/* Invisible entities that affect other entities or the world when activated. */ #include "../idlib/precompiled.h" #pragma hdrstop #include "Game_local.h" #include "Projectile.h" /* =============================================================================== idTarget =============================================================================== */ CLASS_DECLARATION( idEntity, idTarget ) END_CLASS /* =============================================================================== idTarget_Remove =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Remove ) EVENT( EV_Activate, idTarget_Remove::Event_Activate ) END_CLASS /* ================ idTarget_Remove::Event_Activate ================ */ void idTarget_Remove::Event_Activate( idEntity *activator ) { int i; idEntity *ent; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->PostEventMS( &EV_Remove, 0 ); } } // delete our self when done PostEventMS( &EV_Remove, 0 ); } /* =============================================================================== idTarget_Show =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Show ) EVENT( EV_Activate, idTarget_Show::Event_Activate ) END_CLASS /* ================ idTarget_Show::Event_Activate ================ */ void idTarget_Show::Event_Activate( idEntity *activator ) { int i; idEntity *ent; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->Show(); } } // delete our self when done PostEventMS( &EV_Remove, 0 ); } /* =============================================================================== idTarget_Damage =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Damage ) EVENT( EV_Activate, idTarget_Damage::Event_Activate ) END_CLASS /* ================ idTarget_Damage::Event_Activate ================ */ void idTarget_Damage::Event_Activate( idEntity *activator ) { int i; const char *damage; idEntity * ent; damage = spawnArgs.GetString( "def_damage", "damage_generic" ); for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->Damage( this, this, vec3_origin, damage, 1.0f, INVALID_JOINT ); } } } /* =============================================================================== idTarget_SessionCommand =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SessionCommand ) EVENT( EV_Activate, idTarget_SessionCommand::Event_Activate ) END_CLASS /* ================ idTarget_SessionCommand::Event_Activate ================ */ void idTarget_SessionCommand::Event_Activate( idEntity *activator ) { gameLocal.sessionCommand = spawnArgs.GetString( "command" ); } /* =============================================================================== idTarget_EndLevel Just a modified form of idTarget_SessionCommand =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_EndLevel ) EVENT( EV_Activate, idTarget_EndLevel::Event_Activate ) END_CLASS /* ================ idTarget_EndLevel::Event_Activate ================ */ void idTarget_EndLevel::Event_Activate( idEntity *activator ) { idStr nextMap; #ifdef ID_DEMO_BUILD if ( spawnArgs.GetBool( "endOfGame" ) ) { cvarSystem->SetCVarBool( "g_nightmare", true ); gameLocal.sessionCommand = "endofDemo"; return; } #else if ( spawnArgs.GetBool( "endOfGame" ) ) { cvarSystem->SetCVarBool( "g_nightmare", true ); gameLocal.sessionCommand = "endOfGame"; return; } #endif if ( !spawnArgs.GetString( "nextMap", "", nextMap ) ) { gameLocal.Printf( "idTarget_SessionCommand::Event_Activate: no nextMap key\n" ); return; } if ( spawnArgs.GetInt( "devmap", "0" ) ) { gameLocal.sessionCommand = "devmap "; // only for special demos } else { gameLocal.sessionCommand = "map "; } gameLocal.sessionCommand += nextMap; // RAVEN BEGIN // jscott: additional info for multiple maps const char* entityFilter; if( spawnArgs.GetString( "entityFilter", "", &entityFilter ) && *entityFilter ) { gameLocal.sessionCommand += " "; gameLocal.sessionCommand += entityFilter; } // RAVEN END } /* =============================================================================== idTarget_WaitForButton =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_WaitForButton ) EVENT( EV_Activate, idTarget_WaitForButton::Event_Activate ) END_CLASS /* ================ idTarget_WaitForButton::Event_Activate ================ */ void idTarget_WaitForButton::Event_Activate( idEntity *activator ) { if ( thinkFlags & TH_THINK ) { BecomeInactive( TH_THINK ); } else { // always allow during cinematics cinematic = true; BecomeActive( TH_THINK ); } } /* ================ idTarget_WaitForButton::Think ================ */ void idTarget_WaitForButton::Think( void ) { idPlayer *player; if ( thinkFlags & TH_THINK ) { player = gameLocal.GetLocalPlayer(); if ( player && ( !player->oldButtons & BUTTON_ATTACK ) && ( player->usercmd.buttons & BUTTON_ATTACK ) ) { player->usercmd.buttons &= ~BUTTON_ATTACK; BecomeInactive( TH_THINK ); ActivateTargets( player ); } } else { BecomeInactive( TH_ALL ); } } /* =============================================================================== idTarget_SetGlobalShaderParm =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetGlobalShaderTime ) EVENT( EV_Activate, idTarget_SetGlobalShaderTime::Event_Activate ) END_CLASS /* ================ idTarget_SetGlobalShaderTime::Event_Activate ================ */ void idTarget_SetGlobalShaderTime::Event_Activate( idEntity *activator ) { int parm = spawnArgs.GetInt( "globalParm" ); float time = -MS2SEC( gameLocal.time ); if ( parm >= 0 && parm < MAX_GLOBAL_SHADER_PARMS ) { gameLocal.globalShaderParms[parm] = time; } } /* =============================================================================== idTarget_SetShaderParm =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetShaderParm ) EVENT( EV_Activate, idTarget_SetShaderParm::Event_Activate ) END_CLASS /* ================ idTarget_SetShaderParm::Event_Activate ================ */ void idTarget_SetShaderParm::Event_Activate( idEntity *activator ) { int i; idEntity * ent; float value; idVec3 color; int parmnum; // set the color on the targets if ( spawnArgs.GetVector( "_color", "1 1 1", color ) ) { for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetColor( color[ 0 ], color[ 1 ], color[ 2 ] ); } } } // set any shader parms on the targets for( parmnum = 0; parmnum < MAX_ENTITY_SHADER_PARMS; parmnum++ ) { if ( spawnArgs.GetFloat( va( "shaderParm%d", parmnum ), "0", value ) ) { for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetShaderParm( parmnum, value ); } } if (spawnArgs.GetBool("toggle") && (value == 0 || value == 1)) { int val = value; val ^= 1; value = val; spawnArgs.SetFloat(va("shaderParm%d", parmnum), value); } } } } /* =============================================================================== idTarget_SetShaderTime =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetShaderTime ) EVENT( EV_Activate, idTarget_SetShaderTime::Event_Activate ) END_CLASS /* ================ idTarget_SetShaderTime::Event_Activate ================ */ void idTarget_SetShaderTime::Event_Activate( idEntity *activator ) { int i; idEntity * ent; float time; time = -MS2SEC( gameLocal.time ); for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetShaderParm( SHADERPARM_TIMEOFFSET, time ); // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent->IsType( idLight::GetClassType() ) ) { // RAVEN END static_cast(ent)->SetLightParm( SHADERPARM_TIMEOFFSET, time ); } } } } /* =============================================================================== idTarget_FadeEntity =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_FadeEntity ) EVENT( EV_Activate, idTarget_FadeEntity::Event_Activate ) END_CLASS /* ================ idTarget_FadeEntity::idTarget_FadeEntity ================ */ idTarget_FadeEntity::idTarget_FadeEntity( void ) { fadeFrom.Zero(); fadeStart = 0; fadeEnd = 0; } /* ================ idTarget_FadeEntity::Save ================ */ void idTarget_FadeEntity::Save( idSaveGame *savefile ) const { savefile->WriteVec4( fadeFrom ); savefile->WriteInt( fadeStart ); savefile->WriteInt( fadeEnd ); } /* ================ idTarget_FadeEntity::Restore ================ */ void idTarget_FadeEntity::Restore( idRestoreGame *savefile ) { savefile->ReadVec4( fadeFrom ); savefile->ReadInt( fadeStart ); savefile->ReadInt( fadeEnd ); } /* ================ idTarget_FadeEntity::Event_Activate ================ */ void idTarget_FadeEntity::Event_Activate( idEntity *activator ) { idEntity *ent; int i; if ( !targets.Num() ) { return; } // always allow during cinematics cinematic = true; BecomeActive( TH_THINK ); ent = this; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->GetColor( fadeFrom ); break; } } fadeStart = gameLocal.time; fadeEnd = gameLocal.time + SEC2MS( spawnArgs.GetFloat( "fadetime" ) ); } /* ================ idTarget_FadeEntity::Think ================ */ void idTarget_FadeEntity::Think( void ) { int i; idEntity *ent; idVec4 color; idVec4 fadeTo; float frac; if ( thinkFlags & TH_THINK ) { GetColor( fadeTo ); if ( gameLocal.time >= fadeEnd ) { color = fadeTo; BecomeInactive( TH_THINK ); } else { frac = ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ); color.Lerp( fadeFrom, fadeTo, frac ); } // set the color on the targets for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetColor( color ); } } } else { BecomeInactive( TH_ALL ); } } /* =============================================================================== idTarget_LightFadeIn =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_LightFadeIn ) EVENT( EV_Activate, idTarget_LightFadeIn::Event_Activate ) END_CLASS /* ================ idTarget_LightFadeIn::Event_Activate ================ */ void idTarget_LightFadeIn::Event_Activate( idEntity *activator ) { idEntity *ent; idLight *light; int i; float time; if ( !targets.Num() ) { return; } time = spawnArgs.GetFloat( "fadetime" ); ent = this; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( !ent ) { continue; } // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent->IsType( idLight::GetClassType() ) ) { // RAVEN END light = static_cast( ent ); light->FadeIn( time ); } else { gameLocal.Printf( "'%s' targets non-light '%s'", name.c_str(), ent->GetName() ); } } } /* =============================================================================== idTarget_LightFadeOut =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_LightFadeOut ) EVENT( EV_Activate, idTarget_LightFadeOut::Event_Activate ) END_CLASS /* ================ idTarget_LightFadeOut::Event_Activate ================ */ void idTarget_LightFadeOut::Event_Activate( idEntity *activator ) { idEntity *ent; idLight *light; int i; float time; if ( !targets.Num() ) { return; } time = spawnArgs.GetFloat( "fadetime" ); ent = this; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( !ent ) { continue; } // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent->IsType( idLight::GetClassType() ) ) { // RAVEN END light = static_cast( ent ); light->FadeOut( time ); } else { gameLocal.Printf( "'%s' targets non-light '%s'", name.c_str(), ent->GetName() ); } } } /* =============================================================================== idTarget_Give =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_Give ) EVENT( EV_Activate, idTarget_Give::Event_Activate ) // RAVEN BEGIN // abahr: EVENT( EV_PostSpawn, idTarget_Give::Event_PostSpawn ) // RAVEN END END_CLASS /* ================ idTarget_Give::Spawn ================ */ void idTarget_Give::Spawn( void ) { // RAVEN BEGIN // abahr: fixing issue with EV_Activate not taking NULL ptrs if ( spawnArgs.GetBool( "onSpawn" ) ) { PostEventMS( &EV_PostSpawn, 50 ); // mwhitlock: Dynamic memory consolidation #if defined(_RV_MEM_SYS_SUPPORT) const idKeyValue *kv = spawnArgs.MatchPrefix( "item", NULL ); while ( kv ) { const idDict *dict = gameLocal.FindEntityDefDict( kv->GetValue(), false ); kv = spawnArgs.MatchPrefix( "item", kv ); } #endif } // RAVEN END // precache decls const idKeyValue *kv = spawnArgs.MatchPrefix( "item", NULL ); while ( kv ) { declManager->FindType( DECL_ENTITYDEF, kv->GetValue(), false, false ); kv = spawnArgs.MatchPrefix( "item", kv ); } } // RAVEN BEGIN // abahr: fixing issue with EV_Activate not taking NULL ptrs /* ================ idTarget_Give::Event_PostSpawn ================ */ void idTarget_Give::Event_PostSpawn() { ProcessEvent( &EV_Activate, gameLocal.GetLocalPlayer() ); } // RAVEN END /* ================ idTarget_Give::Event_Activate ================ */ void idTarget_Give::Event_Activate( idEntity *activator ) { if ( spawnArgs.GetBool( "development" ) && developer.GetInteger() == 0 ) { return; } static int giveNum = 0; idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { const idKeyValue *kv = spawnArgs.MatchPrefix( "item", NULL ); while ( kv ) { const idDict *dict = gameLocal.FindEntityDefDict( kv->GetValue(), false ); if ( dict ) { idDict d2; d2.Copy( *dict ); d2.Set( "name", va( "givenitem_%i", giveNum++ ) ); idEntity *ent = NULL; // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( gameLocal.SpawnEntityDef( d2, &ent ) && ent && ent->IsType( idItem::GetClassType() ) ) { // RAVEN END idItem *item = static_cast(ent); item->GiveToPlayer( gameLocal.GetLocalPlayer() ); item->PostEventMS ( &EV_Remove, 0 ); // rules are that if we are given a weapon by a character, we are supposed to switch to it regardless of // whether auto-switch is on or not. if ( !gameLocal.isMultiplayer && !player->GetUserInfo()->GetBool( "ui_autoSwitch" ) && !spawnArgs.GetBool( "onSpawn" )) { const idKeyValue *kv = ent->spawnArgs.FindKey( "weaponclass" ); if ( kv ) { // does player already have this weapon selected? if ( player->weapon && idStr::Icmp(player->weapon->GetClassname(), kv->GetValue())) { kv = ent->spawnArgs.FindKey( "inv_weapon" ); if ( kv ) { // nope, so attempt to switch to this weapon player->SelectWeapon(kv->GetValue()); } } } } } } kv = spawnArgs.MatchPrefix( "item", kv ); } } } /* =============================================================================== idTarget_GiveEmail =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_GiveEmail ) EVENT( EV_Activate, idTarget_GiveEmail::Event_Activate ) END_CLASS /* ================ idTarget_GiveEmail::Spawn ================ */ void idTarget_GiveEmail::Spawn( void ) { } /* ================ idTarget_GiveEmail::Event_Activate ================ */ void idTarget_GiveEmail::Event_Activate( idEntity *activator ) { // RAVEN BEGIN // bdube: not using email /* idPlayer *player = gameLocal.GetLocalPlayer(); const idDeclPDA *pda = player->GetPDA(); if ( pda ) { player->GiveEmail( spawnArgs.GetString( "email" ) ); } else { player->ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_PDANeeded" ), true ); } */ // RAVEN END } /* =============================================================================== idTarget_SetModel =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetModel ) EVENT( EV_Activate, idTarget_SetModel::Event_Activate ) END_CLASS /* ================ idTarget_SetModel::Spawn ================ */ void idTarget_SetModel::Spawn( void ) { const char *model; model = spawnArgs.GetString( "newmodel" ); if ( declManager->FindType( DECL_MODELDEF, model, false ) == NULL ) { // precache the render model renderModelManager->FindModel( model ); // precache .cm files only collisionModelManager->PreCacheModel( gameLocal.GetMapName(), model ); } } /* ================ idTarget_SetModel::Event_Activate ================ */ void idTarget_SetModel::Event_Activate( idEntity *activator ) { for( int i = 0; i < targets.Num(); i++ ) { idEntity *ent = targets[ i ].GetEntity(); if ( ent ) { ent->SetModel( spawnArgs.GetString( "newmodel" ) ); } } } /* =============================================================================== idTarget_SetInfluence =============================================================================== */ const idEventDef EV_RestoreInfluence( "" ); const idEventDef EV_GatherEntities( "" ); const idEventDef EV_Flash( "", "fd" ); const idEventDef EV_ClearFlash( "", "f" ); CLASS_DECLARATION( idTarget, idTarget_SetInfluence ) EVENT( EV_Activate, idTarget_SetInfluence::Event_Activate ) EVENT( EV_RestoreInfluence, idTarget_SetInfluence::Event_RestoreInfluence ) EVENT( EV_GatherEntities, idTarget_SetInfluence::Event_GatherEntities ) EVENT( EV_Flash, idTarget_SetInfluence::Event_Flash ) EVENT( EV_ClearFlash, idTarget_SetInfluence::Event_ClearFlash ) END_CLASS /* ================ idTarget_SetInfluence::idTarget_SetInfluence ================ */ idTarget_SetInfluence::idTarget_SetInfluence( void ) { flashIn = 0.0f; flashOut = 0.0f; delay = 0.0f; switchToCamera = NULL; soundFaded = false; restoreOnTrigger = false; } /* ================ idTarget_SetInfluence::Save ================ */ void idTarget_SetInfluence::Save( idSaveGame *savefile ) const { int i; savefile->WriteInt( lightList.Num() ); for( i = 0; i < lightList.Num(); i++ ) { savefile->WriteInt( lightList[ i ] ); } savefile->WriteInt( guiList.Num() ); for( i = 0; i < guiList.Num(); i++ ) { savefile->WriteInt( guiList[ i ] ); } savefile->WriteInt( soundList.Num() ); for( i = 0; i < soundList.Num(); i++ ) { savefile->WriteInt( soundList[ i ] ); } savefile->WriteInt( genericList.Num() ); for( i = 0; i < genericList.Num(); i++ ) { savefile->WriteInt( genericList[ i ] ); } savefile->WriteFloat( flashIn ); savefile->WriteFloat( flashOut ); savefile->WriteFloat( delay ); savefile->WriteString( flashInSound ); savefile->WriteString( flashOutSound ); savefile->WriteObject( switchToCamera ); savefile->WriteFloat( fovSetting.GetStartTime() ); savefile->WriteFloat( fovSetting.GetDuration() ); savefile->WriteFloat( fovSetting.GetStartValue() ); savefile->WriteFloat( fovSetting.GetEndValue() ); savefile->WriteBool( soundFaded ); savefile->WriteBool( restoreOnTrigger ); } /* ================ idTarget_SetInfluence::Restore ================ */ void idTarget_SetInfluence::Restore( idRestoreGame *savefile ) { int i, num; int itemNum; float set; savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { savefile->ReadInt( itemNum ); lightList.Append( itemNum ); } savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { savefile->ReadInt( itemNum ); guiList.Append( itemNum ); } savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { savefile->ReadInt( itemNum ); soundList.Append( itemNum ); } savefile->ReadInt( num ); for ( i = 0; i < num; i++ ) { savefile->ReadInt( itemNum ); genericList.Append( itemNum ); } savefile->ReadFloat( flashIn ); savefile->ReadFloat( flashOut ); savefile->ReadFloat( delay ); savefile->ReadString( flashInSound ); savefile->ReadString( flashOutSound ); savefile->ReadObject( reinterpret_cast( switchToCamera ) ); savefile->ReadFloat( set ); fovSetting.SetStartTime( set ); savefile->ReadFloat( set ); fovSetting.SetDuration( set ); savefile->ReadFloat( set ); fovSetting.SetStartValue( set ); savefile->ReadFloat( set ); fovSetting.SetEndValue( set ); savefile->ReadBool( soundFaded ); savefile->ReadBool( restoreOnTrigger ); } /* ================ idTarget_SetInfluence::Spawn ================ */ void idTarget_SetInfluence::Spawn() { PostEventMS( &EV_GatherEntities, 0 ); flashIn = spawnArgs.GetFloat( "flashIn", "0" ); flashOut = spawnArgs.GetFloat( "flashOut", "0" ); flashInSound = spawnArgs.GetString( "snd_flashin" ); flashOutSound = spawnArgs.GetString( "snd_flashout" ); delay = spawnArgs.GetFloat( "delay" ); soundFaded = false; restoreOnTrigger = false; // always allow during cinematics cinematic = true; } /* ================ idTarget_SetInfluence::Event_Flash ================ */ void idTarget_SetInfluence::Event_Flash( float flash, int out ) { idPlayer *player = gameLocal.GetLocalPlayer(); player->playerView.Fade( idVec4( 1, 1, 1, 1 ), flash ); const idSoundShader *shader = NULL; if ( !out && flashInSound.Length() ){ shader = declManager->FindSound( flashInSound ); player->StartSoundShader( shader, SND_CHANNEL_VOICE, 0, false, NULL ); } else if ( out && ( flashOutSound.Length() || flashInSound.Length() ) ) { shader = declManager->FindSound( flashOutSound.Length() ? flashOutSound : flashInSound ); player->StartSoundShader( shader, SND_CHANNEL_VOICE, 0, false, NULL ); } PostEventSec( &EV_ClearFlash, flash, flash ); } /* ================ idTarget_SetInfluence::Event_ClearFlash ================ */ void idTarget_SetInfluence::Event_ClearFlash( float flash ) { idPlayer *player = gameLocal.GetLocalPlayer(); player->playerView.Fade( vec4_zero , flash ); } /* ================ idTarget_SetInfluence::Event_GatherEntities ================ */ void idTarget_SetInfluence::Event_GatherEntities() { int i, listedEntities; idEntity *entityList[ MAX_GENTITIES ]; bool lights = spawnArgs.GetBool( "effect_lights" ); bool sounds = spawnArgs.GetBool( "effect_sounds" ); bool guis = spawnArgs.GetBool( "effect_guis" ); bool models = spawnArgs.GetBool( "effect_models" ); bool vision = spawnArgs.GetBool( "effect_vision" ); bool targetsOnly = spawnArgs.GetBool( "targetsOnly" ); lightList.Clear(); guiList.Clear(); soundList.Clear(); if ( spawnArgs.GetBool( "effect_all" ) ) { lights = sounds = guis = models = vision = true; } if ( targetsOnly ) { listedEntities = targets.Num(); for ( i = 0; i < listedEntities; i++ ) { entityList[i] = targets[i].GetEntity(); } } else { float radius = spawnArgs.GetFloat( "radius" ); listedEntities = gameLocal.EntitiesWithinRadius( GetPhysics()->GetOrigin(), radius, entityList, MAX_GENTITIES ); } for( i = 0; i < listedEntities; i++ ) { idEntity *ent = entityList[ i ]; if ( ent ) { // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( lights && ent->IsType( idLight::GetClassType() ) && ent->spawnArgs.FindKey( "color_demonic" ) ) { // RAVEN END lightList.Append( ent->entityNumber ); continue; } // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( sounds && ent->IsType( idSound::GetClassType() ) && ent->spawnArgs.FindKey( "snd_demonic" ) ) { // RAVEN END soundList.Append( ent->entityNumber ); continue; } if ( guis && ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ 0 ] && ent->spawnArgs.FindKey( "gui_demonic" ) ) { guiList.Append( ent->entityNumber ); continue; } // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent->IsType( idStaticEntity::GetClassType() ) && ent->spawnArgs.FindKey( "color_demonic" ) ) { // RAVEN END genericList.Append( ent->entityNumber ); continue; } } } idStr temp; temp = spawnArgs.GetString( "switchToView" ); switchToCamera = ( temp.Length() ) ? gameLocal.FindEntity( temp ) : NULL; } /* ================ idTarget_SetInfluence::Event_Activate ================ */ void idTarget_SetInfluence::Event_Activate( idEntity *activator ) { int i, j; idEntity *ent; idLight *light; idSound *sound; idStaticEntity *generic; const char *parm; const char *skin; bool update; idVec3 color; idVec4 colorTo; idPlayer *player; player = gameLocal.GetLocalPlayer(); if ( spawnArgs.GetBool( "triggerActivate" ) ) { if ( restoreOnTrigger ) { ProcessEvent( &EV_RestoreInfluence ); restoreOnTrigger = false; return; } restoreOnTrigger = true; } float fadeTime = spawnArgs.GetFloat( "fadeWorldSounds" ); if ( delay > 0.0f ) { PostEventSec( &EV_Activate, delay, activator ); delay = 0.0f; // start any sound fading now if ( fadeTime ) { soundSystem->FadeSoundClasses( SOUNDWORLD_GAME, 0, -40.0f, fadeTime ); soundFaded = true; } return; } else if ( fadeTime && !soundFaded ) { soundSystem->FadeSoundClasses( SOUNDWORLD_GAME, 0, -40.0f, fadeTime ); soundFaded = true; } if ( spawnArgs.GetBool( "triggerTargets" ) ) { ActivateTargets( activator ); } if ( flashIn ) { PostEventSec( &EV_Flash, 0.0f, flashIn, 0 ); } parm = spawnArgs.GetString( "snd_influence" ); if ( parm && *parm ) { PostEventSec( &EV_StartSoundShader, flashIn, parm, SND_CHANNEL_ANY ); } if ( switchToCamera ) { switchToCamera->PostEventSec( &EV_Activate, flashIn + 0.05f, this ); } // RAVEN BEGIN // mekberg: allow for initial fov and both fovs. int fov = spawnArgs.GetInt( "fov" ); int fovInitial = spawnArgs.GetInt( "fov_initial" ); if ( fov && fovInitial) { fovSetting.Init( gameLocal.time, SEC2MS( spawnArgs.GetFloat( "fovTime" ) ), fovInitial, fov ); BecomeActive( TH_THINK ); } else if ( fov ) { fovSetting.Init( gameLocal.time, SEC2MS( spawnArgs.GetFloat( "fovTime" ) ), player->DefaultFov(), fov ); BecomeActive( TH_THINK ); } else if ( fovInitial ) { fovSetting.Init( gameLocal.time, SEC2MS( spawnArgs.GetFloat( "fovTime" ) ), fovInitial, player->DefaultFov() ); BecomeActive( TH_THINK ); } // RAVEN END for ( i = 0; i < genericList.Num(); i++ ) { ent = gameLocal.entities[genericList[i]]; if ( ent == NULL ) { continue; } generic = static_cast( ent ); color = generic->spawnArgs.GetVector( "color_demonic" ); colorTo.Set( color.x, color.y, color.z, 1.0f ); generic->Fade( colorTo, spawnArgs.GetFloat( "fade_time", "0.25" ) ); } for ( i = 0; i < lightList.Num(); i++ ) { ent = gameLocal.entities[lightList[i]]; // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent == NULL || !ent->IsType( idLight::GetClassType() ) ) { // RAVEN END continue; } light = static_cast(ent); parm = light->spawnArgs.GetString( "mat_demonic" ); if ( parm && *parm ) { light->SetShader( parm ); } color = light->spawnArgs.GetVector( "_color" ); color = light->spawnArgs.GetVector( "color_demonic", color.ToString() ); colorTo.Set( color.x, color.y, color.z, 1.0f ); light->Fade( colorTo, spawnArgs.GetFloat( "fade_time", "0.25" ) ); } for ( i = 0; i < soundList.Num(); i++ ) { ent = gameLocal.entities[soundList[i]]; // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent == NULL || !ent->IsType( idSound::GetClassType() ) ) { // RAVEN END continue; } sound = static_cast(ent); parm = sound->spawnArgs.GetString( "snd_demonic" ); if ( parm && *parm ) { if ( sound->spawnArgs.GetBool( "overlayDemonic" ) ) { sound->StartSound( "snd_demonic", SND_CHANNEL_DEMONIC, 0, false, NULL ); } else { sound->StopSound( SND_CHANNEL_ANY, false ); sound->SetSound( parm ); } } } for ( i = 0; i < guiList.Num(); i++ ) { ent = gameLocal.entities[guiList[i]]; if ( ent == NULL || ent->GetRenderEntity() == NULL ) { continue; } update = false; for ( j = 0; j < MAX_RENDERENTITY_GUI; j++ ) { if ( ent->GetRenderEntity()->gui[ j ] && ent->spawnArgs.FindKey( j == 0 ? "gui_demonic" : va( "gui_demonic%d", j+1 ) ) ) { ent->GetRenderEntity()->gui[ j ] = uiManager->FindGui( ent->spawnArgs.GetString( j == 0 ? "gui_demonic" : va( "gui_demonic%d", j+1 ) ), true ); update = true; } } if ( update ) { ent->UpdateVisuals(); ent->Present(); } } player->SetInfluenceLevel( spawnArgs.GetInt( "influenceLevel" ) ); int snapAngle = spawnArgs.GetInt( "snapAngle" ); if ( snapAngle ) { idAngles ang( 0, snapAngle, 0 ); player->SetViewAngles( ang ); player->SetAngles( ang ); } if ( spawnArgs.GetBool( "effect_vision" ) ) { parm = spawnArgs.GetString( "mtrVision" ); skin = spawnArgs.GetString( "skinVision" ); player->SetInfluenceView( parm, skin, spawnArgs.GetInt( "visionRadius" ), this ); } parm = spawnArgs.GetString( "mtrWorld" ); if ( parm && *parm ) { gameLocal.SetGlobalMaterial( declManager->FindMaterial( parm ) ); } if ( !restoreOnTrigger ) { PostEventMS( &EV_RestoreInfluence, SEC2MS( spawnArgs.GetFloat( "time" ) ) ); } } /* ================ idTarget_SetInfluence::Think ================ */ void idTarget_SetInfluence::Think( void ) { if ( thinkFlags & TH_THINK ) { idPlayer *player = gameLocal.GetLocalPlayer(); player->SetInfluenceFov( fovSetting.GetCurrentValue( gameLocal.time ) ); if ( fovSetting.IsDone( gameLocal.time ) ) { if ( !spawnArgs.GetBool( "leaveFOV" ) ) { player->SetInfluenceFov( 0 ); } BecomeInactive( TH_THINK ); } } else { BecomeInactive( TH_ALL ); } } /* ================ idTarget_SetInfluence::Event_RestoreInfluence ================ */ void idTarget_SetInfluence::Event_RestoreInfluence() { int i, j; idEntity *ent; idLight *light; idSound *sound; idStaticEntity *generic; bool update; idVec3 color; idVec4 colorTo; if ( flashOut ) { PostEventSec( &EV_Flash, 0.0f, flashOut, 1 ); } if ( switchToCamera ) { switchToCamera->PostEventMS( &EV_Activate, 0.0f, this ); } for ( i = 0; i < genericList.Num(); i++ ) { ent = gameLocal.entities[genericList[i]]; if ( ent == NULL ) { continue; } generic = static_cast( ent ); colorTo.Set( 1.0f, 1.0f, 1.0f, 1.0f ); generic->Fade( colorTo, spawnArgs.GetFloat( "fade_time", "0.25" ) ); } for ( i = 0; i < lightList.Num(); i++ ) { ent = gameLocal.entities[lightList[i]]; // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent == NULL || !ent->IsType( idLight::GetClassType() ) ) { // RAVEN END continue; } light = static_cast(ent); if ( !light->spawnArgs.GetBool( "leave_demonic_mat" ) ) { const char *texture = light->spawnArgs.GetString( "texture", "lights/squarelight1" ); light->SetShader( texture ); } color = light->spawnArgs.GetVector( "_color" ); colorTo.Set( color.x, color.y, color.z, 1.0f ); light->Fade( colorTo, spawnArgs.GetFloat( "fade_time", "0.25" ) ); } for ( i = 0; i < soundList.Num(); i++ ) { ent = gameLocal.entities[soundList[i]]; // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent == NULL || !ent->IsType( idSound::GetClassType() ) ) { // RAVEN END continue; } sound = static_cast(ent); sound->StopSound( SND_CHANNEL_ANY, false ); sound->SetSound( sound->spawnArgs.GetString( "s_shader" ) ); } for ( i = 0; i < guiList.Num(); i++ ) { ent = gameLocal.entities[guiList[i]]; if ( ent == NULL || GetRenderEntity() == NULL ) { continue; } update = false; for( j = 0; j < MAX_RENDERENTITY_GUI; j++ ) { if ( ent->GetRenderEntity()->gui[ j ] ) { ent->GetRenderEntity()->gui[ j ] = uiManager->FindGui( ent->spawnArgs.GetString( j == 0 ? "gui" : va( "gui%d", j+1 ) ) ); update = true; } } if ( update ) { ent->UpdateVisuals(); ent->Present(); } } idPlayer *player = gameLocal.GetLocalPlayer(); player->SetInfluenceLevel( 0 ); player->SetInfluenceView( NULL, NULL, 0.0f, NULL ); player->SetInfluenceFov( 0 ); gameLocal.SetGlobalMaterial( NULL ); float fadeTime = spawnArgs.GetFloat( "fadeWorldSounds" ); if ( fadeTime ) { soundSystem->FadeSoundClasses( SOUNDWORLD_GAME, 0, 0.0f, fadeTime / 2.0f ); } } /* =============================================================================== idTarget_SetKeyVal =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetKeyVal ) EVENT( EV_Activate, idTarget_SetKeyVal::Event_Activate ) END_CLASS /* ================ idTarget_SetKeyVal::Event_Activate ================ */ void idTarget_SetKeyVal::Event_Activate( idEntity *activator ) { int i; idStr key, val; idEntity *ent; const idKeyValue *kv; int n; for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent ) { kv = spawnArgs.MatchPrefix("keyval"); while ( kv ) { n = kv->GetValue().Find( ";" ); if ( n > 0 ) { key = kv->GetValue().Left( n ); val = kv->GetValue().Right( kv->GetValue().Length() - n - 1 ); ent->spawnArgs.Set( key, val ); for ( int j = 0; j < MAX_RENDERENTITY_GUI; j++ ) { if ( ent->GetRenderEntity()->gui[ j ] ) { if ( idStr::Icmpn( key, "gui_", 4 ) == 0 ) { ent->GetRenderEntity()->gui[ j ]->SetStateString( key, val ); ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.time ); } } } } kv = spawnArgs.MatchPrefix( "keyval", kv ); } ent->UpdateChangeableSpawnArgs( NULL ); ent->UpdateVisuals(); ent->Present(); } } } /* =============================================================================== idTarget_SetFov =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetFov ) EVENT( EV_Activate, idTarget_SetFov::Event_Activate ) END_CLASS /* ================ idTarget_SetFov::Save ================ */ void idTarget_SetFov::Save( idSaveGame *savefile ) const { savefile->WriteFloat( fovSetting.GetStartTime() ); savefile->WriteFloat( fovSetting.GetDuration() ); savefile->WriteFloat( fovSetting.GetStartValue() ); savefile->WriteFloat( fovSetting.GetEndValue() ); } /* ================ idTarget_SetFov::Restore ================ */ void idTarget_SetFov::Restore( idRestoreGame *savefile ) { float setting; savefile->ReadFloat( setting ); fovSetting.SetStartTime( setting ); savefile->ReadFloat( setting ); fovSetting.SetDuration( setting ); savefile->ReadFloat( setting ); fovSetting.SetStartValue( setting ); savefile->ReadFloat( setting ); fovSetting.SetEndValue( setting ); fovSetting.GetCurrentValue( gameLocal.time ); } /* ================ idTarget_SetFov::Event_Activate ================ */ void idTarget_SetFov::Event_Activate( idEntity *activator ) { // always allow during cinematics cinematic = true; idPlayer *player = gameLocal.GetLocalPlayer(); fovSetting.Init( gameLocal.time, SEC2MS( spawnArgs.GetFloat( "time" ) ), player ? player->DefaultFov() : g_fov.GetFloat(), spawnArgs.GetFloat( "fov" ) ); BecomeActive( TH_THINK ); } /* ================ idTarget_SetFov::Think ================ */ void idTarget_SetFov::Think( void ) { if ( thinkFlags & TH_THINK ) { idPlayer *player = gameLocal.GetLocalPlayer(); player->SetInfluenceFov( fovSetting.GetCurrentValue( gameLocal.time ) ); if ( fovSetting.IsDone( gameLocal.time ) ) { player->SetInfluenceFov( 0.0f ); BecomeInactive( TH_THINK ); } } else { BecomeInactive( TH_ALL ); } } /* =============================================================================== idTarget_SetPrimaryObjective =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_SetPrimaryObjective ) EVENT( EV_Activate, idTarget_SetPrimaryObjective::Event_Activate ) END_CLASS /* ================ idTarget_SetPrimaryObjective::Event_Activate ================ */ void idTarget_SetPrimaryObjective::Event_Activate( idEntity *activator ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player && player->objectiveSystem ) { player->objectiveSystem->SetStateString( "missionobjective", spawnArgs.GetString( "text", common->GetLocalizedString( "#str_104253" ) ) ); } } // RAVEN BEGIN // bdube: added database entry trigger // twhitaker: removed database entry trigger /* =============================================================================== rvTarget_AddDatabaseEntry =============================================================================== */ /* CLASS_DECLARATION( idTarget, rvTarget_AddDatabaseEntry ) EVENT( EV_Activate, rvTarget_AddDatabaseEntry::Event_Activate ) END_CLASS */ /* ================ rvTarget_AddDatabaseEntry::Event_Activate ================ */ /*void rvTarget_AddDatabaseEntry::Event_Activate( idEntity *activator ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { player->GiveDatabaseEntry ( gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_db", "" ) ) ); } } */ // jshepard: secret area trigger /* =============================================================================== rvTarget_SecretArea =============================================================================== */ CLASS_DECLARATION( idTarget, rvTarget_SecretArea ) EVENT( EV_Activate, rvTarget_SecretArea::Event_Activate ) END_CLASS /* ================ rvTarget_SecretArea::Event_Activate ================ */ void rvTarget_SecretArea::Event_Activate( idEntity *activator ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { player->DiscoverSecretArea( spawnArgs.GetString ( "description" )); } } /* =============================================================================== rvTarget_BossBattle =============================================================================== */ const idEventDef EV_SetShieldPercent( "setShieldPercent", "f" ); const idEventDef EV_SetBossMaxHealth( "setMaxBossHealth", "f" ); const idEventDef EV_AllowShieldBar( "allowShieldBar", "f" ); const idEventDef EV_AllowShieldWarningBar( "allowShieldWarnBar", "f" ); CLASS_DECLARATION( idTarget, rvTarget_BossBattle ) EVENT( EV_Activate, rvTarget_BossBattle::Event_Activate ) EVENT( EV_SetShieldPercent, rvTarget_BossBattle::Event_SetShieldPercent ) EVENT( EV_SetBossMaxHealth, rvTarget_BossBattle::Event_SetBossMaxHealth ) EVENT( EV_AllowShieldBar, rvTarget_BossBattle::Event_AllowShieldBar ) EVENT( EV_AllowShieldWarningBar, rvTarget_BossBattle::Event_AllowShieldWarningBar ) END_CLASS /* ================ rvTarget_BossBattle::Event_Activate ================ */ void rvTarget_BossBattle::Event_Activate( idEntity *activator ) { idPlayer* player = gameLocal.GetLocalPlayer(); idEntity* enemy = gameLocal.FindEntity ( spawnArgs.GetString ( "target" ) ); if ( player && enemy ) { player->StartBossBattle ( enemy ); } StartSound ( "snd_activate", SND_CHANNEL_ANY, 0, false, NULL ); } /* ================ rvTarget_BossBattle::Event_AllowShieldBar ================ */ void rvTarget_BossBattle::Event_AllowShieldBar( float activate ) { idUserInterface *hud = gameLocal.GetLocalPlayer()->GetHud(); if ( hud ) { if( activate ) { hud->HandleNamedEvent( "showBossShieldBar" ); hud->HandleNamedEvent( "updateBossShield" ); } else { hud->HandleNamedEvent( "hideBossShieldBar" ); } } } /* ================ rvTarget_BossBattle::Event_AllowShieldWarningBar ================ */ void rvTarget_BossBattle::Event_AllowShieldWarningBar( float activate ) { idUserInterface *hud = gameLocal.GetLocalPlayer()->GetHud(); if ( hud ) { if( activate ) { hud->HandleNamedEvent( "showBossShieldWarn" ); hud->HandleNamedEvent( "updateBossShield" ); } else { hud->HandleNamedEvent( "hideBossShieldWarn" ); } } } /* ================ rvTarget_BossBattle::Event_SetShieldPercent ================ */ void rvTarget_BossBattle::Event_SetShieldPercent( float percent ) { idUserInterface *hud = gameLocal.GetLocalPlayer()->GetHud(); if ( hud ) { hud->SetStateFloat( "boss_shield_percent", percent ); hud->HandleNamedEvent( "updateBossShield" ); } } /* ================ rvTarget_BossBattle::Event_SetMaxBossHealth ================ */ void rvTarget_BossBattle::Event_SetBossMaxHealth( float f ) { idUserInterface *hud = gameLocal.GetLocalPlayer()->GetHud(); if ( hud ) { hud->SetStateInt ( "boss_maxhealth",f ); } } /* =============================================================================== rvTarget_LaunchProjectile =============================================================================== */ const idEventDef EV_LaunchProjectile( "launchProjectile", "e" ); CLASS_DECLARATION( idTarget, rvTarget_LaunchProjectile ) EVENT( EV_Activate, rvTarget_LaunchProjectile::Event_Activate ) EVENT( EV_LaunchProjectile, rvTarget_LaunchProjectile::Event_LaunchProjectile ) END_CLASS /* ================ rvTarget_LaunchProjectile::Spawn ================ */ void rvTarget_LaunchProjectile::Spawn( void ) { if ( spawnArgs.GetBool( "start_on" ) ) { PostEventMS( &EV_Activate, 0, this ); } } /* ================ rvTarget_LaunchProjectile::Event_LaunchProjectile ================ */ void rvTarget_LaunchProjectile::Event_LaunchProjectile( idEntity *activator ) { const idDict* projectileDict; idEntity* ent; projectileDict = gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_projectile" ), false ); if ( !projectileDict ) { gameLocal.Error ( "Could not find entityDef '%s' for launch projectile target '%s'", spawnArgs.GetString ( "def_projectile" ), GetName() ); } gameLocal.SpawnEntityDef( *projectileDict, &ent, false ); if ( !ent ) { gameLocal.Error( "Could not spawn entityDef '%s'", projectileDict->GetString( "classname" ) ); } if ( !ent->IsType( idProjectile::GetClassType() ) ) { gameLocal.Error( "'%s' is not an idProjectile", ent->GetClassname() ); } idVec3 dir; if ( targets.Num ( ) && targets[0] ) { dir = targets[0]->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); dir.Normalize(); } else { dir = GetPhysics()->GetAxis()[0]; } idProjectile* proj = static_cast(ent); proj->Create( this, GetPhysics()->GetOrigin(), dir, this ); proj->Launch( GetPhysics()->GetOrigin(), dir, GetPhysics()->GetLinearVelocity(), 0.0f, 1.0f ); if ( targets.Num() && proj->IsType ( idGuidedProjectile::GetClassType ( ) ) ) { static_cast(proj)->GuideTo ( targets[0] ); } if ( spawnArgs.GetFloat( "loop_interval" ) ) { PostEventSec( &EV_Activate, spawnArgs.GetFloat( "loop_interval" ), activator ); } } /* ================ rvTarget_LaunchProjectile::Event_Activate ================ */ void rvTarget_LaunchProjectile::Event_Activate( idEntity *activator ) { idVec3 dir; if ( targets.Num ( ) && targets[0] ) { dir = targets[0]->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); dir.Normalize(); } else { dir = GetPhysics()->GetAxis()[0]; } if ( spawnArgs.GetString( "fx_launch", NULL ) ) { gameLocal.PlayEffect( gameLocal.GetEffect( spawnArgs, "fx_launch" ), GetPhysics()->GetOrigin(), dir.ToMat3() ); } if ( spawnArgs.GetFloat( "delay" ) ) { PostEventSec( &EV_LaunchProjectile, spawnArgs.GetFloat( "delay" ), activator ); return; } ProcessEvent( &EV_LaunchProjectile, activator ); } /* =============================================================================== rvTarget_ExitArea =============================================================================== */ CLASS_DECLARATION( idTarget, rvTarget_ExitAreaAlert ) EVENT( EV_Activate, rvTarget_ExitAreaAlert::Event_Activate ) END_CLASS void rvTarget_ExitAreaAlert::Event_Activate( idEntity *activator ) { gameLocal.UpdateEndLevel(); } /* =============================================================================== rvTarget_AmmoStash =============================================================================== */ int CompareAmmoData( const void* ammo1, const void* ammo2) { if ((( ammodata_t *)ammo2)->percentFull > (( ammodata_t *)ammo1)->percentFull ) { return -1; } else { return 1; } } CLASS_DECLARATION( idTarget, rvTarget_AmmoStash ) EVENT( EV_Activate, rvTarget_AmmoStash::Event_Activate ) END_CLASS void rvTarget_AmmoStash::Event_Activate( idEntity *activator ) { const idKeyValue* kv; idPlayer* player; int typeCount; idEntity* entAmmo; idItem* item; idDict args; player = gameLocal.GetLocalPlayer(); //set up the array memset( AmmoArray, 0, sizeof( ammodata_t) * AMMO_ARRAY_SIZE); for( int t= 0; t < AMMO_ARRAY_SIZE; t++) { AmmoArray[ t ].percentFull = 2.0f; } // we only check for certain types of ammo. kv = spawnArgs.MatchPrefix ( "def_ammo", NULL ); if ( kv ) { kv->GetValue(); for ( typeCount = 0; typeCount < AMMO_ARRAY_SIZE && kv; kv = spawnArgs.MatchPrefix ( "def_ammo", kv ) ) { AmmoArray[ typeCount ].ammoName = kv->GetValue(); AmmoArray[ typeCount ].ammoIndex = player->inventory.AmmoIndexForAmmoClass( AmmoArray[ typeCount ].ammoName.c_str() ); //check and see how much ammo this weapon can hold... AmmoArray[ typeCount ].ammoMax = player->inventory.MaxAmmoForAmmoClass( player, AmmoArray[ typeCount ].ammoName.c_str() ); //and the current amount AmmoArray[ typeCount ].ammoCount = player->inventory.HasAmmo( AmmoArray[ typeCount ].ammoIndex, 1); if( AmmoArray[ typeCount ].ammoMax > 0) { AmmoArray[ typeCount ].percentFull = float( AmmoArray[ typeCount ].ammoCount / AmmoArray[ typeCount ].ammoMax ); } else { AmmoArray[ typeCount ].percentFull = 2.0f; } //increment typeCount++; } } else { gameLocal.Warning("Bad ammo data on rvTarget_AmmoStash '%s'", this->GetName()); return; } //TEMP: print out the ammo counts //for( int t= 0; t < AMMO_ARRAY_SIZE; t++) { // gameLocal.Printf("Ammo %d is %s and %f full\n", t, AmmoArray[ t ].ammoName.c_str(), AmmoArray[ t].percentFull); //} //sort the types of ammo by need. The most-needed ammo will be placed. qsort( ( void * )AmmoArray, AMMO_ARRAY_SIZE ,sizeof( ammodata_t), CompareAmmoData ); //TEMP: print out the ammo counts //gameLocal.Printf("--------------------------------\nresorting\n--------------------------------\n" ); //for( int t= 0; t < AMMO_ARRAY_SIZE; t++) { // gameLocal.Printf("Ammo %d is %s and %f full\n", t, AmmoArray[ t ].ammoName.c_str(), AmmoArray[ t].percentFull); //} int i; //run through our targets until we have no more targets. for ( i = targets.Num() - 1; i >= 0; i -- ) { idEntity* ent; ent = targets[i]; if ( idStr::Icmp ( ent->spawnArgs.GetString ( "classname" ), "target_null" ) ) { continue; } //drop the most needed ammo at ent's location. args.Set ( "origin", ent->GetPhysics()->GetOrigin().ToString() ); args.SetFloat ( "angle", ent->GetPhysics()->GetAxis().ToAngles()[YAW] ); args.Set ( "classname", AmmoArray[ 0 ].ammoName ); gameLocal.SpawnEntityDef ( args, &entAmmo ); //now assume that the item was picked up. item = static_cast< idItem* >(entAmmo); kv = entAmmo->spawnArgs.MatchPrefix ( "inv_ammo", NULL ); if( kv ) { //add the ammo as if the player picked it up AmmoArray[ 0 ].ammoCount += atoi(kv->GetValue().c_str()); AmmoArray[ 0 ].percentFull = (float)AmmoArray[ 0 ].ammoCount / (float)AmmoArray[ 0 ].ammoMax; //resort the ammo. qsort( ( void * )AmmoArray, AMMO_ARRAY_SIZE ,sizeof( ammodata_t), CompareAmmoData ); //TEMP: print out the ammo counts //gameLocal.Printf("--------------------------------\nresorting\n--------------------------------\n" ); //for( int t= 0; t < AMMO_ARRAY_SIZE; t++) { // gameLocal.Printf("Ammo %d is %s and %f full\n", t, AmmoArray[ t ].ammoName.c_str(), AmmoArray[ t].percentFull); //} } else { gameLocal.Warning("Bad ammo data on target_ammostash '%s'", this->GetName()); return; } } } /* =============================================================================== rvTarget_TetherAI =============================================================================== */ CLASS_DECLARATION( idTarget, rvTarget_TetherAI ) EVENT( EV_Activate, rvTarget_TetherAI::Event_Activate ) END_CLASS /* ================ rvTarget_TetherAI::Event_Activate ================ */ void rvTarget_TetherAI::Event_Activate( idEntity *activator ) { int i; if ( activator->IsType ( idAI::GetClassType() ) ) { activator->ProcessEvent ( &EV_Activate, this ); } // All targetted AI will be activated with the tether AI entity for ( i = 0; i < targets.Num(); i ++ ) { if ( !targets[i] ) { continue; } if ( targets[i]->IsType ( idAI::GetClassType() ) ) { targets[i]->ProcessEvent ( &EV_Activate, this ); } } } /* =============================================================================== rvTarget_Nailable =============================================================================== */ CLASS_DECLARATION( idTarget, rvTarget_Nailable ) END_CLASS void rvTarget_Nailable::Spawn() { //InitDefaultPhysics( origin, axis ); // int contents = GetPhysics()->GetContents(); // contents &= CONTENTS_BODY; // contents &= CONTENTS_SOLID; GetPhysics()->SetContents( MASK_SHOT_BOUNDINGBOX ); } // RAVEN END /* =============================================================================== idTarget_LockDoor =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_LockDoor ) EVENT( EV_Activate, idTarget_LockDoor::Event_Activate ) END_CLASS /* ================ idTarget_LockDoor::Event_Activate ================ */ void idTarget_LockDoor::Event_Activate( idEntity *activator ) { int i; idEntity *ent; int lock; lock = spawnArgs.GetInt( "locked", "1" ); for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); // RAVEN BEGIN // jnewquist: Use accessor for static class type if ( ent && ent->IsType( idDoor::GetClassType() ) ) { // RAVEN END if ( static_cast( ent )->IsLocked() ) { static_cast( ent )->Lock( 0 ); } else { static_cast( ent )->Lock( lock ); } } } } /* =============================================================================== idTarget_CallObjectFunction =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_CallObjectFunction ) EVENT( EV_Activate, idTarget_CallObjectFunction::Event_Activate ) END_CLASS /* ================ idTarget_CallObjectFunction::Event_Activate ================ */ void idTarget_CallObjectFunction::Event_Activate( idEntity *activator ) { int i; idEntity *ent; const function_t *func; const char *funcName; idThread *thread; funcName = spawnArgs.GetString( "call" ); for( i = 0; i < targets.Num(); i++ ) { ent = targets[ i ].GetEntity(); if ( ent && ent->scriptObject.HasObject() ) { func = ent->scriptObject.GetFunction( funcName ); if ( !func ) { gameLocal.Error( "Function '%s' not found on entity '%s' for function call from '%s'", funcName, ent->name.c_str(), name.c_str() ); } if ( func->type->NumParameters() != 1 ) { gameLocal.Error( "Function '%s' on entity '%s' has the wrong number of parameters for function call from '%s'", funcName, ent->name.c_str(), name.c_str() ); } if ( !ent->scriptObject.GetTypeDef()->Inherits( func->type->GetParmType( 0 ) ) ) { gameLocal.Error( "Function '%s' on entity '%s' is the wrong type for function call from '%s'", funcName, ent->name.c_str(), name.c_str() ); } // create a thread and call the function // RAVEN BEGIN // mwhitlock: Dynamic memory consolidation RV_PUSH_HEAP_MEM(this); // RAVEN END thread = new idThread(); // RAVEN BEGIN // mwhitlock: Dynamic memory consolidation RV_POP_HEAP(); // RAVEN END thread->CallFunction( ent, func, true ); thread->Start(); } } } /* =============================================================================== idTarget_EnableLevelWeapons =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_EnableLevelWeapons ) EVENT( EV_Activate, idTarget_EnableLevelWeapons::Event_Activate ) END_CLASS /* ================ idTarget_EnableLevelWeapons::Event_Activate ================ */ void idTarget_EnableLevelWeapons::Event_Activate( idEntity *activator ) { int i; const char *weap; gameLocal.world->spawnArgs.SetBool( "no_Weapons", spawnArgs.GetBool( "disable" ) ); if ( spawnArgs.GetBool( "disable" ) ) { for( i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { gameLocal.entities[ i ]->ProcessEvent( &EV_Player_DisableWeapon ); } } } else { weap = spawnArgs.GetString( "weapon" ); for( i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { gameLocal.entities[ i ]->ProcessEvent( &EV_Player_EnableWeapon ); if ( weap && weap[ 0 ] ) { gameLocal.entities[ i ]->PostEventSec( &EV_Player_SelectWeapon, 0.5f, weap ); } } } } } /* =============================================================================== idTarget_Tip =============================================================================== */ const idEventDef EV_TipOff( "" ); extern const idEventDef EV_GetPlayerPos( "" ); CLASS_DECLARATION( idTarget, idTarget_Tip ) EVENT( EV_Activate, idTarget_Tip::Event_Activate ) EVENT( EV_TipOff, idTarget_Tip::Event_TipOff ) EVENT( EV_GetPlayerPos, idTarget_Tip::Event_GetPlayerPos ) END_CLASS /* ================ idTarget_Tip::idTarget_Tip ================ */ idTarget_Tip::idTarget_Tip( void ) { playerPos.Zero(); } /* ================ idTarget_Tip::Spawn ================ */ void idTarget_Tip::Spawn( void ) { } /* ================ idTarget_Tip::Save ================ */ void idTarget_Tip::Save( idSaveGame *savefile ) const { savefile->WriteVec3( playerPos ); } /* ================ idTarget_Tip::Restore ================ */ void idTarget_Tip::Restore( idRestoreGame *savefile ) { savefile->ReadVec3( playerPos ); } /* ================ idTarget_Tip::Event_Activate ================ */ void idTarget_Tip::Event_GetPlayerPos( void ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { playerPos = player->GetPhysics()->GetOrigin(); PostEventMS( &EV_TipOff, 100 ); } } /* ================ idTarget_Tip::Event_Activate ================ */ void idTarget_Tip::Event_Activate( idEntity *activator ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { if ( player->IsTipVisible() ) { PostEventSec( &EV_Activate, 5.1f, activator ); return; } player->ShowTip( spawnArgs.GetString( "text_title" ), spawnArgs.GetString( "text_tip" ), false ); PostEventMS( &EV_GetPlayerPos, 2000 ); } } /* ================ idTarget_Tip::Event_TipOff ================ */ void idTarget_Tip::Event_TipOff( void ) { idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { idVec3 v = player->GetPhysics()->GetOrigin() - playerPos; if ( v.Length() > 96.0f ) { player->HideTip(); } else { PostEventMS( &EV_TipOff, 100 ); } } } /* =============================================================================== idTarget_GiveSecurity =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_GiveSecurity ) EVENT( EV_Activate, idTarget_GiveSecurity::Event_Activate ) END_CLASS /* ================ idTarget_GiveEmail::Event_Activate ================ */ void idTarget_GiveSecurity::Event_Activate( idEntity *activator ) { // RAVEN BEGIN // bdube: not using security /* idPlayer *player = gameLocal.GetLocalPlayer(); if ( player ) { player->GiveSecurity( spawnArgs.GetString( "text_security" ) ); } */ // RAVEN END } /* =============================================================================== idTarget_RemoveWeapons =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_RemoveWeapons ) EVENT( EV_Activate, idTarget_RemoveWeapons::Event_Activate ) END_CLASS /* ================ idTarget_RemoveWeapons::Event_Activate ================ */ void idTarget_RemoveWeapons::Event_Activate( idEntity *activator ) { for( int i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { idPlayer *player = static_cast< idPlayer* >( gameLocal.entities[i] ); const idKeyValue *kv = spawnArgs.MatchPrefix( "weapon", NULL ); while ( kv ) { player->RemoveWeapon( kv->GetValue() ); kv = spawnArgs.MatchPrefix( "weapon", kv ); } // RAVEN BEGIN // bdube: default to initial weapon player->SelectWeapon( 0, true ); // RAVEN END } } } /* =============================================================================== idTarget_LevelTrigger =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_LevelTrigger ) EVENT( EV_Activate, idTarget_LevelTrigger::Event_Activate ) END_CLASS /* ================ idTarget_LevelTrigger::Event_Activate ================ */ void idTarget_LevelTrigger::Event_Activate( idEntity *activator ) { for( int i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { idPlayer *player = static_cast< idPlayer* >( gameLocal.entities[i] ); player->SetLevelTrigger( spawnArgs.GetString( "levelName" ), spawnArgs.GetString( "triggerName" ) ); } } } /* =============================================================================== idTarget_EnableStamina =============================================================================== */ CLASS_DECLARATION( idTarget, idTarget_EnableStamina ) EVENT( EV_Activate, idTarget_EnableStamina::Event_Activate ) END_CLASS /* ================ idTarget_EnableStamina::Event_Activate ================ */ void idTarget_EnableStamina::Event_Activate( idEntity *activator ) { for( int i = 0; i < gameLocal.numClients; i++ ) { if ( gameLocal.entities[ i ] ) { idPlayer *player = static_cast< idPlayer* >( gameLocal.entities[i] ); if ( spawnArgs.GetBool( "enable" ) ) { pm_stamina.SetFloat( player->spawnArgs.GetFloat( "pm_stamina" ) ); } else { pm_stamina.SetFloat( 0.0f ); } } } } /* =============================================================================== idTarget_FadeSoundClass =============================================================================== */ const idEventDef EV_RestoreVolume( "" ); CLASS_DECLARATION( idTarget, idTarget_FadeSoundClass ) EVENT( EV_Activate, idTarget_FadeSoundClass::Event_Activate ) EVENT( EV_RestoreVolume, idTarget_FadeSoundClass::Event_RestoreVolume ) END_CLASS /* ================ idTarget_FadeSoundClass::Event_Activate ================ */ void idTarget_FadeSoundClass::Event_Activate( idEntity *activator ) { float fadeTime = spawnArgs.GetFloat( "fadeTime" ); float fadeDB = spawnArgs.GetFloat( "fadeDB" ); float fadeDuration = spawnArgs.GetFloat( "fadeDuration" ); int fadeClass = spawnArgs.GetInt( "fadeClass" ); // start any sound fading now if ( fadeTime ) { soundSystem->FadeSoundClasses( SOUNDWORLD_GAME, fadeClass, spawnArgs.GetBool( "fadeIn" ) ? fadeDB : 0.0f - fadeDB, fadeTime ); if ( fadeDuration ) { PostEventSec( &EV_RestoreVolume, fadeDuration ); } } } /* ================ idTarget_FadeSoundClass::Event_RestoreVolume ================ */ void idTarget_FadeSoundClass::Event_RestoreVolume() { float fadeTime = spawnArgs.GetFloat( "fadeTime" ); float fadeDB = spawnArgs.GetFloat( "fadeDB" ); // int fadeClass = spawnArgs.GetInt( "fadeClass" ); // restore volume soundSystem->FadeSoundClasses( SOUNDWORLD_GAME, 0, fadeDB, fadeTime ); }