game-source/ParoxysmII/source/subs.r

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#include "config.rh"
#include "paroxysm.rh"
void() SUB_Null = {};
void() SUB_Remove = {remove(@self);};
/*
QuakeEd only writes a single float for angles (bad idea), so up and down are
just constant angles.
*/
vector() SetMovedir =
{
if (@self.angles == '0 -1 0')
@self.movedir = '0 0 1';
else if (@self.angles == '0 -2 0')
@self.movedir = '0 0 -1';
else
{
makevectors (@self.angles);
@self.movedir = v_forward;
}
@self.angles = '0 0 0';
return nil;
};
/*
================
InitTrigger
================
*/
void() InitTrigger =
{
// trigger angles are used for one-way touches. An angle of 0 is assumed
// to mean no restrictions, so use a yaw of 360 instead.
if (@self.angles != '0 0 0')
SetMovedir ();
@self.solid = SOLID_TRIGGER;
setmodel (@self, @self.model); // set size and link into world
@self.movetype = MOVETYPE_NONE;
@self.modelindex = 0;
@self.model = "";
};
/*
=============
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 < 0.03)
traveltime = 0.03;
// 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 ();
};
/*
=============
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(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 (vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
{
local vector destdelta;
local float len, traveltime;
if (!tspeed)
objerror ("No speed is defined!");
// set destdelta to the vector needed to move
destdelta = destangle - @self.angles;
// calculate length of vector
len = vlen (destdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
// 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.avelocity = destdelta * (1 / traveltime);
@self.think1 = func;
@self.finalangle = destangle;
@self.think = SUB_CalcAngleMoveDone;
};
/*
============
After rotating, set angle to exact final angle
============
*/
void() SUB_CalcAngleMoveDone =
{
@self.angles = @self.finalangle;
@self.avelocity = '0 0 0';
@self.nextthink = -1;
if (@self.think1)
@self.think1();
};
//=============================================================================
void() DelayThink =
{
activator = @self.enemy;
SUB_UseTargets ();
remove(@self);
};
/*
==============================
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 =
{
local entity t, stemp, otemp, act;
/*
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;
return;
}
// print the message
if ((activator.classname == "player") && (@self.message != "")) {
@self.target_id_finished = time + 4; // don't let TargetID override centerprints
centerprint (activator, @self.message);
if (!@self.noise)
sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
// kill the killtagets
if (@self.killtarget) {
t = world;
do {
if (!(t = find (t, targetname, @self.killtarget)))
return;
remove (t);
} while ( 1 );
}
// fire targets
if (@self.target) {
act = activator;
t = world;
do {
if (!(t = find (t, targetname, @self.target)))
return;
stemp = @self;
otemp = other;
@self = t;
other = stemp;
if (@self.use != SUB_Null) {
if (@self.use)
@self.use ();
}
@self = stemp;
other = otemp;
activator = act;
} while ( 1 );
}
};