mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-30 16:01:49 +00:00
331 lines
No EOL
6.5 KiB
C++
331 lines
No EOL
6.5 KiB
C++
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void(entity Goal, entity AP) DoGoalWork;
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void(entity Goal, entity AP) DoGroupWork;
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void() SUB_Null = {};
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void() SUB_Remove = {dremove(self);};
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/*
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QuakeEd only writes a single float for angles (bad idea), so up and down are
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just constant angles.
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*/
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vector() SetMovedir =
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{
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if (self.angles == '0 -1 0')
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self.movedir = '0 0 1';
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else if (self.angles == '0 -2 0')
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self.movedir = '0 0 -1';
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else
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{
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makevectors (self.angles);
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self.movedir = v_forward;
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}
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self.angles = '0 0 0';
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};
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/*
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================
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InitTrigger
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================
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*/
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void() InitTrigger =
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{
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// trigger angles are used for one-way touches. An angle of 0 is assumed
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// to mean no restrictions, so use a yaw of 360 instead.
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if (self.angles != '0 0 0')
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SetMovedir ();
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self.solid = #SOLID_TRIGGER;
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setmodel (self, self.model); // set size and link into world
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self.movetype = #MOVETYPE_NONE;
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self.modelindex = 0;
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self.model = "";
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};
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/*
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=============
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SUB_CalcMove
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calculate self.velocity and self.nextthink to reach dest from
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self.origin traveling at speed
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===============
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*/
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void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
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{
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local entity stemp;
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stemp = self;
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self = ent;
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SUB_CalcMove (tdest, tspeed, func);
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self = stemp;
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};
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void(vector tdest, float tspeed, void() func) SUB_CalcMove =
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{
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local vector vdestdelta;
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local float len, traveltime;
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if (!tspeed)
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objerror("No speed is defined!");
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self.think1 = func;
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self.finaldest = tdest;
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self.think = SUB_CalcMoveDone;
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if (tdest == self.origin)
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{
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self.velocity = '0 0 0';
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self.nextthink = self.ltime + 0.1;
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return;
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}
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// set destdelta to the vector needed to move
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vdestdelta = tdest - self.origin;
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// calculate length of vector
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len = vlen (vdestdelta);
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// divide by speed to get time to reach dest
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traveltime = len / tspeed;
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#ifndef QUAKE_WORLD
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if (traveltime < 0.1)
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{
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self.velocity = '0 0 0';
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self.nextthink = self.ltime + 0.1;
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return;
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}
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#else
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if (traveltime < 0.03)
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traveltime = 0.03;
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#endif
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// set nextthink to trigger a think when dest is reached
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self.nextthink = self.ltime + traveltime;
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// scale the destdelta vector by the time spent traveling to get velocity
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self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float
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};
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/*
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============
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After moving, set origin to exact final destination
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============
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*/
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void() SUB_CalcMoveDone =
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{
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setorigin(self, self.finaldest);
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self.velocity = '0 0 0';
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self.nextthink = -1;
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if (self.think1)
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self.think1();
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};
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/*
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=============
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SUB_CalcAngleMove
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calculate self.avelocity and self.nextthink to reach destangle from
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self.angles rotating
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The calling function should make sure self.think is valid
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===============
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*/
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void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
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{
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local entity stemp;
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stemp = self;
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self = ent;
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SUB_CalcAngleMove (destangle, tspeed, func);
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self = stemp;
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};
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void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
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{
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local vector destdelta;
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local float len, traveltime;
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if (!tspeed)
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objerror("No speed is defined!");
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// set destdelta to the vector needed to move
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destdelta = destangle - self.angles;
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// calculate length of vector
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len = vlen (destdelta);
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// divide by speed to get time to reach dest
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traveltime = len / tspeed;
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// set nextthink to trigger a think when dest is reached
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self.nextthink = self.ltime + traveltime;
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// scale the destdelta vector by the time spent traveling to get velocity
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self.avelocity = destdelta * (1 / traveltime);
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self.think1 = func;
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self.finalangle = destangle;
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self.think = SUB_CalcAngleMoveDone;
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};
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/*
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============
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After rotating, set angle to exact final angle
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============
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*/
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void() SUB_CalcAngleMoveDone =
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{
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self.angles = self.finalangle;
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self.avelocity = '0 0 0';
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self.nextthink = -1;
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if (self.think1)
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self.think1();
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};
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//=============================================================================
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void() DelayThink =
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{
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activator = self.enemy;
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SUB_UseTargets ();
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dremove(self);
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};
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/*
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==============================
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SUB_UseTargets
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the global "activator" should be set to the entity that initiated the firing.
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If self.delay is set, a DelayedUse entity will be created that will actually
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do the SUB_UseTargets after that many seconds have passed.
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Centerprints any self.message to the activator.
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Removes all entities with a targetname that match self.killtarget,
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and removes them, so some events can remove other triggers.
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Search for (string)targetname in all entities that
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match (string)self.target and call their .use function
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==============================
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*/
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void() SUB_UseTargets =
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{
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local entity t, stemp, otemp, act;
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// If the trigger's been activated by a spanner, then it'll
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// have it's trigger-behaviour handled by the goal code,
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// so get out of here.
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if (self.dont_do_triggerwork)
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{
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self.dont_do_triggerwork = #FALSE;
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return;
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}
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// check for a delay
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if (self.delay)
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{
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// create a temp object to fire at a later time
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t = spawn();
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t.classname = "DelayedUse";
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t.nextthink = time + self.delay;
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t.think = DelayThink;
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t.enemy = activator;
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t.message = self.message;
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t.killtarget = self.killtarget;
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t.target = self.target;
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return;
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}
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// print the message
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if (activator.classname == "player" && self.message != "")
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{
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CenterPrint (activator, self.message);
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if (!self.noise)
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sound (activator, #CHAN_VOICE, "misc/talk.wav", 1, #ATTN_NORM);
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}
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// TeamFortress Goal Checking
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if (activator.classname == "player")
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{
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// Do Goal Group checking
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DoGroupWork(self, activator);
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// Do Goal checking
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DoGoalWork(self, activator);
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}
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// kill the killtagets
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if (self.killtarget)
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{
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t = world;
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do
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{
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t = find (t, targetname, self.killtarget);
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if (!t)
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return;
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remove (t);
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} while ( 1 );
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}
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// fire targets
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if (self.target)
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{
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act = activator;
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t = world;
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do
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{
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t = find (t, targetname, self.target);
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if (!t)
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{
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return;
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}
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stemp = self;
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otemp = other;
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self = t;
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other = stemp;
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if (self.use != SUB_Null)
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{
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if (self.use)
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self.use ();
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}
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self = stemp;
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other = otemp;
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activator = act;
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} while ( 1 );
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}
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};
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/*
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in nightmare mode, all attack_finished times become 0
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some monsters refire twice automatically
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*/
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void(float normal) SUB_AttackFinished =
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{
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self.cnt = 0; // refire count for nightmare
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if (skill < 3)
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self.attack_finished = time + normal;
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};
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float (entity targ) visible;
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void (void() thinkst) SUB_CheckRefire =
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{
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if (skill < 3)
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return;
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if (self.cnt == 1)
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return;
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if (!visible (self.enemy))
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return;
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self.cnt = 1;
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self.think = thinkst;
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}; |