game-source/quakeworld/subs.qc
Ragnvald Maartmann-Moe IV 1858565c2c More codestyle cleanups.
2003-03-04 23:15:54 +00:00

261 lines
5.4 KiB
C++

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';
};
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 float len, traveltime;
local vector vdestdelta;
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 =
{
local integer rem = self.killtarget != self.targetname;
activator = self.enemy;
SUB_UseTargets ();
if (rem)
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 act, otemp, stemp, t;
// 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 != "") {
centerprint (activator, self.message);
if (!self.noise)
sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
// kill the killtagets
if (self.killtarget) {
local string kt = self.killtarget;
t = world;
do {
t = find (t, targetname, kt);
if (!t)
return;
remove (t);
} while (1);
}
// fire targets
if (self.target) {
act = activator;
t = world;
do {
t = find (t, targetname, self.target);
if (!t)
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);
}
};