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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "Game_local.h"
- #define GRAVITYFLOATSPEED 1
- #define GRAVITYFLOATANGULAR 4
- /*
- ===============================================================================
- idItem
- ===============================================================================
- */
- const idEventDef EV_DropToFloor( "<dropToFloor>" );
- const idEventDef EV_RespawnItem( "respawn" );
- const idEventDef EV_RespawnFx( "<respawnFx>" );
- const idEventDef EV_GetPlayerPos( "<getplayerpos>" );
- const idEventDef EV_HideObjective( "<hideobjective>", "e" );
- const idEventDef EV_CamShot( "<camshot>" );
- CLASS_DECLARATION( idEntity, idItem )
- EVENT( EV_DropToFloor, idItem::Event_DropToFloor )
- EVENT( EV_Touch, idItem::Event_Touch )
- EVENT( EV_Activate, idItem::Event_Trigger )
- EVENT( EV_RespawnItem, idItem::Event_Respawn )
- EVENT( EV_RespawnFx, idItem::Event_RespawnFx )
- END_CLASS
- /*
- ================
- idItem::idItem
- ================
- */
- idItem::idItem() {
- spin = false;
- inView = false;
- inViewTime = 0;
- lastCycle = 0;
- lastRenderViewTime = -1;
- itemShellHandle = -1;
- shellMaterial = NULL;
- orgOrigin.Zero();
- canPickUp = true;
- fl.networkSync = true;
- }
- /*
- ================
- idItem::~idItem
- ================
- */
- idItem::~idItem() {
- // remove the highlight shell
- if ( itemShellHandle != -1 ) {
- gameRenderWorld->FreeEntityDef( itemShellHandle );
- }
- }
- /*
- ================
- idItem::Save
- ================
- */
- void idItem::Save( idSaveGame *savefile ) const {
- savefile->WriteVec3( orgOrigin );
- savefile->WriteBool( spin );
- savefile->WriteBool( pulse );
- savefile->WriteBool( canPickUp );
- savefile->WriteMaterial( shellMaterial );
- savefile->WriteBool( inView );
- savefile->WriteInt( inViewTime );
- savefile->WriteInt( lastCycle );
- savefile->WriteInt( lastRenderViewTime );
- //bc
- savefile->WriteBool(spin);
- }
- /*
- ================
- idItem::Restore
- ================
- */
- void idItem::Restore( idRestoreGame *savefile ) {
- savefile->ReadVec3( orgOrigin );
- savefile->ReadBool( spin );
- savefile->ReadBool( pulse );
- savefile->ReadBool( canPickUp );
- savefile->ReadMaterial( shellMaterial );
- savefile->ReadBool( inView );
- savefile->ReadInt( inViewTime );
- savefile->ReadInt( lastCycle );
- savefile->ReadInt( lastRenderViewTime );
- itemShellHandle = -1;
- //bc
- savefile->ReadBool(spin);
- }
- /*
- ================
- idItem::UpdateRenderEntity
- ================
- */
- bool idItem::UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const {
- if ( lastRenderViewTime == renderView->time ) {
- return false;
- }
- lastRenderViewTime = renderView->time;
- // check for glow highlighting if near the center of the view
- idVec3 dir = renderEntity->origin - renderView->vieworg;
- dir.Normalize();
- float d = dir * renderView->viewaxis[0];
- // two second pulse cycle
- float cycle = ( renderView->time - inViewTime ) / 2000.0f;
- if ( d > 0.94f ) {
- if ( !inView ) {
- inView = true;
- if ( cycle > lastCycle ) {
- // restart at the beginning
- inViewTime = renderView->time;
- cycle = 0.0f;
- }
- }
- } else {
- if ( inView ) {
- inView = false;
- lastCycle = ceil( cycle );
- }
- }
- // fade down after the last pulse finishes
- if ( !inView && cycle > lastCycle ) {
- renderEntity->shaderParms[4] = 0.0f;
- } else {
- // pulse up in 1/4 second
- cycle -= (int)cycle;
- if ( cycle < 0.1f ) {
- renderEntity->shaderParms[4] = cycle * 10.0f;
- } else if ( cycle < 0.2f ) {
- renderEntity->shaderParms[4] = 1.0f;
- } else if ( cycle < 0.3f ) {
- renderEntity->shaderParms[4] = 1.0f - ( cycle - 0.2f ) * 10.0f;
- } else {
- // stay off between pulses
- renderEntity->shaderParms[4] = 0.0f;
- }
- }
- // update every single time this is in view
- return true;
- }
- /*
- ================
- idItem::ModelCallback
- ================
- */
- bool idItem::ModelCallback( renderEntity_t *renderEntity, const renderView_t *renderView ) {
- const idItem *ent;
- // this may be triggered by a model trace or other non-view related source
- if ( !renderView ) {
- return false;
- }
- ent = static_cast<idItem *>(gameLocal.entities[ renderEntity->entityNum ]);
- if ( !ent ) {
- gameLocal.Error( "idItem::ModelCallback: callback with NULL game entity" );
- }
- return ent->UpdateRenderEntity( renderEntity, renderView );
- }
- /*
- ================
- idItem::Think
- ================
- */
- void idItem::Think( void ) {
- if ( thinkFlags & TH_THINK ) {
- if ( spin ) {
- idAngles ang;
- idVec3 org;
- ang.pitch = ang.roll = 0.0f;
- ang.yaw = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f;
- SetAngles( ang );
- float scale = 0.005f + entityNumber * 0.00001f;
-
- org = orgOrigin;
- org.z += 4.0f + cos( ( gameLocal.time + 2000 ) * scale ) * 4.0f;
- SetOrigin( org );
- }
- }
- Present();
- }
- /*
- ================
- idItem::Present
- ================
- */
- void idItem::Present( void ) {
- idEntity::Present();
- if ( !fl.hidden && pulse ) {
- // also add a highlight shell model
- renderEntity_t shell;
- shell = renderEntity;
- // we will mess with shader parms when the item is in view
- // to give the "item pulse" effect
- shell.callback = idItem::ModelCallback;
- shell.entityNum = entityNumber;
- shell.customShader = shellMaterial;
- if ( itemShellHandle == -1 ) {
- itemShellHandle = gameRenderWorld->AddEntityDef( &shell );
- } else {
- gameRenderWorld->UpdateEntityDef( itemShellHandle, &shell );
- }
- }
- }
- /*
- ================
- idItem::Spawn
- ================
- */
- void idItem::Spawn( void ) {
- idStr giveTo;
- idEntity * ent;
- float tsize;
- if ( spawnArgs.GetBool( "dropToFloor" ) ) {
- PostEventMS( &EV_DropToFloor, 0 );
- }
- if ( spawnArgs.GetFloat( "triggersize", "0", tsize ) ) {
- GetPhysics()->GetClipModel()->LoadModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );
- GetPhysics()->GetClipModel()->Link( gameLocal.clip );
- }
- if ( spawnArgs.GetBool( "start_off" ) ) {
- GetPhysics()->SetContents( 0 );
- Hide();
- } else {
- GetPhysics()->SetContents( CONTENTS_TRIGGER );
- }
- giveTo = spawnArgs.GetString( "owner" );
- if ( giveTo.Length() ) {
- ent = gameLocal.FindEntity( giveTo );
- if ( !ent ) {
- gameLocal.Error( "Item couldn't find owner '%s'", giveTo.c_str() );
- }
- PostEventMS( &EV_Touch, 0, ent, NULL );
- }
- spin = false;
- #ifdef CTF
- // idItemTeam does not rotate and bob
- if ( spawnArgs.GetBool( "spin" ) || (gameLocal.isMultiplayer && !this->IsType( idItemTeam::Type ) ) ) {
- spin = true;
- BecomeActive( TH_THINK );
- }
- #else
- if ( spawnArgs.GetBool( "spin" ) || gameLocal.isMultiplayer ) {
- spin = true;
- BecomeActive( TH_THINK );
- }
- #endif
- //pulse = !spawnArgs.GetBool( "nopulse" );
- //temp hack for tim
- pulse = false;
- orgOrigin = GetPhysics()->GetOrigin();
- canPickUp = !( spawnArgs.GetBool( "triggerFirst" ) || spawnArgs.GetBool( "no_touch" ) );
- inViewTime = -1000;
- lastCycle = -1;
- itemShellHandle = -1;
- shellMaterial = declManager->FindMaterial( "itemHighlightShell" );
- }
- /*
- ================
- idItem::GetAttributes
- ================
- */
- void idItem::GetAttributes( idDict &attributes ) {
- int i;
- const idKeyValue *arg;
- for( i = 0; i < spawnArgs.GetNumKeyVals(); i++ ) {
- arg = spawnArgs.GetKeyVal( i );
- if ( arg->GetKey().Left( 4 ) == "inv_" ) {
- attributes.Set( arg->GetKey().Right( arg->GetKey().Length() - 4 ), arg->GetValue() );
- }
- }
- }
- /*
- ================
- idItem::GiveToPlayer
- ================
- */
- bool idItem::GiveToPlayer( idPlayer *player ) {
- if ( player == NULL ) {
- return false;
- }
- if ( spawnArgs.GetBool( "inv_carry" ) ) {
- return player->GiveInventoryItem( &spawnArgs );
- }
-
- return player->GiveItem( this );
-
- //return false;
- }
- /*
- ================
- idItem::Pickup
- ================
- */
- bool idItem::Pickup( idPlayer *player ) {
-
- if ( !GiveToPlayer( player ) ) {
- return false;
- }
- if ( gameLocal.isServer ) {
- ServerSendEvent( EVENT_PICKUP, NULL, false, -1 );
- }
- // play pickup sound
- StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
- // trigger our targets
- ActivateTargets( player );
- // clear our contents so the object isn't picked up twice
- GetPhysics()->SetContents( 0 );
- // hide the model
- Hide();
- // add the highlight shell
- if ( itemShellHandle != -1 ) {
- gameRenderWorld->FreeEntityDef( itemShellHandle );
- itemShellHandle = -1;
- }
- float respawn = spawnArgs.GetFloat( "respawn" );
- bool dropped = spawnArgs.GetBool( "dropped" );
- bool no_respawn = spawnArgs.GetBool( "no_respawn" );
- if ( gameLocal.isMultiplayer && respawn == 0.0f ) {
- respawn = 20.0f;
- }
- if ( respawn && !dropped && !no_respawn ) {
- const char *sfx = spawnArgs.GetString( "fxRespawn" );
- if ( sfx && *sfx ) {
- PostEventSec( &EV_RespawnFx, respawn - 0.5f );
- }
- PostEventSec( &EV_RespawnItem, respawn );
- } else if ( !spawnArgs.GetBool( "inv_objective" ) && !no_respawn ) {
- // give some time for the pickup sound to play
- // FIXME: Play on the owner
- if ( !spawnArgs.GetBool( "inv_carry" ) ) {
- PostEventMS( &EV_Remove, 5000 );
- }
- }
- BecomeInactive( TH_THINK );
- return true;
- }
- /*
- ================
- idItem::ClientPredictionThink
- ================
- */
- void idItem::ClientPredictionThink( void ) {
- // only think forward because the state is not synced through snapshots
- if ( !gameLocal.isNewFrame ) {
- return;
- }
- Think();
- }
- /*
- ================
- idItem::WriteFromSnapshot
- ================
- */
- void idItem::WriteToSnapshot( idBitMsgDelta &msg ) const {
- msg.WriteBits( IsHidden(), 1 );
- }
- /*
- ================
- idItem::ReadFromSnapshot
- ================
- */
- void idItem::ReadFromSnapshot( const idBitMsgDelta &msg ) {
- if ( msg.ReadBits( 1 ) ) {
- Hide();
- } else {
- Show();
- }
- }
- /*
- ================
- idItem::ClientReceiveEvent
- ================
- */
- bool idItem::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
- switch( event ) {
- case EVENT_PICKUP: {
- // play pickup sound
- StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
- // hide the model
- Hide();
- // remove the highlight shell
- if ( itemShellHandle != -1 ) {
- gameRenderWorld->FreeEntityDef( itemShellHandle );
- itemShellHandle = -1;
- }
- return true;
- }
- case EVENT_RESPAWN: {
- Event_Respawn();
- return true;
- }
- case EVENT_RESPAWNFX: {
- Event_RespawnFx();
- return true;
- }
- default: {
- return idEntity::ClientReceiveEvent( event, time, msg );
- }
- }
- return false;
- }
- /*
- ================
- idItem::Event_DropToFloor
- ================
- */
- void idItem::Event_DropToFloor( void ) {
- trace_t trace;
- // don't drop the floor if bound to another entity
- if ( GetBindMaster() != NULL && GetBindMaster() != this ) {
- return;
- }
- gameLocal.clip.TraceBounds( trace, renderEntity.origin, renderEntity.origin - idVec3( 0, 0, 64 ), renderEntity.bounds, MASK_SOLID | CONTENTS_CORPSE, this );
- SetOrigin( trace.endpos );
- }
- /*
- ================
- idItem::Event_Touch
- ================
- */
- void idItem::Event_Touch( idEntity *other, trace_t *trace ) {
- if ( !other->IsType( idPlayer::Type ) ) {
- return;
- }
- if ( !canPickUp ) {
- return;
- }
- Pickup( static_cast<idPlayer *>(other) );
- }
- /*
- ================
- idItem::Event_Trigger
- ================
- */
- void idItem::Event_Trigger( idEntity *activator ) {
- if ( !canPickUp && spawnArgs.GetBool( "triggerFirst" ) ) {
- canPickUp = true;
- return;
- }
- if ( activator && activator->IsType( idPlayer::Type ) ) {
- Pickup( static_cast<idPlayer *>( activator ) );
- }
- }
- /*
- ================
- idItem::Event_Respawn
- ================
- */
- void idItem::Event_Respawn( void ) {
- if ( gameLocal.isServer ) {
- ServerSendEvent( EVENT_RESPAWN, NULL, false, -1 );
- }
- BecomeActive( TH_THINK );
- Show();
- inViewTime = -1000;
- lastCycle = -1;
- GetPhysics()->SetContents( CONTENTS_TRIGGER );
- SetOrigin( orgOrigin );
- StartSound( "snd_respawn", SND_CHANNEL_ITEM, 0, false, NULL );
- CancelEvents( &EV_RespawnItem ); // don't double respawn
- }
- /*
- ================
- idItem::Event_RespawnFx
- ================
- */
- void idItem::Event_RespawnFx( void ) {
- if ( gameLocal.isServer ) {
- ServerSendEvent( EVENT_RESPAWNFX, NULL, false, -1 );
- }
- const char *sfx = spawnArgs.GetString( "fxRespawn" );
- if ( sfx && *sfx ) {
- idEntityFx::StartFx( sfx, NULL, NULL, this, true );
- }
- }
- /*
- ===============================================================================
- idItemPowerup
- ===============================================================================
- */
- /*
- ===============
- idItemPowerup
- ===============
- */
- CLASS_DECLARATION( idItem, idItemPowerup )
- END_CLASS
- /*
- ================
- idItemPowerup::idItemPowerup
- ================
- */
- idItemPowerup::idItemPowerup() {
- time = 0;
- type = 0;
- }
- /*
- ================
- idItemPowerup::Save
- ================
- */
- void idItemPowerup::Save( idSaveGame *savefile ) const {
- savefile->WriteInt( time );
- savefile->WriteInt( type );
- }
- /*
- ================
- idItemPowerup::Restore
- ================
- */
- void idItemPowerup::Restore( idRestoreGame *savefile ) {
- savefile->ReadInt( time );
- savefile->ReadInt( type );
- }
- /*
- ================
- idItemPowerup::Spawn
- ================
- */
- void idItemPowerup::Spawn( void ) {
- time = spawnArgs.GetInt( "time", "30" );
- type = spawnArgs.GetInt( "type", "0" );
- }
- /*
- ================
- idItemPowerup::GiveToPlayer
- ================
- */
- bool idItemPowerup::GiveToPlayer( idPlayer *player ) {
- if ( player->spectating ) {
- return false;
- }
- player->GivePowerUp( type, time * 1000 );
- return true;
- }
- #ifdef CTF
- /*
- ===============================================================================
- idItemTeam
- Used for flags in Capture the Flag
- ===============================================================================
- */
- // temporarely removed these events
- const idEventDef EV_FlagReturn( "flagreturn", "e" );
- const idEventDef EV_TakeFlag( "takeflag", "e" );
- const idEventDef EV_DropFlag( "dropflag", "d" );
- const idEventDef EV_FlagCapture( "flagcapture" );
- CLASS_DECLARATION( idItem, idItemTeam )
- EVENT( EV_FlagReturn, idItemTeam::Event_FlagReturn )
- EVENT( EV_TakeFlag, idItemTeam::Event_TakeFlag )
- EVENT( EV_DropFlag, idItemTeam::Event_DropFlag )
- EVENT( EV_FlagCapture, idItemTeam::Event_FlagCapture )
- END_CLASS
- /*
- ===============
- idItemTeam::idItemTeam
- ===============
- */
- idItemTeam::idItemTeam() {
- team = -1;
- carried = false;
- dropped = false;
- lastDrop = 0;
- itemGlowHandle = -1;
- skinDefault = NULL;
- skinCarried = NULL;
- scriptTaken = NULL;
- scriptDropped = NULL;
- scriptReturned = NULL;
- scriptCaptured = NULL;
- lastNuggetDrop = 0;
- nuggetName = 0;
- }
- /*
- ===============
- idItemTeam::~idItemTeam
- ===============
- */
- idItemTeam::~idItemTeam() {
- FreeLightDef();
- }
- /*
- ===============
- idItemTeam::Spawn
- ===============
- */
- void idItemTeam::Spawn( void ) {
- team = spawnArgs.GetInt( "team" );
- returnOrigin = GetPhysics()->GetOrigin() + idVec3( 0, 0, 20 );
- returnAxis = GetPhysics()->GetAxis();
- BecomeActive( TH_THINK );
- const char * skinName;
- skinName = spawnArgs.GetString( "skin", "" );
- if ( skinName[0] )
- skinDefault = declManager->FindSkin( skinName );
- skinName = spawnArgs.GetString( "skin_carried", "" );
- if ( skinName[0] )
- skinCarried = declManager->FindSkin( skinName );
- nuggetName = spawnArgs.GetString( "nugget_name", "" );
- if ( !nuggetName[0] ) {
- nuggetName = NULL;
- }
- scriptTaken = LoadScript( "script_taken" );
- scriptDropped = LoadScript( "script_dropped" );
- scriptReturned = LoadScript( "script_returned" );
- scriptCaptured = LoadScript( "script_captured" );
- /* Spawn attached dlight */
- /*
- idDict args;
- idVec3 lightOffset( 0.0f, 20.0f, 0.0f );
- // Set up the flag's dynamic light
- memset( &itemGlow, 0, sizeof( itemGlow ) );
- itemGlow.axis = mat3_identity;
- itemGlow.lightRadius.x = 128.0f;
- itemGlow.lightRadius.y = itemGlow.lightRadius.z = itemGlow.lightRadius.x;
- itemGlow.noShadows = true;
- itemGlow.pointLight = true;
- itemGlow.shaderParms[ SHADERPARM_RED ] = 0.0f;
- itemGlow.shaderParms[ SHADERPARM_GREEN ] = 0.0f;
- itemGlow.shaderParms[ SHADERPARM_BLUE ] = 0.0f;
- itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 0.0f;
- // Select a shader based on the team
- if ( team == 0 )
- itemGlow.shader = declManager->FindMaterial( "lights/redflag" );
- else
- itemGlow.shader = declManager->FindMaterial( "lights/blueflag" );
- */
- idMoveableItem::Spawn();
- physicsObj.SetContents( 0 );
- physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
- physicsObj.SetGravity( idVec3( 0, 0, spawnArgs.GetInt("gravity", "-30" ) ) );
- }
- /*
- ===============
- idItemTeam::LoadScript
- ===============
- */
- function_t * idItemTeam::LoadScript( char * script ) {
- function_t * function = NULL;
- idStr funcname = spawnArgs.GetString( script, "" );
- if ( funcname.Length() ) {
- function = gameLocal.program.FindFunction( funcname );
- if ( function == NULL ) {
- #ifdef _DEBUG
- gameLocal.Warning( "idItemTeam '%s' at (%s) calls unknown function '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), funcname.c_str() );
- #endif
- }
- }
- return function;
- }
- /*
- ===============
- idItemTeam::Think
- ===============
- */
- void idItemTeam::Think( void ) {
- idMoveableItem::Think();
- TouchTriggers();
- // TODO : only update on updatevisuals
- /*idVec3 offset( 0.0f, 0.0f, 20.0f );
- itemGlow.origin = GetPhysics()->GetOrigin() + offset;
- if ( itemGlowHandle == -1 ) {
- itemGlowHandle = gameRenderWorld->AddLightDef( &itemGlow );
- } else {
- gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow );
- }*/
- #if 1
- // should only the server do this?
- if ( gameLocal.isServer && nuggetName && carried && ( !lastNuggetDrop || (gameLocal.time - lastNuggetDrop) > spawnArgs.GetInt("nugget_frequency") ) ) {
- SpawnNugget( GetPhysics()->GetOrigin() );
- lastNuggetDrop = gameLocal.time;
- }
- #endif
- // return dropped flag after si_flagDropTimeLimit seconds
- if ( dropped && !carried && lastDrop != 0 && (gameLocal.time - lastDrop) > ( si_flagDropTimeLimit.GetInteger()*1000 ) ) {
- Return(); // return flag after 30 seconds on ground
- return;
- }
- }
- /*
- ===============
- idItemTeam::Pickup
- ===============
- */
- bool idItemTeam::Pickup( idPlayer *player ) {
- if ( !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
- return false;
- if ( gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP ||
- gameLocal.mpGame.GetGameState() == idMultiplayerGame::COUNTDOWN )
- return false;
- // wait 2 seconds after drop before beeing picked up again
- if ( lastDrop != 0 && (gameLocal.time - lastDrop) < spawnArgs.GetInt("pickupDelay", "500") )
- return false;
-
- if ( carried == false && player->team != this->team ) {
- PostEventMS( &EV_TakeFlag, 0, player );
- return true;
- } else if ( carried == false && dropped == true && player->team == this->team ) {
- gameLocal.mpGame.PlayerScoreCTF( player->entityNumber, 5 );
- // return flag
- PostEventMS( &EV_FlagReturn, 0, player );
- return false;
- }
- return false;
- }
- /*
- ===============
- idItemTeam::ClientReceiveEvent
- ===============
- */
- bool idItemTeam::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
- gameLocal.DPrintf("ClientRecieveEvent: %i\n", event );
- switch ( event ) {
- case EVENT_TAKEFLAG: {
- idPlayer * player = static_cast<idPlayer *>(gameLocal.entities[ msg.ReadBits( GENTITYNUM_BITS ) ]);
- if ( player == NULL ) {
- gameLocal.Warning( "NULL player takes flag?\n" );
- return false;
- }
- Event_TakeFlag( player );
- }
- return true;
- case EVENT_DROPFLAG : {
- bool death = bool( msg.ReadBits( 1 ) == 1 );
- Event_DropFlag( death );
- }
- return true;
- case EVENT_FLAGRETURN : {
- Hide();
- FreeModelDef();
- FreeLightDef();
- Event_FlagReturn();
- }
- return true;
- case EVENT_FLAGCAPTURE : {
- Hide();
- FreeModelDef();
- FreeLightDef();
- Event_FlagCapture();
- }
- return true;
- };
- return false;
- }
- /*
- ================
- idItemTeam::Drop
- ================
- */
- void idItemTeam::Drop( bool death )
- {
- // PostEventMS( &EV_DropFlag, 0, int(death == true) );
- // had to remove the delayed drop because of drop flag on disconnect
- Event_DropFlag( death );
- }
- /*
- ================
- idItemTeam::Return
- ================
- */
- void idItemTeam::Return( idPlayer * player )
- {
- if ( team != 0 && team != 1 )
- return;
- // PostEventMS( &EV_FlagReturn, 0 );
- Event_FlagReturn();
- }
- /*
- ================
- idItemTeam::Capture
- ================
- */
- void idItemTeam::Capture( void )
- {
- if ( team != 0 && team != 1 )
- return;
- PostEventMS( &EV_FlagCapture, 0 );
- }
- /*
- ================
- idItemTeam::PrivateReturn
- ================
- */
- void idItemTeam::PrivateReturn( void )
- {
- Unbind();
- if ( gameLocal.isServer && carried && !dropped ) {
- int playerIdx = gameLocal.mpGame.GetFlagCarrier( 1-team );
- if ( playerIdx != -1 ) {
- idPlayer * player = static_cast<idPlayer*>( gameLocal.entities[ playerIdx ] );
- player->carryingFlag = false;
- } else {
- gameLocal.Warning( "BUG: carried flag has no carrier before return" );
- }
- }
- dropped = false;
- carried = false;
- SetOrigin( returnOrigin );
- SetAxis( returnAxis );
- trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity );
- SetSkin( skinDefault );
- // Turn off the light
- /*itemGlow.shaderParms[ SHADERPARM_RED ] = 0.0f;
- itemGlow.shaderParms[ SHADERPARM_GREEN ] = 0.0f;
- itemGlow.shaderParms[ SHADERPARM_BLUE ] = 0.0f;
- itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 0.0f;
- if ( itemGlowHandle != -1 )
- gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow );*/
- GetPhysics()->SetLinearVelocity( idVec3(0, 0, 0) );
- GetPhysics()->SetAngularVelocity( idVec3(0, 0, 0) );
- }
- /*
- ================
- idItemTeam::Event_TakeFlag
- ================
- */
- void idItemTeam::Event_TakeFlag( idPlayer * player ) {
- gameLocal.DPrintf("Event_TakeFlag()!\n");
- if ( gameLocal.isServer ) {
- idBitMsg msg;
- byte msgBuf[MAX_EVENT_PARAM_SIZE];
- // Send the event
- msg.Init( msgBuf, sizeof( msgBuf ) );
- msg.BeginWriting();
- msg.WriteBits( player->entityNumber, GENTITYNUM_BITS );
- ServerSendEvent( EVENT_TAKEFLAG, &msg, false, -1 );
- gameLocal.mpGame.PlayTeamSound( player->team, SND_FLAG_TAKEN_THEIRS );
- gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_TAKEN_YOURS );
- gameLocal.mpGame.PrintMessageEvent( -1, idMultiplayerGame::MSG_FLAGTAKEN, team, player->entityNumber );
- // dont drop a nugget RIGHT away
- lastNuggetDrop = gameLocal.time - gameLocal.random.RandomInt( 1000 );
- }
- BindToJoint( player, g_flagAttachJoint.GetString(), true );
- idVec3 origin( g_flagAttachOffsetX.GetFloat(), g_flagAttachOffsetY.GetFloat(), g_flagAttachOffsetZ.GetFloat() );
- idAngles angle( g_flagAttachAngleX.GetFloat(), g_flagAttachAngleY.GetFloat(), g_flagAttachAngleZ.GetFloat() );
- SetAngles( angle );
- SetOrigin( origin );
- // Turn the light on
- /*itemGlow.shaderParms[ SHADERPARM_RED ] = 1.0f;
- itemGlow.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
- itemGlow.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
- itemGlow.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
- if ( itemGlowHandle != -1 )
- gameRenderWorld->UpdateLightDef( itemGlowHandle, &itemGlow );*/
- if ( scriptTaken ) {
- idThread *thread = new idThread();
- thread->CallFunction( scriptTaken, false );
- thread->DelayedStart( 0 );
- }
- dropped = false;
- carried = true;
- player->carryingFlag = true;
- SetSkin( skinCarried );
- UpdateVisuals();
- UpdateGuis();
- if ( gameLocal.isServer ) {
- if ( team == 0 )
- gameLocal.mpGame.player_red_flag = player->entityNumber;
- else
- gameLocal.mpGame.player_blue_flag = player->entityNumber;
- }
- }
- /*
- ================
- idItemTeam::Event_DropFlag
- ================
- */
- void idItemTeam::Event_DropFlag( bool death ) {
- gameLocal.DPrintf("Event_DropFlag()!\n");
- if ( gameLocal.isServer ) {
- idBitMsg msg;
- byte msgBuf[MAX_EVENT_PARAM_SIZE];
- // Send the event
- msg.Init( msgBuf, sizeof( msgBuf ) );
- msg.BeginWriting();
- msg.WriteBits( death, 1 );
- ServerSendEvent( EVENT_DROPFLAG, &msg, false, -1 );
- if ( gameLocal.mpGame.IsFlagMsgOn() ) {
- gameLocal.mpGame.PlayTeamSound( 1-team, SND_FLAG_DROPPED_THEIRS );
- gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_DROPPED_YOURS );
- gameLocal.mpGame.PrintMessageEvent( -1, idMultiplayerGame::MSG_FLAGDROP, team );
- }
- }
- lastDrop = gameLocal.time;
- BecomeActive( TH_THINK );
- Show();
- if ( death )
- GetPhysics()->SetLinearVelocity( idVec3(0, 0, 0) );
- else
- GetPhysics()->SetLinearVelocity( idVec3(0, 0, 20) );
- GetPhysics()->SetAngularVelocity( idVec3(0, 0, 0) );
- // GetPhysics()->SetLinearVelocity( ( GetPhysics()->GetLinearVelocity() * GetBindMaster()->GetPhysics()->GetAxis() ) + GetBindMaster()->GetPhysics()->GetLinearVelocity() );
- if ( GetBindMaster() ) {
- const idBounds bounds = GetPhysics()->GetBounds();
- idVec3 origin = GetBindMaster()->GetPhysics()->GetOrigin() + idVec3(0, 0, ( bounds[1].z-bounds[0].z )*0.6f );
- Unbind();
- SetOrigin( origin );
- }
- idAngles angle = GetPhysics()->GetAxis().ToAngles();
- angle.roll = 0;
- angle.pitch = 0;
- SetAxis( angle.ToMat3() );
- dropped = true;
- carried = false;
- if ( scriptDropped ) {
- idThread *thread = new idThread();
- thread->CallFunction( scriptDropped, false );
- thread->DelayedStart( 0 );
- }
- SetSkin( skinDefault );
- UpdateVisuals();
- UpdateGuis();
- if ( gameLocal.isServer ) {
- if ( team == 0 )
- gameLocal.mpGame.player_red_flag = -1;
- else
- gameLocal.mpGame.player_blue_flag = -1;
-
- }
- }
- /*
- ================
- idItemTeam::Event_FlagReturn
- ================
- */
- void idItemTeam::Event_FlagReturn( idPlayer * player ) {
- gameLocal.DPrintf("Event_FlagReturn()!\n");
- if ( gameLocal.isServer ) {
- ServerSendEvent( EVENT_FLAGRETURN, NULL, false, -1 );
- if ( gameLocal.mpGame.IsFlagMsgOn() ) {
- gameLocal.mpGame.PlayTeamSound( 1-team, SND_FLAG_RETURN );
- gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_RETURN );
- int entitynum = 255;
- if ( player ) {
- entitynum = player->entityNumber;
- }
- gameLocal.mpGame.PrintMessageEvent( -1, idMultiplayerGame::MSG_FLAGRETURN, team, entitynum );
- }
- }
- BecomeActive( TH_THINK );
- Show();
- PrivateReturn();
- if ( scriptReturned ) {
- idThread *thread = new idThread();
- thread->CallFunction( scriptReturned, false );
- thread->DelayedStart( 0 );
- }
- UpdateVisuals();
- UpdateGuis();
- // Present();
- if ( gameLocal.isServer ) {
- if ( team == 0 )
- gameLocal.mpGame.player_red_flag = -1;
- else
- gameLocal.mpGame.player_blue_flag = -1;
- }
- }
- /*
- ================
- idItemTeam::Event_FlagCapture
- ================
- */
- void idItemTeam::Event_FlagCapture( void ) {
- gameLocal.DPrintf("Event_FlagCapture()!\n");
- if ( gameLocal.isServer ) {
- ServerSendEvent( EVENT_FLAGCAPTURE, NULL, false, -1 );
- gameLocal.mpGame.PlayTeamSound( 1-team, SND_FLAG_CAPTURED_THEIRS );
- gameLocal.mpGame.PlayTeamSound( team, SND_FLAG_CAPTURED_YOURS );
- gameLocal.mpGame.TeamScoreCTF( 1-team, 1 );
- int playerIdx = gameLocal.mpGame.GetFlagCarrier( 1-team );
- if ( playerIdx != -1 ) {
- gameLocal.mpGame.PlayerScoreCTF( playerIdx, 10 );
- } else {
- playerIdx = 255;
- }
- gameLocal.mpGame.PrintMessageEvent( -1, idMultiplayerGame::MSG_FLAGCAPTURE, team, playerIdx );
- }
- BecomeActive( TH_THINK );
- Show();
- PrivateReturn();
- if ( scriptCaptured ) {
- idThread *thread = new idThread();
- thread->CallFunction( scriptCaptured, false );
- thread->DelayedStart( 0 );
- }
- UpdateVisuals();
- UpdateGuis();
-
- if ( gameLocal.isServer ) {
- if ( team == 0 )
- gameLocal.mpGame.player_red_flag = -1;
- else
- gameLocal.mpGame.player_blue_flag = -1;
- }
-
- }
- /*
- ================
- idItemTeam::FreeLightDef
- ================
- */
- void idItemTeam::FreeLightDef( void ) {
- if ( itemGlowHandle != -1 ) {
- gameRenderWorld->FreeLightDef( itemGlowHandle );
- itemGlowHandle = -1;
- }
- }
- /*
- ================
- idItemTeam::SpawnNugget
- ================
- */
- void idItemTeam::SpawnNugget( idVec3 pos ) {
- idAngles angle( gameLocal.random.RandomInt(spawnArgs.GetInt("nugget_pitch", "30")), gameLocal.random.RandomInt(spawnArgs.GetInt("nugget_yaw", "360" )), 0 );
- float velocity = float(gameLocal.random.RandomInt( 40 )+15);
- velocity *= spawnArgs.GetFloat("nugget_velocity", "1" );
- idEntity * ent = idMoveableItem::DropItem( nuggetName, pos, GetPhysics()->GetAxis(), angle.ToMat3()*idVec3(velocity, velocity, velocity), 0, spawnArgs.GetInt("nugget_removedelay") );
- idPhysics_RigidBody * physics = static_cast<idPhysics_RigidBody *>( ent->GetPhysics() );
- if ( physics && physics->IsType( idPhysics_RigidBody::Type ) ) {
- physics->DisableImpact();
- }
- }
- /*
- ================
- idItemTeam::Event_FlagCapture
- ================
- */
- void idItemTeam::WriteToSnapshot( idBitMsgDelta &msg ) const {
- msg.WriteBits( carried, 1 );
- msg.WriteBits( dropped, 1 );
- WriteBindToSnapshot( msg );
- idMoveableItem::WriteToSnapshot( msg );
- }
- /*
- ================
- idItemTeam::ReadFromSnapshot
- ================
- */
- void idItemTeam::ReadFromSnapshot( const idBitMsgDelta &msg ) {
- carried = msg.ReadBits( 1 ) == 1;
- dropped = msg.ReadBits( 1 ) == 1;
- ReadBindFromSnapshot( msg );
- if ( msg.HasChanged() )
- {
- UpdateGuis();
- if ( carried == true )
- SetSkin( skinCarried );
- else
- SetSkin( skinDefault );
- }
- idMoveableItem::ReadFromSnapshot( msg );
- }
- /*
- ================
- idItemTeam::UpdateGuis
- Update all client's huds wrt the flag status.
- ================
- */
- void idItemTeam::UpdateGuis( void ) {
- idPlayer *player;
-
- for ( int i = 0; i < gameLocal.numClients; i++ ) {
- player = static_cast<idPlayer *>( gameLocal.entities[ i ] );
- if ( player == NULL || player->hud == NULL )
- continue;
- player->hud->SetStateInt( "red_flagstatus", gameLocal.mpGame.GetFlagStatus( 0 ) );
- player->hud->SetStateInt( "blue_flagstatus", gameLocal.mpGame.GetFlagStatus( 1 ) );
- player->hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints( 0 ) );
- player->hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints( 1 ) );
- }
- }
- /*
- ================
- idItemTeam::Present
- ================
- */
- void idItemTeam::Present( void ) {
- // hide the flag for localplayer if in first person
- if ( carried && GetBindMaster() ) {
- idPlayer * player = static_cast<idPlayer *>( GetBindMaster() );
- if ( player == gameLocal.GetLocalPlayer() && !pm_thirdPerson.GetBool() ) {
- FreeModelDef();
- BecomeActive( TH_UPDATEVISUALS );
- return;
- }
- }
- idEntity::Present();
- }
- #endif
- /*
- ===============================================================================
- idObjective
- ===============================================================================
- */
- CLASS_DECLARATION( idItem, idObjective )
- EVENT( EV_Activate, idObjective::Event_Trigger )
- EVENT( EV_HideObjective, idObjective::Event_HideObjective )
- EVENT( EV_GetPlayerPos, idObjective::Event_GetPlayerPos )
- EVENT( EV_CamShot, idObjective::Event_CamShot )
- END_CLASS
- /*
- ================
- idObjective::idObjective
- ================
- */
- idObjective::idObjective() {
- playerPos.Zero();
- }
- /*
- ================
- idObjective::Save
- ================
- */
- void idObjective::Save( idSaveGame *savefile ) const {
- savefile->WriteVec3( playerPos );
- }
- /*
- ================
- idObjective::Restore
- ================
- */
- void idObjective::Restore( idRestoreGame *savefile ) {
- savefile->ReadVec3( playerPos );
- }
- /*
- ================
- idObjective::Spawn
- ================
- */
- void idObjective::Spawn( void ) {
- Hide();
- if ( cvarSystem->GetCVarBool( "com_makingBuild") ) {
- PostEventMS( &EV_CamShot, 250 );
- }
- }
- /*
- ================
- idObjective::Event_Screenshot
- ================
- */
- void idObjective::Event_CamShot( ) {
- const char *camName;
- idStr shotName = gameLocal.GetMapName();
- shotName.StripFileExtension();
- shotName += "/";
- shotName += spawnArgs.GetString( "screenshot" );
- shotName.SetFileExtension( ".tga" );
- if ( spawnArgs.GetString( "camShot", "", &camName ) ) {
- idEntity *ent = gameLocal.FindEntity( camName );
- if ( ent && ent->cameraTarget ) {
- const renderView_t *view = ent->cameraTarget->GetRenderView();
- renderView_t fullView = *view;
- fullView.width = SCREEN_WIDTH;
- fullView.height = SCREEN_HEIGHT;
- #ifdef _D3XP
- // HACK : always draw sky-portal view if there is one in the map, this isn't real-time
- if ( gameLocal.portalSkyEnt.GetEntity() && g_enablePortalSky.GetBool() ) {
- renderView_t portalView = fullView;
- portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin();
- // setup global fixup projection vars
- if ( 1 ) {
- int vidWidth, vidHeight;
- idVec2 shiftScale;
- renderSystem->GetGLSettings( vidWidth, vidHeight );
- float pot;
- int temp;
- int w = vidWidth;
- for (temp = 1 ; temp < w ; temp<<=1) {
- }
- pot = (float)temp;
- shiftScale.x = (float)w / pot;
- int h = vidHeight;
- for (temp = 1 ; temp < h ; temp<<=1) {
- }
- pot = (float)temp;
- shiftScale.y = (float)h / pot;
- fullView.shaderParms[4] = shiftScale.x;
- fullView.shaderParms[5] = shiftScale.y;
- }
- gameRenderWorld->RenderScene( &portalView );
- renderSystem->CaptureRenderToImage( "_currentRender" );
- }
- #endif
- // draw a view to a texture
- renderSystem->CropRenderSize( 256, 256, true );
- gameRenderWorld->RenderScene( &fullView );
- renderSystem->CaptureRenderToFile( shotName );
- renderSystem->UnCrop();
- }
- }
- }
- /*
- ================
- idObjective::Event_Trigger
- ================
- */
- void idObjective::Event_Trigger( idEntity *activator ) {
- idPlayer *player = gameLocal.GetLocalPlayer();
- if ( player ) {
- //Pickup( player );
- if ( spawnArgs.GetString( "inv_objective", NULL ) ) {
- if ( player && player->hud ) {
- idStr shotName = gameLocal.GetMapName();
- shotName.StripFileExtension();
- shotName += "/";
- shotName += spawnArgs.GetString( "screenshot" );
- shotName.SetFileExtension( ".tga" );
- player->hud->SetStateString( "screenshot", shotName );
- player->hud->SetStateString( "objective", "1" );
- player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) );
- player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) );
- player->GiveObjective( spawnArgs.GetString( "objectivetitle" ), spawnArgs.GetString( "objectivetext" ), shotName );
- // a tad slow but keeps from having to update all objectives in all maps with a name ptr
- for( int i = 0; i < gameLocal.num_entities; i++ ) {
- if ( gameLocal.entities[ i ] && gameLocal.entities[ i ]->IsType( idObjectiveComplete::Type ) ) {
- if ( idStr::Icmp( spawnArgs.GetString( "objectivetitle" ), gameLocal.entities[ i ]->spawnArgs.GetString( "objectivetitle" ) ) == 0 ){
- gameLocal.entities[ i ]->spawnArgs.SetBool( "objEnabled", true );
- break;
- }
- }
- }
- PostEventMS( &EV_GetPlayerPos, 2000 );
- }
- }
- }
- }
- /*
- ================
- idObjective::Event_GetPlayerPos
- ================
- */
- void idObjective::Event_GetPlayerPos() {
- idPlayer *player = gameLocal.GetLocalPlayer();
- if ( player ) {
- playerPos = player->GetPhysics()->GetOrigin();
- PostEventMS( &EV_HideObjective, 100, player );
- }
- }
- /*
- ================
- idObjective::Event_HideObjective
- ================
- */
- void idObjective::Event_HideObjective(idEntity *e) {
- idPlayer *player = gameLocal.GetLocalPlayer();
- if ( player ) {
- idVec3 v = player->GetPhysics()->GetOrigin() - playerPos;
- if ( v.Length() > 64.0f ) {
- player->HideObjective();
- PostEventMS( &EV_Remove, 0 );
- } else {
- PostEventMS( &EV_HideObjective, 100, player );
- }
- }
- }
- /*
- ===============================================================================
- idVideoCDItem
- ===============================================================================
- */
- CLASS_DECLARATION( idItem, idVideoCDItem )
- END_CLASS
- /*
- ================
- idVideoCDItem::Spawn
- ================
- */
- void idVideoCDItem::Spawn( void ) {
- }
- /*
- ================
- idVideoCDItem::GiveToPlayer
- ================
- */
- bool idVideoCDItem::GiveToPlayer( idPlayer *player ) {
- idStr str = spawnArgs.GetString( "video" );
- if ( player && str.Length() ) {
- player->GiveVideo( str, &spawnArgs );
- }
- return true;
- }
- /*
- ===============================================================================
- idPDAItem
- ===============================================================================
- */
- CLASS_DECLARATION( idItem, idPDAItem )
- END_CLASS
- /*
- ================
- idPDAItem::GiveToPlayer
- ================
- */
- bool idPDAItem::GiveToPlayer(idPlayer *player) {
- const char *str = spawnArgs.GetString( "pda_name" );
- if ( player ) {
- player->GivePDA( str, &spawnArgs );
- }
- return true;
- }
- /*
- ===============================================================================
- idMoveableItem
-
- ===============================================================================
- */
- const idEventDef EV_MoveableItem_updategravity( "updategravity" );
- const idEventDef EV_MoveableItem_toggletrail( "toggletrail", "d" );
- const idEventDef EV_MoveableItem_setFrozen( "setFrozen", "d" );
- CLASS_DECLARATION( idItem, idMoveableItem )
- EVENT( EV_DropToFloor, idMoveableItem::Event_DropToFloor )
- EVENT( EV_Gib, idMoveableItem::Event_Gib )
- EVENT( EV_MoveableItem_updategravity, idMoveableItem::Event_updategravity)
- EVENT( EV_MoveableItem_toggletrail, idMoveableItem::Event_ToggleTrail )
- EVENT( EV_MoveableItem_setFrozen, idMoveableItem::Event_setFrozen )
- END_CLASS
- /*
- ================
- idMoveableItem::idMoveableItem
- ================
- */
- idMoveableItem::idMoveableItem() {
- trigger = NULL;
- smoke = NULL;
- smokeTime = 0;
- #ifdef _D3XP
- nextSoundTime = 0;
- #endif
- #ifdef CTF
- repeatSmoke = false;
- #endif
- }
- /*
- ================
- idMoveableItem::~idMoveableItem
- ================
- */
- idMoveableItem::~idMoveableItem() {
- if ( trigger ) {
- delete trigger;
- }
- }
- /*
- ================
- idMoveableItem::Save
- ================
- */
- void idMoveableItem::Save( idSaveGame *savefile ) const {
- savefile->WriteStaticObject( physicsObj );
- savefile->WriteClipModel( trigger );
- savefile->WriteParticle( smoke );
- savefile->WriteInt( smokeTime );
- #ifdef _D3XP
- savefile->WriteInt( nextSoundTime );
- #endif
- //bc
- savefile->WriteInt(frozen);
- savefile->WriteVec3(originalPosition);
- savefile->WriteMat3(originalAngle);
- forcefieldIgnore.Save(savefile);
- savefile->WriteBool(touchTriggers);
- savefile->WriteInt(nextGravityCheck);
- savefile->WriteBool(lastGravityState);
- savefile->WriteInt(maxSmackCount);
- savefile->WriteInt(smackCount);
- }
- /*
- ================
- idMoveableItem::Restore
- ================
- */
- void idMoveableItem::Restore( idRestoreGame *savefile ) {
- savefile->ReadStaticObject( physicsObj );
- RestorePhysics( &physicsObj );
- savefile->ReadClipModel( trigger );
- savefile->ReadParticle( smoke );
- savefile->ReadInt( smokeTime );
- #ifdef _D3XP
- savefile->ReadInt( nextSoundTime );
- #endif
- //bc
- savefile->ReadInt(frozen);
- savefile->ReadVec3(originalPosition);
- savefile->ReadMat3(originalAngle);
- forcefieldIgnore.Restore(savefile);
- savefile->ReadBool(touchTriggers);
- savefile->ReadInt(nextGravityCheck);
- savefile->ReadBool(lastGravityState);
- savefile->ReadInt(maxSmackCount);
- savefile->ReadInt(smackCount);
- }
- /*
- ================
- idMoveableItem::Spawn
- ================
- */
- void idMoveableItem::Spawn( void ) {
- idTraceModel trm;
- float density, friction, bouncyness, tsize;
- idStr clipModelName;
- idBounds bounds;
- #ifdef _D3XP
- SetTimeState ts( timeGroup );
- #endif
- //bc
- touchTriggers = spawnArgs.GetBool("touchTriggers", "0");
- nextGravityCheck = 0;
- lastGravityState = 0;
- // create a trigger for item pickup
- spawnArgs.GetFloat( "triggersize", "16.0", tsize );
- trigger = new idClipModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );
- trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
- //trigger->SetContents( CONTENTS_TRIGGER ); //BC remove trigger pickup box.
- trigger->SetContents( 0 );
- // check if a clip model is set
- spawnArgs.GetString( "clipmodel", "", clipModelName );
- if ( !clipModelName[0] ) {
- clipModelName = spawnArgs.GetString( "model" ); // use the visual model
- }
- // load the trace model
- if ( !collisionModelManager->TrmFromModel( clipModelName, trm ) ) {
- gameLocal.Error( "idMoveableItem '%s': cannot load collision model %s", name.c_str(), clipModelName.c_str() );
- return;
- }
- // if the model should be shrinked
- if ( spawnArgs.GetBool( "clipshrink" ) ) {
- trm.Shrink( CM_CLIP_EPSILON );
- }
- // get rigid body properties
- spawnArgs.GetFloat( "density", "0.5", density );
- density = idMath::ClampFloat( 0.001f, 1000.0f, density );
- spawnArgs.GetFloat( "friction", "0.05", friction );
- friction = idMath::ClampFloat( 0.0f, 1.0f, friction );
- spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
- bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
- // setup the physics
- physicsObj.SetSelf( this );
- physicsObj.SetClipModel( new idClipModel( trm ), density );
- physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
- physicsObj.SetAxis( GetPhysics()->GetAxis() );
- physicsObj.SetBouncyness( bouncyness );
- physicsObj.SetFriction( 0.6f, 0.6f, friction );
- physicsObj.SetGravity( idVec3( 0, 0, spawnArgs.GetInt("gravity", "-1066" ) ) );
- //physicsObj.SetGravity( gameLocal.GetGravity() );
- physicsObj.SetContents( CONTENTS_RENDERMODEL );
- physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
- SetPhysics( &physicsObj );
- smoke = NULL;
- smokeTime = 0;
- #ifdef _D3XP
- nextSoundTime = gameLocal.time + 700; //BC just-spawned items do not immediately make clatter noise or break glass.
- #endif
- const char *smokeName = spawnArgs.GetString( "smoke_trail" );
- if ( *smokeName != '\0' ) {
- smoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- smokeTime = gameLocal.time;
- BecomeActive( TH_UPDATEPARTICLES );
- }
- #ifdef CTF
- repeatSmoke = spawnArgs.GetBool( "repeatSmoke", "0" );
- #endif
- //bc
- smackCount = 0;
- maxSmackCount = spawnArgs.GetInt("smackcount", "0");
- this->originalPosition = this->GetPhysics()->GetOrigin();
- this->originalAngle = this->GetPhysics()->GetAxis();
- this->forcefieldIgnore = NULL;
- //frozen 0 = not frozen. 1 = is frozen. 2 = WAS frozen, but has been picked up, mark for reset during level reset.
- frozen = spawnArgs.GetInt("frozen", "0");
-
- if (gameLocal.world->spawnArgs.GetBool("vacuum", "0"))
- {
- BecomeActive(TH_THINK);
- }
- //bc idle sound.
- StartSound( "snd_idle", SND_CHANNEL_ITEM, 0, false, NULL );
- }
- void idMoveableItem::Event_setFrozen(int value)
- {
- frozen = value;
- }
- void idMoveableItem::Event_updategravity( void )
- {
- nextGravityCheck = 0;
- }
- void idMoveableItem::Event_ToggleTrail( int value )
- {
- if (value > 0)
- {
- BecomeActive( TH_UPDATEPARTICLES );
- }
- else
- {
- BecomeInactive( TH_UPDATEPARTICLES );
- }
- }
- /*
- ================
- idMoveableItem::Think
- ================
- */
- void idMoveableItem::Think( void ) {
- //BC 12-20-2013 Things move differently in a vacuum.
- if (gameLocal.time > nextGravityCheck && gameLocal.world->spawnArgs.GetBool("vacuum", "0"))
- {
- bool newAirless = false;
- nextGravityCheck = gameLocal.time + 200;
- if ( gameLocal.vacuumAreaNum != -1 ) {
- int num = GetNumPVSAreas();
- if ( num > 0 ) {
- int areaNum;
- // if the player box spans multiple areas, get the area from the origin point instead,
- // otherwise a rotating player box may poke into an outside area
- if ( num == 1 ) {
- const int *pvsAreas = GetPVSAreas();
- areaNum = pvsAreas[0];
- } else {
- areaNum = gameRenderWorld->PointInArea( this->GetPhysics()->GetOrigin() );
- }
- newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR );
- }
- }
- if (newAirless != lastGravityState)
- {
- //state has changed.
- if (newAirless)
- {
- physicsObj.SetGravity( vec3_zero );
- //If object is still, then make it float. Else, inherit current velocity.
- idVec3 curVel = physicsObj.GetLinearVelocity();
- if (curVel.Length() <= 0)
- {
- physicsObj.SetLinearVelocity(idVec3(0,0,GRAVITYFLOATSPEED)); //nudge upward when gravity turns off.
- physicsObj.SetAngularVelocity( idVec3(gameLocal.random.CRandomFloat() * GRAVITYFLOATANGULAR,gameLocal.random.CRandomFloat() * GRAVITYFLOATANGULAR,gameLocal.random.CRandomFloat() * GRAVITYFLOATANGULAR));
- }
- }
- else
- {
- physicsObj.SetGravity( gameLocal.GetGravity() ); //return to normal gravity.
- //physicsObj.SetLinearVelocity(idVec3(0,0,-1024));
- //SetPhysics( &physicsObj );
- }
- lastGravityState = newAirless;
- }
- }
-
- if (frozen == 0 || frozen == 2)
- {
- RunPhysics();
- }
- if (touchTriggers)
- {
- TouchTriggers();
- }
- if ( thinkFlags & TH_PHYSICS ) {
- // update trigger position
- trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), mat3_identity );
- }
-
- if ( thinkFlags & TH_UPDATEPARTICLES ) {
- if ( !gameLocal.smokeParticles->EmitSmoke( smoke, smokeTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis(), timeGroup /*_D3XP*/ ) ) {
- #ifdef CTF
- if ( !repeatSmoke ) {
- smokeTime = 0;
- BecomeInactive( TH_UPDATEPARTICLES );
- } else {
- smokeTime = gameLocal.time;
- }
- #else
- smokeTime = 0;
- BecomeInactive( TH_UPDATEPARTICLES );
- #endif
- }
- }
- Present();
- }
- #ifdef _D3XP
- /*
- =================
- idMoveableItem::Collide
- =================
- */
- bool idMoveableItem::Collide( const trace_t &collision, const idVec3 &velocity ) {
- float v, f;
- int smackValue;
- v = -( velocity * collision.c.normal );
-
- smackValue = spawnArgs.GetInt( "smack", "0" );
- if ( smackValue > 0 && v > smackValue )
- {
- //item is being Smacked. Check if Smacked item is being held.
- idPlayer *localplayer = gameLocal.GetLocalPlayer();
- int frobnum = -1;
- if (localplayer->pickerState >= 2)
- {
- frobnum = localplayer->pickerWeapon.dragEnt.GetEntity()->entityNumber;
- }
- if (frobnum != this->entityNumber)
- {
- localplayer->UseFrob( this, "onSmack" );
- if (maxSmackCount != 0)
- {
- bool shouldDraw = false;
- if (maxSmackCount < 0)
- {
- shouldDraw = true;
- }
- else
- {
- if (smackCount < maxSmackCount)
- {
- shouldDraw = true;
- }
- }
- if (shouldDraw)
- {
- gameLocal.ProjectDecal( collision.c.point, -collision.c.normal, 0.5f, true, spawnArgs.GetInt("smacksize","16"), spawnArgs.GetString("mtr_smack") );
- smackCount++;
- }
- }
- }
- }
- //bc if object hits surface, then frob it. i.e. for soap dispensers.
- int frobSmack = spawnArgs.GetInt("frobsmack", "0");
- if (frobSmack > 0 && v >= frobSmack)
- {
- //common->Printf("v = %f\n", v);
- idPlayer *localplayer = gameLocal.GetLocalPlayer();
- localplayer->UseFrob( this, "onFrob" );
- }
- if ( v > 40 && gameLocal.time > nextSoundTime )
- {
- idEntity *ent;
- idPlayer *localplayer = gameLocal.GetLocalPlayer();
- int frobnum = -1;
- if (localplayer->pickerState >= 2)
- {
- if (localplayer->pickerWeapon.dragEnt.IsValid())
- {
- frobnum = localplayer->pickerWeapon.dragEnt.GetEntity()->entityNumber;
- }
- }
- f = v > 200 ? 1.0f : idMath::Sqrt( v - 80 ) * 0.091f;
- //play bounce sound only after a short grace period after game start, so that stuff settling down doesn't make such a clatter.
- if (gameLocal.time >= 2000)
- {
- if ( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ))
- {
- // don't set the volume unless there is a bounce sound as it overrides the entire channel
- // which causes footsteps on ai's to not honor their shader parms
- SetSoundVolume( f );
- }
- }
- //BC particle effect.
-
- const char *smokeName = spawnArgs.GetString( "smoke_bounce" );
- if ( *smokeName != '\0' )
- {
- const idDeclParticle *smokeFly = NULL;
- smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- if (smokeFly)
- {
- gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, 0,
- collision.endpos, collision.endAxis, timeGroup );
- }
- }
- nextSoundTime = gameLocal.time + 300;
- if (frobnum != this->entityNumber)
- {
- ent = gameLocal.entities[ collision.c.entityNum ];
- if ( ent )
- {
- if (ent->IsType( idBrittleFracture::Type ))
- {
- ent->AddForce(this, this->entityNumber, collision.endpos, collision.c.normal);
- }
- else if (ent->IsType( idQGlass::Type ))
- {
- ent->AddForce(this, this->entityNumber, collision.endpos, collision.c.normal);
- }
- else if (ent->IsType( idTrembler::Type))
- {
- static_cast< idTrembler * >( ent )->Event_Touch(NULL, NULL);
- }
- }
- }
- }
- return false;
- }
- #endif
- /*
- ================
- idMoveableItem::Pickup
- ================
- */
- bool idMoveableItem::Pickup( idPlayer *player ) {
- bool ret = idItem::Pickup( player );
- if ( ret ) {
- trigger->SetContents( 0 );
- }
- return ret;
- }
- /*
- ================
- idMoveableItem::DropItem
- ================
- */
- idEntity *idMoveableItem::DropItem( const char *classname, const idVec3 &origin, const idMat3 &axis, const idVec3 &velocity, int activateDelay, int removeDelay ) {
- idDict args;
- idEntity *item;
- args.Set( "classname", classname );
- args.Set( "dropped", "1" );
- // we sometimes drop idMoveables here, so set 'nodrop' to 1 so that it doesn't get put on the floor
- args.Set( "nodrop", "1" );
- if ( activateDelay ) {
- args.SetBool( "triggerFirst", true );
- }
- gameLocal.SpawnEntityDef( args, &item );
- if ( item ) {
- // set item position
- item->GetPhysics()->SetOrigin( origin );
- item->GetPhysics()->SetAxis( axis );
- item->GetPhysics()->SetLinearVelocity( velocity );
- item->UpdateVisuals();
- if ( activateDelay ) {
- item->PostEventMS( &EV_Activate, activateDelay, item );
- }
- if ( !removeDelay ) {
- removeDelay = 5 * 60 * 1000;
- }
- // always remove a dropped item after 5 minutes in case it dropped to an unreachable location
- item->PostEventMS( &EV_Remove, removeDelay );
- }
- return item;
- }
- /*
- ================
- idMoveableItem::DropItems
- The entity should have the following key/value pairs set:
- "def_drop<type>Item" "item def"
- "drop<type>ItemJoint" "joint name"
- "drop<type>ItemRotation" "pitch yaw roll"
- "drop<type>ItemOffset" "x y z"
- "skin_drop<type>" "skin name"
- To drop multiple items the following key/value pairs can be used:
- "def_drop<type>Item<X>" "item def"
- "drop<type>Item<X>Joint" "joint name"
- "drop<type>Item<X>Rotation" "pitch yaw roll"
- "drop<type>Item<X>Offset" "x y z"
- where <X> is an aribtrary string.
- ================
- */
- void idMoveableItem::DropItems( idAnimatedEntity *ent, const char *type, idList<idEntity *> *list ) {
- const idKeyValue *kv;
- const char *skinName, *c, *jointName;
- idStr key, key2;
- idVec3 origin;
- idMat3 axis;
- idAngles angles;
- const idDeclSkin *skin;
- jointHandle_t joint;
- idEntity *item;
- // drop all items
- kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), NULL );
- while ( kv ) {
- c = kv->GetKey().c_str() + kv->GetKey().Length();
- if ( idStr::Icmp( c - 5, "Joint" ) != 0 && idStr::Icmp( c - 8, "Rotation" ) != 0 ) {
- key = kv->GetKey().c_str() + 4;
- key2 = key;
- key += "Joint";
- key2 += "Offset";
- jointName = ent->spawnArgs.GetString( key );
- joint = ent->GetAnimator()->GetJointHandle( jointName );
- if ( !ent->GetJointWorldTransform( joint, gameLocal.time, origin, axis ) ) {
- gameLocal.Warning( "%s refers to invalid joint '%s' on entity '%s'\n", key.c_str(), jointName, ent->name.c_str() );
- origin = ent->GetPhysics()->GetOrigin();
- axis = ent->GetPhysics()->GetAxis();
- }
- if ( g_dropItemRotation.GetString()[0] ) {
- angles.Zero();
- sscanf( g_dropItemRotation.GetString(), "%f %f %f", &angles.pitch, &angles.yaw, &angles.roll );
- } else {
- key = kv->GetKey().c_str() + 4;
- key += "Rotation";
- ent->spawnArgs.GetAngles( key, "0 0 0", angles );
- }
- axis = angles.ToMat3() * axis;
- origin += ent->spawnArgs.GetVector( key2, "0 0 0" );
- item = DropItem( kv->GetValue(), origin, axis, vec3_origin, 0, 0 );
- if ( list && item ) {
- list->Append( item );
- }
- }
- kv = ent->spawnArgs.MatchPrefix( va( "def_drop%sItem", type ), kv );
- }
- // change the skin to hide all items
- skinName = ent->spawnArgs.GetString( va( "skin_drop%s", type ) );
- if ( skinName[0] ) {
- skin = declManager->FindSkin( skinName );
- ent->SetSkin( skin );
- }
- }
- /*
- ======================
- idMoveableItem::WriteToSnapshot
- ======================
- */
- void idMoveableItem::WriteToSnapshot( idBitMsgDelta &msg ) const {
- physicsObj.WriteToSnapshot( msg );
- }
- /*
- ======================
- idMoveableItem::ReadFromSnapshot
- ======================
- */
- void idMoveableItem::ReadFromSnapshot( const idBitMsgDelta &msg ) {
- physicsObj.ReadFromSnapshot( msg );
- if ( msg.HasChanged() ) {
- UpdateVisuals();
- }
- }
- /*
- ============
- idMoveableItem::Gib
- ============
- */
- void idMoveableItem::Gib( const idVec3 &dir, const char *damageDefName ) {
- // spawn smoke puff
- const char *smokeName = spawnArgs.GetString( "smoke_gib" );
- if ( *smokeName != '\0' ) {
- const idDeclParticle *smoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- gameLocal.smokeParticles->EmitSmoke( smoke, gameLocal.time, gameLocal.random.CRandomFloat(), renderEntity.origin, renderEntity.axis, timeGroup /*_D3XP*/ );
- }
- // remove the entity
- PostEventMS( &EV_Remove, 0 );
- }
- /*
- ================
- idMoveableItem::Event_DropToFloor
- ================
- */
- void idMoveableItem::Event_DropToFloor( void ) {
- // the physics will drop the moveable to the floor
- }
- /*
- ============
- idMoveableItem::Event_Gib
- ============
- */
- void idMoveableItem::Event_Gib( const char *damageDefName ) {
- Gib( idVec3( 0, 0, 1 ), damageDefName );
- }
- /*
- ===============================================================================
- idMoveablePDAItem
- ===============================================================================
- */
- CLASS_DECLARATION( idMoveableItem, idMoveablePDAItem )
- END_CLASS
- /*
- ================
- idMoveablePDAItem::GiveToPlayer
- ================
- */
- bool idMoveablePDAItem::GiveToPlayer(idPlayer *player) {
- const char *str = spawnArgs.GetString( "pda_name" );
- if ( player ) {
- player->GivePDA( str, &spawnArgs );
- }
- return true;
- }
- /*
- ===============================================================================
- idItemRemover
- ===============================================================================
- */
- CLASS_DECLARATION( idEntity, idItemRemover )
- EVENT( EV_Activate, idItemRemover::Event_Trigger )
- END_CLASS
- /*
- ================
- idItemRemover::Spawn
- ================
- */
- void idItemRemover::Spawn( void ) {
- }
- /*
- ================
- idItemRemover::RemoveItem
- ================
- */
- void idItemRemover::RemoveItem( idPlayer *player ) {
- const char *remove;
-
- remove = spawnArgs.GetString( "remove" );
- player->RemoveInventoryItem( remove );
- }
- /*
- ================
- idItemRemover::Event_Trigger
- ================
- */
- void idItemRemover::Event_Trigger( idEntity *activator ) {
- if ( activator->IsType( idPlayer::Type ) ) {
- RemoveItem( static_cast<idPlayer *>(activator) );
- }
- }
- /*
- ===============================================================================
- idObjectiveComplete
- ===============================================================================
- */
- CLASS_DECLARATION( idItemRemover, idObjectiveComplete )
- EVENT( EV_Activate, idObjectiveComplete::Event_Trigger )
- EVENT( EV_HideObjective, idObjectiveComplete::Event_HideObjective )
- EVENT( EV_GetPlayerPos, idObjectiveComplete::Event_GetPlayerPos )
- END_CLASS
- /*
- ================
- idObjectiveComplete::idObjectiveComplete
- ================
- */
- idObjectiveComplete::idObjectiveComplete() {
- playerPos.Zero();
- }
- /*
- ================
- idObjectiveComplete::Save
- ================
- */
- void idObjectiveComplete::Save( idSaveGame *savefile ) const {
- savefile->WriteVec3( playerPos );
- }
- /*
- ================
- idObjectiveComplete::Restore
- ================
- */
- void idObjectiveComplete::Restore( idRestoreGame *savefile ) {
- savefile->ReadVec3( playerPos );
- }
- /*
- ================
- idObjectiveComplete::Spawn
- ================
- */
- void idObjectiveComplete::Spawn( void ) {
- spawnArgs.SetBool( "objEnabled", false );
- Hide();
- }
- /*
- ================
- idObjectiveComplete::Event_Trigger
- ================
- */
- void idObjectiveComplete::Event_Trigger( idEntity *activator ) {
- if ( !spawnArgs.GetBool( "objEnabled" ) ) {
- return;
- }
- idPlayer *player = gameLocal.GetLocalPlayer();
- if ( player ) {
- RemoveItem( player );
- if ( spawnArgs.GetString( "inv_objective", NULL ) ) {
- if ( player->hud ) {
- player->hud->SetStateString( "objective", "2");
- player->hud->SetStateString( "objectivetext", spawnArgs.GetString( "objectivetext" ) );
- #ifdef _D3XP
- player->hud->SetStateString( "objectivecompletetitle", spawnArgs.GetString( "objectivetitle" ) );
- #else
- player->hud->SetStateString( "objectivetitle", spawnArgs.GetString( "objectivetitle" ) );
- #endif
- player->CompleteObjective( spawnArgs.GetString( "objectivetitle" ) );
- PostEventMS( &EV_GetPlayerPos, 2000 );
- }
- }
- }
- }
- /*
- ================
- idObjectiveComplete::Event_GetPlayerPos
- ================
- */
- void idObjectiveComplete::Event_GetPlayerPos() {
- idPlayer *player = gameLocal.GetLocalPlayer();
- if ( player ) {
- playerPos = player->GetPhysics()->GetOrigin();
- PostEventMS( &EV_HideObjective, 100, player );
- }
- }
- /*
- ================
- idObjectiveComplete::Event_HideObjective
- ================
- */
- void idObjectiveComplete::Event_HideObjective( idEntity *e ) {
- idPlayer *player = gameLocal.GetLocalPlayer();
- if ( player ) {
- idVec3 v = player->GetPhysics()->GetOrigin();
- v -= playerPos;
- if ( v.Length() > 64.0f ) {
- player->hud->HandleNamedEvent( "closeObjective" );
- PostEventMS( &EV_Remove, 0 );
- } else {
- PostEventMS( &EV_HideObjective, 100, player );
- }
- }
- }
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