rpg-x2/game/g_misc.c

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2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_misc.c
#include "g_local.h"
/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
*/
/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/
void SP_info_camp( gentity_t *self ) {
G_SetOrigin( self, self->s.origin );
}
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
*/
void SP_info_null( gentity_t *self ) {
G_FreeEntity( self );
}
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for in-game calculation, like jumppad targets.
target_position does the same thing
*/
void SP_info_notnull( gentity_t *self ){
if(!Q_stricmp(self->classname, "ref_tag") && !rpg_allowspmaps.integer)
G_FreeEntity(self);
G_SetOrigin( self, self->s.origin );
}
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear noIncidence
Non-displayed light.
"light" overrides the default 300 intensity.
'Linear' checkbox gives linear falloff instead of inverse square
'noIncidence' checkbox makes lighting smoother
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
*/
void SP_light( gentity_t *self ) {
G_FreeEntity( self );
}
/*
=================================================================================
TELEPORTERS
=================================================================================
*/
void TransportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, int speed )
{
gentity_t *tent = NULL;
playerState_t *ps = &player->client->ps;
clientSession_t *sess = &player->client->sess;
// use temp events at source and destination to prevent the effect
// from getting dropped by a second player event
if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/ ) {
vec3_t org;
VectorCopy( ps->origin, org );
org[2] += (ps->viewheight >> 1);
tent = G_TempEntity( ps->origin, EV_PLAYER_TELEPORT_OUT );
tent->s.clientNum = player->s.clientNum;
tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
tent->s.clientNum = player->s.clientNum;
}
// unlink to make sure it can't possibly interfere with G_KillBox
trap_UnlinkEntity (player);
VectorCopy ( origin, ps->origin );
ps->origin[2] += 1;
// spit the player out
AngleVectors( angles, ps->velocity, NULL, NULL );
VectorScale( ps->velocity, speed, ps->velocity );
ps->pm_time = 160; // hold time
ps->pm_flags |= PMF_TIME_KNOCKBACK;
// toggle the teleport bit so the client knows to not lerp
ps->eFlags ^= EF_TELEPORT_BIT;
// set angles
SetClientViewAngle( player, angles );
// kill anything at the destination
if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
G_KillBox (player);
}
// save results of pmove
BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
// use the precise origin for linking
VectorCopy( ps->origin, player->r.currentOrigin );
if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
trap_LinkEntity (player);
}
}
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, tpType_t tpType ) {
gentity_t *tent;
playerState_t *ps = &player->client->ps;
clientSession_t *sess = &player->client->sess;
// unlink to make sure it can't possibly interfere with G_KillBox
trap_UnlinkEntity (player);
VectorCopy ( origin, ps->origin );
// use temp events at source and destination to prevent the effect
// from getting dropped by a second player event
if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/ )
{
if ( tpType == TP_BORG )
{
// ...we are borg...prepare to be...
tent = G_TempEntity( origin, EV_BORG_TELEPORT );
tent->s.clientNum = player->s.clientNum;
}
//RPG-X: J2J Added to get fed trans effect without any traveling after beam in
//TiM: Since the SP teleporter has been coded to only work with Jay's modification,
//we'll add the second half of the client-side effects (ie materialization) here
else if( tpType == TP_TRI_TP )
{
//tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
//tent->s.clientNum = player->s.clientNum;
// probably isn't necessary, but just in case, end the beam out powerup
ps->powerups[PW_BEAM_OUT] = 0;
//and add the beam in one
ps->powerups[PW_QUAD] = level.time + 4000;
tent = G_TempEntity( ps->origin, EV_PLAYER_TRANSPORT_IN );
tent->s.clientNum = player->s.clientNum;
//Cheep hack, but toggle bit don't seem to work lol.
//Nah we can predict this client side
//trap_SendServerCommand( player-g_entities, "cg_flushAngles" );
}
//////
else
{
//TiM: NO! THIS EFFECT IS TEH SUXXOR!!!
/*tent = G_TempEntity( ps->origin, EV_PLAYER_TELEPORT_OUT );
tent->s.clientNum = player->s.clientNum;
tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
tent->s.clientNum = player->s.clientNum;*/
}
}
// spit the player out
//TiM - If in a turbolift and moving, get their velocity, perform the rotation
//calc on it, and then reset it to their velocity.
if ( /*tpType != TP_BORG && tpType != TP_TRI_TP*/ tpType == TP_TURBO )
{
vec3_t dir;
vec3_t velAngles;
float length;
VectorCopy( ps->velocity, dir );
length = VectorLength( dir );
VectorNormalize( dir );
vectoangles( dir, velAngles );
velAngles[YAW] = AngleNormalize360( velAngles[YAW]+ (angles[YAW] - ps->viewangles[YAW] ) );
AngleVectors( velAngles, dir, NULL, NULL );
VectorScale( dir, length, ps->velocity);
//TiM: No more spitting. That's for Q3 style teleporters. Not what we want for a slow-paced realism based RP.
/*AngleVectors( angles, ps->velocity, NULL, NULL );
VectorScale( ps->velocity, 400, ps->velocity );
ps->pm_time = 160; // hold time
ps->pm_flags |= PMF_TIME_KNOCKBACK;*/
}
else {
//TiM: Set the velocity to 0. So if they were moving b4 the transport, they'll be stopped when they come out.
//It's a little something called the Heisenberg compensators. ;)
//bug-fix. if the velocity is killed in a spectator door teleporter, the player
//gets wedged in the door. >_<
if ( sess->sessionTeam != TEAM_SPECTATOR )
VectorScale( ps->velocity, 0, ps->velocity );
else
{
AngleVectors( angles, ps->velocity, NULL, NULL );
VectorScale( ps->velocity, 400, ps->velocity );
ps->pm_time = 160; // hold time
ps->pm_flags |= PMF_TIME_KNOCKBACK;
}
{//see if we can move the player up one
vec3_t newOrg;
trace_t tr;
VectorCopy ( origin, newOrg );
newOrg[2] += 1;
trap_Trace( &tr, ps->origin, player->r.mins, player->r.maxs, newOrg, ps->clientNum, player->clipmask );
if ( !tr.allsolid && !tr.startsolid && tr.fraction == 1.0 )
{
ps->origin[2] += 1;
}
}
}
// toggle the teleport bit so the client knows to not lerp
ps->eFlags ^= EF_TELEPORT_BIT;
//Copy Yaw dif over to client for client update
//player->s.angles2[0] = angles[YAW] - ps->viewangles[YAW];
// set angles
SetClientViewAngle( player, angles );
// kill anything at the destination
if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
if ( G_MoveBox (player) )
player->r.contents = CONTENTS_NONE;
}
// save results of pmove
BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
// use the precise origin for linking
VectorCopy( ps->origin, player->r.currentOrigin );
if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
trap_LinkEntity (player);
}
}
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
Now that we don't have teleport destination pads, this is just
an info_notnull
*/
void SP_misc_teleporter_dest( gentity_t *ent ) {
}
//===========================================================
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) CAST_SHADOWS CLIP_MODEL FORCE_META
"model" arbitrary .md3 file to display
spawnflags only work when compiled with q3map2
*/
void SP_misc_model( gentity_t *ent ) {
#if 0
ent->s.modelindex = G_ModelIndex( ent->model );
VectorSet (ent->mins, -16, -16, -16);
VectorSet (ent->maxs, 16, 16, 16);
trap_LinkEntity (ent);
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
#else
G_FreeEntity( ent );
#endif
}
//===========================================================
void setCamera ( gentity_t *ent, int ownernum )
{
vec3_t dir;
gentity_t *target = NULL;
gentity_t *owner = NULL;
ent->r.ownerNum = ownernum;
owner = &g_entities[ownernum];
//frame holds the rotate speed
//if ( owner->spawnflags & 1 ) {
// ent->s.frame = 25;
//} else if ( owner->spawnflags & 2 ) {
// ent->s.frame = 75;
//}
ent->s.frame = 0; //TiM: 0
// clientNum holds the rotate offset
ent->s.clientNum = owner->s.clientNum;
VectorCopy( owner->s.origin, ent->s.origin2 );
// see if the portal_camera has a target
target = G_PickTarget( owner->target );
if ( target ) {
VectorSubtract( target->s.origin, owner->s.origin, dir );
VectorNormalize( dir );
} else {
G_SetMovedir( owner->s.angles, dir );
}
ent->s.eventParm = DirToByte( dir );
}
void cycleCamera( gentity_t *self )
{
gentity_t *orgOwner = NULL;
gentity_t *owner = NULL;
if ( self->r.ownerNum >= 0 && self->r.ownerNum < ENTITYNUM_WORLD )
{
orgOwner = &g_entities[self->r.ownerNum];
}
owner = G_Find( orgOwner, FOFS(targetname), self->target );
if ( owner == NULL )
{
//Uh oh! Not targeted at any ents! Or reached end of list? Which is it?
//for now assume reached end of list and are cycling
owner = G_Find( owner, FOFS(targetname), self->target );
if ( owner == NULL )
{//still didn't find one
G_Printf( "Couldn't find target for misc_portal_surface\n" );
G_FreeEntity( self );
return;
}
}
setCamera( self, owner->s.number );
if ( self->think == cycleCamera )
{
if ( owner->wait > 0 )
{
self->nextthink = level.time + owner->wait;
}
else
{
self->nextthink = level.time + self->wait;
}
}
}
void misc_portal_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
cycleCamera( self );
}
void locateCamera( gentity_t *ent ) {
gentity_t *owner = NULL;
owner = G_Find( NULL, FOFS(targetname), ent->target );
if ( owner == NULL )
{
G_Printf( "Couldn't find target for misc_partal_surface\n" );
G_FreeEntity( ent );
return;
}
setCamera( ent, owner->s.number );
if ( G_Find( owner, FOFS(targetname), ent->target) != NULL )
{//targeted at more than one thing
ent->think = cycleCamera;
if ( owner->wait > 0 )
{
ent->nextthink = level.time + owner->wait;
}
else
{
ent->nextthink = level.time + ent->wait;
}
}
}
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
This must be within 64 world units of the surface!
targetname - When used, cycles to the next misc_portal_camera it's targeted
wait - makes it auto-cycle between all cameras it's pointed at at intevervals of specified number of seconds.
cameras will be cycled through in the order they were created on the map.
*/
void SP_misc_portal_surface(gentity_t *ent) {
VectorClear( ent->r.mins );
VectorClear( ent->r.maxs );
trap_LinkEntity (ent);
ent->r.svFlags = SVF_PORTAL;
ent->s.eType = ET_PORTAL;
ent->wait *= 1000;
if ( !ent->target ) {
VectorCopy( ent->s.origin, ent->s.origin2 );
} else {
ent->think = locateCamera;
ent->nextthink = level.time + 100;
if ( ent->targetname )
{
ent->use = misc_portal_use;
}
}
}
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
The target for a misc_portal_surface. You can set either angles or target another entity (NOT an info_null) to determine the direction of view.
"roll" an angle modifier to orient the camera around the target vector;
*/
void SP_misc_portal_camera(gentity_t *ent) {
float roll;
VectorClear( ent->r.mins );
VectorClear( ent->r.maxs );
trap_LinkEntity( ent );
G_SpawnFloat( "roll", "0", &roll );
ent->s.clientNum = roll/360.0 * 256;
ent->wait *= 1000;
}
/*
======================================================================
SHOOTERS
======================================================================
*/
void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
vec3_t dir;
float deg;
vec3_t up, right;
// see if we have a target
if ( ent->enemy ) {
VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
VectorNormalize( dir );
} else {
VectorCopy( ent->movedir, dir );
}
// randomize a bit
PerpendicularVector( up, dir );
CrossProduct( up, dir, right );
deg = crandom() * ent->random;
VectorMA( dir, deg, up, dir );
deg = crandom() * ent->random;
VectorMA( dir, deg, right, dir );
VectorNormalize( dir );
switch ( ent->s.weapon ) {
case WP_GRENADE_LAUNCHER:
fire_grenade( ent, ent->s.origin, dir );
break;
case WP_DISRUPTOR:
fire_rocket( ent, ent->s.origin, dir );
break;
case WP_COFFEE:
fire_plasma( ent, ent->s.origin, dir );
break;
case WP_QUANTUM_BURST:
fire_quantum( ent, ent->s.origin, dir );
break;
case WP_COMPRESSION_RIFLE:
fire_comprifle( ent, ent->s.origin, dir );
break;
}
//RPG-X: RedTechie - Sorry causes run time errors in game...
//G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
}
static void InitShooter_Finish( gentity_t *ent ) {
ent->enemy = G_PickTarget( ent->target );
ent->think = 0;
ent->nextthink = 0;
}
void InitShooter( gentity_t *ent, int weapon ) {
ent->use = Use_Shooter;
ent->s.weapon = weapon;
RegisterItem( BG_FindItemForWeapon( weapon ) );
G_SetMovedir( ent->s.angles, ent->movedir );
if ( !ent->random ) {
ent->random = 1.0;
}
ent->random = sin( M_PI * ent->random / 180 );
// target might be a moving object, so we can't set movedir for it
if ( ent->target ) {
ent->think = InitShooter_Finish;
ent->nextthink = level.time + 500;
}
trap_LinkEntity( ent );
}
/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" the number of degrees of deviance from the taget. (1.0 default)
*/
void SP_shooter_rocket( gentity_t *ent ) {
InitShooter( ent, WP_DISRUPTOR );
}
/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the taget. (1.0 default)
*/
void SP_shooter_plasma( gentity_t *ent ) {
InitShooter( ent, WP_COMPRESSION_RIFLE ); //TiM : WP_COFFEE
}
/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the taget. (1.0 default)
*/
void SP_shooter_grenade( gentity_t *ent ) {
InitShooter( ent, WP_GRENADE_LAUNCHER);
}
/*QUAKED shooter_torpedo (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the taget. (1.0 default)
*/
void SP_shooter_torpedo( gentity_t *ent ) {
InitShooter( ent, WP_QUANTUM_BURST );
}