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