quake2-rerelease-dll/rerelease/rogue/g_rogue_newfnc.cpp

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2023-08-07 19:47:28 +00:00
// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
#include "../g_local.h"
void fd_secret_move1(edict_t *self);
void fd_secret_move2(edict_t *self);
void fd_secret_move3(edict_t *self);
void fd_secret_move4(edict_t *self);
void fd_secret_move5(edict_t *self);
void fd_secret_move6(edict_t *self);
void fd_secret_done(edict_t *self);
/*
=============================================================================
SECRET DOORS
=============================================================================
*/
constexpr spawnflags_t SPAWNFLAG_SEC_OPEN_ONCE = 1_spawnflag; // stays open
// unused
// constexpr uint32_t SPAWNFLAG_SEC_1ST_LEFT = 2; // 1st move is left of arrow
constexpr spawnflags_t SPAWNFLAG_SEC_1ST_DOWN = 4_spawnflag; // 1st move is down from arrow
// unused
// constexpr uint32_t SPAWNFLAG_SEC_NO_SHOOT = 8; // only opened by trigger
constexpr spawnflags_t SPAWNFLAG_SEC_YES_SHOOT = 16_spawnflag; // shootable even if targeted
constexpr spawnflags_t SPAWNFLAG_SEC_MOVE_RIGHT = 32_spawnflag;
constexpr spawnflags_t SPAWNFLAG_SEC_MOVE_FORWARD = 64_spawnflag;
USE(fd_secret_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
edict_t *ent;
if (self->flags & FL_TEAMSLAVE)
return;
// trigger all paired doors
for (ent = self; ent; ent = ent->teamchain)
Move_Calc(ent, ent->moveinfo.start_origin, fd_secret_move1);
}
DIE(fd_secret_killed) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
self->health = self->max_health;
self->takedamage = false;
if (self->flags & FL_TEAMSLAVE && self->teammaster && self->teammaster->takedamage != false)
fd_secret_killed(self->teammaster, inflictor, attacker, damage, point, mod);
else
fd_secret_use(self, inflictor, attacker);
}
// Wait after first movement...
MOVEINFO_ENDFUNC(fd_secret_move1) (edict_t *self) -> void
{
self->nextthink = level.time + 1_sec;
self->think = fd_secret_move2;
}
// Start moving sideways w/sound...
THINK(fd_secret_move2) (edict_t *self) -> void
{
Move_Calc(self, self->moveinfo.end_origin, fd_secret_move3);
}
// Wait here until time to go back...
MOVEINFO_ENDFUNC(fd_secret_move3) (edict_t *self) -> void
{
if (!self->spawnflags.has(SPAWNFLAG_SEC_OPEN_ONCE))
{
self->nextthink = level.time + gtime_t::from_sec(self->wait);
self->think = fd_secret_move4;
}
}
// Move backward...
THINK(fd_secret_move4) (edict_t *self) -> void
{
Move_Calc(self, self->moveinfo.start_origin, fd_secret_move5);
}
// Wait 1 second...
MOVEINFO_ENDFUNC(fd_secret_move5) (edict_t *self) -> void
{
self->nextthink = level.time + 1_sec;
self->think = fd_secret_move6;
}
THINK(fd_secret_move6) (edict_t *self) -> void
{
Move_Calc(self, self->move_origin, fd_secret_done);
}
MOVEINFO_ENDFUNC(fd_secret_done) (edict_t *self) -> void
{
if (!self->targetname || self->spawnflags.has(SPAWNFLAG_SEC_YES_SHOOT))
{
self->health = 1;
self->takedamage = true;
self->die = fd_secret_killed;
}
}
MOVEINFO_BLOCKED(secret_blocked) (edict_t *self, edict_t *other) -> void
{
if (!(self->flags & FL_TEAMSLAVE))
T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 0, DAMAGE_NONE, MOD_CRUSH);
}
/*
================
secret_touch
Prints messages
================
*/
TOUCH(secret_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (other->health <= 0)
return;
if (!(other->client))
return;
if (self->monsterinfo.attack_finished > level.time)
return;
self->monsterinfo.attack_finished = level.time + 2_sec;
if (self->message)
gi.LocCenter_Print(other, self->message);
}
/*QUAKED func_door_secret2 (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot slide_right slide_forward
Basic secret door. Slides back, then to the left. Angle determines direction.
FLAGS:
open_once = not implemented yet
1st_left = 1st move is left/right of arrow
1st_down = 1st move is forwards/backwards
no_shoot = not implemented yet
always_shoot = even if targeted, keep shootable
reverse_left = the sideways move will be to right of arrow
reverse_back = the to/fro move will be forward
VALUES:
wait = # of seconds before coming back (5 default)
dmg = damage to inflict when blocked (2 default)
*/
void SP_func_door_secret2(edict_t *ent)
{
vec3_t forward, right, up;
float lrSize, fbSize;
G_SetMoveinfoSounds(ent, "doors/dr1_strt.wav", "doors/dr1_mid.wav", "doors/dr1_end.wav");
if (!ent->dmg)
ent->dmg = 2;
AngleVectors(ent->s.angles, forward, right, up);
ent->move_origin = ent->s.origin;
ent->move_angles = ent->s.angles;
G_SetMovedir(ent->s.angles, ent->movedir);
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel(ent, ent->model);
if (ent->move_angles[1] == 0 || ent->move_angles[1] == 180)
{
lrSize = ent->size[1];
fbSize = ent->size[0];
}
else if (ent->move_angles[1] == 90 || ent->move_angles[1] == 270)
{
lrSize = ent->size[0];
fbSize = ent->size[1];
}
else
{
gi.Com_Print("Secret door not at 0,90,180,270!\n");
G_FreeEdict(ent);
return;
}
if (ent->spawnflags.has(SPAWNFLAG_SEC_MOVE_FORWARD))
forward *= fbSize;
else
forward *= fbSize * -1;
if (ent->spawnflags.has(SPAWNFLAG_SEC_MOVE_RIGHT))
right *= lrSize;
else
right *= lrSize * -1;
if (ent->spawnflags.has(SPAWNFLAG_SEC_1ST_DOWN))
{
ent->moveinfo.start_origin = ent->s.origin + forward;
ent->moveinfo.end_origin = ent->moveinfo.start_origin + right;
}
else
{
ent->moveinfo.start_origin = ent->s.origin + right;
ent->moveinfo.end_origin = ent->moveinfo.start_origin + forward;
}
ent->touch = secret_touch;
ent->moveinfo.blocked = secret_blocked;
ent->use = fd_secret_use;
ent->moveinfo.speed = 50;
ent->moveinfo.accel = 50;
ent->moveinfo.decel = 50;
if (!ent->targetname || ent->spawnflags.has(SPAWNFLAG_SEC_YES_SHOOT))
{
ent->health = 1;
ent->max_health = ent->health;
ent->takedamage = true;
ent->die = fd_secret_killed;
}
if (!ent->wait)
ent->wait = 5; // 5 seconds before closing
gi.linkentity(ent);
}
// ==================================================
constexpr spawnflags_t SPAWNFLAG_FORCEWALL_START_ON = 1_spawnflag;
THINK(force_wall_think) (edict_t *self) -> void
{
if (!self->wait)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_FORCEWALL);
gi.WritePosition(self->pos1);
gi.WritePosition(self->pos2);
gi.WriteByte(self->style);
gi.multicast(self->offset, MULTICAST_PVS, false);
}
self->think = force_wall_think;
self->nextthink = level.time + 10_hz;
}
USE(force_wall_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (!self->wait)
{
self->wait = 1;
self->think = nullptr;
self->nextthink = 0_ms;
self->solid = SOLID_NOT;
gi.linkentity(self);
}
else
{
self->wait = 0;
self->think = force_wall_think;
self->nextthink = level.time + 10_hz;
self->solid = SOLID_BSP;
gi.linkentity(self);
KillBox(self, false); // Is this appropriate?
}
}
/*QUAKED func_force_wall (1 0 1) ? start_on
A vertical particle force wall. Turns on and solid when triggered.
If someone is in the force wall when it turns on, they're telefragged.
start_on - forcewall begins activated. triggering will turn it off.
style - color of particles to use.
208: green, 240: red, 241: blue, 224: orange
*/
void SP_func_force_wall(edict_t *ent)
{
gi.setmodel(ent, ent->model);
ent->offset[0] = (ent->absmax[0] + ent->absmin[0]) / 2;
ent->offset[1] = (ent->absmax[1] + ent->absmin[1]) / 2;
ent->offset[2] = (ent->absmax[2] + ent->absmin[2]) / 2;
ent->pos1[2] = ent->absmax[2];
ent->pos2[2] = ent->absmax[2];
if (ent->size[0] > ent->size[1])
{
ent->pos1[0] = ent->absmin[0];
ent->pos2[0] = ent->absmax[0];
ent->pos1[1] = ent->offset[1];
ent->pos2[1] = ent->offset[1];
}
else
{
ent->pos1[0] = ent->offset[0];
ent->pos2[0] = ent->offset[0];
ent->pos1[1] = ent->absmin[1];
ent->pos2[1] = ent->absmax[1];
}
if (!ent->style)
ent->style = 208;
ent->movetype = MOVETYPE_NONE;
ent->wait = 1;
if (ent->spawnflags.has(SPAWNFLAG_FORCEWALL_START_ON))
{
ent->solid = SOLID_BSP;
ent->think = force_wall_think;
ent->nextthink = level.time + 10_hz;
}
else
ent->solid = SOLID_NOT;
ent->use = force_wall_use;
ent->svflags = SVF_NOCLIENT;
gi.linkentity(ent);
}