mirror of
https://github.com/UberGames/RPG-X2.git
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554 lines
15 KiB
C
554 lines
15 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_misc.c
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#include "g_local.h"
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/*QUAKED func_group (0 0 0) ?
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Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
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*/
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/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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void SP_info_camp( gentity_t *self ) {
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G_SetOrigin( self, self->s.origin );
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}
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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void SP_info_null( gentity_t *self ) {
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G_FreeEntity( self );
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}
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for in-game calculation, like jumppad targets.
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target_position does the same thing
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*/
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void SP_info_notnull( gentity_t *self ){
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if(!Q_stricmp(self->classname, "ref_tag") && !rpg_allowspmaps.integer)
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G_FreeEntity(self);
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G_SetOrigin( self, self->s.origin );
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}
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear noIncidence
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Non-displayed light.
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"light" overrides the default 300 intensity.
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'Linear' checkbox gives linear falloff instead of inverse square
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'noIncidence' checkbox makes lighting smoother
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Lights pointed at a target will be spotlights.
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"radius" overrides the default 64 unit radius of a spotlight at the target point.
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*/
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void SP_light( gentity_t *self ) {
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G_FreeEntity( self );
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}
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/*
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=================================================================================
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TELEPORTERS
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=================================================================================
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*/
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void TransportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, int speed )
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{
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gentity_t *tent = NULL;
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playerState_t *ps = &player->client->ps;
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clientSession_t *sess = &player->client->sess;
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// use temp events at source and destination to prevent the effect
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// from getting dropped by a second player event
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if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/ ) {
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vec3_t org;
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VectorCopy( ps->origin, org );
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org[2] += (ps->viewheight >> 1);
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tent = G_TempEntity( ps->origin, EV_PLAYER_TELEPORT_OUT );
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tent->s.clientNum = player->s.clientNum;
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tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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tent->s.clientNum = player->s.clientNum;
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}
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// unlink to make sure it can't possibly interfere with G_KillBox
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trap_UnlinkEntity (player);
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VectorCopy ( origin, ps->origin );
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ps->origin[2] += 1;
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// spit the player out
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AngleVectors( angles, ps->velocity, NULL, NULL );
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VectorScale( ps->velocity, speed, ps->velocity );
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ps->pm_time = 160; // hold time
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ps->pm_flags |= PMF_TIME_KNOCKBACK;
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// toggle the teleport bit so the client knows to not lerp
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ps->eFlags ^= EF_TELEPORT_BIT;
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// set angles
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SetClientViewAngle( player, angles );
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// kill anything at the destination
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if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
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G_KillBox (player);
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}
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// save results of pmove
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BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
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// use the precise origin for linking
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VectorCopy( ps->origin, player->r.currentOrigin );
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if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
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trap_LinkEntity (player);
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}
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}
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void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, tpType_t tpType ) {
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gentity_t *tent;
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playerState_t *ps = &player->client->ps;
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clientSession_t *sess = &player->client->sess;
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// unlink to make sure it can't possibly interfere with G_KillBox
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trap_UnlinkEntity (player);
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VectorCopy ( origin, ps->origin );
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// use temp events at source and destination to prevent the effect
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// from getting dropped by a second player event
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if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/ )
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{
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if ( tpType == TP_BORG )
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{
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// ...we are borg...prepare to be...
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tent = G_TempEntity( origin, EV_BORG_TELEPORT );
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tent->s.clientNum = player->s.clientNum;
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}
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//RPG-X: J2J Added to get fed trans effect without any traveling after beam in
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//TiM: Since the SP teleporter has been coded to only work with Jay's modification,
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//we'll add the second half of the client-side effects (ie materialization) here
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else if( tpType == TP_TRI_TP )
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{
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//tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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//tent->s.clientNum = player->s.clientNum;
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// probably isn't necessary, but just in case, end the beam out powerup
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ps->powerups[PW_BEAM_OUT] = 0;
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//and add the beam in one
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ps->powerups[PW_QUAD] = level.time + 4000;
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tent = G_TempEntity( ps->origin, EV_PLAYER_TRANSPORT_IN );
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tent->s.clientNum = player->s.clientNum;
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//Cheep hack, but toggle bit don't seem to work lol.
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//Nah we can predict this client side
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//trap_SendServerCommand( player-g_entities, "cg_flushAngles" );
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}
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//////
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else
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{
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//TiM: NO! THIS EFFECT IS TEH SUXXOR!!!
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/*tent = G_TempEntity( ps->origin, EV_PLAYER_TELEPORT_OUT );
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tent->s.clientNum = player->s.clientNum;
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tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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tent->s.clientNum = player->s.clientNum;*/
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}
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}
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// spit the player out
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//TiM - If in a turbolift and moving, get their velocity, perform the rotation
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//calc on it, and then reset it to their velocity.
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if ( /*tpType != TP_BORG && tpType != TP_TRI_TP*/ tpType == TP_TURBO )
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{
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vec3_t dir;
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vec3_t velAngles;
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float length;
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VectorCopy( ps->velocity, dir );
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length = VectorLength( dir );
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VectorNormalize( dir );
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vectoangles( dir, velAngles );
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velAngles[YAW] = AngleNormalize360( velAngles[YAW]+ (angles[YAW] - ps->viewangles[YAW] ) );
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AngleVectors( velAngles, dir, NULL, NULL );
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VectorScale( dir, length, ps->velocity);
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//TiM: No more spitting. That's for Q3 style teleporters. Not what we want for a slow-paced realism based RP.
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/*AngleVectors( angles, ps->velocity, NULL, NULL );
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VectorScale( ps->velocity, 400, ps->velocity );
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ps->pm_time = 160; // hold time
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ps->pm_flags |= PMF_TIME_KNOCKBACK;*/
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}
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else {
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//TiM: Set the velocity to 0. So if they were moving b4 the transport, they'll be stopped when they come out.
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//It's a little something called the Heisenberg compensators. ;)
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//bug-fix. if the velocity is killed in a spectator door teleporter, the player
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//gets wedged in the door. >_<
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if ( sess->sessionTeam != TEAM_SPECTATOR )
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VectorScale( ps->velocity, 0, ps->velocity );
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else
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{
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AngleVectors( angles, ps->velocity, NULL, NULL );
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VectorScale( ps->velocity, 400, ps->velocity );
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ps->pm_time = 160; // hold time
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ps->pm_flags |= PMF_TIME_KNOCKBACK;
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}
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{//see if we can move the player up one
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vec3_t newOrg;
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trace_t tr;
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VectorCopy ( origin, newOrg );
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newOrg[2] += 1;
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trap_Trace( &tr, ps->origin, player->r.mins, player->r.maxs, newOrg, ps->clientNum, player->clipmask );
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if ( !tr.allsolid && !tr.startsolid && tr.fraction == 1.0 )
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{
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ps->origin[2] += 1;
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}
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}
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}
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// toggle the teleport bit so the client knows to not lerp
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ps->eFlags ^= EF_TELEPORT_BIT;
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//Copy Yaw dif over to client for client update
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//player->s.angles2[0] = angles[YAW] - ps->viewangles[YAW];
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// set angles
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SetClientViewAngle( player, angles );
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// kill anything at the destination
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if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
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if ( G_MoveBox (player) )
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player->r.contents = CONTENTS_NONE;
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}
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// save results of pmove
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BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
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// use the precise origin for linking
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VectorCopy( ps->origin, player->r.currentOrigin );
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if ( sess->sessionTeam != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) {
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trap_LinkEntity (player);
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}
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}
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/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
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Point teleporters at these.
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Now that we don't have teleport destination pads, this is just
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an info_notnull
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*/
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void SP_misc_teleporter_dest( gentity_t *ent ) {
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}
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//===========================================================
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/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) CAST_SHADOWS CLIP_MODEL FORCE_META
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"model" arbitrary .md3 file to display
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spawnflags only work when compiled with q3map2
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*/
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void SP_misc_model( gentity_t *ent ) {
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#if 0
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ent->s.modelindex = G_ModelIndex( ent->model );
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VectorSet (ent->mins, -16, -16, -16);
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VectorSet (ent->maxs, 16, 16, 16);
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trap_LinkEntity (ent);
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G_SetOrigin( ent, ent->s.origin );
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VectorCopy( ent->s.angles, ent->s.apos.trBase );
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#else
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G_FreeEntity( ent );
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#endif
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}
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//===========================================================
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void setCamera ( gentity_t *ent, int ownernum )
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{
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vec3_t dir;
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gentity_t *target = NULL;
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gentity_t *owner = NULL;
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ent->r.ownerNum = ownernum;
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owner = &g_entities[ownernum];
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//frame holds the rotate speed
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//if ( owner->spawnflags & 1 ) {
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// ent->s.frame = 25;
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//} else if ( owner->spawnflags & 2 ) {
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// ent->s.frame = 75;
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//}
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ent->s.frame = 0; //TiM: 0
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// clientNum holds the rotate offset
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ent->s.clientNum = owner->s.clientNum;
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VectorCopy( owner->s.origin, ent->s.origin2 );
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// see if the portal_camera has a target
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target = G_PickTarget( owner->target );
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if ( target ) {
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VectorSubtract( target->s.origin, owner->s.origin, dir );
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VectorNormalize( dir );
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} else {
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G_SetMovedir( owner->s.angles, dir );
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}
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ent->s.eventParm = DirToByte( dir );
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}
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void cycleCamera( gentity_t *self )
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{
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gentity_t *orgOwner = NULL;
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gentity_t *owner = NULL;
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if ( self->r.ownerNum >= 0 && self->r.ownerNum < ENTITYNUM_WORLD )
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{
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orgOwner = &g_entities[self->r.ownerNum];
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}
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owner = G_Find( orgOwner, FOFS(targetname), self->target );
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if ( owner == NULL )
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{
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//Uh oh! Not targeted at any ents! Or reached end of list? Which is it?
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//for now assume reached end of list and are cycling
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owner = G_Find( owner, FOFS(targetname), self->target );
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if ( owner == NULL )
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{//still didn't find one
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G_Printf( "Couldn't find target for misc_portal_surface\n" );
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G_FreeEntity( self );
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return;
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}
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}
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setCamera( self, owner->s.number );
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if ( self->think == cycleCamera )
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{
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if ( owner->wait > 0 )
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{
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self->nextthink = level.time + owner->wait;
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}
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else
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{
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self->nextthink = level.time + self->wait;
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}
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}
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}
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void misc_portal_use( gentity_t *self, gentity_t *other, gentity_t *activator )
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{
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cycleCamera( self );
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}
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void locateCamera( gentity_t *ent ) {
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gentity_t *owner = NULL;
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owner = G_Find( NULL, FOFS(targetname), ent->target );
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if ( owner == NULL )
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{
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G_Printf( "Couldn't find target for misc_partal_surface\n" );
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G_FreeEntity( ent );
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return;
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}
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setCamera( ent, owner->s.number );
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if ( G_Find( owner, FOFS(targetname), ent->target) != NULL )
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{//targeted at more than one thing
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ent->think = cycleCamera;
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if ( owner->wait > 0 )
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{
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ent->nextthink = level.time + owner->wait;
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}
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else
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{
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ent->nextthink = level.time + ent->wait;
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}
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}
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}
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/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
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The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
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This must be within 64 world units of the surface!
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targetname - When used, cycles to the next misc_portal_camera it's targeted
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wait - makes it auto-cycle between all cameras it's pointed at at intevervals of specified number of seconds.
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cameras will be cycled through in the order they were created on the map.
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*/
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void SP_misc_portal_surface(gentity_t *ent) {
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VectorClear( ent->r.mins );
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VectorClear( ent->r.maxs );
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trap_LinkEntity (ent);
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ent->r.svFlags = SVF_PORTAL;
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ent->s.eType = ET_PORTAL;
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ent->wait *= 1000;
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if ( !ent->target ) {
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VectorCopy( ent->s.origin, ent->s.origin2 );
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} else {
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ent->think = locateCamera;
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ent->nextthink = level.time + 100;
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if ( ent->targetname )
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{
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ent->use = misc_portal_use;
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}
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}
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}
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/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
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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.
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"roll" an angle modifier to orient the camera around the target vector;
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*/
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void SP_misc_portal_camera(gentity_t *ent) {
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float roll;
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VectorClear( ent->r.mins );
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VectorClear( ent->r.maxs );
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trap_LinkEntity( ent );
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G_SpawnFloat( "roll", "0", &roll );
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ent->s.clientNum = roll/360.0 * 256;
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ent->wait *= 1000;
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}
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/*
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======================================================================
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SHOOTERS
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======================================================================
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*/
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void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
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vec3_t dir;
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float deg;
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vec3_t up, right;
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// see if we have a target
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if ( ent->enemy ) {
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VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
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VectorNormalize( dir );
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} else {
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VectorCopy( ent->movedir, dir );
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}
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// randomize a bit
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PerpendicularVector( up, dir );
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CrossProduct( up, dir, right );
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deg = crandom() * ent->random;
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VectorMA( dir, deg, up, dir );
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deg = crandom() * ent->random;
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VectorMA( dir, deg, right, dir );
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VectorNormalize( dir );
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switch ( ent->s.weapon ) {
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case WP_GRENADE_LAUNCHER:
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fire_grenade( ent, ent->s.origin, dir );
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break;
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case WP_DISRUPTOR:
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fire_rocket( ent, ent->s.origin, dir );
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break;
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case WP_COFFEE:
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fire_plasma( ent, ent->s.origin, dir );
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break;
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case WP_QUANTUM_BURST:
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fire_quantum( ent, ent->s.origin, dir );
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break;
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case WP_COMPRESSION_RIFLE:
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fire_comprifle( ent, ent->s.origin, dir );
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break;
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}
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//RPG-X: RedTechie - Sorry causes run time errors in game...
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//G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
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}
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static void InitShooter_Finish( gentity_t *ent ) {
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ent->enemy = G_PickTarget( ent->target );
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ent->think = 0;
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ent->nextthink = 0;
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}
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void InitShooter( gentity_t *ent, int weapon ) {
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ent->use = Use_Shooter;
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ent->s.weapon = weapon;
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RegisterItem( BG_FindItemForWeapon( weapon ) );
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G_SetMovedir( ent->s.angles, ent->movedir );
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if ( !ent->random ) {
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ent->random = 1.0;
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}
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ent->random = sin( M_PI * ent->random / 180 );
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// 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 );
|
|
}
|