sin-sdk/entity.cpp
1999-11-02 00:00:00 +00:00

5144 lines
115 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/entity.cpp $
// $Revision:: 297 $
// $Author:: Aldie $
// $Date:: 3/18/99 6:44p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/entity.cpp $
//
// 297 3/18/99 6:44p Aldie
// CancelPendingEvents when removiiung
//
// 296 11/18/98 5:22a Jimdose
// CheckGround properly checks normal an alternate grav axis
//
// 295 11/18/98 3:03a Jimdose
// made EV_Mutate a cheat
//
// 294 11/18/98 12:22a Jimdose
// fixed fullmins and fullmaxs when gravaxis is non-0 in setSize
//
// 293 11/15/98 11:31p Markd
// make sure all our children are deleted when removing
//
// 292 11/14/98 5:29p Jimdose
// Made BroadcastSound search through the SentientList instead of using
// findradius. This way, fewer entities are checked.
//
// 291 11/13/98 10:20p Aldie
// Fix crash bug in attachevent
//
// 290 11/13/98 1:47a Markd
// Don't set gravaxis if the same as before
//
// 289 11/10/98 8:03p Jimdose
// made setSize and SetGravityAxis change fullmins and fullmaxs appropriately
//
// 288 11/08/98 6:33p Jimdose
// added FLAG_IGNORE to the flag modifaction functions, making sure that
// illegal values don't cause flags to be modified
//
// 287 11/04/98 8:40p Jimdose
// Made it so the Flags event will not screw the flags if the string is not
// recognized.
//
// 286 10/26/98 9:41p Markd
// Fixed gotkill message not passing in gibbed parameter
//
// 285 10/26/98 4:26p Aldie
// Added ghost command for models that are notsolid, and notvisible, but still
// need to get sent over.
//
// 284 10/25/98 4:38a Aldie
// Moved link()
//
// 283 10/25/98 12:01a Markd
// put in censored support
//
// 282 10/24/98 5:43p Markd
// Fixed IfSkillEvent
//
// 281 10/24/98 12:42a Markd
// changed origins to worldorigins where appropriate
//
// 280 10/23/98 11:50p Jimdose
// fixed usagage of model as a temporary variable in AttachModelEvent
//
// 279 10/23/98 5:38a Jimdose
// Added SetMassEvent
//
// 278 10/22/98 4:57p Aldie
// Removed blastscale_z values
//
// 277 10/22/98 1:40a Markd
// Added stealth mode
//
// 276 10/21/98 1:29a Jimdose
// fixed crash bug with binding/unbinding and teams
//
// 275 10/20/98 11:29p Markd
// Revamped Broadcast sound
//
// 274 10/20/98 4:00p Aldie
// Put in teammaster checkwhen unbinding
//
// 273 10/20/98 3:32a Jimdose
// Made setSolidType not error out when loading savegames
// added isBoundTo to test is an entity is affected by another entity via
// binding
// binding is no longer order dependent
//
// 272 10/19/98 8:55p Markd
// Put check in setSolidType
//
// 271 10/19/98 5:29p Aldie
// Zero out total_delta when stop animating is called
//
// 270 10/19/98 12:07a Jimdose
// made all code use fast checks for inheritance (no text lookups when
// possible)
// isSubclassOf no longer requires ::_classinfo()
//
// 269 10/18/98 8:40p Jimdose
// Added GetEntName
// Made setModel check if it's SOLID_BSP when it has no model
//
// 268 10/17/98 11:02p Markd
// Added ifskill
//
// 267 10/17/98 8:11p Jimdose
// Changed Damage to DamgeEvent
//
// 266 10/15/98 3:39p Markd
// added forcefield ability
//
// 265 10/14/98 10:21p Markd
// Added debug code for AnimateFrame
//
// 264 10/13/98 11:13p Markd
// Added hurt and mutate support
//
// 263 10/13/98 5:25p Markd
// Added UseBoundingBoxEvent
//
// 262 10/11/98 8:50p Jimdose
// Added RandomGlobalEntitySound and RandomGlobalEntitySoundEvent
//
// 261 10/10/98 10:37p Markd
// made it so that targetnames with "$" could not be entered
//
// 260 10/10/98 9:13p Markd
// Took out SetAliasPrefix
//
// 259 10/10/98 3:24a Jimdose
// changed team to moveteam
//
// 258 10/09/98 10:18p Jimdose
// made setSize check mins and maxs in the edict instead of the shadow
// variables in Entity to check if it should change the size
//
// 257 10/09/98 8:58p Aldie
// Move air_finished to player
//
// 256 10/09/98 8:02p Jimdose
// made SetModel only post processinitcommands when LoadingSavegame is false
//
// 255 10/08/98 7:40p Aldie
// Added minlight
//
// 254 10/08/98 7:25p Aldie
// minlight, gravity, lightoffset
//
// 253 10/07/98 11:46p Jimdose
// Disabled ProcessInitCommands when loading savegames
// made setModel use str instead of char array
//
// 252 10/06/98 9:59p Aldie
// Added an oxygenator
//
// 251 10/06/98 9:39p Markd
// removed last_origin
//
// 250 10/05/98 11:30p Markd
// Changed sound radius to header
//
// 249 10/04/98 10:28p Aldie
// Added multiple weapon changes. Damage, flashes, quantum stuff
//
// 248 10/03/98 1:09p Aldie
// Added rendereffects flag
//
// 247 10/02/98 10:59p Jimdose
// Added SetEntNum
//
// 246 10/01/98 7:59p Markd
// Made dialog use NO_PHS
//
// 245 9/23/98 11:00p Markd
// put in some garbage collection on stuff that wasn't freed up
//
// 244 9/22/98 5:11p Jimdose
// Changed the radius of most of the sound events
//
// 243 9/22/98 3:21p Markd
// put in parentmode lockout for blood and gibs
//
// 242 9/22/98 2:59p Aldie
// Added effects command
//
// 241 9/20/98 7:11p Aldie
// Added flags to particles
//
// 240 9/20/98 3:45p Markd
// Changed default dialog channel from CHAN_DIALOG to CHAN_DIALOG_SECONDARY
//
// 239 9/17/98 6:19p Jimdose
// Made BroadcastSound use centroid instead of worldorigin for basing it's
// radius and phs checks
//
// 238 9/17/98 10:50a Markd
// fixed gun entity not being shown
//
// 237 9/15/98 6:37p Markd
// Added RotatedBounds flag support
//
// 236 9/12/98 11:27a Markd
// fixed check in Animateframe to go to the next animation
//
// 235 9/11/98 11:25p Markd
// cleared out last_animation_time when stopanimating is called
//
// 234 9/09/98 6:49p Markd
// forgot to check to see if num_frames_in_gun_anim was greater than one
//
// 233 9/09/98 6:45p Markd
// put in world weapon model animations
//
// 232 9/08/98 11:31p Jimdose
// Added AnimEvent
//
// 231 9/08/98 8:11p Markd
// Fixed Animation timing so frames weren't skipped
//
// 230 9/07/98 8:28p Markd
// Added fullradius
//
// 229 8/29/98 9:40p Jimdose
// Added call info to G_Trace
//
// 228 8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
//
// 227 8/28/98 7:03p Markd
// Fixed Broadcast Sound
//
// 226 8/28/98 4:13p Markd
// Increased VoiceSound radius
//
// 225 8/27/98 9:04p Jimdose
// Moved a lot of small functions to the header as inline
// Made Centroid a variable
//
// 224 8/24/98 6:51p Jimdose
// Added SetGravityAxis
//
// 223 8/22/98 9:36p Jimdose
// Renamed spawn arg
//
// 222 8/22/98 8:55p Jimdose
// Added support for alternate gravity axis
//
// 221 8/21/98 3:48p Markd
// Added new group "all" behavior
//
// 220 8/19/98 8:48p Aldie
// Reduce lag for weapons and fixed assertion
//
// 219 8/18/98 11:08p Markd
// Added new Alias System
//
// 218 8/18/98 11:12a Markd
// Added "skin" event
//
// 217 8/15/98 5:30p Jimdose
// Made RegisterAlias and RegisterAliasAndCache use a str for storing the name
// so we don't have any name length crashes
//
// 216 8/09/98 5:52p Markd
// Attached models are ThrowObjects by default
//
// 215 8/08/98 8:36p Markd
// forgot to return a value in attach function
//
// 214 8/08/98 8:27p Markd
// Added attach and bind check for self binding/attaching
//
// 213 8/08/98 7:50p Jimdose
// changed realWorld to world
//
// 212 8/07/98 4:21p Aldie
// Allow kill from the console.
//
// 211 8/06/98 10:53p Aldie
// Added weapon tweaks and kickback. Also modified blast radius damage and
// rocket jumping.
//
// 210 8/04/98 6:05p Aldie
// Added RF_DETAIL flag and removed some dead code
//
// 209 7/31/98 8:08p Jimdose
// Script commands now include flags to indicate cheats and console commands
//
// 208 7/29/98 2:31p Aldie
// Changed health to a float
//
// 207 7/26/98 1:14a Markd
// rename entityflags to flags because we wern't using entityflags in any def
// files
//
// 206 7/25/98 8:18p Markd
// Fixed animation bug
//
// 205 7/25/98 3:57p Markd
// Added EV_GotKill
//
// 204 7/24/98 6:18p Markd
// changed some CHAN_AUTO's to CHAN_BODY, changed CHAN_VOICE in dialog to
// CHAN_DIALOG
//
// 203 7/24/98 6:17p Aldie
// Dialog checking
//
// 202 7/23/98 6:17p Aldie
// Updated damage system and fixed some damage related bugs. Also put tracers
// back to the way they were, and added gib event to funcscriptmodels
//
// 201 7/22/98 10:41p Aldie
// Fixed tracers
//
// 200 7/21/98 10:42p Markd
// Fixed entity tesselation
//
// 199 7/21/98 10:04p Markd
// Added DIE_EXPLODE stuff to entity flags
//
// 198 7/21/98 9:34p Jimdose
// Added AliasExists and PrefixAliasExists
//
// 197 7/21/98 1:10p Aldie
// Added meansofdeath to obituaries
//
// 196 7/20/98 3:52p Aldie
// Made a ProcessInitCommands which is called from the event.
//
// 195 7/19/98 8:27p Jimdose
// Made setModel cancel any EV_ProcessInitCommands events
//
// 194 7/18/98 11:16p Markd
// Added takedamage and nodamage events
//
// 193 7/18/98 8:05p Markd
// Fixed bug with attached models
//
// 192 7/18/98 4:05p Markd
// Added movetype events to attach, detach and attachmodel
//
// 191 7/18/98 3:52p Markd
// Added attach, detach and attach model commands
//
// 190 7/17/98 3:50p Markd
// Added HasAnim method
//
// 189 7/15/98 11:22p Markd
// Added ProcessInitCommands when setting model
//
// 188 7/14/98 11:35p Markd
// Added PHSSound and RandomPHSSound
//
// 187 7/14/98 4:35p Markd
// fixed animation bug
//
// 186 7/14/98 3:53p Markd
// Added proper frame 0 animation if immediately animating when calling
// RandomAnimate
//
// 185 7/13/98 4:59p Aldie
// Added dead player bodies with gibbing
//
// 184 7/11/98 2:48p Markd
// Added dialog event
//
// 183 7/11/98 2:25p Markd
// Removed dialog event
//
// 182 7/10/98 11:11p Markd
// Added DialogEvent
//
// 181 7/09/98 11:52p Markd
// fixed greater than 10FPS support
//
// 180 7/09/98 9:37p Jimdose
// Added getParentVector, since some calls to getLocalVector needed the
// transform in terms of the parent, and some to the local vector. phew...
// hope that's that! :)
//
// 179 7/09/98 12:55a Markd
// put in arbitrary frames per second support for models
//
// 178 7/09/98 12:41a Markd
// Added support for greater than 10FPS
//
// 177 7/09/98 12:18a Jimdose
// As soon as I checked in the file, I realized that getLocalVector was only
// incorrect in returning the vector untouched when it didn't have a
// bindmaster. getLocalVector is independent of binding, so I fixed that and
// returned the bind call to getLocalVector to its original (correct) state.
// For binding, either way is correct, but getLocalVector is used in the
// physics for calculating a delta move in the coordinate system of the object,
// so this is more correct.
//
// 176 7/09/98 12:11a Jimdose
// fixed getLocalVector to do the dot products agains the bindmaster's
// orientation instead of the object's. This fixes a bug with binding to
// objects that are oriented.
//
// 175 7/08/98 12:55p Jimdose
// Added classname event to clear up warnings when loading def files
//
// 174 7/03/98 12:00p Aldie
// Fixed random animate to post endevent frametime in the future if anim not
// found
//
// 173 6/27/98 2:17p Aldie
// Updated CanDamage
//
// 172 6/25/98 4:58p Markd
// Fixed tesselation bug
//
// 171 6/24/98 12:39p Markd
// Added default tesselation percentage
//
// 170 6/20/98 7:49p Markd
// Added location to Killed and Pain events
//
// 169 6/20/98 3:42p Markd
// Changed default damage tesselation
//
// 168 6/19/98 7:24p Markd
// took out initialization of groups by setModel
//
// 167 6/19/98 4:45p Jimdose
// Added Centroid, DistanceTo, and WithinDistance
//
// 166 6/19/98 10:56a Markd
// re-ordered tesselation event
//
// 165 6/18/98 8:46p Jimdose
// Added better event error handling
// Added source info to events
//
// 164 6/18/98 6:14p Markd
// forgot to remove a warning
//
// 163 6/18/98 2:00p Markd
// rewrote tesselation code
//
// 162 6/17/98 7:34p Markd
// Fixed weird bug when world has targetname set!
//
// 161 6/17/98 6:16p Markd
// Fixed broadcast sound NumArgs bug
//
// 160 6/17/98 3:03p Markd
// Changed NumArgs back to previous behavior
//
// 159 6/15/98 8:04p Markd
// put in Group_Flags support
//
// 158 6/13/98 7:32p Markd
// put in default tesselation of 10 thick
//
// 157 6/10/98 7:53p Markd
// Made NumArgs behave correctly like argc
//
// 156 6/10/98 2:10p Aldie
// Updated damage function.
//
// 155 6/09/98 6:41p Markd
// made static sounds default to ATTN_IDLE instead of ATTN_STATIC
//
// 154 6/09/98 4:40p Markd
// Added additonal environment mapped effect
//
// 153 6/08/98 8:20p Markd
// When RandomAnimate fails, the animdone event is still posted
//
// 152 6/08/98 7:21p Aldie
// Fixed group command parsing
//
// 151 6/08/98 5:18p Markd
// made group events use '+' and '-' behavior
//
// 150 6/08/98 5:17p Aldie
// Moved defines to qshared.
//
// 149 6/08/98 4:58p Markd
// Added GroupModelEvent for model dynamic modifications
//
// 148 6/08/98 2:37p Markd
// changed some static sound stuff
//
// 147 6/08/98 1:54p Jimdose
// Made sure that animdoneevent was freed if the animation was stopped or
// changed
//
// 146 6/05/98 6:23p Aldie
// Added a location string to Damage
//
// 145 6/04/98 4:36p Markd
// made all script sounds not use PHS so that sounds would be sent over no
// matter what
//
// 144 5/27/98 8:35p Markd
// decreased health quotient
//
// 143 5/27/98 7:34p Markd
// reduce damage on player by 50%
//
// 142 5/27/98 4:55p Markd
// Added Inflictor message to Killed
//
// 141 5/26/98 10:54p Markd
// Made sound flags SOUND_SYNCH default
//
// 140 5/26/98 9:40p Markd
// Made damage appear instantly
//
// 139 5/26/98 9:25p Aldie
// Added kill event
//
// 138 5/26/98 8:45p Markd
// Initilialize number of groups for model
//
// 137 5/26/98 4:22p Markd
// Added Target registration stuff
//
// 136 5/26/98 1:29a Markd
// fixed rotated bounding boxes
//
// 135 5/25/98 12:22p Aldie
// Inited waterlevel and watertype
//
// 134 5/25/98 8:50p Markd
// Increased damage momentum for E3
//
// 133 5/25/98 7:59p Markd
// Added RandomPositionedSound
//
// 132 5/25/98 6:46p Jimdose
// Made animateframe, prethink and posthink into functions built into the base
// entity class
//
// 131 5/25/98 4:43p Markd
// Added SpawnParticles to entity
//
// 130 5/24/98 8:55p Jimdose
// Changed classname to a const char *
//
// 129 5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
//
// 128 5/24/98 4:48p Jimdose
// Made char *'s const
//
// 127 5/24/98 2:47p Markd
// Made char *'s into const char *'s
//
// 126 5/24/98 1:06a Jimdose
// Added sound events for ai
//
// 125 5/23/98 6:47p Aldie
// Fixed FADE_OUT
//
// 124 5/20/98 1:42p Markd
// Added proper stopsound behavior
//
// 123 5/20/98 11:11a Markd
// removed char * dependency
//
// 122 5/15/98 6:46p Markd
// patched FLAGS command, also set max_health
//
// 121 5/13/98 4:44p Jimdose
// Changed remove time in FadeOut
// Damage checks if inflictor or attacker are NULL.
//
// 120 5/11/98 5:53p Markd
// Added aliascache command
//
// 119 5/11/98 2:19p Markd
// Fixed randomsound stuff
//
// 118 5/09/98 7:11p Markd
// Removed sound parameter from tesselate command
//
// 117 5/08/98 7:00p Markd
// Added FL_DARKEN Support
//
// 116 5/08/98 2:55p Markd
// Put in an additional randomsound method
//
// 115 5/07/98 11:32p Markd
// Removed footstep event and command
//
// 114 5/06/98 11:22a Markd
// Fixed up some sound stuff
//
// 113 5/04/98 8:31p Markd
// Removed cachemodel and cachesound
//
// 112 5/03/98 8:09p Markd
// Fixed calculate bounds bug in creator and also added precaching to
// modelindex and soundindex
//
// 111 5/03/98 7:13p Markd
// Added precache to alias event
//
// 110 5/03/98 4:31p Jimdose
// Changed Vector class. No longer includes PointsTo
//
// 109 5/03/98 2:41p Jimdose
// no change
//
// 107 5/02/98 8:41p Markd
// Added cachemodel and cachesound and also entityflags events
//
// 106 5/02/98 12:49a Jimdose
// added scale event
//
// 105 5/01/98 8:32p Markd
// Added some precache comments
//
// 104 5/01/98 8:17p Jimdose
// Init groundsurface to NULL
//
// 103 5/01/98 7:39p Markd
// changed entsound and related functions to ambientsound etc.
//
// 102 5/01/98 7:32p Jimdose
// Added groundplane, groundsurface, groundcontents
//
// 101 5/01/98 5:02p Markd
// temporarily commented out setting of children in setorigin
//
// 100 5/01/98 11:09a Markd
// Added sound to tesselation event
//
// 99 4/29/98 10:44p Markd
// Added positioned_sound and random_sound with more parameters
//
// 98 4/29/98 5:55p Jimdose
// Added "bind" spawn key to allow binding without using scripts
//
// 97 4/16/98 1:59p Jimdose
// Added EndAnimEvent and PrevFrameEvent
//
// 96 4/14/98 6:55p Markd
// Moved SetModel in Entity Constructor, added thickness to tesselation
// parameter
//
// 95 4/14/98 5:25p Markd
// Fixed setsize support
//
// 94 4/10/98 4:55p Jimdose
// fixed bug in tesselate
// damage no longer affects people in noclip mode
//
// 93 4/10/98 1:22a Markd
// Added FL_TESSELATE damage func
//
// 92 4/10/98 12:34a Jimdose
// RandomSound now uses CHAN_BODY
// Got rid of damage_inflictor
//
// 91 4/09/98 8:45p Jimdose
// Made channel non-specific sound functions use CHAN_AUTO instead of
// CHAN_VOICE
//
// 90 4/09/98 1:40p Markd
// Added a NextAnim(0) which I accidentally took out before, needed for single
// animation stuff
//
// 89 4/08/98 6:03p Jimdose
// Changed momentum from damage
//
// 88 4/07/98 8:00p Markd
// removed defhandle, changed all SINMDL calls to modelindex calls, removed
// SINMDL prefix
//
// 87 4/07/98 5:40p Jimdose
// Made animdone events be posted 0 time in future instead of FRAMETIME / 2
//
// 86 4/06/98 8:25p Markd
// Can't use centroid fix with B-models, only A-models
//
// 85 4/06/98 7:21p Markd
// Fixed PVS tesselation bug, fixed it by sending over centroid instead.
//
// 84 4/06/98 6:40p Jimdose
// BecomeSolid and BecomeNonSolid no longer change the movetype
// BecomeSolid now handles a-model and b-model entities
//
// 83 4/06/98 5:44p Jimdose
// Moved the "angles" stuff to Object and Sentient
//
// 82 4/06/98 12:02a Markd
// Grabbed a float as an integer instead
//
// 81 4/05/98 10:42p Markd
// Added Tesselate Event
//
// 80 4/05/98 10:17p Jimdose
// added lastorigin
//
// 79 4/05/98 9:41p Markd
// Added "angles" and "angle" support
//
// 78 4/05/98 7:19p Aldie
// Added dynamic lights.
//
// 77 4/05/98 1:55a Jimdose
// Added SetModelEvent
//
// 76 4/04/98 7:51p Jimdose
// Oops! trace->surface->surfaceinfo is NULL if it's an a-model! :)
//
// 75 4/04/98 7:29p Jimdose
// Added HitSky that takes a generic trace
//
// 74 4/04/98 6:03p Jimdose
// Added HitSky and RandomSound
//
// 73 4/02/98 4:51p Jimdose
// Added animation control events
// Made RandomSound default volume to 1
// Made droptofloor accept the max distance to fall
//
// 72 3/31/98 5:40p Markd
// Added StartAnimatingEvent
//
// 71 3/31/98 4:21p Jimdose
// Fixed angle mod
//
// 70 3/31/98 3:03p Markd
// Fixed CalculateBounds and set proper solidtype for models
//
// 69 3/31/98 2:26p Jimdose
// Got rid of some unneeded R_ConcatRotations
//
// 68 3/31/98 2:04p Jimdose
// Fixed binding bug
//
// 67 3/30/98 11:39p Markd
// Added modelIndex function
//
// 66 3/30/98 11:20p Markd
// Added scale support to entity
//
// 65 3/30/98 11:17p Markd
// Added sound and random sound support
//
// 64 3/30/98 9:14p Markd
// Fixed attenuation of footstep sounds
//
// 63 3/30/98 9:54p Jimdose
// Setmodel now prepends "models/" to model names.
//
// 62 3/30/98 7:30p Markd
// Added FootStep method
//
// 61 3/30/98 3:09p Jimdose
// made total_delta based on the entity's scale
//
// 60 3/29/98 9:01p Markd
// Added Frame events and Init Events
//
// 59 3/29/98 9:38p Jimdose
// Changed Killed and Pain to events
// Added damage event
// last_frame_in_anim wasn't being initialized when the entity was allocated
//
// 58 3/27/98 7:01p Markd
// Added vieworigin and viewangle
//
// 57 3/26/98 8:24p Jimdose
// Added GetBone (not working yet)
// Changed groundentity to an edict_t *
//
// 56 3/25/98 7:13p Markd
// Added detach to free event and made sure that parents exist when detaching
//
// 55 3/25/98 3:24p Markd
// Added attach, detach, model binding variables and modified setorigin
//
// 54 3/24/98 4:54p Jimdose
// Changed usage of GetToken to GetString so that script variables can be used
//
// 53 3/23/98 1:31p Jimdose
// Revamped event and command system
//
// 52 3/18/98 7:49p Jimdose
// Updated sound for new sound system
//
// 51 3/18/98 7:19p Jimdose
// Added RandomAnimate
// Tweaked animation code
//
// 50 3/11/98 6:51p Aldie
// Added alpha to the render state for an entity.
//
// 49 3/11/98 11:32a Markd
// Added total_delta variable
//
// 48 3/09/98 2:57p Aldie
// Fixed some alpha calculations in entity.
//
// 47 3/09/98 2:49p Jimdose
// Working on euler-quat stuff
//
// 46 3/07/98 2:04p Markd
// Got animation system up and running (no pun intended)
//
// 45 3/05/98 2:49p Jimdose
// Made playsound command work again.
//
// 44 3/02/98 8:49p Jimdose
// Changed the classid parameter of CLASS_DECLARATION to a quoted string so
// that you could have a NULL classid.
//
// 43 3/02/98 5:51p Jimdose
// Added entname to edict_t.
// Copy classname into entname
// No longer set default targetname to edict#
//
// 42 2/18/98 8:08p Jimdose
// Changed calls to getEntityFromScript to GetObject calls
//
// 41 2/17/98 6:58p Jimdose
// Gave entities a default target name.
// no longer pass script into interpretCommand
//
// 40 2/16/98 2:33p Jimdose
// Fixed bug in bind where an uninitialized pointer was referenced.
//
// 39 2/16/98 1:58p Jimdose
// Added object teams
// Added true hierarchial binding
// Fixed bug with spawning using specific edicts.
//
// 38 2/06/98 5:47p Jimdose
// Added link and unlink
// Removed touch and think functions
// Removed Spawn (all spawning done in constructor)
// Added client pointer
// No longer initialize mins and maxs to '0 0 0' since it screws up bmodels.
//
// 37 2/03/98 10:57a Jimdose
// Updated to work with Quake 2 engine
// Moved initialization to constructor and removed Init function
//
// 35 12/15/97 11:56a Markd
// zeroed out velocity in "notsolid"
//
// 34 12/15/97 1:34a Jimdose
// Decreased the momentum added from damage
//
// 33 12/13/97 5:42p Markd
// Made it so that ProcessNoteCommands no longer uses a static Script variable
//
// 32 12/12/97 7:19p Markd
// Fixed model spawning stuff for decals and *models
//
// 31 12/12/97 4:27p Markd
// Added "soundprefix"
//
// 30 12/12/97 2:10p Markd
// Only calls animcallback if animate is still true
//
// 29 12/12/97 1:19p Markd
// Moved model setArg to before setModel
//
// 28 12/12/97 1:00p Jimdose
// Added warning to AnimateThink when no animation is set
//
// 27 12/11/97 7:41p Markd
// moved note processing into setmodel
//
// 26 12/11/97 3:34p Markd
// Fixed SetArg for "model", set "model" to "" when it was processed
// checked for global_loading in registersound
//
// 25 12/08/97 4:28p Aldie
// Changed FadeOut factors so that the blood splats look ok.
//
// 24 12/06/97 4:54p Markd
// Added default spawing behavior
// Added alpha, target, targetname, spawnflags, model, origin, angle, angles to
// interpretCommand
//
// 23 12/05/97 3:03p Jimdose
// Now responds to EVENT_REMOVE.
// Made it so that if "model" is set when spawned then it precaches that model.
//
// 22 12/03/97 6:40p Markd
// changed how alias stuff works for sounds
//
// 21 11/24/97 6:54p Markd
// Added Register Sound and Random Sound, added Setsize
//
// 20 11/18/97 5:30p Markd
// Added weighting in RandomAnimate, also commented out warnings in
// InterpretCommands (they were debug messages)
//
// 19 11/17/97 5:45p Markd
// Added $owner command to ProcessFrameNotes routine
//
// 18 11/15/97 6:53p Markd
// Added ProcessNoteCommands, Added RandomAnimate, added animloop_ variables
// for animation loop processing
//
// 17 11/15/97 2:48p Jimdose
// Added ProcessEvent call which calls System->ProcessEvent
//
// 16 11/14/97 4:44p Jimdose
// Added PostEvent
//
// 15 10/30/97 7:42p Jimdose
// In Damage, now only add momentum if not a bsp model
//
// 14 10/29/97 4:19p Jimdose
// Added FadeOut.
//
// 13 10/28/97 4:13p Jimdose
// Added interpretCommand to make Entity be controllable by scripts via
// ScriptMaster.
//
// 12 10/27/97 3:30p Jimdose
// Removed dependency on quakedef.h
//
// 11 10/08/97 8:52p Jimdose
// Added EVENT_USE to Event()
//
// 10 10/08/97 6:03p Jimdose
// Began vehicle support.
//
// 9 10/01/97 10:27a Markd
// forgot to put break statement next to zero time animation
//
// 8 10/01/97 10:23a Markd
// Fixed Animate bug, some animations had ZERO length animation times, still
// investigating that problem
//
// 7 9/30/97 9:59p Markd
// Fixed AnimTime stuff
//
// 6 9/30/97 5:55p Jimdose
// Damaged entities now get velocity from inflictor
//
// 5 9/30/97 2:39p Markd
// Fixed Animate stuff
//
// 4 9/29/97 6:18p Markd
// working on animate
//
// 3 9/26/97 6:13p Jimdose
// Added standard Ritual headers
//
// DESCRIPTION:
// Base class for all enities that are controlled by Sin. If you have any
// object that should be called on a periodic basis and it is not an entity,
// then you have to have an dummy entity that calls it.
//
// An entity in Sin is any object that is not part of the world. Any non-world
// object that is visible in Sin is an entity, although it is not required that
// all entities be visible to the player. Some objects are basically just virtual
// constructs that act as an instigator of certain actions, for example, some
// triggers are invisible and cannot be touched, but when activated by other
// objects can cause things to happen.
//
// All entities are capable of receiving messages from Sin or from other entities.
// Messages received by an entity may be ignored, passed on to their superclass,
// or acted upon by the entity itself. The programmer must decide on the proper
// action for the entity to take to any message. There will be many messages
// that are completely irrelevant to an entity and should be ignored. Some messages
// may require certain states to exist and if they are received by an entity when
// it these states don't exist may indicate a logic error on the part of the
// programmer or map designer and should be reported as warnings (if the problem is
// not severe enough for the game to be halted) or as errors (if the problem should
// not be ignored at any cost).
//
#include "entity.h"
#include "worldspawn.h"
#include "scriptmaster.h"
#include "sentient.h"
#include "misc.h"
#include "specialfx.h"
#include "object.h"
#include "player.h"
CLASS_DECLARATION( Listener, Entity, NULL );
// Player events
Event EV_ClientConnect( "client_connect" );
Event EV_ClientDisconnect( "client_disconnect" );
Event EV_ClientKill( "client_kill" );
Event EV_ClientMove( "client_move" );
Event EV_ClientEndFrame( "client_endframe" );
// Generic entity events
Event EV_GetEntName( "getentname" );
Event EV_Classname( "classname" );
Event EV_Activate( "doActivate" );
Event EV_Use( "doUse" );
//Event EV_Footstep( "footstep" );
Event EV_FadeOut( "fadeout" );
Event EV_Fade( "fade" );
Event EV_Killed( "killed" );
Event EV_GotKill( "gotkill" );
Event EV_Pain( "pain" );
Event EV_Damage( "damage" );
Event EV_Kill( "kill", EV_CONSOLE );
Event EV_Gib( "gib" );
Event EV_Hurt( "hurt" );
Event EV_CourseAngles( "courseangles" );
Event EV_SmoothAngles( "smoothangles" );
Event EV_TakeDamage( "takedamage" );
Event EV_NoDamage( "nodamage" );
// Physics events
Event EV_MoveDone( "movedone" );
Event EV_Touch( "doTouch" );
Event EV_Blocked( "doBlocked" );
Event EV_UseBoundingBox( "usebbox" );
// Animation events
Event EV_NewAnim( "animChanged" );
Event EV_LastFrame( "lastFrame" );
Event EV_NextAnim( "nextanim" );
Event EV_NextFrame( "nextframe" );
Event EV_PrevFrame( "prevframe" );
Event EV_SetFrame( "setframe" );
Event EV_StopAnim( "stopanim" );
Event EV_EndAnim( "endanim" );
Event EV_ProcessInitCommands( "processinit" );
Event EV_Attach( "attach" );
Event EV_AttachModel( "attachmodel" );
Event EV_Detach( "detach" );
// script stuff
Event EV_Model( "model" );
Event EV_Hide( "hide" );
Event EV_Show( "show" );
Event EV_BecomeSolid( "solid" );
Event EV_BecomeNonSolid( "notsolid" );
Event EV_Ghost( "ghost" );
Event EV_PlaySound( "playsound" );
Event EV_PHSSound( "phssound" );
Event EV_StopSound( "stopsound" );
Event EV_GravityAxis( "gravityaxis", EV_CHEAT );
Event EV_Bind( "bind" );
Event EV_Unbind( "unbind" );
Event EV_JoinTeam( "joinTeam" );
Event EV_QuitTeam( "quitTeam" );
Event EV_SetHealth( "health", EV_CHEAT );
Event EV_SetScale( "scale" );
Event EV_SetSize( "setsize" );
Event EV_SetAlpha( "alpha" );
Event EV_SetOrigin( "origin" );
Event EV_SetTargetName( "targetname" );
Event EV_SetTarget( "target" );
Event EV_SetKillTarget( "killtarget" );
Event EV_SetAngles( "angles" );
Event EV_RegisterAlias( "alias" );
Event EV_RegisterAliasAndCache( "aliascache" );
Event EV_RandomSound( "randomsound" );
Event EV_RandomPHSSound( "randomphssound" );
Event EV_Tesselate( "shatter" );
Event EV_SetMass( "mass" );
//HACK HACK
Event EV_EntitySound( "ambientsound" );
Event EV_RandomGlobalEntitySound( "randomglobalambientsound" );
Event EV_RandomEntitySound( "randomambientsound" );
Event EV_StopEntitySound( "stopambientsound" );
Event EV_Anim( "anim" );
Event EV_StartAnimating( "animate" );
Event EV_GroupModelEvent( "group" );
Event EV_DialogEvent( "dialog" );
Event EV_SetSkin( "skin" );
// AI sound events
Event EV_WeaponSound( "weaponsound" );
Event EV_MovementSound( "movementsound" );
Event EV_PainSound( "painsound" );
Event EV_DeathSound( "deathsound" );
Event EV_BreakingSound( "breakingsound" );
Event EV_DoorSound( "doorsound" );
Event EV_MutantSound( "mutantsound" );
Event EV_VoiceSound( "voicesound" );
Event EV_MachineSound( "machinesound" );
Event EV_RadioSound( "radiosound" );
Event EV_HeardWeapon( "heardweapon" );
Event EV_HeardMovement( "heardmovement" );
Event EV_HeardPain( "heardpain" );
Event EV_HeardDeath( "hearddeath" );
Event EV_HeardBreaking( "heardbreaking" );
Event EV_HeardDoor( "hearddoor" );
Event EV_HeardMutant( "heardmutant" );
Event EV_HeardVoice( "heardvoice" );
Event EV_HeardMachine( "heardmachine" );
Event EV_HeardRadio( "heardradio" );
// Conditionals
Event EV_IfSkill( "ifskill" );
// Lighting
Event EV_SetLight( "light" );
Event EV_LightOn( "lightOn" );
Event EV_LightOff( "lightOff" );
Event EV_LightRed( "lightRed" );
Event EV_LightGreen( "lightGreen" );
Event EV_LightBlue( "lightBlue" );
Event EV_LightRadius( "lightRadius" );
Event EV_Lightoffset( "lightoffset" );
Event EV_Minlight( "minlight" );
Event EV_Gravity( "gravity" );
// Entity flag specific
Event EV_EntityFlags( "flags" );
Event EV_EntityRenderEffects( "rendereffects" );
Event EV_EntityEffects( "effects" );
// Special Effects
Event EV_SpawnParticles( "sparks" );
// Tesselation setup events
Event EV_Shatter_MinSize( "shatter_minsize" );
Event EV_Shatter_MaxSize( "shatter_maxsize" );
Event EV_Shatter_Thickness( "shatter_thickness" );
Event EV_Shatter_Percentage( "shatter_percentage" );
Event EV_Mutate( "mutate", EV_CHEAT );
Event EV_Censor( "censor" );
ResponseDef Entity::Responses[] =
{
{ &EV_Damage, ( Response )Entity::DamageEvent },
{ &EV_Kill, ( Response )Entity::Kill },
{ &EV_FadeOut, ( Response )Entity::FadeOut },
{ &EV_Fade, ( Response )Entity::Fade },
{ &EV_Hide, ( Response )Entity::EventHideModel },
{ &EV_Show, ( Response )Entity::EventShowModel },
{ &EV_BecomeSolid, ( Response )Entity::BecomeSolid },
{ &EV_BecomeNonSolid, ( Response )Entity::BecomeNonSolid },
{ &EV_Ghost, ( Response )Entity::Ghost },
{ &EV_PlaySound, ( Response )Entity::PlaySound },
{ &EV_StopSound, ( Response )Entity::StopSound },
{ &EV_GravityAxis, ( Response )Entity::GravityAxisEvent },
{ &EV_Bind, ( Response )Entity::BindEvent },
{ &EV_Unbind, ( Response )Entity::EventUnbind },
{ &EV_JoinTeam, ( Response )Entity::JoinTeam },
{ &EV_QuitTeam, ( Response )Entity::EventQuitTeam },
{ &EV_SetHealth, ( Response )Entity::SetHealth },
{ &EV_SetSize, ( Response )Entity::SetSize },
{ &EV_SetScale, ( Response )Entity::SetScale },
{ &EV_SetAlpha, ( Response )Entity::SetAlpha },
{ &EV_SetOrigin, ( Response )Entity::SetOrigin },
{ &EV_SetTargetName, ( Response )Entity::SetTargetName },
{ &EV_SetTarget, ( Response )Entity::SetTarget },
{ &EV_SetKillTarget, ( Response )Entity::SetKillTarget },
{ &EV_SetAngles, ( Response )Entity::SetAngles },
{ &EV_SetMass, ( Response )Entity::SetMassEvent },
{ &EV_CourseAngles, ( Response )Entity::CourseAnglesEvent },
{ &EV_SmoothAngles, ( Response )Entity::SmoothAnglesEvent },
{ &EV_RegisterAlias, ( Response )Entity::RegisterAlias },
{ &EV_RegisterAliasAndCache, ( Response )Entity::RegisterAliasAndCache },
{ &EV_RandomSound, ( Response )Entity::RandomSound },
{ &EV_EntitySound, ( Response )Entity::EntitySound },
{ &EV_RandomEntitySound,( Response )Entity::RandomEntitySound },
{ &EV_RandomGlobalEntitySound, ( Response )Entity::RandomGlobalEntitySoundEvent },
{ &EV_StopEntitySound, ( Response )Entity::StopEntitySound },
{ &EV_Anim, ( Response )Entity::AnimEvent },
{ &EV_StartAnimating, ( Response )Entity::StartAnimatingEvent },
{ &EV_NextAnim, ( Response )Entity::NextAnimEvent },
{ &EV_NextFrame, ( Response )Entity::NextFrameEvent },
{ &EV_PrevFrame, ( Response )Entity::PrevFrameEvent },
{ &EV_SetFrame, ( Response )Entity::SetFrameEvent },
{ &EV_StopAnim, ( Response )Entity::StopAnimatingEvent },
{ &EV_EndAnim, ( Response )Entity::EndAnimEvent },
{ &EV_Model, ( Response )Entity::SetModelEvent },
{ &EV_SetLight, ( Response )Entity::SetLight },
{ &EV_LightOn, ( Response )Entity::LightOn },
{ &EV_LightOff, ( Response )Entity::LightOff },
{ &EV_LightRed, ( Response )Entity::LightRed },
{ &EV_LightGreen, ( Response )Entity::LightGreen },
{ &EV_LightBlue, ( Response )Entity::LightBlue },
{ &EV_LightRadius, ( Response )Entity::LightRadius },
{ &EV_Tesselate, ( Response )Entity::Tesselate },
{ &EV_EntityFlags, ( Response )Entity::Flags },
{ &EV_EntityEffects, ( Response )Entity::Effects },
{ &EV_EntityRenderEffects, ( Response )Entity::RenderEffects },
{ &EV_RandomPHSSound, ( Response )Entity::RandomPHSSound },
{ &EV_PHSSound, ( Response )Entity::PHSSound },
{ &EV_WeaponSound, ( Response )Entity::WeaponSound },
{ &EV_MovementSound, ( Response )Entity::MovementSound },
{ &EV_PainSound, ( Response )Entity::PainSound },
{ &EV_DeathSound, ( Response )Entity::DeathSound },
{ &EV_BreakingSound, ( Response )Entity::BreakingSound },
{ &EV_DoorSound, ( Response )Entity::DoorSound },
{ &EV_MutantSound, ( Response )Entity::MutantSound },
{ &EV_VoiceSound, ( Response )Entity::VoiceSound },
{ &EV_MachineSound, ( Response )Entity::MachineSound },
{ &EV_RadioSound, ( Response )Entity::RadioSound },
{ &EV_SpawnParticles, ( Response )Entity::SpawnParticles },
{ &EV_GroupModelEvent, ( Response )Entity::GroupModelEvent },
{ &EV_DialogEvent, ( Response )Entity::DialogEvent },
{ &EV_ProcessInitCommands,( Response )Entity::ProcessInitCommandsEvent },
{ &EV_Attach, ( Response )Entity::AttachEvent },
{ &EV_AttachModel, ( Response )Entity::AttachModelEvent },
{ &EV_Detach, ( Response )Entity::DetachEvent },
{ &EV_TakeDamage, ( Response )Entity::TakeDamageEvent },
{ &EV_NoDamage, ( Response )Entity::NoDamageEvent },
{ &EV_SetSkin, ( Response )Entity::SetSkinEvent },
{ &EV_Lightoffset, ( Response )Entity::Lightoffset },
{ &EV_Minlight, ( Response )Entity::Minlight },
{ &EV_Gravity, ( Response )Entity::Gravity },
{ &EV_Shatter_MinSize, ( Response )Entity::SetShatterMinSize },
{ &EV_Shatter_MaxSize, ( Response )Entity::SetShatterMaxSize },
{ &EV_Shatter_Thickness,( Response )Entity::SetShatterThickness },
{ &EV_Shatter_Percentage,( Response )Entity::SetShatterPercentage },
{ &EV_UseBoundingBox, ( Response )Entity::UseBoundingBoxEvent },
{ &EV_Hurt, ( Response )Entity::HurtEvent },
{ &EV_IfSkill, ( Response )Entity::IfSkillEvent },
{ &EV_GetEntName, ( Response )Entity::GetEntName },
{ &EV_Censor, ( Response )Entity::Censor },
{ NULL, NULL }
};
Entity::Entity()
{
const char *m;
Event *ev;
int minlight;
classname = this->getClassname();
if ( game.force_entnum )
{
game.force_entnum = false;
edict = &g_edicts[ game.spawn_entnum ];
LL_Remove( edict, next, prev );
G_InitEdict( edict );
LL_Add( &active_edicts, edict, next, prev );
}
else
{
edict = G_Spawn ();
}
client = edict->client;
edict->entity = this;
entnum = edict->s.number;
m = G_GetSpawnArg( "classname" );
if ( m )
{
strncpy( edict->entname, m, sizeof( edict->entname ) - 1 );
}
// spawning variables
spawnflags = G_GetIntArg( "spawnflags" );
if ( spawnflags & SPAWNFLAG_DETAIL )
{
edict->s.renderfx |= RF_DETAIL;
}
// rendering variables
setAlpha( G_GetFloatArg( "alpha", 1.0f ) );
setScale( G_GetFloatArg( "scale", 1.0f ) );
minlight = G_GetIntArg( "minlight", 0 );
if ( minlight )
edict->s.renderfx |= RF_MINLIGHT;
edict->s.lightofs = G_GetFloatArg( "lightoffset", 0 );
if ( edict->s.lightofs )
edict->s.renderfx |= RF_LIGHTOFFSET;
viewheight = 0;
light_level = 0;
// Animation variables
next_anim = -1;
next_frame = -1;
frame_delta = "0 0 0";
next_anim_delta = "0 0 0";
next_anim_time = 0;
total_delta = "0 0 0";
animDoneEvent = NULL;
animating = false;
last_frame_in_anim = 0;
last_animation_time = -1;
num_frames_in_gun_anim = 0;
// team variables
teamchain = NULL;
teammaster = NULL;
m = G_GetSpawnArg( "team" );
if ( m )
{
moveteam = str( m );
}
// physics variables
contents = 0;
mass = 0;
gravity = 1.0;
groundentity = NULL;
groundsurface = NULL;
groundentity_linkcount = 0;
bindmaster = NULL;
velocity = vec_zero;
avelocity = vec_zero;
SetGravityAxis( G_GetIntArg( "gravityaxis", 0 ) );
// model binding variables
numchildren = 0;
memset( &children, 0, sizeof( children ) );
setOrigin( G_GetSpawnArg( "origin" ) );
worldorigin.copyTo( edict->s.old_origin );
setMoveType( MOVETYPE_NONE );
setSolidType( SOLID_NOT );
// targeting variables
SetTargetName( G_GetSpawnArg( "targetname" ) );
SetTarget( G_GetSpawnArg( "target" ) );
// Character state
health = 0;
max_health = 0;
deadflag = DEAD_NO;
flags = 0;
// underwater variables
watertype = 0;
waterlevel = 0;
// Pain and damage variables
takedamage = DAMAGE_NO;
enemy = NULL;
pain_finished = 0;
damage_debounce_time = 0;
m = G_GetSpawnArg( "model" );
if ( m )
{
setModel( m );
}
//
// see if we have a mins and maxs set for this model
//
if ( gi.IsModel( edict->s.modelindex ) && !mins.length() && !maxs.length())
{
vec3_t tempmins, tempmaxs;
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, tempmins, tempmaxs );
setSize( tempmins, tempmaxs );
}
//
// get the number of groups for this model
//
edict->s.numgroups = gi.NumGroups( edict->s.modelindex );
m = G_GetSpawnArg( "bind" );
if ( m )
{
str name;
ev = new Event( EV_Bind );
// construct an object name
name = "$";
name += m;
ev->AddString( name );
// Wait until all entities are spawned.
PostEvent( ev, 0 );
}
//
// initialize tesselation variables
//
tess_max_size = size.length() / 4;
tess_min_size = tess_max_size / 3;
if ( tess_min_size < 8 )
{
tess_min_size = 8;
}
if ( tess_max_size <= tess_min_size )
{
tess_max_size = tess_min_size * 2;
}
tess_thickness = tess_min_size;
tess_percentage = TESS_DEFAULT_PERCENT;
}
Entity::~Entity()
{
Container<Entity *> bindlist;
Entity *ent;
int num;
int i;
// unbind any entities that are bound to me
// can't unbind within this loop, so make an array
// and unbind them outside of it.
num = 0;
for( ent = teamchain; ent; ent = ent->teamchain )
{
if ( ent->bindmaster == this )
{
bindlist.AddObject( ent );
}
}
num = bindlist.NumObjects();
for( i = 1; i <= num; i++ )
{
bindlist.ObjectAt( i )->unbind();
}
bindlist.FreeObjectList();
unbind();
quitTeam();
detach();
//
// go through and set our children
//
num = numchildren;
for( i = 0; ( i < MAX_MODEL_CHILDREN ) && num; i++ )
{
if ( !children[ i ] )
{
continue;
}
ent = ( Entity * )G_GetEntity( children[ i ] );
ent->PostEvent( EV_Remove, 0 );
num--;
}
if ( targetname.length() && world )
{
world->RemoveTargetEntity( targetname, this );
}
this->CancelPendingEvents();
G_FreeEdict( edict );
}
EXPORT_FROM_DLL void Entity::SetEntNum
(
int num
)
{
if ( edict )
{
G_FreeEdict( edict );
}
edict = &g_edicts[ num ];
LL_Remove( edict, next, prev );
G_InitEdict( edict );
LL_Add( &active_edicts, edict, next, prev );
client = edict->client;
edict->entity = this;
entnum = num;
}
EXPORT_FROM_DLL void Entity::GetEntName
(
Event *ev
)
{
strncpy( edict->entname, getClassname(), sizeof( edict->entname ) - 1 );
}
EXPORT_FROM_DLL void Entity::SetTarget
(
const char *text
)
{
if ( text )
{
target = text;
}
else
{
target = "";
}
}
EXPORT_FROM_DLL void Entity::SetTargetName
(
const char *text
)
{
if ( targetname.length() && world )
{
world->RemoveTargetEntity( targetname, this );
}
if ( text )
{
if ( text[ 0 ] == '$' )
text++;
targetname = text;
}
else
{
targetname = "";
}
if ( targetname.length() && world )
{
world->AddTargetEntity( targetname, this );
}
}
EXPORT_FROM_DLL void Entity::SetKillTarget
(
const char *text
)
{
if ( text )
{
killtarget = text;
}
else
{
killtarget = "";
}
}
EXPORT_FROM_DLL int Entity::modelIndex
(
const char *mdl
)
{
str name;
assert( mdl );
if ( !mdl )
{
return 0;
}
// Prepend 'models/' to make things easier
if ( !strchr( mdl, '*' ) && !strchr( mdl, '\\' ) && !strchr( mdl, '/' ) )
{
name = "models/";
}
name += mdl;
return gi.modelindex( name.c_str() );
}
EXPORT_FROM_DLL void Entity::setModel
(
const char *mdl
)
{
str temp;
if ( !mdl )
{
mdl = "";
}
// Prepend 'models/' to make things easier
temp = "";
if ( !strchr( mdl, '*' ) && !strchr( mdl, '\\' ) && !strchr( mdl, '/' ) )
{
temp = "models/";
}
temp += mdl;
// we use a temp string so that if model was passed into here, we don't
// accidentally free up the string that we're using in the process.
model = temp;
gi.setmodel( edict, model.c_str() );
if ( gi.IsModel( edict->s.modelindex ) )
{
Event *ev;
edict->s.numgroups = gi.NumGroups( edict->s.modelindex );
if ( !LoadingSavegame )
{
CancelEventsOfType( EV_ProcessInitCommands );
ev = new Event( EV_ProcessInitCommands );
ev->AddInteger( edict->s.modelindex );
PostEvent( ev, 0 );
}
}
// Sanity check to see if we're expecting a B-Model
assert( !( ( edict->solid == SOLID_BSP ) && !edict->s.modelindex ) );
if ( ( edict->solid == SOLID_BSP ) && !edict->s.modelindex )
{
const char *name;
name = getClassID();
if ( !name )
{
name = getClassname();
}
gi.dprintf( "%s with SOLID_BSP and no model - '%s'(%d)\n", name, targetname.c_str(), entnum );
// Make it non-solid so that the collision code doesn't kick us out.
setSolidType( SOLID_NOT );
}
mins = edict->mins;
maxs = edict->maxs;
size = edict->size;
}
EXPORT_FROM_DLL void Entity::ProcessInitCommands
(
int index
)
{
sinmdl_cmd_t *cmds;
if ( LoadingSavegame )
{
// Don't process init commands when loading a savegame since
// it will cause items to be added to inventories unnecessarily.
// All variables affected by the init commands will be set
// by the unarchive functions.
return;
}
cmds = gi.InitCommands( index );
if (cmds)
{
int i, j;
Event *event;
for (i=0;i<cmds->num_cmds;i++)
{
event = new Event( cmds->cmds[i].args[0] );
for(j=1;j<cmds->cmds[i].num_args;j++)
{
event->AddToken( cmds->cmds[i].args[j] );
}
ProcessEvent( event );
}
}
}
EXPORT_FROM_DLL void Entity::ProcessInitCommandsEvent
(
Event *ev
)
{
int index;
index = ev->GetInteger( 1 );
ProcessInitCommands( index );
}
EXPORT_FROM_DLL void Entity::EventHideModel
(
Event *ev
)
{
hideModel();
}
EXPORT_FROM_DLL void Entity::EventShowModel
(
Event *ev
)
{
showModel();
}
EXPORT_FROM_DLL void Entity::setAlpha
(
float alpha
)
{
if ( alpha > 1.0f )
{
alpha = 1.0f;
}
if ( alpha < 0 )
{
alpha = 0;
}
translucence = 1.0f - alpha;
edict->s.alpha = alpha;
edict->s.renderfx &= ~RF_TRANSLUCENT;
if ( ( translucence > 0 ) && ( translucence <= 1.0 ) )
{
edict->s.renderfx |= RF_TRANSLUCENT;
}
}
EXPORT_FROM_DLL void Entity::setScale
(
float scale
)
{
if ( scale > 255.0f )
{
scale = 255.0f;
}
if ( scale < 0.004f )
{
scale = 0.004f;
}
edict->s.scale = scale;
}
EXPORT_FROM_DLL void Entity::setSolidType
(
solid_t type
)
{
if (
( !LoadingSavegame ) &&
( type == SOLID_BSP ) &&
( this != world ) &&
(
!model.length() ||
(
( model[ 0 ] != '*' ) &&
( !strstr( model.c_str(), ".bsp" ) )
)
)
)
{
error( "setSolidType", "SOLID_BSP entity at x%.2f y%.2f z%.2f with no BSP model", worldorigin[ 0 ], worldorigin[ 1 ], worldorigin[ 2 ] );
}
edict->solid = type;
link();
edict->svflags &= ~SVF_NOCLIENT;
if ( hidden() )
{
edict->svflags |= SVF_NOCLIENT;
}
}
EXPORT_FROM_DLL void Entity::setSize
(
Vector min,
Vector max
)
{
Vector delta;
if ( flags & FL_ROTATEDBOUNDS )
{
vec3_t tempmins, tempmaxs;
float mat[3][3];
//
// rotate the mins and maxs for the model
//
min.copyTo( tempmins );
max.copyTo( tempmaxs );
VectorCopy( orientation[ 0 ], mat[ 0 ] );
VectorNegate( orientation[ 1 ], mat[ 1 ] );
VectorCopy( orientation[ 2 ], mat[ 2 ] );
CalculateRotatedBounds2( mat, tempmins, tempmaxs );
mins = Vector( tempmins );
maxs = Vector( tempmaxs );
size = max - min;
mins.copyTo( edict->mins );
maxs.copyTo( edict->maxs );
size.copyTo( edict->size );
mins.copyTo( edict->fullmins );
maxs.copyTo( edict->fullmaxs );
edict->fullradius = size.length() * 0.5;
}
else
{
if ( ( min == edict->mins ) && ( max == edict->maxs ) )
{
return;
}
mins = min;
maxs = max;
size = max - min;
mins.copyTo( edict->mins );
maxs.copyTo( edict->maxs );
size.copyTo( edict->size );
//
// get the full mins and maxs for this model
//
if ( gi.IsModel( edict->s.modelindex ) )
{
Vector delta;
vec3_t fmins;
vec3_t fmaxs;
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, fmins, fmaxs );
edict->fullmins[ 0 ] = fmins[ grav.x ];
edict->fullmaxs[ 0 ] = fmaxs[ grav.x ];
if ( grav.sign > 0 )
{
edict->fullmins[ 1 ] = fmins[ grav.y ];
edict->fullmins[ 2 ] = fmins[ grav.z ];
edict->fullmaxs[ 1 ] = fmaxs[ grav.y ];
edict->fullmaxs[ 2 ] = fmaxs[ grav.z ];
}
else
{
edict->fullmins[ 1 ] = -fmaxs[ grav.y ];
edict->fullmins[ 2 ] = -fmaxs[ grav.z ];
edict->fullmaxs[ 1 ] = -fmins[ grav.y ];
edict->fullmaxs[ 2 ] = -fmins[ grav.z ];
}
delta = Vector( edict->fullmaxs ) - Vector( edict->fullmins );
edict->fullradius = delta.length() * 0.5f;
}
else
{
mins.copyTo( edict->fullmins );
maxs.copyTo( edict->fullmaxs );
edict->fullradius = size.length() * 0.5;
}
}
link();
}
EXPORT_FROM_DLL Vector Entity::getLocalVector
(
Vector vec
)
{
Vector pos;
pos[ 0 ] = vec * orientation[ 0 ];
pos[ 1 ] = vec * orientation[ 1 ];
pos[ 2 ] = vec * orientation[ 2 ];
return pos;
}
EXPORT_FROM_DLL Vector Entity::getParentVector
(
Vector vec
)
{
Vector pos;
if ( !bindmaster )
{
return vec;
}
pos[ 0 ] = vec * bindmaster->orientation[ 0 ];
pos[ 1 ] = vec * bindmaster->orientation[ 1 ];
pos[ 2 ] = vec * bindmaster->orientation[ 2 ];
return pos;
}
EXPORT_FROM_DLL void Entity::link
(
void
)
{
gi.linkentity( edict );
absmin = edict->absmin;
absmax = edict->absmax;
centroid = ( absmin + absmax ) * 0.5;
centroid.copyTo( edict->centroid );
// If this has a parent, then set the areanum the same
// as the parent's
if ( edict->s.parent )
{
edict->areanum = g_edicts[ edict->s.parent ].areanum;
}
}
EXPORT_FROM_DLL void Entity::setOrigin
(
Vector org
)
{
Entity * ent;
int i, num;
origin = org;
if ( bindmaster )
{
MatrixTransformVector( origin.vec3(), bindmaster->orientation, worldorigin.vec3() );
worldorigin += bindmaster->worldorigin;
worldorigin.copyTo( edict->s.vieworigin );
}
else if ( edict->s.parent )
{
org.copyTo( edict->s.vieworigin );
ent = ( Entity * )G_GetEntity( edict->s.parent );
worldorigin = ent->centroid;
}
else
{
worldorigin = origin;
worldorigin.copyTo( edict->s.vieworigin );
}
worldorigin.copyTo( edict->s.origin );
link();
//
// go through and set our children
//
num = numchildren;
for( i = 0; ( i < MAX_MODEL_CHILDREN ) && num; i++ )
{
if ( !children[ i ] )
{
continue;
}
ent = ( Entity * )G_GetEntity( children[ i ] );
ent->setOrigin( ent->origin );
num--;
}
}
EXPORT_FROM_DLL qboolean Entity::GetBone
(
const char *name,
Vector *pos,
Vector *forward,
Vector *right,
Vector *up
)
{
vec3_t trans[ 3 ];
vec3_t p1, p2;
vec3_t orient;
int groupindex;
int tri_num;
// get the bone information
if ( !gi.GetBoneInfo( edict->s.modelindex, name, &groupindex, &tri_num, orient) )
{
return false;
}
if ( !gi.GetBoneTransform( edict->s.modelindex, groupindex, tri_num, orient, edict->s.anim, edict->s.frame,
edict->s.scale, trans, p1 ) )
{
return false;
}
if ( forward || right || up )
{
R_ConcatRotations( trans, orientation, trans );
}
if ( pos )
{
MatrixTransformVector( p1, orientation, p2 );
*pos = Vector( p2 );
}
if ( forward )
{
*forward = Vector( trans[ 0 ] );
}
if ( right )
{
*right = Vector( trans[ 1 ] );
}
if ( up )
{
*up = Vector( trans[ 2 ] );
}
return true;
}
EXPORT_FROM_DLL void Entity::setAngles
(
Vector ang
)
{
Entity * ent;
float mat[3][3];
int num,i;
angles[ 0 ] = angmod( ang[ 0 ] );
angles[ 1 ] = angmod( ang[ 1 ] );
angles[ 2 ] = angmod( ang[ 2 ] );
if ( bindmaster )
{
AnglesToMat( angles.vec3(), mat );
R_ConcatRotations( mat, bindmaster->orientation, orientation );
MatrixToEulerAngles( orientation, worldangles.vec3() );
worldangles.copyTo( edict->s.viewangles );
}
else if (edict->s.parent)
{
float trans[3][3];
float local_trans[3][3];
vec3_t p1;
ent = ( Entity * )G_GetEntity( edict->s.parent );
ang.copyTo( edict->s.viewangles );
if ( gi.GetBoneTransform( ent->edict->s.modelindex, edict->s.bone.group_num, edict->s.bone.tri_num, edict->s.bone.orientation,
ent->edict->s.anim, ent->edict->s.frame, ent->edict->s.scale, trans, p1 ) )
{
AnglesToMat( angles.vec3(), mat );
R_ConcatRotations( mat, trans, local_trans );
R_ConcatRotations( local_trans, ent->orientation, orientation );
MatrixToEulerAngles( orientation, worldangles.vec3() );
}
}
else
{
worldangles = angles;
AnglesToMat( worldangles.vec3(), orientation );
worldangles.copyTo( edict->s.viewangles );
}
worldangles.copyTo( edict->s.angles );
// Fill the edicts matrix
VectorCopy( orientation[ 0 ], edict->s.mat[ 0 ] );
VectorCopy( orientation[ 1 ], edict->s.mat[ 1 ] );
VectorCopy( orientation[ 2 ], edict->s.mat[ 2 ] );
//
// go through and set our children
//
num = numchildren;
for (i=0;(i < MAX_MODEL_CHILDREN) && num;i++)
{
if (!children[i])
continue;
ent = ( Entity * )G_GetEntity( children[i] );
ent->setAngles( ent->angles );
num--;
}
}
EXPORT_FROM_DLL qboolean Entity::droptofloor
(
float maxfall
)
{
trace_t trace;
Vector end;
end = origin;
end[ 2 ]-= maxfall;
origin += "0 0 1";
trace = G_Trace( origin, mins, maxs, end, this, MASK_SOLID, "Entity::droptofloor" );
if ( trace.fraction == 1 || trace.allsolid )
{
groundentity = NULL;
return false;
}
setOrigin( trace.endpos );
groundentity = trace.ent;
groundentity_linkcount = trace.ent->linkcount;
return true;
}
void Entity::Damage
(
Entity *inflictor,
Entity *attacker,
int damage,
Vector position,
Vector direction,
Vector normal,
int knockback,
int dflags,
int meansofdeath,
int groupnum,
int trinum,
float damage_multiplier
)
{
Event *ev;
if ( !attacker )
{
attacker = world;
}
if ( !inflictor )
{
inflictor = world;
}
ev = new Event( EV_Damage );
ev->AddInteger( damage );
ev->AddEntity ( inflictor );
ev->AddEntity ( attacker );
ev->AddVector ( position );
ev->AddVector ( direction );
ev->AddVector ( normal );
ev->AddInteger( knockback );
ev->AddInteger( dflags );
ev->AddInteger( meansofdeath );
ev->AddInteger( groupnum );
ev->AddInteger( trinum );
ev->AddFloat ( damage_multiplier );
ProcessEvent ( ev );
}
void Entity::DamageEvent
(
Event *ev
)
{
Entity *inflictor;
Entity *attacker;
int damage;
Vector dir;
Vector momentum;
Event *event;
float m;
if ( ( takedamage == DAMAGE_NO ) || ( movetype == MOVETYPE_NOCLIP ) )
{
return;
}
damage = ev->GetInteger( 1 );
inflictor = ev->GetEntity( 2 );
attacker = ev->GetEntity( 3 );
// figure momentum add
if ( ( inflictor != world ) &&
( movetype != MOVETYPE_NONE ) &&
( movetype != MOVETYPE_BOUNCE ) &&
( movetype != MOVETYPE_PUSH ) &&
( movetype != MOVETYPE_STOP ) )
{
dir = worldorigin - ( inflictor->worldorigin + ( inflictor->mins + inflictor->maxs ) * 0.5 );
dir.normalize();
if ( mass < 50)
{
m = 50;
}
else
{
m = mass;
}
momentum = dir * damage * ( 1700.0 / m );
velocity += momentum;
}
// check for godmode or invincibility
if ( flags & FL_GODMODE )
{
return;
}
// Forcefields make objects invulnerable
if ( flags & FL_FORCEFIELD )
{
float alpha;
float radius;
Entity *forcefield;
//
// spawn forcefield
//
forcefield = new Entity;
radius = ( centroid - worldorigin ).length();
forcefield->setModel( "sphere2.def" );
forcefield->setOrigin( centroid );
forcefield->worldorigin.copyTo(forcefield->edict->s.old_origin);
forcefield->setMoveType( MOVETYPE_NONE );
forcefield->setSolidType( SOLID_NOT );
forcefield->edict->s.scale = radius / 16;
alpha = damage / 100;
if ( alpha > 1 )
alpha = 1;
if ( alpha < 0.15f )
alpha = 0.15f;
forcefield->edict->s.alpha = alpha;
forcefield->edict->s.renderfx |= RF_TRANSLUCENT;
forcefield->PostEvent( EV_Remove, 0.1f );
return;
}
// team play damage avoidance
//if ( ( global->teamplay == 1 ) && ( edict->team > 0 ) && ( edict->team == attacker->edict->team ) )
// {
// return;
// }
if ( !deathmatch->value && isSubclassOf( Player ) )
{
damage *= 0.15;
}
if ( deadflag )
{
// Check for gib.
if ( inflictor->isSubclassOf( Projectile ) )
{
Event *gibEv;
health -= damage;
gibEv = new Event( EV_Gib );
gibEv->AddEntity( this );
gibEv->AddFloat( health );
ProcessEvent( gibEv );
}
return;
}
// do the damage
health -= damage;
if ( health <= 0 )
{
if ( attacker )
{
event = new Event( EV_GotKill );
event->AddEntity( this );
event->AddInteger( damage );
event->AddEntity( inflictor );
// location based damage
event->AddString( ev->GetString( 4 ) );
event->AddInteger( ev->GetInteger( 9 ) );
event->AddInteger( 0 );
attacker->ProcessEvent( event );
}
event = new Event( EV_Killed );
event->AddEntity( attacker );
event->AddInteger( damage );
event->AddEntity( inflictor );
// location based damage
event->AddString( ev->GetString( 4 ) );
ProcessEvent( event );
return;
}
if (flags & FL_TESSELATE)
{
TesselateModel
(
this,
tess_min_size,
tess_max_size,
dir,
damage,
tess_percentage*0.5f,
tess_thickness,
ev->GetVector( 5 )
);
}
if (flags & FL_DARKEN)
{
edict->s.renderfx |= RF_LIGHTOFFSET;
if ( max_health )
{
edict->s.lightofs = - ( 40.0f * ( (float)(max_health - health) / (float)max_health ) );
}
else
{
edict->s.lightofs -= damage;
}
if ( edict->s.lightofs < -127 )
edict->s.lightofs = -127;
if ( edict->s.lightofs > 127 )
edict->s.lightofs = 127;
}
event = new Event( EV_Pain );
event->AddFloat( damage );
event->AddEntity( attacker );
// location based damage
event->AddString( ev->GetString( 4 ) );
ProcessEvent( event );
}
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
qboolean Entity::CanDamage
(
Entity *target
)
{
trace_t trace;
Vector pos;
// bmodels need special checking because their origin is 0,0,0
if ( target->getMoveType() == MOVETYPE_PUSH )
{
pos = ( target->absmin + target->absmax ) * 0.5;
trace = G_Trace( origin, vec_origin, vec_origin, pos, this, MASK_SHOT, "Entity::CanDamage 1" );
if ( trace.fraction == 1 || trace.ent == target->edict )
{
return true;
}
return false;
}
trace = G_Trace( origin, vec_origin, vec_origin, target->centroid, this, MASK_SHOT, "Entity::CanDamage 2" );
if ( trace.fraction == 1 || trace.ent == target->edict )
{
return true;
}
pos = target->centroid + Vector( 15, 15, 0 );
trace = G_Trace( origin, vec_origin, vec_origin, pos, this, MASK_SHOT, "Entity::CanDamage 3" );
if ( trace.fraction == 1 || trace.ent == target->edict )
{
return true;
}
pos = target->centroid + Vector( -15, 15, 0 );
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 4" );
if ( trace.fraction == 1 || trace.ent == target->edict )
{
return true;
}
pos = target->centroid + Vector( 15, -15, 0 );
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 5" );
if ( trace.fraction == 1 || trace.ent == target->edict )
{
return true;
}
pos = target->centroid + Vector( -15, -15, 0 );
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 6" );
if ( trace.fraction == 1 || trace.ent == target->edict )
{
return true;
}
return false;
}
EXPORT_FROM_DLL qboolean Entity::IsTouching
(
Entity *e1
)
{
if ( e1->absmin.x > absmax.x )
{
return false;
}
if ( e1->absmin.y > absmax.y )
{
return false;
}
if ( e1->absmin.z > absmax.z )
{
return false;
}
if ( e1->absmax.x < absmin.x )
{
return false;
}
if ( e1->absmax.y < absmin.y )
{
return false;
}
if ( e1->absmax.z < absmin.z )
{
return false;
}
return true;
}
void Entity::StopAnimating
(
void
)
{
// Cancel all animating events
last_animation_time = -1;
animating = false;
total_delta = vec_zero;
if ( animDoneEvent )
{
CancelEventsOfType( animDoneEvent );
delete animDoneEvent;
animDoneEvent = NULL;
}
}
void Entity::StartAnimating
(
void
)
{
// start animating
AnimateFrame();
animating = true;
}
void Entity::NextAnim
(
int animnum
)
{
if ( ( animnum >= 0 ) && ( animnum < gi.NumAnims( edict->s.modelindex ) ) )
{
next_anim = animnum;
}
else
{
// bad value
return;
}
// get the next anim delta
gi.Anim_Delta( edict->s.modelindex, next_anim, next_anim_delta.vec3() );
next_anim_delta *= edict->s.scale;
// get the next anim time
next_anim_time = gi.Anim_Time( edict->s.modelindex, next_anim );
NextFrame( 0 );
}
void Entity::NextFrame
(
int framenum
)
{
if ( ( framenum >= 0 ) && ( framenum <= last_frame_in_anim ) )
{
next_frame = framenum;
}
else
{
// bad value
return;
}
}
void Entity::AnimateFrame
(
void
)
{
float delta;
sinmdl_cmd_t * cmds;
Event *ev;
int i;
int j;
//
// see if we have already animated this frame
//
if (
( level.time == last_animation_time ) &&
( next_anim < 0 ) &&
( next_frame == edict->s.frame + 1 )
)
{
return;
}
// see if we have an anim change pending
if (next_anim >= 0)
{
edict->s.anim = next_anim;
last_frame_in_anim = gi.Anim_NumFrames( edict->s.modelindex, edict->s.anim ) - 1;
next_anim = -1;
if ( edict->s.gunmodelindex )
{
const char * animname;
animname = gi.Anim_NameForNum( edict->s.modelindex, edict->s.anim );
//
// see if the anim exists in the world model
//
edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, animname );
if ( edict->s.gunanim < 0 )
{
//
// see if at least we have an idle
//
edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, "idle" );
}
if ( edict->s.gunanim >= 0 )
{
num_frames_in_gun_anim = gi.Anim_NumFrames( edict->s.gunmodelindex, edict->s.gunanim );
}
else
{
edict->s.gunanim = 0;
num_frames_in_gun_anim = 0;
}
}
}
// see if we have a frame change pending
if (next_frame >= 0)
{
edict->s.frame = next_frame;
next_frame = -1;
}
#if 0
{
const char * animname;
animname = gi.Anim_NameForNum( edict->s.modelindex, edict->s.anim );
warning( "aframe", "%d anim %s frame %d", entnum, animname, edict->s.frame );
}
#endif
delta = gi.Frame_Time( edict->s.modelindex, edict->s.anim, edict->s.frame );
if ( !delta )
{
delta = FRAMETIME;
}
next_frame = edict->s.frame + ( int )( ( float )FRAMETIME / delta );
// should never be greater...but just in case
if ( ( edict->s.frame >= last_frame_in_anim ) || ( next_frame > last_frame_in_anim ) )
{
PostEvent( EV_LastFrame, 0 );
if ( animDoneEvent )
{
PostEvent( animDoneEvent, 0 );
animDoneEvent = NULL;
}
next_frame -= last_frame_in_anim+1;
}
// get the current frame delta
gi.Frame_Delta( edict->s.modelindex, edict->s.anim, edict->s.frame, frame_delta.vec3() );
total_delta += frame_delta * edict->s.scale;
cmds = gi.Frame_Commands( edict->s.modelindex, edict->s.anim, edict->s.frame );
if ( cmds )
{
for( i = 0; i < cmds->num_cmds; i++ )
{
ev = new Event( cmds->cmds[ i ].args[ 0 ] );
for( j = 1; j < cmds->cmds[ i ].num_args; j++ )
{
ev->AddToken( cmds->cmds[ i ].args[ j ] );
}
ProcessEvent( ev );
}
}
last_animation_time = level.time;
//
// check to see if we have a secondary animation system going on here
//
if ( edict->s.gunmodelindex )
{
if ( num_frames_in_gun_anim > 1 )
{
edict->s.gunframe = ( edict->s.frame * num_frames_in_gun_anim ) / ( last_frame_in_anim + 1 );
}
else
{
edict->s.gunframe = 0;
}
}
}
void Entity::RandomAnimate
(
const char *animname,
Event *endevent
)
{
int num;
num = gi.Anim_Random( edict->s.modelindex, animname );
//
// if we have an event that hasn't been processed, kill the current one
//
if ( animDoneEvent )
{
CancelEventsOfType( animDoneEvent );
delete animDoneEvent;
animDoneEvent = NULL;
}
//
// see if we even have a valid animation at all
//
if ( num == -1 )
{
if ( endevent )
{
PostEvent( endevent, FRAMETIME );
}
animDoneEvent = NULL;
return;
}
NextAnim( num );
animDoneEvent = endevent;
if ( !animating )
{
StartAnimating();
}
last_animation_time = -1;
}
EXPORT_FROM_DLL void Entity::joinTeam
(
Entity *teammember
)
{
Entity *ent;
Entity *master;
Entity *prev;
Entity *next;
if ( teammaster && ( teammaster != this ) )
{
quitTeam();
}
assert( teammember );
if ( !teammember )
{
warning( "joinTeam", "Null entity" );
return;
}
master = teammember->teammaster;
if ( !master )
{
master = teammember;
teammember->teammaster = teammember;
teammember->teamchain = this;
// make anyone who's bound to me part of the new team
for( ent = teamchain; ent != NULL; ent = ent->teamchain )
{
ent->teammaster = master;
}
}
else
{
// skip past the chain members bound to the entity we're teaming up with
prev = teammember;
next = teammember->teamchain;
if ( bindmaster )
{
// if we have a bindmaster, joing after any entities bound to the entity
// we're joining
while( next && next->isBoundTo( teammember ) )
{
prev = next;
next = next->teamchain;
}
}
else
{
// if we're not bound to someone, then put us at the end of the team
while( next )
{
prev = next;
next = next->teamchain;
}
}
// make anyone who's bound to me part of the new team and
// also find the last member of my team
for( ent = this; ent->teamchain != NULL; ent = ent->teamchain )
{
ent->teamchain->teammaster = master;
}
prev->teamchain = this;
ent->teamchain = next;
}
teammaster = master;
flags |= FL_TEAMSLAVE;
}
EXPORT_FROM_DLL void Entity::quitTeam
(
void
)
{
Entity *ent;
if ( !teammaster )
{
return;
}
if ( teammaster == this )
{
if ( !teamchain->teamchain )
{
teamchain->teammaster = NULL;
}
else
{
// make next teammate the teammaster
for( ent = teamchain; ent; ent = ent->teamchain )
{
ent->teammaster = teamchain;
}
}
teamchain->flags &= ~FL_TEAMSLAVE;
}
else
{
assert( flags & FL_TEAMSLAVE );
assert( teammaster->teamchain );
ent = teammaster;
while( ent->teamchain != this )
{
// this should never happen
assert( ent->teamchain );
ent = ent->teamchain;
}
ent->teamchain = teamchain;
if ( !teammaster->teamchain )
{
teammaster->teammaster = NULL;
}
}
teammaster = NULL;
teamchain = NULL;
flags &= ~FL_TEAMSLAVE;
}
EXPORT_FROM_DLL void Entity::EventQuitTeam
(
Event *ev
)
{
quitTeam();
}
qboolean Entity::isBoundTo
(
Entity *master
)
{
Entity *ent;
for( ent = bindmaster; ent != NULL; ent = ent->bindmaster )
{
if ( ent == master )
{
return true;
}
}
return false;
}
EXPORT_FROM_DLL void Entity::bind
(
Entity *master
)
{
float mat[ 3 ][ 3 ];
float local[ 3 ][ 3 ];
Vector ang;
assert( master );
if ( !master )
{
warning( "bind", "Null master entity" );
return;
}
if ( master == this )
{
warning( "bind", "Trying to bind to oneself." );
return;
}
// unbind myself from my master
unbind();
bindmaster = master;
// We are now separated from our previous team and are either
// an individual, or have a team of our own. Now we can join
// the new bindmaster's team. Bindmaster must be set before
// joining the team, or we will be placed in the wrong position
// on the team.
joinTeam( master );
// calculate local angles
TransposeMatrix( bindmaster->orientation, mat );
R_ConcatRotations( mat, orientation, local );
MatrixToEulerAngles( local, ang.vec3() );
setAngles( ang );
setOrigin( getParentVector( origin - bindmaster->worldorigin ) );
return;
}
EXPORT_FROM_DLL void Entity::unbind
(
void
)
{
Entity *prev;
Entity *next;
Entity *last;
Entity *ent;
if ( !bindmaster )
{
return;
}
//bindmaster = NULL;
origin = Vector( edict->s.origin );
angles = Vector( edict->s.angles );
if ( !teammaster )
{
bindmaster = NULL;
//Teammaster already has been freed
return;
}
// We're still part of a team, so that means I have to extricate myself
// and any entities that are bound to me from the old team.
// Find the node previous to me in the team
prev = teammaster;
for( ent = teammaster->teamchain; ent && ( ent != this ); ent = ent->teamchain )
{
prev = ent;
}
// If ent is not pointing to me, then something is very wrong.
assert( ent );
if ( !ent )
{
error( "unbind", "corrupt team chain\n" );
}
// Find the last node in my team that is bound to me.
// Also find the first node not bound to me, if one exists.
last = this;
for( next = teamchain; next != NULL; next = next->teamchain )
{
if ( !next->isBoundTo( this ) )
{
break;
}
// Tell them I'm now the teammaster
next->teammaster = this;
last = next;
}
// disconnect the last member of our team from the old team
last->teamchain = NULL;
// connect up the previous member of the old team to the node that
// follow the last node bound to me (if one exists).
if ( teammaster != this )
{
prev->teamchain = next;
if ( !next && ( teammaster == prev ) )
{
prev->teammaster = NULL;
}
}
else if ( next )
{
// If we were the teammaster, then the nodes that were not bound to me are now
// a disconnected chain. Make them into their own team.
for( ent = next; ent->teamchain != NULL; ent = ent->teamchain )
{
ent->teammaster = next;
}
next->teammaster = next;
next->flags &= ~FL_TEAMSLAVE;
}
// If we don't have anyone on our team, then clear the team variables.
if ( teamchain )
{
// make myself my own team
teammaster = this;
}
else
{
// no longer a team
teammaster = NULL;
}
flags &= ~FL_TEAMSLAVE;
bindmaster = NULL;
}
EXPORT_FROM_DLL void Entity::EventUnbind
(
Event *ev
)
{
unbind();
}
EXPORT_FROM_DLL void Entity::FadeOut
(
Event *ev
)
{
PostEvent( EV_FadeOut, 0.1f );
edict->s.renderfx |= RF_TRANSLUCENT;
translucence += 0.03f;
if ( translucence >= 0.96f )
{
PostEvent( EV_Remove, 0 );
}
setAlpha( 1.0f - translucence );
}
EXPORT_FROM_DLL void Entity::Fade
(
Event *ev
)
{
float rate = ev->GetFloat( 1 );
edict->s.renderfx |= RF_TRANSLUCENT;
translucence += rate;
setAlpha( 1.0f - translucence );
if ( translucence <= 1 )
PostEvent( EV_FadeOut, 0.1f );
}
EXPORT_FROM_DLL void Entity::SetMassEvent
(
Event *ev
)
{
mass = ev->GetFloat( 1 );
}
void Entity::CheckGround
(
void
)
{
Vector point;
trace_t trace;
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
if ( flags & ( FL_SWIM | FL_FLY ) )
{
return;
}
if ( velocity[ grav.z ] > 100 )
{
groundentity = NULL;
return;
}
// if the hull point one-quarter unit down is solid the entity is on ground
point = worldorigin;
point[ grav.z ] -= 0.25 * grav.sign;
trace = G_Trace( worldorigin, mins, maxs, point, this, MASK_MONSTERSOLID, "Entity::CheckGround" );
// check steepness
if ( ( ( trace.plane.normal[ grav.z ] * grav.sign ) <= 0.7 ) && !trace.startsolid )
{
groundentity = NULL;
return;
}
groundentity = trace.ent;
groundentity_linkcount = trace.ent->linkcount;
groundplane = trace.plane;
groundsurface = trace.surface;
groundcontents = trace.contents;
if ( !trace.startsolid && !trace.allsolid )
{
setOrigin( trace.endpos );
velocity[ grav.z ] = 0;
}
}
EXPORT_FROM_DLL void Entity::BecomeSolid
(
Event *ev
)
{
if ( ( model.length() ) && ( ( model[ 0 ] == '*' ) || ( strstr( model.c_str(), ".bsp" ) ) ) )
{
setSolidType( SOLID_BSP );
}
else
{
setSolidType( SOLID_BBOX );
}
}
EXPORT_FROM_DLL void Entity::BecomeNonSolid
(
Event *ev
)
{
setSolidType( SOLID_NOT );
}
EXPORT_FROM_DLL void Entity::Ghost
(
Event *ev
)
{
// Make not solid, but send still send over whether it is hidden or not
setSolidType( SOLID_NOT );
edict->svflags &= ~SVF_NOCLIENT;
}
EXPORT_FROM_DLL void Entity::PlaySound
(
Event *ev
)
{
char name[ 128 ];
float volume;
int channel;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
//
// set defaults
//
name[0] = 0;
volume = 1.0f;
channel = CHAN_BODY;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = SOUND_SYNCH;
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
{
switch (i-1)
{
case 0:
strcpy( name, ev->GetString( i ) );
break;
case 1:
volume = ev->GetFloat( i );
break;
case 2:
channel = ev->GetInteger( i );
break;
case 3:
attenuation = ev->GetFloat( i );
break;
case 4:
pitch = ev->GetFloat( i );
break;
case 5:
timeofs = ev->GetFloat( i );
break;
case 6:
fadetime = ev->GetFloat( i );
break;
case 7:
flags = ev->GetInteger( i );
break;
default:
break;
}
}
channel |= CHAN_NO_PHS_ADD;
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
EXPORT_FROM_DLL void Entity::StopSound
(
Event *ev
)
{
if (ev->NumArgs() < 1)
stopsound( CHAN_BODY );
else
stopsound( ev->GetInteger( 1 ) );
}
EXPORT_FROM_DLL void Entity::SetGravityAxis
(
int axis
)
{
Vector min;
Vector max;
if ( ( axis < 0 ) || ( axis > 5 ) )
{
axis = 0;
}
// don't do anything if the axis has been already set
if ( axis == gravaxis )
return;
edict->s.effects &= ~( EF_GRAVITY_AXIS_0 | EF_GRAVITY_AXIS_1 | EF_GRAVITY_AXIS_2 );
edict->s.effects |= GRAVITYAXIS_TO_EFFECTS( axis );
gravaxis = EFFECTS_TO_GRAVITYAXIS( edict->s.effects );
groundentity = NULL;
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
min[ grav.x ] = mins[ 0 ];
min[ grav.y ] = mins[ 1 ] * grav.sign;
min[ grav.z ] = mins[ 2 ] * grav.sign;
max[ grav.x ] = maxs[ 0 ];
max[ grav.y ] = maxs[ 1 ] * grav.sign;
max[ grav.z ] = maxs[ 2 ] * grav.sign;
setSize( min, max );
}
EXPORT_FROM_DLL void Entity::GravityAxisEvent
(
Event *ev
)
{
SetGravityAxis( ev->GetInteger( 1 ) );
}
EXPORT_FROM_DLL void Entity::BindEvent
(
Event *ev
)
{
Entity *ent;
ent = ev->GetEntity( 1 );
if ( ent )
{
bind( ent );
}
}
EXPORT_FROM_DLL void Entity::JoinTeam
(
Event *ev
)
{
Entity *ent;
ent = ev->GetEntity( 1 );
if ( ent )
{
joinTeam( ent );
}
}
EXPORT_FROM_DLL void Entity::SetLight
(
Event *ev
)
{
edict->s.renderfx |= RF_DLIGHT;
edict->s.color_r = ev->GetFloat( 1 );
edict->s.color_g = ev->GetFloat( 2 );
edict->s.color_b = ev->GetFloat( 3 );
edict->s.radius = ev->GetFloat( 4 );
}
EXPORT_FROM_DLL void Entity::LightOn
(
Event *ev
)
{
edict->s.renderfx |= RF_DLIGHT;
}
EXPORT_FROM_DLL void Entity::LightOff
(
Event *ev
)
{
edict->s.renderfx &= ~RF_DLIGHT;
}
EXPORT_FROM_DLL void Entity::LightRed
(
Event *ev
)
{
edict->s.renderfx |= RF_DLIGHT;
edict->s.color_r = ev->GetFloat( 1 );
}
EXPORT_FROM_DLL void Entity::LightGreen
(
Event *ev
)
{
edict->s.renderfx |= RF_DLIGHT;
edict->s.color_g = ev->GetFloat( 1 );
}
EXPORT_FROM_DLL void Entity::LightBlue
(
Event *ev
)
{
edict->s.renderfx |= RF_DLIGHT;
edict->s.color_b = ev->GetFloat( 1 );
}
EXPORT_FROM_DLL void Entity::LightRadius
(
Event *ev
)
{
edict->s.renderfx |= RF_DLIGHT;
edict->s.radius = ev->GetFloat( 1 );
}
EXPORT_FROM_DLL void Entity::SetHealth
(
Event *ev
)
{
health = ev->GetFloat( 1 );
max_health = health;
}
EXPORT_FROM_DLL void Entity::SetSize
(
Event *ev
)
{
Vector min, max;
min = ev->GetVector( 1 );
max = ev->GetVector( 2 );
setSize( min, max );
}
EXPORT_FROM_DLL void Entity::SetScale
(
Event *ev
)
{
setScale( ev->GetFloat( 1 ) );
}
EXPORT_FROM_DLL void Entity::SetAlpha
(
Event *ev
)
{
setAlpha( ev->GetFloat( 1 ) );
}
EXPORT_FROM_DLL void Entity::SetOrigin
(
Event *ev
)
{
setOrigin( ev->GetVector( 1 ) );
}
EXPORT_FROM_DLL void Entity::SetTargetName
(
Event *ev
)
{
SetTargetName( ev->GetString( 1 ) );
}
EXPORT_FROM_DLL void Entity::SetTarget
(
Event *ev
)
{
SetTarget( ev->GetString( 1 ) );
}
EXPORT_FROM_DLL void Entity::SetKillTarget
(
Event *ev
)
{
SetKillTarget( ev->GetString( 1 ) );
}
EXPORT_FROM_DLL void Entity::SetAngles
(
Event *ev
)
{
setAngles( ev->GetVector( 1 ) );
}
EXPORT_FROM_DLL void Entity::CourseAnglesEvent
(
Event *ev
)
{
// Angles will be sent over the net as 8-bit values (default)
edict->s.effects &= ~EF_SMOOTHANGLES;
}
EXPORT_FROM_DLL void Entity::SmoothAnglesEvent
(
Event *ev
)
{
// Angles will be sent over the net as 16-bit values for smoother rotation (or slow rotation)
edict->s.effects |= EF_SMOOTHANGLES;
}
EXPORT_FROM_DLL void Entity::RegisterAlias
(
Event *ev
)
{
if ( ev->NumArgs() < 3 )
{
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), ev->GetString( 2 ), 1 );
}
else
{
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), ev->GetString( 2 ), ev->GetInteger( 3 ) );
}
}
EXPORT_FROM_DLL void Entity::RegisterAliasAndCache
(
Event *ev
)
{
int length;
str realname;
const char * ptr;
realname = ev->GetString( 2 );
if ( ev->NumArgs() < 3 )
{
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), realname.c_str(), 1 );
}
else
{
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), realname.c_str(), ev->GetInteger( 3 ) );
}
length = realname.length();
ptr = realname.c_str();
ptr += length - 4;
if ( ( length > 4 ) && ( !strcmpi( ptr, ".wav" ) ) )
{
gi.soundindex( realname.c_str() );
}
else if ( ( length > 4 ) && ( !strcmpi( ptr, ".def" ) ) )
{
gi.modelindex( realname.c_str() );
}
}
EXPORT_FROM_DLL void Entity::positioned_sound
(
Vector origin,
str soundname,
float volume,
int channel,
int attenuation,
float pitch,
float timeofs,
float fadetime,
int flags
)
{
if ( soundname.length() )
{
gi.positioned_sound( worldorigin.vec3(), edict, channel, gi.soundindex( soundname.c_str() ),
volume, attenuation, timeofs, pitch, fadetime, flags );
}
else
{
warning( "sound", "Null sample pointer" );
}
}
EXPORT_FROM_DLL void Entity::RandomPositionedSound
(
Vector origin,
str soundname,
float volume,
int channel,
int attenuation,
float pitch,
float timeofs,
float fadetime,
int flags
)
{
const char * name;
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
if ( name )
{
positioned_sound( worldorigin, name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
else
{
warning( "RandomPositionedSound", "Couldn't find alias for %s", soundname.c_str() );
}
}
EXPORT_FROM_DLL void Entity::sound
(
str soundname,
float volume,
int channel,
int attenuation,
float pitch,
float timeofs,
float fadetime,
int flags
)
{
if ( soundname.length() )
{
gi.sound( edict, channel, gi.soundindex( soundname.c_str() ), volume,
attenuation, timeofs, pitch, fadetime, flags );
}
else
{
warning( "sound", "Null sample pointer" );
}
}
EXPORT_FROM_DLL void Entity::RandomGlobalSound
(
str soundname,
float volume,
int channel,
int attenuation,
float pitch,
float timeofs,
float fadetime,
int flags
)
{
const char * name;
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
if ( name )
{
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
else
{
warning( "RandomGlobalSound", "Couldn't find alias for %s", soundname.c_str() );
}
}
EXPORT_FROM_DLL void Entity::RandomSound
(
str soundname,
float volume,
int channel,
int attenuation,
float pitch,
float timeofs,
float fadetime,
int flags
)
{
str realname;
realname = GetRandomAlias( soundname );
sound( realname, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
EXPORT_FROM_DLL void Entity::RandomSound
(
Event *ev
)
{
str name;
float volume;
int channel;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
//
// set defaults
//
volume = 1.0f;
channel = CHAN_BODY;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = SOUND_SYNCH;
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
{
switch (i-1)
{
case 0:
name = ev->GetString( i );
break;
case 1:
volume = ev->GetFloat( i );
break;
case 2:
channel = ev->GetInteger( i );
break;
case 3:
attenuation = ev->GetFloat( i );
break;
case 4:
pitch = ev->GetFloat( i );
break;
case 5:
timeofs = ev->GetFloat( i );
break;
case 6:
fadetime = ev->GetFloat( i );
break;
case 7:
flags = ev->GetInteger( i );
break;
default:
break;
}
}
channel |= CHAN_NO_PHS_ADD;
RandomSound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
EXPORT_FROM_DLL void Entity::RandomPHSSound
(
Event *ev
)
{
str name;
float volume;
int channel;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
//
// set defaults
//
volume = 1.0f;
channel = CHAN_BODY;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = SOUND_SYNCH;
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
{
switch (i-1)
{
case 0:
name = ev->GetString( i );
break;
case 1:
volume = ev->GetFloat( i );
break;
case 2:
channel = ev->GetInteger( i );
break;
case 3:
attenuation = ev->GetFloat( i );
break;
case 4:
pitch = ev->GetFloat( i );
break;
case 5:
timeofs = ev->GetFloat( i );
break;
case 6:
fadetime = ev->GetFloat( i );
break;
case 7:
flags = ev->GetInteger( i );
break;
default:
break;
}
}
RandomSound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
EXPORT_FROM_DLL void Entity::PHSSound
(
Event *ev
)
{
char name[ 128 ];
float volume;
int channel;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
//
// set defaults
//
name[0] = 0;
volume = 1.0f;
channel = CHAN_BODY;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = SOUND_SYNCH;
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
{
switch (i-1)
{
case 0:
strcpy( name, ev->GetString( i ) );
break;
case 1:
volume = ev->GetFloat( i );
break;
case 2:
channel = ev->GetInteger( i );
break;
case 3:
attenuation = ev->GetFloat( i );
break;
case 4:
pitch = ev->GetFloat( i );
break;
case 5:
timeofs = ev->GetFloat( i );
break;
case 6:
fadetime = ev->GetFloat( i );
break;
case 7:
flags = ev->GetInteger( i );
break;
default:
break;
}
}
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
EXPORT_FROM_DLL void Entity::EntitySound
(
Event *ev
)
{
edict->s.sound = gi.soundindex( ev->GetString( 1 ) );
if ( ev->NumArgs() > 1 )
{
int attenuation;
attenuation = ev->GetInteger( 2 );
if (attenuation > 3) attenuation = 3;
if (attenuation < 0) attenuation = 0;
edict->s.sound |= attenuation<<14;
}
else
{
edict->s.sound |= ATTN_IDLE<<14;
}
}
EXPORT_FROM_DLL void Entity::StopEntitySound
(
Event *ev
)
{
edict->s.sound = 0;
}
EXPORT_FROM_DLL void Entity::RandomEntitySound
(
Event *ev
)
{
const char * alias;
const char * soundname;
alias = ev->GetString( 1 );
soundname = gi.Alias_FindRandom( edict->s.modelindex, alias );
edict->s.sound = gi.soundindex( soundname );
if ( ev->NumArgs() > 1 )
{
int attenuation;
attenuation = ev->GetInteger( 2 );
if (attenuation > 3) attenuation = 3;
if (attenuation < 0) attenuation = 0;
edict->s.sound |= attenuation<<14;
}
else
{
edict->s.sound |= ATTN_IDLE<<14;
}
}
EXPORT_FROM_DLL void Entity::RandomGlobalEntitySound
(
str soundname,
int attenuation
)
{
const char * name;
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
if ( name )
{
edict->s.sound = gi.soundindex( name );
bound( attenuation, 0, 3 );
edict->s.sound |= attenuation<<14;
}
else
{
warning( "RandomGlobalEntitySound", "Couldn't find alias for %s", soundname.c_str() );
}
}
EXPORT_FROM_DLL void Entity::RandomGlobalEntitySoundEvent
(
Event *ev
)
{
const char *alias;
int attenuation;
alias = ev->GetString( 1 );
attenuation = ATTN_IDLE;
if ( ev->NumArgs() > 1 )
{
attenuation = ev->GetInteger( 2 );
}
RandomGlobalEntitySound( alias, attenuation );
}
EXPORT_FROM_DLL qboolean Entity::attach
(
int parent_entity_num,
int group_num,
int tri_num,
Vector orient
)
{
int i;
Entity * parent;
if ( entnum == parent_entity_num )
{
warning("attach","Trying to attach to oneself." );
return false;
}
if (edict->s.parent)
detach();
//
// get the parent
//
parent = ( Entity * )G_GetEntity( parent_entity_num );
if (parent->numchildren < MAX_MODEL_CHILDREN)
{
//
// find a free spot in the parent
//
for ( i=0; i < MAX_MODEL_CHILDREN; i++ )
if (!parent->children[i])
{
break;
}
parent->children[i] = entnum;
parent->numchildren++;
edict->s.parent = parent_entity_num;
edict->s.bone.group_num = group_num;
edict->s.bone.tri_num = tri_num;
VectorCopy( orient.vec3(), edict->s.bone.orientation );
setOrigin( origin );
return true;
}
return false;
}
EXPORT_FROM_DLL void Entity::detach
(
void
)
{
int i;
int num;
Entity * parent;
if (!edict->s.parent)
return;
parent = ( Entity * )G_GetEntity( edict->s.parent );
if (!parent)
return;
for ( i=0,num = parent->numchildren; i < MAX_MODEL_CHILDREN; i++ )
{
if (!parent->children[i])
{
continue;
}
if (parent->children[i] == entnum)
{
parent->children[i] = 0;
parent->numchildren--;
break;
}
num--;
if (!num)
break;
}
edict->s.parent = 0;
//
// i don't think we want to do this automatically, we might later, but for right now lets not
//
//setOrigin( edict->origin + parent->origin );
}
void Entity::AnimEvent
(
Event *ev
)
{
int num;
num = gi.Anim_Random( edict->s.modelindex, ev->GetString( 1 ) );
NextAnim( num );
if ( !animating )
{
StartAnimating();
}
}
void Entity::StartAnimatingEvent
(
Event *ev
)
{
StartAnimating();
}
void Entity::StopAnimatingEvent
(
Event *ev
)
{
StopAnimating();
}
void Entity::EndAnimEvent
(
Event *ev
)
{
PostEvent( EV_LastFrame, 0 );
if ( animDoneEvent )
{
PostEvent( animDoneEvent, 0 );
animDoneEvent = NULL;
}
next_frame = 0;
}
void Entity::NextAnimEvent
(
Event *ev
)
{
int num;
num = gi.Anim_Random( edict->s.modelindex, ev->GetString( 1 ) );
NextAnim( num );
}
void Entity::NextFrameEvent
(
Event *ev
)
{
NextFrame( ev->GetInteger( 1 ) );
}
void Entity::PrevFrameEvent
(
Event *ev
)
{
edict->s.prevframe = ev->GetInteger( 1 );
}
void Entity::SetFrameEvent
(
Event *ev
)
{
int framenum;
framenum = ev->GetInteger( 1 );
edict->s.frame = framenum;
NextFrame( framenum + 1 );
}
void Entity::Tesselate(Event *ev)
{
Vector origin, dir, temp;
Entity * ent;
int i, power, min_size, max_size, thickness;
float percentage;
// dir is 1
// power is 2
// minsize is 3
// maxsize is 4
// percentage is 5
// thickness 6
// entity is 7
// origin 8
//
// initialize some variables
//
ent = this;
min_size = TESS_DEFAULT_MIN_SIZE;
max_size = TESS_DEFAULT_MIN_SIZE;
thickness = min_size;
percentage = TESS_DEFAULT_PERCENT;
VectorCopy( vec3_origin, origin );
VectorCopy( vec3_origin, dir );
for ( i = 1; i <= ev->NumArgs(); i++ )
{
switch( i )
{
case 1:
temp = ev->GetVector( i );
temp.AngleVectors( &dir, NULL, NULL );
break;
case 2:
power = ev->GetInteger( i );
break;
case 3:
min_size = ev->GetInteger( i );
break;
case 4:
max_size = ev->GetInteger( i );
break;
case 5:
percentage = ev->GetFloat( i );
break;
case 6:
thickness = ev->GetInteger( i );
break;
case 7:
ent = ev->GetEntity( i );
break;
case 8:
origin = ev->GetVector( i );
break;
}
}
TesselateModel
(
ent,
min_size,
max_size,
dir,
power,
percentage,
thickness,
origin
);
}
void Entity::SetShatterMinSize( Event *ev )
{
tess_min_size = ev->GetInteger( 1 );
}
void Entity::SetShatterMaxSize( Event *ev )
{
tess_max_size = ev->GetInteger( 1 );
}
void Entity::SetShatterThickness( Event *ev )
{
tess_thickness = ev->GetInteger( 1 );
}
void Entity::SetShatterPercentage( Event *ev )
{
tess_percentage = ev->GetFloat( 1 ) / 100.0f;;
}
void Entity::Flags( Event *ev )
{
const char *flag;
int mask;
int action;
int i;
#define FLAG_IGNORE 0
#define FLAG_SET 1
#define FLAG_CLEAR 2
#define FLAG_ADD 3
for ( i = 1; i <= ev->NumArgs(); i++ )
{
action = FLAG_IGNORE;
flag = ev->GetString( i );
switch( flag[0] )
{
case '+':
action = FLAG_ADD;
flag++;
break;
case '-':
action = FLAG_CLEAR;
flag++;
break;
default:
action = FLAG_SET;
break;
}
if ( !stricmp( flag, "blood" ) )
mask = FL_BLOOD;
else if ( !stricmp( flag, "sparks" ) )
mask = FL_SPARKS;
else if ( !stricmp( flag, "shatter" ) )
mask = FL_TESSELATE;
else if ( !stricmp( flag, "blast" ) )
mask = FL_BLASTMARK;
else if ( !stricmp( flag, "die_shatter" ) )
mask = FL_DIE_TESSELATE;
else if ( !stricmp( flag, "explode" ) )
mask = FL_DIE_EXPLODE;
else if ( !stricmp( flag, "die_gibs" ) )
mask = FL_DIE_GIBS;
else if ( !stricmp( flag, "darken" ) )
mask = FL_DARKEN;
else if ( !stricmp( flag, "forcefield" ) )
mask = FL_FORCEFIELD;
else if ( !stricmp( flag, "stealth" ) )
mask = FL_STEALTH;
else
{
action = FLAG_IGNORE;
ev->Error( "Unknown flag '%s'", flag );
}
switch (action)
{
case FLAG_SET:
// preserver non-configurable bits
flags &= (FL_BLOOD - 1);
case FLAG_ADD:
flags |= mask;
break;
case FLAG_CLEAR:
flags &= ~mask;
break;
case FLAG_IGNORE:
break;
}
}
if ( parentmode->value )
{
if ( flags & (FL_BLOOD|FL_DIE_GIBS) )
{
flags &= ~FL_BLOOD;
flags &= ~FL_DIE_GIBS;
}
}
}
void Entity::Effects( Event *ev )
{
const char *flag;
int mask=0;
int action;
int i;
#define FLAG_IGNORE 0
#define FLAG_SET 1
#define FLAG_CLEAR 2
#define FLAG_ADD 3
for ( i = 1; i <= ev->NumArgs(); i++ )
{
action = 0;
flag = ev->GetString( i );
switch( flag[0] )
{
case '+':
action = FLAG_ADD;
flag++;
break;
case '-':
action = FLAG_CLEAR;
flag++;
break;
default:
action = FLAG_SET;
break;
}
if ( !stricmp( flag, "rotate" ) )
mask = EF_ROTATE;
else if ( !stricmp( flag, "rocket" ) )
mask = EF_ROCKET;
else if ( !stricmp( flag, "gib" ) )
mask = EF_GIB;
else if ( !stricmp( flag, "pulse" ) )
mask = EF_PULSE;
else if ( !stricmp( flag, "everyframe" ) )
mask = EF_EVERYFRAME;
else if ( !stricmp( flag, "autoanimate" ) )
mask = EF_AUTO_ANIMATE;
else
{
action = FLAG_IGNORE;
ev->Error( "Unknown token %s.", flag );
}
switch (action)
{
case FLAG_SET:
case FLAG_ADD:
edict->s.effects |= mask;
break;
case FLAG_CLEAR:
edict->s.effects &= ~mask;
break;
case FLAG_IGNORE:
break;
}
}
}
void Entity::RenderEffects( Event *ev )
{
const char *flag;
int mask=0;
int action;
int i;
#define FLAG_IGNORE 0
#define FLAG_SET 1
#define FLAG_CLEAR 2
#define FLAG_ADD 3
for ( i = 1; i <= ev->NumArgs(); i++ )
{
action = 0;
flag = ev->GetString( i );
switch( flag[0] )
{
case '+':
action = FLAG_ADD;
flag++;
break;
case '-':
action = FLAG_CLEAR;
flag++;
break;
default:
action = FLAG_SET;
break;
}
if ( !stricmp( flag, "minlight" ) )
mask = RF_MINLIGHT;
else if ( !stricmp( flag, "fullbright" ) )
mask = RF_FULLBRIGHT;
else if ( !stricmp( flag, "envmapped" ) )
mask = RF_ENVMAPPED;
else if ( !stricmp( flag, "glow" ) )
mask = RF_GLOW;
else if ( !stricmp( flag, "dontdraw" ) )
mask = RF_DONTDRAW;
else
{
action = FLAG_IGNORE;
ev->Error( "Unknown token %s.", flag );
}
switch (action)
{
case FLAG_SET:
case FLAG_ADD:
edict->s.renderfx |= mask;
break;
case FLAG_CLEAR:
edict->s.renderfx &= ~mask;
break;
case FLAG_IGNORE:
break;
}
}
}
void Entity::BroadcastSound
(
Event *soundevent,
int channel,
Event &event,
float radius
)
{
Sentient *ent;
Vector delta;
Event *ev;
str name;
float r2;
float dist2;
float volume;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
int n;
#if 0
int count;
count = 0;
#endif
if ( ( ( int )event != ( int )NullEvent ) && !( this->flags & FL_NOTARGET ) )
{
r2 = radius * radius;
n = SentientList.NumObjects();
for( i = 1; i <= n; i++ )
{
ent = SentientList.ObjectAt( i );
if ( ent->deadflag || ( ent == this ) )
{
continue;
}
delta = centroid - ent->centroid;
// dot product returns length squared
dist2 = delta * delta;
if (
( dist2 <= r2 ) &&
(
( edict->areanum == ent->edict->areanum ) ||
( gi.AreasConnected( edict->areanum, ent->edict->areanum ) )
)
)
{
ev = new Event( event );
ev->AddEntity( this );
ev->AddVector( worldorigin );
ent->PostEvent( ev, 0 );
#if 0
count++;
#endif
}
}
}
#if 0
gi.dprintf( "Broadcast sound to %d entities\n", count );
#endif
if ( !soundevent->NumArgs() )
{
return;
}
//
// set defaults
//
volume = 1.0f;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = 0;
for ( i = 1 ; i <= soundevent->NumArgs() ; i++ )
{
switch (i-1)
{
case 0:
name = soundevent->GetString( i );
break;
case 1:
volume = soundevent->GetFloat( i );
break;
case 2:
attenuation = soundevent->GetFloat( i );
break;
case 3:
pitch = soundevent->GetFloat( i );
break;
case 4:
timeofs = soundevent->GetFloat( i );
break;
case 5:
fadetime = soundevent->GetFloat( i );
break;
case 6:
flags = soundevent->GetInteger( i );
break;
default:
break;
}
}
RandomSound( name.c_str(), volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
void Entity::WeaponSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_WEAPON, EV_HeardWeapon, SOUND_WEAPON_RADIUS );
}
void Entity::MovementSound
(
Event *ev
)
{
static int movement_count = 0;
//
// movement sounds now happen very infrequently, unless this is a client
//
if ( isClient() || ( movement_count++ > 15 ) )
{
BroadcastSound( ev, CHAN_BODY, EV_HeardMovement, SOUND_MOVEMENT_RADIUS );
if ( movement_count > 15 )
movement_count = 0;
}
}
void Entity::PainSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_VOICE, EV_HeardPain, SOUND_PAIN_RADIUS );
}
void Entity::DeathSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_VOICE, EV_HeardDeath, SOUND_DEATH_RADIUS );
}
void Entity::BreakingSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_AUTO, EV_HeardBreaking, SOUND_BREAKING_RADIUS );
}
void Entity::DoorSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_AUTO, EV_HeardDoor, SOUND_DOOR_RADIUS );
}
void Entity::MutantSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_VOICE, EV_HeardMutant, SOUND_MUTANT_RADIUS );
}
void Entity::VoiceSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_VOICE, EV_HeardVoice, SOUND_VOICE_RADIUS );
}
void Entity::MachineSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_AUTO, EV_HeardMachine, SOUND_MACHINE_RADIUS );
}
void Entity::RadioSound
(
Event *ev
)
{
BroadcastSound( ev, CHAN_VOICE, EV_HeardRadio, SOUND_RADIO_RADIUS );
}
void Entity::SpawnParticles
(
Event *ev
)
{
int i;
Vector norm;
int count;
int lightstyle;
norm = orientation[0];
count = 4;
lightstyle = 122;
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
{
switch( i )
{
case 1:
norm = ev->GetVector( 1 );
break;
case 2:
count = ev->GetInteger( 2 );
break;
case 3:
lightstyle = ev->GetInteger( 3 );
break;
case 4:
flags = ev->GetInteger( 4 );
default:
break;
}
}
Particles( worldorigin, norm, count, lightstyle, flags );
}
void Entity::Prethink
(
void
)
{
}
void Entity::Postthink
(
void
)
{
}
void Entity::SetWaterType
(
void
)
{
qboolean isinwater;
watertype = gi.pointcontents( worldorigin.vec3() );
isinwater = watertype & MASK_WATER;
if ( isinwater )
{
waterlevel = 1;
}
else
{
waterlevel = 0;
}
}
void Entity::DamageSkin
(
trace_t * trace,
float damage
)
{
int group;
group = trace->intersect.parentgroup;
if ( !edict->s.groups[ group ] )
{
edict->s.groups[ group ]++;
}
}
void Entity::Kill
(
Event *ev
)
{
health = 0;
Damage( this, this, 10, worldorigin, vec_zero, vec_zero, 0, 0, MOD_SUICIDE, -1, -1, 1.0f );
}
void Entity::GroupModelEvent
(
Event *ev
)
{
const char * group_name;
const char * token;
int i, group_num, argnum, flags;
int mask;
int action;
qboolean do_all;
#define FLAG_IGNORE 0
#define FLAG_SET 1
#define FLAG_CLEAR 2
#define FLAG_ADD 3
do_all = false;
// "group" is first
group_name = ev->GetString( 1 );
if ( str( group_name ) != str( "all" ) )
{
group_num = gi.Group_NameToNum( edict->s.modelindex, group_name );
if (group_num < 0)
{
ev->Error( "group %s not found.", group_name );
}
}
else
{
group_num = 0;
do_all = true;
}
flags = 0;
argnum = 2;
for ( i = argnum; i <= ev->NumArgs() ; i++ )
{
token = ev->GetString( i );
action = 0;
switch( token[0] )
{
case '+':
action = FLAG_ADD;
token++;
break;
case '-':
action = FLAG_CLEAR;
token++;
break;
default:
action = FLAG_SET;
break;
}
if (!strcmpi( token, "skin1"))
{
mask = MDL_GROUP_SKINOFFSET_BIT0;
}
else if (!strcmpi (token, "skin2"))
{
mask = MDL_GROUP_SKINOFFSET_BIT1;
}
else if (!strcmpi (token, "nodraw"))
{
mask = MDL_GROUP_NODRAW;
}
else if (!strcmpi (token, "envmapped"))
{
mask = MDL_GROUP_ENVMAPPED_SILVER;
}
else if (!strcmpi (token, "goldenvmapped"))
{
mask = MDL_GROUP_ENVMAPPED_GOLD;
}
else if (!strcmpi (token, "translucent33"))
{
mask = MDL_GROUP_TRANSLUCENT_33;
}
else if (!strcmpi (token, "translucent66"))
{
mask = MDL_GROUP_TRANSLUCENT_66;
}
else if (!strcmpi (token, "fullbright"))
{
mask = MDL_GROUP_FULLBRIGHT;
}
else
{
ev->Error( "Unknown token %s.", token );
action = FLAG_IGNORE;
}
for( ; group_num < edict->s.numgroups ; group_num++ )
{
switch (action)
{
case FLAG_SET:
// clear out group
edict->s.groups[ group_num ] = 0;
case FLAG_ADD:
edict->s.groups[ group_num ] |= mask;
break;
case FLAG_CLEAR:
edict->s.groups[ group_num ] &= ~mask;
break;
case FLAG_IGNORE:
break;
}
if ( !do_all )
break;
}
}
}
void Entity::DialogEvent
(
Event * ev
)
{
str name;
float volume;
int channel;
float attenuation;
float pitch;
float timeofs;
float fadetime;
int flags;
int i;
str icon_name;
str dialog_text;
if ( ( dialog->value == 1 ) || ( dialog->value == 3 ) )
{
icon_name = ev->GetString( 1 );
dialog_text = ev->GetString( 2 );
SendDialog( icon_name.c_str(), dialog_text.c_str() );
}
if ( ( dialog->value == 0 ) || ( dialog->value == 1 ) )
return;
//
// set defaults
//
volume = 1.0f;
channel = CHAN_DIALOG_SECONDARY | CHAN_NO_PHS_ADD;
attenuation = ATTN_NORM;
pitch = 1.0f;
timeofs = 0;
fadetime = 0;
flags = SOUND_SYNCH;
for ( i = 3 ; i <= ev->NumArgs() ; i++ )
{
switch (i-3)
{
case 0:
name = ev->GetString( i );
break;
case 1:
volume = ev->GetFloat( i );
break;
case 2:
channel = ev->GetInteger( i );
break;
case 3:
attenuation = ev->GetFloat( i );
break;
case 4:
pitch = ev->GetFloat( i );
break;
case 5:
timeofs = ev->GetFloat( i );
break;
case 6:
fadetime = ev->GetFloat( i );
break;
case 7:
flags = ev->GetInteger( i );
break;
default:
break;
}
}
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
}
void Entity::AttachEvent
(
Event * ev
)
{
Entity * parent;
const char * bone;
int groupindex;
int tri_num;
vec3_t orient;
parent = ev->GetEntity( 1 );
bone = ev->GetString( 2 );
if ( !parent )
return;
if ( gi.GetBoneInfo( parent->edict->s.modelindex, bone, &groupindex, &tri_num, orient ) )
{
attach( parent->entnum, groupindex, tri_num, Vector(orient) );
}
else
{
warning( "AttachEvent", "GetBoneInfo failed for bone %s", bone );
}
}
void Entity::AttachModelEvent
(
Event * ev
)
{
ThrowObject * tobj;
const char * bone;
int groupindex;
int tri_num;
vec3_t orient;
str modelname;
tobj = new ThrowObject;
modelname = ev->GetString( 1 );
bone = ev->GetString( 2 );
if ( ev->NumArgs() > 2 )
{
tobj->SetTargetName( ev->GetString( 3 ) );
}
tobj->setModel( modelname );
if ( gi.GetBoneInfo( edict->s.modelindex, bone, &groupindex, &tri_num, orient ) )
{
tobj->attach( this->entnum, groupindex, tri_num, Vector(orient) );
}
else
{
warning( "AttachModelEvent", "GetBoneInfo failed for bone %s", bone );
}
}
void Entity::DetachEvent
(
Event * ev
)
{
float trans[ 3 ][ 3 ];
Entity * ent;
vec3_t p1, p2;
if ( edict->s.parent <= 0 )
{
return;
}
ent = ( Entity * )G_GetEntity( edict->s.parent );
if ( gi.GetBoneTransform( ent->edict->s.modelindex, edict->s.bone.group_num, edict->s.bone.tri_num, edict->s.bone.orientation,
ent->edict->s.anim, ent->edict->s.frame, ent->edict->s.scale, trans, p1 ) )
{
VectorAdd( p1, origin.vec3(), p1 );
MatrixTransformVector( p1, ent->orientation, p2 );
VectorAdd( p2, ent->worldorigin, p2 );
}
detach();
setOrigin( p2 );
worldorigin.copyTo( edict->s.old_origin );
}
void Entity::TakeDamageEvent
(
Event * ev
)
{
takedamage = DAMAGE_YES;
}
void Entity::NoDamageEvent
(
Event * ev
)
{
takedamage = DAMAGE_NO;
}
void Entity::SetSkinEvent
(
Event *ev
)
{
int num;
num = gi.Skin_NumForName( edict->s.modelindex, ev->GetString( 1 ) );
if ( num >= 0 )
{
edict->s.skinnum = num;
}
else
{
ev->Error( "Could not find %s as a skin name.\n", ev->GetString( 1 ) );
}
}
void Entity::Lightoffset
(
Event *ev
)
{
edict->s.lightofs = ev->GetFloat( 1 );
if ( edict->s.lightofs != 0 )
edict->s.renderfx |= RF_LIGHTOFFSET;
else
edict->s.renderfx &= ~RF_LIGHTOFFSET;
}
void Entity::Gravity
(
Event *ev
)
{
gravity = ev->GetFloat( 1 );
}
void Entity::Minlight
(
Event *ev
)
{
if ( ev->GetInteger( 1 ) )
edict->s.renderfx |= RF_MINLIGHT;
else
edict->s.renderfx &= ~RF_MINLIGHT;
}
void Entity::UseBoundingBoxEvent
(
Event *ev
)
{
edict->svflags |= SVF_USEBBOX;
}
void Entity::HurtEvent
(
Event *ev
)
{
Vector normal;
float dmg;
if ( ev->NumArgs() < 1 )
{
dmg = 50;
}
else
{
dmg = ev->GetFloat( 1 );
}
normal = Vector( orientation[ 0 ] );
Damage( world, world, dmg, worldorigin, vec_zero, normal, dmg, 0, MOD_CRUSH, -1, -1, 1.0f );
}
void Entity::IfSkillEvent
(
Event *ev
)
{
float skilllevel;
skilllevel = ev->GetFloat( 1 );
if ( skill->value == skilllevel )
{
int argc;
int numargs;
Event *event;
int i;
numargs = ev->NumArgs();
argc = numargs - 2 + 1;
event = new Event( ev->GetToken( 2 ) );
for( i = 1; i < argc; i++ )
{
event->AddToken( ev->GetToken( 2 + i ) );
}
ProcessEvent( event );
}
}
void Entity::Censor
(
Event *ev
)
{
Vector delta;
float oldsize;
float newsize;
if ( !parentmode->value )
return;
oldsize = size.length();
setSolidType( SOLID_NOT );
setModel( "censored.def" );
gi.CalculateBounds( edict->s.modelindex, 1, mins.vec3(), maxs.vec3() );
delta = maxs - mins;
newsize = delta.length();
edict->s.scale = oldsize / newsize;
mins *= edict->s.scale;
maxs *= edict->s.scale;
setSize( mins, maxs );
setOrigin( origin );
}