mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
d16b46e3cf
Overhauled child entity movement in default Lazarus DLL. Added bbox versions of various triggers to default Lazarus DLL. Added level.maptype field to default Lazarus DLL. Added entity class IDs to default Lazarus DLL. Incremented savegame version for default Lazarus DLL.
450 lines
No EOL
12 KiB
C
450 lines
No EOL
12 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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// g_camera.c (func_monitor)
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#include "g_local.h"
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void camera_off (edict_t *ent)
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{
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int i;
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if (!ent->client)
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return;
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if (!ent->client->spycam)
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return;
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if(ent->client->spycam->viewer == ent)
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ent->client->spycam->viewer = NULL;
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ent->client->spycam->flags &= ~FL_ROBOT;
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if(ent->client->spycam->svflags & SVF_MONSTER)
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ent->client->spycam->svflags &= ~SVF_NOCLIENT;
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VectorCopy(ent->client->camplayer->s.origin,ent->s.origin);
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gi.TagFree(ent->client->camplayer->client);
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G_FreeEdict (ent->client->camplayer);
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// set angles
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ent->movetype = MOVETYPE_WALK;
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ent->client->ps.pmove.pm_type = PM_NORMAL;
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for (i=0 ; i<3 ; i++)
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ent->client->ps.pmove.delta_angles[i] =
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ANGLE2SHORT(ent->client->org_viewangles[i] - ent->client->resp.cmd_angles[i]);
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VectorCopy(ent->client->org_viewangles, ent->client->resp.cmd_angles);
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VectorCopy(ent->client->org_viewangles, ent->s.angles);
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VectorCopy(ent->client->org_viewangles, ent->client->ps.viewangles);
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VectorCopy(ent->client->org_viewangles, ent->client->v_angle);
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ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
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ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
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#ifdef KMQUAKE2_ENGINE_MOD
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ent->client->ps.rdflags &= ~(RDF_CAMERAEFFECT|RDF_LETTERBOX); // Knightmare- letterboxing
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#endif
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ent->svflags &= ~SVF_NOCLIENT;
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ent->clipmask = MASK_PLAYERSOLID;
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ent->solid = SOLID_BBOX;
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ent->client->camplayer = NULL;
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ent->client->spycam = NULL;
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gi.linkentity(ent);
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// if we were previously in third person view, restore it
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if (tpp->value)
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Cmd_Chasecam_Toggle (ent);
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#ifdef KMQUAKE2_ENGINE_MOD
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// Knightmare- check if client-side chasecam was previously on
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if (ent->style & 2)
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{
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gi.cvar_forceset(CLIENT_THIRDPERSON_CVAR, "1");
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ent->style &= ~2;
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}
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#endif
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}
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void faker_animate(edict_t *self)
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{
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if(self->s.frame < 0 || self->s.frame > 39)
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{
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self->s.frame = 0;
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}
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else
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{
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self->s.frame++;
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if(self->s.frame > 39)
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self->s.frame = 0;
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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 camera_on (edict_t *ent)
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{
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gclient_t *cl;
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edict_t *faker;
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edict_t *monster;
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edict_t *camera;
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int i;
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vec3_t forward, left, up;
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if (!ent->client)
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return;
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if (!ent->client->spycam)
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return;
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// "viewer" can control camera aim (2nd player to come along and use
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// camera cannot)
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camera = ent->client->spycam;
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if (camera->monsterinfo.aiflags & AI_ACTOR)
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camera->flags |= FL_ROBOT;
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if (!camera->viewer)
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camera->viewer = ent;
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// save current viewangles and restore them with camera_off
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VectorCopy(ent->client->v_angle,ent->client->org_viewangles);
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// copy over all important player data to fake player
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ent->client->camplayer = G_Spawn();
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faker = ent->client->camplayer;
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faker->s.frame = ent->s.frame;
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VectorCopy (ent->s.origin, faker->s.origin);
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VectorCopy (ent->velocity, faker->velocity);
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VectorCopy (ent->s.angles, faker->s.angles);
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faker->s = ent->s;
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faker->takedamage = DAMAGE_AIM;
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faker->movetype = MOVETYPE_WALK;
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faker->groundentity = ent->groundentity;
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faker->viewheight = ent->viewheight;
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faker->inuse = true;
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faker->classname = "camplayer";
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faker->mass = ent->mass;
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faker->solid = SOLID_BBOX;
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faker->deadflag = DEAD_NO;
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faker->clipmask = MASK_PLAYERSOLID;
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faker->health = ent->health;
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faker->light_level = ent->light_level;
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faker->think = faker_animate;
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faker->nextthink = level.time + FRAMETIME;
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VectorCopy(ent->mins,faker->mins);
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VectorCopy(ent->maxs,faker->maxs);
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// create a client so you can pick up items/be shot/etc while in camera
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cl = (gclient_t *) gi.TagMalloc(sizeof(gclient_t), TAG_LEVEL);
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memset(cl,0,sizeof(gclient_t));
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ent->client->camplayer->client = cl;
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ent->client->camplayer->target_ent = ent;
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gi.linkentity (faker);
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AngleVectors(camera->s.angles,forward,left,up);
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VectorMA(camera->s.origin, camera->move_origin[0],forward,ent->s.origin);
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VectorMA(ent->s.origin, -camera->move_origin[1],left, ent->s.origin);
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VectorMA(ent->s.origin, camera->move_origin[2],up, ent->s.origin);
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ent->movetype = MOVETYPE_NOCLIP;
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ent->clipmask = 0;
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ent->solid = SOLID_NOT;
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VectorClear(ent->velocity);
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ent->client->ps.gunindex = 0;
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ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
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#ifdef KMQUAKE2_ENGINE_MOD
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// Knightmare- Camera effect and letterboxing
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if (ent->client->monitor->spawnflags & 64)
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ent->client->ps.rdflags |= RDF_CAMERAEFFECT;
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if (ent->client->monitor->spawnflags & 128)
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ent->client->ps.rdflags |= RDF_LETTERBOX;
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#endif
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ent->svflags |= SVF_NOCLIENT;
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// check to see if we're the enemy of any monster. If so, make the
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// faker the enemy
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for (i=maxclients->value+1, monster=g_edicts+i; i<globals.num_edicts; i++, monster++)
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{
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if (!monster->inuse) continue;
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if (!(monster->svflags & SVF_MONSTER)) continue;
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if (monster->enemy == ent) {
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monster->enemy = faker;
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FoundTarget(monster);
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}
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}
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if (ent->client->spycam->viewmessage)
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safe_centerprintf(ent,ent->client->spycam->viewmessage);
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}
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edict_t *G_FindNextCamera (edict_t *camera, edict_t *monitor)
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{
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edict_t *next;
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if(!monitor->target) return NULL;
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// If we already have a camera that's a monster, make it visible now
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if(camera && (camera->svflags & SVF_MONSTER))
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{
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camera->svflags &= ~SVF_NOCLIENT;
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gi.linkentity(camera);
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}
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// First, determine if we're going to use the "count" to get the next camera,
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// or just scan through the list of entities. If count for the first camera
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// in the map is 0, then we'll just use the map order.
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next = G_Find(NULL,FOFS(targetname),monitor->target);
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if(!next) return NULL;
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if(!next->count) {
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if(camera) {
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next = camera;
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next++;
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} else
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next = g_edicts;
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for ( ; next < &g_edicts[globals.num_edicts] ; next++)
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{
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if (next == camera)
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continue;
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if (!next->inuse)
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continue;
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if (next->deadflag == DEAD_DEAD)
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continue;
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if (!next->targetname)
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continue;
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// don't select "inactive" cameras
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if (!Q_stricmp (next->classname,"turret_breach") && (next->spawnflags & 16))
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continue;
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if (!Q_stricmp (next->targetname, monitor->target))
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goto found_one;
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}
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next = g_edicts;
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for ( ; next < camera ; next++)
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{
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if (next == camera)
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continue;
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if (!next->inuse)
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continue;
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if (next->deadflag == DEAD_DEAD)
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continue;
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if (!next->targetname)
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continue;
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// don't select "inactive" cameras
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if (!Q_stricmp (next->classname,"turret_breach") && (next->spawnflags & 16))
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continue;
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if (!Q_stricmp (next->targetname, monitor->target))
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goto found_one;
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}
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} else {
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int which, start;
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if(camera) {
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which = camera->count+1;
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if(which > monitor->count) which = 1;
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}
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else
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which = 1;
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start = which;
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next = g_edicts+1;
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while(1) {
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if(next->targetname) {
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if(!Q_stricmp(next->targetname,monitor->target)) {
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if(next->count == which) {
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if(!next->inuse || (next->deadflag == DEAD_DEAD) ||
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(!Q_stricmp (next->classname,"turret_breach") && (next->spawnflags & 16)) )
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{
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next = g_edicts;
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which++;
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if(which > monitor->count) which=1;
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if(which == start) return NULL;
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} else
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goto found_one;
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}
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}
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}
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if(next == &g_edicts[globals.num_edicts-1]) {
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next = g_edicts;
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which++;
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if(which > monitor->count) which = 1;
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if(which == start) return NULL;
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}
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next++;
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}
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}
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return NULL;
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found_one:
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if(!(monitor->spawnflags & 32) && (next->svflags & SVF_MONSTER))
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next->svflags |= SVF_NOCLIENT;
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return next;
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}
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edict_t *G_FindPrevCamera (edict_t *camera, edict_t *monitor)
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{
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edict_t *prev;
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edict_t *newcamera;
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if(!monitor->target) return NULL;
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// If we already have a camera that's a monster, make it visible now
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if(camera && (camera->svflags & SVF_MONSTER))
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{
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camera->svflags &= ~SVF_NOCLIENT;
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gi.linkentity(camera);
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}
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// First, determine if we're going to use the "count" to get the next camera,
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// or just scan through the list of entities. If count for the first camera
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// in the map is 0, then we'll just use the map order.
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prev = G_Find(NULL,FOFS(targetname),monitor->target);
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if(!prev) return NULL;
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if(!prev->count)
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{
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newcamera = NULL;
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for (prev = g_edicts ; prev < &g_edicts[globals.num_edicts] ; prev++)
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{
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if (prev == camera) {
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if (newcamera) goto found_one;
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continue;
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}
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if (!prev->inuse)
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continue;
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if (prev->deadflag == DEAD_DEAD)
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continue;
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if (!prev->targetname)
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continue;
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// don't select "inactive" cameras
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if (!Q_stricmp (prev->classname,"turret_breach") && (prev->spawnflags & 16))
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continue;
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if (!Q_stricmp (prev->targetname, monitor->target))
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newcamera = prev;
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}
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goto found_one;
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}
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else
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{
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int which, start;
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if(camera) {
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which = camera->count-1;
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if(which <= 0) which = monitor->count;
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}
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else
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which = monitor->count;
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start = which;
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prev = g_edicts+1;
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while(1) {
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if(prev->targetname) {
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if(!Q_stricmp(prev->targetname,monitor->target)) {
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if(prev->count == which) {
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if(!prev->inuse || (prev->deadflag == DEAD_DEAD) ||
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(!Q_stricmp (prev->classname,"turret_breach") && (prev->spawnflags & 16)))
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{
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prev = g_edicts;
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which--;
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if(which <= 0) which=monitor->count;
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if(which == start) return NULL;
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}
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else
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{
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newcamera = prev;
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goto found_one;
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}
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}
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}
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}
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if(prev == &g_edicts[globals.num_edicts-1]) {
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prev = g_edicts;
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which--;
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if(which <= 0) which=monitor->count;
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if(which == start) return NULL;
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}
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prev++;
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}
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}
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found_one:
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if (newcamera) { // Knightmare added- check this pointer!
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if (!(monitor->spawnflags & 32) && (newcamera->svflags & SVF_MONSTER))
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newcamera->svflags |= SVF_NOCLIENT;
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}
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return newcamera;
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}
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void use_camera (edict_t *self, edict_t *other, edict_t *activator)
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{
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edict_t *target;
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if(!activator->client) return;
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if(activator->client->spycam) // already using camera
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return;
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target = G_FindNextCamera(NULL,self);
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if(!target) return;
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// if currently in thirdperson, turn that sucker off
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if(tpp->value && activator->client->chasetoggle)
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Cmd_Chasecam_Toggle (activator);
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#ifdef KMQUAKE2_ENGINE_MOD
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// Knightmare- check for client-side chasecam
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if (!deathmatch->value && !coop->value && cl_thirdperson->value)
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{
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gi.cvar_forceset(CLIENT_THIRDPERSON_CVAR, "0");
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activator->style |= 2;
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}
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#endif
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activator->client->spycam = target;
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activator->client->monitor = self;
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camera_on(activator);
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}
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void func_monitor_init (edict_t *self)
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{
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edict_t *camera;
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self->count = 0;
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camera = NULL;
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while( (camera=G_Find(camera,FOFS(targetname),self->target)) != NULL)
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self->count++;
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if(!self->count)
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self->s.effects = 0; // don't animate a func_monitor that has no cameras
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}
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void SP_func_monitor (edict_t *self)
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{
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if( !self->target ) {
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gi.dprintf("func_monitor without a target at %s\n",vtos(self->s.origin));
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G_FreeEdict(self);
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return;
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}
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if (self->spawnflags & 8)
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self->s.effects |= EF_ANIM_ALL;
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if (self->spawnflags & 16)
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self->s.effects |= EF_ANIM_ALLFAST;
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gi.setmodel (self, self->model);
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self->movetype = MOVETYPE_NONE;
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self->solid = SOLID_BSP;
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self->use = use_camera;
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self->think = func_monitor_init;
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self->nextthink = level.time + 2*FRAMETIME;
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gi.linkentity(self);
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} |