reaction/reaction/game/g_mover.c

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//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
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// $Log$
// Revision 1.35 2002/05/23 04:58:05 blaze
// More sound changes as per Sze, please dont kill me Cent
//
// Revision 1.34 2002/05/22 04:20:37 blaze
// Sound entity changes as per Sze - teach me to comit when Sze is still talking
//
2002-05-22 04:19:46 +00:00
// Revision 1.33 2002/05/22 04:19:22 blaze
// Sound entity changes as per Sze - more
//
2002-05-22 04:19:45 +00:00
// Revision 1.32 2002/05/22 04:17:18 blaze
// Sound entity changes as per Sze
//
// Revision 1.31 2002/05/16 06:57:54 makro
// Doors with health (again !), bot-only trigger_pushes
//
// Revision 1.30 2002/05/15 12:46:32 makro
// Small func_static change.Give ammo should now give grenades/knives
//
2002-05-13 04:41:26 +00:00
// Revision 1.29 2002/05/13 04:41:26 makro
// Bug with doors (mine !)
//
// Revision 1.28 2002/05/11 12:45:25 makro
// Spectators can go through breakables and doors with
// a targetname or health. Bots should crouch more/jump less
// often when attacking at long range
//
// Revision 1.27 2002/05/11 00:38:47 blaze
// trigger_push and target_push default to no noise when the noise flag is not set.
//
// Revision 1.26 2002/05/05 15:18:02 makro
// Fixed some crash bugs. Bot stuff. Triggerable func_statics.
// Made flags only spawn in CTF mode
//
2002-04-03 15:51:01 +00:00
// Revision 1.25 2002/04/03 15:51:01 jbravo
// Small warning fixes
//
// Revision 1.24 2002/04/03 03:13:16 blaze
// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
//
2002-03-31 03:31:24 +00:00
// Revision 1.23 2002/03/31 03:31:24 jbravo
// Compiler warning cleanups
//
2002-03-21 04:27:53 +00:00
// Revision 1.22 2002/03/21 04:27:53 blaze
// more func_explosive goodness
//
// Revision 1.21 2002/01/31 02:50:18 blaze
// some basic work on the trains/elevators
//
// Revision 1.20 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
// Revision 1.19 2002/01/14 01:20:44 niceass
// No more default 800 gravity on items
// Thrown knife+Glass fix - NiceAss
//
// Revision 1.18 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
2001-12-31 16:28:42 +00:00
// Revision 1.17 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
void InitRotator( gentity_t *ent );
/*
===============================================================================
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;
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// vec3_t origin2;
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if ( ent->clipmask ) {
mask = ent->clipmask;
} else {
mask = MASK_SOLID;
}
if ( ent->client ) {
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//VectorCopy(ent->client->ps.origin,origin2);
//origin2[2] +=200;
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trap_Trace( &tr, ent->client->ps.origin, ent->r.mins, ent->r.maxs, 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 );
}
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if (tr.startsolid)
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{
//Com_Printf("startsolid\n");
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return &g_entities[ tr.entityNum ];
}
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return NULL;
}
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/*
================
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);
}
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/*
==================
G_TryPushingEntity
Returns qfalse if the move is blocked
==================
*/
qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) {
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vec3_t matrix[3], transpose[3];
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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 ) &&
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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
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// figure movement due to the pusher's amove
G_CreateRotationMatrix( amove, transpose );
G_TransposeMatrix( transpose, matrix );
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if (check->client) {
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VectorSubtract (check->client->ps.origin, pusher->r.currentOrigin, org);
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}
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else {
VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org);
}
VectorCopy( org, org2 );
G_RotatePoint( org2, matrix );
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VectorSubtract (org2, org, move2);
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// add movement
VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase);
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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);
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// make sure the client's view rotates when on a rotating mover
check->client->ps.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
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}
// may have pushed them off an edge
if ( check->s.groundEntityNum != pusher->s.number ) {
check->s.groundEntityNum = -1;
}
block = G_TestEntityPosition( check );
if (!block) {
// pushed ok
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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 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;
}
/*
==================
G_CheckProxMinePosition
==================
*/
qboolean G_CheckProxMinePosition( gentity_t *check ) {
vec3_t start, end;
trace_t tr;
VectorMA(check->s.pos.trBase, 0.125, check->movedir, start);
VectorMA(check->s.pos.trBase, 2, check->movedir, end);
trap_Trace( &tr, start, NULL, NULL, end, check->s.number, MASK_SOLID );
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if (tr.startsolid || tr.fraction < 1)
return qfalse;
return qtrue;
}
/*
==================
G_TryPushingProxMine
==================
*/
qboolean G_TryPushingProxMine( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) {
vec3_t forward, right, up;
vec3_t org, org2, move2;
int ret;
// we need this for pushing things later
VectorSubtract (vec3_origin, amove, org);
AngleVectors (org, forward, right, up);
// try moving the contacted entity
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VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase);
// figure movement due to the pusher's amove
VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org);
org2[0] = DotProduct (org, forward);
org2[1] = -DotProduct (org, right);
org2[2] = DotProduct (org, up);
VectorSubtract (org2, org, move2);
VectorAdd (check->s.pos.trBase, move2, check->s.pos.trBase);
ret = G_CheckProxMinePosition( check );
if (ret) {
VectorCopy( check->s.pos.trBase, check->r.currentOrigin );
trap_LinkEntity (check);
}
return ret;
}
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;
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float deltaTime;
float phase;
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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 ] ];
#ifdef MISSIONPACK
if ( check->s.eType == ET_MISSILE ) {
// if it is a prox mine
if ( !strcmp(check->classname, "prox mine") ) {
// if this prox mine is attached to this mover try to move it with the pusher
if ( check->enemy == pusher ) {
if (!G_TryPushingProxMine( check, pusher, move, amove )) {
//explode
check->s.loopSound = 0;
G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 );
G_ExplodeMissile(check);
if (check->activator) {
G_FreeEntity(check->activator);
check->activator = NULL;
}
//G_Printf("prox mine explodes\n");
}
}
else {
//check if the prox mine is crushed by the mover
if (!G_CheckProxMinePosition( check )) {
//explode
check->s.loopSound = 0;
G_AddEvent( check, EV_PROXIMITY_MINE_TRIGGER, 0 );
G_ExplodeMissile(check);
if (check->activator) {
G_FreeEntity(check->activator);
check->activator = NULL;
}
//G_Printf("prox mine explodes\n");
}
}
continue;
}
}
#endif
// 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]) {
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// Com_Printf("No Test\n");
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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...
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if (!G_TestEntityPosition (check)) {
continue;
}
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}
// the entity needs to be pushed
if ( G_TryPushingEntity( check, pusher, move, amove ) ) {
continue;
}
// the move was blocked an entity
// bobbing entities are instant-kill and never get blocked
//Elder: Pendulum killer code - commented out for now
//But it has to PUSH the client off... I don't know how just yet :(
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if ( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE ) {
//Elder: debug code
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//G_Printf("RQ3: TR_SINE crusher code removed\n");
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 ) {
//trBase[1] = angle it swings at, delta[2] = speed
//Com_Printf("(%d)(%f)(%f)\n",pusher->s.apos.trDuration[0],pusher->s.apos.trDuration[1],pusher->s.apos.trDuration[2]);
deltaTime = (level.time - pusher->s.apos.trTime ) / (float) pusher->s.apos.trDuration;
phase = sin( deltaTime * M_PI * 2 );
if (phase <0)
{
p->ent->client->ps.origin[1]+=abs((int)(10*cos(pusher->s.apos.trBase[1])));
p->ent->client->ps.origin[0]+=abs((int)(10*sin(pusher->s.apos.trBase[1])));
}
if (phase >=0)
{
p->ent->client->ps.origin[1]-=abs((int)(10*cos(pusher->s.apos.trBase[1])));
p->ent->client->ps.origin[0]-=abs((int)(10*sin(pusher->s.apos.trBase[1])));
}
p->ent->client->ps.delta_angles[YAW] = p->deltayaw;
//VectorCopy (p->origin, p->ent->client->ps.origin);
}
// trap_LinkEntity (p->ent);
}
// return qfalse;
continue;
//Elder: temp - player will stop the pendulum from going
//Elder: removed qfalse and continue
//return qfalse;
//G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH );
//continue;
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}
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// 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
G_EvaluateTrajectory( &part->s.pos, level.time, origin );
G_EvaluateTrajectory( &part->s.apos, level.time, angles );
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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;
G_EvaluateTrajectory( &part->s.pos, level.time, part->r.currentOrigin );
G_EvaluateTrajectory( &part->s.apos, level.time, part->r.currentAngles );
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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 );
}
}
}
if ( part->s.apos.trType == TR_LINEAR_STOP ) {
if ( level.time >= part->s.apos.trTime + part->s.apos.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;
ent->s.apos.trTime = time; // Reaction rotating doors
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;
case ROTATOR_POS1:
VectorCopy( ent->pos1, ent->s.apos.trBase );
ent->s.apos.trType = TR_STATIONARY;
break;
case ROTATOR_POS2:
VectorCopy( ent->pos2, ent->s.apos.trBase );
ent->s.apos.trType = TR_STATIONARY;
break;
case ROTATOR_1TO2:
VectorCopy( ent->pos1, ent->s.apos.trBase );
VectorSubtract( ent->pos2, ent->pos1, delta );
f = 1000.0 / ent->s.apos.trDuration;
VectorScale( delta, f, ent->s.apos.trDelta );
ent->s.apos.trType = TR_LINEAR_STOP;
break;
case ROTATOR_2TO1:
VectorCopy( ent->pos2, ent->s.apos.trBase );
VectorSubtract( ent->pos1, ent->pos2, delta );
f = 1000.0 / ent->s.apos.trDuration;
VectorScale( delta, f, ent->s.apos.trDelta );
ent->s.apos.trType = TR_LINEAR_STOP;
break;
}
G_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );
G_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles );
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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 );
}
}
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// Reaction
/*
================
ReturnToApos1
================
*/
void ReturnToApos1( gentity_t *ent ) {
MatchTeam( ent, ROTATOR_2TO1, level.time );
// looping sound
ent->s.loopSound = ent->soundLoop;
// starting sound
if ( ent->sound2to1 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
}
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/*
================
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 );
}
//Elder: added toggle bit
//Also added "touch" and "takedamage" check so we are only abusing doors
if ( (ent->spawnflags & SP_DOORTOGGLE) == SP_DOORTOGGLE ) { //||
//ent->touch || (ent->takedamage == qtrue) ) {
2001-11-15 07:06:33 +00:00
//G_Printf("Sliding Toggle Door used\n");
}
else {
// return to pos1 after a delay
ent->think = ReturnToPos1;
ent->nextthink = level.time + ent->wait;
}
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// fire targets
if ( !ent->activator ) {
ent->activator = ent;
}
G_UseTargets( ent, ent->activator );
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} 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 );
}
// close areaportals
if ( ent->teammaster == ent || !ent->teammaster) {
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trap_AdjustAreaPortalState( ent, qfalse );
}
} else if ( ent->moverState == ROTATOR_1TO2 ) { // Reaction
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// reached pos2
SetMoverState( ent, ROTATOR_POS2, level.time );
// play sound
if ( ent->soundPos2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
}
//Elder: added toggle bit
//Also added "touch" and "takedamage" check so we are only abusing doors
//if ( ( (ent->spawnflags & SP_NODOORTOGGLE) == SP_NODOORTOGGLE ) ||
if ( (ent->spawnflags & SP_DOORTOGGLE) == SP_DOORTOGGLE ) { //||
//ent->touch || (ent->takedamage == qtrue) ) {
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//G_Printf("Rotating Toggle Door used\n");
}
else {
// return to apos1 after a delay
ent->think = ReturnToApos1;
ent->nextthink = level.time + ent->wait;
}
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// fire targets
if ( !ent->activator ) {
ent->activator = ent;
}
G_UseTargets( ent, ent->activator );
} else if ( ent->moverState == ROTATOR_2TO1 ) {
// reached pos1
SetMoverState( ent, ROTATOR_POS1, level.time );
// play sound
if ( ent->soundPos1 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
}
// 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;
//Blaze: Holds the train entity
gentity_t *temp;
if ( ent->pathtarget != NULL )
{
G_Printf("The pathtarget is %s\n",ent->pathtarget);
temp = NULL;
temp = G_Find(temp,FOFS(targetname),ent->target);
if ( !temp )
{
G_Printf("Could not find the train %s that button points to\n", ent->target);
}
else
{
temp->nextTrain = G_Find(NULL, FOFS(targetname),ent->pathtarget);
//Blaze
//G_Printf("^2pathtarget: %s target: %s targetname: %s\n",ent->pathtarget, ent->target, ent->targetname);
//G_Printf("^2%s\n", ent->nextTrain->targetname);
}
}
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// 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 ) {
//Elder: added two additional checks
if ( (ent->spawnflags & SP_DOORTOGGLE) == SP_DOORTOGGLE ) {
//if ( ( (ent->spawnflags & SP_NODOORTOGGLE) == SP_NODOORTOGGLE ) ||
//ent->touch || ent->takedamage) {
//Elder: Move back "immediately"
MatchTeam( ent, MOVER_2TO1, level.time + 50);
if ( ent->sound1to2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
}
}
else {
//Elder: normal Q3 door
ent->nextthink = level.time + ent->wait;
}
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return;
}
// only partway down before reversing
if ( ent->moverState == MOVER_2TO1 ) {
//Elder: don't interrupt if auto-opening
if ( (ent->spawnflags & SP_AUTOOPEN) == SP_AUTOOPEN)
return;
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total = ent->s.pos.trDuration;
partial = level.time - ent->s.pos.trTime;
if ( partial > total ) {
partial = total;
}
//if ( (ent->spawnflags & SP_NODOORTOGGLE) == SP_NODOORTOGGLE) {
//Elder: normal Q3 door and Toggle Door work identically
MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) );
if ( ent->sound1to2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
}
//}
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return;
}
// only partway up before reversing
if ( ent->moverState == MOVER_1TO2 ) {
//Elder: don't interrupt if auto-opening
if ( (ent->spawnflags & SP_AUTOOPEN) == SP_AUTOOPEN)
return;
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total = ent->s.pos.trDuration;
partial = level.time - ent->s.pos.trTime;
if ( partial > total ) {
partial = total;
}
//if ( (ent->spawnflags & SP_NODOORTOGGLE) == SP_NODOORTOGGLE) {
//Elder: normal Q3 door and Toggle Door work identically
MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) );
if ( ent->sound2to1 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
//}
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return;
}
if ( ent->moverState == ROTATOR_POS1 ) { // Reaction
// start moving 50 msec later, becase if this was player
// triggered, level.time hasn't been advanced yet
MatchTeam( ent, ROTATOR_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 == ROTATOR_POS2 ) {
//if ( ( (ent->spawnflags & SP_NODOORTOGGLE) == SP_NODOORTOGGLE ) ||
//ent->touch || ent->takedamage) {
if ( (ent->spawnflags & SP_DOORTOGGLE) == SP_DOORTOGGLE ) {
//Elder: Move back "immediately"
MatchTeam( ent, ROTATOR_2TO1, level.time + 50);
if ( ent->sound1to2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
}
}
else {
//Elder: normal rotating door
ent->nextthink = level.time + ent->wait;
}
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return;
}
// only partway down before reversing
if ( ent->moverState == ROTATOR_2TO1 ) {
//Elder: don't interrupt if auto-opening
if ( (ent->spawnflags & SP_AUTOOPEN) == SP_AUTOOPEN)
return;
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total = ent->s.apos.trDuration;
partial = level.time - ent->s.apos.trTime;
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if ( partial > total ) {
partial = total;
}
//if ( (ent->spawnflags & SP_NODOORTOGGLE) == SP_NODOORTOGGLE) {
//Elder: normal and toggle rotator act identically
MatchTeam( ent, ROTATOR_1TO2, level.time - ( total - partial ) );
if ( ent->sound1to2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
}
//}
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return;
}
// only partway up before reversing
if ( ent->moverState == ROTATOR_1TO2 ) {
//Elder: don't interrupt if auto-opening
if ( (ent->spawnflags & SP_AUTOOPEN) == SP_AUTOOPEN)
return;
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total = ent->s.apos.trDuration;
partial = level.time - ent->s.apos.trTime;
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if ( partial > total ) {
partial = total;
}
//Elder: Identical code -- err, maybe we can merge it
//if ( (ent->spawnflags & SP_NODOORTOGGLE) == SP_NODOORTOGGLE) {
//Elder: normal and toggle rotator act identically
MatchTeam( ent, ROTATOR_2TO1, level.time - ( total - partial ) );
if ( ent->sound2to1 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
//}
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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;
}
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}
/*
===============================================================================
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 ) {
2001-05-06 20:50:27 +00:00
Team_DroppedFlagThink( other );
return;
}
// Elder: added to handle items and weapons in door paths
if ( other->s.eType == ET_ITEM && other->item->giType == IT_WEAPON)
{
switch ( other->item->giTag )
{
case WP_MP5:
case WP_M4:
case WP_M3:
case WP_HANDCANNON:
case WP_SSG3000:
RQ3_DroppedWeaponThink( other );
return;
break;
case WP_GRENADE:
case WP_PISTOL:
case WP_KNIFE:
case WP_AKIMBO:
default:
break;
}
}
if ( other->s.eType == ET_ITEM && other->item->giType == IT_HOLDABLE) {
switch ( other->item->giTag )
{
case HI_LASER:
case HI_BANDOLIER:
case HI_KEVLAR:
case HI_SILENCER:
case HI_SLIPPERS:
RQ3_DroppedItemThink( other );
return;
break;
default:
break;
}
}
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G_TempEntity( other->s.origin, EV_ITEM_POP );
G_FreeEntity( other );
return;
}
if ( ent->damage ) {
G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH );
}
//if ( ent->spawnflags & 4 ) {
//Elder: new crusher flag
if ( ent->spawnflags & 2 ) {
2001-05-06 20:50:27 +00:00
return; // crushers don't reverse
}
// reverse direction
Use_BinaryMover( ent, ent, other );
}
/*
================
Touch_DoorTriggerSpectator
================
*/
void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
2001-05-06 20:50:27 +00:00
int i, axis;
vec3_t origin, dir, angles;
// NiceAss: Only let spectators teleport through a door.
if (other->client->sess.sessionTeam == TEAM_SPECTATOR) {
axis = ent->count;
VectorClear(dir);
if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) <
fabs(other->s.origin[axis] - ent->r.absmin[axis])) {
// NiceAss: "- 10" changed to "- 15" to prevent jumping back and forth occasionally when moving slowly
origin[axis] = ent->r.absmin[axis] - 15;
dir[axis] = -1;
}
else {
// NiceAss: "- 10" changed to "- 15" to prevent jumping back and forth occasionally when moving slowly
origin[axis] = ent->r.absmax[axis] + 15;
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 );
2001-05-06 20:50:27 +00:00
}
}
/*
================
Touch_DoorTrigger
================
*/
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
// NiceAss: Not needed now that door's have their own spectator trigger
/*
2001-05-06 20:50:27 +00:00
if ( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR ) {
// if the door is not open and not opening
if ( ent->parent->moverState != MOVER_1TO2 &&
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ent->parent->moverState != MOVER_POS2 &&
ent->parent->moverState != ROTATOR_1TO2 && // reaction
ent->parent->moverState != ROTATOR_POS2 ) {
Touch_DoorTriggerSpectator( ent, other, trace );
}
}
*/
//else if ( ent->parent->moverState != MOVER_1TO2 &&
//ent->parent->moverState != ROTATOR_1TO2 ) {
//Elder: we want to handle MOVER_1TO2 and ROTATOR_1TO2 now
//else {
//Blaze's broken open door code
//Elder: not as broken as you think :)
2001-12-17 15:08:34 +00:00
if (other->client->openDoor ||
(ent->parent->spawnflags & SP_AUTOOPEN) == SP_AUTOOPEN) {
//G_Printf("Using a door\n");
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Use_BinaryMover( ent->parent, ent, other );
2001-12-17 15:08:34 +00:00
// NiceAss: Hackish, but oh well. Done so you can trigger multipul doors in an area.
other->client->openDoor = 2;
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}
//}
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}
/*
======================
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
// Makro - why ?
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for ( other = ent ; other ; other = other->teamchain ) {
//other->takedamage = qtrue;
other->takedamage = ent->takedamage;
2001-05-06 20:50:27 +00:00
}
// 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;
}
}
2001-12-17 15:08:34 +00:00
// expand
maxs[best] += 60;
mins[best] -= 60;
// NiceAss: AQ2 Style. Above is Q3 style.
if (best != 0) {
maxs[0] += 60;
mins[0] -= 60;
}
if (best != 1) {
maxs[1] += 60;
mins[1] -= 60;
}
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// NiceAss: This trigger will be for players
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// create a trigger with this size
2002-05-13 04:41:26 +00:00
// Makro - we only want these for doors without health & targetname
if (!(ent->targetname) && !ent->health) {
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);
}
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// NiceAss: This trigger will be for spectators
2001-12-17 15:08:34 +00:00
// NiceAss: Undo the stretched box size
// expand
maxs[best] -= 60;
mins[best] += 60;
// NiceAss: AQ2 Style. Above is Q3 style.
if (best != 0) {
maxs[0] -= 60;
mins[0] += 60;
}
if (best != 1) {
maxs[1] -= 60;
mins[1] += 60;
}
other = G_Spawn ();
other->classname = "door_trigger_spectator";
VectorCopy (mins, other->r.mins);
VectorCopy (maxs, other->r.maxs);
other->parent = ent;
other->r.contents = CONTENTS_TRIGGER;
other->touch = Touch_DoorTriggerSpectator;
// remember the thinnest axis
other->count = best;
trap_LinkEntity (other);
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MatchTeam( ent, ent->moverState, level.time );
}
void Think_MatchTeam( gentity_t *ent ) {
MatchTeam( ent, ent->moverState, level.time );
}
//Elder: old func_door Radiant comment
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/*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
*/
//Elder: new one from GTKRadiant's entity.def plus Reaction stuff
/*QUAKED func_door (0 .5 .8) ? START_OPEN CRUSHER AUTO_OPEN TOGGLE
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
-------- KEYS --------
angle : determines the opening direction of door (up = -1, down = -2).
speed : determines how fast the door moves (default 100).
wait : number of seconds before door returns (default 2, -1 = return immediately)
lip : lip remaining at end of move (default 8)
targetname : if set, a func_button or trigger is required to activate the door.
health : if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0).
dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
team: assign the same team name to multiple doors that should operate together (see Notes).
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
soundstart : path to sound file to play when door starts to open
soundstop : path to sound file to play when door comes to a stop
soundmove : path to sound file to play when door is moving
-------- SPAWNFLAGS --------
START_OPEN : the door will spawn in the open state and operate in reverse.
CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
TOGGLE : door requires an opendoor toggle to open or close
AUTOOPEN : door will open like traditional Q3 doors (like a motion sensor)
-------- NOTES --------
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/
2001-05-06 20:50:27 +00:00
void SP_func_door (gentity_t *ent) {
vec3_t abs_movedir;
float distance;
vec3_t size;
float lip;
//Elder: added
char *sSndMove;
char *sSndStop;
char *sSndStart;
2001-05-06 20:50:27 +00:00
//Elder: can set sounds from here
2002-05-22 04:19:45 +00:00
//Blaze: changed default path as per Sze
G_SpawnString( "soundstart", "sound/movers/door_start.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/door_stop.wav", &sSndStop );
G_SpawnString( "soundmove", "sound/misc/silence.wav", &sSndMove );
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
ent->soundPos1 = G_SoundIndex(sSndStart);
ent->soundPos2 = G_SoundIndex(sSndStop);
//ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
//ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
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ent->blocked = Blocked_Door;
//Elder: added for debugging purposes but doesn't show up (DOH)
/*
if ( (ent->spawnflags & 1) == 1)
G_Printf("func_door Starting Open\n");
if ( (ent->spawnflags & 2) == 2)
G_Printf("func_door CRUSHER\n");
if ( (ent->spawnflags & SP_DOORTOGGLE) == SP_DOORTOGGLE)
G_Printf("func_door is a Toggle\n");
if ( (ent->spawnflags & SP_AUTOOPEN) == SP_AUTOOPEN)
G_Printf("func_door is an auto-open\n");
*/
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// 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;
}
//Makro - spectators should be able to go through doors with health/targetname
//plus, MatchTeam is called in the end, anyway
// if ( ent->targetname || health ) {
// // non touch/shoot doors
// ent->think = Think_MatchTeam;
// } else {
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ent->think = Think_SpawnNewDoorTrigger;
// }
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}
//Elder: open areaportals for start_open doors
if ( (ent->spawnflags & 1) == 1 && (ent->teammaster == ent || !ent->teammaster) ) {
trap_AdjustAreaPortalState( ent, qtrue );
}
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}
// REACTION
/*QUAKED func_door_rotating (0 .5 .8) START_OPEN CRUSHER AUTO_OPEN TOGGLE X_AXIS Y_AXIS
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This is the rotating door... just as the name suggests it's a door that rotates
START_OPEN the door to moves to its destination when spawned, and operate in reverse.
REVERSE if you want the door to open in the other direction, use this switch.
TOGGLE wait in both the start and end states for a trigger event.
X_AXIS open on the X-axis instead of the Z-axis
Y_AXIS open on the Y-axis instead of the Z-axis
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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
"distance" how many degrees the door will open
"speed" how fast the door will open (degrees/second)
"color" constantLight color
"light" constantLight radius
soundstart : path to sound file to play when door starts to open
soundstop : path to sound file to play when door comes to a stop
soundmove : path to sound file to play when door is moving
2001-05-06 20:50:27 +00:00
*/
void SP_func_door_rotating ( gentity_t *ent ) {
//Elder: added
char *sSndMove;
char *sSndStop;
char *sSndStart;
//Elder: can set sounds from here
G_SpawnString( "soundstart", "sound/misc/silence.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/rdoor_stop.wav", &sSndStop );
G_SpawnString( "soundmove", "sound/movers/rdoor_move.wav", &sSndMove );
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
ent->soundPos1 = G_SoundIndex(sSndStart);
ent->soundPos2 = G_SoundIndex(sSndStop);
//ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
//ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
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ent->blocked = Blocked_Door;
// default speed of 120
if (!ent->speed)
ent->speed = 120;
/*
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if ( ent->spawnflags & 1)
G_Printf("rotating door Starting Open\n");
if ( ent->spawnflags & 2)
G_Printf("rotating door in REVERSE\n");
if ( ent->spawnflags & 4)
G_Printf("rotating door Toggleable\n");
if ( ent->spawnflags & 8)
G_Printf("rotating door on X_AXIS\n");
if ( ent->spawnflags & 16)
G_Printf("rotating door on Y_AXIS\n");
*/
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// if speed is negative, positize it and add reverse flag
// Elder: handled below in reverse direction
/*
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if ( ent->speed < 0 ) {
ent->speed *= -1;
ent->spawnflags |= 2;
}*/
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// default of 2 seconds
if (!ent->wait)
ent->wait = 2;
ent->wait *= 1000;
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// set the axis of rotation
VectorClear( ent->movedir );
VectorClear( ent->s.angles );
//Elder: changed from 8 - 16 and 16 - 32 respectively
if ( ent->spawnflags & 16 ) {
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ent->movedir[2] = 1.0;
} else if ( ent->spawnflags & 32 ) {
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ent->movedir[0] = 1.0;
} else {
ent->movedir[1] = 1.0;
}
// reverse direction if necessary
//if ( ent->spawnflags & 2 )
if (ent->speed < 0) {
ent->speed *= -1;
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VectorNegate ( ent->movedir, ent->movedir );
}
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// default distance of 90 degrees. This is something the mapper should not
// leave out, so we'll tell him if he does.
if ( !ent->distance ) {
G_Printf("%s at %s with no distance set.\n",
ent->classname, vtos(ent->s.origin));
ent->distance = 90.0;
}
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VectorCopy( ent->s.angles, ent->pos1 );
trap_SetBrushModel( ent, ent->model );
VectorMA ( ent->pos1, ent->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.angles, ent->pos2 );
VectorCopy( temp, ent->pos1 );
VectorNegate ( ent->movedir, ent->movedir );
}
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// set origin
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
InitRotator( ent );
ent->nextthink = level.time + FRAMETIME;
if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
int health;
G_SpawnInt( "health", "0", &health );
if ( health ) {
ent->takedamage = qtrue;
}
//Makro - spectators should be able to go through doors with health/targetname
//plus, MatchTeam is called in the end, anyway
// if ( ent->targetname || health ) {
// // non touch/shoot doors
// ent->think = Think_MatchTeam;
// } else {
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ent->think = Think_SpawnNewDoorTrigger;
// }
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}
}
/*
================
InitRotator
"pos1", "pos2", and "speed" should be set before calling,
so the movement delta can be calculated
================
*/
void InitRotator( gentity_t *ent ) {
vec3_t move;
float angle;
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 = ROTATOR_POS1;
ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ent->s.eType = ET_MOVER;
VectorCopy( ent->pos1, ent->r.currentAngles );
trap_LinkEntity (ent);
ent->s.apos.trType = TR_STATIONARY;
VectorCopy( ent->pos1, ent->s.apos.trBase );
// calculate time to reach second position from speed
VectorSubtract( ent->pos2, ent->pos1, move );
angle = VectorLength( move );
if ( ! ent->speed ) {
ent->speed = 120;
}
VectorScale( move, ent->speed, ent->s.apos.trDelta );
ent->s.apos.trDuration = angle * 1000 / ent->speed;
if ( ent->s.apos.trDuration <= 0 ) {
ent->s.apos.trDuration = 1;
}
}
/*
===============================================================================
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;
}
// 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 ) {
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;
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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;
}
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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
*/
void SP_func_plat (gentity_t *ent) {
float lip, height;
2002-05-22 04:19:45 +00:00
//Blaze: added
char *sSndMove;
char *sSndStop;
char *sSndStart;
G_SpawnString( "soundstart", "sound/movers/plat_start.wav", &sSndStart );
G_SpawnString( "soundstop", "sound/movers/plat_stop.wav", &sSndStop );
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G_SpawnString( "soundmove", "sound/misc/silence.wav", &sSndMove );
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sSndMove);
ent->soundPos1 = G_SoundIndex(sSndStart);
ent->soundPos2 = G_SoundIndex(sSndStop);
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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 );
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) ?
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.
"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
"pathtarget" stores the target for a train
2001-05-06 20:50:27 +00:00
*/
void SP_func_button( gentity_t *ent ) {
vec3_t abs_movedir;
float distance;
vec3_t size;
float lip;
char *s;
char *noise;
2002-05-22 04:19:45 +00:00
//changed to sound to stop it from conflicting with the looping noise
//Changed from noise to sound as per Sze
2002-05-22 04:19:46 +00:00
G_SpawnString( "sound", "sound/movers/button.wav", &noise );
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ent->sound1to2 = G_SoundIndex(noise);
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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 );
if ( G_SpawnString( "pathtarget","", &s) ) {
strcpy(ent->pathtarget, s);
}
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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;
}
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;
//Blaze: Spam out some info about where the train is
//G_Printf("^1Reached Reached_Train %s %s\n", next->targetname, next->target);
//G_Printf("^3Train is at (%f %f %f) or (%f %f %f)\n",ent->s.origin[0],ent->s.origin[1],ent->s.origin[2], ent->pos1[0], ent->pos1[1], ent->pos1[2]);
//G_Printf("^2NextTrain Origin(%f, %f, %f) Next Origin (%f, %f, %f)\n", next->nextTrain->s.origin[0], next->nextTrain->s.origin[1], next->nextTrain->s.origin[2], next->s.origin[0], next->s.origin[1], next->s.origin[2]);
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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;
}
//Blaze: If the wait is less then 0, dont nextthing
if (next->wait < 0)
{
ent->nextthink = 0;
ent->think = Think_BeginMoving;
ent->s.pos.trType = TR_STATIONARY;
}
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}
/*
===============
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 ) {
//Blaze Print out some info for the path corners
//G_Printf("^1Ent Wait = %f %s %s\n", self->wait, self->targetname, self->target);
//G_Printf("^2path_corner Origin(%f, %f, %f)", self->s.origin[0], self->s.origin[1], self->s.origin[2]);
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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
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.
"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) ? START_OFF
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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
*/
//Makro - added for triggerable func_statics
void use_func_static( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
ent->count ^= 1;
if ( ent->count ) {
ent->s.eFlags &= ~EF_NODRAW;
ent->r.contents = CONTENTS_SOLID;
ent->r.svFlags &= ~SVF_NOCLIENT;
} else {
ent->s.eFlags |= EF_NODRAW;
ent->r.contents = CONTENTS_TRIGGER;
ent->r.svFlags |= SVF_NOCLIENT;
}
}
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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 );
//Makro - added
ent->count = (ent->spawnflags & 1);
ent->use = use_func_static;
ent->use(ent, NULL, NULL);
//end Makro
2001-05-06 20:50:27 +00:00
}
/*
===============================================================================
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;
}
//Blaze: Merged into func_breakable in g_misc.c
/*
// JBravo: adding for func_explosive
void SP_func_explosive (gentity_t *ent)
{
G_SpawnInt( "material", "1", &ent->material );
G_SpawnInt( "tension", "100", &ent->tension );
G_SpawnInt( "bounce", "5", &ent->bounce );
G_SpawnInt( "health", "100", &ent->health );
G_SpawnInt( "size", "10", &ent->size );
G_SpawnInt( "mass", "100", &ent->mass );
ent->takedamage = qtrue;
ent->die = func_explosive_die;
if (!ent->health) {
ent->health = 2;
}
if (!ent->damage) {
ent->damage = 2;
}
VectorCopy( ent->s.origin, ent->pos1 );
trap_SetBrushModel( ent, ent->model );
InitMover( ent );
// VectorSubtract( ent->r.maxs, ent->r.mins, ent->s.origin );
VectorCopy( ent->s.pos.trBase, ent->s.origin );*/
/* VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
VectorCopy( ent->s.apos.trBase, ent->r.currentAngles );
VectorCopy( ent->s.origin, ent->r.currentOrigin ); */
/*
ent->s.origin[0] = ent->r.mins[0] + (0.5 * (ent->r.maxs[0] - ent->r.mins[0]));
ent->s.origin[1] = ent->r.mins[1] + (0.5 * (ent->r.maxs[1] - ent->r.mins[1]));
ent->s.origin[2] = ent->r.mins[2] + (0.5 * (ent->r.maxs[2] - ent->r.mins[2]));
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ent->s.powerups = ((ent->material << 12) & 0xF000) |
((ent->tension << 8) & 0x0F00) |
((ent->bounce << 4) & 0x00F0) |
((ent->size) & 0x000F);
trap_LinkEntity( ent );
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G_Printf("at : %s %s Material (%d)\n", vtos(ent->r.currentAngles), vtos(ent->r.currentOrigin ), ent->material );
}
2002-04-03 15:51:01 +00:00
*/