quake4-sdk/source/mpgame/GameEdit.cpp

1961 lines
45 KiB
C++

#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
// RAVEN BEGIN
// bdube: added
#include "Effect.h"
// nmckenzie:
//#include "rvAI/AI.h"
#include "ai/AI.h"
#include "client/ClientEffect.h"
// RAVEN END
/*
===============================================================================
Ingame cursor.
===============================================================================
*/
CLASS_DECLARATION( idEntity, idCursor3D )
END_CLASS
/*
===============
idCursor3D::idCursor3D
===============
*/
idCursor3D::idCursor3D( void ) {
draggedPosition.Zero();
}
/*
===============
idCursor3D::~idCursor3D
===============
*/
idCursor3D::~idCursor3D( void ) {
}
/*
===============
idCursor3D::Spawn
===============
*/
void idCursor3D::Spawn( void ) {
}
/*
===============
idCursor3D::Present
===============
*/
void idCursor3D::Present( void ) {
// don't present to the renderer if the entity hasn't changed
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
return;
}
BecomeInactive( TH_UPDATEVISUALS );
const idVec3 &origin = GetPhysics()->GetOrigin();
const idMat3 &axis = GetPhysics()->GetAxis();
gameRenderWorld->DebugArrow( colorYellow, origin + axis[1] * -5.0f + axis[2] * 5.0f, origin, 2 );
gameRenderWorld->DebugArrow( colorRed, origin, draggedPosition, 2 );
}
/*
===============
idCursor3D::Think
===============
*/
void idCursor3D::Think( void ) {
if ( thinkFlags & TH_THINK ) {
drag.Evaluate( gameLocal.time );
}
Present();
}
/*
===============================================================================
Allows entities to be dragged through the world with physics.
===============================================================================
*/
#define MAX_DRAG_TRACE_DISTANCE 2048.0f
/*
==============
idDragEntity::idDragEntity
==============
*/
idDragEntity::idDragEntity( void ) {
cursor = NULL;
Clear();
}
/*
==============
idDragEntity::~idDragEntity
==============
*/
idDragEntity::~idDragEntity( void ) {
StopDrag();
selected = NULL;
delete cursor;
cursor = NULL;
}
/*
==============
idDragEntity::Clear
==============
*/
void idDragEntity::Clear() {
dragEnt = NULL;
joint = INVALID_JOINT;
id = 0;
localEntityPoint.Zero();
localPlayerPoint.Zero();
bodyName.Clear();
selected = NULL;
}
/*
==============
idDragEntity::StopDrag
==============
*/
void idDragEntity::StopDrag( void ) {
dragEnt = NULL;
if ( cursor ) {
cursor->BecomeInactive( TH_THINK );
}
}
/*
==============
idDragEntity::Update
==============
*/
void idDragEntity::Update( idPlayer *player ) {
idVec3 viewPoint, origin;
idMat3 viewAxis, axis;
trace_t trace;
idEntity *newEnt;
idAngles angles;
jointHandle_t newJoint = INVALID_JOINT;
idStr newBodyName;
player->GetViewPos( viewPoint, viewAxis );
// if no entity selected for dragging
if ( !dragEnt.GetEntity() ) {
if ( player->usercmd.buttons & BUTTON_ATTACK ) {
// RAVEN BEGIN
// ddynerman: multiple clip worlds
gameLocal.TracePoint( player, trace, viewPoint, viewPoint + viewAxis[0] * MAX_DRAG_TRACE_DISTANCE, (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_BODY), player );
// RAVEN END
if ( trace.fraction < 1.0f ) {
newEnt = gameLocal.entities[ trace.c.entityNum ];
if ( newEnt ) {
if ( newEnt->GetBindMaster() ) {
if ( newEnt->GetBindJoint() ) {
trace.c.id = JOINT_HANDLE_TO_CLIPMODEL_ID( newEnt->GetBindJoint() );
} else {
trace.c.id = newEnt->GetBindBody();
}
newEnt = newEnt->GetBindMaster();
}
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( newEnt->IsType( idAFEntity_Base::GetClassType() ) && static_cast<idAFEntity_Base *>(newEnt)->IsActiveAF() ) {
// RAVEN END
idAFEntity_Base *af = static_cast<idAFEntity_Base *>(newEnt);
// joint being dragged
newJoint = CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id );
// get the body id from the trace model id which might be a joint handle
trace.c.id = af->BodyForClipModelId( trace.c.id );
// get the name of the body being dragged
newBodyName = af->GetAFPhysics()->GetBody( trace.c.id )->GetName();
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
} else if ( !newEnt->IsType( idWorldspawn::GetClassType() ) ) {
// RAVEN END
if ( trace.c.id < 0 ) {
newJoint = CLIPMODEL_ID_TO_JOINT_HANDLE( trace.c.id );
} else {
newJoint = INVALID_JOINT;
}
newBodyName = "";
} else {
newJoint = INVALID_JOINT;
newEnt = NULL;
}
}
if ( newEnt ) {
dragEnt = newEnt;
selected = newEnt;
joint = newJoint;
id = trace.c.id;
bodyName = newBodyName;
if ( !cursor ) {
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
cursor = ( idCursor3D * )gameLocal.SpawnEntityType( idCursor3D::GetClassType() );
// RAVEN END
}
idPhysics *phys = dragEnt.GetEntity()->GetPhysics();
localPlayerPoint = ( trace.c.point - viewPoint ) * viewAxis.Transpose();
origin = phys->GetOrigin( id );
axis = phys->GetAxis( id );
localEntityPoint = ( trace.c.point - origin ) * axis.Transpose();
cursor->drag.Init( g_dragDamping.GetFloat() );
cursor->drag.SetPhysics( phys, id, localEntityPoint );
cursor->Show();
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( phys->IsType( idPhysics_AF::GetClassType() ) ||
phys->IsType( idPhysics_RigidBody::GetClassType() ) ||
phys->IsType( idPhysics_Monster::GetClassType() ) ) {
// RAVEN END
cursor->BecomeActive( TH_THINK );
}
}
}
}
}
// if there is an entity selected for dragging
idEntity *drag = dragEnt.GetEntity();
if ( drag ) {
if ( !( player->usercmd.buttons & BUTTON_ATTACK ) ) {
StopDrag();
return;
}
cursor->SetOrigin( viewPoint + localPlayerPoint * viewAxis );
cursor->SetAxis( viewAxis );
cursor->drag.SetDragPosition( cursor->GetPhysics()->GetOrigin() );
renderEntity_t *renderEntity = drag->GetRenderEntity();
idAnimator *dragAnimator = drag->GetAnimator();
if ( joint != INVALID_JOINT && renderEntity && dragAnimator ) {
dragAnimator->GetJointTransform( joint, gameLocal.time, cursor->draggedPosition, axis );
cursor->draggedPosition = renderEntity->origin + cursor->draggedPosition * renderEntity->axis;
gameRenderWorld->DrawText( va( "%s\n%s\n%s, %s", drag->GetName(), drag->GetType()->classname, dragAnimator->GetJointName( joint ), bodyName.c_str() ), cursor->GetPhysics()->GetOrigin(), 0.1f, colorWhite, viewAxis, 1 );
} else {
cursor->draggedPosition = cursor->GetPhysics()->GetOrigin();
gameRenderWorld->DrawText( va( "%s\n%s\n%s", drag->GetName(), drag->GetType()->classname, bodyName.c_str() ), cursor->GetPhysics()->GetOrigin(), 0.1f, colorWhite, viewAxis, 1 );
}
}
// if there is a selected entity
if ( selected.GetEntity() && g_dragShowSelection.GetBool() ) {
// draw the bbox of the selected entity
renderEntity_t *renderEntity = selected.GetEntity()->GetRenderEntity();
if ( renderEntity ) {
gameRenderWorld->DebugBox( colorYellow, idBox( renderEntity->bounds, renderEntity->origin, renderEntity->axis ) );
}
}
}
/*
==============
idDragEntity::SetSelected
==============
*/
void idDragEntity::SetSelected( idEntity *ent ) {
selected = ent;
StopDrag();
}
/*
==============
idDragEntity::DeleteSelected
==============
*/
void idDragEntity::DeleteSelected( void ) {
delete selected.GetEntity();
selected = NULL;
StopDrag();
}
/*
==============
idDragEntity::BindSelected
==============
*/
void idDragEntity::BindSelected( void ) {
int num, largestNum;
idLexer lexer;
idToken type, bodyName;
idStr key, value, bindBodyName;
const idKeyValue *kv;
idAFEntity_Base *af;
af = static_cast<idAFEntity_Base *>(dragEnt.GetEntity());
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !af || !af->IsType( idAFEntity_Base::GetClassType() ) || !af->IsActiveAF() ) {
// RAVEN END
return;
}
bindBodyName = af->GetAFPhysics()->GetBody( id )->GetName();
largestNum = 1;
// parse all the bind constraints
kv = af->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
while ( kv ) {
key = kv->GetKey();
key.Strip( "bindConstraint " );
if ( sscanf( key, "bind%d", &num ) ) {
if ( num >= largestNum ) {
largestNum = num + 1;
}
}
lexer.LoadMemory( kv->GetValue(), kv->GetValue().Length(), kv->GetKey() );
lexer.ReadToken( &type );
lexer.ReadToken( &bodyName );
lexer.FreeSource();
// if there already exists a bind constraint for this body
if ( bodyName.Icmp( bindBodyName ) == 0 ) {
// delete the bind constraint
af->spawnArgs.Delete( kv->GetKey() );
kv = NULL;
}
kv = af->spawnArgs.MatchPrefix( "bindConstraint ", kv );
}
sprintf( key, "bindConstraint bind%d", largestNum );
sprintf( value, "ballAndSocket %s %s", bindBodyName.c_str(), af->GetAnimator()->GetJointName( joint ) );
af->spawnArgs.Set( key, value );
af->spawnArgs.Set( "bind", "worldspawn" );
af->Bind( gameLocal.world, true );
}
/*
==============
idDragEntity::UnbindSelected
==============
*/
void idDragEntity::UnbindSelected( void ) {
const idKeyValue *kv;
idAFEntity_Base *af;
af = static_cast<idAFEntity_Base *>(selected.GetEntity());
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !af || !af->IsType( idAFEntity_Base::GetClassType() ) || !af->IsActiveAF() ) {
// RAVEN END
return;
}
// unbind the selected entity
af->Unbind();
// delete all the bind constraints
kv = selected.GetEntity()->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
while ( kv ) {
selected.GetEntity()->spawnArgs.Delete( kv->GetKey() );
kv = selected.GetEntity()->spawnArgs.MatchPrefix( "bindConstraint ", NULL );
}
// delete any bind information
af->spawnArgs.Delete( "bind" );
af->spawnArgs.Delete( "bindToJoint" );
af->spawnArgs.Delete( "bindToBody" );
}
/*
===============================================================================
Handles ingame entity editing.
===============================================================================
*/
/*
==============
idEditEntities::idEditEntities
==============
*/
idEditEntities::idEditEntities( void ) {
selectableEntityClasses.Clear();
nextSelectTime = 0;
}
// RAVEN BEGIN
// bdube: made this special to edit entities
/*
=============
idEditEntities::FindTraceEntity
=============
*/
idEntity* idEditEntities::FindTraceEntity( idVec3 start, idVec3 end, const idEntity *skip ) {
idEntity *ent;
idEntity *bestEnt;
float scale;
float bestScale;
idBounds b;
bestEnt = NULL;
bestScale = 1.0f;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent != skip && EntityIsSelectable ( ent ) ) {
b = ent->GetPhysics()->GetAbsBounds().Expand( 16 );
if ( b.RayIntersection( start, end-start, scale ) ) {
if ( scale >= 0.0f && scale < bestScale ) {
bestEnt = ent;
bestScale = scale;
}
}
}
}
return bestEnt;
}
// RAVEN END
/*
=============
idEditEntities::SelectEntity
=============
*/
bool idEditEntities::SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip ) {
idVec3 end;
idEntity *ent;
if ( !g_editEntityMode.GetInteger() || selectableEntityClasses.Num() == 0 ) {
return false;
}
if ( gameLocal.time < nextSelectTime ) {
return true;
}
nextSelectTime = gameLocal.time + 300;
end = origin + dir * 4096.0f;
// RAVEN BEGIN
// bdube: more generic
ent = NULL;
for ( int i = 0; i < selectableEntityClasses.Num(); i++ ) {
ent = FindTraceEntity( origin, end, skip );
if ( ent ) {
break;
}
}
if ( !ent ) {
return false;
}
ClearSelectedEntities();
AddSelectedEntity( ent );
gameLocal.Printf( "entity #%d: %s '%s'\n", ent->entityNumber, ent->GetClassname(), ent->name.c_str() );
if ( gameLocal.editors & EDITOR_ENTVIEW ) {
common->InitTool ( EDITOR_ENTVIEW, &ent->spawnArgs );
} else {
ent->ShowEditingDialog();
}
return true;
// RAVEN END
}
/*
=============
idEditEntities::AddSelectedEntity
=============
*/
void idEditEntities::AddSelectedEntity(idEntity *ent) {
ent->fl.selected = true;
selectedEntities.AddUnique(ent);
}
/*
==============
idEditEntities::RemoveSelectedEntity
==============
*/
void idEditEntities::RemoveSelectedEntity( idEntity *ent ) {
if ( selectedEntities.Find( ent ) ) {
selectedEntities.Remove( ent );
}
}
/*
=============
idEditEntities::ClearSelectedEntities
=============
*/
void idEditEntities::ClearSelectedEntities() {
int i, count;
count = selectedEntities.Num();
for ( i = 0; i < count; i++ ) {
selectedEntities[i]->fl.selected = false;
}
selectedEntities.Clear();
}
/*
=============
idEditEntities::EntityIsSelectable
=============
*/
bool idEditEntities::EntityIsSelectable( idEntity *ent, idVec4 *color, idStr *text ) {
// RAVEN BEGIN
// bdube: no matter what dont let the player or its entities be selectable
idPlayer* player;
if ( 0 != (player = gameLocal.GetLocalPlayer() )) {
if ( ent == player || ent == player->GetWeaponViewModel ( ) || ent == player->GetWeaponWorldModel ( ) ) {
return false;
}
}
for ( int i = 0; i < selectableEntityClasses.Num(); i++ ) {
if ( ent->IsType ( *selectableEntityClasses[i].typeInfo ) ) {
// RAVEN END
if ( text ) {
*text = selectableEntityClasses[i].textKey;
}
if ( color ) {
if ( ent->fl.selected ) {
*color = colorRed;
} else {
switch( i ) {
case 1 :
*color = colorYellow;
break;
case 2 :
*color = colorBlue;
break;
default:
*color = colorGreen;
}
}
}
return true;
}
}
return false;
}
/*
=============
idEditEntities::DisplayEntities
=============
*/
void idEditEntities::DisplayEntities( void ) {
idEntity *ent;
if ( !gameLocal.GetLocalPlayer() ) {
return;
}
selectableEntityClasses.Clear();
selectedTypeInfo_t sit;
switch( g_editEntityMode.GetInteger() ) {
case 1:
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
sit.typeInfo = &idLight::GetClassType();
// RAVEN END
sit.textKey = "texture";
selectableEntityClasses.Append( sit );
break;
case 2:
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
sit.typeInfo = &idSound::GetClassType();
// scork: added secondary "name" field as well (Zack request)
sit.textKey = "s_shader|name";
selectableEntityClasses.Append( sit );
// scork: Zack (reasonably enough) doesn't want the lights displayed when editing sounds
// sit.typeInfo = &idLight::GetClassType();
// sit.textKey = "texture";
// selectableEntityClasses.Append( sit );
// RAVEN END
break;
case 3:
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
sit.typeInfo = &idAFEntity_Base::GetClassType();
// RAVEN END
sit.textKey = "articulatedFigure";
selectableEntityClasses.Append( sit );
break;
case 4:
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
sit.typeInfo = &idFuncEmitter::GetClassType();
// RAVEN END
sit.textKey = "model";
selectableEntityClasses.Append( sit );
break;
case 5:
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
sit.typeInfo = &idAI::GetClassType();
// RAVEN END
sit.textKey = "name";
selectableEntityClasses.Append( sit );
break;
case 6:
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
sit.typeInfo = &idEntity::GetClassType();
// RAVEN END
sit.textKey = "name";
selectableEntityClasses.Append( sit );
break;
case 7:
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
sit.typeInfo = &idEntity::GetClassType();
// RAVEN END
sit.textKey = "model";
selectableEntityClasses.Append( sit );
break;
// RAVEN BEGIN
// bdube: added fx entities
case 8:
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
sit.typeInfo = &rvEffect::GetClassType();
// RAVEN END
sit.textKey = "fx";
selectableEntityClasses.Append ( sit );
break;
// RAVEN END
default:
return;
}
idBounds viewBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
idBounds viewTextBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
idMat3 axis = gameLocal.GetLocalPlayer()->viewAngles.ToMat3();
viewBounds.ExpandSelf( g_editEntityDistance.GetFloat() );
// RAVEN BEGIN
// scork: changed from 128 to 256 so we can see speaker ent descriptions before getting right up to them
// rhummer: Added cvar to adjust the distance for the text too.
viewTextBounds.ExpandSelf( g_editEntityTextDistance.GetFloat() );
// RAVEN END
idStr textKey;
// RAVEN BEGIN
// scork: secondary field
idStr textKey2;
idStr strOutput;
// RAVEN END
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
idVec4 color;
textKey = "";
if ( !EntityIsSelectable( ent, &color, &textKey ) ) {
continue;
}
// RAVEN BEGIN
// scork: handle optional secondary field
textKey2 = "";
int iIndex = textKey.Find('|');
if (iIndex >= 0)
{
textKey2 = textKey.Mid ( iIndex+1, textKey.Length()-(iIndex+1) ); // hmmm, they emulate 99% of MS CString but don't have a single-param Mid() func?
textKey = textKey.Left( iIndex );
}
// RAVEN END
bool drawArrows = false;
// RAVEN BEGIN
// bdube: added
bool drawDirection = false;
// RAVEN END
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( ent->GetType() == &idAFEntity_Base::GetClassType() ) {
// RAVEN END
if ( !static_cast<idAFEntity_Base *>(ent)->IsActiveAF() ) {
continue;
}
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
} else if ( ent->GetType() == &idSound::GetClassType() ) {
// RAVEN END
if ( ent->fl.selected )
{
drawArrows = true;
int iFlag = ent->GetRefSoundShaderFlags();
iFlag |= SSF_HILITE;
ent->SetRefSoundShaderFlags( iFlag );
}
else
{
int iFlag = ent->GetRefSoundShaderFlags();
iFlag &= ~SSF_HILITE;
ent->SetRefSoundShaderFlags( iFlag );
}
ent->UpdateSound();
const idSoundShader * ss = declManager->FindSound( ent->spawnArgs.GetString( textKey ) );
if ( ss->HasDefaultSound() || ss->base->GetState() == DS_DEFAULTED ) {
color.Set( 1.0f, 0.0f, 1.0f, 1.0f );
}
// RAVEN BEGIN
// bdube: added
// jnewquist: Use accessor for static class type
} else if ( ent->GetType() == &rvEffect::GetClassType() ) {
drawDirection = true;
if ( ent->fl.selected ) {
drawArrows = true;
}
} else if ( ent->GetType() == &idFuncEmitter::GetClassType() ) {
// RAVEN END
if ( ent->fl.selected ) {
drawArrows = true;
}
}
if ( !viewBounds.ContainsPoint( ent->GetPhysics()->GetOrigin() ) ) {
continue;
}
gameRenderWorld->DebugBounds( color, idBounds( ent->GetPhysics()->GetOrigin() ).Expand( 8 ) );
if ( drawArrows ) {
idVec3 start = ent->GetPhysics()->GetOrigin();
idVec3 end = start + idVec3( 1, 0, 0 ) * 20.0f;
gameRenderWorld->DebugArrow( colorWhite, start, end, 2 );
gameRenderWorld->DrawText( "x+", end + idVec3( 4, 0, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 1, 0, 0 ) * -20.0f;
gameRenderWorld->DebugArrow( colorWhite, start, end, 2 );
gameRenderWorld->DrawText( "x-", end + idVec3( -4, 0, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 1, 0 ) * +20.0f;
gameRenderWorld->DebugArrow( colorGreen, start, end, 2 );
gameRenderWorld->DrawText( "y+", end + idVec3( 0, 4, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 1, 0 ) * -20.0f;
gameRenderWorld->DebugArrow( colorGreen, start, end, 2 );
gameRenderWorld->DrawText( "y-", end + idVec3( 0, -4, 0 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 0, 1 ) * +20.0f;
gameRenderWorld->DebugArrow( colorBlue, start, end, 2 );
gameRenderWorld->DrawText( "z+", end + idVec3( 0, 0, 4 ), 0.15f, colorWhite, axis );
end = start + idVec3( 0, 0, 1 ) * -20.0f;
gameRenderWorld->DebugArrow( colorBlue, start, end, 2 );
gameRenderWorld->DrawText( "z-", end + idVec3( 0, 0, -4 ), 0.15f, colorWhite, axis );
}
// RAVEN BEGIN
// bdube: added
if ( drawDirection ) {
idVec3 start = ent->GetPhysics()->GetOrigin ( );
idVec3 end = start + ent->GetPhysics()->GetAxis()[0] * 35.0f;
gameRenderWorld->DebugArrow ( colorYellow, start, end, 6 );
}
// RAVEN END
if ( textKey.Length() ) {
// RAVEN BEGIN
// scork: handle optional secondary field, plus only call GetString when bounds are within view
if ( viewTextBounds.ContainsPoint( ent->GetPhysics()->GetOrigin() ) ) {
strOutput = ent->spawnArgs.GetString( textKey );
if (!textKey2.IsEmpty())
{
strOutput += " ( ";
strOutput += ent->spawnArgs.GetString( textKey2 );
strOutput += " )";
}
gameRenderWorld->DrawText( strOutput.c_str(), ent->GetPhysics()->GetOrigin() + idVec3(0, 0, 12), 0.25, colorWhite, axis, 1 );
}
// RAVEN END
}
}
}
/*
===============================================================================
idGameEdit
===============================================================================
*/
idGameEdit gameEditLocal;
idGameEdit * gameEdit = &gameEditLocal;
/*
=============
idGameEdit::GetSelectedEntities
=============
*/
int idGameEdit::GetSelectedEntities( idEntity *list[], int max ) {
int num = 0;
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->fl.selected ) {
list[num++] = ent;
if ( num >= max ) {
break;
}
}
}
return num;
}
/*
=============
idGameEdit::TriggerSelected
=============
*/
void idGameEdit::TriggerSelected() {
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->fl.selected ) {
ent->ProcessEvent( &EV_Activate, gameLocal.GetLocalPlayer() );
}
}
}
/*
================
idGameEdit::ClearEntitySelection
================
*/
void idGameEdit::ClearEntitySelection() {
idEntity *ent;
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
ent->fl.selected = false;
}
// RAVEN BEGIN
// bdube: fixed potential crash
if ( gameLocal.editEntities ) {
gameLocal.editEntities->ClearSelectedEntities();
}
// RAVEN END
}
/*
================
idGameEdit::AddSelectedEntity
================
*/
void idGameEdit::AddSelectedEntity( idEntity *ent ) {
// RAVEN BEGIN
// mekberg: fixed crash
if ( ent && gameLocal.editEntities ) {
gameLocal.editEntities->AddSelectedEntity( ent );
}
// RAVEN END
}
/*
================
idGameEdit::FindEntityDefDict
================
*/
const idDict *idGameEdit::FindEntityDefDict( const char *name, bool makeDefault ) const {
return gameLocal.FindEntityDefDict( name, makeDefault );
}
/*
================
idGameEdit::SpawnEntityDef
================
*/
void idGameEdit::SpawnEntityDef( const idDict &args, idEntity **ent ) {
gameLocal.SpawnEntityDef( args, ent );
}
/*
================
idGameEdit::FindEntity
================
*/
idEntity *idGameEdit::FindEntity( const char *name ) const {
return gameLocal.FindEntity( name );
}
/*
=============
idGameEdit::GetUniqueEntityName
generates a unique name for a given classname
=============
*/
const char *idGameEdit::GetUniqueEntityName( const char *classname ) const {
int id;
static char name[1024];
// can only have MAX_GENTITIES, so if we have a spot available, we're guaranteed to find one
for( id = 0; id < MAX_GENTITIES; id++ ) {
idStr::snPrintf( name, sizeof( name ), "%s_%d", classname, id );
if ( !gameLocal.FindEntity( name ) ) {
return name;
}
}
// id == MAX_GENTITIES + 1, which can't be in use if we get here
idStr::snPrintf( name, sizeof( name ), "%s_%d", classname, id );
return name;
}
/*
================
idGameEdit::EntityGetOrigin
================
*/
void idGameEdit::EntityGetOrigin( idEntity *ent, idVec3 &org ) const {
if ( ent ) {
org = ent->GetPhysics()->GetOrigin();
}
}
/*
================
idGameEdit::EntityGetAxis
================
*/
void idGameEdit::EntityGetAxis( idEntity *ent, idMat3 &axis ) const {
if ( ent ) {
axis = ent->GetPhysics()->GetAxis();
}
}
/*
================
idGameEdit::EntitySetOrigin
================
*/
void idGameEdit::EntitySetOrigin( idEntity *ent, const idVec3 &org ) {
if ( ent ) {
ent->SetOrigin( org );
}
}
/*
================
idGameEdit::EntitySetAxis
================
*/
void idGameEdit::EntitySetAxis( idEntity *ent, const idMat3 &axis ) {
if ( ent ) {
ent->SetAxis( axis );
}
}
/*
================
idGameEdit::EntitySetColor
================
*/
void idGameEdit::EntitySetColor( idEntity *ent, const idVec3 color ) {
if ( ent ) {
ent->SetColor( color );
}
}
/*
================
idGameEdit::EntityTranslate
================
*/
void idGameEdit::EntityTranslate( idEntity *ent, const idVec3 &org ) {
if ( ent ) {
ent->GetPhysics()->Translate( org );
}
}
/*
================
idGameEdit::EntityGetSpawnArgs
================
*/
// RAVEN BEGIN
// scork: const-qualified 'ent' so other things would compile
const idDict *idGameEdit::EntityGetSpawnArgs( const idEntity *ent ) const {
// RAVEN END
if ( ent ) {
return &ent->spawnArgs;
}
return NULL;
}
/*
================
idGameEdit::EntityUpdateChangeableSpawnArgs
================
*/
void idGameEdit::EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict ) {
if ( ent ) {
ent->UpdateChangeableSpawnArgs( dict );
}
}
/*
================
idGameEdit::EntityChangeSpawnArgs
================
*/
void idGameEdit::EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs ) {
if ( ent ) {
for ( int i = 0 ; i < newArgs->GetNumKeyVals () ; i ++ ) {
const idKeyValue *kv = newArgs->GetKeyVal( i );
if ( kv->GetValue().Length() > 0 ) {
ent->spawnArgs.Set ( kv->GetKey() ,kv->GetValue() );
} else {
ent->spawnArgs.Delete ( kv->GetKey() );
}
}
}
}
/*
================
idGameEdit::EntityUpdateVisuals
================
*/
void idGameEdit::EntityUpdateVisuals( idEntity *ent ) {
if ( ent ) {
ent->UpdateVisuals();
}
}
/*
================
idGameEdit::EntitySetModel
================
*/
void idGameEdit::EntitySetModel( idEntity *ent, const char *val ) {
if ( ent ) {
ent->spawnArgs.Set( "model", val );
ent->SetModel( val );
}
}
/*
================
idGameEdit::EntityStopSound
================
*/
void idGameEdit::EntityStopSound( idEntity *ent ) {
if ( ent ) {
ent->StopSound( SND_CHANNEL_ANY, false );
}
}
/*
================
idGameEdit::EntityDelete
================
*/
void idGameEdit::EntityDelete( idEntity *ent ) {
delete ent;
}
// RAVEN BEGIN
// bdube: added
/*
================
idGameEdit::EntityGetRenderEntity
================
*/
renderEntity_t* idGameEdit::EntityGetRenderEntity ( idEntity* ent ) {
return ent->GetRenderEntity();
}
/*
================
idGameEdit::EntityGetName
================
*/
const char* idGameEdit::EntityGetName ( idEntity* ent ) const {
if ( !ent ) {
return "";
}
return ent->GetName();
}
/*
================
idGameEdit::EntityGetClassname
================
*/
const char* idGameEdit::EntityGetClassname ( idEntity* ent ) const {
return ent->GetType()->classname;
}
/*
================
idGameEdit::EntityIsDerivedFrom
================
*/
bool idGameEdit::EntityIsDerivedFrom ( idEntity* ent, const char* classname ) const {
idTypeInfo* type;
type = idClass::GetClass ( classname );
if ( !type ) {
return false;
}
return ent->IsType ( *type );
}
/*
================
idGameEdit::EntityIsValid
================
*/
int idGameEdit::EntityToSafeId ( idEntity* ent ) const {
if ( !ent ) {
return 0;
}
return ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS ) | ent->entityNumber;
}
/*
================
idGameEdit::EntityFromSafeId
================
*/
idEntity *idGameEdit::EntityFromSafeId( int safeID ) const {
int entityNum = safeID & ( ( 1 << GENTITYNUM_BITS ) - 1 );
if ( ( gameLocal.spawnIds[ entityNum ] == ( safeID >> GENTITYNUM_BITS ) ) ) {
return gameLocal.entities[ entityNum ];
}
return NULL;
}
/*
================
idGameEdit::EntitySetSkin
================
*/
void idGameEdit::EntitySetSkin ( idEntity* ent, const char* temp ) const {
ent->SetSkin ( declManager->FindSkin ( temp ) );
}
/*
================
idGameEdit::EntityClearSkin
================
*/
void idGameEdit::EntityClearSkin ( idEntity* ent ) const {
ent->ClearSkin ( );
}
/*
================
idGameEdit::EntityClearSkin
================
*/
void idGameEdit::EntityShow ( idEntity* ent ) const {
ent->Show ( );
}
/*
================
idGameEdit::EntityClearSkin
================
*/
void idGameEdit::EntityHide ( idEntity* ent ) const {
ent->Hide ( );
}
/*
================
idGameEdit::EntityGetBounds
================
*/
void idGameEdit::EntityGetBounds ( idEntity* ent, idBounds &bounds ) const {
bounds = ent->GetRenderEntity()->bounds;
}
/*
================
idGameEdit::EntityPlayAnim
================
*/
int idGameEdit::EntityPlayAnim ( idEntity* ent, int animNum, int time, int blendtime ) {
if ( !ent->GetAnimator ( ) ) {
return 0;
}
ent->GetAnimator()->PlayAnim ( ANIMCHANNEL_ALL, animNum, time, blendtime );
ent->GetAnimator()->ServiceAnims ( time, time );
return ent->GetAnimator()->CurrentAnim( ANIMCHANNEL_ALL )->GetEndTime ( );
}
/*
================
idGameEdit::EntitySetFrame
================
*/
void idGameEdit::EntitySetFrame ( idEntity* ent, int animNum, int frame, int time, int blendtime ) {
idAnimator* animator;
animator = ent->GetAnimator ( );
if ( !animator ) {
return;
}
animator->ClearAllAnims ( time, time );
// Move to the first frame of the animation
// RAVEN BEGIN
frameBlend_t frameBlend = { 0, frame, frame, 1.0f, 0 };
animator->SetFrame ( ANIMCHANNEL_ALL, animNum, frameBlend );
// RAVEN END
animator->ForceUpdate ( );
}
/*
================
idGameEdit::EntityGetDelta
================
*/
void idGameEdit::EntityGetDelta ( idEntity* ent, int fromTime, int toTime, idVec3& delta ) {
ent->GetAnimator()->GetDelta ( fromTime, toTime, delta );
}
/*
================
idGameEdit::EntityRemoveOriginOffset
================
*/
void idGameEdit::EntityRemoveOriginOffset ( idEntity* ent, bool remove ) {
ent->GetAnimator()->RemoveOriginOffset ( remove );
}
/*
================
idGameEdit::EntityStopAllEffects
================
*/
void idGameEdit::EntityStopAllEffects ( idEntity* ent ) {
ent->StopAllEffects ( );
ent->StopSound ( SND_CHANNEL_ANY, false );
}
// RAVEN BEGIN
// scork: some accessor functions for various utils
idEntity *idGameEdit::EntityGetNextTeamEntity( idEntity *pEnt ) const {
return pEnt->GetNextTeamEntity();
}
void idGameEdit::GetPlayerInfo( idVec3 &v3Origin, idMat3 &mat3Axis, int PlayerNum, idAngles *deltaViewAngles ) const
{
game->GetPlayerInfo( v3Origin, mat3Axis, PlayerNum, deltaViewAngles );
}
void idGameEdit::SetPlayerInfo( idVec3 &v3Origin, idMat3 &mat3Axis, int PlayerNum ) const
{
game->SetPlayerInfo( v3Origin, mat3Axis, PlayerNum );
}
void idGameEdit::EntitySetName( idEntity* pEnt, const char *psName )
{
pEnt->SetName( psName );
}
// RAVEN END
/*
================
idGameEdit::LightSetParms
================
*/
void idGameEdit::LightSetParms ( idEntity* ent, int maxLevel, int currentLevel, float radius ) {
int data;
idLight* light;
// Switch to a light entity
light = dynamic_cast<idLight*>(ent);
if ( !light )
{
return;
}
light->ProcessEvent ( &EV_Light_SetMaxLightLevel, maxLevel );
light->ProcessEvent ( &EV_Light_SetCurrentLightLevel, (int)currentLevel );
(*(float*)&data) = radius;
light->ProcessEventArgPtr ( &EV_Light_SetRadius, &data );
light->SetLightLevel();
}
// RAVEN END
/*
================
idGameEdit::PlayerIsValid
================
*/
bool idGameEdit::PlayerIsValid() const {
return ( gameLocal.GetLocalPlayer() != NULL );
}
/*
================
idGameEdit::PlayerGetOrigin
================
*/
void idGameEdit::PlayerGetOrigin( idVec3 &org ) const {
org = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin();
}
/*
================
idGameEdit::PlayerGetAxis
================
*/
void idGameEdit::PlayerGetAxis( idMat3 &axis ) const {
axis = gameLocal.GetLocalPlayer()->GetPhysics()->GetAxis();
}
/*
================
idGameEdit::PlayerGetViewAngles
================
*/
void idGameEdit::PlayerGetViewAngles( idAngles &angles ) const {
angles = gameLocal.GetLocalPlayer()->viewAngles;
}
/*
================
idGameEdit::PlayerGetEyePosition
================
*/
void idGameEdit::PlayerGetEyePosition( idVec3 &org ) const {
org = gameLocal.GetLocalPlayer()->GetEyePosition();
}
/*
================
idGameEdit::MapGetEntityDict
================
*/
const idDict *idGameEdit::MapGetEntityDict( const char *name ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
return &mapent->epairs;
}
}
return NULL;
}
/*
================
idGameEdit::MapSave
================
*/
void idGameEdit::MapSave( const char *path ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if (mapFile) {
// RAVEN BEGIN
// rjohnson: added entity export
if (mapFile->HasExportEntities()) {
mapFile->WriteExport( (path) ? path : mapFile->GetName() );
} else {
if ( path ) {
mapFile->Write( path, ".map");
} else {
idStr osPath;
osPath = mapFile->GetName ( );
osPath.DefaultFileExtension ( ".map" );
idFile* file = fileSystem->OpenFileRead ( osPath );
if ( file ) {
osPath = file->GetFullPath ( );
fileSystem->CloseFile ( file );
mapFile->Write ( osPath, ".map", false );
} else {
mapFile->Write ( file->GetName(), ".map" );
}
}
}
// RAVEN END
}
}
// RAVEN BEGIN
// rjohnson: added entity export
bool idGameEdit::MapHasExportEntities( void ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if (mapFile) {
return mapFile->HasExportEntities();
}
return false;
}
// scork: simple query function for the sound editor
// cdr: changed to also return the full string name of the map file (still compatable as a bool test)
const char* idGameEdit::MapLoaded( void ) const {
const char *psMapName = gameLocal.GetMapName();
if (psMapName && psMapName[0]) {
return psMapName;
}
return 0;
}
// cdr: AASTactical
idAASFile* idGameEdit::GetAASFile( int i ) {
if (gameLocal.GetAAS( i )) {
return gameLocal.GetAAS( i )->GetFile();
}
return 0;
}
// RAVEN END
/*
================
idGameEdit::MapSetEntityKeyVal
================
*/
void idGameEdit::MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
mapent->epairs.Set( key, val );
}
}
}
/*
================
idGameEdit::MapCopyDictToEntity
================
*/
void idGameEdit::MapCopyDictToEntity( const char *name, const idDict *dict ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
for ( int i = 0; i < dict->GetNumKeyVals(); i++ ) {
const idKeyValue *kv = dict->GetKeyVal( i );
const char *key = kv->GetKey();
const char *val = kv->GetValue();
mapent->epairs.Set( key, val );
}
}
}
}
/*
================
idGameEdit::MapGetUniqueMatchingKeyVals
================
*/
int idGameEdit::MapGetUniqueMatchingKeyVals( const char *key, const char *list[], int max ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
int count = 0;
if ( mapFile ) {
for ( int i = 0; i < mapFile->GetNumEntities(); i++ ) {
idMapEntity *ent = mapFile->GetEntity( i );
if ( ent ) {
const char *k = ent->epairs.GetString( key );
if ( k && *k && count < max ) {
list[count++] = k;
}
}
}
}
return count;
}
/*
================
idGameEdit::MapAddEntity
================
*/
void idGameEdit::MapAddEntity( const idDict *dict ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile ) {
idMapEntity *ent = new idMapEntity();
ent->epairs = *dict;
mapFile->AddEntity( ent );
}
}
/*
================
idGameEdit::MapRemoveEntity
================
*/
void idGameEdit::MapRemoveEntity( const char *name ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile ) {
idMapEntity *ent = mapFile->FindEntity( name );
if ( ent ) {
mapFile->RemoveEntity( ent );
}
}
}
/*
================
idGameEdit::MapGetEntitiesMatchignClassWithString
================
*/
int idGameEdit::MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
int count = 0;
if ( mapFile ) {
int entCount = mapFile->GetNumEntities();
for ( int i = 0 ; i < entCount; i++ ) {
idMapEntity *ent = mapFile->GetEntity(i);
if (ent) {
idStr work = ent->epairs.GetString("classname");
if ( work.Icmp( classname ) == 0 ) {
if ( match && *match ) {
work = ent->epairs.GetString( "soundgroup" );
if ( count < max && work.Icmp( match ) == 0 ) {
list[count++] = ent->epairs.GetString( "name" );
}
} else if ( count < max ) {
list[count++] = ent->epairs.GetString( "name" );
}
}
}
}
}
return count;
}
/*
================
idGameEdit::MapEntityTranslate
================
*/
void idGameEdit::MapEntityTranslate( const char *name, const idVec3 &v ) const {
idMapFile *mapFile = gameLocal.GetLevelMap();
if ( mapFile && name && *name ) {
idMapEntity *mapent = mapFile->FindEntity( name );
if ( mapent ) {
idVec3 origin;
mapent->epairs.GetVector( "origin", "", origin );
origin += v;
mapent->epairs.SetVector( "origin", origin );
}
}
}
// RAVEN BEGIN
// bdube: new game edit stuff
/*
================
idGameEdit::PlayerTraceFromEye
================
*/
bool idGameEdit::PlayerTraceFromEye ( trace_t &results, float length, int contentMask ) {
idVec3 start;
idVec3 end;
idAngles angles;
PlayerGetEyePosition( start );
PlayerGetEyePosition( end );
PlayerGetViewAngles ( angles );
end += angles.ToForward() * length;
// RAVEN BEGIN
// ddynerman: multiple clip worlds
return gameLocal.TracePoint ( gameLocal.GetLocalPlayer(), results, start, end, contentMask, gameLocal.GetLocalPlayer() );
// RAVEN END
}
/*
================
idGameEdit::EffectRefreshTemplate
================
*/
void idGameEdit::EffectRefreshTemplate ( const idDecl *effect ) const {
rvClientEntity* cent;
// Restart all effects
for ( cent = gameLocal.clientSpawnedEntities.Next(); cent; cent = cent->spawnNode.Next() ) {
if ( cent->IsType ( rvClientEffect::GetClassType() ) ) {
rvClientEffect* clientEffect;
clientEffect = static_cast<rvClientEffect*>( cent );
if ( clientEffect->GetEffectIndex ( ) == effect->Index() ) {
clientEffect->Restart ( );
}
}
}
}
/*
================
idGameEdit::GetGameTime
================
*/
int idGameEdit::GetGameTime ( int *previous ) const {
if ( previous ) {
*previous = gameLocal.previousTime;
}
return gameLocal.time;
}
/*
================
idGameEdit::SetGameTime
================
*/
void idGameEdit::SetGameTime ( int time ) const {
gameLocal.time = time;
gameLocal.previousTime = time;
}
/*
================
idGameEdit::TracePoint
================
*/
bool idGameEdit::TracePoint ( trace_t &results, const idVec3 &start, const idVec3 &end, int contentMask ) const {
// RAVEN BEGIN
// ddynerman: multiple clip worlds
return gameLocal.TracePoint( gameLocal.GetLocalPlayer(), results, start, end, contentMask, NULL );
// RAVEN END
}
/*
================
idGameEdit::CacheDictionaryMedia
================
*/
void idGameEdit::CacheDictionaryMedia ( const idDict* dict ) const {
gameLocal.CacheDictionaryMedia ( dict );
}
/*
================
idGameEdit::SetCamera
================
*/
void idGameEdit::SetCamera ( idEntity* camera ) const {
gameLocal.SetCamera ( dynamic_cast<idCamera*>(camera) );
}
/*
================
idGameEdit::ScriptGetStatementLineNumber
================
*/
int idGameEdit::ScriptGetStatementLineNumber ( idProgram* program, int instructionPointer ) const {
return program->GetStatement ( instructionPointer ).linenumber;
}
/*
================
idGameEdit::ScriptGetStatementFileName
================
*/
const char* idGameEdit::ScriptGetStatementFileName ( idProgram* program, int instructionPointer ) const {
return program->GetFilename ( program->GetStatement ( instructionPointer ).file );
}
/*
================
idGameEdit::ScriptGetStatementOperator
================
*/
int idGameEdit::ScriptGetStatementOperator ( idProgram* program, int instructionPointer ) const {
return program->GetStatement ( instructionPointer ).op;
}
/*
================
idGameEdit::ScriptGetCurrentFunction
================
*/
void* idGameEdit::ScriptGetCurrentFunction ( idInterpreter* interpreter ) const {
return (void*)interpreter->GetCurrentFunction ( );
}
/*
================
idGameEdit::ScriptGetCurrentFunctionName
================
*/
const char* idGameEdit::ScriptGetCurrentFunctionName ( idInterpreter* interpreter ) const {
if ( interpreter->GetCurrentFunction ( ) ) {
return interpreter->GetCurrentFunction ( )->Name();
}
return "";
}
/*
================
idGameEdit::ScriptGetStatementOperator
================
*/
int idGameEdit::ScriptGetCallstackDepth ( idInterpreter* interpreter ) const {
return interpreter->GetCallstackDepth ( );
}
/*
================
idGameEdit::ScriptGetCallstackFunction
================
*/
void* idGameEdit::ScriptGetCallstackFunction ( idInterpreter* interpreter, int depth ) const {
return (void*)interpreter->GetCallstack ( )[depth].f;
}
/*
================
idGameEdit::ScriptGetCallstackFunctionName
================
*/
const char* idGameEdit::ScriptGetCallstackFunctionName ( idInterpreter* interpreter, int depth ) const {
return interpreter->GetCallstack()[depth].f->Name();
}
/*
================
idGameEdit::ScriptGetCallstackStatement
================
*/
int idGameEdit::ScriptGetCallstackStatement ( idInterpreter* interpreter, int depth ) const {
return interpreter->GetCallstack()[depth].s;
}
/*
================
idGameEdit::ScriptIsReturnOperator
================
*/
bool idGameEdit::ScriptIsReturnOperator ( int op ) const {
return op == OP_RETURN;
}
/*
================
idGameEdit::ScriptGetRegisterValue
================
*/
const char* idGameEdit::ScriptGetRegisterValue ( idInterpreter* interpreter, const char* varname, int callstackDepth ) const {
static char value[4096];
idStr out;
value[0] = '\0';
if ( interpreter->GetRegisterValue ( varname, out, callstackDepth ) ) {
idStr::snPrintf ( value, 4095, out.c_str() );
}
return value;
}
/*
================
idGameEdit::ScriptGetThread
================
*/
idThread* idGameEdit::ScriptGetThread ( idInterpreter* interpreter ) const {
return interpreter->GetThread();
}
/*
================
idGameEdit::ThreadGetCount
================
*/
int idGameEdit::ThreadGetCount ( void ) {
return idThread::GetThreads().Num();
}
/*
================
idGameEdit::ThreadGetThread
================
*/
idThread* idGameEdit::ThreadGetThread ( int index ) {
return idThread::GetThreads()[index];
}
/*
================
idGameEdit::ThreadGetName
================
*/
const char* idGameEdit::ThreadGetName ( idThread* thread ) {
return thread->GetThreadName ( );
}
/*
================
idGameEdit::ThreadGetNumber
================
*/
int idGameEdit::ThreadGetNumber ( idThread* thread ) {
return thread->GetThreadNum ( );
}
/*
================
idGameEdit::ThreadGetState
================
*/
const char* idGameEdit::ThreadGetState ( idThread* thread ) {
if ( thread->IsDying() ) {
return "Dying";
} else if ( thread->IsWaiting() ) {
return "Waiting";
} else if ( thread->IsDoneProcessing() ) {
return "Stopped";
}
return "Running";
}
/*
================
idGameEdit::GetClassDebugInfo
================
*/
void idGameEdit::GetClassDebugInfo ( const idEntity* entity, debugInfoProc_t proc, void* userdata ) {
const_cast<idEntity *>( entity )->GetDebugInfo ( proc, userdata );
}
/*
================
idGameEdit::GetGameEntityRegisterTime
================
*/
int idGameEdit::GetGameEntityRegisterTime ( void ) const {
return gameLocal.entityRegisterTime;
}
/*
================
idGameEdit::GetFirstSpawnedEntity
================
*/
idEntity* idGameEdit::GetFirstSpawnedEntity ( void ) const {
return gameLocal.spawnedEntities.Next();
}
/*
================
idGameEdit::GetNextSpawnedEntity
================
*/
idEntity* idGameEdit::GetNextSpawnedEntity ( idEntity* from ) const {
if ( !from ) {
return NULL;
}
return from->spawnNode.Next();
}
// RAVEN END
// RAVEN BEGIN
// mekberg: access to animationlib functions for radiant
void idGameEdit::FlushUnusedAnims ( void ) {
// RAVEN BEGIN
// jsinger: animationLib changed to a pointer
animationLib->FlushUnusedAnims();
// RAVEN END
}
/*
===============================================================================
rvModviewModel
Actor model for modview
===============================================================================
*/
class rvModviewModel : public idActor {
public:
CLASS_PROTOTYPE( rvModviewModel );
rvModviewModel ( void );
private:
void Event_Speak ( const char* lipsync );
};
CLASS_DECLARATION( idActor, rvModviewModel )
EVENT( AI_Speak, rvModviewModel::Event_Speak )
END_CLASS
/*
=====================
rvModviewModel::rvModviewModel
=====================
*/
rvModviewModel::rvModviewModel ( void ) {
}
/*
=====================
rvModviewModel::Event_Speak
=====================
*/
void rvModviewModel::Event_Speak ( const char* lipsync ) {
assert( idStr::Icmpn( lipsync, "lipsync_", 7 ) == 0 );
lipsync = spawnArgs.GetString ( lipsync );
if ( !lipsync || !*lipsync ) {
return;
}
if ( head ) {
head->StartLipSyncing( lipsync );
} else {
StartSoundShader (declManager->FindSound ( lipsync ), SND_CHANNEL_VOICE, 0, false, NULL );
}
}
// RAVEN END