lilium-voyager/code/game/g_mover.c
Thilo Schulz eb9fe030c4 Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes. 
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

################################################################################
Details:
################################################################################

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0) 
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be 
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no 
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered 
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you 
     don't play (io)Quake3 every day and know the places where it happens! ;) 
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform 
     teleporter for the BFG is) place yourself at the point where the railgun 
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped 
     wall should be nearly in the center of your screen now). If you choose the 
     correct brush face and shoot up and down at this brush face, the impact 
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from 
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not 
     restricted to that. All weapons except those two were handled correct. 
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats 
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here: 
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. 
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) 
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots 
     (test: mpq3tourney6 with many bots). If that happens, game becomes 
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this: 
#ifdef MISSIONPACK
    if (bs->enemy == redobelisk.entitynum || bs->enemy == 
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the 
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in 
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman. 
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client      
     respawns
     (as the name says) and not when a client begins. I think this will help 
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with 
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn" 
           to "ClientRespawn". If someone searches the code base for "respawn" 
           it was really hard to find the correct place for what was 
           meant. "respawn" is used so often, that you really get headache ... 
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and 
                everything related to that is now done in a more reliable way 
                without changing the default behavior. (How critical the whole 
                spwaning mess was did you see by yourself (ioquake3 rev. 2076). 
                With this patch it's safer. 
                Trust me, I spent hours of fixing silly problems...
-------------------------------------------------------------------------------- 
Solution: Simplified "ClientBegin" and moved the teleport event  
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod 
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

################################################################################
2011-08-01 11:39:33 +00:00

1631 lines
41 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
===========================================================================
*/
//
#include "g_local.h"
/*
===============================================================================
PUSHMOVE
===============================================================================
*/
void MatchTeam( gentity_t *teamLeader, int moverState, int time );
typedef struct {
gentity_t *ent;
vec3_t origin;
vec3_t angles;
float deltayaw;
} pushed_t;
pushed_t pushed[MAX_GENTITIES], *pushed_p;
/*
============
G_TestEntityPosition
============
*/
gentity_t *G_TestEntityPosition( gentity_t *ent ) {
trace_t tr;
int mask;
if ( ent->clipmask ) {
mask = ent->clipmask;
} else {
mask = MASK_SOLID;
}
if ( ent->client ) {
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 );
}
if (tr.startsolid)
return &g_entities[ tr.entityNum ];
return NULL;
}
/*
================
G_CreateRotationMatrix
================
*/
void G_CreateRotationMatrix(vec3_t angles, vec3_t matrix[3]) {
AngleVectors(angles, matrix[0], matrix[1], matrix[2]);
VectorInverse(matrix[1]);
}
/*
================
G_TransposeMatrix
================
*/
void G_TransposeMatrix(vec3_t matrix[3], vec3_t transpose[3]) {
int i, j;
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
transpose[i][j] = matrix[j][i];
}
}
}
/*
================
G_RotatePoint
================
*/
void G_RotatePoint(vec3_t point, vec3_t matrix[3]) {
vec3_t tvec;
VectorCopy(point, tvec);
point[0] = DotProduct(matrix[0], tvec);
point[1] = DotProduct(matrix[1], tvec);
point[2] = DotProduct(matrix[2], tvec);
}
/*
==================
G_TryPushingEntity
Returns qfalse if the move is blocked
==================
*/
qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, vec3_t amove ) {
vec3_t matrix[3], transpose[3];
vec3_t org, org2, move2;
gentity_t *block;
// EF_MOVER_STOP will just stop when contacting another entity
// instead of pushing it, but entities can still ride on top of it
if ( ( pusher->s.eFlags & EF_MOVER_STOP ) &&
check->s.groundEntityNum != pusher->s.number ) {
return qfalse;
}
// save off the old position
if (pushed_p > &pushed[MAX_GENTITIES]) {
G_Error( "pushed_p > &pushed[MAX_GENTITIES]" );
}
pushed_p->ent = check;
VectorCopy (check->s.pos.trBase, pushed_p->origin);
VectorCopy (check->s.apos.trBase, pushed_p->angles);
if ( check->client ) {
pushed_p->deltayaw = check->client->ps.delta_angles[YAW];
VectorCopy (check->client->ps.origin, pushed_p->origin);
}
pushed_p++;
// try moving the contacted entity
// figure movement due to the pusher's amove
G_CreateRotationMatrix( amove, transpose );
G_TransposeMatrix( transpose, matrix );
if ( check->client ) {
VectorSubtract (check->client->ps.origin, pusher->r.currentOrigin, org);
}
else {
VectorSubtract (check->s.pos.trBase, pusher->r.currentOrigin, org);
}
VectorCopy( org, org2 );
G_RotatePoint( org2, matrix );
VectorSubtract (org2, org, move2);
// add movement
VectorAdd (check->s.pos.trBase, move, check->s.pos.trBase);
VectorAdd (check->s.pos.trBase, move2, check->s.pos.trBase);
if ( check->client ) {
VectorAdd (check->client->ps.origin, move, check->client->ps.origin);
VectorAdd (check->client->ps.origin, move2, check->client->ps.origin);
// make sure the client's view rotates when on a rotating mover
check->client->ps.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
}
// may have pushed them off an edge
if ( check->s.groundEntityNum != pusher->s.number ) {
check->s.groundEntityNum = -1;
}
block = G_TestEntityPosition( check );
if (!block) {
// pushed ok
if ( check->client ) {
VectorCopy( check->client->ps.origin, check->r.currentOrigin );
} else {
VectorCopy( check->s.pos.trBase, check->r.currentOrigin );
}
trap_LinkEntity (check);
return qtrue;
}
// if 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 );
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
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;
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 its 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] ) {
continue;
}
// see if the ent's bbox is inside the pusher's final position
// this does allow a fast moving object to pass through a thin entity...
if (!G_TestEntityPosition (check)) {
continue;
}
}
// the entity needs to be pushed
if ( G_TryPushingEntity( check, pusher, move, amove ) ) {
continue;
}
// the move was blocked an entity
// bobbing entities are instant-kill and never get blocked
if ( pusher->s.pos.trType == TR_SINE || pusher->s.apos.trType == TR_SINE ) {
G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH );
continue;
}
// save off the obstacle so we can call the block function (crush, etc)
*obstacle = check;
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for ( p=pushed_p-1 ; p>=pushed ; p-- ) {
VectorCopy (p->origin, p->ent->s.pos.trBase);
VectorCopy (p->angles, p->ent->s.apos.trBase);
if ( p->ent->client ) {
p->ent->client->ps.delta_angles[YAW] = p->deltayaw;
VectorCopy (p->origin, p->ent->client->ps.origin);
}
trap_LinkEntity (p->ent);
}
return qfalse;
}
return qtrue;
}
/*
=================
G_MoverTeam
=================
*/
void G_MoverTeam( gentity_t *ent ) {
vec3_t move, amove;
gentity_t *part, *obstacle;
vec3_t origin, angles;
obstacle = NULL;
// make sure all team slaves can move before commiting
// any moves or calling any think functions
// if the move is blocked, all moved objects will be backed out
pushed_p = pushed;
for (part = ent ; part ; part=part->teamchain) {
// get current position
BG_EvaluateTrajectory( &part->s.pos, level.time, origin );
BG_EvaluateTrajectory( &part->s.apos, level.time, angles );
VectorSubtract( origin, part->r.currentOrigin, move );
VectorSubtract( angles, part->r.currentAngles, amove );
if ( !G_MoverPush( part, move, amove, &obstacle ) ) {
break; // move was blocked
}
}
if (part) {
// go back to the previous position
for ( part = ent ; part ; part = part->teamchain ) {
part->s.pos.trTime += level.time - level.previousTime;
part->s.apos.trTime += level.time - level.previousTime;
BG_EvaluateTrajectory( &part->s.pos, level.time, part->r.currentOrigin );
BG_EvaluateTrajectory( &part->s.apos, level.time, part->r.currentAngles );
trap_LinkEntity( part );
}
// if the pusher has a "blocked" function, call it
if (ent->blocked) {
ent->blocked( ent, obstacle );
}
return;
}
// the move succeeded
for ( part = ent ; part ; part = part->teamchain ) {
// call the reached function if time is at or past end point
if ( part->s.pos.trType == TR_LINEAR_STOP ) {
if ( level.time >= part->s.pos.trTime + part->s.pos.trDuration ) {
if ( part->reached ) {
part->reached( part );
}
}
}
}
}
/*
================
G_RunMover
================
*/
void G_RunMover( gentity_t *ent ) {
// if not a team captain, don't do anything, because
// the captain will handle everything
if ( ent->flags & FL_TEAMSLAVE ) {
return;
}
// if stationary at one of the positions, don't move anything
if ( ent->s.pos.trType != TR_STATIONARY || ent->s.apos.trType != TR_STATIONARY ) {
G_MoverTeam( ent );
}
// check think function
G_RunThink( ent );
}
/*
============================================================================
GENERAL MOVERS
Doors, plats, and buttons are all binary (two position) movers
Pos1 is "at rest", pos2 is "activated"
============================================================================
*/
/*
===============
SetMoverState
===============
*/
void SetMoverState( gentity_t *ent, moverState_t moverState, int time ) {
vec3_t delta;
float f;
ent->moverState = moverState;
ent->s.pos.trTime = time;
switch( moverState ) {
case MOVER_POS1:
VectorCopy( ent->pos1, ent->s.pos.trBase );
ent->s.pos.trType = TR_STATIONARY;
break;
case MOVER_POS2:
VectorCopy( ent->pos2, ent->s.pos.trBase );
ent->s.pos.trType = TR_STATIONARY;
break;
case MOVER_1TO2:
VectorCopy( ent->pos1, ent->s.pos.trBase );
VectorSubtract( ent->pos2, ent->pos1, delta );
f = 1000.0 / ent->s.pos.trDuration;
VectorScale( delta, f, ent->s.pos.trDelta );
ent->s.pos.trType = TR_LINEAR_STOP;
break;
case MOVER_2TO1:
VectorCopy( ent->pos2, ent->s.pos.trBase );
VectorSubtract( ent->pos1, ent->pos2, delta );
f = 1000.0 / ent->s.pos.trDuration;
VectorScale( delta, f, ent->s.pos.trDelta );
ent->s.pos.trType = TR_LINEAR_STOP;
break;
}
BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );
trap_LinkEntity( ent );
}
/*
================
MatchTeam
All entities in a mover team will move from pos1 to pos2
in the same amount of time
================
*/
void MatchTeam( gentity_t *teamLeader, int moverState, int time ) {
gentity_t *slave;
for ( slave = teamLeader ; slave ; slave = slave->teamchain ) {
SetMoverState( slave, moverState, time );
}
}
/*
================
ReturnToPos1
================
*/
void ReturnToPos1( gentity_t *ent ) {
MatchTeam( ent, MOVER_2TO1, level.time );
// looping sound
ent->s.loopSound = ent->soundLoop;
// starting sound
if ( ent->sound2to1 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
}
/*
================
Reached_BinaryMover
================
*/
void Reached_BinaryMover( gentity_t *ent ) {
// stop the looping sound
ent->s.loopSound = ent->soundLoop;
if ( ent->moverState == MOVER_1TO2 ) {
// reached pos2
SetMoverState( ent, MOVER_POS2, level.time );
// play sound
if ( ent->soundPos2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
}
// return to pos1 after a delay
ent->think = ReturnToPos1;
ent->nextthink = level.time + ent->wait;
// fire targets
if ( !ent->activator ) {
ent->activator = ent;
}
G_UseTargets( ent, ent->activator );
} else if ( ent->moverState == MOVER_2TO1 ) {
// reached pos1
SetMoverState( ent, MOVER_POS1, level.time );
// play sound
if ( ent->soundPos1 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
}
// close areaportals
if ( ent->teammaster == ent || !ent->teammaster ) {
trap_AdjustAreaPortalState( ent, qfalse );
}
} else {
G_Error( "Reached_BinaryMover: bad moverState" );
}
}
/*
================
Use_BinaryMover
================
*/
void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
int total;
int partial;
// only the master should be used
if ( ent->flags & FL_TEAMSLAVE ) {
Use_BinaryMover( ent->teammaster, other, activator );
return;
}
ent->activator = activator;
if ( ent->moverState == MOVER_POS1 ) {
// start moving 50 msec later, becase if this was player
// triggered, level.time hasn't been advanced yet
MatchTeam( ent, MOVER_1TO2, level.time + 50 );
// starting sound
if ( ent->sound1to2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
}
// looping sound
ent->s.loopSound = ent->soundLoop;
// open areaportal
if ( ent->teammaster == ent || !ent->teammaster ) {
trap_AdjustAreaPortalState( ent, qtrue );
}
return;
}
// if all the way up, just delay before coming down
if ( ent->moverState == MOVER_POS2 ) {
ent->nextthink = level.time + ent->wait;
return;
}
// only partway down before reversing
if ( ent->moverState == MOVER_2TO1 ) {
total = ent->s.pos.trDuration;
partial = level.time - ent->s.pos.trTime;
if ( partial > total ) {
partial = total;
}
MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) );
if ( ent->sound1to2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
}
return;
}
// only partway up before reversing
if ( ent->moverState == MOVER_1TO2 ) {
total = ent->s.pos.trDuration;
partial = level.time - ent->s.pos.trTime;
if ( partial > total ) {
partial = total;
}
MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) );
if ( ent->sound2to1 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
return;
}
}
/*
================
InitMover
"pos1", "pos2", and "speed" should be set before calling,
so the movement delta can be calculated
================
*/
void InitMover( gentity_t *ent ) {
vec3_t move;
float distance;
float light;
vec3_t color;
qboolean lightSet, colorSet;
char *sound;
// if the "model2" key is set, use a seperate model
// for drawing, but clip against the brushes
if ( ent->model2 ) {
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
}
// if the "loopsound" key is set, use a constant looping sound when moving
if ( G_SpawnString( "noise", "100", &sound ) ) {
ent->s.loopSound = G_SoundIndex( sound );
}
// if the "color" or "light" keys are set, setup constantLight
lightSet = G_SpawnFloat( "light", "100", &light );
colorSet = G_SpawnVector( "color", "1 1 1", color );
if ( lightSet || colorSet ) {
int r, g, b, i;
r = color[0] * 255;
if ( r > 255 ) {
r = 255;
}
g = color[1] * 255;
if ( g > 255 ) {
g = 255;
}
b = color[2] * 255;
if ( b > 255 ) {
b = 255;
}
i = light / 4;
if ( i > 255 ) {
i = 255;
}
ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
}
ent->use = Use_BinaryMover;
ent->reached = Reached_BinaryMover;
ent->moverState = MOVER_POS1;
ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ent->s.eType = ET_MOVER;
VectorCopy (ent->pos1, ent->r.currentOrigin);
trap_LinkEntity (ent);
ent->s.pos.trType = TR_STATIONARY;
VectorCopy( ent->pos1, ent->s.pos.trBase );
// calculate time to reach second position from speed
VectorSubtract( ent->pos2, ent->pos1, move );
distance = VectorLength( move );
if ( ! ent->speed ) {
ent->speed = 100;
}
VectorScale( move, ent->speed, ent->s.pos.trDelta );
ent->s.pos.trDuration = distance * 1000 / ent->speed;
if ( ent->s.pos.trDuration <= 0 ) {
ent->s.pos.trDuration = 1;
}
}
/*
===============================================================================
DOOR
A use can be triggered either by a touch function, by being shot, or by being
targeted by another entity.
===============================================================================
*/
/*
================
Blocked_Door
================
*/
void Blocked_Door( gentity_t *ent, gentity_t *other ) {
// remove anything other than a client
if ( !other->client ) {
// except CTF flags!!!!
if( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) {
Team_DroppedFlagThink( other );
return;
}
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 ) {
return; // crushers don't reverse
}
// reverse direction
Use_BinaryMover( ent, ent, other );
}
/*
================
Touch_DoorTriggerSpectator
================
*/
static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
int axis;
float doorMin, doorMax;
vec3_t origin;
axis = ent->count;
// the constants below relate to constants in Think_SpawnNewDoorTrigger()
doorMin = ent->r.absmin[axis] + 100;
doorMax = ent->r.absmax[axis] - 100;
VectorCopy(other->client->ps.origin, origin);
if (origin[axis] < doorMin || origin[axis] > doorMax) return;
if (fabs(origin[axis] - doorMax) < fabs(origin[axis] - doorMin)) {
origin[axis] = doorMin - 10;
} else {
origin[axis] = doorMax + 10;
}
TeleportPlayer(other, origin, tv(10000000.0, 0, 0));
}
/*
================
Touch_DoorTrigger
================
*/
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
if ( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR ) {
// if the door is not open and not opening
if ( ent->parent->moverState != MOVER_1TO2 &&
ent->parent->moverState != MOVER_POS2) {
Touch_DoorTriggerSpectator( ent, other, trace );
}
}
else if ( ent->parent->moverState != MOVER_1TO2 ) {
Use_BinaryMover( ent->parent, ent, other );
}
}
/*
======================
Think_SpawnNewDoorTrigger
All of the parts of a door have been spawned, so create
a trigger that encloses all of them
======================
*/
void Think_SpawnNewDoorTrigger( gentity_t *ent ) {
gentity_t *other;
vec3_t mins, maxs;
int i, best;
// set all of the slaves as shootable
for ( other = ent ; other ; other = other->teamchain ) {
other->takedamage = qtrue;
}
// find the bounds of everything on the team
VectorCopy (ent->r.absmin, mins);
VectorCopy (ent->r.absmax, maxs);
for (other = ent->teamchain ; other ; other=other->teamchain) {
AddPointToBounds (other->r.absmin, mins, maxs);
AddPointToBounds (other->r.absmax, mins, maxs);
}
// find the thinnest axis, which will be the one we expand
best = 0;
for ( i = 1 ; i < 3 ; i++ ) {
if ( maxs[i] - mins[i] < maxs[best] - mins[best] ) {
best = i;
}
}
maxs[best] += 120;
mins[best] -= 120;
// create a trigger with this size
other = G_Spawn ();
other->classname = "door_trigger";
VectorCopy (mins, other->r.mins);
VectorCopy (maxs, other->r.maxs);
other->parent = ent;
other->r.contents = CONTENTS_TRIGGER;
other->touch = Touch_DoorTrigger;
// remember the thinnest axis
other->count = best;
trap_LinkEntity (other);
MatchTeam( ent, ent->moverState, level.time );
}
void Think_MatchTeam( gentity_t *ent ) {
MatchTeam( ent, ent->moverState, level.time );
}
/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER
TOGGLE wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
"model2" .md3 model to also draw
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
"health" if set, the door must be shot open
*/
void SP_func_door (gentity_t *ent) {
vec3_t abs_movedir;
float distance;
vec3_t size;
float lip;
ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
ent->blocked = Blocked_Door;
// default speed of 400
if (!ent->speed)
ent->speed = 400;
// default wait of 2 seconds
if (!ent->wait)
ent->wait = 2;
ent->wait *= 1000;
// default lip of 8 units
G_SpawnFloat( "lip", "8", &lip );
// default damage of 2 points
G_SpawnInt( "dmg", "2", &ent->damage );
// first position at start
VectorCopy( ent->s.origin, ent->pos1 );
// calculate second position
trap_SetBrushModel( ent, ent->model );
G_SetMovedir (ent->s.angles, ent->movedir);
abs_movedir[0] = fabs(ent->movedir[0]);
abs_movedir[1] = fabs(ent->movedir[1]);
abs_movedir[2] = fabs(ent->movedir[2]);
VectorSubtract( ent->r.maxs, ent->r.mins, size );
distance = DotProduct( abs_movedir, size ) - lip;
VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 );
// if "start_open", reverse position 1 and 2
if ( ent->spawnflags & 1 ) {
vec3_t temp;
VectorCopy( ent->pos2, temp );
VectorCopy( ent->s.origin, ent->pos2 );
VectorCopy( temp, ent->pos1 );
}
InitMover( ent );
ent->nextthink = level.time + FRAMETIME;
if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
int health;
G_SpawnInt( "health", "0", &health );
if ( health ) {
ent->takedamage = qtrue;
}
if ( ent->targetname || health ) {
// non touch/shoot doors
ent->think = Think_MatchTeam;
} else {
ent->think = Think_SpawnNewDoorTrigger;
}
}
}
/*
===============================================================================
PLAT
===============================================================================
*/
/*
==============
Touch_Plat
Don't allow decent if a living player is on it
===============
*/
void Touch_Plat( gentity_t *ent, gentity_t *other, trace_t *trace ) {
if ( !other->client || other->client->ps.stats[STAT_HEALTH] <= 0 ) {
return;
}
// 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;
tmin[0] = ent->pos1[0] + ent->r.mins[0] + 33;
tmin[1] = ent->pos1[1] + ent->r.mins[1] + 33;
tmin[2] = ent->pos1[2] + ent->r.mins[2];
tmax[0] = ent->pos1[0] + ent->r.maxs[0] - 33;
tmax[1] = ent->pos1[1] + ent->r.maxs[1] - 33;
tmax[2] = ent->pos1[2] + ent->r.maxs[2] + 8;
if ( tmax[0] <= tmin[0] ) {
tmin[0] = ent->pos1[0] + (ent->r.mins[0] + ent->r.maxs[0]) *0.5;
tmax[0] = tmin[0] + 1;
}
if ( tmax[1] <= tmin[1] ) {
tmin[1] = ent->pos1[1] + (ent->r.mins[1] + ent->r.maxs[1]) *0.5;
tmax[1] = tmin[1] + 1;
}
VectorCopy (tmin, trigger->r.mins);
VectorCopy (tmax, trigger->r.maxs);
trap_LinkEntity (trigger);
}
/*QUAKED func_plat (0 .5 .8) ?
Plats are always drawn in the extended position so they will light correctly.
"lip" default 8, protrusion above rest position
"height" total height of movement, defaults to model height
"speed" overrides default 200.
"dmg" overrides default 2
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
*/
void SP_func_plat (gentity_t *ent) {
float lip, height;
ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/plats/pt1_strt.wav");
ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/plats/pt1_end.wav");
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 its angle, triggers all of its targets, waits some time, then returns to its 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
*/
void SP_func_button( gentity_t *ent ) {
vec3_t abs_movedir;
float distance;
vec3_t size;
float lip;
ent->sound1to2 = G_SoundIndex("sound/movers/switches/butn2.wav");
if ( !ent->speed ) {
ent->speed = 40;
}
if ( !ent->wait ) {
ent->wait = 1;
}
ent->wait *= 1000;
// first position
VectorCopy( ent->s.origin, ent->pos1 );
// calculate second position
trap_SetBrushModel( ent, ent->model );
G_SpawnFloat( "lip", "4", &lip );
G_SetMovedir( ent->s.angles, ent->movedir );
abs_movedir[0] = fabs(ent->movedir[0]);
abs_movedir[1] = fabs(ent->movedir[1]);
abs_movedir[2] = fabs(ent->movedir[2]);
VectorSubtract( ent->r.maxs, ent->r.mins, size );
distance = abs_movedir[0] * size[0] + abs_movedir[1] * size[1] + abs_movedir[2] * size[2] - lip;
VectorMA (ent->pos1, distance, ent->movedir, ent->pos2);
if (ent->health) {
// shootable button
ent->takedamage = qtrue;
} else {
// touchable button
ent->touch = Touch_Button;
}
InitMover( ent );
}
/*
===============================================================================
TRAIN
===============================================================================
*/
#define TRAIN_START_ON 1
#define TRAIN_TOGGLE 2
#define TRAIN_BLOCK_STOPS 4
/*
===============
Think_BeginMoving
The wait time at a corner has completed, so start moving again
===============
*/
void Think_BeginMoving( gentity_t *ent ) {
ent->s.pos.trTime = level.time;
ent->s.pos.trType = TR_LINEAR_STOP;
}
/*
===============
Reached_Train
===============
*/
void Reached_Train( gentity_t *ent ) {
gentity_t *next;
float speed;
vec3_t move;
float length;
// copy the apropriate values
next = ent->nextTrain;
if ( !next || !next->nextTrain ) {
return; // just stop
}
// fire all other targets
G_UseTargets( next, NULL );
// set the new trajectory
ent->nextTrain = next->nextTrain;
VectorCopy( next->s.origin, ent->pos1 );
VectorCopy( next->nextTrain->s.origin, ent->pos2 );
// if the path_corner has a speed, use that
if ( next->speed ) {
speed = next->speed;
} else {
// otherwise use the train's speed
speed = ent->speed;
}
if ( speed < 1 ) {
speed = 1;
}
// calculate duration
VectorSubtract( ent->pos2, ent->pos1, move );
length = VectorLength( move );
ent->s.pos.trDuration = length * 1000 / speed;
// Tequila comment: Be sure to send to clients after any fast move case
ent->r.svFlags &= ~SVF_NOCLIENT;
// Tequila comment: Fast move case
if(ent->s.pos.trDuration<1) {
// Tequila comment: As trDuration is used later in a division, we need to avoid that case now
// With null trDuration,
// the calculated rocks bounding box becomes infinite and the engine think for a short time
// any entity is riding that mover but not the world entity... In rare case, I found it
// can also stuck every map entities after func_door are used.
// The desired effect with very very big speed is to have instant move, so any not null duration
// lower than a frame duration should be sufficient.
// Afaik, the negative case don't have to be supported.
ent->s.pos.trDuration=1;
// Tequila comment: Don't send entity to clients so it becomes really invisible
ent->r.svFlags |= SVF_NOCLIENT;
}
// looping sound
ent->s.loopSound = next->soundLoop;
// start it going
SetMoverState( ent, MOVER_1TO2, level.time );
// if there is a "wait" value on the target, don't start moving yet
if ( next->wait ) {
ent->nextthink = level.time + next->wait * 1000;
ent->think = Think_BeginMoving;
ent->s.pos.trType = TR_STATIONARY;
}
}
/*
===============
Think_SetupTrainTargets
Link all the corners together
===============
*/
void Think_SetupTrainTargets( gentity_t *ent ) {
gentity_t *path, *next, *start;
ent->nextTrain = G_Find( NULL, FOFS(targetname), ent->target );
if ( !ent->nextTrain ) {
G_Printf( "func_train at %s with an unfound target\n",
vtos(ent->r.absmin) );
return;
}
start = NULL;
for ( path = ent->nextTrain ; path != start ; path = next ) {
if ( !start ) {
start = path;
}
if ( !path->target ) {
G_Printf( "Train corner at %s without a target\n",
vtos(path->s.origin) );
return;
}
// find a path_corner among the targets
// there may also be other targets that get fired when the corner
// is reached
next = NULL;
do {
next = G_Find( next, FOFS(targetname), path->target );
if ( !next ) {
G_Printf( "Train corner at %s without a target path_corner\n",
vtos(path->s.origin) );
return;
}
} while ( strcmp( next->classname, "path_corner" ) );
path->nextTrain = next;
}
// start the train moving from the first corner
Reached_Train( ent );
}
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
Train path corners.
Target: next path corner and other targets to fire
"speed" speed to move to the next corner
"wait" seconds to wait before behining move to next corner
*/
void SP_path_corner( gentity_t *self ) {
if ( !self->targetname ) {
G_Printf ("path_corner with no targetname at %s\n", vtos(self->s.origin));
G_FreeEntity( self );
return;
}
// path corners don't need to be linked in
}
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
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) ?
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
*/
void SP_func_static( gentity_t *ent ) {
trap_SetBrushModel( ent, ent->model );
InitMover( ent );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.origin, ent->r.currentOrigin );
}
/*
===============================================================================
ROTATING
===============================================================================
*/
/*QUAKED func_rotating (0 .5 .8) ? START_ON - X_AXIS Y_AXIS
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"model2" .md3 model to also draw
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
*/
void SP_func_rotating (gentity_t *ent) {
if ( !ent->speed ) {
ent->speed = 100;
}
// set the axis of rotation
ent->s.apos.trType = TR_LINEAR;
if ( ent->spawnflags & 4 ) {
ent->s.apos.trDelta[2] = ent->speed;
} else if ( ent->spawnflags & 8 ) {
ent->s.apos.trDelta[0] = ent->speed;
} else {
ent->s.apos.trDelta[1] = ent->speed;
}
if (!ent->damage) {
ent->damage = 2;
}
trap_SetBrushModel( ent, ent->model );
InitMover( ent );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.pos.trBase, ent->r.currentOrigin );
VectorCopy( ent->s.apos.trBase, ent->r.currentAngles );
trap_LinkEntity( ent );
}
/*
===============================================================================
BOBBING
===============================================================================
*/
/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
Normally bobs on the Z axis
"model2" .md3 model to also draw
"height" amplitude of bob (32 default)
"speed" seconds to complete a bob cycle (4 default)
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
*/
void SP_func_bobbing (gentity_t *ent) {
float height;
float phase;
G_SpawnFloat( "speed", "4", &ent->speed );
G_SpawnFloat( "height", "32", &height );
G_SpawnInt( "dmg", "2", &ent->damage );
G_SpawnFloat( "phase", "0", &phase );
trap_SetBrushModel( ent, ent->model );
InitMover( ent );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.origin, ent->r.currentOrigin );
ent->s.pos.trDuration = ent->speed * 1000;
ent->s.pos.trTime = ent->s.pos.trDuration * phase;
ent->s.pos.trType = TR_SINE;
// set the axis of bobbing
if ( ent->spawnflags & 1 ) {
ent->s.pos.trDelta[0] = height;
} else if ( ent->spawnflags & 2 ) {
ent->s.pos.trDelta[1] = height;
} else {
ent->s.pos.trDelta[2] = height;
}
}
/*
===============================================================================
PENDULUM
===============================================================================
*/
/*QUAKED func_pendulum (0 .5 .8) ?
You need to have an origin brush as part of this entity.
Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions.
Pendulum frequency is a physical constant based on the length of the beam and gravity.
"model2" .md3 model to also draw
"speed" the number of degrees each way the pendulum swings, (30 default)
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
*/
void SP_func_pendulum(gentity_t *ent) {
float freq;
float length;
float phase;
float speed;
G_SpawnFloat( "speed", "30", &speed );
G_SpawnInt( "dmg", "2", &ent->damage );
G_SpawnFloat( "phase", "0", &phase );
trap_SetBrushModel( ent, ent->model );
// find pendulum length
length = fabs( ent->r.mins[2] );
if ( length < 8 ) {
length = 8;
}
freq = 1 / ( M_PI * 2 ) * sqrt( g_gravity.value / ( 3 * length ) );
ent->s.pos.trDuration = ( 1000 / freq );
InitMover( ent );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.origin, ent->r.currentOrigin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
ent->s.apos.trDuration = 1000 / freq;
ent->s.apos.trTime = ent->s.apos.trDuration * phase;
ent->s.apos.trType = TR_SINE;
ent->s.apos.trDelta[2] = speed;
}