395 lines
11 KiB
C
395 lines
11 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_misc.c
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#include "g_local.h"
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/*QUAKED func_group (0 0 0) ?
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Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
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*/
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/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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void SP_info_camp( gentity_t *self ) {
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G_SetOrigin( self, self->s.origin );
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}
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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void SP_info_null( gentity_t *self ) {
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G_FreeEntity( self );
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}
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for in-game calculation, like jumppad targets.
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target_position does the same thing
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*/
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void SP_info_notnull( gentity_t *self ){
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G_SetOrigin( self, self->s.origin );
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}
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
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Non-displayed light.
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"light" overrides the default 300 intensity.
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Linear checbox gives linear falloff instead of inverse square
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Lights pointed at a target will be spotlights.
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"radius" overrides the default 64 unit radius of a spotlight at the target point.
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*/
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void SP_light( gentity_t *self ) {
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G_FreeEntity( self );
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}
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/*
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=================================================================================
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TELEPORTERS
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=================================================================================
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*/
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void TransportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, int speed )
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{
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gentity_t *tent = NULL;
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// use temp events at source and destination to prevent the effect
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// from getting dropped by a second player event
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
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tent->s.clientNum = player->s.clientNum;
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tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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tent->s.clientNum = player->s.clientNum;
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}
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// unlink to make sure it can't possibly interfere with G_KillBox
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trap_UnlinkEntity (player);
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VectorCopy ( origin, player->client->ps.origin );
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player->client->ps.origin[2] += 1;
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// spit the player out
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AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
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VectorScale( player->client->ps.velocity, speed, player->client->ps.velocity );
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player->client->ps.pm_time = 160; // hold time
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player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
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// toggle the teleport bit so the client knows to not lerp
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player->client->ps.eFlags ^= EF_TELEPORT_BIT;
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// set angles
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SetClientViewAngle( player, angles );
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// kill anything at the destination
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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G_KillBox (player);
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}
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// save results of pmove
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BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
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// use the precise origin for linking
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VectorCopy( player->client->ps.origin, player->r.currentOrigin );
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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trap_LinkEntity (player);
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}
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}
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void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
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gentity_t *tent;
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// use temp events at source and destination to prevent the effect
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// from getting dropped by a second player event
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
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tent->s.clientNum = player->s.clientNum;
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tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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tent->s.clientNum = player->s.clientNum;
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}
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// unlink to make sure it can't possibly interfere with G_KillBox
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trap_UnlinkEntity (player);
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VectorCopy ( origin, player->client->ps.origin );
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player->client->ps.origin[2] += 1;
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// spit the player out
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AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
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VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
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player->client->ps.pm_time = 160; // hold time
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player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
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// toggle the teleport bit so the client knows to not lerp
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player->client->ps.eFlags ^= EF_TELEPORT_BIT;
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// set angles
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SetClientViewAngle( player, angles );
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// kill anything at the destination
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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G_KillBox (player);
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}
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// save results of pmove
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BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
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// use the precise origin for linking
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VectorCopy( player->client->ps.origin, player->r.currentOrigin );
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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trap_LinkEntity (player);
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}
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}
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/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
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Point teleporters at these.
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Now that we don't have teleport destination pads, this is just
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an info_notnull
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*/
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void SP_misc_teleporter_dest( gentity_t *ent ) {
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}
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//===========================================================
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/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
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"model" arbitrary .md3 file to display
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*/
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void SP_misc_model( gentity_t *ent ) {
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#if 0
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ent->s.modelindex = G_ModelIndex( ent->model );
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VectorSet (ent->mins, -16, -16, -16);
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VectorSet (ent->maxs, 16, 16, 16);
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trap_LinkEntity (ent);
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G_SetOrigin( ent, ent->s.origin );
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VectorCopy( ent->s.angles, ent->s.apos.trBase );
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#else
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G_FreeEntity( ent );
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#endif
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}
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/*QUAKED misc_model_breakable (1 0 0) (-16 -16 -16) (16 16 16) SOLID AUTOANIMATE DEADSOLID
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"model" arbitrary .md3 file to display
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"health" how much health to have - default is zero (not breakable) If you don't set the SOLID flag, but give it health, it can be shot but will not block NPCs or players from moving
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"target" What to use when it dies
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"paintarget" target to fire when hit (but not destroyed)
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*/
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void SP_misc_model_breakable( gentity_t *ent ) {
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ent->s.modelindex = G_ModelIndex( ent->model );
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trap_LinkEntity (ent);
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if ( ent->spawnflags & 1 )
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{//Blocks movement
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ent->r.contents = CONTENTS_BODY;//Was CONTENTS_SOLID, but only architecture should be this
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}
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if ( !ent->r.mins[0] && !ent->r.mins[1] && !ent->r.mins[2] )
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{
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VectorSet (ent->r.mins, -16, -16, -16);
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}
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if ( !ent->r.maxs[0] && !ent->r.maxs[1] && !ent->r.maxs[2] )
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{
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VectorSet (ent->r.maxs, 16, 16, 16);
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}
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if ( ent->spawnflags & 2 )
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{
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ent->s.eFlags |= EF_ANIM_ALLFAST;
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}
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G_SetOrigin( ent, ent->s.origin );
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VectorCopy( ent->s.angles, ent->s.apos.trBase );
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}
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//===========================================================
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void locateCamera( gentity_t *ent ) {
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vec3_t dir;
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gentity_t *target;
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gentity_t *owner;
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owner = G_PickTarget( ent->target );
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if ( !owner ) {
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G_Printf( "Couldn't find target for misc_partal_surface\n" );
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G_FreeEntity( ent );
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return;
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}
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ent->r.ownerNum = owner->s.number;
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// frame holds the rotate speed
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if ( owner->spawnflags & 1 ) {
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ent->s.frame = 25;
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} else if ( owner->spawnflags & 2 ) {
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ent->s.frame = 75;
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}
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// clientNum holds the rotate offset
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ent->s.clientNum = owner->s.clientNum;
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VectorCopy( owner->s.origin, ent->s.origin2 );
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// see if the portal_camera has a target
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target = G_PickTarget( owner->target );
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if ( target ) {
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VectorSubtract( target->s.origin, owner->s.origin, dir );
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VectorNormalize( dir );
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} else {
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G_SetMovedir( owner->s.angles, dir );
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}
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ent->s.eventParm = DirToByte( dir );
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}
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/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
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The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
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This must be within 64 world units of the surface!
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*/
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void SP_misc_portal_surface(gentity_t *ent) {
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VectorClear( ent->r.mins );
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VectorClear( ent->r.maxs );
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trap_LinkEntity (ent);
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ent->r.svFlags = SVF_PORTAL;
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ent->s.eType = ET_PORTAL;
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if ( !ent->target ) {
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VectorCopy( ent->s.origin, ent->s.origin2 );
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} else {
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ent->think = locateCamera;
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ent->nextthink = level.time + 100;
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}
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}
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/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
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The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
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"roll" an angle modifier to orient the camera around the target vector;
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*/
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void SP_misc_portal_camera(gentity_t *ent) {
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float roll;
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VectorClear( ent->r.mins );
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VectorClear( ent->r.maxs );
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trap_LinkEntity (ent);
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G_SpawnFloat( "roll", "0", &roll );
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ent->s.clientNum = roll/360.0 * 256;
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}
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/*
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======================================================================
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SHOOTERS
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======================================================================
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*/
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void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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vec3_t dir;
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float deg;
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vec3_t up, right;
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// see if we have a target
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if ( ent->enemy ) {
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VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
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VectorNormalize( dir );
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} else {
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VectorCopy( ent->movedir, dir );
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}
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// randomize a bit
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PerpendicularVector( up, dir );
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CrossProduct( up, dir, right );
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deg = crandom() * ent->random;
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VectorMA( dir, deg, up, dir );
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deg = crandom() * ent->random;
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VectorMA( dir, deg, right, dir );
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VectorNormalize( dir );
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switch ( ent->s.weapon ) {
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case WP_GRENADE_LAUNCHER:
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fire_grenade( ent, ent->s.origin, dir );
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break;
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case WP_STASIS:
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fire_rocket( ent, ent->s.origin, dir );
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break;
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case WP_SCAVENGER_RIFLE:
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fire_plasma( ent, ent->s.origin, dir );
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break;
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case WP_QUANTUM_BURST:
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fire_quantum( ent, ent->s.origin, dir );
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break;
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}
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G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
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}
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static void InitShooter_Finish( gentity_t *ent ) {
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ent->enemy = G_PickTarget( ent->target );
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ent->think = 0;
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ent->nextthink = 0;
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}
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void InitShooter( gentity_t *ent, int weapon ) {
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ent->use = Use_Shooter;
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ent->s.weapon = weapon;
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RegisterItem( BG_FindItemForWeapon( weapon ) );
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G_SetMovedir( ent->s.angles, ent->movedir );
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if ( !ent->random ) {
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ent->random = 1.0;
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}
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ent->random = sin( M_PI * ent->random / 180 );
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// target might be a moving object, so we can't set movedir for it
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if ( ent->target ) {
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ent->think = InitShooter_Finish;
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ent->nextthink = level.time + 500;
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}
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trap_LinkEntity( ent );
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}
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/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
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Fires at either the target or the current direction.
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"random" the number of degrees of deviance from the taget. (1.0 default)
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*/
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void SP_shooter_rocket( gentity_t *ent ) {
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InitShooter( ent, WP_STASIS );
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}
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/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
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Fires at either the target or the current direction.
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"random" is the number of degrees of deviance from the taget. (1.0 default)
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*/
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void SP_shooter_plasma( gentity_t *ent ) {
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InitShooter( ent, WP_SCAVENGER_RIFLE);
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}
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/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
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Fires at either the target or the current direction.
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"random" is the number of degrees of deviance from the taget. (1.0 default)
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*/
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void SP_shooter_grenade( gentity_t *ent ) {
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InitShooter( ent, WP_GRENADE_LAUNCHER);
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}
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