// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" /* =============================================================================== PUSHMOVE =============================================================================== */ void MatchTeam( gentity_t *teamLeader, int moverState, int time ); typedef struct { gentity_t *ent; vec3_t origin; vec3_t angles; float deltayaw; } pushed_t; pushed_t pushed[MAX_GENTITIES], *pushed_p; /* ============ G_TestEntityPosition ============ */ gentity_t *G_TestEntityPosition( gentity_t *ent ) { trace_t tr; int mask; if ( ent->clipmask ) { mask = ent->clipmask; } else { mask = MASK_SOLID; } if ( ent->client ) { vec3_t vMax; VectorCopy(ent->r.maxs, vMax); if (vMax[2] < 1) { vMax[2] = 1; } trap_Trace( &tr, ent->client->ps.origin, ent->r.mins, vMax, ent->client->ps.origin, ent->s.number, mask ); } else { trap_Trace( &tr, ent->s.pos.trBase, ent->r.mins, ent->r.maxs, ent->s.pos.trBase, ent->s.number, mask ); } if (tr.startsolid) return &g_entities[ tr.entityNum ]; return NULL; } /* ================ G_CreateRotationMatrix ================ */ void G_CreateRotationMatrix(vec3_t angles, vec3_t matrix[3]) { AngleVectors(angles, matrix[0], matrix[1], matrix[2]); VectorInverse(matrix[1]); } /* ================ G_TransposeMatrix ================ */ void G_TransposeMatrix(vec3_t matrix[3], vec3_t transpose[3]) { int i, j; for (i = 0; i < 3; i++) { for (j = 0; j < 3; j++) { transpose[i][j] = matrix[j][i]; } } } /* ================ G_RotatePoint ================ */ void G_RotatePoint(vec3_t point, vec3_t matrix[3]) { vec3_t tvec; VectorCopy(point, tvec); point[0] = DotProduct(matrix[0], tvec); point[1] = DotProduct(matrix[1], tvec); point[2] = DotProduct(matrix[2], tvec); } /* ================== G_TryPushingEntity Returns qfalse if the move is blocked ================== */ qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) { vec3_t matrix[3], transpose[3]; vec3_t org, org2, move2; gentity_t *block; // EF_MOVER_STOP will just stop when contacting another entity // instead of pushing it, but entities can still ride on top of it if ( ( pusher->s.eFlags & EF_MOVER_STOP ) && check->s.groundEntityNum != pusher->s.number ) { return qfalse; } // save off the old position if (pushed_p > &pushed[MAX_GENTITIES]) { G_Error( "pushed_p > &pushed[MAX_GENTITIES]" ); } pushed_p->ent = check; VectorCopy (check->s.pos.trBase, pushed_p->origin); VectorCopy (check->s.apos.trBase, pushed_p->angles); if ( check->client ) { pushed_p->deltayaw = check->client->ps.delta_angles[YAW]; VectorCopy (check->client->ps.origin, pushed_p->origin); } pushed_p++; // try moving the contacted entity // figure movement due to the pusher's amove G_CreateRotationMatrix( amove, transpose ); G_TransposeMatrix( transpose, matrix ); if ( check->client ) { VectorSubtract (check->client->ps.origin, pusher->r.currentOrigin, org); } else { VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org); } VectorCopy( org, org2 ); G_RotatePoint( org2, matrix ); VectorSubtract (org2, org, move2); // add movement VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase); VectorAdd (check->s.pos.trBase, move2, check->s.pos.trBase); if ( check->client ) { VectorAdd (check->client->ps.origin, move, check->client->ps.origin); VectorAdd (check->client->ps.origin, move2, check->client->ps.origin); // make sure the client's view rotates when on a rotating mover check->client->ps.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]); } // may have pushed them off an edge if ( check->s.groundEntityNum != pusher->s.number ) { check->s.groundEntityNum = ENTITYNUM_NONE;//-1; } block = G_TestEntityPosition( check ); if (!block) { // pushed ok if ( check->client ) { VectorCopy( check->client->ps.origin, check->r.currentOrigin ); } else { VectorCopy( check->s.pos.trBase, check->r.currentOrigin ); } trap_LinkEntity (check); return qtrue; } if (check->takedamage && !check->client && check->s.weapon && check->r.ownerNum < MAX_CLIENTS && check->health < 500) { if (check->health > 0) { G_Damage(check, pusher, pusher, vec3_origin, check->r.currentOrigin, 999, 0, MOD_UNKNOWN); } return qfalse; } // if it is ok to leave in the old position, do it // this is only relevent for riding entities, not pushed // Sliding trapdoors can cause this. VectorCopy( (pushed_p-1)->origin, check->s.pos.trBase); if ( check->client ) { VectorCopy( (pushed_p-1)->origin, check->client->ps.origin); } VectorCopy( (pushed_p-1)->angles, check->s.apos.trBase ); block = G_TestEntityPosition (check); if ( !block ) { check->s.groundEntityNum = -1; pushed_p--; return qtrue; } // blocked return qfalse; } void G_ExplodeMissile( gentity_t *ent ); /* ============ G_MoverPush Objects need to be moved back on a failed push, otherwise riders would continue to slide. If qfalse is returned, *obstacle will be the blocking entity ============ */ qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **obstacle ) { int i, e; gentity_t *check; vec3_t mins, maxs; pushed_t *p; int entityList[MAX_GENTITIES]; int listedEntities; vec3_t totalMins, totalMaxs; *obstacle = NULL; // mins/maxs are the bounds at the destination // totalMins / totalMaxs are the bounds for the entire move if ( pusher->r.currentAngles[0] || pusher->r.currentAngles[1] || pusher->r.currentAngles[2] || amove[0] || amove[1] || amove[2] ) { float radius; radius = RadiusFromBounds( pusher->r.mins, pusher->r.maxs ); for ( i = 0 ; i < 3 ; i++ ) { mins[i] = pusher->r.currentOrigin[i] + move[i] - radius; maxs[i] = pusher->r.currentOrigin[i] + move[i] + radius; totalMins[i] = mins[i] - move[i]; totalMaxs[i] = maxs[i] - move[i]; } } else { for (i=0 ; i<3 ; i++) { mins[i] = pusher->r.absmin[i] + move[i]; maxs[i] = pusher->r.absmax[i] + move[i]; } VectorCopy( pusher->r.absmin, totalMins ); VectorCopy( pusher->r.absmax, totalMaxs ); for (i=0 ; i<3 ; i++) { if ( move[i] > 0 ) { totalMaxs[i] += move[i]; } else { totalMins[i] += move[i]; } } } // unlink the pusher so we don't get it in the entityList trap_UnlinkEntity( pusher ); listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES ); // move the pusher to it's final position VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin ); VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles ); trap_LinkEntity( pusher ); // see if any solid entities are inside the final position for ( e = 0 ; e < listedEntities ; e++ ) { check = &g_entities[ entityList[ e ] ]; // only push items and players if ( /*check->s.eType != ET_ITEM &&*/ check->s.eType != ET_PLAYER && !check->physicsObject ) { continue; } // if the entity is standing on the pusher, it will definitely be moved if ( check->s.groundEntityNum != pusher->s.number ) { // see if the ent needs to be tested if ( check->r.absmin[0] >= maxs[0] || check->r.absmin[1] >= maxs[1] || check->r.absmin[2] >= maxs[2] || check->r.absmax[0] <= mins[0] || check->r.absmax[1] <= mins[1] || check->r.absmax[2] <= mins[2] ) { continue; } // see if the ent's bbox is inside the pusher's final position // this does allow a fast moving object to pass through a thin entity... if (!G_TestEntityPosition (check)) { continue; } } // the entity needs to be pushed if ( G_TryPushingEntity( check, pusher, move, amove ) ) { continue; } if (pusher->damage && check->client && (pusher->spawnflags & 32)) { G_Damage( check, pusher, pusher, NULL, NULL, pusher->damage, 0, MOD_CRUSH ); continue; } // the move was blocked an entity // bobbing entities are instant-kill and never get blocked if ( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE ) { G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH ); continue; } // save off the obstacle so we can call the block function (crush, etc) *obstacle = check; // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for ( p=pushed_p-1 ; p>=pushed ; p-- ) { VectorCopy (p->origin, p->ent->s.pos.trBase); VectorCopy (p->angles, p->ent->s.apos.trBase); if ( p->ent->client ) { p->ent->client->ps.delta_angles[YAW] = p->deltayaw; VectorCopy (p->origin, p->ent->client->ps.origin); } trap_LinkEntity (p->ent); } return qfalse; } return qtrue; } /* ================= G_MoverTeam ================= */ void G_MoverTeam( gentity_t *ent ) { vec3_t move, amove; gentity_t *part, *obstacle; vec3_t origin, angles; obstacle = NULL; // make sure all team slaves can move before commiting // any moves or calling any think functions // if the move is blocked, all moved objects will be backed out pushed_p = pushed; for (part = ent ; part ; part=part->teamchain) { // get current position BG_EvaluateTrajectory( &part->s.pos, level.time, origin ); BG_EvaluateTrajectory( &part->s.apos, level.time, angles ); VectorSubtract( origin, part->r.currentOrigin, move ); VectorSubtract( angles, part->r.currentAngles, amove ); if ( !G_MoverPush( part, move, amove, &obstacle ) ) { break; // move was blocked } } if (part) { // go back to the previous position for ( part = ent ; part ; part = part->teamchain ) { part->s.pos.trTime += level.time - level.previousTime; part->s.apos.trTime += level.time - level.previousTime; BG_EvaluateTrajectory( &part->s.pos, level.time, part->r.currentOrigin ); BG_EvaluateTrajectory( &part->s.apos, level.time, part->r.currentAngles ); trap_LinkEntity( part ); } // if the pusher has a "blocked" function, call it if (ent->blocked) { ent->blocked( ent, obstacle ); } return; } // the move succeeded for ( part = ent ; part ; part = part->teamchain ) { // call the reached function if time is at or past end point if ( part->s.pos.trType == TR_LINEAR_STOP ) { if ( level.time >= part->s.pos.trTime + part->s.pos.trDuration ) { if ( part->reached ) { part->reached( part ); } } } } } /* ================ G_RunMover ================ */ void G_RunMover( gentity_t *ent ) { // if not a team captain, don't do anything, because // the captain will handle everything if ( ent->flags & FL_TEAMSLAVE ) { return; } // if stationary at one of the positions, don't move anything if ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) { G_MoverTeam( ent ); } // check think function G_RunThink( ent ); } /* ============================================================================ GENERAL MOVERS Doors, plats, and buttons are all binary (two position) movers Pos1 is "at rest", pos2 is "activated" ============================================================================ */ /* =============== SetMoverState =============== */ void SetMoverState( gentity_t *ent, moverState_t moverState, int time ) { vec3_t delta; float f; ent->moverState = moverState; ent->s.pos.trTime = time; switch( moverState ) { case MOVER_POS1: VectorCopy( ent->pos1, ent->s.pos.trBase ); ent->s.pos.trType = TR_STATIONARY; break; case MOVER_POS2: VectorCopy( ent->pos2, ent->s.pos.trBase ); ent->s.pos.trType = TR_STATIONARY; break; case MOVER_1TO2: VectorCopy( ent->pos1, ent->s.pos.trBase ); VectorSubtract( ent->pos2, ent->pos1, delta ); f = 1000.0 / ent->s.pos.trDuration; VectorScale( delta, f, ent->s.pos.trDelta ); ent->s.pos.trType = TR_LINEAR_STOP; break; case MOVER_2TO1: VectorCopy( ent->pos2, ent->s.pos.trBase ); VectorSubtract( ent->pos1, ent->pos2, delta ); f = 1000.0 / ent->s.pos.trDuration; VectorScale( delta, f, ent->s.pos.trDelta ); ent->s.pos.trType = TR_LINEAR_STOP; break; } BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin ); trap_LinkEntity( ent ); } /* ================ MatchTeam All entities in a mover team will move from pos1 to pos2 in the same amount of time ================ */ void MatchTeam( gentity_t *teamLeader, int moverState, int time ) { gentity_t *slave; for ( slave = teamLeader ; slave ; slave = slave->teamchain ) { SetMoverState( slave, moverState, time ); } } /* ================ ReturnToPos1 ================ */ void ReturnToPos1( gentity_t *ent ) { MatchTeam( ent, MOVER_2TO1, level.time ); // looping sound ent->s.loopSound = ent->soundLoop; // starting sound if ( ent->sound2to1 ) { G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 ); } } /* ================ Reached_BinaryMover ================ */ void Reached_BinaryMover( gentity_t *ent ) { // stop the looping sound ent->s.loopSound = ent->soundLoop; if ( ent->moverState == MOVER_1TO2 ) { // reached pos2 SetMoverState( ent, MOVER_POS2, level.time ); // play sound if ( ent->soundPos2 ) { G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 ); } ent->s.loopSound = 0; // return to pos1 after a delay ent->think = ReturnToPos1; ent->nextthink = level.time + ent->wait; if (ent->delay) { ent->think = ReturnToPos1; ent->nextthink = level.time + ent->delay; } // fire targets if ( !ent->activator ) { ent->activator = ent; } G_UseTargets( ent, ent->activator ); } else if ( ent->moverState == MOVER_2TO1 ) { // reached pos1 SetMoverState( ent, MOVER_POS1, level.time ); // play sound if ( ent->soundPos1 ) { G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 ); } ent->s.loopSound = 0; if (ent->delay) { //it won't go back up again this way until after the delay ent->last_move_time = level.time + ent->delay; } // close areaportals if ( ent->teammaster == ent || !ent->teammaster ) { trap_AdjustAreaPortalState( ent, qfalse ); } } else { G_Error( "Reached_BinaryMover: bad moverState" ); } } /* ================ Use_BinaryMover ================ */ void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) { int total; int partial; // only the master should be used if ( ent->flags & FL_TEAMSLAVE ) { Use_BinaryMover( ent->teammaster, other, activator ); return; } ent->activator = activator; if ( ent->moverState == MOVER_POS1 ) { // start moving 50 msec later, becase if this was player // triggered, level.time hasn't been advanced yet MatchTeam( ent, MOVER_1TO2, level.time + 50 ); // starting sound if ( ent->sound1to2 ) { G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 ); } // looping sound ent->s.loopSound = ent->soundLoop; // open areaportal if ( ent->teammaster == ent || !ent->teammaster ) { trap_AdjustAreaPortalState( ent, qtrue ); } return; } // if all the way up, just delay before coming down if ( ent->moverState == MOVER_POS2 && other && other->client ) { //rww - don't delay if we're not being used by a player ent->nextthink = level.time + ent->wait; return; } // only partway down before reversing if ( ent->moverState == MOVER_2TO1 ) { total = ent->s.pos.trDuration; partial = level.time - ent->s.pos.trTime; if ( partial > total ) { partial = total; } MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) ); if ( ent->sound1to2 ) { G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 ); } return; } // only partway up before reversing if ( ent->moverState == MOVER_1TO2 ) { total = ent->s.pos.trDuration; partial = level.time - ent->s.pos.trTime; if ( partial > total ) { partial = total; } MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) ); if ( ent->sound2to1 ) { G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 ); } return; } } /* ================ InitMover "pos1", "pos2", and "speed" should be set before calling, so the movement delta can be calculated ================ */ void InitMover( gentity_t *ent ) { vec3_t move; float distance; float light; vec3_t color; qboolean lightSet, colorSet; char *sound; // if the "model2" key is set, use a seperate model // for drawing, but clip against the brushes if ( ent->model2 ) { ent->s.modelindex2 = G_ModelIndex( ent->model2 ); } // if the "loopsound" key is set, use a constant looping sound when moving if ( G_SpawnString( "noise", "100", &sound ) ) { ent->s.loopSound = G_SoundIndex( sound ); } // if the "color" or "light" keys are set, setup constantLight lightSet = G_SpawnFloat( "light", "100", &light ); colorSet = G_SpawnVector( "color", "1 1 1", color ); if ( lightSet || colorSet ) { int r, g, b, i; r = color[0] * 255; if ( r > 255 ) { r = 255; } g = color[1] * 255; if ( g > 255 ) { g = 255; } b = color[2] * 255; if ( b > 255 ) { b = 255; } i = light / 4; if ( i > 255 ) { i = 255; } ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 ); } ent->use = Use_BinaryMover; ent->reached = Reached_BinaryMover; ent->moverState = MOVER_POS1; ent->r.svFlags = SVF_USE_CURRENT_ORIGIN; ent->s.eType = ET_MOVER; VectorCopy (ent->pos1, ent->r.currentOrigin); trap_LinkEntity (ent); ent->s.pos.trType = TR_STATIONARY; VectorCopy( ent->pos1, ent->s.pos.trBase ); // calculate time to reach second position from speed VectorSubtract( ent->pos2, ent->pos1, move ); distance = VectorLength( move ); if ( ! ent->speed ) { ent->speed = 100; } VectorScale( move, ent->speed, ent->s.pos.trDelta ); ent->s.pos.trDuration = distance * 1000 / ent->speed; if ( ent->s.pos.trDuration <= 0 ) { ent->s.pos.trDuration = 1; } } /* =============================================================================== DOOR A use can be triggered either by a touch function, by being shot, or by being targeted by another entity. =============================================================================== */ /* ================ Blocked_Door ================ */ void Blocked_Door( gentity_t *ent, gentity_t *other ) { // remove anything other than a client if ( !other->client ) { // except CTF flags!!!! if( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) { Team_DroppedFlagThink( other ); return; } if (other->physicsObject && other->health && other->takedamage && other->inuse && !other->client) { //it would otherwise just remove us, so do 99999 damage instead G_Damage( other, ent, ent, NULL, NULL, 99999, DAMAGE_NO_ARMOR, MOD_CRUSH ); } else if (other->physicsObject && other->inuse && !other->client && other->s.weapon == WP_DET_PACK && other->think) { //detpack is about to explode return; } else if (other->isSaberEntity) { return; } else { G_TempEntity( other->s.origin, EV_ITEM_POP ); G_FreeEntity( other ); } return; } if ( ent->damage ) { if (ent->activator && ent->activator->inuse && ent->activator->client) { G_Damage( other, ent->activator, ent->activator, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR|DAMAGE_NO_PROTECTION, MOD_CRUSH ); } else { G_Damage( other, ent, ent, NULL, NULL, ent->damage, DAMAGE_NO_ARMOR|DAMAGE_NO_PROTECTION, MOD_CRUSH ); } } if ( ent->spawnflags & 4 ) { return; // crushers don't reverse } // reverse direction Use_BinaryMover( ent, ent, other ); } /* ================ Touch_DoorTriggerSpectator ================ */ static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) { int i, axis; vec3_t origin, dir, angles; axis = ent->count; VectorClear(dir); if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) < fabs(other->s.origin[axis] - ent->r.absmin[axis])) { origin[axis] = ent->r.absmin[axis] - 10; dir[axis] = -1; } else { origin[axis] = ent->r.absmax[axis] + 10; dir[axis] = 1; } for (i = 0; i < 3; i++) { if (i == axis) continue; origin[i] = (ent->r.absmin[i] + ent->r.absmax[i]) * 0.5; } vectoangles(dir, angles); TeleportPlayer(other, origin, angles ); } /* ================ Touch_DoorTrigger ================ */ void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) { if ( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR ) { // if the door is not open and not opening if ( ent->parent->moverState != MOVER_1TO2 && ent->parent->moverState != MOVER_POS2) { Touch_DoorTriggerSpectator( ent, other, trace ); } } else if ( ent->parent->moverState != MOVER_1TO2 ) { Use_BinaryMover( ent->parent, ent, other ); } } /* ====================== Think_SpawnNewDoorTrigger All of the parts of a door have been spawned, so create a trigger that encloses all of them ====================== */ void Think_SpawnNewDoorTrigger( gentity_t *ent ) { gentity_t *other; vec3_t mins, maxs; int i, best; // set all of the slaves as shootable if (ent->takedamage) { for ( other = ent ; other ; other = other->teamchain ) { other->takedamage = qtrue; } } // find the bounds of everything on the team VectorCopy (ent->r.absmin, mins); VectorCopy (ent->r.absmax, maxs); for (other = ent->teamchain ; other ; other=other->teamchain) { AddPointToBounds (other->r.absmin, mins, maxs); AddPointToBounds (other->r.absmax, mins, maxs); } // find the thinnest axis, which will be the one we expand best = 0; for ( i = 1 ; i < 3 ; i++ ) { if ( maxs[i] - mins[i] < maxs[best] - mins[best] ) { best = i; } } maxs[best] += 120; mins[best] -= 120; // create a trigger with this size other = G_Spawn (); other->classname = "door_trigger"; VectorCopy (mins, other->r.mins); VectorCopy (maxs, other->r.maxs); other->parent = ent; other->r.contents = CONTENTS_TRIGGER; other->touch = Touch_DoorTrigger; // remember the thinnest axis other->count = best; trap_LinkEntity (other); MatchTeam( ent, ent->moverState, level.time ); } void Think_MatchTeam( gentity_t *ent ) { MatchTeam( ent, ent->moverState, level.time ); } /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER TOGGLE wait in both the start and end states for a trigger event. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). NOMONSTER monsters will not trigger this door "model2" .md3 model to also draw "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "color" constantLight color "light" constantLight radius "health" if set, the door must be shot open "soundstart" Sound door makes when it starts "soundmove" Sound door makes when it starts "soundstop" Sound door makes when it stops "sound" Set to 0 to disable sounds on door, 1 to enable. Default is 1. */ void SP_func_door (gentity_t *ent) { vec3_t abs_movedir; float distance; vec3_t size; float lip; char *sound; int soundon = 0; G_SpawnInt("sound", "1", &soundon); if (soundon) { G_SpawnString("soundstart", "sound/movers/doors/door1start.wav", &sound); ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sound); G_SpawnString("soundstop", "sound/movers/doors/door1stop.wav", &sound); ent->soundPos1 = ent->soundPos2 = G_SoundIndex(sound); G_SpawnString("soundmove", "sound/movers/doors/door1move.wav", &sound); ent->soundLoop = G_SoundIndex(sound); } else { ent->sound1to2 = ent->sound2to1 = ent->soundPos1 = ent->soundPos2 = 0; } ent->blocked = Blocked_Door; // default speed of 400 if (!ent->speed) ent->speed = 400; // default wait of 2 seconds if (!ent->wait) ent->wait = 2; ent->wait *= 1000; // default lip of 8 units G_SpawnFloat( "lip", "8", &lip ); // default damage of 2 points G_SpawnInt( "dmg", "2", &ent->damage ); // first position at start VectorCopy( ent->s.origin, ent->pos1 ); // calculate second position trap_SetBrushModel( ent, ent->model ); G_SetMovedir (ent->s.angles, ent->movedir); abs_movedir[0] = fabs(ent->movedir[0]); abs_movedir[1] = fabs(ent->movedir[1]); abs_movedir[2] = fabs(ent->movedir[2]); VectorSubtract( ent->r.maxs, ent->r.mins, size ); distance = DotProduct( abs_movedir, size ) - lip; VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 ); // if "start_open", reverse position 1 and 2 if ( ent->spawnflags & 1 ) { vec3_t temp; VectorCopy( ent->pos2, temp ); VectorCopy( ent->s.origin, ent->pos2 ); VectorCopy( temp, ent->pos1 ); } InitMover( ent ); ent->nextthink = level.time + FRAMETIME; if ( ! (ent->flags & FL_TEAMSLAVE ) ) { int health; G_SpawnInt( "health", "0", &health ); if ( health ) { ent->takedamage = qtrue; } if ( ent->targetname || health ) { // non touch/shoot doors ent->think = Think_MatchTeam; } else { ent->think = Think_SpawnNewDoorTrigger; } } } /* =============================================================================== PLAT =============================================================================== */ /* ============== Touch_Plat Don't allow decent if a living player is on it =============== */ void Touch_Plat( gentity_t *ent, gentity_t *other, trace_t *trace ) { if ( !other->client || other->client->ps.stats[STAT_HEALTH] <= 0 ) { return; } if (other && other->client && ent->delay && ent->moverState == MOVER_POS2) { //This means I don't care if you're touching me, I already intend to go back down on a set interval. return; } if (other && other->client && ent->delay && ent->moverState == MOVER_POS1 && ent->nextthink >= level.time) { return; } // delay return-to-pos1 by one second if ( ent->moverState == MOVER_POS2 ) { ent->nextthink = level.time + 1000; } } /* ============== Touch_PlatCenterTrigger If the plat is at the bottom position, start it going up =============== */ void Touch_PlatCenterTrigger(gentity_t *ent, gentity_t *other, trace_t *trace ) { if ( !other->client ) { return; } if ( ent->parent->moverState == MOVER_POS1 ) { if (ent->parent->delay && ent->parent->last_move_time >= level.time) { return; } Use_BinaryMover( ent->parent, ent, other ); } } /* ================ SpawnPlatTrigger Spawn a trigger in the middle of the plat's low position Elevator cars require that the trigger extend through the entire low position, not just sit on top of it. ================ */ void SpawnPlatTrigger( gentity_t *ent ) { gentity_t *trigger; vec3_t tmin, tmax; // the middle trigger will be a thin trigger just // above the starting position trigger = G_Spawn(); trigger->classname = "plat_trigger"; trigger->touch = Touch_PlatCenterTrigger; trigger->r.contents = CONTENTS_TRIGGER; trigger->parent = ent; tmin[0] = ent->pos1[0] + ent->r.mins[0] + 33; tmin[1] = ent->pos1[1] + ent->r.mins[1] + 33; tmin[2] = ent->pos1[2] + ent->r.mins[2]; tmax[0] = ent->pos1[0] + ent->r.maxs[0] - 33; tmax[1] = ent->pos1[1] + ent->r.maxs[1] - 33; tmax[2] = ent->pos1[2] + ent->r.maxs[2] + 8; if ( tmax[0] <= tmin[0] ) { tmin[0] = ent->pos1[0] + (ent->r.mins[0] + ent->r.maxs[0]) *0.5; tmax[0] = tmin[0] + 1; } if ( tmax[1] <= tmin[1] ) { tmin[1] = ent->pos1[1] + (ent->r.mins[1] + ent->r.maxs[1]) *0.5; tmax[1] = tmin[1] + 1; } VectorCopy (tmin, trigger->r.mins); VectorCopy (tmax, trigger->r.maxs); trap_LinkEntity (trigger); } /*QUAKED func_plat (0 .5 .8) ? Plats are always drawn in the extended position so they will light correctly. "lip" default 8, protrusion above rest position "height" total height of movement, defaults to model height "speed" overrides default 200. "dmg" overrides default 2 "model2" .md3 model to also draw "color" constantLight color "light" constantLight radius "delay" After reaching pos2, plat will go back to pos1 after this many ms. Once plat goes to pos1 form pos2, it will also wait this many ms before it will activate and return to pos2. "soundmove" Sound door makes when it moves "soundstart" Sound door makes when it moves "soundstop" Sound door makes when it stops "sound" Set to 0 to disable sounds on door, 1 to enable. Default is 1. */ void SP_func_plat (gentity_t *ent) { float lip, height; char *sound; int soundon = 0; G_SpawnInt("sound", "1", &soundon); if (soundon) { G_SpawnString("soundstart", "sound/movers/doors/door1start.wav", &sound); ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sound); G_SpawnString("soundstop", "sound/movers/doors/door1stop.wav", &sound); ent->soundPos1 = ent->soundPos2 = G_SoundIndex(sound); G_SpawnString("soundmove", "sound/movers/doors/door1move.wav", &sound); ent->soundLoop = G_SoundIndex(sound); } else { ent->sound1to2 = ent->sound2to1 = ent->soundPos1 = ent->soundPos2 = 0; } VectorClear (ent->s.angles); G_SpawnFloat( "speed", "200", &ent->speed ); G_SpawnInt( "dmg", "2", &ent->damage ); G_SpawnFloat( "wait", "1", &ent->wait ); G_SpawnFloat( "lip", "8", &lip ); G_SpawnInt("delay", "0", &ent->delay); ent->wait = 1000; // create second position trap_SetBrushModel( ent, ent->model ); if ( !G_SpawnFloat( "height", "0", &height ) ) { height = (ent->r.maxs[2] - ent->r.mins[2]) - lip; } // pos1 is the rest (bottom) position, pos2 is the top VectorCopy( ent->s.origin, ent->pos2 ); VectorCopy( ent->pos2, ent->pos1 ); ent->pos1[2] -= height; InitMover( ent ); // touch function keeps the plat from returning while // a live player is standing on it ent->touch = Touch_Plat; ent->blocked = Blocked_Door; ent->parent = ent; // so it can be treated as a door // spawn the trigger if one hasn't been custom made if ( !ent->targetname ) { SpawnPlatTrigger(ent); } } /* =============================================================================== BUTTON =============================================================================== */ /* ============== Touch_Button =============== */ void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace ) { if ( !other->client ) { return; } if ( ent->moverState == MOVER_POS1 ) { Use_BinaryMover( ent, other, other ); } } /*QUAKED func_button (0 .5 .8) ? USABLE FPUSHABLE When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. USABLE - Can activate with use button FPUSHABLE - Can force-push it "model2" .md3 model to also draw "angle" determines the opening direction "target" all entities with a matching targetname will be used "speed" override the default 40 speed "wait" override the default 1 second wait (-1 = never return) "lip" override the default 4 pixel lip remaining at end of move "health" if set, the button must be killed instead of touched "color" constantLight color "light" constantLight radius "sounduse" Sound when used "sound" Set to 0 to disable sounds on button, 1 to enable. Default is 1. */ void SP_func_button( gentity_t *ent ) { vec3_t abs_movedir; float distance; vec3_t size; float lip; char *sound; int soundon = 0; G_SpawnInt("sound", "1", &soundon); if (soundon) { G_SpawnString("sounduse", "sound/movers/doors/door1move.wav", &sound); ent->sound1to2 = G_SoundIndex(sound); } else { ent->sound1to2 = 0; } ent->sound1to2 = G_SoundIndex("sound/movers/switches/switch3.wav"); if ( !ent->speed ) { ent->speed = 40; } if ( !ent->wait ) { ent->wait = 1; } ent->wait *= 1000; // first position VectorCopy( ent->s.origin, ent->pos1 ); // calculate second position trap_SetBrushModel( ent, ent->model ); G_SpawnFloat( "lip", "4", &lip ); G_SetMovedir( ent->s.angles, ent->movedir ); abs_movedir[0] = fabs(ent->movedir[0]); abs_movedir[1] = fabs(ent->movedir[1]); abs_movedir[2] = fabs(ent->movedir[2]); VectorSubtract( ent->r.maxs, ent->r.mins, size ); distance = abs_movedir[0] * size[0] + abs_movedir[1] * size[1] + abs_movedir[2] * size[2] - lip; VectorMA (ent->pos1, distance, ent->movedir, ent->pos2); if (ent->health) { // shootable button ent->takedamage = qtrue; } else { // touchable button ent->touch = Touch_Button; } if ( (ent->spawnflags&SPF_BUTTON_USABLE) ) { ent->r.svFlags |= SVF_PLAYER_USABLE; } InitMover( ent ); } /* =============================================================================== TRAIN =============================================================================== */ #define TRAIN_START_ON 1 #define TRAIN_TOGGLE 2 #define TRAIN_BLOCK_STOPS 4 /* =============== Think_BeginMoving The wait time at a corner has completed, so start moving again =============== */ void Think_BeginMoving( gentity_t *ent ) { ent->s.pos.trTime = level.time; ent->s.pos.trType = TR_LINEAR_STOP; } /* =============== Reached_Train =============== */ void Reached_Train( gentity_t *ent ) { gentity_t *next; float speed; vec3_t move; float length; // copy the apropriate values next = ent->nextTrain; if ( !next || !next->nextTrain ) { return; // just stop } // fire all other targets G_UseTargets( next, NULL ); // set the new trajectory ent->nextTrain = next->nextTrain; VectorCopy( next->s.origin, ent->pos1 ); VectorCopy( next->nextTrain->s.origin, ent->pos2 ); // if the path_corner has a speed, use that if ( next->speed ) { speed = next->speed; } else { // otherwise use the train's speed speed = ent->speed; } if ( speed < 1 ) { speed = 1; } // calculate duration VectorSubtract( ent->pos2, ent->pos1, move ); length = VectorLength( move ); ent->s.pos.trDuration = length * 1000 / speed; // looping sound ent->s.loopSound = next->soundLoop; // start it going SetMoverState( ent, MOVER_1TO2, level.time ); // if there is a "wait" value on the target, don't start moving yet if ( next->wait ) { ent->nextthink = level.time + next->wait * 1000; ent->think = Think_BeginMoving; ent->s.pos.trType = TR_STATIONARY; } } /* =============== Think_SetupTrainTargets Link all the corners together =============== */ void Think_SetupTrainTargets( gentity_t *ent ) { gentity_t *path, *next, *start; ent->nextTrain = G_Find( NULL, FOFS(targetname), ent->target ); if ( !ent->nextTrain ) { G_Printf( "func_train at %s with an unfound target\n", vtos(ent->r.absmin) ); return; } start = NULL; for ( path = ent->nextTrain ; path != start ; path = next ) { if ( !start ) { start = path; } if ( !path->target ) { G_Printf( "Train corner at %s without a target\n", vtos(path->s.origin) ); return; } // find a path_corner among the targets // there may also be other targets that get fired when the corner // is reached next = NULL; do { next = G_Find( next, FOFS(targetname), path->target ); if ( !next ) { G_Printf( "Train corner at %s without a target path_corner\n", vtos(path->s.origin) ); return; } } while ( strcmp( next->classname, "path_corner" ) ); path->nextTrain = next; } // start the train moving from the first corner Reached_Train( ent ); } /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) Train path corners. Target: next path corner and other targets to fire "speed" speed to move to the next corner "wait" seconds to wait before behining move to next corner */ void SP_path_corner( gentity_t *self ) { if ( !self->targetname ) { G_Printf ("path_corner with no targetname at %s\n", vtos(self->s.origin)); G_FreeEntity( self ); return; } // path corners don't need to be linked in } /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS ? ? CRUSH_THROUGH A train is a mover that moves between path_corner target points. Trains MUST HAVE AN ORIGIN BRUSH. The train spawns at the first target it is pointing at. CRUSH_THROUGH spawnflag combined with a dmg value will make the train pass through entities and damage them on contact as well. "model2" .md3 model to also draw "speed" default 100 "dmg" default 2 "noise" looping sound to play when the train is in motion "target" next path corner "color" constantLight color "light" constantLight radius */ void SP_func_train (gentity_t *self) { VectorClear (self->s.angles); if (self->spawnflags & TRAIN_BLOCK_STOPS) { self->damage = 0; } else { if (!self->damage) { self->damage = 2; } } if ( !self->speed ) { self->speed = 100; } if ( !self->target ) { G_Printf ("func_train without a target at %s\n", vtos(self->r.absmin)); G_FreeEntity( self ); return; } trap_SetBrushModel( self, self->model ); InitMover( self ); self->reached = Reached_Train; // start trains on the second frame, to make sure their targets have had // a chance to spawn self->nextthink = level.time + FRAMETIME; self->think = Think_SetupTrainTargets; } /* =============================================================================== STATIC =============================================================================== */ /*QUAKED func_static (0 .5 .8) ? A bmodel that just sits there, doing nothing. Can be used for conditional walls and models. "model2" .md3 model to also draw "color" constantLight color "light" constantLight radius */ void SP_func_static( gentity_t *ent ) { trap_SetBrushModel( ent, ent->model ); InitMover( ent ); VectorCopy( ent->s.origin, ent->s.pos.trBase ); VectorCopy( ent->s.origin, ent->r.currentOrigin ); } /* =============================================================================== ROTATING =============================================================================== */ /*QUAKED func_rotating (0 .5 .8) ? START_ON - X_AXIS Y_AXIS You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. "model2" .md3 model to also draw "speed" determines how fast it moves; default value is 100. "dmg" damage to inflict when blocked (2 default) "color" constantLight color "light" constantLight radius */ void SP_func_rotating (gentity_t *ent) { if ( !ent->speed ) { ent->speed = 100; } // set the axis of rotation ent->s.apos.trType = TR_LINEAR; if ( ent->spawnflags & 4 ) { ent->s.apos.trDelta[2] = ent->speed; } else if ( ent->spawnflags & 8 ) { ent->s.apos.trDelta[0] = ent->speed; } else { ent->s.apos.trDelta[1] = ent->speed; } if (!ent->damage) { ent->damage = 2; } trap_SetBrushModel( ent, ent->model ); InitMover( ent ); VectorCopy( ent->s.origin, ent->s.pos.trBase ); VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin ); VectorCopy( ent->s.apos.trBase, ent->r.currentAngles ); trap_LinkEntity( ent ); } /* =============================================================================== BOBBING =============================================================================== */ /*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS Normally bobs on the Z axis "model2" .md3 model to also draw "height" amplitude of bob (32 default) "speed" seconds to complete a bob cycle (4 default) "phase" the 0.0 to 1.0 offset in the cycle to start at "dmg" damage to inflict when blocked (2 default) "color" constantLight color "light" constantLight radius */ void SP_func_bobbing (gentity_t *ent) { float height; float phase; G_SpawnFloat( "speed", "4", &ent->speed ); G_SpawnFloat( "height", "32", &height ); G_SpawnInt( "dmg", "2", &ent->damage ); G_SpawnFloat( "phase", "0", &phase ); trap_SetBrushModel( ent, ent->model ); InitMover( ent ); VectorCopy( ent->s.origin, ent->s.pos.trBase ); VectorCopy( ent->s.origin, ent->r.currentOrigin ); ent->s.pos.trDuration = ent->speed * 1000; ent->s.pos.trTime = ent->s.pos.trDuration * phase; ent->s.pos.trType = TR_SINE; // set the axis of bobbing if ( ent->spawnflags & 1 ) { ent->s.pos.trDelta[0] = height; } else if ( ent->spawnflags & 2 ) { ent->s.pos.trDelta[1] = height; } else { ent->s.pos.trDelta[2] = height; } } /* =============================================================================== PENDULUM =============================================================================== */ /*QUAKED func_pendulum (0 .5 .8) ? You need to have an origin brush as part of this entity. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity. "model2" .md3 model to also draw "speed" the number of degrees each way the pendulum swings, (30 default) "phase" the 0.0 to 1.0 offset in the cycle to start at "dmg" damage to inflict when blocked (2 default) "color" constantLight color "light" constantLight radius */ void SP_func_pendulum(gentity_t *ent) { float freq; float length; float phase; float speed; G_SpawnFloat( "speed", "30", &speed ); G_SpawnInt( "dmg", "2", &ent->damage ); G_SpawnFloat( "phase", "0", &phase ); trap_SetBrushModel( ent, ent->model ); // find pendulum length length = fabs( ent->r.mins[2] ); if ( length < 8 ) { length = 8; } freq = 1 / ( M_PI * 2 ) * sqrt( g_gravity.value / ( 3 * length ) ); ent->s.pos.trDuration = ( 1000 / freq ); InitMover( ent ); VectorCopy( ent->s.origin, ent->s.pos.trBase ); VectorCopy( ent->s.origin, ent->r.currentOrigin ); VectorCopy( ent->s.angles, ent->s.apos.trBase ); ent->s.apos.trDuration = 1000 / freq; ent->s.apos.trTime = ent->s.apos.trDuration * phase; ent->s.apos.trType = TR_SINE; ent->s.apos.trDelta[2] = speed; } /* =============================================================================== BREAKABLE BRUSH =============================================================================== */ #define DEBRIS_SPECIALCASE_ROCK -1 #define DEBRIS_SPECIALCASE_CHUNKS -2 #define DEBRIS_SPECIALCASE_WOOD -3 #define DEBRIS_SPECIALCASE_GLASS -4 int gExplSound; void BreakableBrushDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { gentity_t *te; vec3_t dif, u; int defaultradius = 128; self->takedamage = qfalse; dif[0] = (self->r.absmax[0]+self->r.absmin[0])/2; dif[1] = (self->r.absmax[1]+self->r.absmin[1])/2; dif[2] = (self->r.absmax[2]+self->r.absmin[2])/2; G_SoundIndex("sound/movers/objects/objectHit.wav"); G_UseTargets(self, attacker); if (self->boltpoint2) { te = G_TempEntity( dif, EV_DEBRIS ); te->s.eventParm = self->s.number; te->s.weapon = self->boltpoint1; te->s.trickedentindex = self->boltpoint2; //debris model index VectorCopy(self->r.maxs, te->s.origin); VectorCopy(self->r.mins, te->s.angles); } VectorCopy(dif, self->r.currentOrigin); if (self->splashDamage) { if (self->splashRadius) { defaultradius = self->splashRadius; } G_RadiusDamage(dif, self, self->splashDamage, defaultradius, self, MOD_UNKNOWN); u[YAW] = 0; u[PITCH] = 1; u[ROLL] = 0; G_PlayEffect(EFFECT_EXPLOSION, dif, u); G_Sound(self, CHAN_BODY, gExplSound); } G_Sound(self, CHAN_WEAPON, self->boltpoint3); G_FreeEntity(self); } void BreakableBrushPain(gentity_t *self, gentity_t *attacker, int damage) { } void BrushThink(gentity_t *self) { self->think = 0; BreakableBrushDie(self, self->enemy, self->activator, 100, MOD_UNKNOWN); } void BreakableBrushUse(gentity_t *self, gentity_t *other, gentity_t *activator) { self->activator = activator; self->enemy = other; self->think = BrushThink; self->nextthink = level.time + self->wait; } /*QUAKED func_breakable (0 .5 .8) ? INVINCIBLE Breakable brush INVINCIBLE Can only be destroyed by being used "target" target to fire when destroyed "targetname" entities with matching target will fire it "model2" .md3 model to also draw "color" constantLight color "light" constantLight radius "health" object's health "dmg" Specifying this will make the object explode when destroyed "dmgrad" Radius for explosion of dmg is set "debrismodel" Model of debris chunks to throw when object is destroyed. There are special cases for this item rather than using a model name also, they are: rock chunks wood glass none Using one of these types will throw random chunks of that type rather than one model, except for "none" which will make it so no debris is spawned. "debrissound" Sound to play when debris hits a surface. Default is none. "breaksound" Sound to play when destroyed "wait" Time to wait (in ms) before activating once used */ void SP_func_breakable( gentity_t *ent ) { char *model, *sound, *debrissound; trap_SetBrushModel( ent, ent->model ); InitMover( ent ); G_SpawnInt( "health", "1", &ent->health ); G_SpawnInt( "dmg", "0", &ent->splashDamage); G_SpawnInt( "dmgrad", "0", &ent->splashRadius); G_SpawnFloat( "wait", "0", &ent->wait); G_SpawnString( "debrismodel", "rock", &model); G_SpawnString( "debrissound", "", &debrissound); G_SpawnString( "breaksound", "sound/movers/objects/objectBreak.wav", &sound); ent->boltpoint3 = G_SoundIndex(sound); gExplSound = G_SoundIndex("sound/weapons/explosions/cargoexplode.wav"); if (debrissound && debrissound[0]) { ent->boltpoint1 = G_SoundIndex(debrissound); } else { ent->boltpoint1 = 0; } ent->boltpoint4 = 1; if (strcmp(model, "rock") == 0) { G_ModelIndex("models/chunks/rock/rock1_1.md3"); G_ModelIndex("models/chunks/rock/rock1_2.md3"); G_ModelIndex("models/chunks/rock/rock1_3.md3"); G_ModelIndex("models/chunks/rock/rock1_4.md3"); ent->boltpoint2 = DEBRIS_SPECIALCASE_ROCK; } else if (strcmp(model, "chunks") == 0) { G_ModelIndex("models/chunks/generic/chunks_1.md3"); G_ModelIndex("models/chunks/generic/chunks_2.md3"); ent->boltpoint2 = DEBRIS_SPECIALCASE_CHUNKS; } else if (strcmp(model, "wood") == 0) { G_ModelIndex("models/chunks/crate/crate1_1.md3"); G_ModelIndex("models/chunks/crate/crate1_2.md3"); G_ModelIndex("models/chunks/crate/crate1_3.md3"); G_ModelIndex("models/chunks/crate/crate1_4.md3"); G_ModelIndex("models/chunks/crate/crate2_1.md3"); G_ModelIndex("models/chunks/crate/crate2_2.md3"); G_ModelIndex("models/chunks/crate/crate2_3.md3"); G_ModelIndex("models/chunks/crate/crate2_4.md3"); ent->boltpoint2 = DEBRIS_SPECIALCASE_WOOD; } else if (strcmp(model, "glass") == 0) { G_ModelIndex("models/chunks/metal/metal1_1.md3"); G_ModelIndex("models/chunks/metal/metal1_2.md3"); G_ModelIndex("models/chunks/metal/metal1_3.md3"); G_ModelIndex("models/chunks/metal/metal1_4.md3"); G_ModelIndex("models/chunks/metal/metal2_1.md3"); G_ModelIndex("models/chunks/metal/metal2_2.md3"); G_ModelIndex("models/chunks/metal/metal2_3.md3"); G_ModelIndex("models/chunks/metal/metal2_4.md3"); ent->boltpoint2 = DEBRIS_SPECIALCASE_GLASS; } else if (strcmp(model, "none") == 0) { ent->boltpoint2 = 0; } else { ent->boltpoint2 = G_ModelIndex(model); } VectorCopy( ent->s.origin, ent->s.pos.trBase ); VectorCopy( ent->s.origin, ent->r.currentOrigin ); if (!ent->health) { ent->health = 1; } ent->moverState = MOVER_POS1; if (ent->spawnflags & 1) { ent->takedamage = qfalse; } else { ent->takedamage = qtrue; } ent->die = BreakableBrushDie; ent->use = BreakableBrushUse; ent->pain = BreakableBrushPain; } /* =============================================================================== GLASS =============================================================================== */ void GlassDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { gentity_t *te; vec3_t dif; if (self->bolt_Head) { //was already destroyed, do not retrigger it return; } self->bolt_Head = 1; dif[0] = (self->r.absmax[0]+self->r.absmin[0])/2; dif[1] = (self->r.absmax[1]+self->r.absmin[1])/2; dif[2] = (self->r.absmax[2]+self->r.absmin[2])/2; G_UseTargets(self, attacker); self->splashRadius = 40; // ?? some random number, maybe it's ok? te = G_TempEntity( dif, EV_GLASS_SHATTER ); te->s.genericenemyindex = self->s.number; VectorCopy(self->pos1, te->s.origin); VectorCopy(self->pos2, te->s.angles); te->s.trickedentindex = (int)self->splashRadius; te->s.pos.trTime = (int)self->boltpoint3; G_FreeEntity(self); } void GlassDie_Old(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { gentity_t *te; vec3_t dif; dif[0] = (self->r.absmax[0]+self->r.absmin[0])/2; dif[1] = (self->r.absmax[1]+self->r.absmin[1])/2; dif[2] = (self->r.absmax[2]+self->r.absmin[2])/2; G_UseTargets(self, attacker); te = G_TempEntity( dif, EV_GLASS_SHATTER ); te->s.genericenemyindex = self->s.number; VectorCopy(self->r.maxs, te->s.origin); VectorCopy(self->r.mins, te->s.angles); G_FreeEntity(self); } void GlassPain(gentity_t *self, gentity_t *attacker, int damage) { //G_Printf("Mr. Glass says: PLZ NO IT HURTS\n"); //Make "cracking" sound? } void GlassUse(gentity_t *self, gentity_t *other, gentity_t *activator) { vec3_t temp1, temp2; //no direct object to blame for the break, so fill the values with whatever VectorAdd( self->r.mins, self->r.maxs, temp1 ); VectorScale( temp1, 0.5f, temp1 ); VectorAdd( other->r.mins, other->r.maxs, temp2 ); VectorScale( temp2, 0.5f, temp2 ); VectorSubtract( temp1, temp2, self->pos2 ); VectorCopy( temp1, self->pos1 ); VectorNormalize( self->pos2 ); VectorScale( self->pos2, 390, self->pos2 ); GlassDie(self, other, activator, 100, MOD_UNKNOWN); } /*QUAKED func_glass (0 .5 .8) ? Breakable glass "model2" .md3 model to also draw "color" constantLight color "light" constantLight radius "maxshards" Max number of shards to spawn on glass break */ void SP_func_glass( gentity_t *ent ) { trap_SetBrushModel( ent, ent->model ); InitMover( ent ); ent->r.svFlags = SVF_GLASS_BRUSH; VectorCopy( ent->s.origin, ent->s.pos.trBase ); VectorCopy( ent->s.origin, ent->r.currentOrigin ); if (!ent->health) { ent->health = 1; } G_SpawnInt("maxshards", "0", &ent->boltpoint3); ent->boltpoint1 = 0; ent->boltpoint4 = 1; ent->moverState = MOVER_POS1; if (ent->spawnflags & 1) { ent->takedamage = qfalse; } else { ent->takedamage = qtrue; } ent->die = GlassDie; ent->use = GlassUse; ent->pain = GlassPain; } void func_usable_use (gentity_t *self, gentity_t *other, gentity_t *activator); extern gentity_t *G_TestEntityPosition( gentity_t *ent ); void func_wait_return_solid( gentity_t *self ) { //once a frame, see if it's clear. self->clipmask = CONTENTS_BODY; if ( !(self->spawnflags&16) || G_TestEntityPosition( self ) == NULL ) { trap_SetBrushModel( self, self->model ); InitMover( self ); VectorCopy( self->s.origin, self->s.pos.trBase ); VectorCopy( self->s.origin, self->r.currentOrigin ); self->r.svFlags &= ~SVF_NOCLIENT; self->s.eFlags &= ~EF_NODRAW; self->use = func_usable_use; self->clipmask = 0; //FIXME: Animations? /*if ( self->s.eFlags & EF_ANIM_ONCE ) {//Start our anim self->s.frame = 0; }*/ } else { self->clipmask = 0; self->think = func_wait_return_solid; self->nextthink = level.time + FRAMETIME; } } void func_usable_think( gentity_t *self ) { if ( self->spawnflags & 8 ) { self->r.svFlags |= SVF_PLAYER_USABLE; //Replace the usable flag self->use = func_usable_use; self->think = 0; } } void func_usable_use (gentity_t *self, gentity_t *other, gentity_t *activator) {//Toggle on and off //FIXME: Animation? /* if ( self->s.eFlags & EF_SHADER_ANIM ) {//animate shader when used self->s.frame++;//inc frame if ( self->s.frame > self->endFrame ) {//wrap around self->s.frame = 0; } if ( self->target && self->target[0] ) { G_UseTargets( self, activator ); } } else*/ if ( self->spawnflags & 8 ) {//ALWAYS_ON //Remove the ability to use the entity directly self->r.svFlags &= ~SVF_PLAYER_USABLE; //also remove ability to call any use func at all! self->use = 0; if(self->target && self->target[0]) { G_UseTargets(self, activator); } if ( self->wait ) { self->think = func_usable_think; self->nextthink = level.time + ( self->wait * 1000 ); } return; } else if ( !self->count ) {//become solid again self->count = 1; func_wait_return_solid( self ); } else { self->s.solid = 0; self->r.contents = 0; self->clipmask = 0; self->r.svFlags |= SVF_NOCLIENT; self->s.eFlags |= EF_NODRAW; self->count = 0; if(self->target && self->target[0]) { G_UseTargets(self, activator); } self->think = 0; self->nextthink = -1; } } void func_usable_pain(gentity_t *self, gentity_t *attacker, int damage) { self->use(self, attacker, attacker); } void func_usable_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { self->takedamage = qfalse; self->use(self, inflictor, attacker); } /*QUAKED func_usable (0 .5 .8) ? STARTOFF x x ALWAYS_ON x x x x START_OFF - the wall will not be there ALWAYS_ON - Doesn't toggle on and off when used, just runs usescript and fires target A bmodel that just sits there, doing nothing. Can be used for conditional walls and models. "targetname" - When used, will toggle on and off "target" Will fire this target every time it is toggled OFF "model2" .md3 model to also draw "color" constantLight color "light" constantLight radius "usescript" script to run when turned on "deathscript" script to run when turned off "wait" amount of time before the object is usable again (only valid with ALWAYS_ON flag) "health" if it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1 "endframe" Will make it animate to next shader frame when used, not turn on/off... set this to number of frames in the shader, minus 1 */ void SP_func_usable( gentity_t *self ) { trap_SetBrushModel( self, self->model ); InitMover( self ); VectorCopy( self->s.origin, self->s.pos.trBase ); VectorCopy( self->s.origin, self->r.currentOrigin ); self->count = 1; if (self->spawnflags & 1) { self->s.solid = 0; self->r.contents = 0; self->clipmask = 0; self->r.svFlags |= SVF_NOCLIENT; self->s.eFlags |= EF_NODRAW; self->count = 0; } //FIXME: Animation? /* if (self->spawnflags & 2) { self->s.eFlags |= EF_ANIM_ALLFAST; } if (self->spawnflags & 4) {//FIXME: need to be able to do change to something when it's done? Or not be usable until it's done? self->s.eFlags |= EF_ANIM_ONCE; } */ self->r.svFlags |= SVF_PLAYER_USABLE; self->use = func_usable_use; if ( self->health ) { self->takedamage = qtrue; self->die = func_usable_die; self->pain = func_usable_pain; } //FIXME: Animation? /*if ( self->endFrame > 0 ) { self->s.frame = self->startFrame = 0; self->s.eFlags |= EF_SHADER_ANIM; self->s.time = self->endFrame + 1; }*/ trap_LinkEntity (self); }