jediacademy/code/game/g_functions.cpp

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2013-04-04 22:35:38 +00:00
// Filename:- g_functions.cpp
//
// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
// This file contains the 8 (so far) function calls that replace the 8 function ptrs in the gentity_t structure
#include "g_local.h"
#include "..\cgame\cg_local.h"
#include "g_functions.h"
void GEntity_ThinkFunc(gentity_t *self)
{
//#define THINKCASE(blah) case thinkF_ ## blah: blah(self); OutputDebugString(va("%s\n",#blah));break;
#define THINKCASE(blah) case thinkF_ ## blah: blah(self); break;
switch (self->e_ThinkFunc)
{
case thinkF_NULL:
break;
THINKCASE( funcBBrushDieGo )
THINKCASE( ExplodeDeath )
THINKCASE( RespawnItem )
THINKCASE( G_FreeEntity )
THINKCASE( FinishSpawningItem )
THINKCASE( locateCamera )
THINKCASE( G_RunObject )
THINKCASE( ReturnToPos1 )
THINKCASE( Use_BinaryMover_Go )
THINKCASE( Think_MatchTeam )
THINKCASE( Think_BeginMoving )
THINKCASE( Think_SetupTrainTargets )
THINKCASE( Think_SpawnNewDoorTrigger )
THINKCASE( ref_link )
THINKCASE( Think_Target_Delay )
THINKCASE( target_laser_think )
THINKCASE( target_laser_start )
THINKCASE( target_location_linkup )
THINKCASE( scriptrunner_run )
THINKCASE( multi_wait )
THINKCASE( multi_trigger_run )
THINKCASE( trigger_always_think )
THINKCASE( AimAtTarget )
THINKCASE( func_timer_think )
THINKCASE( NPC_RemoveBody )
THINKCASE( Disappear )
THINKCASE( NPC_Think )
THINKCASE( NPC_Spawn_Go )
THINKCASE( NPC_Begin )
THINKCASE( moverCallback )
THINKCASE( anglerCallback )
// This RemoveOwner need to exist here anymore???
THINKCASE( RemoveOwner )
THINKCASE( MakeOwnerInvis )
THINKCASE( MakeOwnerEnergy )
THINKCASE( func_usable_think )
THINKCASE( misc_dlight_think )
THINKCASE( health_think )
THINKCASE( ammo_think )
THINKCASE( trigger_teleporter_find_closest_portal )
THINKCASE( thermalDetonatorExplode )
THINKCASE( WP_ThermalThink )
THINKCASE( trigger_hurt_reset )
THINKCASE( turret_base_think )
THINKCASE( turret_head_think )
THINKCASE( laser_arm_fire )
THINKCASE( laser_arm_start )
THINKCASE( trigger_visible_check_player_visibility )
THINKCASE( target_relay_use_go )
THINKCASE( trigger_cleared_fire )
THINKCASE( MoveOwner )
THINKCASE( SolidifyOwner )
THINKCASE( cycleCamera )
THINKCASE( spawn_ammo_crystal_trigger )
THINKCASE( NPC_ShySpawn )
THINKCASE( func_wait_return_solid )
THINKCASE( InflateOwner )
THINKCASE( mega_ammo_think )
THINKCASE( misc_replicator_item_finish_spawn )
THINKCASE( fx_runner_link )
THINKCASE( fx_runner_think )
THINKCASE( fx_rain_think ) // delay flagging entities as portal entities (for sky portals)
THINKCASE( removeBoltSurface)
THINKCASE( set_MiscAnim)
THINKCASE( LimbThink )
THINKCASE( laserTrapThink )
THINKCASE( TieFighterThink )
THINKCASE( TieBomberThink )
THINKCASE( rocketThink )
THINKCASE( prox_mine_think )
THINKCASE( emplaced_blow )
THINKCASE( WP_Explode )
THINKCASE( pas_think ) // personal assault sentry
THINKCASE( ion_cannon_think )
THINKCASE( maglock_link )
THINKCASE( WP_flechette_alt_blow )
THINKCASE( WP_prox_mine_think )
THINKCASE( camera_aim )
THINKCASE( fx_explosion_trail_link )
THINKCASE( fx_explosion_trail_think )
THINKCASE( fx_target_beam_link )
THINKCASE( fx_target_beam_think )
THINKCASE( spotlight_think )
THINKCASE( spotlight_link )
THINKCASE( trigger_push_checkclear )
THINKCASE( DEMP2_AltDetonate )
THINKCASE( DEMP2_AltRadiusDamage )
THINKCASE( panel_turret_think )
THINKCASE( welder_think )
THINKCASE( gas_random_jet )
THINKCASE( poll_converter ) // dumb loop sound handling
THINKCASE( spawn_rack_goods ) // delay spawn of goods to help on ents
THINKCASE( NoghriGasCloudThink )
THINKCASE( G_PortalifyEntities ) // delay flagging entities as portal entities (for sky portals)
THINKCASE( misc_weapon_shooter_aim )
THINKCASE( misc_weapon_shooter_fire )
THINKCASE( beacon_think )
default:
Com_Error(ERR_DROP, "GEntity_ThinkFunc: case %d not handled!\n",self->e_ThinkFunc);
break;
}
}
// note different switch-case code for CEntity as opposed to GEntity (CEntity goes through parent GEntity first)...
//
void CEntity_ThinkFunc(centity_s *cent)
{
//#define CLTHINKCASE(blah) case clThinkF_ ## blah: blah(cent); OutputDebugString(va("%s\n",#blah));break;
#define CLTHINKCASE(blah) case clThinkF_ ## blah: blah(cent); break;
switch (cent->gent->e_clThinkFunc)
{
case clThinkF_NULL:
break;
CLTHINKCASE( CG_DLightThink )
CLTHINKCASE( CG_MatrixEffect )
CLTHINKCASE( CG_Limb )
default:
Com_Error(ERR_DROP, "CEntity_ThinkFunc: case %d not handled!\n",cent->gent->e_clThinkFunc);
break;
}
}
void GEntity_ReachedFunc(gentity_t *self)
{
//#define REACHEDCASE(blah) case reachedF_ ## blah: blah(self); OutputDebugString(va("%s\n",#blah));break;
#define REACHEDCASE(blah) case reachedF_ ## blah: blah(self); break;
switch (self->e_ReachedFunc)
{
case reachedF_NULL:
break;
REACHEDCASE( Reached_BinaryMover )
REACHEDCASE( Reached_Train )
REACHEDCASE( moverCallback )
REACHEDCASE( moveAndRotateCallback )
default:
Com_Error(ERR_DROP, "GEntity_ReachedFunc: case %d not handled!\n",self->e_ReachedFunc);
break;
}
}
void GEntity_BlockedFunc(gentity_t *self, gentity_t *other)
{
//#define BLOCKEDCASE(blah) case blockedF_ ## blah: blah(self,other); OutputDebugString(va("%s\n",#blah));break;
#define BLOCKEDCASE(blah) case blockedF_ ## blah: blah(self,other); break;
switch (self->e_BlockedFunc)
{
case blockedF_NULL:
break;
BLOCKEDCASE( Blocked_Door )
BLOCKEDCASE( Blocked_Mover )
default:
Com_Error(ERR_DROP, "GEntity_BlockedFunc: case %d not handled!\n",self->e_BlockedFunc);
break;
}
}
void GEntity_TouchFunc(gentity_t *self, gentity_t *other, trace_t *trace)
{
//#define TOUCHCASE(blah) case touchF_ ## blah: blah(self,other,trace); OutputDebugString(va("%s\n",#blah));break;
#define TOUCHCASE(blah) case touchF_ ## blah: blah(self,other,trace); break;
switch (self->e_TouchFunc)
{
case touchF_NULL:
break;
TOUCHCASE( Touch_Item )
TOUCHCASE( teleporter_touch )
TOUCHCASE( charge_stick )
TOUCHCASE( Touch_DoorTrigger )
TOUCHCASE( Touch_PlatCenterTrigger )
TOUCHCASE( Touch_Plat )
TOUCHCASE( Touch_Button )
TOUCHCASE( Touch_Multi )
TOUCHCASE( trigger_push_touch )
TOUCHCASE( trigger_teleporter_touch )
TOUCHCASE( hurt_touch )
TOUCHCASE( NPC_Touch )
TOUCHCASE( touch_ammo_crystal_tigger )
TOUCHCASE( funcBBrushTouch )
TOUCHCASE( touchLaserTrap )
TOUCHCASE( prox_mine_stick )
TOUCHCASE( func_rotating_touch )
TOUCHCASE( TouchTieBomb )
default:
Com_Error(ERR_DROP, "GEntity_TouchFunc: case %d not handled!\n",self->e_TouchFunc);
}
}
void GEntity_UseFunc(gentity_t *self, gentity_t *other, gentity_t *activator)
{
if ( !self || (self->svFlags&SVF_INACTIVE) )
{
return;
}
//#define USECASE(blah) case useF_ ## blah: blah(self,other,activator); OutputDebugString(va("%s\n",#blah));break;
#define USECASE(blah) case useF_ ## blah: blah(self,other,activator); break;
switch (self->e_UseFunc)
{
case useF_NULL:
break;
USECASE( funcBBrushUse )
USECASE( misc_model_use )
USECASE( Use_Item )
USECASE( Use_Shooter )
USECASE( GoExplodeDeath )
USECASE( Use_BinaryMover )
USECASE( use_wall )
USECASE( Use_Target_Give )
USECASE( Use_Target_Delay )
USECASE( Use_Target_Score )
USECASE( Use_Target_Print )
USECASE( Use_Target_Speaker )
USECASE( target_laser_use )
USECASE( target_relay_use )
USECASE( target_kill_use )
USECASE( target_counter_use )
USECASE( target_random_use )
USECASE( target_scriptrunner_use )
USECASE( target_gravity_change_use )
USECASE( target_friction_change_use )
USECASE( target_teleporter_use )
USECASE( Use_Multi )
USECASE( Use_target_push )
USECASE( hurt_use )
USECASE( func_timer_use )
USECASE( trigger_entdist_use )
USECASE( func_usable_use )
USECASE( target_activate_use )
USECASE( target_deactivate_use )
USECASE( NPC_Use )
USECASE( NPC_Spawn )
USECASE( misc_dlight_use )
USECASE( health_use )
USECASE( ammo_use )
USECASE( mega_ammo_use )
USECASE( target_level_change_use )
USECASE( target_change_parm_use )
USECASE( turret_base_use )
USECASE( laser_arm_use )
USECASE( func_static_use )
USECASE( target_play_music_use )
USECASE( misc_model_useup )
USECASE( misc_portal_use )
USECASE( target_autosave_use )
USECASE( switch_models )
USECASE( misc_replicator_item_spawn )
USECASE( misc_replicator_item_remove )
USECASE( target_secret_use)
USECASE( func_bobbing_use )
USECASE( func_rotating_use )
USECASE( fx_runner_use )
USECASE( funcGlassUse )
USECASE( TrainUse )
USECASE( misc_trip_mine_activate )
USECASE( emplaced_gun_use )
USECASE( shield_power_converter_use )
USECASE( ammo_power_converter_use )
USECASE( bomb_planted_use )
USECASE( beacon_use )
USECASE( security_panel_use )
USECASE( ion_cannon_use )
USECASE( camera_use )
USECASE( fx_explosion_trail_use )
USECASE( fx_target_beam_use )
USECASE( sentry_use )
USECASE( spotlight_use )
USECASE( misc_atst_use )
USECASE( panel_turret_use )
USECASE( welder_use )
USECASE( jabba_cam_use )
USECASE( misc_use )
USECASE( pas_use )
USECASE( item_spawn_use )
USECASE( NPC_VehicleSpawnUse )
USECASE( misc_weapon_shooter_use )
USECASE( eweb_use )
USECASE( TieFighterUse );
default:
Com_Error(ERR_DROP, "GEntity_UseFunc: case %d not handled!\n",self->e_UseFunc);
}
}
void GEntity_PainFunc(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc)
{
//#define PAINCASE(blah) case painF_ ## blah: blah(self,attacker,damage); OutputDebugString(va("%s\n",#blah));break;
#define PAINCASE(blah) case painF_ ## blah: blah(self,inflictor,attacker,point,damage,mod,hitLoc); break;
switch (self->e_PainFunc)
{
case painF_NULL:
break;
PAINCASE( funcBBrushPain )
PAINCASE( misc_model_breakable_pain )
PAINCASE( NPC_Pain )
PAINCASE( station_pain )
PAINCASE( func_usable_pain )
PAINCASE( NPC_ATST_Pain )
PAINCASE( NPC_ST_Pain )
PAINCASE( NPC_Jedi_Pain )
PAINCASE( NPC_Droid_Pain )
PAINCASE( NPC_Probe_Pain )
PAINCASE( NPC_MineMonster_Pain )
PAINCASE( NPC_Howler_Pain )
PAINCASE( NPC_Rancor_Pain )
PAINCASE( NPC_Wampa_Pain )
PAINCASE( NPC_SandCreature_Pain )
PAINCASE( NPC_Seeker_Pain )
PAINCASE( NPC_Remote_Pain )
PAINCASE( emplaced_gun_pain )
PAINCASE( NPC_Mark1_Pain )
PAINCASE( NPC_Sentry_Pain )
PAINCASE( NPC_Mark2_Pain )
PAINCASE( PlayerPain )
PAINCASE( GasBurst )
PAINCASE( CrystalCratePain )
PAINCASE( TurretPain )
PAINCASE( eweb_pain )
default:
Com_Error(ERR_DROP, "GEntity_PainFunc: case %d not handled!\n",self->e_PainFunc);
}
}
void GEntity_DieFunc(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc)
{
//#define DIECASE(blah) case dieF_ ## blah: blah(self,inflictor,attacker,damage,mod); OutputDebugString(va("%s\n",#blah));break;
#define DIECASE(blah) case dieF_ ## blah: blah(self,inflictor,attacker,damage,mod,dFlags,hitLoc); break;
switch (self->e_DieFunc)
{
case dieF_NULL:
break;
DIECASE( funcBBrushDie )
DIECASE( misc_model_breakable_die )
DIECASE( misc_model_cargo_die )
DIECASE( func_train_die )
DIECASE( player_die )
DIECASE( ExplodeDeath_Wait )
DIECASE( ExplodeDeath )
DIECASE( func_usable_die )
DIECASE( turret_die )
DIECASE( funcGlassDie )
// DIECASE( laserTrapDelayedExplode )
DIECASE( emplaced_gun_die )
DIECASE( WP_ExplosiveDie )
DIECASE( ion_cannon_die )
DIECASE( maglock_die )
DIECASE( camera_die )
DIECASE( Mark1_die )
DIECASE( Interrogator_die )
DIECASE( misc_atst_die )
DIECASE( misc_panel_turret_die )
DIECASE( thermal_die )
DIECASE( eweb_die )
default:
Com_Error(ERR_DROP, "GEntity_DieFunc: case %d not handled!\n",self->e_DieFunc);
}
}
//////////////////// eof /////////////////////