thirtyflightsofloving/game/g_model.c
Knightmare66 d16b46e3cf Added re-implementation of func_plat2 and func_door2 from rogue to default Lazarus DLL.
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.
2020-10-27 02:00:05 -04:00

275 lines
7.9 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod 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 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
//
// mappack stuff by mr. ed, modified extensively for Tremor by dwh
//
//Spawns a user defined model, you can specify whether its solid, if so how big the box is, and apply nearly
//any effect to the entity.
//
// PLAYER set this if you want to use a player model
//
// Note : These flags override any frame settings you may have enterered
// ANIM01 cycle between frames 0 and 1 at 2 hz
// ANIM23 cycle between frames 2 and 3 at 2 hz
// ANIM_ALL cycle through all frames at 2hz
// ANIM_ALLFAST cycle through all frames at 10hz
//
// START_OFF Start inactive, when triggered display the model
// TOGGLE Start active, when triggered become inactive
// NO_MODEL Don't use a model. Usefull for placeing particle effects and
// dynamic lights on their own
//
// "usermodel" = The model to load (models/ is already coded)
// "startframe" = The starting frame : default 0
// "userframes" = The number of frames you want to display after startframe
// "solidstate" = 1 : SOLID_NOT - not solid at all
// 2 : SOLID_BBOX - solid and affected by gravity
// 3 : NO DROP - solid but not affected by gravity
// 4 : SOLID_NOT, but affect by gravity
//
// NOTE : if you want the model to be solid then you must enter vector values into the following fields :
// "bleft" = the point that is at the bottom left of the models bounding box in a model editor
// "tright" = the point that is at the top left of the models bounding box in a model editor
//
#define TOGGLE 2
#define PLAYER_MODEL 8
#define NO_MODEL 16
#define ANIM_ONCE 32
void model_spawn_use (edict_t *self, edict_t *other, edict_t *activator);
void modelspawn_think (edict_t *self)
{
self->s.frame++;
if (self->s.frame >= self->framenumbers)
{
self->s.frame = self->startframe;
if(self->spawnflags & ANIM_ONCE)
{
model_spawn_use(self,world,world);
return;
}
}
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
void model_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->delay) //we started off
{
self->svflags &= ~SVF_NOCLIENT;
self->delay = 0;
if(self->framenumbers > 1)
{
self->think = modelspawn_think;
self->nextthink = level.time + FRAMETIME;
}
self->s.sound = self->noise_index;
#ifdef LOOP_SOUND_ATTENUATION
self->s.attenuation = self->attenuation;
#endif
}
else //we started active
{
self->svflags |= SVF_NOCLIENT;
self->delay = 1;
self->use = model_spawn_use;
self->think = NULL;
self->nextthink = 0;
self->s.sound = 0;
}
}
void model_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *e, *next;
e = self->movewith_next;
while(e) {
next = e->movewith_next;
if(e->solid == SOLID_NOT) {
e->nextthink = 0;
G_FreeEdict(e);
} else
BecomeExplosion1 (e);
e = next;
}
BecomeExplosion1(self);
}
#define ANIM_MASK (EF_ANIM01|EF_ANIM23|EF_ANIM_ALL|EF_ANIM_ALLFAST)
void SP_model_spawn (edict_t *ent)
{
char modelname[256];
//paranoia checks
if ((!ent->usermodel) && !(ent->spawnflags & NO_MODEL) && !(ent->spawnflags & PLAYER_MODEL))
{
gi.dprintf("%s without a model at %s\n", ent->classname, vtos(ent->s.origin));
G_FreeEdict(ent);
return;
}
ent->class_id = ENTITY_MODEL_SPAWN;
switch (ent->solidstate)
{
case 1 : ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_NONE; break;
case 2 : ent->solid = SOLID_BBOX; ent->movetype = MOVETYPE_TOSS; break;
case 3 : ent->solid = SOLID_BBOX; ent->movetype = MOVETYPE_NONE; break;
case 4 : ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_TOSS; break;
default: ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_NONE; break;
}
if (ent->solid != SOLID_NOT ) {
if (ent->health > 0) {
ent->die = model_die;
ent->takedamage = DAMAGE_YES;
}
}
switch (ent->style)
{
case 1 : ent->s.effects |= EF_ANIM01; break;
case 2 : ent->s.effects |= EF_ANIM23; break;
case 3 : ent->s.effects |= EF_ANIM_ALL; break;
case 4 : ent->s.effects |= EF_ANIM_ALLFAST; break;
}
// DWH: Rather than use one value (renderfx) we use the
// actual values for effects and renderfx. All may
// be combined.
ent->s.effects |= ent->effects;
ent->s.renderfx |= ent->renderfx;
if (ent->startframe < 0)
ent->startframe = 0;
if (!ent->framenumbers)
ent->framenumbers = 1;
// Change framenumbers to last frame to play
ent->framenumbers += ent->startframe;
if (ent->bleft)
{
VectorCopy (ent->bleft, ent->mins);
}
else
{
if (ent->solid != SOLID_NOT)
{
gi.dprintf("%s solid with no bleft vector at %s\n", ent->classname, vtos(ent->s.origin));
ent->solid = SOLID_NOT;
}
}
if (ent->tright)
{
VectorCopy (ent->tright, ent->maxs);
}
else
{
if (ent->solid != SOLID_NOT)
{
gi.dprintf("%s solid with no tright vector at %s\n", ent->classname, vtos(ent->s.origin));
ent->solid = SOLID_NOT;
}
}
// if(ent->movewith && (ent->solid == SOLID_BBOX))
if(ent->movewith)
ent->movetype = MOVETYPE_PUSH;
if (ent->solid != SOLID_NOT)
ent->clipmask = CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER;
if (ent->spawnflags & NO_MODEL)
{ // For rendering effects to work, we MUST use a model
ent->s.modelindex = gi.modelindex ("sprites/point.sp2");
ent->movetype = MOVETYPE_NOCLIP;
}
else
{
if (ent->spawnflags & PLAYER_MODEL) {
if(!ent->usermodel || !strlen(ent->usermodel))
ent->s.modelindex = MAX_MODELS-1;
else
{
if (strstr(ent->usermodel,"tris.md2"))
Com_sprintf(modelname, sizeof(modelname), "players/%s", ent->usermodel);
else
Com_sprintf(modelname, sizeof(modelname), "players/%s/tris.md2", ent->usermodel);
ent->s.modelindex = gi.modelindex(modelname);
}
}
else
{
if (strstr(ent->usermodel,".sp2")) {
// Knightmare- check for "sprites/" already in path
if ( !strncmp(ent->usermodel, "sprites/", 8) )
Com_sprintf(modelname, sizeof(modelname), "%s", ent->usermodel);
else
Com_sprintf(modelname, sizeof(modelname), "sprites/%s", ent->usermodel);
}
else {
// Knightmare- check for "models/" already in path
if ( !strncmp(ent->usermodel, "models/", 7) )
Com_sprintf(modelname, sizeof(modelname), "%s", ent->usermodel);
else
Com_sprintf(modelname, sizeof(modelname), "models/%s", ent->usermodel);
}
ent->s.modelindex = gi.modelindex (modelname);
}
ent->s.frame = ent->startframe;
}
if (st.noise)
ent->noise_index = gi.soundindex (st.noise);
ent->s.sound = ent->noise_index;
#ifdef LOOP_SOUND_ATTENUATION
ent->s.attenuation = ent->attenuation;
#endif
// if (ent->skinnum) // Knightmare- selectable skin
// ent->s.skinnum = ent->skinnum;
if (ent->spawnflags & ANIM_ONCE)
ent->spawnflags |= TOGGLE;
if (ent->spawnflags & TOGGLE)
{
ent->delay = 0;
ent->use = model_spawn_use;
}
if(!(ent->s.effects & ANIM_MASK) && (ent->framenumbers > 1))
{
ent->think = modelspawn_think;
ent->nextthink = level.time + 2*FRAMETIME;
}
gi.linkentity (ent);
}