quake2-rerelease-dll/rerelease/rogue/g_rogue_newtrig.cpp
2023-08-07 14:48:30 -05:00

189 lines
4.7 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
// g_newtrig.c
// pmack
// october 1997
#include "../g_local.h"
/*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 -24) (16 16 32)
Destination marker for a teleporter.
*/
void SP_info_teleport_destination(edict_t *self)
{
}
// unused; broken?
// constexpr uint32_t SPAWNFLAG_TELEPORT_PLAYER_ONLY = 1;
// unused
// constexpr uint32_t SPAWNFLAG_TELEPORT_SILENT = 2;
// unused
// constexpr uint32_t SPAWNFLAG_TELEPORT_CTF_ONLY = 4;
constexpr spawnflags_t SPAWNFLAG_TELEPORT_START_ON = 8_spawnflag;
/*QUAKED trigger_teleport (.5 .5 .5) ? player_only silent ctf_only start_on
Any object touching this will be transported to the corresponding
info_teleport_destination entity. You must set the "target" field,
and create an object with a "targetname" field that matches.
If the trigger_teleport has a targetname, it will only teleport
entities when it has been fired.
player_only: only players are teleported
silent: <not used right now>
ctf_only: <not used right now>
start_on: when trigger has targetname, start active, deactivate when used.
*/
TOUCH(trigger_teleport_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
edict_t *dest;
if (/*(self->spawnflags & SPAWNFLAG_TELEPORT_PLAYER_ONLY) &&*/ !(other->client))
return;
if (self->delay)
return;
dest = G_PickTarget(self->target);
if (!dest)
{
gi.Com_Print("Teleport Destination not found!\n");
return;
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_TELEPORT_EFFECT);
gi.WritePosition(other->s.origin);
gi.multicast(other->s.origin, MULTICAST_PVS, false);
other->s.origin = dest->s.origin;
other->s.old_origin = dest->s.origin;
other->s.origin[2] += 10;
// clear the velocity and hold them in place briefly
other->velocity = {};
if (other->client)
{
other->client->ps.pmove.pm_time = 160; // hold time
other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
// draw the teleport splash at source and on the player
other->s.event = EV_PLAYER_TELEPORT;
// set angles
other->client->ps.pmove.delta_angles = dest->s.angles - other->client->resp.cmd_angles;
other->client->ps.viewangles = {};
other->client->v_angle = {};
}
other->s.angles = {};
gi.linkentity(other);
// kill anything at the destination
KillBox(other, !!other->client);
// [Paril-KEX] move sphere, if we own it
if (other->client && other->client->owned_sphere)
{
edict_t *sphere = other->client->owned_sphere;
sphere->s.origin = other->s.origin;
sphere->s.origin[2] = other->absmax[2];
sphere->s.angles[YAW] = other->s.angles[YAW];
gi.linkentity(sphere);
}
}
USE(trigger_teleport_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (self->delay)
self->delay = 0;
else
self->delay = 1;
}
void SP_trigger_teleport(edict_t *self)
{
if (!self->wait)
self->wait = 0.2f;
self->delay = 0;
if (self->targetname)
{
self->use = trigger_teleport_use;
if (!self->spawnflags.has(SPAWNFLAG_TELEPORT_START_ON))
self->delay = 1;
}
self->touch = trigger_teleport_touch;
self->solid = SOLID_TRIGGER;
self->movetype = MOVETYPE_NONE;
if (self->s.angles)
G_SetMovedir(self->s.angles, self->movedir);
gi.setmodel(self, self->model);
gi.linkentity(self);
}
// ***************************
// TRIGGER_DISGUISE
// ***************************
/*QUAKED trigger_disguise (.5 .5 .5) ? TOGGLE START_ON REMOVE
Anything passing through this trigger when it is active will
be marked as disguised.
TOGGLE - field is turned off and on when used. (Paril N.B.: always the case)
START_ON - field is active when spawned.
REMOVE - field removes the disguise
*/
// unused
// constexpr uint32_t SPAWNFLAG_DISGUISE_TOGGLE = 1;
constexpr spawnflags_t SPAWNFLAG_DISGUISE_START_ON = 2_spawnflag;
constexpr spawnflags_t SPAWNFLAG_DISGUISE_REMOVE = 4_spawnflag;
TOUCH(trigger_disguise_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (other->client)
{
if (self->spawnflags.has(SPAWNFLAG_DISGUISE_REMOVE))
other->flags &= ~FL_DISGUISED;
else
other->flags |= FL_DISGUISED;
}
}
USE(trigger_disguise_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (self->solid == SOLID_NOT)
self->solid = SOLID_TRIGGER;
else
self->solid = SOLID_NOT;
gi.linkentity(self);
}
void SP_trigger_disguise(edict_t *self)
{
if (!level.disguise_icon)
level.disguise_icon = gi.imageindex("i_disguise");
if (self->spawnflags.has(SPAWNFLAG_DISGUISE_START_ON))
self->solid = SOLID_TRIGGER;
else
self->solid = SOLID_NOT;
self->touch = trigger_disguise_touch;
self->use = trigger_disguise_use;
self->movetype = MOVETYPE_NONE;
self->svflags = SVF_NOCLIENT;
gi.setmodel(self, self->model);
gi.linkentity(self);
}