mirror of
https://github.com/UberGames/ioef.git
synced 2024-12-11 05:11:29 +00:00
05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
482 lines
13 KiB
C
482 lines
13 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
// g_misc.c
|
|
|
|
#include "g_local.h"
|
|
|
|
|
|
/*QUAKED func_group (0 0 0) ?
|
|
Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
|
|
*/
|
|
|
|
|
|
/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
|
|
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
|
|
*/
|
|
void SP_info_camp( gentity_t *self ) {
|
|
G_SetOrigin( self, self->s.origin );
|
|
}
|
|
|
|
|
|
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
|
|
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
|
|
*/
|
|
void SP_info_null( gentity_t *self ) {
|
|
G_FreeEntity( self );
|
|
}
|
|
|
|
|
|
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
|
|
Used as a positional target for in-game calculation, like jumppad targets.
|
|
target_position does the same thing
|
|
*/
|
|
void SP_info_notnull( gentity_t *self ){
|
|
G_SetOrigin( self, self->s.origin );
|
|
}
|
|
|
|
|
|
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
|
|
Non-displayed light.
|
|
"light" overrides the default 300 intensity.
|
|
Linear checbox gives linear falloff instead of inverse square
|
|
Lights pointed at a target will be spotlights.
|
|
"radius" overrides the default 64 unit radius of a spotlight at the target point.
|
|
*/
|
|
void SP_light( gentity_t *self ) {
|
|
G_FreeEntity( self );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================================================================================
|
|
|
|
TELEPORTERS
|
|
|
|
=================================================================================
|
|
*/
|
|
|
|
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
|
|
gentity_t *tent;
|
|
|
|
// use temp events at source and destination to prevent the effect
|
|
// from getting dropped by a second player event
|
|
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
|
|
tent->s.clientNum = player->s.clientNum;
|
|
|
|
tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
|
|
tent->s.clientNum = player->s.clientNum;
|
|
}
|
|
|
|
// unlink to make sure it can't possibly interfere with G_KillBox
|
|
trap_UnlinkEntity (player);
|
|
|
|
VectorCopy ( origin, player->client->ps.origin );
|
|
player->client->ps.origin[2] += 1;
|
|
|
|
// spit the player out
|
|
AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
|
|
VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
|
|
player->client->ps.pm_time = 160; // hold time
|
|
player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
|
|
// toggle the teleport bit so the client knows to not lerp
|
|
player->client->ps.eFlags ^= EF_TELEPORT_BIT;
|
|
|
|
// set angles
|
|
SetClientViewAngle( player, angles );
|
|
|
|
// kill anything at the destination
|
|
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
G_KillBox (player);
|
|
}
|
|
|
|
// save results of pmove
|
|
BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
|
|
|
|
// use the precise origin for linking
|
|
VectorCopy( player->client->ps.origin, player->r.currentOrigin );
|
|
|
|
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
|
trap_LinkEntity (player);
|
|
}
|
|
}
|
|
|
|
|
|
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
|
|
Point teleporters at these.
|
|
Now that we don't have teleport destination pads, this is just
|
|
an info_notnull
|
|
*/
|
|
void SP_misc_teleporter_dest( gentity_t *ent ) {
|
|
}
|
|
|
|
|
|
//===========================================================
|
|
|
|
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
|
|
"model" arbitrary .md3 file to display
|
|
*/
|
|
void SP_misc_model( gentity_t *ent ) {
|
|
|
|
#if 0
|
|
ent->s.modelindex = G_ModelIndex( ent->model );
|
|
VectorSet (ent->mins, -16, -16, -16);
|
|
VectorSet (ent->maxs, 16, 16, 16);
|
|
trap_LinkEntity (ent);
|
|
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
VectorCopy( ent->s.angles, ent->s.apos.trBase );
|
|
#else
|
|
G_FreeEntity( ent );
|
|
#endif
|
|
}
|
|
|
|
//===========================================================
|
|
|
|
void locateCamera( gentity_t *ent ) {
|
|
vec3_t dir;
|
|
gentity_t *target;
|
|
gentity_t *owner;
|
|
|
|
owner = G_PickTarget( ent->target );
|
|
if ( !owner ) {
|
|
G_Printf( "Couldn't find target for misc_partal_surface\n" );
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
ent->r.ownerNum = owner->s.number;
|
|
|
|
// frame holds the rotate speed
|
|
if ( owner->spawnflags & 1 ) {
|
|
ent->s.frame = 25;
|
|
} else if ( owner->spawnflags & 2 ) {
|
|
ent->s.frame = 75;
|
|
}
|
|
|
|
// swing camera ?
|
|
if ( owner->spawnflags & 4 ) {
|
|
// set to 0 for no rotation at all
|
|
ent->s.powerups = 0;
|
|
}
|
|
else {
|
|
ent->s.powerups = 1;
|
|
}
|
|
|
|
// clientNum holds the rotate offset
|
|
ent->s.clientNum = owner->s.clientNum;
|
|
|
|
VectorCopy( owner->s.origin, ent->s.origin2 );
|
|
|
|
// see if the portal_camera has a target
|
|
target = G_PickTarget( owner->target );
|
|
if ( target ) {
|
|
VectorSubtract( target->s.origin, owner->s.origin, dir );
|
|
VectorNormalize( dir );
|
|
} else {
|
|
G_SetMovedir( owner->s.angles, dir );
|
|
}
|
|
|
|
ent->s.eventParm = DirToByte( dir );
|
|
}
|
|
|
|
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
|
|
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
|
|
This must be within 64 world units of the surface!
|
|
*/
|
|
void SP_misc_portal_surface(gentity_t *ent) {
|
|
VectorClear( ent->r.mins );
|
|
VectorClear( ent->r.maxs );
|
|
trap_LinkEntity (ent);
|
|
|
|
ent->r.svFlags = SVF_PORTAL;
|
|
ent->s.eType = ET_PORTAL;
|
|
|
|
if ( !ent->target ) {
|
|
VectorCopy( ent->s.origin, ent->s.origin2 );
|
|
} else {
|
|
ent->think = locateCamera;
|
|
ent->nextthink = level.time + 100;
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswing
|
|
The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
|
|
"roll" an angle modifier to orient the camera around the target vector;
|
|
*/
|
|
void SP_misc_portal_camera(gentity_t *ent) {
|
|
float roll;
|
|
|
|
VectorClear( ent->r.mins );
|
|
VectorClear( ent->r.maxs );
|
|
trap_LinkEntity (ent);
|
|
|
|
G_SpawnFloat( "roll", "0", &roll );
|
|
|
|
ent->s.clientNum = roll/360.0 * 256;
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
SHOOTERS
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
|
|
vec3_t dir;
|
|
float deg;
|
|
vec3_t up, right;
|
|
|
|
// see if we have a target
|
|
if ( ent->enemy ) {
|
|
VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
|
|
VectorNormalize( dir );
|
|
} else {
|
|
VectorCopy( ent->movedir, dir );
|
|
}
|
|
|
|
// randomize a bit
|
|
PerpendicularVector( up, dir );
|
|
CrossProduct( up, dir, right );
|
|
|
|
deg = crandom() * ent->random;
|
|
VectorMA( dir, deg, up, dir );
|
|
|
|
deg = crandom() * ent->random;
|
|
VectorMA( dir, deg, right, dir );
|
|
|
|
VectorNormalize( dir );
|
|
|
|
switch ( ent->s.weapon ) {
|
|
case WP_GRENADE_LAUNCHER:
|
|
fire_grenade( ent, ent->s.origin, dir );
|
|
break;
|
|
case WP_ROCKET_LAUNCHER:
|
|
fire_rocket( ent, ent->s.origin, dir );
|
|
break;
|
|
case WP_PLASMAGUN:
|
|
fire_plasma( ent, ent->s.origin, dir );
|
|
break;
|
|
}
|
|
|
|
G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
|
|
}
|
|
|
|
|
|
static void InitShooter_Finish( gentity_t *ent ) {
|
|
ent->enemy = G_PickTarget( ent->target );
|
|
ent->think = 0;
|
|
ent->nextthink = 0;
|
|
}
|
|
|
|
void InitShooter( gentity_t *ent, int weapon ) {
|
|
ent->use = Use_Shooter;
|
|
ent->s.weapon = weapon;
|
|
|
|
RegisterItem( BG_FindItemForWeapon( weapon ) );
|
|
|
|
G_SetMovedir( ent->s.angles, ent->movedir );
|
|
|
|
if ( !ent->random ) {
|
|
ent->random = 1.0;
|
|
}
|
|
ent->random = sin( M_PI * ent->random / 180 );
|
|
// target might be a moving object, so we can't set movedir for it
|
|
if ( ent->target ) {
|
|
ent->think = InitShooter_Finish;
|
|
ent->nextthink = level.time + 500;
|
|
}
|
|
trap_LinkEntity( ent );
|
|
}
|
|
|
|
/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
void SP_shooter_rocket( gentity_t *ent ) {
|
|
InitShooter( ent, WP_ROCKET_LAUNCHER );
|
|
}
|
|
|
|
/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
void SP_shooter_plasma( gentity_t *ent ) {
|
|
InitShooter( ent, WP_PLASMAGUN);
|
|
}
|
|
|
|
/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
void SP_shooter_grenade( gentity_t *ent ) {
|
|
InitShooter( ent, WP_GRENADE_LAUNCHER);
|
|
}
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
static void PortalDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) {
|
|
G_FreeEntity( self );
|
|
//FIXME do something more interesting
|
|
}
|
|
|
|
|
|
void DropPortalDestination( gentity_t *player ) {
|
|
gentity_t *ent;
|
|
vec3_t snapped;
|
|
|
|
// create the portal destination
|
|
ent = G_Spawn();
|
|
ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_exit.md3" );
|
|
|
|
VectorCopy( player->s.pos.trBase, snapped );
|
|
SnapVector( snapped );
|
|
G_SetOrigin( ent, snapped );
|
|
VectorCopy( player->r.mins, ent->r.mins );
|
|
VectorCopy( player->r.maxs, ent->r.maxs );
|
|
|
|
ent->classname = "hi_portal destination";
|
|
ent->s.pos.trType = TR_STATIONARY;
|
|
|
|
ent->r.contents = CONTENTS_CORPSE;
|
|
ent->takedamage = qtrue;
|
|
ent->health = 200;
|
|
ent->die = PortalDie;
|
|
|
|
VectorCopy( player->s.apos.trBase, ent->s.angles );
|
|
|
|
ent->think = G_FreeEntity;
|
|
ent->nextthink = level.time + 2 * 60 * 1000;
|
|
|
|
trap_LinkEntity( ent );
|
|
|
|
player->client->portalID = ++level.portalSequence;
|
|
ent->count = player->client->portalID;
|
|
|
|
// give the item back so they can drop the source now
|
|
player->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItem( "Portal" ) - bg_itemlist;
|
|
}
|
|
|
|
|
|
static void PortalTouch( gentity_t *self, gentity_t *other, trace_t *trace) {
|
|
gentity_t *destination;
|
|
|
|
// see if we will even let other try to use it
|
|
if( other->health <= 0 ) {
|
|
return;
|
|
}
|
|
if( !other->client ) {
|
|
return;
|
|
}
|
|
// if( other->client->ps.persistant[PERS_TEAM] != self->spawnflags ) {
|
|
// return;
|
|
// }
|
|
|
|
if ( other->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
|
|
Drop_Item( other, BG_FindItemForPowerup( PW_NEUTRALFLAG ), 0 );
|
|
other->client->ps.powerups[PW_NEUTRALFLAG] = 0;
|
|
}
|
|
else if ( other->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
|
|
Drop_Item( other, BG_FindItemForPowerup( PW_REDFLAG ), 0 );
|
|
other->client->ps.powerups[PW_REDFLAG] = 0;
|
|
}
|
|
else if ( other->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
|
|
Drop_Item( other, BG_FindItemForPowerup( PW_BLUEFLAG ), 0 );
|
|
other->client->ps.powerups[PW_BLUEFLAG] = 0;
|
|
}
|
|
|
|
// find the destination
|
|
destination = NULL;
|
|
while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
|
|
if( destination->count == self->count ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if there is not one, die!
|
|
if( !destination ) {
|
|
if( self->pos1[0] || self->pos1[1] || self->pos1[2] ) {
|
|
TeleportPlayer( other, self->pos1, self->s.angles );
|
|
}
|
|
G_Damage( other, other, other, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG );
|
|
return;
|
|
}
|
|
|
|
TeleportPlayer( other, destination->s.pos.trBase, destination->s.angles );
|
|
}
|
|
|
|
|
|
static void PortalEnable( gentity_t *self ) {
|
|
self->touch = PortalTouch;
|
|
self->think = G_FreeEntity;
|
|
self->nextthink = level.time + 2 * 60 * 1000;
|
|
}
|
|
|
|
|
|
void DropPortalSource( gentity_t *player ) {
|
|
gentity_t *ent;
|
|
gentity_t *destination;
|
|
vec3_t snapped;
|
|
|
|
// create the portal source
|
|
ent = G_Spawn();
|
|
ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_enter.md3" );
|
|
|
|
VectorCopy( player->s.pos.trBase, snapped );
|
|
SnapVector( snapped );
|
|
G_SetOrigin( ent, snapped );
|
|
VectorCopy( player->r.mins, ent->r.mins );
|
|
VectorCopy( player->r.maxs, ent->r.maxs );
|
|
|
|
ent->classname = "hi_portal source";
|
|
ent->s.pos.trType = TR_STATIONARY;
|
|
|
|
ent->r.contents = CONTENTS_CORPSE | CONTENTS_TRIGGER;
|
|
ent->takedamage = qtrue;
|
|
ent->health = 200;
|
|
ent->die = PortalDie;
|
|
|
|
trap_LinkEntity( ent );
|
|
|
|
ent->count = player->client->portalID;
|
|
player->client->portalID = 0;
|
|
|
|
// ent->spawnflags = player->client->ps.persistant[PERS_TEAM];
|
|
|
|
ent->nextthink = level.time + 1000;
|
|
ent->think = PortalEnable;
|
|
|
|
// find the destination
|
|
destination = NULL;
|
|
while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
|
|
if( destination->count == ent->count ) {
|
|
VectorCopy( destination->s.pos.trBase, ent->pos1 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
#endif
|