mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
45a81cf57b
Cleaned up strig handling functions in game DLLs. Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
285 lines
8.2 KiB
C
285 lines
8.2 KiB
C
/*
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===========================================================================
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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 file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "g_local.h"
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//
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// mappack stuff by mr. ed, modified extensively for Tremor by dwh
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//
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// Spawns a user defined model, you can specify whether its solid, if so how big the box is, and apply nearly
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// any effect to the entity.
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//
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// PLAYER set this if you want to use a player model
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//
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// Note : These flags override any frame settings you may have enterered
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// ANIM01 cycle between frames 0 and 1 at 2 hz
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// ANIM23 cycle between frames 2 and 3 at 2 hz
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// ANIM_ALL cycle through all frames at 2hz
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// ANIM_ALLFAST cycle through all frames at 10hz
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//
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// START_OFF Start inactive, when triggered display the model
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// TOGGLE Start active, when triggered become inactive
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// NO_MODEL Don't use a model. Usefull for placeing particle effects and
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// dynamic lights on their own
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//
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// "delay" = Combine with TOGGLE spawnflag to start off
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// "usermodel" = The model to load (models/ is already coded)
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// "startframe" = The starting frame : default 0
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// "userframes" = The number of frames you want to display after startframe
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// "solidstate" = 1 : SOLID_NOT - not solid at all
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// 2 : SOLID_BBOX - solid and affected by gravity
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// 3 : NO DROP - solid but not affected by gravity
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// 4 : SOLID_NOT, but affect by gravity
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//
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// NOTE : if you want the model to be solid then you must enter vector values into the following fields :
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// "bleft" = the point that is at the bottom left of the models bounding box in a model editor
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// "tright" = the point that is at the top left of the models bounding box in a model editor
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//
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#define TOGGLE 2
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#define PLAYER_MODEL 8
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#define NO_MODEL 16
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#define ANIM_ONCE 32
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void model_spawn_use (edict_t *self, edict_t *other, edict_t *activator);
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void modelspawn_think (edict_t *self)
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{
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self->s.frame++;
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if (self->s.frame >= self->framenumbers)
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{
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self->s.frame = self->startframe;
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if (self->spawnflags & ANIM_ONCE)
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{
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model_spawn_use (self, world, world);
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return;
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}
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}
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self->nextthink = level.time + FRAMETIME;
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gi.linkentity(self);
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}
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void model_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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if (self->delay) // we started off
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{
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self->svflags &= ~SVF_NOCLIENT;
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self->delay = 0;
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if (self->framenumbers > 1)
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{
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self->think = modelspawn_think;
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self->nextthink = level.time + FRAMETIME;
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}
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self->s.sound = self->noise_index;
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#ifdef LOOP_SOUND_ATTENUATION
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self->s.attenuation = self->attenuation;
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#endif
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}
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else // we started active
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{
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self->svflags |= SVF_NOCLIENT;
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self->delay = 1;
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self->use = model_spawn_use;
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self->think = NULL;
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self->nextthink = 0;
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self->s.sound = 0;
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}
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}
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void model_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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edict_t *e, *next;
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e = self->movewith_next;
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while (e)
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{
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next = e->movewith_next;
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if (e->solid == SOLID_NOT) {
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e->nextthink = 0;
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G_FreeEdict(e);
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}
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else
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BecomeExplosion1 (e);
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e = next;
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}
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BecomeExplosion1(self);
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}
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#define ANIM_MASK (EF_ANIM01|EF_ANIM23|EF_ANIM_ALL|EF_ANIM_ALLFAST)
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void SP_model_spawn (edict_t *ent)
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{
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char modelname[256];
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// paranoia checks
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if ((!ent->usermodel) && !(ent->spawnflags & NO_MODEL) && !(ent->spawnflags & PLAYER_MODEL))
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{
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gi.dprintf("%s without a model at %s\n", ent->classname, vtos(ent->s.origin));
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G_FreeEdict(ent);
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return;
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}
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ent->class_id = ENTITY_MODEL_SPAWN;
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switch (ent->solidstate)
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{
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case 1 : ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_NONE; break;
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case 2 : ent->solid = SOLID_BBOX; ent->movetype = MOVETYPE_TOSS; break;
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case 3 : ent->solid = SOLID_BBOX; ent->movetype = MOVETYPE_NONE; break;
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case 4 : ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_TOSS; break;
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default: ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_NONE; break;
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}
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if (ent->solid != SOLID_NOT ) {
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if (ent->health > 0) {
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ent->die = model_die;
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ent->takedamage = DAMAGE_YES;
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}
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}
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switch (ent->style)
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{
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case 1 : ent->s.effects |= EF_ANIM01; break;
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case 2 : ent->s.effects |= EF_ANIM23; break;
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case 3 : ent->s.effects |= EF_ANIM_ALL; break;
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case 4 : ent->s.effects |= EF_ANIM_ALLFAST; break;
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}
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// DWH: Rather than use one value (renderfx) we use the
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// actual values for effects and renderfx. All may
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// be combined.
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ent->s.effects |= ent->effects;
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ent->s.renderfx |= ent->renderfx;
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if (ent->startframe < 0)
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ent->startframe = 0;
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if (!ent->framenumbers)
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ent->framenumbers = 1;
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// Change framenumbers to last frame to play
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ent->framenumbers += ent->startframe;
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if (ent->bleft)
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{
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VectorCopy (ent->bleft, ent->mins);
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}
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else
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{
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if (ent->solid != SOLID_NOT)
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{
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gi.dprintf("%s solid with no bleft vector at %s\n", ent->classname, vtos(ent->s.origin));
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ent->solid = SOLID_NOT;
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}
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}
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if (ent->tright)
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{
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VectorCopy (ent->tright, ent->maxs);
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}
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else
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{
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if (ent->solid != SOLID_NOT)
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{
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gi.dprintf("%s solid with no tright vector at %s\n", ent->classname, vtos(ent->s.origin));
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ent->solid = SOLID_NOT;
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}
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}
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// if (ent->movewith && (ent->solid == SOLID_BBOX))
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if (ent->movewith)
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ent->movetype = MOVETYPE_PUSH;
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if (ent->solid != SOLID_NOT)
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ent->clipmask = CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER;
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if (ent->spawnflags & NO_MODEL)
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{ // For rendering effects to work, we MUST use a model
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ent->s.modelindex = gi.modelindex ("sprites/point.sp2");
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ent->movetype = MOVETYPE_NOCLIP;
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}
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else
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{
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if (ent->spawnflags & PLAYER_MODEL) {
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if (!ent->usermodel || !strlen(ent->usermodel))
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ent->s.modelindex = MAX_MODELS-1;
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else
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{
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if (strstr(ent->usermodel,"tris.md2"))
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Com_sprintf (modelname, sizeof(modelname), "players/%s", ent->usermodel);
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else
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Com_sprintf (modelname, sizeof(modelname), "players/%s/tris.md2", ent->usermodel);
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ent->s.modelindex = gi.modelindex(modelname);
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}
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}
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else
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{
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if (strstr(ent->usermodel,".sp2")) {
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// Knightmare- check for "sprites/" already in path
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if ( !strncmp(ent->usermodel, "sprites/", 8) )
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Com_sprintf (modelname, sizeof(modelname), "%s", ent->usermodel);
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else
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Com_sprintf (modelname, sizeof(modelname), "sprites/%s", ent->usermodel);
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}
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else {
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// Knightmare- check for "models/" already in path
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if ( !strncmp(ent->usermodel, "models/", 7) )
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Com_sprintf (modelname, sizeof(modelname), "%s", ent->usermodel);
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else
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Com_sprintf (modelname, sizeof(modelname), "models/%s", ent->usermodel);
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}
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ent->s.modelindex = gi.modelindex (modelname);
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}
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ent->s.frame = ent->startframe;
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}
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if (st.noise)
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ent->noise_index = gi.soundindex (st.noise);
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ent->s.sound = ent->noise_index;
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#ifdef LOOP_SOUND_ATTENUATION
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ent->s.attenuation = ent->attenuation;
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#endif
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if (ent->skinnum) // Knightmare- selectable skin
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ent->s.skinnum = ent->skinnum;
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if (ent->spawnflags & ANIM_ONCE) {
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ent->spawnflags |= TOGGLE;
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}
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if (ent->spawnflags & TOGGLE)
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{ // Knightmare- allow starting off (but not for model_train)
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if ( (strcmp(ent->classname, "model_train") != 0) && (ent->delay != 0) ) {
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ent->delay = 1;
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ent->svflags |= SVF_NOCLIENT;
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}
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else {
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ent->delay = 0;
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}
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ent->use = model_spawn_use;
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}
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if ( !(ent->s.effects & ANIM_MASK) && (ent->framenumbers > 1) )
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{
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ent->think = modelspawn_think;
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ent->nextthink = level.time + 2*FRAMETIME;
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}
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gi.linkentity (ent);
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}
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