mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 00:21:18 +00:00
9481c7c513
Changed Zaero and 3ZB2 game DLLs to use WORLD_SIZE for various calculations instead of 8192. Cleaned up string handling in 3ZB2 game DLL. Added func_plat2, func_door_secret2, and func_force_wall from Rogue to 3ZB2 game DLL. Added alternate attack contact explode for grenade launcher in 3ZB2 game DLL. Added awakening2 game DLL source.
165 lines
4.3 KiB
C
165 lines
4.3 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "g_local.h"
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void func_train_find (edict_t *self);
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void SP_model_spawn (edict_t *ent);
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void train_blocked (edict_t *self, edict_t *other);
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void train_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void train_use (edict_t *self, edict_t *other, edict_t *activator);
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#define TRAIN_START_ON 1
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#define TRAIN_TOGGLE 2
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#define TRAIN_BLOCK_STOPS 4
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#define PLAYER_MODEL 8
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#define NO_MODEL 16
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#define MTRAIN_ROTATE 32
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#define MTRAIN_ROTATE_CONSTANT 64
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#define TRAIN_SMOOTH 128
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void model_train_animator(edict_t *animator)
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{
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edict_t *train;
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train = animator->owner;
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if (!train || !train->inuse)
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{
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G_FreeEdict(animator);
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return;
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}
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if (Q_stricmp(train->classname,"model_train"))
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{
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G_FreeEdict(animator);
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return;
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}
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animator->nextthink = level.time + FRAMETIME;
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if (VectorLength(train->velocity) == 0)
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return;
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train->s.frame++;
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if (train->s.frame >= train->framenumbers)
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train->s.frame = train->startframe;
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gi.linkentity(train);
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}
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void SP_model_train (edict_t *self)
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{
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SP_model_spawn (self);
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// self->class_id = ENTITY_MODEL_TRAIN;
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// Reset s.sound, which SP_model_spawn may have turned on
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self->moveinfo.sound_middle = self->s.sound;
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self->s.sound = 0;
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if (!self->inuse) return;
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// Reset some things from SP_model_spawn
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self->delay = 0;
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self->think = NULL;
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self->nextthink = 0;
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if (self->health)
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{
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self->die = train_die;
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self->takedamage = DAMAGE_YES;
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}
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if (self->framenumbers > self->startframe+1)
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{
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edict_t *animator;
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animator = G_Spawn();
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animator->owner = self;
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animator->think = model_train_animator;
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animator->nextthink = level.time + FRAMETIME;
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}
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self->s.frame = self->startframe;
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self->movetype = MOVETYPE_PUSH;
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// Really gross stuff here... translate model_spawn spawnflags
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// to func_train spawnflags. PLAYER_MODEL and NO_MODEL have
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// already been checked in SP_model_spawn and are never re-used,
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// so it's OK to overwrite those.
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if (self->spawnflags & MTRAIN_ROTATE)
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{
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self->spawnflags &= ~MTRAIN_ROTATE;
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self->spawnflags |= TRAIN_ROTATE;
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}
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if (self->spawnflags & MTRAIN_ROTATE_CONSTANT)
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{
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self->spawnflags &= ~MTRAIN_ROTATE_CONSTANT;
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self->spawnflags |= TRAIN_ROTATE_CONSTANT;
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}
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if ( (self->spawnflags & (TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT)) == (TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT))
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{
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self->spawnflags &= ~(TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT);
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self->spawnflags |= TRAIN_SPLINE;
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}
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if (self->style == 3)
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self->spawnflags |= TRAIN_ANIMATE; // 32
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if (self->style == 4)
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self->spawnflags |= TRAIN_ANIMATE_FAST; // 64
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// TRAIN_SMOOTH forces trains to go directly to Move_Done from
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// Move_Final rather than slowing down (if necessary) for one
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// frame.
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if (self->spawnflags & TRAIN_SMOOTH)
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self->smooth_movement = true;
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else
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self->smooth_movement = false;
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self->blocked = train_blocked;
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if (self->spawnflags & TRAIN_BLOCK_STOPS)
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self->dmg = 0;
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else
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{
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if (!self->dmg)
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self->dmg = 100;
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}
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if (!self->speed)
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self->speed = 100;
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self->moveinfo.speed = self->speed;
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self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
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self->use = train_use;
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gi.linkentity (self);
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if (self->target)
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{
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// start trains on the second frame, to make sure their targets have had
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// a chance to spawn
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self->nextthink = level.time + FRAMETIME;
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self->think = func_train_find;
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}
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else
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{
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gi.dprintf ("model_train without a target at %s\n", vtos(self->absmin));
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}
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}
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void SP_model_train_origin (edict_t *self)
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{
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self->spawnflags |= TRAIN_ORIGIN;
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SP_model_train (self);
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}
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