//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/launcher.cpp $ // $Revision:: 12 $ // $Author:: Markd $ // $Date:: 10/24/98 12:42a $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/launcher.cpp $ // // 12 10/24/98 12:42a Markd // changed origins to worldorigins where appropriate // // 11 10/13/98 5:04p Markd // Fixed launcher sounds // // 10 10/13/98 12:55a Markd // Fixed launcher that uses info_notnulls // // 9 10/01/98 4:01p Markd // Added Archive and Unarchive functions // // 8 8/29/98 5:27p Markd // added specialfx, replaced misc with specialfx where appropriate // // 7 7/06/98 4:07p Aldie // Removed some dependencies on some headers. // // 6 5/24/98 8:46p Jimdose // Made a lot of functions more str-friendly. // Got rid of a lot of char * based strings // Cleaned up get spawn arg functions and sound functions // sound functions now use consistant syntax // // 5 5/24/98 4:48p Jimdose // Made char *'s const // // 4 5/20/98 11:11a Markd // removed char * dependency // // 3 5/06/98 3:14p Aldie // Added targeting of the launcher. // // 2 5/05/98 8:35p Aldie // First version of Generic launcher // // DESCRIPTION: Generic Projectile Launcher // #include "g_local.h" #include "misc.h" #include "specialfx.h" /**************************************************************************** /*SINED func_launcher (0 1 0) ? Creates an object that launches projectiles. "projectile" Sets the projectile that you want to launch (Examples: Rocket, Spear, etc...) "launchsound" Sets the launching sound. /*****************************************************************************/ class EXPORT_FROM_DLL GenericLauncher : public Entity { private: Vector launchAngle; float x_var; float y_var; float z_var; str projectile; str launchsound; public: CLASS_PROTOTYPE( GenericLauncher ); GenericLauncher( ); void Launch(Event *ev); void LaunchProjectile(Event *ev); void Setdir(Event *ev); void SetXdir(Event *ev); void SetYdir(Event *ev); void SetZdir(Event *ev); void SetXvar(Event *ev); void SetYvar(Event *ev); void SetZvar(Event *ev); void SetupDir(Event *ev); virtual void Archive( Archiver &arc ); virtual void Unarchive( Archiver &arc ); }; EXPORT_FROM_DLL void GenericLauncher::Archive ( Archiver &arc ) { Entity::Archive( arc ); arc.WriteVector( launchAngle ); arc.WriteFloat( x_var ); arc.WriteFloat( y_var ); arc.WriteFloat( z_var ); arc.WriteString( projectile ); arc.WriteString( launchsound ); } EXPORT_FROM_DLL void GenericLauncher::Unarchive ( Archiver &arc ) { Entity::Unarchive( arc ); arc.ReadVector( &launchAngle ); arc.ReadFloat( &x_var ); arc.ReadFloat( &y_var ); arc.ReadFloat( &z_var ); arc.ReadString( &projectile ); arc.ReadString( &launchsound ); } CLASS_DECLARATION( Entity, GenericLauncher, "func_launcher" ); Event EV_GenericLauncher_Launch( "launch" ); Event EV_GenericLauncher_Setdir( "setdir" ); Event EV_GenericLauncher_SetXdir( "setXdir" ); Event EV_GenericLauncher_SetYdir( "setYdir" ); Event EV_GenericLauncher_SetZdir( "setZdir" ); Event EV_GenericLauncher_SetXvar( "setXvar" ); Event EV_GenericLauncher_SetYvar( "setYvar" ); Event EV_GenericLauncher_SetZvar( "setZvar" ); Event EV_GenericLauncher_SetupDir( "setupdir" ); ResponseDef GenericLauncher::Responses[] = { { &EV_Activate, ( Response )GenericLauncher::LaunchProjectile }, { &EV_GenericLauncher_Launch, ( Response )GenericLauncher::Launch }, { &EV_GenericLauncher_SetXdir, ( Response )GenericLauncher::SetXdir }, { &EV_GenericLauncher_SetYdir, ( Response )GenericLauncher::SetYdir }, { &EV_GenericLauncher_SetZdir, ( Response )GenericLauncher::SetZdir }, { &EV_GenericLauncher_SetXvar, ( Response )GenericLauncher::SetXvar }, { &EV_GenericLauncher_SetYvar, ( Response )GenericLauncher::SetYvar }, { &EV_GenericLauncher_SetZvar, ( Response )GenericLauncher::SetZvar }, { &EV_GenericLauncher_SetupDir, ( Response )GenericLauncher::SetupDir }, { NULL, NULL } }; GenericLauncher::GenericLauncher( ) { showModel(); setSolidType( SOLID_BSP ); projectile = G_GetStringArg( "projectile" ); launchsound = G_GetStringArg( "launchsound" ); launchAngle = G_GetMovedir(); x_var = 0; y_var = 0; z_var = 0; PostEvent( EV_GenericLauncher_SetupDir, 0 ); } void GenericLauncher::SetupDir( Event *ev ) { int num; const char *target; Entity *dest; target = Target(); if (target) { if (num = G_FindTarget(0, target)) { dest = G_GetEntity( num ); assert( dest ); VectorSubtract(dest->worldorigin, origin, launchAngle); } } } void GenericLauncher::SetXdir( Event *ev ) { launchAngle.x = ev->GetFloat( 1 ); } void GenericLauncher::SetYdir( Event *ev ) { launchAngle.y = ev->GetFloat(1); } void GenericLauncher::SetZdir( Event *ev ) { launchAngle.z = ev->GetFloat(1); } void GenericLauncher::Setdir(Event *ev) { launchAngle = ev->GetVector(1); } void GenericLauncher::SetXvar( Event *ev ) { x_var = ev->GetFloat(1); } void GenericLauncher::SetYvar( Event *ev ) { y_var = ev->GetFloat(1); } void GenericLauncher::SetZvar( Event *ev ) { z_var = ev->GetFloat(1); } void GenericLauncher::LaunchProjectile(Event *ev) { Vector ang; ClassDef *cls; Projectile *obj; ang.x = launchAngle.x + G_CRandom(x_var); ang.y = launchAngle.y + G_CRandom(y_var); ang.z = launchAngle.z + G_CRandom(z_var); cls = getClass( projectile.c_str() ); if (cls) { if ( launchsound.length() ) { this->sound( launchsound, 1, CHAN_WEAPON, ATTN_NORM ); } obj = (Projectile *)cls->newInstance(); obj->Setup( this, worldorigin, ang.normalize()); } } void GenericLauncher::Launch(Event *ev) { Vector ang; ClassDef *cls; Projectile *obj; ang.x = launchAngle.x + G_CRandom(x_var); ang.y = launchAngle.y + G_CRandom(y_var); ang.z = launchAngle.z + G_CRandom(z_var); cls = getClass( ev->GetString(1)); if (cls) { if ( launchsound.length() ) { this->sound( launchsound, 1, CHAN_WEAPON, ATTN_NORM ); } obj = (Projectile *)cls->newInstance(); obj->Setup( this, worldorigin, ang.normalize()); } }