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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"
- /***********************************************************************
- idAnimState
- ***********************************************************************/
- /*
- =====================
- idAnimState::idAnimState
- =====================
- */
- idAnimState::idAnimState() {
- self = NULL;
- animator = NULL;
- thread = NULL;
- idleAnim = true;
- disabled = true;
- channel = ANIMCHANNEL_ALL;
- animBlendFrames = 0;
- lastAnimBlendFrames = 0;
- }
- /*
- =====================
- idAnimState::~idAnimState
- =====================
- */
- idAnimState::~idAnimState() {
- delete thread;
- }
- /*
- =====================
- idAnimState::Save
- =====================
- */
- void idAnimState::Save( idSaveGame *savefile ) const {
- savefile->WriteObject( self );
- // Save the entity owner of the animator
- savefile->WriteObject( animator->GetEntity() );
- savefile->WriteObject( thread );
- savefile->WriteString( state );
- savefile->WriteInt( animBlendFrames );
- savefile->WriteInt( lastAnimBlendFrames );
- savefile->WriteInt( channel );
- savefile->WriteBool( idleAnim );
- savefile->WriteBool( disabled );
- }
- /*
- =====================
- idAnimState::Restore
- =====================
- */
- void idAnimState::Restore( idRestoreGame *savefile ) {
- savefile->ReadObject( reinterpret_cast<idClass *&>( self ) );
- idEntity *animowner;
- savefile->ReadObject( reinterpret_cast<idClass *&>( animowner ) );
- if ( animowner ) {
- animator = animowner->GetAnimator();
- }
- savefile->ReadObject( reinterpret_cast<idClass *&>( thread ) );
- savefile->ReadString( state );
- savefile->ReadInt( animBlendFrames );
- savefile->ReadInt( lastAnimBlendFrames );
- savefile->ReadInt( channel );
- savefile->ReadBool( idleAnim );
- savefile->ReadBool( disabled );
- }
- /*
- =====================
- idAnimState::Init
- =====================
- */
- void idAnimState::Init( idActor *owner, idAnimator *_animator, int animchannel ) {
- assert( owner );
- assert( _animator );
- self = owner;
- animator = _animator;
- channel = animchannel;
- if ( !thread ) {
- thread = new idThread();
- thread->ManualDelete();
- }
- thread->EndThread();
- thread->ManualControl();
- }
- /*
- =====================
- idAnimState::Shutdown
- =====================
- */
- void idAnimState::Shutdown( void ) {
- delete thread;
- thread = NULL;
- }
- /*
- =====================
- idAnimState::SetState
- =====================
- */
- void idAnimState::SetState( const char *statename, int blendFrames ) {
- const function_t *func;
- func = self->scriptObject.GetFunction( statename );
- if ( !func ) {
- assert( 0 );
- gameLocal.Error( "Can't find function '%s' in object '%s'", statename, self->scriptObject.GetTypeName() );
- }
- state = statename;
- disabled = false;
- animBlendFrames = blendFrames;
- lastAnimBlendFrames = blendFrames;
- thread->CallFunction( self, func, true );
- animBlendFrames = blendFrames;
- lastAnimBlendFrames = blendFrames;
- disabled = false;
- idleAnim = false;
- if ( ai_debugScript.GetInteger() == self->entityNumber ) {
- gameLocal.Printf( "%d: %s: Animstate: %s\n", gameLocal.time, self->name.c_str(), state.c_str() );
- }
- }
- /*
- =====================
- idAnimState::StopAnim
- =====================
- */
- void idAnimState::StopAnim( int frames ) {
- animBlendFrames = 0;
- animator->Clear( channel, gameLocal.time, FRAME2MS( frames ) );
- }
- /*
- =====================
- idAnimState::PlayAnim
- =====================
- */
- void idAnimState::PlayAnim( int anim ) {
- if ( anim ) {
- animator->PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
- }
- animBlendFrames = 0;
- }
- /*
- =====================
- idAnimState::CycleAnim
- =====================
- */
- void idAnimState::CycleAnim( int anim ) {
- if ( anim ) {
- animator->CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
- }
- animBlendFrames = 0;
- }
- /*
- =====================
- idAnimState::BecomeIdle
- =====================
- */
- void idAnimState::BecomeIdle( void ) {
- idleAnim = true;
- }
- /*
- =====================
- idAnimState::Disabled
- =====================
- */
- bool idAnimState::Disabled( void ) const {
- return disabled;
- }
- /*
- =====================
- idAnimState::AnimDone
- =====================
- */
- bool idAnimState::AnimDone( int blendFrames ) const {
- int animDoneTime;
-
- animDoneTime = animator->CurrentAnim( channel )->GetEndTime();
- if ( animDoneTime < 0 ) {
- // playing a cycle
- return false;
- } else if ( animDoneTime - FRAME2MS( blendFrames ) <= gameLocal.time ) {
- return true;
- } else {
- return false;
- }
- }
- /*
- =====================
- idAnimState::IsIdle
- =====================
- */
- bool idAnimState::IsIdle( void ) const {
- return disabled || idleAnim;
- }
- /*
- =====================
- idAnimState::GetAnimFlags
- =====================
- */
- animFlags_t idAnimState::GetAnimFlags( void ) const {
- animFlags_t flags;
- memset( &flags, 0, sizeof( flags ) );
- if ( !disabled && !AnimDone( 0 ) ) {
- flags = animator->GetAnimFlags( animator->CurrentAnim( channel )->AnimNum() );
- }
- return flags;
- }
- /*
- =====================
- idAnimState::Enable
- =====================
- */
- void idAnimState::Enable( int blendFrames ) {
- if ( disabled ) {
- disabled = false;
- animBlendFrames = blendFrames;
- lastAnimBlendFrames = blendFrames;
- if ( state.Length() ) {
- SetState( state.c_str(), blendFrames );
- }
- }
- }
- /*
- =====================
- idAnimState::Disable
- =====================
- */
- void idAnimState::Disable( void ) {
- disabled = true;
- idleAnim = false;
- }
- /*
- =====================
- idAnimState::UpdateState
- =====================
- */
- bool idAnimState::UpdateState( void ) {
- if ( disabled ) {
- return false;
- }
- if ( ai_debugScript.GetInteger() == self->entityNumber ) {
- thread->EnableDebugInfo();
- } else {
- thread->DisableDebugInfo();
- }
- thread->Execute();
- return true;
- }
- /***********************************************************************
- idActor
- ***********************************************************************/
- const idEventDef AI_EnableEyeFocus( "enableEyeFocus" );
- const idEventDef AI_DisableEyeFocus( "disableEyeFocus" );
- const idEventDef EV_Footstep( "footstep" );
- const idEventDef EV_FootstepLeft( "leftFoot" );
- const idEventDef EV_FootstepRight( "rightFoot" );
- const idEventDef EV_EnableWalkIK( "EnableWalkIK" );
- const idEventDef EV_DisableWalkIK( "DisableWalkIK" );
- const idEventDef EV_EnableLegIK( "EnableLegIK", "d" );
- const idEventDef EV_DisableLegIK( "DisableLegIK", "d" );
- const idEventDef AI_StopAnim( "stopAnim", "dd" );
- const idEventDef AI_PlayAnim( "playAnim", "ds", 'd' );
- const idEventDef AI_PlayCycle( "playCycle", "ds", 'd' );
- const idEventDef AI_IdleAnim( "idleAnim", "ds", 'd' );
- const idEventDef AI_SetSyncedAnimWeight( "setSyncedAnimWeight", "ddf" );
- const idEventDef AI_SetBlendFrames( "setBlendFrames", "dd" );
- const idEventDef AI_GetBlendFrames( "getBlendFrames", "d", 'd' );
- const idEventDef AI_AnimState( "animState", "dsd" );
- const idEventDef AI_GetAnimState( "getAnimState", "d", 's' );
- const idEventDef AI_InAnimState( "inAnimState", "ds", 'd' );
- const idEventDef AI_FinishAction( "finishAction", "s" );
- const idEventDef AI_AnimDone( "animDone", "dd", 'd' );
- const idEventDef AI_OverrideAnim( "overrideAnim", "d" );
- const idEventDef AI_EnableAnim( "enableAnim", "dd" );
- const idEventDef AI_PreventPain( "preventPain", "f" );
- const idEventDef AI_DisablePain( "disablePain" );
- const idEventDef AI_EnablePain( "enablePain" );
- const idEventDef AI_GetPainAnim( "getPainAnim", NULL, 's' );
- const idEventDef AI_SetAnimPrefix( "setAnimPrefix", "s" );
- const idEventDef AI_HasAnim( "hasAnim", "ds", 'f' );
- const idEventDef AI_CheckAnim( "checkAnim", "ds" );
- const idEventDef AI_ChooseAnim( "chooseAnim", "ds", 's' );
- const idEventDef AI_AnimLength( "animLength", "ds", 'f' );
- const idEventDef AI_AnimDistance( "animDistance", "ds", 'f' );
- const idEventDef AI_HasEnemies( "hasEnemies", NULL, 'd' );
- const idEventDef AI_NextEnemy( "nextEnemy", "E", 'e' );
- const idEventDef AI_ClosestEnemyToPoint( "closestEnemyToPoint", "v", 'e' );
- const idEventDef AI_SetNextState( "setNextState", "s" );
- const idEventDef AI_SetState( "setState", "s" );
- const idEventDef AI_GetState( "getState", NULL, 's' );
- const idEventDef AI_GetHead( "getHead", NULL, 'e' );
- #ifdef _D3XP
- const idEventDef EV_SetDamageGroupScale( "setDamageGroupScale", "sf" );
- const idEventDef EV_SetDamageGroupScaleAll( "setDamageGroupScaleAll", "f" );
- const idEventDef EV_GetDamageGroupScale( "getDamageGroupScale", "s", 'f' );
- const idEventDef EV_SetDamageCap( "setDamageCap", "f" );
- const idEventDef EV_SetWaitState( "setWaitState" , "s" );
- const idEventDef EV_GetWaitState( "getWaitState", NULL, 's' );
- #endif
- CLASS_DECLARATION( idAFEntity_Gibbable, idActor )
- EVENT( AI_EnableEyeFocus, idActor::Event_EnableEyeFocus )
- EVENT( AI_DisableEyeFocus, idActor::Event_DisableEyeFocus )
- EVENT( EV_Footstep, idActor::Event_Footstep )
- EVENT( EV_FootstepLeft, idActor::Event_Footstep )
- EVENT( EV_FootstepRight, idActor::Event_Footstep )
- EVENT( EV_EnableWalkIK, idActor::Event_EnableWalkIK )
- EVENT( EV_DisableWalkIK, idActor::Event_DisableWalkIK )
- EVENT( EV_EnableLegIK, idActor::Event_EnableLegIK )
- EVENT( EV_DisableLegIK, idActor::Event_DisableLegIK )
- EVENT( AI_PreventPain, idActor::Event_PreventPain )
- EVENT( AI_DisablePain, idActor::Event_DisablePain )
- EVENT( AI_EnablePain, idActor::Event_EnablePain )
- EVENT( AI_GetPainAnim, idActor::Event_GetPainAnim )
- EVENT( AI_SetAnimPrefix, idActor::Event_SetAnimPrefix )
- EVENT( AI_StopAnim, idActor::Event_StopAnim )
- EVENT( AI_PlayAnim, idActor::Event_PlayAnim )
- EVENT( AI_PlayCycle, idActor::Event_PlayCycle )
- EVENT( AI_IdleAnim, idActor::Event_IdleAnim )
- EVENT( AI_SetSyncedAnimWeight, idActor::Event_SetSyncedAnimWeight )
- EVENT( AI_SetBlendFrames, idActor::Event_SetBlendFrames )
- EVENT( AI_GetBlendFrames, idActor::Event_GetBlendFrames )
- EVENT( AI_AnimState, idActor::Event_AnimState )
- EVENT( AI_GetAnimState, idActor::Event_GetAnimState )
- EVENT( AI_InAnimState, idActor::Event_InAnimState )
- EVENT( AI_FinishAction, idActor::Event_FinishAction )
- EVENT( AI_AnimDone, idActor::Event_AnimDone )
- EVENT( AI_OverrideAnim, idActor::Event_OverrideAnim )
- EVENT( AI_EnableAnim, idActor::Event_EnableAnim )
- EVENT( AI_HasAnim, idActor::Event_HasAnim )
- EVENT( AI_CheckAnim, idActor::Event_CheckAnim )
- EVENT( AI_ChooseAnim, idActor::Event_ChooseAnim )
- EVENT( AI_AnimLength, idActor::Event_AnimLength )
- EVENT( AI_AnimDistance, idActor::Event_AnimDistance )
- EVENT( AI_HasEnemies, idActor::Event_HasEnemies )
- EVENT( AI_NextEnemy, idActor::Event_NextEnemy )
- EVENT( AI_ClosestEnemyToPoint, idActor::Event_ClosestEnemyToPoint )
- EVENT( EV_StopSound, idActor::Event_StopSound )
- EVENT( AI_SetNextState, idActor::Event_SetNextState )
- EVENT( AI_SetState, idActor::Event_SetState )
- EVENT( AI_GetState, idActor::Event_GetState )
- EVENT( AI_GetHead, idActor::Event_GetHead )
- #ifdef _D3XP
- EVENT( EV_SetDamageGroupScale, idActor::Event_SetDamageGroupScale )
- EVENT( EV_SetDamageGroupScaleAll, idActor::Event_SetDamageGroupScaleAll )
- EVENT( EV_GetDamageGroupScale, idActor::Event_GetDamageGroupScale )
- EVENT( EV_SetDamageCap, idActor::Event_SetDamageCap )
- EVENT( EV_SetWaitState, idActor::Event_SetWaitState )
- EVENT( EV_GetWaitState, idActor::Event_GetWaitState )
- #endif
- END_CLASS
- /*
- =====================
- idActor::idActor
- =====================
- */
- idActor::idActor( void ) {
- viewAxis.Identity();
- scriptThread = NULL; // initialized by ConstructScriptObject, which is called by idEntity::Spawn
- use_combat_bbox = false;
- head = NULL;
- team = 0;
- rank = 0;
- fovDot = 0.0f;
- eyeOffset.Zero();
- pain_debounce_time = 0;
- pain_delay = 0;
- pain_threshold = 0;
- state = NULL;
- idealState = NULL;
- leftEyeJoint = INVALID_JOINT;
- rightEyeJoint = INVALID_JOINT;
- soundJoint = INVALID_JOINT;
- modelOffset.Zero();
- deltaViewAngles.Zero();
- painTime = 0;
- allowPain = false;
- allowEyeFocus = false;
- waitState = "";
-
- blink_anim = NULL;
- blink_time = 0;
- blink_min = 0;
- blink_max = 0;
- finalBoss = false;
- attachments.SetGranularity( 1 );
- enemyNode.SetOwner( this );
- enemyList.SetOwner( this );
- #ifdef _D3XP
- damageCap = -1;
- #endif
- }
- /*
- =====================
- idActor::~idActor
- =====================
- */
- idActor::~idActor( void ) {
- int i;
- idEntity *ent;
- DeconstructScriptObject();
- scriptObject.Free();
- StopSound( SND_CHANNEL_ANY, false );
- delete combatModel;
- combatModel = NULL;
- if ( head.GetEntity() ) {
- head.GetEntity()->ClearBody();
- head.GetEntity()->PostEventMS( &EV_Remove, 0 );
- }
- // remove any attached entities
- for( i = 0; i < attachments.Num(); i++ ) {
- ent = attachments[ i ].ent.GetEntity();
- if ( ent ) {
- ent->PostEventMS( &EV_Remove, 0 );
- }
- }
- ShutdownThreads();
- }
- /*
- =====================
- idActor::Spawn
- =====================
- */
- void idActor::Spawn( void ) {
- idEntity *ent;
- idStr jointName;
- float fovDegrees;
- copyJoints_t copyJoint;
- animPrefix = "";
- state = NULL;
- idealState = NULL;
- spawnArgs.GetInt( "rank", "0", rank );
- spawnArgs.GetInt( "team", "0", team );
- spawnArgs.GetVector( "offsetModel", "0 0 0", modelOffset );
- spawnArgs.GetBool( "use_combat_bbox", "0", use_combat_bbox );
- viewAxis = GetPhysics()->GetAxis();
- spawnArgs.GetFloat( "fov", "90", fovDegrees );
- SetFOV( fovDegrees );
- pain_debounce_time = 0;
- pain_delay = SEC2MS( spawnArgs.GetFloat( "pain_delay" ) );
- pain_threshold = spawnArgs.GetInt( "pain_threshold" );
- LoadAF();
- walkIK.Init( this, IK_ANIM, modelOffset );
- // the animation used to be set to the IK_ANIM at this point, but that was fixed, resulting in
- // attachments not binding correctly, so we're stuck setting the IK_ANIM before attaching things.
- animator.ClearAllAnims( gameLocal.time, 0 );
- animator.SetFrame( ANIMCHANNEL_ALL, animator.GetAnim( IK_ANIM ), 0, 0, 0 );
- // spawn any attachments we might have
- const idKeyValue *kv = spawnArgs.MatchPrefix( "def_attach", NULL );
- while ( kv ) {
- idDict args;
- args.Set( "classname", kv->GetValue().c_str() );
- // make items non-touchable so the player can't take them out of the character's hands
- args.Set( "no_touch", "1" );
- // don't let them drop to the floor
- args.Set( "dropToFloor", "0" );
-
- gameLocal.SpawnEntityDef( args, &ent );
- if ( !ent ) {
- gameLocal.Error( "Couldn't spawn '%s' to attach to entity '%s'", kv->GetValue().c_str(), name.c_str() );
- } else {
- Attach( ent );
- }
- kv = spawnArgs.MatchPrefix( "def_attach", kv );
- }
- SetupDamageGroups();
- SetupHead();
- // clear the bind anim
- animator.ClearAllAnims( gameLocal.time, 0 );
- idEntity *headEnt = head.GetEntity();
- idAnimator *headAnimator;
- if ( headEnt ) {
- headAnimator = headEnt->GetAnimator();
- } else {
- headAnimator = &animator;
- }
- if ( headEnt ) {
- // set up the list of joints to copy to the head
- for( kv = spawnArgs.MatchPrefix( "copy_joint", NULL ); kv != NULL; kv = spawnArgs.MatchPrefix( "copy_joint", kv ) ) {
- if ( kv->GetValue() == "" ) {
- // probably clearing out inherited key, so skip it
- continue;
- }
- jointName = kv->GetKey();
- if ( jointName.StripLeadingOnce( "copy_joint_world " ) ) {
- copyJoint.mod = JOINTMOD_WORLD_OVERRIDE;
- } else {
- jointName.StripLeadingOnce( "copy_joint " );
- copyJoint.mod = JOINTMOD_LOCAL_OVERRIDE;
- }
- copyJoint.from = animator.GetJointHandle( jointName );
- if ( copyJoint.from == INVALID_JOINT ) {
- gameLocal.Warning( "Unknown copy_joint '%s' on entity %s", jointName.c_str(), name.c_str() );
- continue;
- }
- jointName = kv->GetValue();
- copyJoint.to = headAnimator->GetJointHandle( jointName );
- if ( copyJoint.to == INVALID_JOINT ) {
- gameLocal.Warning( "Unknown copy_joint '%s' on head of entity %s", jointName.c_str(), name.c_str() );
- continue;
- }
- copyJoints.Append( copyJoint );
- }
- }
- // set up blinking
- blink_anim = headAnimator->GetAnim( "blink" );
- blink_time = 0; // it's ok to blink right away
- blink_min = SEC2MS( spawnArgs.GetFloat( "blink_min", "0.5" ) );
- blink_max = SEC2MS( spawnArgs.GetFloat( "blink_max", "8" ) );
- // set up the head anim if necessary
- int headAnim = headAnimator->GetAnim( "def_head" );
- if ( headAnim ) {
- if ( headEnt ) {
- headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, 0 );
- } else {
- headAnimator->CycleAnim( ANIMCHANNEL_HEAD, headAnim, gameLocal.time, 0 );
- }
- }
- if ( spawnArgs.GetString( "sound_bone", "", jointName ) ) {
- soundJoint = animator.GetJointHandle( jointName );
- if ( soundJoint == INVALID_JOINT ) {
- gameLocal.Warning( "idAnimated '%s' at (%s): cannot find joint '%s' for sound playback", name.c_str(), GetPhysics()->GetOrigin().ToString(0), jointName.c_str() );
- }
- }
- finalBoss = spawnArgs.GetBool( "finalBoss" );
- FinishSetup();
- }
- /*
- ================
- idActor::FinishSetup
- ================
- */
- void idActor::FinishSetup( void ) {
- const char *scriptObjectName;
- // setup script object
- if ( spawnArgs.GetString( "scriptobject", NULL, &scriptObjectName ) ) {
- if ( !scriptObject.SetType( scriptObjectName ) ) {
- gameLocal.Error( "Script object '%s' not found on entity '%s'.", scriptObjectName, name.c_str() );
- }
- ConstructScriptObject();
- }
- SetupBody();
- }
- /*
- ================
- idActor::SetupHead
- ================
- */
- void idActor::SetupHead( void ) {
- idAFAttachment *headEnt;
- idStr jointName;
- const char *headModel;
- jointHandle_t joint;
- jointHandle_t damageJoint;
- int i;
- const idKeyValue *sndKV;
- if ( gameLocal.isClient ) {
- return;
- }
- headModel = spawnArgs.GetString( "def_head", "" );
- if ( headModel[ 0 ] ) {
- jointName = spawnArgs.GetString( "head_joint" );
- joint = animator.GetJointHandle( jointName );
- if ( joint == INVALID_JOINT ) {
- gameLocal.Error( "Joint '%s' not found for 'head_joint' on '%s'", jointName.c_str(), name.c_str() );
- }
- // set the damage joint to be part of the head damage group
- damageJoint = joint;
- for( i = 0; i < damageGroups.Num(); i++ ) {
- if ( damageGroups[ i ] == "head" ) {
- damageJoint = static_cast<jointHandle_t>( i );
- break;
- }
- }
- // copy any sounds in case we have frame commands on the head
- idDict args;
- sndKV = spawnArgs.MatchPrefix( "snd_", NULL );
- while( sndKV ) {
- args.Set( sndKV->GetKey(), sndKV->GetValue() );
- sndKV = spawnArgs.MatchPrefix( "snd_", sndKV );
- }
- #ifdef _D3XP
- // copy slowmo param to the head
- args.SetBool( "slowmo", spawnArgs.GetBool("slowmo", "1") );
- #endif
- headEnt = static_cast<idAFAttachment *>( gameLocal.SpawnEntityType( idAFAttachment::Type, &args ) );
- headEnt->SetName( va( "%s_head", name.c_str() ) );
- headEnt->SetBody( this, headModel, damageJoint );
- head = headEnt;
- #ifdef _D3XP
- idStr xSkin;
- if ( spawnArgs.GetString( "skin_head_xray", "", xSkin ) ) {
- headEnt->xraySkin = declManager->FindSkin( xSkin.c_str() );
- headEnt->UpdateModel();
- }
- #endif
- idVec3 origin;
- idMat3 axis;
- idAttachInfo &attach = attachments.Alloc();
- attach.channel = animator.GetChannelForJoint( joint );
- animator.GetJointTransform( joint, gameLocal.time, origin, axis );
- origin = renderEntity.origin + ( origin + modelOffset ) * renderEntity.axis;
- attach.ent = headEnt;
- headEnt->SetOrigin( origin );
- headEnt->SetAxis( renderEntity.axis );
- headEnt->BindToJoint( this, joint, true );
- }
- }
- /*
- ================
- idActor::CopyJointsFromBodyToHead
- ================
- */
- void idActor::CopyJointsFromBodyToHead( void ) {
- idEntity *headEnt = head.GetEntity();
- idAnimator *headAnimator;
- int i;
- idMat3 mat;
- idMat3 axis;
- idVec3 pos;
- if ( !headEnt ) {
- return;
- }
- headAnimator = headEnt->GetAnimator();
- // copy the animation from the body to the head
- for( i = 0; i < copyJoints.Num(); i++ ) {
- if ( copyJoints[ i ].mod == JOINTMOD_WORLD_OVERRIDE ) {
- mat = headEnt->GetPhysics()->GetAxis().Transpose();
- GetJointWorldTransform( copyJoints[ i ].from, gameLocal.time, pos, axis );
- pos -= headEnt->GetPhysics()->GetOrigin();
- headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos * mat );
- headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis * mat );
- } else {
- animator.GetJointLocalTransform( copyJoints[ i ].from, gameLocal.time, pos, axis );
- headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos );
- headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis );
- }
- }
- }
- /*
- ================
- idActor::Restart
- ================
- */
- void idActor::Restart( void ) {
- assert( !head.GetEntity() );
- SetupHead();
- FinishSetup();
- }
- /*
- ================
- idActor::Save
- archive object for savegame file
- ================
- */
- void idActor::Save( idSaveGame *savefile ) const {
- idActor *ent;
- int i;
- savefile->WriteInt( team );
- savefile->WriteInt( rank );
- savefile->WriteMat3( viewAxis );
- savefile->WriteInt( enemyList.Num() );
- for ( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
- savefile->WriteObject( ent );
- }
- savefile->WriteFloat( fovDot );
- savefile->WriteVec3( eyeOffset );
- savefile->WriteVec3( modelOffset );
- savefile->WriteAngles( deltaViewAngles );
- savefile->WriteInt( pain_debounce_time );
- savefile->WriteInt( pain_delay );
- savefile->WriteInt( pain_threshold );
- savefile->WriteInt( damageGroups.Num() );
- for( i = 0; i < damageGroups.Num(); i++ ) {
- savefile->WriteString( damageGroups[ i ] );
- }
- savefile->WriteInt( damageScale.Num() );
- for( i = 0; i < damageScale.Num(); i++ ) {
- savefile->WriteFloat( damageScale[ i ] );
- }
- savefile->WriteBool( use_combat_bbox );
- head.Save( savefile );
- savefile->WriteInt( copyJoints.Num() );
- for( i = 0; i < copyJoints.Num(); i++ ) {
- savefile->WriteInt( copyJoints[i].mod );
- savefile->WriteJoint( copyJoints[i].from );
- savefile->WriteJoint( copyJoints[i].to );
- }
- savefile->WriteJoint( leftEyeJoint );
- savefile->WriteJoint( rightEyeJoint );
- savefile->WriteJoint( soundJoint );
- walkIK.Save( savefile );
- savefile->WriteString( animPrefix );
- savefile->WriteString( painAnim );
- savefile->WriteInt( blink_anim );
- savefile->WriteInt( blink_time );
- savefile->WriteInt( blink_min );
- savefile->WriteInt( blink_max );
- // script variables
- savefile->WriteObject( scriptThread );
- savefile->WriteString( waitState );
- headAnim.Save( savefile );
- torsoAnim.Save( savefile );
- legsAnim.Save( savefile );
- savefile->WriteBool( allowPain );
- savefile->WriteBool( allowEyeFocus );
- savefile->WriteInt( painTime );
- savefile->WriteInt( attachments.Num() );
- for ( i = 0; i < attachments.Num(); i++ ) {
- attachments[i].ent.Save( savefile );
- savefile->WriteInt( attachments[i].channel );
- }
- savefile->WriteBool( finalBoss );
- idToken token;
- //FIXME: this is unneccesary
- if ( state ) {
- idLexer src( state->Name(), idStr::Length( state->Name() ), "idAI::Save" );
- src.ReadTokenOnLine( &token );
- src.ExpectTokenString( "::" );
- src.ReadTokenOnLine( &token );
- savefile->WriteString( token );
- } else {
- savefile->WriteString( "" );
- }
- if ( idealState ) {
- idLexer src( idealState->Name(), idStr::Length( idealState->Name() ), "idAI::Save" );
- src.ReadTokenOnLine( &token );
- src.ExpectTokenString( "::" );
- src.ReadTokenOnLine( &token );
- savefile->WriteString( token );
- } else {
- savefile->WriteString( "" );
- }
- #ifdef _D3XP
- savefile->WriteInt(damageCap);
- #endif
- }
- /*
- ================
- idActor::Restore
- unarchives object from save game file
- ================
- */
- void idActor::Restore( idRestoreGame *savefile ) {
- int i, num;
- idActor *ent;
- savefile->ReadInt( team );
- savefile->ReadInt( rank );
- savefile->ReadMat3( viewAxis );
- savefile->ReadInt( num );
- for ( i = 0; i < num; i++ ) {
- savefile->ReadObject( reinterpret_cast<idClass *&>( ent ) );
- assert( ent );
- if ( ent ) {
- ent->enemyNode.AddToEnd( enemyList );
- }
- }
- savefile->ReadFloat( fovDot );
- savefile->ReadVec3( eyeOffset );
- savefile->ReadVec3( modelOffset );
- savefile->ReadAngles( deltaViewAngles );
- savefile->ReadInt( pain_debounce_time );
- savefile->ReadInt( pain_delay );
- savefile->ReadInt( pain_threshold );
- savefile->ReadInt( num );
- damageGroups.SetGranularity( 1 );
- damageGroups.SetNum( num );
- for( i = 0; i < num; i++ ) {
- savefile->ReadString( damageGroups[ i ] );
- }
- savefile->ReadInt( num );
- damageScale.SetNum( num );
- for( i = 0; i < num; i++ ) {
- savefile->ReadFloat( damageScale[ i ] );
- }
- savefile->ReadBool( use_combat_bbox );
- head.Restore( savefile );
- savefile->ReadInt( num );
- copyJoints.SetNum( num );
- for( i = 0; i < num; i++ ) {
- int val;
- savefile->ReadInt( val );
- copyJoints[i].mod = static_cast<jointModTransform_t>( val );
- savefile->ReadJoint( copyJoints[i].from );
- savefile->ReadJoint( copyJoints[i].to );
- }
- savefile->ReadJoint( leftEyeJoint );
- savefile->ReadJoint( rightEyeJoint );
- savefile->ReadJoint( soundJoint );
- walkIK.Restore( savefile );
- savefile->ReadString( animPrefix );
- savefile->ReadString( painAnim );
- savefile->ReadInt( blink_anim );
- savefile->ReadInt( blink_time );
- savefile->ReadInt( blink_min );
- savefile->ReadInt( blink_max );
- savefile->ReadObject( reinterpret_cast<idClass *&>( scriptThread ) );
- savefile->ReadString( waitState );
- headAnim.Restore( savefile );
- torsoAnim.Restore( savefile );
- legsAnim.Restore( savefile );
- savefile->ReadBool( allowPain );
- savefile->ReadBool( allowEyeFocus );
- savefile->ReadInt( painTime );
- savefile->ReadInt( num );
- for ( i = 0; i < num; i++ ) {
- idAttachInfo &attach = attachments.Alloc();
- attach.ent.Restore( savefile );
- savefile->ReadInt( attach.channel );
- }
- savefile->ReadBool( finalBoss );
- idStr statename;
- savefile->ReadString( statename );
- if ( statename.Length() > 0 ) {
- state = GetScriptFunction( statename );
- }
- savefile->ReadString( statename );
- if ( statename.Length() > 0 ) {
- idealState = GetScriptFunction( statename );
- }
- #ifdef _D3XP
- savefile->ReadInt(damageCap);
- #endif
- }
- /*
- ================
- idActor::Hide
- ================
- */
- void idActor::Hide( void ) {
- idEntity *ent;
- idEntity *next;
- idAFEntity_Base::Hide();
- if ( head.GetEntity() ) {
- head.GetEntity()->Hide();
- }
- for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
- next = ent->GetNextTeamEntity();
- if ( ent->GetBindMaster() == this ) {
- ent->Hide();
- if ( ent->IsType( idLight::Type ) ) {
- static_cast<idLight *>( ent )->Off();
- }
- }
- }
- UnlinkCombat();
- }
- /*
- ================
- idActor::Show
- ================
- */
- void idActor::Show( void ) {
- idEntity *ent;
- idEntity *next;
- idAFEntity_Base::Show();
- if ( head.GetEntity() ) {
- head.GetEntity()->Show();
- }
- for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
- next = ent->GetNextTeamEntity();
- if ( ent->GetBindMaster() == this ) {
- ent->Show();
- if ( ent->IsType( idLight::Type ) ) {
- #ifdef _D3XP
- if(!spawnArgs.GetBool("lights_off", "0")) {
- static_cast<idLight *>( ent )->On();
- }
- #endif
-
- }
- }
- }
- LinkCombat();
- }
- /*
- ==============
- idActor::GetDefaultSurfaceType
- ==============
- */
- int idActor::GetDefaultSurfaceType( void ) const {
- return SURFTYPE_FLESH;
- }
- /*
- ================
- idActor::ProjectOverlay
- ================
- */
- void idActor::ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material ) {
- idEntity *ent;
- idEntity *next;
- idEntity::ProjectOverlay( origin, dir, size, material );
- for( ent = GetNextTeamEntity(); ent != NULL; ent = next ) {
- next = ent->GetNextTeamEntity();
- if ( ent->GetBindMaster() == this ) {
- if ( ent->fl.takedamage && ent->spawnArgs.GetBool( "bleed" ) ) {
- ent->ProjectOverlay( origin, dir, size, material );
- }
- }
- }
- }
- /*
- ================
- idActor::LoadAF
- ================
- */
- bool idActor::LoadAF( void ) {
- idStr fileName;
- if ( !spawnArgs.GetString( "ragdoll", "*unknown*", fileName ) || !fileName.Length() ) {
- return false;
- }
- af.SetAnimator( GetAnimator() );
- return af.Load( this, fileName );
- }
- /*
- =====================
- idActor::SetupBody
- =====================
- */
- void idActor::SetupBody( void ) {
- const char *jointname;
- animator.ClearAllAnims( gameLocal.time, 0 );
- animator.ClearAllJoints();
- idEntity *headEnt = head.GetEntity();
- if ( headEnt ) {
- jointname = spawnArgs.GetString( "bone_leftEye" );
- leftEyeJoint = headEnt->GetAnimator()->GetJointHandle( jointname );
- jointname = spawnArgs.GetString( "bone_rightEye" );
- rightEyeJoint = headEnt->GetAnimator()->GetJointHandle( jointname );
- // set up the eye height. check if it's specified in the def.
- if ( !spawnArgs.GetFloat( "eye_height", "0", eyeOffset.z ) ) {
- // if not in the def, then try to base it off the idle animation
- int anim = headEnt->GetAnimator()->GetAnim( "idle" );
- if ( anim && ( leftEyeJoint != INVALID_JOINT ) ) {
- idVec3 pos;
- idMat3 axis;
- headEnt->GetAnimator()->PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, 0 );
- headEnt->GetAnimator()->GetJointTransform( leftEyeJoint, gameLocal.time, pos, axis );
- headEnt->GetAnimator()->ClearAllAnims( gameLocal.time, 0 );
- headEnt->GetAnimator()->ForceUpdate();
- pos += headEnt->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
- eyeOffset = pos + modelOffset;
- } else {
- // just base it off the bounding box size
- eyeOffset.z = GetPhysics()->GetBounds()[ 1 ].z - 6;
- }
- }
- headAnim.Init( this, headEnt->GetAnimator(), ANIMCHANNEL_ALL );
- } else {
- jointname = spawnArgs.GetString( "bone_leftEye" );
- leftEyeJoint = animator.GetJointHandle( jointname );
- jointname = spawnArgs.GetString( "bone_rightEye" );
- rightEyeJoint = animator.GetJointHandle( jointname );
- // set up the eye height. check if it's specified in the def.
- if ( !spawnArgs.GetFloat( "eye_height", "0", eyeOffset.z ) ) {
- // if not in the def, then try to base it off the idle animation
- int anim = animator.GetAnim( "idle" );
- if ( anim && ( leftEyeJoint != INVALID_JOINT ) ) {
- idVec3 pos;
- idMat3 axis;
- animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, 0 );
- animator.GetJointTransform( leftEyeJoint, gameLocal.time, pos, axis );
- animator.ClearAllAnims( gameLocal.time, 0 );
- animator.ForceUpdate();
- eyeOffset = pos + modelOffset;
- } else {
- // just base it off the bounding box size
- eyeOffset.z = GetPhysics()->GetBounds()[ 1 ].z - 6;
- }
- }
- headAnim.Init( this, &animator, ANIMCHANNEL_HEAD );
- }
- waitState = "";
- torsoAnim.Init( this, &animator, ANIMCHANNEL_TORSO );
- legsAnim.Init( this, &animator, ANIMCHANNEL_LEGS );
- }
- /*
- =====================
- idActor::CheckBlink
- =====================
- */
- void idActor::CheckBlink( void ) {
- // check if it's time to blink
- if ( !blink_anim || ( health <= 0 ) || !allowEyeFocus || ( blink_time > gameLocal.time ) ) {
- return;
- }
- idEntity *headEnt = head.GetEntity();
- if ( headEnt ) {
- headEnt->GetAnimator()->PlayAnim( ANIMCHANNEL_EYELIDS, blink_anim, gameLocal.time, 1 );
- } else {
- animator.PlayAnim( ANIMCHANNEL_EYELIDS, blink_anim, gameLocal.time, 1 );
- }
- // set the next blink time
- blink_time = gameLocal.time + blink_min + gameLocal.random.RandomFloat() * ( blink_max - blink_min );
- }
- /*
- ================
- idActor::GetPhysicsToVisualTransform
- ================
- */
- bool idActor::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
- if ( af.IsActive() ) {
- af.GetPhysicsToVisualTransform( origin, axis );
- return true;
- }
- origin = modelOffset;
- axis = viewAxis;
- return true;
- }
- /*
- ================
- idActor::GetPhysicsToSoundTransform
- ================
- */
- bool idActor::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
- if ( soundJoint != INVALID_JOINT ) {
- animator.GetJointTransform( soundJoint, gameLocal.time, origin, axis );
- origin += modelOffset;
- axis = viewAxis;
- } else {
- origin = GetPhysics()->GetGravityNormal() * -eyeOffset.z;
- axis.Identity();
- }
- return true;
- }
- /***********************************************************************
- script state management
- ***********************************************************************/
- /*
- ================
- idActor::ShutdownThreads
- ================
- */
- void idActor::ShutdownThreads( void ) {
- headAnim.Shutdown();
- torsoAnim.Shutdown();
- legsAnim.Shutdown();
- if ( scriptThread ) {
- scriptThread->EndThread();
- scriptThread->PostEventMS( &EV_Remove, 0 );
- delete scriptThread;
- scriptThread = NULL;
- }
- }
- /*
- ================
- idActor::ShouldConstructScriptObjectAtSpawn
- Called during idEntity::Spawn to see if it should construct the script object or not.
- Overridden by subclasses that need to spawn the script object themselves.
- ================
- */
- bool idActor::ShouldConstructScriptObjectAtSpawn( void ) const {
- return false;
- }
- /*
- ================
- idActor::ConstructScriptObject
- Called during idEntity::Spawn. Calls the constructor on the script object.
- Can be overridden by subclasses when a thread doesn't need to be allocated.
- ================
- */
- idThread *idActor::ConstructScriptObject( void ) {
- const function_t *constructor;
- // make sure we have a scriptObject
- if ( !scriptObject.HasObject() ) {
- gameLocal.Error( "No scriptobject set on '%s'. Check the '%s' entityDef.", name.c_str(), GetEntityDefName() );
- }
- if ( !scriptThread ) {
- // create script thread
- scriptThread = new idThread();
- scriptThread->ManualDelete();
- scriptThread->ManualControl();
- scriptThread->SetThreadName( name.c_str() );
- } else {
- scriptThread->EndThread();
- }
-
- // call script object's constructor
- constructor = scriptObject.GetConstructor();
- if ( !constructor ) {
- gameLocal.Error( "Missing constructor on '%s' for entity '%s'", scriptObject.GetTypeName(), name.c_str() );
- }
- // init the script object's data
- scriptObject.ClearObject();
- // just set the current function on the script. we'll execute in the subclasses.
- scriptThread->CallFunction( this, constructor, true );
- return scriptThread;
- }
- /*
- =====================
- idActor::GetScriptFunction
- =====================
- */
- const function_t *idActor::GetScriptFunction( const char *funcname ) {
- const function_t *func;
- func = scriptObject.GetFunction( funcname );
- if ( !func ) {
- scriptThread->Error( "Unknown function '%s' in '%s'", funcname, scriptObject.GetTypeName() );
- }
- return func;
- }
- /*
- =====================
- idActor::SetState
- =====================
- */
- void idActor::SetState( const function_t *newState ) {
- if ( !newState ) {
- gameLocal.Error( "idActor::SetState: Null state" );
- }
- if ( ai_debugScript.GetInteger() == entityNumber ) {
- gameLocal.Printf( "%d: %s: State: %s\n", gameLocal.time, name.c_str(), newState->Name() );
- }
- state = newState;
- idealState = state;
- scriptThread->CallFunction( this, state, true );
- }
- /*
- =====================
- idActor::SetState
- =====================
- */
- void idActor::SetState( const char *statename ) {
- const function_t *newState;
- newState = GetScriptFunction( statename );
- SetState( newState );
- }
- /*
- =====================
- idActor::UpdateScript
- =====================
- */
- void idActor::UpdateScript( void ) {
- int i;
- if ( ai_debugScript.GetInteger() == entityNumber ) {
- scriptThread->EnableDebugInfo();
- } else {
- scriptThread->DisableDebugInfo();
- }
- // a series of state changes can happen in a single frame.
- // this loop limits them in case we've entered an infinite loop.
- for( i = 0; i < 20; i++ ) {
- if ( idealState != state ) {
- SetState( idealState );
- }
- // don't call script until it's done waiting
- if ( scriptThread->IsWaiting() ) {
- break;
- }
-
- scriptThread->Execute();
- if ( idealState == state ) {
- break;
- }
- }
- if ( i == 20 ) {
- scriptThread->Warning( "idActor::UpdateScript: exited loop to prevent lockup" );
- }
- }
- /***********************************************************************
- vision
- ***********************************************************************/
- /*
- =====================
- idActor::setFov
- =====================
- */
- void idActor::SetFOV( float fov ) {
- fovDot = (float)cos( DEG2RAD( fov * 0.5f ) );
- }
- /*
- =====================
- idActor::SetEyeHeight
- =====================
- */
- void idActor::SetEyeHeight( float height ) {
- eyeOffset.z = height;
- }
- /*
- =====================
- idActor::EyeHeight
- =====================
- */
- float idActor::EyeHeight( void ) const {
- return eyeOffset.z;
- }
- /*
- =====================
- idActor::EyeOffset
- =====================
- */
- idVec3 idActor::EyeOffset( void ) const {
- return GetPhysics()->GetGravityNormal() * -eyeOffset.z;
- }
- /*
- =====================
- idActor::GetEyePosition
- =====================
- */
- idVec3 idActor::GetEyePosition( void ) const {
- return GetPhysics()->GetOrigin() + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z );
- }
- /*
- =====================
- idActor::GetViewPos
- =====================
- */
- void idActor::GetViewPos( idVec3 &origin, idMat3 &axis ) const {
- origin = GetEyePosition();
- axis = viewAxis;
- }
- /*
- =====================
- idActor::CheckFOV
- =====================
- */
- bool idActor::CheckFOV( const idVec3 &pos ) const {
- if ( fovDot == 1.0f ) {
- return true;
- }
- float dot;
- idVec3 delta;
-
- delta = pos - GetEyePosition();
- // get our gravity normal
- const idVec3 &gravityDir = GetPhysics()->GetGravityNormal();
- // infinite vertical vision, so project it onto our orientation plane
- delta -= gravityDir * ( gravityDir * delta );
- delta.Normalize();
- dot = viewAxis[ 0 ] * delta;
- return ( dot >= fovDot );
- }
- /*
- =====================
- idActor::CanSee
- =====================
- */
- bool idActor::CanSee( idEntity *ent, bool useFov ) const {
- trace_t tr;
- idVec3 eye;
- idVec3 toPos;
- if ( ent->IsHidden() ) {
- return false;
- }
- if ( ent->IsType( idActor::Type ) ) {
- toPos = ( ( idActor * )ent )->GetEyePosition();
- } else {
- toPos = ent->GetPhysics()->GetOrigin();
- }
- if ( useFov && !CheckFOV( toPos ) ) {
- return false;
- }
- eye = GetEyePosition();
- gameLocal.clip.TracePoint( tr, eye, toPos, MASK_OPAQUE, this );
- if ( tr.fraction >= 1.0f || ( gameLocal.GetTraceEntity( tr ) == ent ) ) {
- return true;
- }
- return false;
- }
- /*
- =====================
- idActor::PointVisible
- =====================
- */
- bool idActor::PointVisible( const idVec3 &point ) const {
- trace_t results;
- idVec3 start, end;
- start = GetEyePosition();
- end = point;
- end[2] += 1.0f;
- gameLocal.clip.TracePoint( results, start, end, MASK_OPAQUE, this );
- return ( results.fraction >= 1.0f );
- }
- /*
- =====================
- idActor::GetAIAimTargets
- Returns positions for the AI to aim at.
- =====================
- */
- void idActor::GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos ) {
- headPos = lastSightPos + EyeOffset();
- chestPos = ( headPos + lastSightPos + GetPhysics()->GetBounds().GetCenter() ) * 0.5f;
- }
- /*
- =====================
- idActor::GetRenderView
- =====================
- */
- renderView_t *idActor::GetRenderView() {
- renderView_t *rv = idEntity::GetRenderView();
- rv->viewaxis = viewAxis;
- rv->vieworg = GetEyePosition();
- return rv;
- }
- /***********************************************************************
- Model/Ragdoll
- ***********************************************************************/
- /*
- ================
- idActor::SetCombatModel
- ================
- */
- void idActor::SetCombatModel( void ) {
- idAFAttachment *headEnt;
- if ( !use_combat_bbox ) {
- if ( combatModel ) {
- combatModel->Unlink();
- combatModel->LoadModel( modelDefHandle );
- } else {
- combatModel = new idClipModel( modelDefHandle );
- }
- headEnt = head.GetEntity();
- if ( headEnt ) {
- headEnt->SetCombatModel();
- }
- }
- }
- /*
- ================
- idActor::GetCombatModel
- ================
- */
- idClipModel *idActor::GetCombatModel( void ) const {
- return combatModel;
- }
- /*
- ================
- idActor::LinkCombat
- ================
- */
- void idActor::LinkCombat( void ) {
- idAFAttachment *headEnt;
- if ( fl.hidden || use_combat_bbox ) {
- return;
- }
- if ( combatModel ) {
- combatModel->Link( gameLocal.clip, this, 0, renderEntity.origin, renderEntity.axis, modelDefHandle );
- }
- headEnt = head.GetEntity();
- if ( headEnt ) {
- headEnt->LinkCombat();
- }
- }
- /*
- ================
- idActor::UnlinkCombat
- ================
- */
- void idActor::UnlinkCombat( void ) {
- idAFAttachment *headEnt;
- if ( combatModel ) {
- combatModel->Unlink();
- }
- headEnt = head.GetEntity();
- if ( headEnt ) {
- headEnt->UnlinkCombat();
- }
- }
- /*
- ================
- idActor::StartRagdoll
- ================
- */
- bool idActor::StartRagdoll( void ) {
- float slomoStart, slomoEnd;
- float jointFrictionDent, jointFrictionDentStart, jointFrictionDentEnd;
- float contactFrictionDent, contactFrictionDentStart, contactFrictionDentEnd;
- // if no AF loaded
- if ( !af.IsLoaded() ) {
- return false;
- }
- // if the AF is already active
- if ( af.IsActive() ) {
- return true;
- }
- // disable the monster bounding box
- GetPhysics()->DisableClip();
- // start using the AF
- af.StartFromCurrentPose( spawnArgs.GetInt( "velocityTime", "0" ) );
- slomoStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_slomoStart", "-1.6" );
- slomoEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_slomoEnd", "0.8" );
- // do the first part of the death in slow motion
- af.GetPhysics()->SetTimeScaleRamp( slomoStart, slomoEnd );
- jointFrictionDent = spawnArgs.GetFloat( "ragdoll_jointFrictionDent", "0.1" );
- jointFrictionDentStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_jointFrictionStart", "0.2" );
- jointFrictionDentEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_jointFrictionEnd", "1.2" );
- // set joint friction dent
- af.GetPhysics()->SetJointFrictionDent( jointFrictionDent, jointFrictionDentStart, jointFrictionDentEnd );
- contactFrictionDent = spawnArgs.GetFloat( "ragdoll_contactFrictionDent", "0.1" );
- contactFrictionDentStart = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_contactFrictionStart", "1.0" );
- contactFrictionDentEnd = MS2SEC( gameLocal.time ) + spawnArgs.GetFloat( "ragdoll_contactFrictionEnd", "2.0" );
- // set contact friction dent
- af.GetPhysics()->SetContactFrictionDent( contactFrictionDent, contactFrictionDentStart, contactFrictionDentEnd );
- // drop any items the actor is holding
- idMoveableItem::DropItems( this, "death", NULL );
- // drop any articulated figures the actor is holding
- idAFEntity_Base::DropAFs( this, "death", NULL );
- RemoveAttachments();
- return true;
- }
- /*
- ================
- idActor::StopRagdoll
- ================
- */
- void idActor::StopRagdoll( void ) {
- if ( af.IsActive() ) {
- af.Stop();
- }
- }
- /*
- ================
- idActor::UpdateAnimationControllers
- ================
- */
- bool idActor::UpdateAnimationControllers( void ) {
- if ( af.IsActive() ) {
- return idAFEntity_Base::UpdateAnimationControllers();
- } else {
- animator.ClearAFPose();
- }
- if ( walkIK.IsInitialized() ) {
- walkIK.Evaluate();
- return true;
- }
- return false;
- }
- /*
- ================
- idActor::RemoveAttachments
- ================
- */
- void idActor::RemoveAttachments( void ) {
- int i;
- idEntity *ent;
- // remove any attached entities
- for( i = 0; i < attachments.Num(); i++ ) {
- ent = attachments[ i ].ent.GetEntity();
- if ( ent && ent->spawnArgs.GetBool( "remove" ) ) {
- ent->PostEventMS( &EV_Remove, 0 );
- }
- }
- }
- /*
- ================
- idActor::Attach
- ================
- */
- void idActor::Attach( idEntity *ent ) {
- idVec3 origin;
- idMat3 axis;
- jointHandle_t joint;
- idStr jointName;
- idAttachInfo &attach = attachments.Alloc();
- idAngles angleOffset;
- idVec3 originOffset;
- jointName = ent->spawnArgs.GetString( "joint" );
- joint = animator.GetJointHandle( jointName );
- if ( joint == INVALID_JOINT ) {
- gameLocal.Error( "Joint '%s' not found for attaching '%s' on '%s'", jointName.c_str(), ent->GetClassname(), name.c_str() );
- }
- angleOffset = ent->spawnArgs.GetAngles( "angles" );
- originOffset = ent->spawnArgs.GetVector( "origin" );
- attach.channel = animator.GetChannelForJoint( joint );
- GetJointWorldTransform( joint, gameLocal.time, origin, axis );
- attach.ent = ent;
- ent->SetOrigin( origin + originOffset * renderEntity.axis );
- idMat3 rotate = angleOffset.ToMat3();
- idMat3 newAxis = rotate * axis;
- ent->SetAxis( newAxis );
- ent->BindToJoint( this, joint, true );
- ent->cinematic = cinematic;
- }
- /*
- ================
- idActor::Teleport
- ================
- */
- void idActor::Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ) {
- GetPhysics()->SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
- GetPhysics()->SetLinearVelocity( vec3_origin );
- viewAxis = angles.ToMat3();
- UpdateVisuals();
- if ( !IsHidden() ) {
- // kill anything at the new position
- gameLocal.KillBox( this );
- }
- }
- /*
- ================
- idActor::GetDeltaViewAngles
- ================
- */
- const idAngles &idActor::GetDeltaViewAngles( void ) const {
- return deltaViewAngles;
- }
- /*
- ================
- idActor::SetDeltaViewAngles
- ================
- */
- void idActor::SetDeltaViewAngles( const idAngles &delta ) {
- deltaViewAngles = delta;
- }
- /*
- ================
- idActor::HasEnemies
- ================
- */
- bool idActor::HasEnemies( void ) const {
- idActor *ent;
- for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
- if ( !ent->fl.hidden ) {
- return true;
- }
- }
- return false;
- }
- /*
- ================
- idActor::ClosestEnemyToPoint
- ================
- */
- idActor *idActor::ClosestEnemyToPoint( const idVec3 &pos ) {
- idActor *ent;
- idActor *bestEnt;
- float bestDistSquared;
- float distSquared;
- idVec3 delta;
- bestDistSquared = idMath::INFINITY;
- bestEnt = NULL;
- for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
- if ( ent->fl.hidden ) {
- continue;
- }
- delta = ent->GetPhysics()->GetOrigin() - pos;
- distSquared = delta.LengthSqr();
- if ( distSquared < bestDistSquared ) {
- bestEnt = ent;
- bestDistSquared = distSquared;
- }
- }
- return bestEnt;
- }
- /*
- ================
- idActor::EnemyWithMostHealth
- ================
- */
- idActor *idActor::EnemyWithMostHealth() {
- idActor *ent;
- idActor *bestEnt;
- int most = -9999;
- bestEnt = NULL;
- for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
- if ( !ent->fl.hidden && ( ent->health > most ) ) {
- bestEnt = ent;
- most = ent->health;
- }
- }
- return bestEnt;
- }
- /*
- ================
- idActor::OnLadder
- ================
- */
- bool idActor::OnLadder( void ) const {
- return false;
- }
- /*
- ==============
- idActor::GetAASLocation
- ==============
- */
- void idActor::GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const {
- idVec3 size;
- idBounds bounds;
- GetFloorPos( 64.0f, pos );
- if ( !aas ) {
- areaNum = 0;
- return;
- }
-
- size = aas->GetSettings()->boundingBoxes[0][1];
- bounds[0] = -size;
- size.z = 32.0f;
- bounds[1] = size;
- areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK );
- if ( areaNum ) {
- aas->PushPointIntoAreaNum( areaNum, pos );
- }
- }
- /***********************************************************************
- animation state
- ***********************************************************************/
- /*
- =====================
- idActor::SetAnimState
- =====================
- */
- void idActor::SetAnimState( int channel, const char *statename, int blendFrames ) {
- const function_t *func;
- func = scriptObject.GetFunction( statename );
- if ( !func ) {
- assert( 0 );
- gameLocal.Error( "Can't find function '%s' in object '%s'", statename, scriptObject.GetTypeName() );
- }
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headAnim.SetState( statename, blendFrames );
- allowEyeFocus = true;
- break;
-
- case ANIMCHANNEL_TORSO :
- torsoAnim.SetState( statename, blendFrames );
- legsAnim.Enable( blendFrames );
- allowPain = true;
- allowEyeFocus = true;
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.SetState( statename, blendFrames );
- torsoAnim.Enable( blendFrames );
- allowPain = true;
- allowEyeFocus = true;
- break;
- default:
- gameLocal.Error( "idActor::SetAnimState: Unknown anim group" );
- break;
- }
- }
- /*
- =====================
- idActor::GetAnimState
- =====================
- */
- const char *idActor::GetAnimState( int channel ) const {
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- return headAnim.state;
- break;
- case ANIMCHANNEL_TORSO :
- return torsoAnim.state;
- break;
- case ANIMCHANNEL_LEGS :
- return legsAnim.state;
- break;
- default:
- gameLocal.Error( "idActor::GetAnimState: Unknown anim group" );
- return NULL;
- break;
- }
- }
- /*
- =====================
- idActor::InAnimState
- =====================
- */
- bool idActor::InAnimState( int channel, const char *statename ) const {
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- if ( headAnim.state == statename ) {
- return true;
- }
- break;
- case ANIMCHANNEL_TORSO :
- if ( torsoAnim.state == statename ) {
- return true;
- }
- break;
- case ANIMCHANNEL_LEGS :
- if ( legsAnim.state == statename ) {
- return true;
- }
- break;
- default:
- gameLocal.Error( "idActor::InAnimState: Unknown anim group" );
- break;
- }
- return false;
- }
- /*
- =====================
- idActor::WaitState
- =====================
- */
- const char *idActor::WaitState( void ) const {
- if ( waitState.Length() ) {
- return waitState;
- } else {
- return NULL;
- }
- }
- /*
- =====================
- idActor::SetWaitState
- =====================
- */
- void idActor::SetWaitState( const char *_waitstate ) {
- waitState = _waitstate;
- }
- /*
- =====================
- idActor::UpdateAnimState
- =====================
- */
- void idActor::UpdateAnimState( void ) {
- headAnim.UpdateState();
- torsoAnim.UpdateState();
- legsAnim.UpdateState();
- }
- /*
- =====================
- idActor::GetAnim
- =====================
- */
- int idActor::GetAnim( int channel, const char *animname ) {
- int anim;
- const char *temp;
- idAnimator *animatorPtr;
- if ( channel == ANIMCHANNEL_HEAD ) {
- if ( !head.GetEntity() ) {
- return 0;
- }
- animatorPtr = head.GetEntity()->GetAnimator();
- } else {
- animatorPtr = &animator;
- }
- if ( animPrefix.Length() ) {
- temp = va( "%s_%s", animPrefix.c_str(), animname );
- anim = animatorPtr->GetAnim( temp );
- if ( anim ) {
- return anim;
- }
- }
- anim = animatorPtr->GetAnim( animname );
- return anim;
- }
- /*
- ===============
- idActor::SyncAnimChannels
- ===============
- */
- void idActor::SyncAnimChannels( int channel, int syncToChannel, int blendFrames ) {
- idAnimator *headAnimator;
- idAFAttachment *headEnt;
- int anim;
- idAnimBlend *syncAnim;
- int starttime;
- int blendTime;
- int cycle;
- blendTime = FRAME2MS( blendFrames );
- if ( channel == ANIMCHANNEL_HEAD ) {
- headEnt = head.GetEntity();
- if ( headEnt ) {
- headAnimator = headEnt->GetAnimator();
- syncAnim = animator.CurrentAnim( syncToChannel );
- if ( syncAnim ) {
- anim = headAnimator->GetAnim( syncAnim->AnimFullName() );
- if ( !anim ) {
- anim = headAnimator->GetAnim( syncAnim->AnimName() );
- }
- if ( anim ) {
- cycle = animator.CurrentAnim( syncToChannel )->GetCycleCount();
- starttime = animator.CurrentAnim( syncToChannel )->GetStartTime();
- headAnimator->PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, blendTime );
- headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( cycle );
- headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->SetStartTime( starttime );
- } else {
- headEnt->PlayIdleAnim( blendTime );
- }
- }
- }
- } else if ( syncToChannel == ANIMCHANNEL_HEAD ) {
- headEnt = head.GetEntity();
- if ( headEnt ) {
- headAnimator = headEnt->GetAnimator();
- syncAnim = headAnimator->CurrentAnim( ANIMCHANNEL_ALL );
- if ( syncAnim ) {
- anim = GetAnim( channel, syncAnim->AnimFullName() );
- if ( !anim ) {
- anim = GetAnim( channel, syncAnim->AnimName() );
- }
- if ( anim ) {
- cycle = headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetCycleCount();
- starttime = headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime();
- animator.PlayAnim( channel, anim, gameLocal.time, blendTime );
- animator.CurrentAnim( channel )->SetCycleCount( cycle );
- animator.CurrentAnim( channel )->SetStartTime( starttime );
- }
- }
- }
- } else {
- animator.SyncAnimChannels( channel, syncToChannel, gameLocal.time, blendTime );
- }
- }
- /***********************************************************************
- Damage
- ***********************************************************************/
- /*
- ============
- idActor::Gib
- ============
- */
- void idActor::Gib( const idVec3 &dir, const char *damageDefName ) {
- // no gibbing in multiplayer - by self damage or by moving objects
- if ( gameLocal.isMultiplayer ) {
- return;
- }
- // only gib once
- if ( gibbed ) {
- return;
- }
- idAFEntity_Gibbable::Gib( dir, damageDefName );
- if ( head.GetEntity() ) {
- head.GetEntity()->Hide();
- }
- StopSound( SND_CHANNEL_VOICE, false );
- }
- /*
- ============
- idActor::Damage
- this entity that is being damaged
- inflictor entity that is causing the damage
- attacker entity that caused the inflictor to damage targ
- example: this=monster, inflictor=rocket, attacker=player
- dir direction of the attack for knockback in global space
- point point at which the damage is being inflicted, used for headshots
- damage amount of damage being inflicted
- inflictor, attacker, dir, and point can be NULL for environmental effects
- Bleeding wounds and surface overlays are applied in the collision code that
- calls Damage()
- ============
- */
- void idActor::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
- const char *damageDefName, const float damageScale, const int location ) {
- if ( !fl.takedamage ) {
- return;
- }
- if ( !inflictor ) {
- inflictor = gameLocal.world;
- }
- if ( !attacker ) {
- attacker = gameLocal.world;
- }
- #ifdef _D3XP
- SetTimeState ts( timeGroup );
- // Helltime boss is immune to all projectiles except the helltime killer
- if ( finalBoss && idStr::Icmp(inflictor->GetEntityDefName(), "projectile_helltime_killer") ) {
- return;
- }
- // Maledict is immume to the falling asteroids
- if ( !idStr::Icmp( GetEntityDefName(), "monster_boss_d3xp_maledict" ) &&
- (!idStr::Icmp( damageDefName, "damage_maledict_asteroid" ) || !idStr::Icmp( damageDefName, "damage_maledict_asteroid_splash" ) ) ) {
- return;
- }
- #else
- if ( finalBoss && !inflictor->IsType( idSoulCubeMissile::Type ) ) {
- return;
- }
- #endif
- const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
- if ( !damageDef ) {
- gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
- }
- int damage = damageDef->GetInt( "damage" ) * damageScale;
- damage = GetDamageForLocation( damage, location );
- // inform the attacker that they hit someone
- attacker->DamageFeedback( this, inflictor, damage );
- if ( damage > 0 ) {
- health -= damage;
- #ifdef _D3XP
- //Check the health against any damage cap that is currently set
- if(damageCap >= 0 && health < damageCap) {
- health = damageCap;
- }
- #endif
- if ( health <= 0 ) {
- if ( health < -999 ) {
- health = -999;
- }
- Killed( inflictor, attacker, damage, dir, location );
- if ( ( health < -20 ) && spawnArgs.GetBool( "gib" ) && damageDef->GetBool( "gib" ) ) {
- Gib( dir, damageDefName );
- }
- } else {
- Pain( inflictor, attacker, damage, dir, location );
- }
- } else {
- // don't accumulate knockback
- if ( af.IsLoaded() ) {
- // clear impacts
- af.Rest();
- // physics is turned off by calling af.Rest()
- BecomeActive( TH_PHYSICS );
- }
- }
- }
- /*
- =====================
- idActor::ClearPain
- =====================
- */
- void idActor::ClearPain( void ) {
- pain_debounce_time = 0;
- }
- /*
- =====================
- idActor::Pain
- =====================
- */
- bool idActor::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
- if ( af.IsLoaded() ) {
- // clear impacts
- af.Rest();
- // physics is turned off by calling af.Rest()
- BecomeActive( TH_PHYSICS );
- }
- if ( gameLocal.time < pain_debounce_time ) {
- return false;
- }
- // don't play pain sounds more than necessary
- pain_debounce_time = gameLocal.time + pain_delay;
- if ( health > 75 ) {
- StartSound( "snd_pain_small", SND_CHANNEL_VOICE, 0, false, NULL );
- } else if ( health > 50 ) {
- StartSound( "snd_pain_medium", SND_CHANNEL_VOICE, 0, false, NULL );
- } else if ( health > 25 ) {
- StartSound( "snd_pain_large", SND_CHANNEL_VOICE, 0, false, NULL );
- } else {
- StartSound( "snd_pain_huge", SND_CHANNEL_VOICE, 0, false, NULL );
- }
- if ( !allowPain || ( gameLocal.time < painTime ) ) {
- // don't play a pain anim
- return false;
- }
- if ( pain_threshold && ( damage < pain_threshold ) ) {
- return false;
- }
- // set the pain anim
- idStr damageGroup = GetDamageGroup( location );
- painAnim = "";
- if ( animPrefix.Length() ) {
- if ( damageGroup.Length() && ( damageGroup != "legs" ) ) {
- sprintf( painAnim, "%s_pain_%s", animPrefix.c_str(), damageGroup.c_str() );
- if ( !animator.HasAnim( painAnim ) ) {
- sprintf( painAnim, "pain_%s", damageGroup.c_str() );
- if ( !animator.HasAnim( painAnim ) ) {
- painAnim = "";
- }
- }
- }
- if ( !painAnim.Length() ) {
- sprintf( painAnim, "%s_pain", animPrefix.c_str() );
- if ( !animator.HasAnim( painAnim ) ) {
- painAnim = "";
- }
- }
- } else if ( damageGroup.Length() && ( damageGroup != "legs" ) ) {
- sprintf( painAnim, "pain_%s", damageGroup.c_str() );
- if ( !animator.HasAnim( painAnim ) ) {
- sprintf( painAnim, "pain_%s", damageGroup.c_str() );
- if ( !animator.HasAnim( painAnim ) ) {
- painAnim = "";
- }
- }
- }
- if ( !painAnim.Length() ) {
- painAnim = "pain";
- }
- if ( g_debugDamage.GetBool() ) {
- gameLocal.Printf( "Damage: joint: '%s', zone '%s', anim '%s'\n", animator.GetJointName( ( jointHandle_t )location ),
- damageGroup.c_str(), painAnim.c_str() );
- }
- return true;
- }
- /*
- =====================
- idActor::SpawnGibs
- =====================
- */
- void idActor::SpawnGibs( const idVec3 &dir, const char *damageDefName ) {
- idAFEntity_Gibbable::SpawnGibs( dir, damageDefName );
- RemoveAttachments();
- }
- /*
- =====================
- idActor::SetupDamageGroups
- FIXME: only store group names once and store an index for each joint
- =====================
- */
- void idActor::SetupDamageGroups( void ) {
- int i;
- const idKeyValue *arg;
- idStr groupname;
- idList<jointHandle_t> jointList;
- int jointnum;
- float scale;
- // create damage zones
- damageGroups.SetNum( animator.NumJoints() );
- arg = spawnArgs.MatchPrefix( "damage_zone ", NULL );
- while ( arg ) {
- groupname = arg->GetKey();
- groupname.Strip( "damage_zone " );
- animator.GetJointList( arg->GetValue(), jointList );
- for( i = 0; i < jointList.Num(); i++ ) {
- jointnum = jointList[ i ];
- damageGroups[ jointnum ] = groupname;
- }
- jointList.Clear();
- arg = spawnArgs.MatchPrefix( "damage_zone ", arg );
- }
- // initilize the damage zones to normal damage
- damageScale.SetNum( animator.NumJoints() );
- for( i = 0; i < damageScale.Num(); i++ ) {
- damageScale[ i ] = 1.0f;
- }
- // set the percentage on damage zones
- arg = spawnArgs.MatchPrefix( "damage_scale ", NULL );
- while ( arg ) {
- scale = atof( arg->GetValue() );
- groupname = arg->GetKey();
- groupname.Strip( "damage_scale " );
- for( i = 0; i < damageScale.Num(); i++ ) {
- if ( damageGroups[ i ] == groupname ) {
- damageScale[ i ] = scale;
- }
- }
- arg = spawnArgs.MatchPrefix( "damage_scale ", arg );
- }
- }
- /*
- =====================
- idActor::GetDamageForLocation
- =====================
- */
- int idActor::GetDamageForLocation( int damage, int location ) {
- if ( ( location < 0 ) || ( location >= damageScale.Num() ) ) {
- return damage;
- }
- return (int)ceil( damage * damageScale[ location ] );
- }
- /*
- =====================
- idActor::GetDamageGroup
- =====================
- */
- const char *idActor::GetDamageGroup( int location ) {
- if ( ( location < 0 ) || ( location >= damageGroups.Num() ) ) {
- return "";
- }
- return damageGroups[ location ];
- }
- /***********************************************************************
- Events
- ***********************************************************************/
- /*
- =====================
- idActor::Event_EnableEyeFocus
- =====================
- */
- void idActor::PlayFootStepSound( void ) {
- const char *sound = NULL;
- const idMaterial *material;
- if ( !GetPhysics()->HasGroundContacts() ) {
- return;
- }
- // start footstep sound based on material type
- material = GetPhysics()->GetContact( 0 ).material;
- if ( material != NULL ) {
- sound = spawnArgs.GetString( va( "snd_footstep_%s", gameLocal.sufaceTypeNames[ material->GetSurfaceType() ] ) );
- }
- if ( *sound == '\0' ) {
- sound = spawnArgs.GetString( "snd_footstep" );
- }
- if ( *sound != '\0' ) {
- StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_BODY, 0, false, NULL );
- }
- }
- /*
- =====================
- idActor::Event_EnableEyeFocus
- =====================
- */
- void idActor::Event_EnableEyeFocus( void ) {
- allowEyeFocus = true;
- blink_time = gameLocal.time + blink_min + gameLocal.random.RandomFloat() * ( blink_max - blink_min );
- }
- /*
- =====================
- idActor::Event_DisableEyeFocus
- =====================
- */
- void idActor::Event_DisableEyeFocus( void ) {
- allowEyeFocus = false;
-
- idEntity *headEnt = head.GetEntity();
- if ( headEnt ) {
- headEnt->GetAnimator()->Clear( ANIMCHANNEL_EYELIDS, gameLocal.time, FRAME2MS( 2 ) );
- } else {
- animator.Clear( ANIMCHANNEL_EYELIDS, gameLocal.time, FRAME2MS( 2 ) );
- }
- }
- /*
- ===============
- idActor::Event_Footstep
- ===============
- */
- void idActor::Event_Footstep( void ) {
- PlayFootStepSound();
- }
- /*
- =====================
- idActor::Event_EnableWalkIK
- =====================
- */
- void idActor::Event_EnableWalkIK( void ) {
- walkIK.EnableAll();
- }
- /*
- =====================
- idActor::Event_DisableWalkIK
- =====================
- */
- void idActor::Event_DisableWalkIK( void ) {
- walkIK.DisableAll();
- }
- /*
- =====================
- idActor::Event_EnableLegIK
- =====================
- */
- void idActor::Event_EnableLegIK( int num ) {
- walkIK.EnableLeg( num );
- }
- /*
- =====================
- idActor::Event_DisableLegIK
- =====================
- */
- void idActor::Event_DisableLegIK( int num ) {
- walkIK.DisableLeg( num );
- }
- /*
- =====================
- idActor::Event_PreventPain
- =====================
- */
- void idActor::Event_PreventPain( float duration ) {
- painTime = gameLocal.time + SEC2MS( duration );
- }
- /*
- ===============
- idActor::Event_DisablePain
- ===============
- */
- void idActor::Event_DisablePain( void ) {
- allowPain = false;
- }
- /*
- ===============
- idActor::Event_EnablePain
- ===============
- */
- void idActor::Event_EnablePain( void ) {
- allowPain = true;
- }
- /*
- =====================
- idActor::Event_GetPainAnim
- =====================
- */
- void idActor::Event_GetPainAnim( void ) {
- if ( !painAnim.Length() ) {
- idThread::ReturnString( "pain" );
- } else {
- idThread::ReturnString( painAnim );
- }
- }
- /*
- =====================
- idActor::Event_SetAnimPrefix
- =====================
- */
- void idActor::Event_SetAnimPrefix( const char *prefix ) {
- animPrefix = prefix;
- }
- /*
- ===============
- idActor::Event_StopAnim
- ===============
- */
- void idActor::Event_StopAnim( int channel, int frames ) {
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headAnim.StopAnim( frames );
- break;
- case ANIMCHANNEL_TORSO :
- torsoAnim.StopAnim( frames );
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.StopAnim( frames );
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- break;
- }
- }
- /*
- ===============
- idActor::Event_PlayAnim
- ===============
- */
- void idActor::Event_PlayAnim( int channel, const char *animname ) {
- animFlags_t flags;
- idEntity *headEnt;
- int anim;
-
- anim = GetAnim( channel, animname );
- if ( !anim ) {
- if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
- gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
- } else {
- gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), GetEntityDefName() );
- }
- idThread::ReturnInt( 0 );
- return;
- }
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headEnt = head.GetEntity();
- if ( headEnt ) {
- headAnim.idleAnim = false;
- headAnim.PlayAnim( anim );
- flags = headAnim.GetAnimFlags();
- if ( !flags.prevent_idle_override ) {
- if ( torsoAnim.IsIdle() ) {
- torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
- if ( legsAnim.IsIdle() ) {
- legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
- }
- }
- }
- }
- break;
- case ANIMCHANNEL_TORSO :
- torsoAnim.idleAnim = false;
- torsoAnim.PlayAnim( anim );
- flags = torsoAnim.GetAnimFlags();
- if ( !flags.prevent_idle_override ) {
- if ( headAnim.IsIdle() ) {
- headAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- }
- if ( legsAnim.IsIdle() ) {
- legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- }
- }
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.idleAnim = false;
- legsAnim.PlayAnim( anim );
- flags = legsAnim.GetAnimFlags();
- if ( !flags.prevent_idle_override ) {
- if ( torsoAnim.IsIdle() ) {
- torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
- if ( headAnim.IsIdle() ) {
- headAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
- }
- }
- }
- break;
- default :
- gameLocal.Error( "Unknown anim group" );
- break;
- }
- idThread::ReturnInt( 1 );
- }
- /*
- ===============
- idActor::Event_PlayCycle
- ===============
- */
- void idActor::Event_PlayCycle( int channel, const char *animname ) {
- animFlags_t flags;
- int anim;
-
- anim = GetAnim( channel, animname );
- if ( !anim ) {
- if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
- gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
- } else {
- gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), GetEntityDefName() );
- }
- idThread::ReturnInt( false );
- return;
- }
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headAnim.idleAnim = false;
- headAnim.CycleAnim( anim );
- flags = headAnim.GetAnimFlags();
- if ( !flags.prevent_idle_override ) {
- if ( torsoAnim.IsIdle() && legsAnim.IsIdle() ) {
- torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
- legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
- }
- }
- break;
- case ANIMCHANNEL_TORSO :
- torsoAnim.idleAnim = false;
- torsoAnim.CycleAnim( anim );
- flags = torsoAnim.GetAnimFlags();
- if ( !flags.prevent_idle_override ) {
- if ( headAnim.IsIdle() ) {
- headAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- }
- if ( legsAnim.IsIdle() ) {
- legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- }
- }
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.idleAnim = false;
- legsAnim.CycleAnim( anim );
- flags = legsAnim.GetAnimFlags();
- if ( !flags.prevent_idle_override ) {
- if ( torsoAnim.IsIdle() ) {
- torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
- if ( headAnim.IsIdle() ) {
- headAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
- }
- }
- }
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- }
- idThread::ReturnInt( true );
- }
- /*
- ===============
- idActor::Event_IdleAnim
- ===============
- */
- void idActor::Event_IdleAnim( int channel, const char *animname ) {
- int anim;
-
- anim = GetAnim( channel, animname );
- if ( !anim ) {
- if ( ( channel == ANIMCHANNEL_HEAD ) && head.GetEntity() ) {
- gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), spawnArgs.GetString( "def_head", "" ) );
- } else {
- gameLocal.DPrintf( "missing '%s' animation on '%s' (%s)\n", animname, name.c_str(), GetEntityDefName() );
- }
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headAnim.BecomeIdle();
- break;
- case ANIMCHANNEL_TORSO :
- torsoAnim.BecomeIdle();
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.BecomeIdle();
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- }
- idThread::ReturnInt( false );
- return;
- }
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headAnim.BecomeIdle();
- if ( torsoAnim.GetAnimFlags().prevent_idle_override ) {
- // don't sync to torso body if it doesn't override idle anims
- headAnim.CycleAnim( anim );
- } else if ( torsoAnim.IsIdle() && legsAnim.IsIdle() ) {
- // everything is idle, so play the anim on the head and copy it to the torso and legs
- headAnim.CycleAnim( anim );
- torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
- legsAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_HEAD, headAnim.lastAnimBlendFrames );
- } else if ( torsoAnim.IsIdle() ) {
- // sync the head and torso to the legs
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, headAnim.animBlendFrames );
- torsoAnim.animBlendFrames = headAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, torsoAnim.animBlendFrames );
- } else {
- // sync the head to the torso
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, headAnim.animBlendFrames );
- }
- break;
- case ANIMCHANNEL_TORSO :
- torsoAnim.BecomeIdle();
- if ( legsAnim.GetAnimFlags().prevent_idle_override ) {
- // don't sync to legs if legs anim doesn't override idle anims
- torsoAnim.CycleAnim( anim );
- } else if ( legsAnim.IsIdle() ) {
- // play the anim in both legs and torso
- torsoAnim.CycleAnim( anim );
- legsAnim.animBlendFrames = torsoAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- } else {
- // sync the anim to the legs
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, torsoAnim.animBlendFrames );
- }
- if ( headAnim.IsIdle() ) {
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- }
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.BecomeIdle();
- if ( torsoAnim.GetAnimFlags().prevent_idle_override ) {
- // don't sync to torso if torso anim doesn't override idle anims
- legsAnim.CycleAnim( anim );
- } else if ( torsoAnim.IsIdle() ) {
- // play the anim in both legs and torso
- legsAnim.CycleAnim( anim );
- torsoAnim.animBlendFrames = legsAnim.lastAnimBlendFrames;
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
- if ( headAnim.IsIdle() ) {
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
- }
- } else {
- // sync the anim to the torso
- SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, legsAnim.animBlendFrames );
- }
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- }
- idThread::ReturnInt( true );
- }
- /*
- ================
- idActor::Event_SetSyncedAnimWeight
- ================
- */
- void idActor::Event_SetSyncedAnimWeight( int channel, int anim, float weight ) {
- idEntity *headEnt;
- headEnt = head.GetEntity();
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- if ( headEnt ) {
- animator.CurrentAnim( ANIMCHANNEL_ALL )->SetSyncedAnimWeight( anim, weight );
- } else {
- animator.CurrentAnim( ANIMCHANNEL_HEAD )->SetSyncedAnimWeight( anim, weight );
- }
- if ( torsoAnim.IsIdle() ) {
- animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
- if ( legsAnim.IsIdle() ) {
- animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
- }
- }
- break;
- case ANIMCHANNEL_TORSO :
- animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
- if ( legsAnim.IsIdle() ) {
- animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
- }
- if ( headEnt && headAnim.IsIdle() ) {
- animator.CurrentAnim( ANIMCHANNEL_ALL )->SetSyncedAnimWeight( anim, weight );
- }
- break;
- case ANIMCHANNEL_LEGS :
- animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( anim, weight );
- if ( torsoAnim.IsIdle() ) {
- animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( anim, weight );
- if ( headEnt && headAnim.IsIdle() ) {
- animator.CurrentAnim( ANIMCHANNEL_ALL )->SetSyncedAnimWeight( anim, weight );
- }
- }
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- }
- }
- /*
- ===============
- idActor::Event_OverrideAnim
- ===============
- */
- void idActor::Event_OverrideAnim( int channel ) {
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headAnim.Disable();
- if ( !torsoAnim.IsIdle() ) {
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- } else {
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
- }
- break;
- case ANIMCHANNEL_TORSO :
- torsoAnim.Disable();
- SyncAnimChannels( ANIMCHANNEL_TORSO, ANIMCHANNEL_LEGS, legsAnim.lastAnimBlendFrames );
- if ( headAnim.IsIdle() ) {
- SyncAnimChannels( ANIMCHANNEL_HEAD, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- }
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.Disable();
- SyncAnimChannels( ANIMCHANNEL_LEGS, ANIMCHANNEL_TORSO, torsoAnim.lastAnimBlendFrames );
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- break;
- }
- }
- /*
- ===============
- idActor::Event_EnableAnim
- ===============
- */
- void idActor::Event_EnableAnim( int channel, int blendFrames ) {
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headAnim.Enable( blendFrames );
- break;
- case ANIMCHANNEL_TORSO :
- torsoAnim.Enable( blendFrames );
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.Enable( blendFrames );
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- break;
- }
- }
- /*
- ===============
- idActor::Event_SetBlendFrames
- ===============
- */
- void idActor::Event_SetBlendFrames( int channel, int blendFrames ) {
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- headAnim.animBlendFrames = blendFrames;
- headAnim.lastAnimBlendFrames = blendFrames;
- break;
- case ANIMCHANNEL_TORSO :
- torsoAnim.animBlendFrames = blendFrames;
- torsoAnim.lastAnimBlendFrames = blendFrames;
- break;
- case ANIMCHANNEL_LEGS :
- legsAnim.animBlendFrames = blendFrames;
- legsAnim.lastAnimBlendFrames = blendFrames;
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- break;
- }
- }
- /*
- ===============
- idActor::Event_GetBlendFrames
- ===============
- */
- void idActor::Event_GetBlendFrames( int channel ) {
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- idThread::ReturnInt( headAnim.animBlendFrames );
- break;
- case ANIMCHANNEL_TORSO :
- idThread::ReturnInt( torsoAnim.animBlendFrames );
- break;
- case ANIMCHANNEL_LEGS :
- idThread::ReturnInt( legsAnim.animBlendFrames );
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- break;
- }
- }
- /*
- ===============
- idActor::Event_AnimState
- ===============
- */
- void idActor::Event_AnimState( int channel, const char *statename, int blendFrames ) {
- SetAnimState( channel, statename, blendFrames );
- }
- /*
- ===============
- idActor::Event_GetAnimState
- ===============
- */
- void idActor::Event_GetAnimState( int channel ) {
- const char *state;
- state = GetAnimState( channel );
- idThread::ReturnString( state );
- }
- /*
- ===============
- idActor::Event_InAnimState
- ===============
- */
- void idActor::Event_InAnimState( int channel, const char *statename ) {
- bool instate;
- instate = InAnimState( channel, statename );
- idThread::ReturnInt( instate );
- }
- /*
- ===============
- idActor::Event_FinishAction
- ===============
- */
- void idActor::Event_FinishAction( const char *actionname ) {
- if ( waitState == actionname ) {
- SetWaitState( "" );
- }
- }
- /*
- ===============
- idActor::Event_AnimDone
- ===============
- */
- void idActor::Event_AnimDone( int channel, int blendFrames ) {
- bool result;
- switch( channel ) {
- case ANIMCHANNEL_HEAD :
- result = headAnim.AnimDone( blendFrames );
- idThread::ReturnInt( result );
- break;
- case ANIMCHANNEL_TORSO :
- result = torsoAnim.AnimDone( blendFrames );
- idThread::ReturnInt( result );
- break;
- case ANIMCHANNEL_LEGS :
- result = legsAnim.AnimDone( blendFrames );
- idThread::ReturnInt( result );
- break;
- default:
- gameLocal.Error( "Unknown anim group" );
- }
- }
- /*
- ================
- idActor::Event_HasAnim
- ================
- */
- void idActor::Event_HasAnim( int channel, const char *animname ) {
- if ( GetAnim( channel, animname ) != NULL ) {
- idThread::ReturnFloat( 1.0f );
- } else {
- idThread::ReturnFloat( 0.0f );
- }
- }
- /*
- ================
- idActor::Event_CheckAnim
- ================
- */
- void idActor::Event_CheckAnim( int channel, const char *animname ) {
- if ( !GetAnim( channel, animname ) ) {
- if ( animPrefix.Length() ) {
- gameLocal.Error( "Can't find anim '%s_%s' for '%s'", animPrefix.c_str(), animname, name.c_str() );
- } else {
- gameLocal.Error( "Can't find anim '%s' for '%s'", animname, name.c_str() );
- }
- }
- }
- /*
- ================
- idActor::Event_ChooseAnim
- ================
- */
- void idActor::Event_ChooseAnim( int channel, const char *animname ) {
- int anim;
- anim = GetAnim( channel, animname );
- if ( anim ) {
- if ( channel == ANIMCHANNEL_HEAD ) {
- if ( head.GetEntity() ) {
- idThread::ReturnString( head.GetEntity()->GetAnimator()->AnimFullName( anim ) );
- return;
- }
- } else {
- idThread::ReturnString( animator.AnimFullName( anim ) );
- return;
- }
- }
- idThread::ReturnString( "" );
- }
- /*
- ================
- idActor::Event_AnimLength
- ================
- */
- void idActor::Event_AnimLength( int channel, const char *animname ) {
- int anim;
- anim = GetAnim( channel, animname );
- if ( anim ) {
- if ( channel == ANIMCHANNEL_HEAD ) {
- if ( head.GetEntity() ) {
- idThread::ReturnFloat( MS2SEC( head.GetEntity()->GetAnimator()->AnimLength( anim ) ) );
- return;
- }
- } else {
- idThread::ReturnFloat( MS2SEC( animator.AnimLength( anim ) ) );
- return;
- }
- }
-
- idThread::ReturnFloat( 0.0f );
- }
- /*
- ================
- idActor::Event_AnimDistance
- ================
- */
- void idActor::Event_AnimDistance( int channel, const char *animname ) {
- int anim;
- anim = GetAnim( channel, animname );
- if ( anim ) {
- if ( channel == ANIMCHANNEL_HEAD ) {
- if ( head.GetEntity() ) {
- idThread::ReturnFloat( head.GetEntity()->GetAnimator()->TotalMovementDelta( anim ).Length() );
- return;
- }
- } else {
- idThread::ReturnFloat( animator.TotalMovementDelta( anim ).Length() );
- return;
- }
- }
-
- idThread::ReturnFloat( 0.0f );
- }
- /*
- ================
- idActor::Event_HasEnemies
- ================
- */
- void idActor::Event_HasEnemies( void ) {
- bool hasEnemy;
- hasEnemy = HasEnemies();
- idThread::ReturnInt( hasEnemy );
- }
- /*
- ================
- idActor::Event_NextEnemy
- ================
- */
- void idActor::Event_NextEnemy( idEntity *ent ) {
- idActor *actor;
- if ( !ent || ( ent == this ) ) {
- actor = enemyList.Next();
- } else {
- if ( !ent->IsType( idActor::Type ) ) {
- gameLocal.Error( "'%s' cannot be an enemy", ent->name.c_str() );
- }
- actor = static_cast<idActor *>( ent );
- if ( actor->enemyNode.ListHead() != &enemyList ) {
- gameLocal.Error( "'%s' is not in '%s' enemy list", actor->name.c_str(), name.c_str() );
- }
- }
- for( ; actor != NULL; actor = actor->enemyNode.Next() ) {
- if ( !actor->fl.hidden ) {
- idThread::ReturnEntity( actor );
- return;
- }
- }
- idThread::ReturnEntity( NULL );
- }
- /*
- ================
- idActor::Event_ClosestEnemyToPoint
- ================
- */
- void idActor::Event_ClosestEnemyToPoint( const idVec3 &pos ) {
- idActor *bestEnt = ClosestEnemyToPoint( pos );
- idThread::ReturnEntity( bestEnt );
- }
- /*
- ================
- idActor::Event_StopSound
- ================
- */
- void idActor::Event_StopSound( int channel, int netSync ) {
- if ( channel == SND_CHANNEL_VOICE ) {
- idEntity *headEnt = head.GetEntity();
- if ( headEnt ) {
- headEnt->StopSound( channel, ( netSync != 0 ) );
- }
- }
- StopSound( channel, ( netSync != 0 ) );
- }
- /*
- =====================
- idActor::Event_SetNextState
- =====================
- */
- void idActor::Event_SetNextState( const char *name ) {
- idealState = GetScriptFunction( name );
- if ( idealState == state ) {
- state = NULL;
- }
- }
- /*
- =====================
- idActor::Event_SetState
- =====================
- */
- void idActor::Event_SetState( const char *name ) {
- idealState = GetScriptFunction( name );
- if ( idealState == state ) {
- state = NULL;
- }
- scriptThread->DoneProcessing();
- }
- /*
- =====================
- idActor::Event_GetState
- =====================
- */
- void idActor::Event_GetState( void ) {
- if ( state ) {
- idThread::ReturnString( state->Name() );
- } else {
- idThread::ReturnString( "" );
- }
- }
- /*
- =====================
- idActor::Event_GetHead
- =====================
- */
- void idActor::Event_GetHead( void ) {
- idThread::ReturnEntity( head.GetEntity() );
- }
- #ifdef _D3XP
- /*
- ================
- idActor::Event_SetDamageGroupScale
- ================
- */
- void idActor::Event_SetDamageGroupScale( const char* groupName, float scale) {
- for( int i = 0; i < damageScale.Num(); i++ ) {
- if ( damageGroups[ i ] == groupName ) {
- damageScale[ i ] = scale;
- }
- }
- }
- /*
- ================
- idActor::Event_SetDamageGroupScaleAll
- ================
- */
- void idActor::Event_SetDamageGroupScaleAll( float scale ) {
- for( int i = 0; i < damageScale.Num(); i++ ) {
- damageScale[ i ] = scale;
- }
- }
- void idActor::Event_GetDamageGroupScale( const char* groupName ) {
- for( int i = 0; i < damageScale.Num(); i++ ) {
- if ( damageGroups[ i ] == groupName ) {
- idThread::ReturnFloat(damageScale[i]);
- return;
- }
- }
- idThread::ReturnFloat(0);
- }
- void idActor::Event_SetDamageCap( float _damageCap ) {
- damageCap = _damageCap;
- }
- void idActor::Event_SetWaitState( const char* waitState) {
- SetWaitState(waitState);
- }
- void idActor::Event_GetWaitState() {
- if(WaitState()) {
- idThread::ReturnString(WaitState());
- } else {
- idThread::ReturnString("");
- }
- }
- #endif
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