mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-14 16:31:34 +00:00
471 lines
8.1 KiB
C++
471 lines
8.1 KiB
C++
#include "common.qh"
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#include "protocol.qh"
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#include "misc.qh"
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#include "server.qh"
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#include "teleport.qh"
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#include "weapon.qh"
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.float tl_notsolid;
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// ===================================================================== //
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entity (string clname)
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spawn =
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{
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local entity e;
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e = BUILTIN_spawn ();
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e.classname = clname;
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return e;
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};
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// ===================================================================== //
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void ()
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SUB_remove =
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{
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remove (self);
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};
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void (entity e)
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safe_remove =
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{
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e.takedamage = DAMAGE_NO;
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e.solid = SOLID_NOT;
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e.model = NIL;
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e.modelindex = 0;
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e.think = SUB_remove;
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e.nextthink = time;
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};
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// ===================================================================== //
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void ()
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SUB_makestatic =
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{
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makestatic (self);
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};
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void (entity e)
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safe_makestatic =
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{
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if (sv_spawning) {
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makestatic (self);
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return;
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}
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e.takedamage = DAMAGE_NO;
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e.solid = SOLID_NOT;
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e.think = SUB_makestatic;
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e.nextthink = time;
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};
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// ===================================================================== //
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void ()
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_sound_vector_think =
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{
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sound (self, CHAN_VOICE, self.noise1, self.volume, self.attenuation);
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remove (self);
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};
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void (vector org, string samp, float vol, float atten)
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sound_vector =
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{
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local entity e;
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e = spawn("SOUND");
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e.origin = org;
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e.noise1 = samp;
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e.volume = vol;
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e.attenuation = atten;
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e.think = _sound_vector_think;
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e.nextthink = time;
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};
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// ===================================================================== //
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float (vector org)
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_missile_th_teleport =
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{
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self.owner = world;
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return TRUE;
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};
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void (entity mis) missile_check_teleport;
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void ()
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_missile_always_trigger =
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{
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self.think = SUB_remove;
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self.nextthink = self.attack_finished;
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if ((self.movetype != MOVETYPE_FLYMISSILE)
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&& (self.movetype != MOVETYPE_FLY))
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return;
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tl_proj_begin ();
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/* Make sure we're still going to hit the thing */
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traceline (self.origin, self.origin + self.velocity * sv_maxtic * 2, FALSE,
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self);
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if (trace_ent == self.enemy)
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tl_touch (trace_ent, self);
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else
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self.enemy = world;
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tl_proj_end ();
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missile_check_teleport (self);
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};
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void (entity mis)
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missile_check_teleport =
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{
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local float duration;
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tl_proj_begin ();
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trace_ent = mis;
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trace_endpos = mis.origin;
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duration = mis.attack_finished - time;
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while (duration > sv_maxtic) {
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traceline (trace_endpos, trace_endpos + mis.velocity * duration,
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FALSE, trace_ent);
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if (!trace_ent || trace_ent.solid == SOLID_BSP) {
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/* Don't bother tracing through BSP, it won't happen. */
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break;
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}
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if (tl_issolid (trace_ent) || mis.enemy == trace_ent
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|| (duration * trace_fraction) <= sv_maxtic) {
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/* We hit a triggered trigger,
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a solid ent, or something we _just_ hit */
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if (trace_fraction == 0) {
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/* We're not going anywhere. Fudge it. */
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break;
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}
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/* Trace on past it. */
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duration -= duration * trace_fraction;
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continue;
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}
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/* Reached a [new] trigger */
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mis.enemy = trace_ent;
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mis.think = _missile_always_trigger;
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mis.nextthink = time + duration * trace_fraction - sv_maxtic;
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break;
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}
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tl_proj_end ();
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};
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entity (string clname, string mod, vector org, vector dir, float spd)
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spawn_missile =
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{
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newmis = spawn (clname);
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newmis.owner = self;
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newmis.goalentity = self;
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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newmis.deadflag = DEAD_NONLIVING;
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newmis.th_teleport = _missile_th_teleport;
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setmodel (newmis, mod);
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, org);
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newmis.angles = vectoangles (dir);
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newmis.speed = spd;
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newmis.velocity = dir * spd;
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newmis.attack_finished = time + (6000 / spd);
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newmis.think = SUB_remove;
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newmis.nextthink = newmis.attack_finished;
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missile_check_teleport (newmis);
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return newmis;
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};
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// ===================================================================== //
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entity tl_first;
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.entity tl_next;
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void ()
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tl_proj_begin =
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{
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local entity walk;
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tl_first = world;
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for (walk = nextent (world); walk; walk = nextent (walk)) {
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if (walk.solid != SOLID_TRIGGER)
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continue;
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walk.tl_next = tl_first;
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tl_first = walk;
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walk.solid = SOLID_BBOX;
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walk.tl_notsolid = TRUE;
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setorigin (walk, walk.origin); // relink
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}
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};
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void ()
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tl_proj_end =
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{
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local entity walk;
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for (walk = tl_first; walk; walk = walk.tl_next) {
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walk.solid = SOLID_TRIGGER;
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walk.tl_notsolid = FALSE;
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setorigin (walk, walk.origin); // relink
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}
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};
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void (entity trigger, entity fake_proj)
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tl_touch =
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{
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local entity oldself, oldother;
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if (!trigger.touch)
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return;
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tl_proj_end ();
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oldself = self;
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oldother = other;
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self = trigger;
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other = fake_proj;
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self.touch ();
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self = oldself;
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other = oldother;
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tl_proj_begin ();
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};
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// ===================================================================== //
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string (entity e)
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name =
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{
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if (e.netname)
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return e.netname;
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if (e.classname)
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return e.classname;
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if (e.velocity)
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return "an unidentified flying object";
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return "an unidentified stationary object";
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};
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// ===================================================================== //
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void (.string fld, string match, void (entity e) func)
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foreach =
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{
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local entity ent;
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ent = world;
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while ((ent = find (ent, fld, match))) {
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if (!func) {
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dprint ("NULL function in foreach, classname: ", ent.classname,
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"\n");
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continue;
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}
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func (ent);
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}
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};
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void (.string fld, string match, .void () func)
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foreach_field =
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{
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local entity oldself;
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oldself = self;
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self = world;
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while ((self = find (self, fld, match))) {
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if (!self.func) {
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dprint ("NULL function in foreach_field, classname: ",
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self.classname, "\n");
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continue;
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}
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self.func ();
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}
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self = oldself;
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};
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// ===================================================================== //
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float (entity newself, entity newother, float () func)
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switcheroo = {
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local entity oldself, oldother;
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local float ret;
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oldself = self;
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oldother = other;
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self = newself;
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other = newother;
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ret = func ();
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self = oldself;
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other = oldother;
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return ret;
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};
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// ===================================================================== //
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float (float current, float increment, float max)
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increase_bound =
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{
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local float diff;
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diff = max - current;
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if (diff <= 0)
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return current;
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if (diff > increment)
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diff = increment;
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return current + diff;
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};
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float (.float fld, float increment, float max)
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increase_field =
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{
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local float new;
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new = increase_bound (self.fld, increment, max);
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if (new == self.fld)
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return FALSE;
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self.fld = new;
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return TRUE;
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};
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// ===================================================================== //
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/* Not to be confused with maxspeed */
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float (entity e)
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calc_max_speed =
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{
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local float spd;
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spd = e.maxspeed;
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if (self.waterlevel >= 2)
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spd = spd * 0.7; // Bah. Hard coded in engine.
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else if (!self.waterlevel && !(self.flags & FL_ONGROUND)) {
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if (spd > 30)
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spd = 30; // Also hard coded.
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}
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return spd;
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};
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// ===================================================================== //
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entity _xprint_client;
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float _xprint_level;
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void (entity client, float level)
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xprint_start =
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{
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_xprint_client = client;
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_xprint_level = level;
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};
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void (string str)
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xprint_str =
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{
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msg_entity = _xprint_client;
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WriteBytes (MSG_ONE, (float) SVC_PRINT, _xprint_level);
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WriteString (MSG_ONE, str);
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};
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// ===================================================================== //
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entity (.string fld, string str)
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find_random =
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{
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local float r, numents;
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local entity ent;
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numents = 0;
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r = floor (random () * 512);
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while (1) {
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ent = find (world, fld, str);
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if (!ent)
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return world;
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while (ent) {
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numents++;
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r--;
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if (r <= 0)
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return ent;
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ent = find (ent, fld, str);
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}
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r -= numents * floor (r / numents);
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}
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return world;
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};
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// ===================================================================== //
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entity (entity ech)
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random_enemy_chain =
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{
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local entity walk;
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local float tot, r;
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r = floor (random () * 64) + 1;
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tot = 1;
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for (walk = ech.enemy; walk != ech; walk = walk.enemy) {
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r--;
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if (r <= 0)
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return walk;
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tot++;
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}
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if (!tot)
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return ech;
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/* Ok, only look at half the remaining ones */
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tot = floor (tot * 0.5);
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if (!tot)
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return ech.enemy;
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r -= tot * floor(r / tot);
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for (walk = ech.enemy; walk; walk = walk.enemy) {
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if (r <= 0)
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return walk;
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r--;
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}
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return world;
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};
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