quakec/source/server/entities/sub_functions.qc
2022-02-08 13:42:28 -05:00

367 lines
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8 KiB
C++

/*
server/entities/sub_functions.qc
entity/server utility subroutines
Copyright (C) 2021 NZ:P Team
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
/*
==============================
SUB_UseTargets
the global "activator" should be set to the entity that initiated the firing.
If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
Centerprints any self.message to the activator.
Removes all entities with a targetname that match self.killtarget,
and removes them, so some events can remove other triggers.
Search for (string)targetname in all entities that
match (string)self.target and call their .use function
==============================
*/
void() SUB_UseTargets;
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
void() SUB_CalcMoveDone;
void() DelayThink =
{
activator = self.enemy;
SUB_UseTargets ();
remove(self);
};
void() SUB_UseTargets =
{
local entity t, stemp, otemp, act;
float tempcount, temptotal, breakthis;
string tempstring;
tempstring = "";
temptotal = 0;
tempcount = 0;
breakthis = false;
if (self.target2)
tempcount = tempcount + 1;
if (self.target3)
tempcount = tempcount + 1;
if (self.target4)
tempcount = tempcount + 1;
if (self.target5)
tempcount = tempcount + 1;
if (self.target6)
tempcount = tempcount + 1;
if (self.target7)
tempcount = tempcount + 1;
if (self.target8)
tempcount = tempcount + 1;
while(tempcount > temptotal)
{
temptotal = temptotal + 1;
if (temptotal == 1)
tempstring = self.target;
if (temptotal == 2)
tempstring = self.target2;
if (temptotal == 3)
tempstring = self.target3;
if (temptotal == 4)
tempstring = self.target4;
if (temptotal == 5)
tempstring = self.target5;
if (temptotal == 6)
tempstring = self.target6;
if (temptotal == 7)
tempstring = self.target7;
if (temptotal == 8)
tempstring = self.target8;
//
// check for a delay
//
if (self.delay)
{
// create a temp object to fire at a later time
t = spawn();
t.classname = "DelayedUse";
t.nextthink = time + self.delay;
t.think = DelayThink;
t.enemy = activator;
t.message = self.message;
t.killtarget = self.killtarget;
t.target = self.target;
t.target2 = self.target2;
t.target3 = self.target3;
t.target4 = self.target4;
t.target5 = self.target5;
t.target6 = self.target6;
t.target7 = self.target7;
t.target8 = self.target8;
return;
}
//
// print the message
//
if (activator.classname == "player" && self.message != "")
{
centerprint (activator, self.message);
}
//
// kill the killtagets
//
if (self.killtarget)
{
t = world;
do
{
t = find (t, targetname, self.killtarget);
if (!t)
breakthis = true;
remove (t);
} while (!breakthis);
}
//
// fire targets
//
if (tempstring)
{
act = activator;
t = find (world, targetname, tempstring);
breakthis = 0;
while (!breakthis)
{
if (!t)
{
breakthis = true;
}
stemp = self;
otemp = other;
self = t;
other = stemp;
if (t.classname == "spawn_zombie_in")
{
t.classname = "spawn_zombie";
}
if (t.classname == "waypoint_s")
{
t.classname = "waypoint_s";
}
if (t.classname == "spawn_dog_in")
t.classname = "spawn_dog";
if (self.use != SUB_Null)
{
if (self.use)
self.use();
}
self = stemp;
other = otemp;
activator = act;
t = find (t, targetname, tempstring);
}
}
}
};
/*
=============
SUB_CalcAngleMove
calculate self.avelocity and self.nextthink to reach destangle from
self.angles rotating
The calling function should make sure self.think is valid
===============
*/
void SUB_CalcAngleMove (vector destangle, float tspeed, void() func);
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
{
local entity stemp;
stemp = self;
self = ent;
SUB_CalcAngleMove (destangle, tspeed, func);
self = stemp;
};
void SUB_CalcAngleMoveDone (void)
{
// After rotating, set angle to exact final angle
self.angles = self.finalangle;
self.avelocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1 ();
}
void SUB_CalcAngleMove (vector destangle, float tspeed, void() func)
{
vector delta;
float traveltime;
if (!tspeed)
objerror ("No speed is defined!");
delta = destangle - self.angles;
traveltime = vlen (delta) / tspeed;
self.avelocity = delta * (1 / traveltime);
self.think1 = func;
self.finalangle = destangle;
self.think = SUB_CalcAngleMoveDone;
self.nextthink = self.ltime + traveltime;
}
/*
=============
SUB_CalcMove
calculate self.velocity and self.nextthink to reach dest from
self.origin traveling at speed
===============
*/
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
{
local entity stemp;
stemp = self;
self = ent;
SUB_CalcMove (tdest, tspeed, func);
self = stemp;
};
void(vector tdest, float tspeed, void() func) SUB_CalcMove =
{
local vector vdestdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
self.think1 = func;
self.finaldest = tdest;
self.think = SUB_CalcMoveDone;
if (tdest == self.origin)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set destdelta to the vector needed to move
vdestdelta = tdest - self.origin;
// calculate length of vector
len = vlen (vdestdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
if (traveltime < 0.1)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float
};
/*
============
After moving, set origin to exact final destination
============
*/
void() SUB_CalcMoveDone =
{
setorigin(self, self.finaldest);
self.velocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1();
};
#ifdef PC
//
// HalfLife_DoRender()
// Adds some support for HL rendermodes to FTE, made by
// autonomous1 for 'quakelife'
//
// Do *some* of the half-life render stuff.
void () HalfLife_DoRender =
{
local vector osize, omins, omaxs, oabsmin, oabsmax;
if (self.rendercolor != '0 0 0') {} // ADDME
if (self.rendermode > 0)
if (self.renderamt > 0) {
self.alpha = self.renderamt/255;
if (self.alpha == 0)
self.alpha = .01;
}
else {
self.rendermode = 2;
}
if (self.rendermode == 2) {
self.alpha = self.renderamt/255;
if (self.alpha == 0) {
//self.alpha = 0.01;
osize = self.size;
omins = self.mins;
omaxs = self.maxs;
oabsmin = self.absmin;
oabsmax = self.absmax;
if (self.solid == SOLID_BSP) {
self.solid = SOLID_BBOX;
}
//setmodel(self, string_null);
self.size = osize;
self.mins = omins;
self.maxs = omaxs;
self.absmin = oabsmin;
self.absmax = oabsmax;
//setorigin(self, self.origin);
}
}
};
#endif