rpg-x2/game/g_mover.c

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2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
#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_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 forward, right, up;
vec3_t org, org2, move2;
gentity_t *block;
playerState_t *ps = &check->client->ps;
// 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 = ps->delta_angles[YAW];
VectorCopy (ps->origin, pushed_p->origin);
}
pushed_p++;
// 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);
if (check->client) {
// make sure the client's view rotates when on a rotating mover
ps->delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
}
// figure movement due to the pusher's amove
if ( check->client ) {
VectorSubtract (ps->origin, pusher->r.currentOrigin, org);
}
else {
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);
if ( check->client ) {
VectorAdd (ps->origin, move, ps->origin);
VectorAdd (ps->origin, move2, ps->origin);
}
// 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( 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, 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;
}
//if(check->
// blocked
return qfalse;
}
/*
============
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;
qboolean notMoving;
*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 );
notMoving = (VectorCompare( vec3_origin, move )&&VectorCompare( vec3_origin, amove ));
// see if any solid entities are inside the final position
for ( e = 0 ; e < listedEntities ; e++ ) {
check = &g_entities[ entityList[ e ] ];
if ( notMoving && check->s.eFlags&EF_MISSILE_STICK )
{//special case hack for sticky things
//destroy it
G_Damage( check, pusher, pusher, NULL, NULL, 99999, 0, MOD_CRUSH );
continue;
}
// 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 );
#ifdef G_LUA
if(part->luaReached)
LuaHook_G_EntityReached(part->luaReached, part->s.number);
#endif
}
}
}
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 );
#ifdef G_LUA
if(part->luaReachedAngular)
LuaHook_G_EntityReachedAngular(part->luaReachedAngular, part->s.number);
#endif
}
}
}
}
}
/*
================
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"
============================================================================
*/
/*
===============
ROT_SetMoverState
===============
*/
void ROT_SetMoverState( gentity_t *ent, moverState_t moverState, int time )
{
vec3_t delta;
float f;
ent->s.apos.trTime = time;
switch( moverState ) {
case MOVER_POS1:
VectorCopy( ent->apos1, ent->s.apos.trBase );
ent->s.apos.trType = TR_STATIONARY;
break;
case MOVER_POS2:
VectorCopy( ent->apos2, ent->s.apos.trBase );
ent->s.apos.trType = TR_STATIONARY;
break;
case MOVER_1TO2:
VectorCopy( ent->apos1, ent->s.apos.trBase );
VectorSubtract( ent->apos2, ent->apos1, delta );
f = 1000.0 / ent->s.apos.trDuration;
VectorScale( delta, f, ent->s.apos.trDelta );
ent->s.apos.trType = TR_LINEAR_STOP;
break;
case MOVER_2TO1:
VectorCopy( ent->apos2, ent->s.apos.trBase );
VectorSubtract( ent->apos1, ent->apos2, delta );
f = 1000.0 / ent->s.apos.trDuration;
VectorScale( delta, f, ent->s.apos.trDelta );
ent->s.apos.trType = TR_LINEAR_STOP;
break;
2011-06-09 11:31:41 +00:00
default: // to make gcc happy
break;
2011-06-01 12:20:56 +00:00
}
BG_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles );
}
/*
===============
SetMoverState
===============
*/
void SetMoverState( gentity_t *ent, moverState_t moverState, int time ) {
vec3_t delta;
float f;
gentity_t *touched = NULL;
if(ent->touched)
touched = ent->touched;
ent->moverState = moverState;
/*
if ( ent->classname && Q_stricmp( "func_door_rotating", ent->classname ) == 0 )
{//If you're a func_rotating_stop, do the rotational as well:
ROT_SetMoverState( ent, moverState, time );
}
*/
ent->s.pos.trTime = time;
ent->s.apos.trTime = time;
switch( moverState ) {
case MOVER_POS1:
VectorCopy( ent->pos1, ent->s.pos.trBase );
ent->s.pos.trType = TR_STATIONARY;
if(touched && touched->angle) {
VectorCopy(ent->apos1, ent->s.apos.trBase);
ent->s.apos.trType = TR_STATIONARY;
}
break;
case MOVER_POS2:
VectorCopy( ent->pos2, ent->s.pos.trBase );
ent->s.pos.trType = TR_STATIONARY;
if(touched && touched->angle) {
VectorCopy(ent->apos2, ent->s.apos.trBase);
ent->s.apos.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;
if(touched && touched->angle) {
VectorCopy( ent->apos2, ent->s.apos.trBase );
VectorSubtract( ent->apos2, ent->apos1, delta );
f = 1000.0 / ent->s.apos.trDuration;
VectorScale( delta, f, ent->s.apos.trDelta );
ent->s.apos.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;
if(touched && touched->angle) {
VectorCopy(ent->apos2, ent->s.apos.trBase );
VectorSubtract( ent->apos1, ent->apos2, 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_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;
#ifdef G_LUA
case MOVER_LUA:
break;
#endif
2011-06-09 11:31:41 +00:00
default: // to make gcc happy
break;
2011-06-01 12:20:56 +00:00
}
BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );
BG_EvaluateTrajectory( &ent->s.apos, level.time, ent->r.currentAngles );
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 = NULL;
for ( slave = teamLeader ; slave ; slave = slave->teamchain ) {
SetMoverState( slave, moverState, time );
}
}
/*
================
ReturnToPos1
================
*/
void ReturnToPos1( gentity_t *ent )
{
//if it's a crushing door, make sure there are no ents in the way
if ( !Q_stricmp( ent->classname, "func_door" ) && ent->targetname && !(ent->spawnflags&32) && ent->wait > 0 ) //OVERRIDE
{
gentity_t *t;
trace_t tr;
vec3_t mins, maxs;
//FIX: make sure it isn't a turbolift door either
//A turbolift door should only be targetted by its turbolift parent
t = G_Find(NULL, FOFS(target), ent->targetname);
if ( t && Q_stricmp( t->classname, "target_turbolift" ) )
{
VectorCopy( ent->r.mins, mins );
VectorCopy( ent->r.maxs, maxs );
//expand out from the door
mins[0] -= 40;
mins[1] -= 40;
maxs[0] += 40;
maxs[1] += 40;
trap_Trace( &tr, ent->s.origin, mins, maxs, ent->s.origin, ent-g_entities, CONTENTS_BODY );
if ( tr.fraction != 1.0f )
{
ent->nextthink = level.time + ent->wait;
return;
}
}
}
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 );
}
}
/*
===============
ReturnToPos1_Use
TiM: To make toggle doors
===============
*/
void ReturnToPos1_Use( gentity_t* ent, gentity_t* other, gentity_t* activator)
{
//if it's a crushing door, make sure there are no ents in the way
if ( !Q_stricmp( ent->classname, "func_door" ) && ent->targetname && !(ent->spawnflags&32) && ent->wait > 0 ) //OVERRIDE
{
gentity_t *t;
trace_t tr;
vec3_t mins, maxs;
//FIX: make sure it isn't a turbolift door either
//A turbolift door should only be targetted by its turbolift parent
t = G_Find(NULL, FOFS(target), ent->targetname);
if ( t && Q_stricmp( t->classname, "target_turbolift" ) )
{
VectorCopy( ent->r.mins, mins );
VectorCopy( ent->r.maxs, maxs );
//expand out from the door
mins[0] -= 40;
mins[1] -= 40;
maxs[0] += 40;
maxs[1] += 40;
trap_Trace( &tr, ent->s.origin, mins, maxs, ent->s.origin, ent-g_entities, CONTENTS_BODY );
if ( tr.fraction != 1.0f )
{
ent->nextthink = level.time + ent->wait;
return;
}
}
}
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 );
}
}
/*
================
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 );
}
}
/*
===============
ReturnToApos1_Use
TiM: To make toggle doors
===============
*/
void ReturnToApos1_Use( gentity_t* ent, gentity_t* other, gentity_t* activator)
{
/*if ( Q_stricmp(((gentity_t *)(G_Find( NULL, FOFS( target ), ent->targetname)))->classname, "trigger_multiple" ) ||
Q_stricmp(((gentity_t *)(G_Find( NULL, FOFS( target ), ent->targetname)))->classname, "target_relay" ) )
return;*/
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 );
}
}
/*
================
Reached_BinaryMover
================
*/
void Reached_BinaryMover( gentity_t *ent ) {
// stop the looping sound
ent->s.loopSound = ent->soundLoop;
#ifdef G_LUA
if(ent->luaTrigger)
{
if(ent->activator)
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ent->activator->s.number);
}
else
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
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 );
}
if ( ent->wait < 0 )
{//never go back
ent->think = 0;
ent->nextthink = -1;
ent->use = ReturnToPos1_Use; //0 //TiM - allow toggle doors
}
else
{
// return to pos1 after a delay
ent->think = ReturnToPos1;
ent->nextthink = level.time + ent->wait;
}
/*if ( ent->targetname && ent->wait > 0 )
ent->use = ReturnToPos1_Use;*/
// 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 );
}
if ( ent->wait < 0 )
ent->use = Use_BinaryMover;
// close areaportals
if ( ent->teammaster == ent || !ent->teammaster ) {
trap_AdjustAreaPortalState( ent, qfalse );
}
} else if ( ent->moverState == ROTATOR_1TO2 ) {
// reached pos2
SetMoverState( ent, ROTATOR_POS2, level.time );
// play sound
if ( ent->soundPos2 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
}
if(ent->wait < 0) {
ent->think = 0;
ent->nextthink = -1;
ent->use = ReturnToApos1_Use;
}
else {
// return to apos1 after a delay
ent->think = ReturnToApos1;
ent->nextthink = level.time + ent->wait;
}
// 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 );
}
if(ent->wait < 0)
ent->use = Use_BinaryMover;
// close areaportals
if ( ent->teammaster == ent || !ent->teammaster ) {
trap_AdjustAreaPortalState( ent, qfalse );
}
#ifdef G_LUA
} else if (ent->moverState == MOVER_LUA) {
// lua all is fine
if(level.time >= ent->s.pos.trTime + ent->s.pos.trDuration) {
BG_EvaluateTrajectory(&ent->s.pos, level.time, ent->r.currentOrigin);
VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
ent->s.pos.trType = TR_STATIONARY;
ent->s.pos.trTime = level.time;
trap_LinkEntity(ent);
}
if(level.time >= ent->s.apos.trTime + ent->s.apos.trDuration) {
BG_EvaluateTrajectory(&ent->s.apos, level.time, ent->r.currentAngles);
VectorCopy(ent->r.currentAngles, ent->s.apos.trBase);
ent->s.apos.trType = TR_STATIONARY;
ent->s.apos.trTime = level.time;
trap_LinkEntity(ent);
}
#endif
} 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;
//GSIO01 -> is this a train and is called by the swapname
if(activator && activator->target && ent->swapname) {
if(!Q_stricmp(ent->classname, "func_train") && !Q_stricmp(activator->target, ent->swapname)) {
if(ent->count == 1) {
ent->s.solid = 0;
ent->r.contents = 0;
ent->clipmask = 0;
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->count = 0;
} else {
ent->clipmask = CONTENTS_BODY;
trap_SetBrushModel( ent, ent->model );
//VectorCopy( ent->s.origin, ent->s.pos.trBase );
//VectorCopy( ent->s.origin, ent->r.currentOrigin );
ent->r.svFlags &= ~SVF_NOCLIENT;
ent->s.eFlags &= ~EF_NODRAW;
ent->clipmask = 0;
ent->count = 1;
}
return;
}
}
//TiM -> Do not engage if clamped
if ( ent->flags & FL_CLAMPED )
return;
//GSIO01 | 08/05/2009: do not engage if door is locked
if(ent->flags & FL_LOCKED) {
G_AddEvent(ent, EV_GENERAL_SOUND, ent->n00bCount /*ent->soundLocked*/);
return;
}
//GSIO01 | 09/05/2009: do engage if door is admin only and player isn admin
2011-06-09 11:31:41 +00:00
if((!Q_stricmp(ent->classname, "func_door") && (ent->spawnflags & 128))
|| (!Q_stricmp(ent->classname, "func_door_rotating") && (ent->spawnflags & 64))) {
2011-06-01 12:20:56 +00:00
if(activator && !IsAdmin(activator))
return;
}
// only the master should be used
if ( ent->flags & FL_TEAMSLAVE ) {
Use_BinaryMover( ent->teammaster, other, activator );
return;
}
if(activator)
ent->activator = activator;
#ifdef G_LUA
if(ent->luaTrigger)
{
if(activator)
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, activator->s.number);
else
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, -1);
}
#endif
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->teammaster == ent ) {
trap_AdjustAreaPortalState( ent, qtrue );
}
return;
}
// if all the way up, just delay before coming down
if ( ent->moverState == MOVER_POS2 ) {
if ( ent->wait >= 0 ) {
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.time;
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.time;
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;
}
if ( ent->moverState == ROTATOR_POS1 ) {
// 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->teammaster == ent ) {
trap_AdjustAreaPortalState( ent, qtrue );
}
return;
}
// if all the way up, just delay before coming down
if ( ent->moverState == ROTATOR_POS2 ) {
ent->nextthink = level.time + ent->wait;
return;
}
// only partway down before reversing
if ( ent->moverState == ROTATOR_2TO1 ) {
total = ent->s.apos.trDuration;
partial = level.time - ent->s.time;
if ( partial > total ) {
partial = total;
}
MatchTeam( ent, ROTATOR_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 == ROTATOR_1TO2 ) {
total = ent->s.apos.trDuration;
partial = level.time - ent->s.time;
if ( partial > total ) {
partial = total;
}
MatchTeam( ent, ROTATOR_2TO1, level.time - ( total - partial ) );
if ( ent->sound2to1 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
}
return;
}
}
void Reached_AdvancedMover(gentity_t *ent);
/*
================
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;
if(Q_stricmp(ent->classname, "func_mover"))
ent->reached = Reached_BinaryMover;
else
ent->reached = Reached_AdvancedMover;
// if this is a func_mover we have to make sure it is a bit away from it's first target
if(!Q_stricmp(ent->classname, "func_mover")) {
VectorSubtract(ent->pos1, ent->pos2, move);
distance = VectorLength(move);
if(distance < 32) {
ent->pos1[2] += 32;
VectorCopy(ent->pos1, ent->s.origin);
}
VectorClear(move);
distance = 0;
}
ent->moverState = MOVER_POS1;
ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
ent->s.eType = ET_MOVER;
VectorCopy (ent->pos1, ent->r.currentOrigin);
// we also need support for angular movement (func_mover)
VectorCopy (ent->apos1, ent->r.currentAngles);
trap_LinkEntity (ent);
ent->s.pos.trType = TR_STATIONARY;
VectorCopy( ent->pos1, ent->s.pos.trBase );
// we also need support for angular movement (func_mover)
ent->s.pos.trType = TR_STATIONARY;
VectorCopy( ent->apos1, 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;
}
// we also need support for angular movement (func_mover)
ent->s.apos.trDuration = distance * 1000 / ent->speed; // rotating should take as long as moving
if( ent->s.apos.trDuration <= 0 ) {
ent->s.apos.trDuration = 1;
}
if(!Q_stricmp(ent->classname, "func_rotating")) {
ent->reached = 0;
}
}
/*
================
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;
}
}
/*
===============================================================================
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 || (!Q_stricmp(ent->classname, "func_door_rotating") && (ent->spawnflags & 2))) { // GSIO01: added support for fucn_door_roating
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 i, axis;
vec3_t origin, dir, angles;
axis = ent->count;
VectorClear(dir);
if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) <
fabs(other->s.origin[axis] - ent->r.absmin[axis])) {
origin[axis] = ent->r.absmin[axis] - 10;
dir[axis] = -1;
}
else {
origin[axis] = ent->r.absmax[axis] + 10;
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, TP_NORMAL );
}
void CalcTeamDoorCenter ( gentity_t *ent, vec3_t center )
{
vec3_t slavecenter;
gentity_t *slave;
//Start with our center
VectorAdd(ent->r.mins, ent->r.maxs, center);
VectorScale(center, 0.5, center);
for ( slave = ent->teamchain ; slave ; slave = slave->teamchain )
{
//Find slave's center
VectorAdd(slave->r.mins, slave->r.maxs, slavecenter);
VectorScale(slavecenter, 0.5, slavecenter);
//Add that to our own, find middle
VectorAdd(center, slavecenter, center);
VectorScale(center, 0.5, center);
}
}
void DoorTriggerReactivate(gentity_t *ent);
/*
================
Touch_DoorTrigger
================
*/
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
#if 0
vec3_t vec, doorcenter, movedir;
float dot, dist ;
// fuck this code - it will never work. Let this be a lesson to you from expecting code from single
// player to work in multiplayer.
// should we do a face only door?
if (ent->parent->spawnflags & 16)
{
//Dir from activator to door center
VectorSubtract(ent->r.absmax , ent->r.absmin , vec );
VectorMA(ent->r.absmin, 0.5, vec, doorcenter);
VectorSubtract( doorcenter, other->client->ps.origin, vec );
dist = VectorNormalize ( vec );
//Activator's facing dir
VectorCopy( other->client->ps.velocity, movedir );
VectorNormalize( movedir );
dot = DotProduct( vec, movedir );
if ( dot < 0.7 )
{
return;
}
}
#endif
//This door's been tempoarily disabled
if ( ent->parent->flags & FL_CLAMPED )
return;
#ifdef G_LUA
if(ent->luaTrigger)
LuaHook_G_EntityTrigger(ent->luaTrigger, ent-g_entities, other-g_entities);
#endif
if ( other->client && (other->client->sess.sessionTeam == TEAM_SPECTATOR /*|| (other->client->ps.eFlags&EF_ELIMINATED)*/) ) {
// if the door is not open and not opening
if ( ent->parent->moverState != MOVER_1TO2 &&
ent->parent->moverState != MOVER_POS2 &&
ent->parent->moverState != ROTATOR_1TO2 &&
ent->parent->moverState != ROTATOR_POS2 ) {
Touch_DoorTriggerSpectator( ent, other, trace );
}
}
else if ( ent->parent->moverState != MOVER_1TO2 &&
ent->parent->moverState != ROTATOR_1TO2 )
{
Use_BinaryMover( ent->parent, ent, other );
}
if(ent->parent->flags & FL_LOCKED) {
ent->touch = 0;
ent->nextthink = level.time + 3000;
}
}
void DoorTriggerReactivate(gentity_t *ent) {
ent->touch = Touch_DoorTrigger;
ent->nextthink = -1;
}
/*
======================
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;
if(!ent) return;
// 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);
}
// Copy maxs and mins to s.origin2 and s.angles2 for scanable door
VectorCopy(maxs, ent->s.origin2);
VectorCopy(mins, ent->s.angles2);
// 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;
}
}
// should we have a big old trigger volume, or a small one?
2011-06-09 11:31:41 +00:00
if(((ent->spawnflags & 256) && !Q_stricmp(ent->classname, "func_door")) ||
((ent->spawnflags & 128) && !Q_stricmp(ent->classname, "func_door_rotating"))) {
2011-06-01 12:20:56 +00:00
maxs[best] += 12;
mins[best] -= 12;
}
else if (ent->spawnflags & 8 && !Q_stricmp(ent->classname, "func_door"))
{
maxs[best] += 48;
mins[best] -= 48;
}
else
{
maxs[best] += 100;
mins[best] -= 100;
}
// create a trigger with this size
other = G_Spawn ();
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;
//RPG-X | GSIO01 | 08/05/2009 | SOE = START OF EDIT ... lol
other->think = DoorTriggerReactivate;
other->nextthink = -1;
trap_LinkEntity (other);
MatchTeam( ent, ent->moverState, level.time );
}
void Think_MatchTeam( gentity_t *ent ) {
gentity_t* lift=NULL;
gentity_t *other;
vec3_t mins, maxs;
//TiM - check if this is a turbolift door. if it is, spawn a trigger
while ( (lift = G_Find( lift, FOFS(classname), "target_turbolift" ) ) != NULL )
{
if ( !Q_stricmp( lift->target, ent->targetname ) ) {
ent->think = Think_SpawnNewDoorTrigger;
ent->nextthink = level.time + FRAMETIME;
return;
}
}
// scanable doors:
VectorCopy(ent->r.absmax, maxs);
VectorCopy(ent->r.absmin, mins);
for(other = ent->teamchain; other; other = other->teamchain) {
AddPointToBounds(other->r.absmax, mins, maxs);
AddPointToBounds(other->r.absmin, mins, maxs);
}
VectorCopy(maxs, ent->s.origin2);
VectorCopy(mins, ent->s.angles2);
MatchTeam( ent, ent->moverState, level.time );
}
/*====================
DoorGetMessage
Check whether the door has a messageNum and
if yes set it's message to that
RPG-X | GSIO01 | 13/05/2009
====================*/
void DoorGetMessage(gentity_t *ent) {
int i, j, messageNum, entityNum;
//vec3_t mins, maxs;
//gentity_t *other;
if(rpg_scannablePanels.integer) {
if(level.hasScannableFile) {
i = 0;
j = 0;
messageNum = 0;
entityNum = ent-g_entities;
ent->s.weapon = 0;
G_SpawnInt("messageNum", "0", &messageNum);
if(messageNum > 0) {
while(i < MAX_SCANNABLES) {
if(level.g_scannables[i] == 0)
break;
if(level.g_scannables[i] == messageNum) {
ent->s.weapon = i + 1;
break;
}
i++;
}
}
if(ent->s.weapon == 0 && level.hasEntScannableFile) {
i = 0;
while(i < MAX_SCANNABLES) {
if(!level.g_entScannables[i][0] && !level.g_entScannables[i][1])
break;
if(level.g_entScannables[i][0] == entityNum) {
j = 0;
while(j < MAX_SCANNABLES) {
if(level.g_scannables[j] == 0)
break;
if(level.g_scannables[j] == level.g_entScannables[i][1]) {
ent->s.weapon = j + 1;
i = MAX_ENTSCANNABLES + 1;
break;
}
j++;
}
}
i++;
}
}
if(ent->s.weapon > 0) {
ent->s.eType = ET_MOVER_STR;
// find the bounds of everything on the team
/*VectorCopy (ent->r.absmin, mins);
VectorCopy (ent->r.absmax, maxs);
G_Printf("ent->teamchain: %s\n", ent->teamchain->classname);
for (other = ent->teamchain ; other ; other=other->teamchain) {
AddPointToBounds (ent->r.absmin, mins, maxs);
AddPointToBounds (ent->r.absmax, mins, maxs);
}
G_Printf("absmin: %s, absmax %s\n", vtos(ent->r.absmin), vtos(ent->r.absmax));*/
VectorCopy(ent->r.absmin, ent->s.origin2);
VectorCopy(ent->r.absmax, ent->s.angles2);
}
}
}
trap_LinkEntity(ent);
}
/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER TREK_DOOR FACE OVERRIDE LOCKED ADMIN_ONLY CORRIDOR
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).
x
CRUSHER door will crush
TREK_DOOR if set this door will have a reduced auto trigger volume
FACE if set, this door requires you to be facing it before the trigger will fire
OVERRIDE if set, targetted doors won't wait until they're clear before closing
LOCKED if set, door is locked at spawn
ADMIN_ONLY if set, door only opens for admins
CORRIDOR if set, door will have en even more reduced auto trigger volume
"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.
"targetname2" for target_doorlock
"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
"soundstart" sound to play at start of moving
"soundstop" sound to play at stop of moving
"soundlocked" sound to play when locked
*/
void SP_func_door (gentity_t *ent) {
vec3_t abs_movedir;
float distance;
vec3_t size;
float lip;
char *sound;
//gentity_t *other;
//vec3_t mins, maxs;
//qboolean liftDoor=qfalse;
if(!ent->tmpEntity) { // not modified by spawnfile
G_SpawnString("soundstart", "sound/movers/doors/largedoorstart.wav", &sound);
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sound);
G_SpawnString("soundstop", "sound/movers/doors/largedoorstop.wav", &sound);
ent->soundPos1 = ent->soundPos2 = G_SoundIndex(sound);
G_SpawnString("soundlocked", "sound/ambience/voyager/doorchime.mp3", &sound);
ent->n00bCount = G_SoundIndex(sound);
}
ent->blocked = Blocked_Door;
if(ent->spawnflags & 64)
ent->flags ^= FL_LOCKED;
// 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] = Q_fabs(ent->movedir[0]);
abs_movedir[1] = Q_fabs(ent->movedir[1]);
abs_movedir[2] = Q_fabs(ent->movedir[2]);
VectorSubtract( ent->r.maxs, ent->r.mins, size );
if(ent->count) // for SP map support
distance = DotProduct( abs_movedir, size ) - ent->count;
else
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;
}
}
if(!(ent->flags & FL_TEAMSLAVE)) {
DoorGetMessage(ent);
}
level.numBrushEnts++;
}
/*
===============================================================================
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;
}
#ifdef G_LUA
if(ent->luaTrigger)
LuaHook_G_EntityTrigger(ent->luaTrigger, ent-g_entities, other-g_entities);
#endif
// 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;
}
#ifdef G_LUA
if(ent->luaTrigger)
LuaHook_G_EntityTrigger(ent->luaTrigger, ent-g_entities, other-g_entities);
#endif
if ( ent->parent->moverState == MOVER_POS1 ) {
Use_BinaryMover( ent->parent, ent, other );
}
}
void func_plat_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
if (ent->parent->moverState == MOVER_POS1 ) {
Use_BinaryMover(ent->parent, other, activator);
}
}
/*
================
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->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) NO_TOUCH
Plats are always drawn in the extended position so they will light correctly.
NO_TOUCH - instead of staying up as long as someone touches it, it will wait "wait" seconds and return
"targetname" if targeted will only move when used
"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
"wait" how many seconds to wait before returning
*/
void SP_func_plat (gentity_t *ent) {
float lip, height;
char *sound;
G_SpawnString("soundstart", "sound/movers/plats/largeplatstart.wav", &sound);
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sound);
G_SpawnString("soundstop", "sound/movers/plats/largeplatstop.wav", &sound);
ent->soundPos1 = ent->soundPos2 = G_SoundIndex(sound);
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 );
if(ent->count) // for SP support
ent->pos1[2] -= ent->count;
else
ent->pos1[2] -= height;
InitMover( ent );
// touch function keeps the plat from returning while
// a live player is standing on it
if ( !(ent->spawnflags&1) )
{//we don't want the touch-holding
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 || ent->count ) {
SpawnPlatTrigger(ent);
}
level.numBrushEnts++;
}
/*
===============================================================================
BUTTON
===============================================================================
*/
/*
==============
Touch_Button
===============
*/
void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace ) {
if ( !other->client ) {
return;
}
#ifdef G_LUA
if(ent->luaTrigger)
LuaHook_G_EntityTrigger(ent->luaTrigger, ent-g_entities, other-g_entities);
#endif
if ( ent->moverState == MOVER_POS1 ) {
Use_BinaryMover( ent, other, other );
//other->client->ps.torsoAnim = ( ( other->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | BOTH_CONSOLE1;
}
}
/*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
*/
void SP_func_button( gentity_t *ent ) {
vec3_t abs_movedir;
float distance;
vec3_t size;
float lip;
char *sound;
if(!ent->tmpEntity) { // not modified by spawn file
G_SpawnString("sounduse", "sound/movers/switches/forgepos.wav", &sound);
ent->sound1to2 = G_SoundIndex(sound);
} else { // modified by spawnfile
if(!ent->sound1to2)
ent->sound1to2 = G_SoundIndex("sound/movers/switches/forgepos.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 );
level.numBrushEnts++;
}
/*
===============================================================================
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 = NULL;
float speed;
vec3_t move;
float length;
// copy the apropriate values
if(ent->nextTrain)
next = ent->nextTrain;
if ( !next || !next->nextTrain ) {
return; // just stop
}
#ifdef G_LUA
if(ent->luaTrigger)
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, -1);
}
if(next->luaTrigger)
{
LuaHook_G_EntityTrigger(next->luaTrigger, next->s.number, ent->s.number);
}
#endif
// 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;
// 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 = NULL, *next = NULL, *start = NULL;
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 START_INVISIBLE
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
"swapname" targetname for visiblility change
*/
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 );
if(self->spawnflags & 8) {
self->s.solid = 0;
self->r.contents = 0;
self->clipmask = 0;
self->r.svFlags |= SVF_NOCLIENT;
self->s.eFlags |= EF_NODRAW;
self->count = 0;
} else
self->count = 1;
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;
level.numBrushEnts++;
}
/*
===============================================================================
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 );
G_SetOrigin(ent, ent->s.origin);
G_SetAngles(ent, ent->s.angles);
VectorCopy( ent->s.origin, ent->pos1);
InitMover( ent );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.origin, ent->r.currentOrigin );
level.numBrushEnts++;
}
/*
===============================================================================
FORCE FIELD
===============================================================================
*/
extern gentity_t *G_TestEntityPosition( gentity_t *ent );
void forcefield_use( gentity_t *ent, gentity_t *other, gentity_t *activator );
void forcefield_think(gentity_t *ent);
void FieldReturnSolid( gentity_t *ent )
{
//once a frame, see if it's clear.
ent->clipmask = CONTENTS_BODY;
if ( G_TestEntityPosition( ent ) == NULL )
{
trap_SetBrushModel( ent, ent->model );
InitMover( ent );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.origin, ent->r.currentOrigin );
ent->r.svFlags &= ~SVF_NOCLIENT;
ent->s.eFlags &= ~EF_NODRAW;
ent->use = forcefield_use;
ent->clipmask = 0;
ent->r.contents = CONTENTS_SOLID;
/*
if ( ent->s.eFlags & EF_ANIM_ONCE )
{//Start our anim
ent->s.frame = 0;
}
*/
ent->nextthink=level.time + ent->waterlevel;
ent->think = forcefield_think;
G_AddEvent(ent, EV_GENERAL_SOUND, ent->sound1to2);
if ( !(ent->spawnflags&1) )
{//START_OFF doesn't effect area portals
trap_AdjustAreaPortalState( ent, qfalse );
}
}
else
{
ent->clipmask = 0;
ent->think = FieldReturnSolid;
ent->nextthink = level.time + FRAMETIME;
}
}
// Turn the shield off to allow a friend to pass through.
static void FieldGoNotSolid(gentity_t *self)
{
// make the shield non-solid very briefly
self->r.contents = CONTENTS_NONE;
self->s.eFlags &= ~EF_NODRAW; //Commenting this should make it look like the player passes through..
// nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages
self->nextthink = level.time + 200;
self->think = FieldReturnSolid;
//TiM - Make the field visible
self->r.svFlags &= ~SVF_NOCLIENT;
trap_LinkEntity(self);
// Play raising sound...
G_AddEvent(self, EV_GENERAL_SOUND, self->soundPos1);
}
void forcefield_think(gentity_t *ent)
{
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->nextthink = 0;
if( !ent->count )
{
G_AddEvent(ent, EV_GENERAL_SOUND, ent->soundLoop);
}
}
static void forcefield_pain(gentity_t *ent, gentity_t *attacker, int damage)
{
int i;
if ( !ent->timestamp )
return;
#ifdef G_LUA
if(ent->luaHurt)
LuaHook_G_EntityHurt(ent->luaHurt, ent-g_entities, attacker-g_entities, attacker-g_entities);
#endif
ent->r.svFlags &= ~SVF_NOCLIENT;
ent->s.eFlags &= ~EF_NODRAW;
ent->nextthink = level.time + ent->old_health;
ent->think = forcefield_think;
if(ent->yellowsound) { // fire hittargets
for(i = 0; i < MAX_GENTITIES; i++) {
if(!Q_stricmp(ent->yellowsound, g_entities[i].targetname))
g_entities[i].use(&g_entities[i], NULL, ent);
}
}
G_AddEvent(ent, EV_GENERAL_SOUND, ent->sound2to1);
}
static void forcefield_deactivate( gentity_t* ent )
{
ent->s.solid = 0;
ent->r.contents = 0;
ent->clipmask = 0;
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->think = 0/*NULL*/;
ent->nextthink = -1;
if ( !(ent->spawnflags&1) )
{//START_OFF doesn't effect area portals
trap_AdjustAreaPortalState( ent, qtrue );
}
}
void forcefield_use( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
if ( !ent->timestamp )
{//become solid again
ent->timestamp = 1;
FieldReturnSolid( ent );
//use targets
if(ent->target && ent->target[0])
{
G_UseTargets(ent, activator);
}
}
else //deactivate field
{
G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
//use targets
if(ent->target && ent->target[0])
{
G_UseTargets(ent, activator);
}
ent->timestamp = 0;
ent->r.svFlags &= ~SVF_NOCLIENT;
ent->s.eFlags &= ~EF_NODRAW;
ent->think = forcefield_deactivate;
ent->nextthink = level.time + ent->waterlevel;
}
}
static void forcefield_touch( gentity_t *ent, gentity_t *other, trace_t *trace )
{
if ( !other->client || !ent->timestamp )
return;
#ifdef G_LUA
if(ent->luaTrigger)
LuaHook_G_EntityTrigger(ent->luaTrigger, ent-g_entities, other-g_entities);
#endif
ent->r.svFlags &= ~SVF_NOCLIENT;
ent->s.eFlags &= ~EF_NODRAW;
2011-06-09 11:31:41 +00:00
if ( ((ent->spawnflags & 4) && IsAdmin(other)) ||
((rpg_borgAdapt.integer && rpg_borgMoveThroughFields.integer && IsBorg(other) && !(ent->spawnflags & 256))) )
2011-06-01 12:20:56 +00:00
{
FieldGoNotSolid( ent );
}
else
{ //throw the player back
if ( other->client->ps.pm_type != PM_NOCLIP && ent->count )
{
vec3_t org;
vec3_t dir;
VectorAverage( ent->r.mins, ent->r.maxs, org);
trap_Trace( trace, other->client->ps.origin, NULL, NULL, org, other->client->ps.clientNum, MASK_SOLID );
VectorCopy( trace->plane.normal, dir );
VectorScale( dir, ent->count, dir);
//Copy it straight to our velocity (this will mean the player will literally be thrown back)
VectorCopy( dir, other->client->ps.velocity );
other->client->ps.pm_time = 160; // hold time
other->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
G_AddEvent(ent, EV_GENERAL_SOUND, ent->soundLoop);
}
if ( ent->damage )
{
G_Damage (other, ent, ent, NULL, NULL, ent->damage, 0, MOD_FORCEFIELD);
}
ent->nextthink = level.time+ent->soundPos2;
ent->think = forcefield_think;
}
}
#define SF_USEABLE (1<<0)
/*QUAKED func_forcefield (0 .5 .8) ? STARTOFF DONTTOGGLE ADMINS AUTOANIM x x x x NO_BORG
A brush that remains invisible until it is contacted by a player, where it temporarily
becomes visible
STARTOFF - Spawns in an off state, and must be used to be activated
DONTTOGGLE - This entity cannot be used to be switched on and off (ie always on)
ADMINS - Players in admin classes can move through the field
AUTOANIM - If a model is spawned with it, it will animate at 10FPS repeatedly
NO_BORG - If set, borg can't move through
"flareWait" How long the forcefield remains visible after the player contacts it (milliseconds)(default 150)
"activateWait" How long the forcefield remains visible after activation/deactivation(default 500)
"damageWait" How long the forecefield remains visible after it has been shot (default 400)
"kickback" How far the player gets pushed back when they touch the forcefield (default 50)
"damage" Damage sustained when the player touches the field (default 0 )
"target" Will fire this target every time it is toggled
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
"activateSnd" sound file to play when the field is activated
"damageSnd" sound to play when the field is shot
"touchSnd" sound to play if the field is contacted by a player.
"deactivateSnd" sound to play when the field is turned off
"hittarget" target to fire when hit
*/
void SP_func_forcefield( gentity_t *ent )
{
char *activate, *damage, *touch, *deactivate, *temp;
// timestamp keeps track of whether the field is on or off
ent->timestamp = 1;
trap_SetBrushModel( ent, ent->model );
InitMover( ent );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.origin, ent->r.currentOrigin );
G_SpawnString( "activateSnd", "sound/movers/forcefield/forcefieldon.wav", &activate );
G_SpawnString( "damageSnd", "sound/ambience/spark5.wav", &damage );
G_SpawnString( "touchSnd", "sound/movers/forcefield/forcefieldtouch.wav", &touch );
G_SpawnString( "deactivateSnd", "sound/movers/forcefield/forcefieldoff.wav", &deactivate );
if(G_SpawnString( "hittarget", "", &temp))
ent->yellowsound = G_NewString(temp);
G_SpawnInt( "kickback", "50", &ent->count );
G_SpawnInt( "damage", "0", &ent->damage );
ent->sound1to2 = G_SoundIndex( activate );
ent->sound2to1 = G_SoundIndex( damage );
ent->soundLoop = G_SoundIndex( touch );
ent->soundPos1 = G_SoundIndex( deactivate );
G_SpawnInt( "flareWait", "150", &ent->soundPos2 );
G_SpawnInt( "activateWait", "500", &ent->waterlevel );
G_SpawnInt( "damageWait", "400", &ent->old_health );
// remember our initial position
VectorCopy(ent->s.origin, ent->pos1);
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
if (ent->spawnflags & 1 && !(ent->spawnflags & 2 ) )
{
ent->s.solid = 0;
ent->r.contents = 0;
ent->clipmask = 0;
ent->timestamp = 0;
}
if (ent->spawnflags & 8)
{
ent->s.eFlags |= EF_ANIM_ALLFAST;
}
if ( !(ent->spawnflags & 2 ) )
ent->use = forcefield_use;
ent->pain = forcefield_pain;
ent->touch = forcefield_touch;
ent->takedamage = qtrue;
ent->health = -1;
ent->think = forcefield_think;
ent->nextthink = level.time + 1000;
trap_LinkEntity( ent );
level.numBrushEnts++;
}
/*
===============================================================================
ROTATING
===============================================================================
*/
/*QUAKED func_rotating (0 .5 .8) ? START_ON x X_AXIS Y_AXIS x INVISIBLE IGNORE
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
"swapname" visibility swap (activator needs NO_ACTIVATOR/SELF)
"pos1" Angles to end up at in addition to current angles- pitch yaw and roll. Eg: 0 90 45
*/
//RPG-X Use Function
void func_rotating_use (gentity_t *ent, gentity_t *other, gentity_t *activator)
{
if(!Q_stricmp(ent->swapname, activator->target)) {
if(ent->count == 1) {
ent->s.apos.trType = TR_LINEAR_STOP;
ent->s.solid = 0;
ent->r.contents = 0;
ent->clipmask = 0;
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->count = 0;
} else {
ent->clipmask = CONTENTS_BODY;
trap_SetBrushModel( ent, ent->model );
//VectorCopy( ent->s.origin, ent->s.pos.trBase );
//VectorCopy( ent->s.origin, ent->r.currentOrigin );
ent->r.svFlags &= ~SVF_NOCLIENT;
ent->s.eFlags &= ~EF_NODRAW;
ent->clipmask = 0;
ent->count = 1;
ent->s.apos.trType = TR_LINEAR;
}
} else {
ent->distance /*ent->stopAt*/ = level.time + (ent->wait * 1000);
}
}
void SP_func_rotating (gentity_t *ent) {
float speed;
if ( !ent->speed ) {
ent->speed = 100;
}
if ( !ent->distance/*!ent->stopAt*/ ) {
//ent->stopAt = 0;
ent->distance = 0;
}
//ent->use = func_rotating_use; //RPG-X | GSIO01 --- weren't you aware that InitMover sets the use func to Use_BinaryMover Phenix??
if (!ent->booleanstate)
{
ent->booleanstate = qfalse;
}
//RPG-X: Phenix - If this is not toggled (as in no target name set) then just do orignal crap
if ( !ent->targetname || (ent->spawnflags & 64) ) {
// 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 );
} else {
//Its a toggle rotating thingy
if ( !ent->wait ) {
Com_Printf("Toggle Func_Rotating without wait\n");
//trap_UnlinkEntity( ent );
return;
}
if (( ent->distance/*stopAt*/ > level.time ) && ( ent->distance/*stopAt*/ != 0 )) {
//Are we going back?
if (ent->booleanstate == qtrue) //J2J to Phenix: you were seeing if ent->booleanstate = qtrue (which would allways be true), you need two equals to compare (==), corrrected for you.
{
speed = -(ent->speed);
} else {
speed = ent->speed;
}
// set the axis of rotation
ent->s.apos.trType = TR_LINEAR;
if ( ent->spawnflags & 4 ) {
ent->s.apos.trDelta[2] = speed;
} else if ( ent->spawnflags & 8 ) {
ent->s.apos.trDelta[0] = speed;
} else {
ent->s.apos.trDelta[1] = 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 );
} else if (ent->distance/*stopAt*/ != 0) {
if (ent->booleanstate == qtrue) {
ent->booleanstate = qfalse;
} else {
ent->booleanstate = qtrue;
}
//ent->stopAt = 0;
ent->distance = 0;
}
}
trap_LinkEntity( ent );
if(ent->spawnflags & 32) {
ent->s.solid = 0;
ent->r.contents = 0;
ent->clipmask = 0;
ent->r.svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->count = 0;
} else
ent->count = 1;
ent->use = func_rotating_use;
level.numBrushEnts++;
}
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN CRUSHER REVERSE X_AXIS Y_AXIS LOCKED ADMIN_ONLY CORRIDOR
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
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
"targetname" door can only open/close when used by anonther entity
"targetname2" for target_doorlock
"soundstart" sound played when start moving
"soundstop" sound played when stop moving
"soundlocked" sound played when locked
*/
void SP_func_door_rotating ( gentity_t *ent ) {
//RPG-X | GSIO01 | 08/05/2009: copy and past job???
//ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
//ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");
//RPG-X | GSIO01 | 08/05/2009: ok lets use sounds that really work
char *sound;
G_SpawnString("soundstart", "sound/movers/doors/largedoorstart.wav", &sound);
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sound);
G_SpawnString("soundstop", "sound/movers/doors/largedoorstop.wav", &sound);
ent->soundPos1 = ent->soundPos2 = G_SoundIndex(sound);
G_SpawnString("soundlocked", "sound/ambience/voyager/doorchime.mp3", &sound);
/*ent->soundLocked*/ent->n00bCount = G_SoundIndex(sound);
ent->blocked = Blocked_Door;
//RPG-X | GSIO01 | 08/05/2009:
if(ent->spawnflags & 32)
ent->flags ^= FL_LOCKED;
// default speed of 120
if (!ent->speed)
ent->speed = 120;
// if speed is negative, positize it and add reverse flag
if ( ent->speed < 0 ) {
ent->speed *= -1;
ent->spawnflags |= 8;
}
// default of 2 seconds
if (!ent->wait)
ent->wait = 2;
ent->wait *= 1000;
// set the axis of rotation
VectorClear( ent->movedir );
VectorClear( ent->s.angles );
if ( ent->spawnflags & 8 ) {
ent->movedir[2] = 1.0;
} else if ( ent->spawnflags & 16 ) {
ent->movedir[0] = 1.0;
} else {
ent->movedir[1] = 1.0;
}
// reverse direction if necessary
if ( ent->spawnflags & 4 )
VectorNegate ( ent->movedir, ent->movedir );
// 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;
}
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 );
}
// 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;
}
if ( ent->targetname || health ) {
// non touch/shoot doors
ent->think = Think_MatchTeam;
} else {
ent->think = Think_SpawnNewDoorTrigger;
}
}
if(! (ent->flags & FL_TEAMSLAVE))
DoorGetMessage(ent);
level.numBrushEnts++;
}
/* RAVENS FUNC_DOOR_ROTATING
QUAK-ED func_door_rotating (0 .5 .8) ? START_OPEN x CRUSHER TREK_DOOR FACE
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.
Each time it's used, this will rotate back and forth between its original position and the added angles you set.
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).
x
CRUSHER door will crush
TREK_DOOR if set this door will have a reduced auto trigger volume
FACE if set, this door requires you to be facing it before the trigger will fire
"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
"apos2" Angles to end up at in addition to current angles- pitch yaw and roll. Eg: 0 90 45
void SP_func_door_rotating (gentity_t *ent) {
int i;
SP_func_door( ent );
for ( i = 0; i < 3; i++ )
{
ent->apos1[i] = ent->s.apos.trBase[i];
ent->apos2[i] += ent->apos1[i];
}
VectorCopy( ent->s.apos.trBase, ent->r.currentAngles );
}*/
/*
===============================================================================
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 ); // lol? isn'T speed a part of fields? GSIO
//G_SpawnInt( "dmg", "2", &ent->damage ); // same as speed - GSIO
if(!ent->tmpEntity) { // only do this if this is not done by spawn file
G_SpawnFloat( "height", "32", &height );
G_SpawnFloat( "phase", "0", &phase );
} else { // spawn file!
height = ent->distance;
ent->distance = 0;
phase = ent->wait;
ent->wait = 0;
}
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;
}
level.numBrushEnts++;
}
/*
===============================================================================
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;
level.numBrushEnts++;
}
/*
===============================================================================
LIGHTING CHANGE --- sort of :D
===============================================================================
*/
/*QUAKED func_brushmodel (0 .5 .8) ?
A brushmodel.
For use with func_lightchange.
Must have an origin brush.
*/
void SP_func_brushmodel(gentity_t *ent) {
trap_SetBrushModel(ent, ent->model);
ent->s.eType = ET_MOVER;
ent->s.pos.trType = TR_STATIONARY;
trap_LinkEntity(ent);
level.numBrushEnts++;
}
/*QUAKED func_lightchange (0 .5 .8) ?
Can be used for "toggling" light on/off.
Must target a func_brushmodel.
Must have an origin brush.
*/
void func_lightchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
char *oldModel;
ent->activator = activator;
oldModel = ent->model;
ent->model = ent->model2;
ent->model2 = oldModel;
trap_SetBrushModel(ent, ent->model);
}
void func_lightchange_setup(gentity_t *ent) {
gentity_t *bmodel;
bmodel = G_Find(NULL, FOFS(targetname), ent->target);
if(!bmodel) {
G_Printf(S_COLOR_RED "func_lightchange with unfound target %s at %s!\n", ent->target, vtos(ent->s.origin));
G_FreeEntity(ent);
return;
}
if(Q_stricmp(bmodel->classname, "func_brushmodel")) {
G_Printf(S_COLOR_RED "func_lightchange with invalid target entity of class %s at %s!\n", bmodel->classname, vtos(ent->s.origin));
G_FreeEntity(ent);
return;
}
G_SetOrigin(bmodel, ent->s.origin);
bmodel->r.svFlags = SVF_NOCLIENT;
bmodel->s.eFlags = EF_NODRAW;
trap_LinkEntity(bmodel);
ent->model2 = bmodel->model;
G_FreeEntity(bmodel);
trap_LinkEntity(ent);
ent->think = 0;
ent->nextthink = -1;
ent->use = func_lightchange_use;
}
void SP_func_lightchange(gentity_t *ent) {
if(!ent->target) {
G_Printf(S_COLOR_RED "func_lightchange without target at %s!\n", vtos(ent->s.origin));
G_FreeEntity(ent);
return;
}
trap_SetBrushModel(ent, ent->model);
ent->s.eType = ET_MOVER;
ent->s.pos.trType = TR_STATIONARY;
trap_LinkEntity(ent);
ent->think = func_lightchange_setup;
ent->nextthink = level.time + FRAMETIME;
level.numBrushEnts++;
}
/*
===============================================================================
TARGET MOVER
===============================================================================
*/
/*QUAKED func_targetmover (0 .5 .8) ? START_OPEN
This work similar to an func_door but will move between the entities origin and an target origin.
Added for enhanced SP level support, that's why it is a quite basic entity.
"target" info_notnull, where to move
"wait" time beforce returning, -1 = toggle
"speed" speed to move with (default: 200)
*/
void func_targetmover_link(gentity_t *ent) {
gentity_t *target; //, *temp;
target = G_Find(NULL, FOFS(targetname), ent->target);
if(!target) {
G_Printf(S_COLOR_RED "func_targetmover with unfound target %s at %s!\n", ent->target, vtos(ent->s.origin));
G_FreeEntity(ent);
return;
}
VectorCopy(target->s.origin, 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;
}
}
}
void SP_func_targetmover(gentity_t *ent) {
//vec3_t abs_movedir;
//float distance;
//vec3_t size;
//float lip;
char *sound;
//gentity_t *other;
//vec3_t mins, maxs;
//qboolean liftDoor=qfalse;
if(!ent->target) {
G_Printf(S_COLOR_RED "func_targetmover without target at %s!\n", vtos(ent->s.origin));
G_FreeEntity(ent);
return;
}
G_SpawnString("soundstart", "sound/movers/doors/largedoorstart.wav", &sound);
ent->sound1to2 = ent->sound2to1 = G_SoundIndex(sound);
G_SpawnString("soundstop", "sound/movers/doors/largedoorstop.wav", &sound);
ent->soundPos1 = ent->soundPos2 = G_SoundIndex(sound);
G_SpawnString("soundlocked", "sound/ambience/voyager/doorchime.mp3", &sound);
/*ent->soundLocked*/ ent->n00bCount = G_SoundIndex(sound);
ent->blocked = Blocked_Door;
// default speed of 400
if (!ent->speed)
ent->speed = 200;
// default wait of 2 seconds
if (!ent->wait)
ent->wait = 2;
ent->wait *= 1000;
// first position at start
VectorCopy( ent->s.origin, ent->pos1 );
// calculate second position
trap_SetBrushModel( ent, ent->model );
ent->think = func_targetmover_link;
ent->nextthink = level.time + 500;
level.numBrushEnts++;
}
/*
===============================================================================
ADVANCED MOVER
===============================================================================
*/
void Move_AdvancedMover(gentity_t *ent) {
Use_BinaryMover(ent, NULL, ent->activator);
}
void Reached_AdvancedMover(gentity_t *ent) {
gentity_t *temp, *old;
vec3_t t, move;
float distance;
qboolean bypass = qfalse;
gentity_t *touched = ent->touched;
#ifdef G_LUA
if(ent->luaTrigger)
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, -1);
}
#endif
ent->s.loopSound = ent->soundLoop;
G_Printf(S_COLOR_RED "DEBUG: ent->apos1: %s, ent->apos2: %s\n", vtos(ent->apos1), vtos(ent->apos2));
if(ent->moverState == MOVER_1TO2) {
SetMoverState(ent, MOVER_POS2, level.time);
if(ent->soundPos2)
G_AddEvent(ent, EV_GENERAL_SOUND, ent->soundPos2);
if(!touched->target)
ent->damage = 0;
if(!touched->targetname2 && !(ent->spawnflags & 1))
ent->damage = 1;
2011-06-09 11:31:41 +00:00
if((!touched->target && touched->angle) || (!touched->targetname2 && !(ent->spawnflags & 1) && touched->angle))
2011-06-01 12:20:56 +00:00
bypass = qtrue;
if( touched->wait < 0) {
ent->nextthink = -1; // wait here until used again
ent->use = Use_BinaryMover;
if(ent->damage) {
temp = G_Find(NULL, FOFS(targetname), touched->target);
if(!temp) {
G_FreeEntity(ent);
return;
}
VectorCopy(touched->s.origin, ent->pos1);
VectorCopy(temp->s.origin, ent->pos2);
old = touched;
touched = temp;
ent->moverState = MOVER_POS1;
// if new target has angles copy them for angular movement
if(touched->angle && !bypass) {
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(touched->s.angles, ent->apos2);
} else if(old->angle && bypass){
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(old->s.angles, ent->apos2);
}
} else {
temp = G_Find(NULL, FOFS(targetname), touched->targetname2);
if(!temp) {
G_FreeEntity(ent);
return;
}
VectorCopy(touched->s.origin, ent->pos2);
VectorCopy(temp->s.origin, ent->pos1);
old = touched;
touched = temp;
ent->moverState = MOVER_POS1;
if(touched->angle && !bypass) {
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(touched->s.angles, ent->apos2);
} else if(old->angle && bypass){
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(old->s.angles, ent->apos2);
}
}
} else {
ent->think = Move_AdvancedMover;
ent->nextthink = level.time + ent->wait;
if(ent->damage) {
temp = G_Find(NULL, FOFS(targetname), touched->target);
if(!temp) {
G_FreeEntity(ent);
return;
}
VectorCopy(touched->s.origin, ent->pos1);
VectorCopy(temp->s.origin, ent->pos2);
old = touched;
touched = temp;
ent->moverState = MOVER_POS1;
if(touched->angle && !bypass) {
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(touched->s.angles, ent->apos2);
} else if(old->angle && bypass){
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(old->s.angles, ent->apos2);
}
} else {
temp = G_Find(NULL, FOFS(targetname), touched->targetname2);
if(!temp) {
G_FreeEntity(ent);
return;
}
VectorCopy(touched->s.origin, ent->pos2);
VectorCopy(temp->s.origin, ent->pos1);
old = touched;
touched = temp;
ent->moverState = MOVER_POS1;
if(touched->angle && !bypass) {
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(touched->s.angles, ent->apos2);
} else if(old->angle && bypass){
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(old->s.angles, ent->apos2);
}
}
}
if(!ent->damage) {
VectorCopy(ent->pos1, t);
VectorCopy(ent->pos2, ent->pos1);
VectorCopy(t, ent->pos2);
VectorCopy(ent->apos1, t);
VectorCopy(ent->apos2, ent->apos1);
VectorCopy(t, ent->apos2);
}
// recalc speed if path_point has speed
if(touched->speed) {
// calculate time to reach second position from speed
VectorSubtract( ent->pos2, ent->pos1, move );
distance = VectorLength( move );
VectorScale( move, touched->speed, ent->s.pos.trDelta );
ent->s.pos.trDuration = distance * 1000 / touched->speed;
if ( ent->s.pos.trDuration <= 0 ) {
ent->s.pos.trDuration = 1;
}
if(touched->angle)
ent->s.apos.trDuration = ent->s.pos.trDuration;
}
if(!ent->activator)
ent->activator = ent;
// To do: only use targets it path_point has a specific value set?
G_UseTargets(ent, ent->activator);
}
}
/*QUAKED path_point (.5 .3 0) (-8 8 8) (8 8 8) START_POINT
START_POINT this is the first path_point for the train
"target" next path_point
"wait" time beforce moving on, -1 wait until used
"damage" used to tell the func_mover it should fire it's targets here
"angles" to rotate to
*/
void SP_path_point(gentity_t *ent) {
// check if angles are set
if(ent->angle)
ent->angle = 0;
if(ent->s.angles[0] || ent->s.angles[1] || ent->s.angles[2])
ent->angle = 1;
}
/*QUAKED func_mover (0 .5 .8) ?
"target" path_point to start at
"speed" speed to move with (default: 10)
"aspeed" angular speed to rotate with (default: 10)
*/
void SP_func_mover(gentity_t *ent) {
gentity_t *target;
float aspeed;
if(!ent->target) {
G_Printf(S_COLOR_RED "func_mover without target at %s!\n", vtos(ent->s.origin));
G_FreeEntity(ent);
return;
}
target = G_Find(NULL, FOFS(targetname), ent->target);
ent->touched = target;
ent->damage = 1;
VectorCopy(ent->s.origin, ent->pos1);
VectorCopy(target->s.origin, ent->pos2);
VectorCopy(ent->s.angles, ent->apos1);
G_Printf("touched->s.angles: %s\n", vtos(target->s.angles));
VectorCopy(target->s.angles, ent->apos2);
if(!ent->speed)
ent->speed = 100;
G_SpawnFloat("aspeed", "100", &aspeed);
ent->count = aspeed;
G_Printf(S_COLOR_RED "Brushmodel: %s\n", ent->model);
trap_SetBrushModel(ent, ent->model);
//InitAdvancedMover(ent);
InitMover(ent);
level.numBrushEnts++;
}
/*
-------------------------------------------
func_stasis_door rewrite
by Ubergames Harry Young
based upon SP-code
-------------------------------------------
*/
/*
Presets
ent->count state of the door where
1 = closed
2 = open
ent->n00bCount locked indicator
1 = locked
2 = unlocked
*/
/*
-------------------------------------------
close2_stasis_door
will finish up the closing at level.time + 1000
-------------------------------------------
*/
void close2_stasis_door( gentity_t *ent )
{
// The door is fully closed (and faded) so don't draw the door model anymore
ent->s.modelindex2 = 0;
ent->flags &= ~EF_NODRAW; // let the bmodel draw
ent->flags &= ~SVF_NOCLIENT;
// Now would be a good time to close the area portal.
trap_AdjustAreaPortalState( ent, qfalse );
ent->nextthink = -1;
return;
G_Printf( "^1Entity closed\n", 0 );
}
/*
-------------------------------------------
close1_stasis_door
will begin the closing of the door
-------------------------------------------
*/
void close1_stasis_door( gentity_t *ent )
{
// Door isn't there, so make it come back
ent->count = 1;//closing
ent->flags &= ~SVF_NOCLIENT;
ent->r.contents = CONTENTS_SOLID;
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( "sound/movers/doors/stasisdoor.wav" ));
ent->think = close2_stasis_door;
ent->nextthink = level.time + 1000;
G_Printf( "^1Entity closing\n", 0 );
}
/*
-------------------------------------------
block_stasis_door
checks if someone is near the door
-------------------------------------------
*/
void block_stasis_door( gentity_t *ent )
{
int ct = 0;
int i;
gentity_t *entity_list[MAX_GENTITIES];
// Do a quick check to see if someone is close to the door...pos1 is actually the door origin
ct = G_RadiusList( ent->pos1, 128, ent, qtrue, entity_list );
if ( ct )
{
for ( i = 0; i < ct; i++ )
{
if ( entity_list[i]->client )
{
ent->nextthink = level.time + 500; //blocked, check back in .5 secs
break;
}
}
}
else
{
ent->think = close1_stasis_door;
ent->nextthink = level.time + 50;
}
G_Printf( "^1Entity blockcheck\n", 0 );
}
/*
-------------------------------------------
open2_stasis_door
will finish up the opening at level.time + 1000
-------------------------------------------
*/
void open2_stasis_door( gentity_t *ent )
{
ent->flags |= SVF_NOCLIENT;
ent->r.contents = 0;
ent->flags |= EF_NODRAW;
if ( ent->wait >= 0 )
{
ent->think = block_stasis_door ;
ent->nextthink = level.time + ( ent->wait * 1000 );
}
else
{
return;
}
G_Printf( "^1Entity open\n", 0 );
}
/*
-------------------------------------------
open1_stasis_door
will begin theopening of the door
-------------------------------------------
*/
void open1_stasis_door( gentity_t *ent )
{
// make it go away
ent->count = 2; //opening
// Now we add the model back in since we need to be able to fade something out...and bmodels can't do that.
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
ent->s.eFlags |= EF_NODRAW;
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( "sound/movers/doors/stasisdoor.wav" ));
// Now would be a good time to open up the area portal..heh heh.
trap_AdjustAreaPortalState( ent, qtrue );
ent->think = open2_stasis_door;
ent->nextthink = level.time + 1000;
G_Printf( "^1Entity opening\n", 0 );
}
/*
-------------------------------------------
locked_stasis_door
checks if the door is locked and aborts if needed
-------------------------------------------
*/
void locked_stasis_door( gentity_t *ent )
{
if ( ent->n00bCount == 2)
{
ent->think = open1_stasis_door;
ent->nextthink = level.time + 50;
}
else
{
return;
}
G_Printf( "^1Entity lockcheck\n", 0 );
}
/*
-------------------------------------------
lockup_stasis_door
locks the door off
-------------------------------------------
*/
void lockup_stasis_door( gentity_t *ent )
{
if ( ent->n00bCount == 2 )
{
ent->n00bCount = 1;
//show darker model
if ( ent->count == 2 ) //close door
{
ent->think = block_stasis_door;
ent->nextthink = level.time + 50;
}
// posibly message
}
else if ( ent->n00bCount == 1 )
{
ent->n00bCount = 2;
//show lighter model
// posibly message
}
G_Printf( "^1Entity lock-toggle\n", 0 );
}
/*
-------------------------------------------
toggle_stasis_door
will manage the door-toggeling
-------------------------------------------
*/
void toggle_stasis_door( gentity_t *ent )
{
if ( ent->wait >= 0 )
{
ent->think = locked_stasis_door;
ent->nextthink = level.time + 50;
}
else
{
if ( ent->count == 2 )
{
ent->think = block_stasis_door;
ent->nextthink = level.time + 50;
}
else if ( ent->count == 1 )
{
ent->think = locked_stasis_door;
ent->nextthink = level.time + 50;
}
}
G_Printf( "^1Entity toggeling\n", 0 );
}
/*
-------------------------------------------
use_stasis_door
will be called when the entity is used
-------------------------------------------
*/
void use_stasis_door(gentity_t *ent, gentity_t *other, gentity_t *activator)
{
if(!Q_stricmp(activator->target, ent->targetname))
{
ent->think = toggle_stasis_door;
ent->nextthink = level.time + 50;
}
else if(!Q_stricmp(activator->target, ent->swapname))
{
ent->think = locked_stasis_door;
ent->nextthink = level.time + 50;
}
G_Printf( "^1Entity used\n", 0 );
}
/*
-------------------------------------------
touch_stasis_door
triggers the door on touch
-------------------------------------------
*/
void touch_stasis_door( gentity_t *ent, gentity_t *other, trace_t *trace )
{
// The door is solid so it's ok to open it, otherwise,
// the door is already open and we don't need to bother with the state change
if ( other->parent->count == 1 )
{
ent->think = toggle_stasis_door;
ent->nextthink = level.time + 50;
}
G_Printf( "^1Entity touched\n", 0 );
}
/*
-------------------------------------------
spawn_trigger_stasis_door
spawns the door-trigger
-------------------------------------------
*/
void spawn_trigger_stasis_door( gentity_t *ent ) {
gentity_t *other;
vec3_t mins, maxs;
int i, best;
if (ent->wait == -1) return;
// find the bounds of everything on the team
VectorCopy (ent->r.absmin, mins);
VectorCopy (ent->r.absmax, maxs);
// Copy maxs and mins to s.origin2 and s.angles2 for scanable door
VectorCopy(maxs, ent->s.origin2);
VectorCopy(mins, ent->s.angles2);
// 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] += 128;
mins[best] -= 128;
// create a trigger with this size
other = G_Spawn ();
VectorCopy (mins, other->r.mins);
VectorCopy (maxs, other->r.maxs);
other->parent = ent;
other->r.contents = CONTENTS_TRIGGER;
other->touch = touch_stasis_door;
ent->nextthink = -1;
trap_LinkEntity (other);
G_Printf( "^1Spawnage complete\n", 0 );
}
//-------------------------------------------
/*QUAKED func_stasis_door (0 .5 .8) START_LOCKED
A bmodel that just sits there and opens when a player gets close to it.
START_LOCKED: door is locked at spawn
"targetname" will open the door
"swapname" will lock the door (SELF/NO_ACTIVATOR needed)
"wait" time to wait before closing, -1 for manual trigger, default is 5 seconds
*/
void SP_func_stasis_door( gentity_t *ent )
{
trap_SetBrushModel( ent, ent->model );
G_SoundIndex( "sound/movers/doors/stasisdoor.wav" );
G_SoundIndex( "sound/movers/switches/stasisneg.wav" );
// Stasis doors have a model2, so precache me now
G_ModelIndex( "models/mapobjects/stasis/door2.md3" );
ent->model2 = "models/mapobjects/stasis/door.md3";
InitMover( ent );
// Now that we have the model precached, clear this out so it doesn't draw the model
// until we are ready to do the actual fade.
ent->s.modelindex2 = 0;
// sigh...ent->s.origin seems to be some kind of translational offset for the brush....so don't try and set
// the "correct" door origin because it should actually be <0 0 0>..hence the stashing of the origin in pos1.
VectorAdd( ent->r.absmax, ent->r.absmin, ent->pos1 );
VectorScale( ent->pos1, 0.5f, ent->pos1 );
VectorCopy( ent->pos1, ent->pos2 );
G_SetOrigin( ent, ent->s.origin );
// Auto create a door trigger so the designers don't have to
ent->think = spawn_trigger_stasis_door;
ent->nextthink = level.time + 50 * 5; // give the target a chance to spawn in
//ent->trigger_formation = qfalse;
ent->use = use_stasis_door;
//ent->flags |= SVF_STASIS_DOOR;
ent->count = 1;
if (!ent->wait)
{
ent->wait = 5;
}
if (ent->spawnflags & 1)
{
ent->n00bCount = 1;
//show darker model
}
trap_LinkEntity (ent);
G_Printf( "^1Spawnage in progress\n", 0 );
}