( spawnArgs.GetVector("origin") );
|
||
|
gameLocal.AddUniqueGravityInfo( this );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea::Save
|
||
|
================
|
||
|
*/
|
||
|
void rvGravityArea::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteInt( area );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea::Restore
|
||
|
================
|
||
|
*/
|
||
|
void rvGravityArea::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadInt( area );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea::IsEqualTo
|
||
|
================
|
||
|
*/
|
||
|
bool rvGravityArea::IsEqualTo( const rvGravityArea* area ) const {
|
||
|
assert( area );
|
||
|
return !idStr::Icmp( GetName(), area->GetName() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea::operator==
|
||
|
================
|
||
|
*/
|
||
|
bool rvGravityArea::operator==( const rvGravityArea* area ) const {
|
||
|
return IsEqualTo( area );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea::operator==
|
||
|
================
|
||
|
*/
|
||
|
bool rvGravityArea::operator==( const rvGravityArea& area ) const {
|
||
|
return IsEqualTo( &area );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea::operator!=
|
||
|
================
|
||
|
*/
|
||
|
bool rvGravityArea::operator!=( const rvGravityArea* area ) const {
|
||
|
return !IsEqualTo( area );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea::operator!=
|
||
|
================
|
||
|
*/
|
||
|
bool rvGravityArea::operator!=( const rvGravityArea& area ) const {
|
||
|
return !IsEqualTo( &area );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
rvGravityEntity_Static
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
CLASS_DECLARATION( rvGravityArea, rvGravityArea_Static )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea_Static::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void rvGravityArea_Static::Spawn() {
|
||
|
gravity = spawnArgs.GetVector( "gravity" );// * gameLocal.GetGravity().Length();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea_Static::Save
|
||
|
================
|
||
|
*/
|
||
|
void rvGravityArea_Static::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteVec3( gravity );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea_Static::Restore
|
||
|
================
|
||
|
*/
|
||
|
void rvGravityArea_Static::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadVec3( gravity );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
rvGravityArea_SurfaceNormal
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
CLASS_DECLARATION( rvGravityArea, rvGravityArea_SurfaceNormal )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea_SurfaceNormal::GetGravity
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 rvGravityArea_SurfaceNormal::GetGravity( const idVec3& origin, const idMat3& axis, int clipMask, idEntity* passEntity ) const {
|
||
|
trace_t results;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
if( !gameLocal.TracePoint( this, results, origin, origin + -axis[2] * 50.0f, clipMask, passEntity ) ) {
|
||
|
// RAVEN END
|
||
|
return gameLocal.GetGravity();
|
||
|
}
|
||
|
|
||
|
return -results.c.normal * gameLocal.GetGravity().Length();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea_SurfaceNormal::GetGravity
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 rvGravityArea_SurfaceNormal::GetGravity( const idEntity* ent ) const {
|
||
|
return GetGravity( ent->GetPhysics() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea_SurfaceNormal::GetGravity
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 rvGravityArea_SurfaceNormal::GetGravity( const rvClientEntity* ent ) const {
|
||
|
return GetGravity( ent->GetPhysics() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
rvGravityArea_SurfaceNormal::GetGravity
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 rvGravityArea_SurfaceNormal::GetGravity( const idPhysics* physics ) const {
|
||
|
return GetGravity( physics->GetOrigin(), physics->GetAxis(), physics->GetClipMask(), physics->GetSelf() );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idLocationEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idLocationEntity )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idLocationEntity::Spawn
|
||
|
======================
|
||
|
*/
|
||
|
void idLocationEntity::Spawn() {
|
||
|
idStr realName;
|
||
|
|
||
|
// this just holds dict information
|
||
|
|
||
|
// if "location" not already set, use the entity name.
|
||
|
if ( !spawnArgs.GetString( "location", "", realName ) ) {
|
||
|
spawnArgs.Set( "location", name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idLocationEntity::GetLocation
|
||
|
======================
|
||
|
*/
|
||
|
const char *idLocationEntity::GetLocation( void ) const {
|
||
|
return spawnArgs.GetString( "location" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idBeam
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idBeam )
|
||
|
EVENT( EV_PostSpawn, idBeam::Event_MatchTarget )
|
||
|
EVENT( EV_Activate, idBeam::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idBeam::idBeam
|
||
|
===============
|
||
|
*/
|
||
|
idBeam::idBeam() {
|
||
|
target = NULL;
|
||
|
master = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idBeam::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idBeam::Save( idSaveGame *savefile ) const {
|
||
|
target.Save( savefile );
|
||
|
master.Save( savefile );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idBeam::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idBeam::Restore( idRestoreGame *savefile ) {
|
||
|
target.Restore( savefile );
|
||
|
master.Restore( savefile );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idBeam::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idBeam::Spawn( void ) {
|
||
|
float width;
|
||
|
|
||
|
if ( spawnArgs.GetFloat( "width", "0", width ) ) {
|
||
|
renderEntity.shaderParms[ SHADERPARM_BEAM_WIDTH ] = width;
|
||
|
}
|
||
|
|
||
|
SetModel( "_BEAM" );
|
||
|
Hide();
|
||
|
PostEventMS( &EV_PostSpawn, 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBeam::Think
|
||
|
================
|
||
|
*/
|
||
|
void idBeam::Think( void ) {
|
||
|
idBeam *masterEnt;
|
||
|
|
||
|
if ( !IsHidden() && !target.GetEntity() ) {
|
||
|
// hide if our target is removed
|
||
|
Hide();
|
||
|
}
|
||
|
|
||
|
RunPhysics();
|
||
|
|
||
|
masterEnt = master.GetEntity();
|
||
|
if ( masterEnt ) {
|
||
|
const idVec3 &origin = GetPhysics()->GetOrigin();
|
||
|
masterEnt->SetBeamTarget( origin );
|
||
|
}
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBeam::SetMaster
|
||
|
================
|
||
|
*/
|
||
|
void idBeam::SetMaster( idBeam *masterbeam ) {
|
||
|
master = masterbeam;
|
||
|
}
|
||
|
/*
|
||
|
================
|
||
|
idBeam::SetBeamTarget
|
||
|
================
|
||
|
*/
|
||
|
void idBeam::SetBeamTarget( const idVec3 &origin ) {
|
||
|
if ( ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] != origin.x ) || ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] != origin.y ) || ( renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] != origin.z ) ) {
|
||
|
renderEntity.shaderParms[ SHADERPARM_BEAM_END_X ] = origin.x;
|
||
|
renderEntity.shaderParms[ SHADERPARM_BEAM_END_Y ] = origin.y;
|
||
|
renderEntity.shaderParms[ SHADERPARM_BEAM_END_Z ] = origin.z;
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBeam::Show
|
||
|
================
|
||
|
*/
|
||
|
void idBeam::Show( void ) {
|
||
|
idBeam *targetEnt;
|
||
|
|
||
|
idEntity::Show();
|
||
|
|
||
|
targetEnt = target.GetEntity();
|
||
|
if ( targetEnt ) {
|
||
|
const idVec3 &origin = targetEnt->GetPhysics()->GetOrigin();
|
||
|
SetBeamTarget( origin );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBeam::Event_MatchTarget
|
||
|
================
|
||
|
*/
|
||
|
void idBeam::Event_MatchTarget( void ) {
|
||
|
int i;
|
||
|
idEntity *targetEnt;
|
||
|
idBeam *targetBeam;
|
||
|
|
||
|
if ( !targets.Num() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
targetBeam = NULL;
|
||
|
for( i = 0; i < targets.Num(); i++ ) {
|
||
|
targetEnt = targets[ i ].GetEntity();
|
||
|
if ( targetEnt && targetEnt->IsType( idBeam::Type ) ) {
|
||
|
targetBeam = static_cast<idBeam *>( targetEnt );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !targetBeam ) {
|
||
|
gameLocal.Error( "Could not find valid beam target for '%s'", name.c_str() );
|
||
|
}
|
||
|
|
||
|
target = targetBeam;
|
||
|
targetBeam->SetMaster( this );
|
||
|
if ( !spawnArgs.GetBool( "start_off" ) ) {
|
||
|
Show();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBeam::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idBeam::Event_Activate( idEntity *activator ) {
|
||
|
if ( IsHidden() ) {
|
||
|
Show();
|
||
|
} else {
|
||
|
Hide();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBeam::WriteToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idBeam::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
||
|
GetPhysics()->WriteToSnapshot( msg );
|
||
|
WriteBindToSnapshot( msg );
|
||
|
WriteColorToSnapshot( msg );
|
||
|
msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_X] );
|
||
|
msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_Y] );
|
||
|
msg.WriteFloat( renderEntity.shaderParms[SHADERPARM_BEAM_END_Z] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idBeam::ReadFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idBeam::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
||
|
GetPhysics()->ReadFromSnapshot( msg );
|
||
|
ReadBindFromSnapshot( msg );
|
||
|
ReadColorFromSnapshot( msg );
|
||
|
renderEntity.shaderParms[SHADERPARM_BEAM_END_X] = msg.ReadFloat();
|
||
|
renderEntity.shaderParms[SHADERPARM_BEAM_END_Y] = msg.ReadFloat();
|
||
|
renderEntity.shaderParms[SHADERPARM_BEAM_END_Z] = msg.ReadFloat();
|
||
|
if ( msg.HasChanged() ) {
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idLiquid
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idLiquid )
|
||
|
EVENT( EV_Touch, idLiquid::Event_Touch )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLiquid::Save
|
||
|
================
|
||
|
*/
|
||
|
void idLiquid::Save( idSaveGame *savefile ) const {
|
||
|
// Nothing to save
|
||
|
// cnicholson: It says nothing to save here, no mention of *model
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLiquid::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idLiquid::Restore( idRestoreGame *savefile ) {
|
||
|
//FIXME: NO!
|
||
|
Spawn();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLiquid::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idLiquid::Spawn() {
|
||
|
/*
|
||
|
model = dynamic_cast<idRenderModelLiquid *>( renderEntity.hModel );
|
||
|
if ( !model ) {
|
||
|
gameLocal.Error( "Entity '%s' must have liquid model", name.c_str() );
|
||
|
}
|
||
|
model->Reset();
|
||
|
GetPhysics()->SetContents( CONTENTS_TRIGGER );
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLiquid::Event_Touch
|
||
|
================
|
||
|
*/
|
||
|
void idLiquid::Event_Touch( idEntity *other, trace_t *trace ) {
|
||
|
// FIXME: for QuakeCon
|
||
|
/*
|
||
|
idVec3 pos;
|
||
|
|
||
|
pos = other->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
||
|
model->IntersectBounds( other->GetPhysics()->GetBounds().Translate( pos ), -10.0f );
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idShaking
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idShaking )
|
||
|
EVENT( EV_Activate, idShaking::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idShaking::idShaking
|
||
|
===============
|
||
|
*/
|
||
|
idShaking::idShaking() {
|
||
|
active = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
idShaking::~idShaking() {
|
||
|
SetPhysics( NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idShaking::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idShaking::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteBool( active );
|
||
|
savefile->WriteStaticObject( physicsObj );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idShaking::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idShaking::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadBool( active );
|
||
|
savefile->ReadStaticObject( physicsObj );
|
||
|
RestorePhysics( &physicsObj );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idShaking::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idShaking::Spawn( void ) {
|
||
|
physicsObj.SetSelf( this );
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_PUSH_HEAP_MEM(this);
|
||
|
// RAVEN END
|
||
|
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_POP_HEAP();
|
||
|
// RAVEN END
|
||
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
|
||
|
physicsObj.SetAxis( GetPhysics()->GetAxis() );
|
||
|
physicsObj.SetClipMask( MASK_SOLID );
|
||
|
SetPhysics( &physicsObj );
|
||
|
|
||
|
active = false;
|
||
|
if ( !spawnArgs.GetBool( "start_off" ) ) {
|
||
|
BeginShaking();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idShaking::BeginShaking
|
||
|
================
|
||
|
*/
|
||
|
void idShaking::BeginShaking( void ) {
|
||
|
int phase;
|
||
|
idAngles shake;
|
||
|
int period;
|
||
|
|
||
|
active = true;
|
||
|
phase = gameLocal.random.RandomInt( 1000 );
|
||
|
shake = spawnArgs.GetAngles( "shake", "0.5 0.5 0.5" );
|
||
|
period = spawnArgs.GetFloat( "period", "0.05" ) * 1000;
|
||
|
physicsObj.SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_DECELSINE|EXTRAPOLATION_NOSTOP), phase, period * 0.25f, GetPhysics()->GetAxis().ToAngles(), shake, ang_zero );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idShaking::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idShaking::Event_Activate( idEntity *activator ) {
|
||
|
if ( !active ) {
|
||
|
BeginShaking();
|
||
|
} else {
|
||
|
active = false;
|
||
|
physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, physicsObj.GetAxis().ToAngles(), ang_zero, ang_zero );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idEarthQuake
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
idCVar g_earthquake( "g_earthquake", "1", 0, "controls earthquake effect" );
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idEarthQuake )
|
||
|
EVENT( EV_Activate, idEarthQuake::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEarthQuake::idEarthQuake
|
||
|
===============
|
||
|
*/
|
||
|
idEarthQuake::idEarthQuake() {
|
||
|
wait = 0.0f;
|
||
|
random = 0.0f;
|
||
|
nextTriggerTime = 0;
|
||
|
shakeStopTime = 0;
|
||
|
triggered = false;
|
||
|
playerOriented = false;
|
||
|
disabled = false;
|
||
|
shakeTime = 0.0f;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEarthQuake::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idEarthQuake::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteInt( nextTriggerTime );
|
||
|
savefile->WriteInt( shakeStopTime );
|
||
|
savefile->WriteFloat( wait );
|
||
|
savefile->WriteFloat( random );
|
||
|
savefile->WriteBool( triggered );
|
||
|
savefile->WriteBool( playerOriented );
|
||
|
savefile->WriteBool( disabled );
|
||
|
savefile->WriteFloat( shakeTime );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEarthQuake::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idEarthQuake::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadInt( nextTriggerTime );
|
||
|
savefile->ReadInt( shakeStopTime );
|
||
|
savefile->ReadFloat( wait );
|
||
|
savefile->ReadFloat( random );
|
||
|
savefile->ReadBool( triggered );
|
||
|
savefile->ReadBool( playerOriented );
|
||
|
savefile->ReadBool( disabled );
|
||
|
savefile->ReadFloat( shakeTime );
|
||
|
|
||
|
if ( shakeStopTime > gameLocal.time ) {
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEarthQuake::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idEarthQuake::Spawn( void ) {
|
||
|
nextTriggerTime = 0;
|
||
|
shakeStopTime = 0;
|
||
|
wait = spawnArgs.GetFloat( "wait", "15" );
|
||
|
random = spawnArgs.GetFloat( "random", "5" );
|
||
|
triggered = spawnArgs.GetBool( "triggered" );
|
||
|
playerOriented = spawnArgs.GetBool( "playerOriented" );
|
||
|
disabled = false;
|
||
|
shakeTime = spawnArgs.GetFloat( "shakeTime", "0" );
|
||
|
|
||
|
if ( !triggered ){
|
||
|
PostEventSec( &EV_Activate, spawnArgs.GetFloat( "wait" ), this );
|
||
|
}
|
||
|
BecomeInactive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idEarthQuake::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idEarthQuake::Event_Activate( idEntity *activator ) {
|
||
|
|
||
|
if ( nextTriggerTime > gameLocal.time ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( disabled && activator == this ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||
|
if ( player == NULL ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
nextTriggerTime = 0;
|
||
|
|
||
|
if ( !triggered && activator != this ){
|
||
|
// if we are not triggered ( i.e. random ), disable or enable
|
||
|
disabled ^= 1;
|
||
|
if (disabled) {
|
||
|
return;
|
||
|
} else {
|
||
|
PostEventSec( &EV_Activate, wait + random * gameLocal.random.CRandomFloat(), this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ActivateTargets( activator );
|
||
|
|
||
|
const idSoundShader *shader = declManager->FindSound( spawnArgs.GetString( "snd_quake" ) );
|
||
|
if ( playerOriented ) {
|
||
|
player->StartSoundShader( shader, SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
|
||
|
} else {
|
||
|
StartSoundShader( shader, SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// kfuller: look for fx entities and the like that may want to be triggered when a mortar round (aka earthquake) goes off
|
||
|
AffectNearbyEntities(spawnArgs.GetFloat("affectEntities", "0"));
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( shakeTime > 0.0f ) {
|
||
|
shakeStopTime = gameLocal.time + SEC2MS( shakeTime );
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
if ( wait > 0.0f ) {
|
||
|
if ( !triggered ) {
|
||
|
PostEventSec( &EV_Activate, wait + random * gameLocal.random.CRandomFloat(), this );
|
||
|
} else {
|
||
|
nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
|
||
|
}
|
||
|
} else if ( shakeTime == 0.0f ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// kfuller: look for fx entities and the like that may want to be triggered when a mortar round, earthquake, etc goes off
|
||
|
void idEarthQuake::AffectNearbyEntities(float affectRadius)
|
||
|
{
|
||
|
if( !g_earthquake.GetBool() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (affectRadius == 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
idVec3 affectOrigin(GetPhysics()->GetOrigin());
|
||
|
|
||
|
if (playerOriented)
|
||
|
{
|
||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||
|
if ( player == NULL )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
affectOrigin = player->GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
|
||
|
idEntity * entityList[ MAX_GENTITIES ];
|
||
|
int numListedEntities = 0;
|
||
|
idEntity *curEnt = NULL;
|
||
|
bool requiresLOS = spawnArgs.GetBool("requiresLOS", "false");
|
||
|
|
||
|
// get all entities touching the bounds
|
||
|
numListedEntities = gameLocal.EntitiesWithinRadius(affectOrigin, affectRadius, entityList, MAX_GENTITIES );
|
||
|
for (int i = 0; i < numListedEntities; i++)
|
||
|
{
|
||
|
// only affect certain entities. first check if they have the "quakeChance" key/value, then send them an earthquake event
|
||
|
curEnt = entityList[i];
|
||
|
if (curEnt && curEnt->spawnArgs.GetFloat("quakeChance"))
|
||
|
{
|
||
|
curEnt->PostEventMS(&EV_Earthquake, 0, (float)requiresLOS);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEarthQuake::Think
|
||
|
================
|
||
|
*/
|
||
|
void idEarthQuake::Think( void ) {
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
if ( gameLocal.time > shakeStopTime ) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
if ( wait <= 0.0f ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
float shakeVolume = soundSystem->CurrentShakeAmplitudeForPosition( SOUNDWORLD_GAME, gameLocal.time, gameLocal.GetLocalPlayer()->firstPersonViewOrigin );
|
||
|
gameLocal.RadiusPush( GetPhysics()->GetOrigin(), 256, 1500 * shakeVolume, this, this, 1.0f, true );
|
||
|
}
|
||
|
BecomeInactive( TH_UPDATEVISUALS );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncPortal
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idFuncPortal )
|
||
|
EVENT( EV_Activate, idFuncPortal::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncPortal::idFuncPortal
|
||
|
===============
|
||
|
*/
|
||
|
idFuncPortal::idFuncPortal() {
|
||
|
portal = 0;
|
||
|
state = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncPortal::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncPortal::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteInt( (int)portal );
|
||
|
savefile->WriteBool( state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncPortal::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncPortal::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadInt( (int &)portal );
|
||
|
savefile->ReadBool( state );
|
||
|
gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncPortal::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncPortal::Spawn( void ) {
|
||
|
portal = gameRenderWorld->FindPortal( GetPhysics()->GetAbsBounds().Expand( 32.0f ) );
|
||
|
if ( portal > 0 ) {
|
||
|
state = spawnArgs.GetBool( "start_on" );
|
||
|
gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncPortal::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idFuncPortal::Event_Activate( idEntity *activator ) {
|
||
|
if ( portal > 0 ) {
|
||
|
state = !state;
|
||
|
gameLocal.SetPortalState( portal, state ? PS_BLOCK_ALL : PS_BLOCK_NONE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncAASPortal
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idFuncAASPortal )
|
||
|
EVENT( EV_Activate, idFuncAASPortal::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncAASPortal::idFuncAASPortal
|
||
|
===============
|
||
|
*/
|
||
|
idFuncAASPortal::idFuncAASPortal() {
|
||
|
state = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncAASPortal::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncAASPortal::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteBool( state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncAASPortal::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncAASPortal::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadBool( state );
|
||
|
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncAASPortal::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncAASPortal::Spawn( void ) {
|
||
|
state = spawnArgs.GetBool( "start_on" );
|
||
|
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncAASPortal::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idFuncAASPortal::Event_Activate( idEntity *activator ) {
|
||
|
state ^= 1;
|
||
|
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncAASObstacle
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idFuncAASObstacle )
|
||
|
EVENT( EV_Activate, idFuncAASObstacle::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncAASObstacle::idFuncAASObstacle
|
||
|
===============
|
||
|
*/
|
||
|
idFuncAASObstacle::idFuncAASObstacle() {
|
||
|
state = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncAASObstacle::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncAASObstacle::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteBool( state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncAASObstacle::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncAASObstacle::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadBool( state );
|
||
|
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncAASObstacle::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncAASObstacle::Spawn( void ) {
|
||
|
state = spawnArgs.GetBool( "start_on" );
|
||
|
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncAASObstacle::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idFuncAASObstacle::Event_Activate( idEntity *activator ) {
|
||
|
state ^= 1;
|
||
|
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncAASObstacle::SetState
|
||
|
================
|
||
|
*/
|
||
|
void idFuncAASObstacle::SetState ( bool _state ) {
|
||
|
state = _state;
|
||
|
gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_OBSTACLE, state );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncRadioChatter
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
const idEventDef EV_ResetRadioHud( "<resetradiohud>", "e" );
|
||
|
idEntityPtr<idFuncRadioChatter> idFuncRadioChatter::lastRadioChatter = 0;
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idFuncRadioChatter )
|
||
|
EVENT( EV_Activate, idFuncRadioChatter::Event_Activate )
|
||
|
EVENT( EV_ResetRadioHud, idFuncRadioChatter::Event_ResetRadioHud )
|
||
|
EVENT( EV_IsActive, idFuncRadioChatter::Event_IsActive )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncRadioChatter::idFuncRadioChatter
|
||
|
===============
|
||
|
*/
|
||
|
idFuncRadioChatter::idFuncRadioChatter() {
|
||
|
time = 0.0f;
|
||
|
isActive = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncRadioChatter::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncRadioChatter::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteFloat( time );
|
||
|
savefile->WriteBool( isActive ); // cnicholson: Added unsaved var
|
||
|
lastRadioChatter.Save ( savefile );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncRadioChatter::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncRadioChatter::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadFloat( time );
|
||
|
savefile->ReadBool( isActive ); // cnicholson: Added unrestored var
|
||
|
lastRadioChatter.Restore ( savefile );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idFuncRadioChatter::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idFuncRadioChatter::Spawn( void ) {
|
||
|
time = spawnArgs.GetFloat( "time", "5.0" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncRadioChatter::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idFuncRadioChatter::Event_Activate( idEntity *activator ) {
|
||
|
idPlayer *player;
|
||
|
const char *sound;
|
||
|
const idSoundShader *shader;
|
||
|
int length;
|
||
|
bool isDirectedAtPlayer = false;
|
||
|
|
||
|
lastRadioChatter = this;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( activator && activator->IsType( idPlayer::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
player = static_cast<idPlayer *>( activator );
|
||
|
} else {
|
||
|
player = gameLocal.GetLocalPlayer();
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: replaced named event with method
|
||
|
player->StartRadioChatter();
|
||
|
// twhitaker: for isActive() script event
|
||
|
isActive = true;
|
||
|
// RAVEN END
|
||
|
|
||
|
sound = spawnArgs.GetString( "snd_radiochatter", "" );
|
||
|
if ( sound && *sound ) {
|
||
|
shader = declManager->FindSound( sound );
|
||
|
if ( shader && shader->IsVO_ForPlayer()){
|
||
|
isDirectedAtPlayer = true;
|
||
|
}
|
||
|
player->StartSoundShader( shader, SND_CHANNEL_RADIO, SSF_GLOBAL, false, &length );
|
||
|
time = MS2SEC( length + 150 );
|
||
|
}
|
||
|
|
||
|
if ( player && player->GetHud() ) {
|
||
|
player->GetHud()->SetStateBool( "rhinochatter", isDirectedAtPlayer );
|
||
|
}
|
||
|
|
||
|
// we still put the hud up because this is used with no sound on
|
||
|
// certain frame commands when the chatter is triggered
|
||
|
PostEventSec( &EV_ResetRadioHud, time, player );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncRadioChatter::Event_ResetRadioHud
|
||
|
================
|
||
|
*/
|
||
|
void idFuncRadioChatter::Event_ResetRadioHud( idEntity *activator ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
idPlayer *player = ( activator->IsType( idPlayer::GetClassType() ) ) ? static_cast<idPlayer *>( activator ) : gameLocal.GetLocalPlayer();
|
||
|
// RAVEN END
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: replaced named event with method
|
||
|
player->StopRadioChatter();
|
||
|
// twhitaker: for isActive() script event
|
||
|
isActive = false;
|
||
|
// RAVEN END
|
||
|
ActivateTargets( activator );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncRadioChatter::Event_ResetRadioHud
|
||
|
================
|
||
|
*/
|
||
|
void idFuncRadioChatter::Event_IsActive( void ) {
|
||
|
idThread::ReturnFloat( static_cast< float >( isActive ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idFuncRadioChatter::RepeatLast
|
||
|
================
|
||
|
*/
|
||
|
void idFuncRadioChatter::RepeatLast( void ) {
|
||
|
if ( lastRadioChatter ) {
|
||
|
lastRadioChatter->Event_Activate( gameLocal.GetLocalPlayer() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idPhantomObjects
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idPhantomObjects )
|
||
|
EVENT( EV_Activate, idPhantomObjects::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPhantomObjects::idPhantomObjects
|
||
|
===============
|
||
|
*/
|
||
|
idPhantomObjects::idPhantomObjects() {
|
||
|
target = NULL;
|
||
|
end_time = 0;
|
||
|
throw_time = 0.0f;
|
||
|
shake_time = 0.0f;
|
||
|
shake_ang.Zero();
|
||
|
speed = 0.0f;
|
||
|
min_wait = 0;
|
||
|
max_wait = 0;
|
||
|
fl.neverDormant = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPhantomObjects::Save
|
||
|
===============
|
||
|
*/
|
||
|
void idPhantomObjects::Save( idSaveGame *savefile ) const {
|
||
|
int i;
|
||
|
|
||
|
savefile->WriteInt( end_time );
|
||
|
savefile->WriteFloat( throw_time );
|
||
|
savefile->WriteFloat( shake_time );
|
||
|
savefile->WriteVec3( shake_ang );
|
||
|
savefile->WriteFloat( speed );
|
||
|
savefile->WriteInt( min_wait );
|
||
|
savefile->WriteInt( max_wait );
|
||
|
target.Save( savefile );
|
||
|
savefile->WriteInt( targetTime.Num() );
|
||
|
for( i = 0; i < targetTime.Num(); i++ ) {
|
||
|
savefile->WriteInt( targetTime[ i ] );
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < lastTargetPos.Num(); i++ ) {
|
||
|
savefile->WriteVec3( lastTargetPos[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPhantomObjects::Restore
|
||
|
===============
|
||
|
*/
|
||
|
void idPhantomObjects::Restore( idRestoreGame *savefile ) {
|
||
|
int num;
|
||
|
int i;
|
||
|
|
||
|
savefile->ReadInt( end_time );
|
||
|
savefile->ReadFloat( throw_time );
|
||
|
savefile->ReadFloat( shake_time );
|
||
|
savefile->ReadVec3( shake_ang );
|
||
|
savefile->ReadFloat( speed );
|
||
|
savefile->ReadInt( min_wait );
|
||
|
savefile->ReadInt( max_wait );
|
||
|
target.Restore( savefile );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
targetTime.SetGranularity( 1 );
|
||
|
targetTime.SetNum( num );
|
||
|
lastTargetPos.SetGranularity( 1 );
|
||
|
lastTargetPos.SetNum( num );
|
||
|
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savefile->ReadInt( targetTime[ i ] );
|
||
|
}
|
||
|
|
||
|
if ( savefile->GetBuildNumber() == INITIAL_RELEASE_BUILD_NUMBER ) {
|
||
|
// these weren't saved out in the first release
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
lastTargetPos[ i ].Zero();
|
||
|
}
|
||
|
} else {
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savefile->ReadVec3( lastTargetPos[ i ] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPhantomObjects::Spawn
|
||
|
===============
|
||
|
*/
|
||
|
void idPhantomObjects::Spawn( void ) {
|
||
|
throw_time = spawnArgs.GetFloat( "time", "5" );
|
||
|
speed = spawnArgs.GetFloat( "speed", "1200" );
|
||
|
shake_time = spawnArgs.GetFloat( "shake_time", "1" );
|
||
|
throw_time -= shake_time;
|
||
|
if ( throw_time < 0.0f ) {
|
||
|
throw_time = 0.0f;
|
||
|
}
|
||
|
min_wait = SEC2MS( spawnArgs.GetFloat( "min_wait", "1" ) );
|
||
|
max_wait = SEC2MS( spawnArgs.GetFloat( "max_wait", "3" ) );
|
||
|
|
||
|
shake_ang = spawnArgs.GetVector( "shake_ang", "65 65 65" );
|
||
|
Hide();
|
||
|
GetPhysics()->SetContents( 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhantomObjects::Event_Activate
|
||
|
================
|
||
|
*/
|
||
|
void idPhantomObjects::Event_Activate( idEntity *activator ) {
|
||
|
int i;
|
||
|
float time;
|
||
|
float frac;
|
||
|
float scale;
|
||
|
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
RemoveNullTargets();
|
||
|
if ( !targets.Num() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( !activator || !activator->IsType( idActor::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
target = gameLocal.GetLocalPlayer();
|
||
|
} else {
|
||
|
target = static_cast<idActor *>( activator );
|
||
|
}
|
||
|
|
||
|
end_time = gameLocal.time + SEC2MS( spawnArgs.GetFloat( "end_time", "0" ) );
|
||
|
|
||
|
targetTime.SetNum( targets.Num() );
|
||
|
lastTargetPos.SetNum( targets.Num() );
|
||
|
|
||
|
const idVec3 &toPos = target.GetEntity()->GetEyePosition();
|
||
|
|
||
|
// calculate the relative times of all the objects
|
||
|
time = 0.0f;
|
||
|
for( i = 0; i < targetTime.Num(); i++ ) {
|
||
|
targetTime[ i ] = SEC2MS( time );
|
||
|
lastTargetPos[ i ] = toPos;
|
||
|
|
||
|
frac = 1.0f - ( float )i / ( float )targetTime.Num();
|
||
|
time += ( gameLocal.random.RandomFloat() + 1.0f ) * 0.5f * frac + 0.1f;
|
||
|
}
|
||
|
|
||
|
// scale up the times to fit within throw_time
|
||
|
scale = throw_time / time;
|
||
|
for( i = 0; i < targetTime.Num(); i++ ) {
|
||
|
targetTime[ i ] = gameLocal.time + SEC2MS( shake_time )+ targetTime[ i ] * scale;
|
||
|
}
|
||
|
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idPhantomObjects::Think
|
||
|
================
|
||
|
*/
|
||
|
void idPhantomObjects::Think( void ) {
|
||
|
int i;
|
||
|
int num;
|
||
|
float time;
|
||
|
idVec3 vel;
|
||
|
idVec3 ang;
|
||
|
idEntity *ent;
|
||
|
idActor *targetEnt;
|
||
|
idPhysics *entPhys;
|
||
|
trace_t tr;
|
||
|
|
||
|
// if we are completely closed off from the player, don't do anything at all
|
||
|
if ( CheckDormant() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !( thinkFlags & TH_THINK ) ) {
|
||
|
BecomeInactive( thinkFlags & ~TH_THINK );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
targetEnt = target.GetEntity();
|
||
|
if ( !targetEnt || ( targetEnt->health <= 0 ) || ( end_time && ( gameLocal.time > end_time ) ) || gameLocal.inCinematic ) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
const idVec3 &toPos = targetEnt->GetEyePosition();
|
||
|
|
||
|
num = 0;
|
||
|
for ( i = 0; i < targets.Num(); i++ ) {
|
||
|
ent = targets[ i ].GetEntity();
|
||
|
if ( !ent ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( ent->fl.hidden ) {
|
||
|
// don't throw hidden objects
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !targetTime[ i ] ) {
|
||
|
// already threw this object
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
num++;
|
||
|
|
||
|
time = MS2SEC( targetTime[ i ] - gameLocal.time );
|
||
|
if ( time > shake_time ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
entPhys = ent->GetPhysics();
|
||
|
const idVec3 &entOrg = entPhys->GetOrigin();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: multiple clip worlds
|
||
|
gameLocal.TracePoint( this, tr, entOrg, toPos, MASK_OPAQUE, ent );
|
||
|
// RAVEN END
|
||
|
if ( tr.fraction >= 1.0f || ( gameLocal.GetTraceEntity( tr ) == targetEnt ) ) {
|
||
|
lastTargetPos[ i ] = toPos;
|
||
|
}
|
||
|
|
||
|
if ( time < 0.0f ) {
|
||
|
idAI::PredictTrajectory( entPhys->GetOrigin(), lastTargetPos[ i ], speed, entPhys->GetGravity(),
|
||
|
entPhys->GetClipModel(), entPhys->GetClipMask(), 256.0f, ent, targetEnt, ai_debugTrajectory.GetBool() ? 1 : 0, vel );
|
||
|
vel *= speed;
|
||
|
entPhys->SetLinearVelocity( vel );
|
||
|
if ( !end_time ) {
|
||
|
targetTime[ i ] = 0;
|
||
|
} else {
|
||
|
targetTime[ i ] = gameLocal.time + gameLocal.random.RandomInt( max_wait - min_wait ) + min_wait;
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Use accessor for static class type
|
||
|
if ( ent->IsType( idMoveable::GetClassType() ) ) {
|
||
|
// RAVEN END
|
||
|
idMoveable *ment = static_cast<idMoveable*>( ent );
|
||
|
ment->EnableDamage( true, 2.5f );
|
||
|
}
|
||
|
} else {
|
||
|
// this is not the right way to set the angular velocity, but the effect is nice, so I'm keeping it. :)
|
||
|
ang.Set( gameLocal.random.CRandomFloat() * shake_ang.x, gameLocal.random.CRandomFloat() * shake_ang.y, gameLocal.random.CRandomFloat() * shake_ang.z );
|
||
|
ang *= ( 1.0f - time / shake_time );
|
||
|
entPhys->SetAngularVelocity( ang );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !num ) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: jump points
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
rvDebugJumpPoint
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, rvDebugJumpPoint )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
rvDebugJumpPoint::Spawn
|
||
|
=====================
|
||
|
*/
|
||
|
void rvDebugJumpPoint::Spawn() {
|
||
|
// Add the jump point
|
||
|
gameDebug.JumpAdd ( name, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis().ToAngles ( ) );
|
||
|
|
||
|
// Dont need the entity any more
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
rvFuncSaveGame
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, rvFuncSaveGame )
|
||
|
EVENT( EV_Activate, rvFuncSaveGame::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
void rvFuncSaveGame::Spawn( void ) {
|
||
|
|
||
|
}
|
||
|
|
||
|
void rvFuncSaveGame::Event_Activate( idEntity *activator ) {
|
||
|
// TODO: Xenon - request the player to save the game.
|
||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "saveGame checkPoint" );
|
||
|
}
|