242 lines
7.7 KiB
C
242 lines
7.7 KiB
C
//
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// spl_teleport.c
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//
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// Heretic II
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// Copyright 1998 Raven Software
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//
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// Written by Jake Simpson
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#include "g_local.h"
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#include "fx.h"
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#include "Angles.h"
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#include "Utilities.h"
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#include "random.h"
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#include "vector.h"
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#include "g_teleport.h"
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#include "p_main.h"
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#include "g_playstats.h"
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extern void SelectSpawnPoint (edict_t *ent,vec3_t origin, vec3_t angles);
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extern void AlertMonsters (edict_t *self, edict_t *enemy, float lifetime, qboolean ignore_shadows);
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// PLAYER ONLY!!!
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// make the guy actually teleport from one place to another
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// called from ANIMACTOR
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void Perform_Teleport(edict_t *self)
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{
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int i;
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//Get the player off the rope
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self->client->playerinfo.flags |= PLAYER_FLAG_RELEASEROPE;
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//physically move the player, bearing in mind thats what a teleport is
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VectorCopy (self->client->tele_dest, self->client->playerinfo.origin);
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VectorCopy (self->client->tele_dest, self->s.origin);
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// set angles
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for (i=0 ; i<3 ; i++)
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self->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(self->client->tele_angles[i] - self->client->resp.cmd_angles[i]);
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self->s.angles[PITCH] = 0;
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self->s.angles[YAW] = self->client->tele_angles[YAW];
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self->s.angles[ROLL] = 0;
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VectorCopy (self->client->tele_angles, self->client->ps.viewangles);
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VectorCopy (self->client->tele_angles, self->client->v_angle);
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// reset the cvar Farclip dist, incase it was modified by a trigger - there should be no teleport
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// destinations or spawn points anywhere where the far clip has been modified.
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gi.cvar_set("r_farclipdist", FAR_CLIP_DIST);
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// unlink to make sure it can't possibly interfere with KillBox - we don't want to collide with ourselves
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gi.unlinkentity (self);
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// kill anything at the destination
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KillBox (self);
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// re link us
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gi.linkentity (self);
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// draw the teleport splash at the destination
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gi.CreateEffect(&self->s, FX_PLAYER_TELEPORT_IN, CEF_BROADCAST|CEF_OWNERS_ORIGIN | ((byte)self->client->tele_type << 5), NULL, "" );
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// restart the loop and tell us next time we aren't de-materialising
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self->client->tele_count = TELE_TIME;
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self->client->tele_dest[0] = self->client->tele_dest[1] = self->client->tele_dest[2] = -1;
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AlertMonsters (self, self, 2, true);
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}
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// PLAYER ONLY!!!
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// Done teleporting, clean up after ourselves
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// called from ANIMACTOR
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void CleanUpTeleport(edict_t *self)
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{
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self->client->tele_dest[0] = self->client->tele_dest[1] = self->client->tele_dest[2] = 0;
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self->client->tele_count = 0;
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self->flags &= ~FL_LOCKMOVE;
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self->client->playerinfo.flags &=~PLAYER_FLAG_TELEPORT;
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self->client->ps.pmove.pm_flags &= ~PMF_LOCKMOVE;
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self->s.color.a = 255;
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self->client->shrine_framenum = level.time - 1;;
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}
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// Setup the teleporter - from the player hitting a teleport pad
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// We could send the teleport type over the flags instead of as a parameter byte
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void teleporter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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vec3_t dest_v, dest_v_angles;
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int rand_targ, i;
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edict_t *dest = NULL;
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// if we aren't a player, forget it
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if (!other->client)
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return;
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// if we are already teleporting, forget it
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if ((other->client->playerinfo.flags & (PLAYER_FLAG_TELEPORT | PLAYER_FLAG_MORPHING)) || (other->deadflag & (DEAD_DYING|DEAD_DEAD)))
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return;
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// if we are in deathmatch, and this teleporter is so flagged, give us a random destination
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if (deathmatch->value && (self->spawnflags & 2))
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{
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// figure out a destination point
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SelectSpawnPoint(other,dest_v, dest_v_angles);
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// dest coors to teleport to
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VectorCopy(dest_v,other->client->tele_dest);
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// angles we should start at
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VectorCopy(dest_v_angles,other->client->tele_angles);
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}
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// we do have a specific destination in mind
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else
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{
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// setup in player info the dest entity of the teleport
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// do we have multiple destinations ?
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if (self->style)
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{
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rand_targ = irand(1,self->style);
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for (i = 0; i<rand_targ;i++)
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{
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dest = G_Find (dest, FOFS(targetname), self->target);
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if (!dest)
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{
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#ifdef _DEVEL
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gi.dprintf ("Couldn't find multiple teleport destination %d\n",rand_targ);
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#endif
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return;
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}
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}
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}
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// no - just the one
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else
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{
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dest = G_Find (dest, FOFS(targetname), self->target);
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if (!dest)
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{
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#ifdef _DEVEL
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gi.dprintf ("Couldn't find teleport destination %s\n",self->target);
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#endif
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return;
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}
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}
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// dest coors to teleport to
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VectorCopy(dest->last_org,other->client->tele_dest);
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// angles we should start at
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VectorCopy(dest->s.angles,other->client->tele_angles);
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}
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// setup other teleporter information that the character will require
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// when the teleport is actually performed in AnimUpdateFrame
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// set the player as teleporting
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other->client->playerinfo.flags |= PLAYER_FLAG_TELEPORT;
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other->client->ps.pmove.pm_flags |= PMF_LOCKMOVE;
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// time taken over dematerialisation
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other->client->tele_count = TELE_TIME_OUT;
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// save out what kind of solid ability we are
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other->client->old_solid = other->solid;
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// make us invunerable for a couple of seconds
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other->client->shrine_framenum = level.time + 10;
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// tell us how we triggered the teleport
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other->client->tele_type = 0;
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// clear the velocity and hold them in place briefly
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VectorClear (other->velocity);
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other->client->ps.pmove.pm_time = 50;
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// make the player still
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other->flags |= FL_LOCKMOVE;
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// allow the player to fade out
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other->s.color.a = 255;
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other->s.color.r = 255;
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other->s.color.g = 255;
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other->s.color.b = 255;
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// draw the teleport splash at the teleport source
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gi.CreateEffect(&other->s, FX_PLAYER_TELEPORT_OUT, CEF_OWNERS_ORIGIN | ((byte)other->client->tele_type << 5), NULL, "" );
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// do the teleport sound
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gi.sound(other,CHAN_VOICE,gi.soundindex("weapons/teleport.wav"),1,ATTN_NORM,0);
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}
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// Spawn the Spell teleport effect - from the player
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// We could send the teleport type over the flags instead of as a parameter byte
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void SpellCastTeleport(edict_t *caster,vec3_t StartPos,vec3_t AimAngles,vec3_t AimDir,float Value)
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{
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vec3_t dest, dest_angles;
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// if we are already teleporting, forget it
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if ((caster->client->playerinfo.flags & (PLAYER_FLAG_TELEPORT | PLAYER_FLAG_MORPHING)) || (caster->deadflag & (DEAD_DYING|DEAD_DEAD)))
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return;
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// setup other teleporter information that the character will require
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// when the teleport is actually performed in AnimUpdateFrame
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// set the player as teleporting
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caster->client->playerinfo.flags |= PLAYER_FLAG_TELEPORT;
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caster->client->ps.pmove.pm_flags |= PMF_LOCKMOVE;
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// figure out a destination point
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SelectSpawnPoint(caster,dest, dest_angles);
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// dest coors to teleport to
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VectorCopy(dest,caster->client->tele_dest);
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// angles we should start at
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VectorCopy(dest_angles,caster->client->tele_angles);
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// time taken over dematerialisation
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caster->client->tele_count = TELE_TIME_OUT;
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// tell us how we triggered the teleport
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caster->client->tele_type = 1;
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// save out what kind of solid ability we are
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caster->client->old_solid = caster->solid;
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// make us invunerable for a couple of seconds
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caster->client->shrine_framenum = level.time + 10;
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// clear the velocity and hold them in place briefly
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VectorClear (caster->velocity);
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caster->client->ps.pmove.pm_time = 50;
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// make the player still
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caster->flags |= FL_LOCKMOVE;
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// allow the player to fade out
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caster->s.color.a = 255;
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caster->s.color.r = 255;
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caster->s.color.g = 255;
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caster->s.color.b = 255;
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// draw the teleport splash at the teleport source
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gi.CreateEffect(&caster->s, FX_PLAYER_TELEPORT_OUT, CEF_OWNERS_ORIGIN | ((byte)caster->client->tele_type << 5), NULL, "" );
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// do the teleport sound
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gi.sound(caster,CHAN_VOICE,gi.soundindex("weapons/teleport.wav"),1,ATTN_NORM,0);
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}
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