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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"
- /*
- ===============================================================================
- idEntityFx
- ===============================================================================
- */
- const idEventDef EV_Fx_KillFx( "_killfx" );
- const idEventDef EV_Fx_Action( "_fxAction", "e" ); // implemented by subclasses
- CLASS_DECLARATION( idEntity, idEntityFx )
- EVENT( EV_Activate, idEntityFx::Event_Trigger )
- EVENT( EV_Fx_KillFx, idEntityFx::Event_ClearFx )
- END_CLASS
- /*
- ================
- idEntityFx::Save
- ================
- */
- void idEntityFx::Save( idSaveGame *savefile ) const {
- int i;
- savefile->WriteInt( started );
- savefile->WriteInt( nextTriggerTime );
- savefile->WriteFX( fxEffect );
- savefile->WriteString( systemName );
- savefile->WriteInt( actions.Num() );
- for ( i = 0; i < actions.Num(); i++ ) {
- if ( actions[i].lightDefHandle >= 0 ) {
- savefile->WriteBool( true );
- savefile->WriteRenderLight( actions[i].renderLight );
- } else {
- savefile->WriteBool( false );
- }
- if ( actions[i].modelDefHandle >= 0 ) {
- savefile->WriteBool( true );
- savefile->WriteRenderEntity( actions[i].renderEntity );
- } else {
- savefile->WriteBool( false );
- }
- savefile->WriteFloat( actions[i].delay );
- savefile->WriteInt( actions[i].start );
- savefile->WriteBool( actions[i].soundStarted );
- savefile->WriteBool( actions[i].shakeStarted );
- savefile->WriteBool( actions[i].decalDropped );
- savefile->WriteBool( actions[i].launched );
- }
- }
- /*
- ================
- idEntityFx::Restore
- ================
- */
- void idEntityFx::Restore( idRestoreGame *savefile ) {
- int i;
- int num;
- bool hasObject;
- savefile->ReadInt( started );
- savefile->ReadInt( nextTriggerTime );
- savefile->ReadFX( fxEffect );
- savefile->ReadString( systemName );
- savefile->ReadInt( num );
- actions.SetNum( num );
- for ( i = 0; i < num; i++ ) {
- savefile->ReadBool( hasObject );
- if ( hasObject ) {
- savefile->ReadRenderLight( actions[i].renderLight );
- actions[i].lightDefHandle = gameRenderWorld->AddLightDef( &actions[i].renderLight );
- } else {
- memset( &actions[i].renderLight, 0, sizeof( renderLight_t ) );
- actions[i].lightDefHandle = -1;
- }
- savefile->ReadBool( hasObject );
- if ( hasObject ) {
- savefile->ReadRenderEntity( actions[i].renderEntity );
- actions[i].modelDefHandle = gameRenderWorld->AddEntityDef( &actions[i].renderEntity );
- } else {
- memset( &actions[i].renderEntity, 0, sizeof( renderEntity_t ) );
- actions[i].modelDefHandle = -1;
- }
- savefile->ReadFloat( actions[i].delay );
- // let the FX regenerate the particleSystem
- actions[i].particleSystem = -1;
- savefile->ReadInt( actions[i].start );
- savefile->ReadBool( actions[i].soundStarted );
- savefile->ReadBool( actions[i].shakeStarted );
- savefile->ReadBool( actions[i].decalDropped );
- savefile->ReadBool( actions[i].launched );
- }
- }
- /*
- ================
- idEntityFx::Setup
- ================
- */
- void idEntityFx::Setup( const char *fx ) {
- if ( started >= 0 ) {
- return; // already started
- }
- // early during MP Spawn() with no information. wait till we ReadFromSnapshot for more
- if ( gameLocal.isClient && ( !fx || fx[0] == '\0' ) ) {
- return;
- }
- systemName = fx;
- started = 0;
- fxEffect = static_cast<const idDeclFX *>( declManager->FindType( DECL_FX, systemName.c_str() ) );
- if ( fxEffect ) {
- idFXLocalAction localAction;
- memset( &localAction, 0, sizeof( idFXLocalAction ) );
- actions.AssureSize( fxEffect->events.Num(), localAction );
- for( int i = 0; i<fxEffect->events.Num(); i++ ) {
- const idFXSingleAction& fxaction = fxEffect->events[i];
- idFXLocalAction& laction = actions[i];
- if ( fxaction.random1 || fxaction.random2 ) {
- laction.delay = fxaction.random1 + gameLocal.random.RandomFloat() * ( fxaction.random2 - fxaction.random1 );
- } else {
- laction.delay = fxaction.delay;
- }
- laction.start = -1;
- laction.lightDefHandle = -1;
- laction.modelDefHandle = -1;
- laction.particleSystem = -1;
- laction.shakeStarted = false;
- laction.decalDropped = false;
- laction.launched = false;
- }
- }
- }
- /*
- ================
- idEntityFx::EffectName
- ================
- */
- const char *idEntityFx::EffectName( void ) {
- return fxEffect ? fxEffect->GetName() : NULL;
- }
- /*
- ================
- idEntityFx::Joint
- ================
- */
- const char *idEntityFx::Joint( void ) {
- return fxEffect ? fxEffect->joint.c_str() : NULL;
- }
- /*
- ================
- idEntityFx::CleanUp
- ================
- */
- void idEntityFx::CleanUp( void ) {
- if ( !fxEffect ) {
- return;
- }
- for( int i = 0; i < fxEffect->events.Num(); i++ ) {
- const idFXSingleAction& fxaction = fxEffect->events[i];
- idFXLocalAction& laction = actions[i];
- CleanUpSingleAction( fxaction, laction );
- }
- }
- /*
- ================
- idEntityFx::CleanUpSingleAction
- ================
- */
- void idEntityFx::CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction ) {
- if ( laction.lightDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHLIGHT ) {
- gameRenderWorld->FreeLightDef( laction.lightDefHandle );
- laction.lightDefHandle = -1;
- }
- if ( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) {
- gameRenderWorld->FreeEntityDef( laction.modelDefHandle );
- laction.modelDefHandle = -1;
- }
- laction.start = -1;
- }
- /*
- ================
- idEntityFx::Start
- ================
- */
- void idEntityFx::Start( int time ) {
- if ( !fxEffect ) {
- return;
- }
- started = time;
- for( int i = 0; i < fxEffect->events.Num(); i++ ) {
- idFXLocalAction& laction = actions[i];
- laction.start = time;
- laction.soundStarted = false;
- laction.shakeStarted = false;
- laction.particleSystem = -1;
- laction.decalDropped = false;
- laction.launched = false;
- }
- }
- /*
- ================
- idEntityFx::Stop
- ================
- */
- void idEntityFx::Stop( void ) {
- CleanUp();
- started = -1;
- }
- /*
- ================
- idEntityFx::Duration
- ================
- */
- const int idEntityFx::Duration( void ) {
- int max = 0;
- if ( !fxEffect ) {
- return max;
- }
- for( int i = 0; i < fxEffect->events.Num(); i++ ) {
- const idFXSingleAction& fxaction = fxEffect->events[i];
- int d = ( fxaction.delay + fxaction.duration ) * 1000.0f;
- if ( d > max ) {
- max = d;
- }
- }
- return max;
- }
- /*
- ================
- idEntityFx::Done
- ================
- */
- const bool idEntityFx::Done() {
- if (started > 0 && gameLocal.time > started + Duration()) {
- return true;
- }
- return false;
- }
- /*
- ================
- idEntityFx::ApplyFade
- ================
- */
- void idEntityFx::ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart ) {
- if ( fxaction.fadeInTime || fxaction.fadeOutTime ) {
- float fadePct = (float)( time - actualStart ) / ( 1000.0f * ( ( fxaction.fadeInTime != 0 ) ? fxaction.fadeInTime : fxaction.fadeOutTime ) );
- if (fadePct > 1.0) {
- fadePct = 1.0;
- }
- if ( laction.modelDefHandle != -1 ) {
- laction.renderEntity.shaderParms[SHADERPARM_RED] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
- laction.renderEntity.shaderParms[SHADERPARM_GREEN] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
- laction.renderEntity.shaderParms[SHADERPARM_BLUE] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
-
- gameRenderWorld->UpdateEntityDef( laction.modelDefHandle, &laction.renderEntity );
- }
- if ( laction.lightDefHandle != -1 ) {
- laction.renderLight.shaderParms[SHADERPARM_RED] = fxaction.lightColor.x * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
- laction.renderLight.shaderParms[SHADERPARM_GREEN] = fxaction.lightColor.y * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
- laction.renderLight.shaderParms[SHADERPARM_BLUE] = fxaction.lightColor.z * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
- gameRenderWorld->UpdateLightDef( laction.lightDefHandle, &laction.renderLight );
- }
- }
- }
- /*
- ================
- idEntityFx::Run
- ================
- */
- void idEntityFx::Run( int time ) {
- int ieff, j;
- idEntity *ent = NULL;
- const idDict *projectileDef = NULL;
- idProjectile *projectile = NULL;
- if ( !fxEffect ) {
- return;
- }
- for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) {
- const idFXSingleAction& fxaction = fxEffect->events[ieff];
- idFXLocalAction& laction = actions[ieff];
- //
- // if we're currently done with this one
- //
- if ( laction.start == -1 ) {
- continue;
- }
- //
- // see if it's delayed
- //
- if ( laction.delay ) {
- if ( laction.start + (time - laction.start) < laction.start + (laction.delay * 1000) ) {
- continue;
- }
- }
- //
- // each event can have it's own delay and restart
- //
- int actualStart = laction.delay ? laction.start + (int)( laction.delay * 1000 ) : laction.start;
- float pct = (float)( time - actualStart ) / (1000 * fxaction.duration );
- if ( pct >= 1.0f ) {
- laction.start = -1;
- float totalDelay = 0.0f;
- if ( fxaction.restart ) {
- if ( fxaction.random1 || fxaction.random2 ) {
- totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * (fxaction.random2 - fxaction.random1);
- } else {
- totalDelay = fxaction.delay;
- }
- laction.delay = totalDelay;
- laction.start = time;
- }
- continue;
- }
- if ( fxaction.fire.Length() ) {
- for( j = 0; j < fxEffect->events.Num(); j++ ) {
- if ( fxEffect->events[j].name.Icmp( fxaction.fire ) == 0 ) {
- actions[j].delay = 0;
- }
- }
- }
- idFXLocalAction *useAction;
- if ( fxaction.sibling == -1 ) {
- useAction = &laction;
- } else {
- useAction = &actions[fxaction.sibling];
- }
- assert( useAction );
- switch( fxaction.type ) {
- case FX_ATTACHLIGHT:
- case FX_LIGHT: {
- if ( useAction->lightDefHandle == -1 ) {
- if ( fxaction.type == FX_LIGHT ) {
- memset( &useAction->renderLight, 0, sizeof( renderLight_t ) );
- useAction->renderLight.origin = GetPhysics()->GetOrigin() + fxaction.offset;
- useAction->renderLight.axis = GetPhysics()->GetAxis();
- useAction->renderLight.lightRadius[0] = fxaction.lightRadius;
- useAction->renderLight.lightRadius[1] = fxaction.lightRadius;
- useAction->renderLight.lightRadius[2] = fxaction.lightRadius;
- useAction->renderLight.shader = declManager->FindMaterial( fxaction.data, false );
- useAction->renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x;
- useAction->renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y;
- useAction->renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z;
- useAction->renderLight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
- useAction->renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
- useAction->renderLight.referenceSound = refSound.referenceSound;
- useAction->renderLight.pointLight = true;
- if ( fxaction.noshadows ) {
- useAction->renderLight.noShadows = true;
- }
- useAction->lightDefHandle = gameRenderWorld->AddLightDef( &useAction->renderLight );
- }
- if ( fxaction.noshadows ) {
- for( j = 0; j < fxEffect->events.Num(); j++ ) {
- idFXLocalAction& laction2 = actions[j];
- if ( laction2.modelDefHandle != -1 ) {
- laction2.renderEntity.noShadow = true;
- }
- }
- }
- }
- ApplyFade( fxaction, *useAction, time, actualStart );
- break;
- }
- case FX_SOUND: {
- if ( !useAction->soundStarted ) {
- useAction->soundStarted = true;
- const idSoundShader *shader = declManager->FindSound(fxaction.data);
- StartSoundShader( shader, SND_CHANNEL_ANY, 0, false, NULL );
- for( j = 0; j < fxEffect->events.Num(); j++ ) {
- idFXLocalAction& laction2 = actions[j];
- if ( laction2.lightDefHandle != -1 ) {
- laction2.renderLight.referenceSound = refSound.referenceSound;
- gameRenderWorld->UpdateLightDef( laction2.lightDefHandle, &laction2.renderLight );
- }
- }
- }
- break;
- }
- case FX_DECAL: {
- if ( !useAction->decalDropped ) {
- useAction->decalDropped = true;
- gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 8.0f, true, fxaction.size, fxaction.data );
- }
- break;
- }
- case FX_SHAKE: {
- if ( !useAction->shakeStarted ) {
- idDict args;
- args.Clear();
- args.SetFloat( "kick_time", fxaction.shakeTime );
- args.SetFloat( "kick_amplitude", fxaction.shakeAmplitude );
- for ( j = 0; j < gameLocal.numClients; j++ ) {
- idPlayer *player = gameLocal.GetClientByNum( j );
- if ( player && ( player->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).LengthSqr() < Square( fxaction.shakeDistance ) ) {
- if ( !gameLocal.isMultiplayer || !fxaction.shakeIgnoreMaster || GetBindMaster() != player ) {
- player->playerView.DamageImpulse( fxaction.offset, &args );
- }
- }
- }
- if ( fxaction.shakeImpulse != 0.0f && fxaction.shakeDistance != 0.0f ) {
- idEntity *ignore_ent = NULL;
- if ( gameLocal.isMultiplayer ) {
- ignore_ent = this;
- if ( fxaction.shakeIgnoreMaster ) {
- ignore_ent = GetBindMaster();
- }
- }
- // lookup the ent we are bound to?
- gameLocal.RadiusPush( GetPhysics()->GetOrigin(), fxaction.shakeDistance, fxaction.shakeImpulse, this, ignore_ent, 1.0f, true );
- }
- useAction->shakeStarted = true;
- }
- break;
- }
- case FX_ATTACHENTITY:
- case FX_PARTICLE:
- case FX_MODEL: {
- if ( useAction->modelDefHandle == -1 ) {
- memset( &useAction->renderEntity, 0, sizeof( renderEntity_t ) );
- useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
- useAction->renderEntity.axis = (fxaction.explicitAxis) ? fxaction.axis : GetPhysics()->GetAxis();
- useAction->renderEntity.hModel = renderModelManager->FindModel( fxaction.data );
- useAction->renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
- useAction->renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
- useAction->renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
- useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
- useAction->renderEntity.shaderParms[3] = 1.0f;
- useAction->renderEntity.shaderParms[5] = 0.0f;
- if ( useAction->renderEntity.hModel ) {
- useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity );
- }
- useAction->modelDefHandle = gameRenderWorld->AddEntityDef( &useAction->renderEntity );
- } else if ( fxaction.trackOrigin ) {
- useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
- useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis();
- }
- ApplyFade( fxaction, *useAction, time, actualStart );
- break;
- }
- case FX_LAUNCH: {
- if ( gameLocal.isClient ) {
- // client never spawns entities outside of ClientReadSnapshot
- useAction->launched = true;
- break;
- }
- if ( !useAction->launched ) {
- useAction->launched = true;
- projectile = NULL;
- // FIXME: may need to cache this if it is slow
- projectileDef = gameLocal.FindEntityDefDict( fxaction.data, false );
- if ( !projectileDef ) {
- gameLocal.Warning( "projectile \'%s\' not found", fxaction.data.c_str() );
- } else {
- gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
- if ( ent && ent->IsType( idProjectile::Type ) ) {
- projectile = ( idProjectile * )ent;
- projectile->Create( this, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0] );
- projectile->Launch( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0], vec3_origin );
- }
- }
- }
- break;
- }
- }
- }
- }
- /*
- ================
- idEntityFx::idEntityFx
- ================
- */
- idEntityFx::idEntityFx() {
- fxEffect = NULL;
- started = -1;
- nextTriggerTime = -1;
- fl.networkSync = true;
- }
- /*
- ================
- idEntityFx::~idEntityFx
- ================
- */
- idEntityFx::~idEntityFx() {
- CleanUp();
- fxEffect = NULL;
- }
- /*
- ================
- idEntityFx::Spawn
- ================
- */
- void idEntityFx::Spawn( void ) {
- if ( g_skipFX.GetBool() ) {
- return;
- }
- const char *fx;
- nextTriggerTime = 0;
- fxEffect = NULL;
- if ( spawnArgs.GetString( "fx", "", &fx ) ) {
- systemName = fx;
- }
- if ( !spawnArgs.GetBool( "triggered" ) ) {
- Setup( fx );
- if ( spawnArgs.GetBool( "test" ) || spawnArgs.GetBool( "start" ) || spawnArgs.GetFloat ( "restart" ) ) {
- PostEventMS( &EV_Activate, 0, this );
- }
- }
- }
- /*
- ================
- idEntityFx::Think
- Clears any visual fx started when {item,mob,player} was spawned
- ================
- */
- void idEntityFx::Think( void ) {
- if ( g_skipFX.GetBool() ) {
- return;
- }
- if ( thinkFlags & TH_THINK ) {
- Run( gameLocal.time );
- }
- RunPhysics();
- Present();
- }
- /*
- ================
- idEntityFx::Event_ClearFx
- Clears any visual fx started when item(mob) was spawned
- ================
- */
- void idEntityFx::Event_ClearFx( void ) {
- if ( g_skipFX.GetBool() ) {
- return;
- }
- Stop();
- CleanUp();
- BecomeInactive( TH_THINK );
- if ( spawnArgs.GetBool("test") ) {
- PostEventMS( &EV_Activate, 0, this );
- } else {
- if ( spawnArgs.GetFloat( "restart" ) || !spawnArgs.GetBool( "triggered")) {
- float rest = spawnArgs.GetFloat( "restart", "0" );
- if ( rest == 0.0f ) {
- PostEventSec( &EV_Remove, 0.1f );
- } else {
- rest *= gameLocal.random.RandomFloat();
- PostEventSec( &EV_Activate, rest, this );
- }
- }
- }
- }
- /*
- ================
- idEntityFx::Event_Trigger
- ================
- */
- void idEntityFx::Event_Trigger( idEntity *activator ) {
- if ( g_skipFX.GetBool() ) {
- return;
- }
- float fxActionDelay;
- const char *fx;
- if ( gameLocal.time < nextTriggerTime ) {
- return;
- }
- if ( spawnArgs.GetString( "fx", "", &fx) ) {
- Setup( fx );
- Start( gameLocal.time );
- PostEventMS( &EV_Fx_KillFx, Duration() );
- BecomeActive( TH_THINK );
- }
- fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" );
- if ( fxActionDelay != 0.0f ) {
- nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay );
- } else {
- // prevent multiple triggers on same frame
- nextTriggerTime = gameLocal.time + 1;
- }
- PostEventSec( &EV_Fx_Action, fxActionDelay, activator );
- }
- /*
- ================
- idEntityFx::StartFx
- ================
- */
- idEntityFx *idEntityFx::StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind ) {
- if ( g_skipFX.GetBool() || !fx || !*fx ) {
- return NULL;
- }
- idDict args;
- args.SetBool( "start", true );
- args.Set( "fx", fx );
- idEntityFx *nfx = static_cast<idEntityFx *>( gameLocal.SpawnEntityType( idEntityFx::Type, &args ) );
- if ( nfx->Joint() && *nfx->Joint() ) {
- nfx->BindToJoint( ent, nfx->Joint(), true );
- nfx->SetOrigin( vec3_origin );
- } else {
- nfx->SetOrigin( (useOrigin) ? *useOrigin : ent->GetPhysics()->GetOrigin() );
- nfx->SetAxis( (useAxis) ? *useAxis : ent->GetPhysics()->GetAxis() );
- }
- if ( bind ) {
- // never bind to world spawn
- if ( ent != gameLocal.world ) {
- nfx->Bind( ent, true );
- }
- }
- nfx->Show();
- return nfx;
- }
- /*
- =================
- idEntityFx::WriteToSnapshot
- =================
- */
- void idEntityFx::WriteToSnapshot( idBitMsgDelta &msg ) const {
- GetPhysics()->WriteToSnapshot( msg );
- WriteBindToSnapshot( msg );
- msg.WriteLong( ( fxEffect != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_FX, fxEffect->Index() ) : -1 );
- msg.WriteLong( started );
- }
- /*
- =================
- idEntityFx::ReadFromSnapshot
- =================
- */
- void idEntityFx::ReadFromSnapshot( const idBitMsgDelta &msg ) {
- int fx_index, start_time, max_lapse;
- GetPhysics()->ReadFromSnapshot( msg );
- ReadBindFromSnapshot( msg );
- fx_index = gameLocal.ClientRemapDecl( DECL_FX, msg.ReadLong() );
- start_time = msg.ReadLong();
- if ( fx_index != -1 && start_time > 0 && !fxEffect && started < 0 ) {
- spawnArgs.GetInt( "effect_lapse", "1000", max_lapse );
- if ( gameLocal.time - start_time > max_lapse ) {
- // too late, skip the effect completely
- started = 0;
- return;
- }
- const idDeclFX *fx = static_cast<const idDeclFX *>( declManager->DeclByIndex( DECL_FX, fx_index ) );
- if ( !fx ) {
- gameLocal.Error( "FX at index %d not found", fx_index );
- }
- fxEffect = fx;
- Setup( fx->GetName() );
- Start( start_time );
- }
- }
- /*
- =================
- idEntityFx::ClientPredictionThink
- =================
- */
- void idEntityFx::ClientPredictionThink( void ) {
- if ( gameLocal.isNewFrame ) {
- Run( gameLocal.time );
- }
- RunPhysics();
- Present();
- }
- /*
- ===============================================================================
- idTeleporter
-
- ===============================================================================
- */
- CLASS_DECLARATION( idEntityFx, idTeleporter )
- EVENT( EV_Fx_Action, idTeleporter::Event_DoAction )
- END_CLASS
- /*
- ================
- idTeleporter::Event_DoAction
- ================
- */
- void idTeleporter::Event_DoAction( idEntity *activator ) {
- float angle;
- angle = spawnArgs.GetFloat( "angle" );
- idAngles a( 0, spawnArgs.GetFloat( "angle" ), 0 );
- activator->Teleport( GetPhysics()->GetOrigin(), a, NULL );
- }
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