rpgxef/code/game/g_usable.c
Harry Young 8e3023c613 more work on definitions
Added a few comments on the way.
remmoved files for func_forcefiled2 and func_roff_mover as they were absolutely never used and were not included in any makefile.
collapsed some functions that were redundant to each other

did some work on misc_portal_camers/surface (untested)
did some very needed updates to the descriptions
redesigned the spawning and initialising of the surface in that it now has a few more failsafes
Added the ability to pause autocycle

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-11-27 03:04:09 +01:00

569 lines
16 KiB
C

#include "g_local.h"
extern void InitMover( gentity_t *ent );
extern gentity_t *G_TestEntityPosition( gentity_t *ent );
void func_usable_use (gentity_t *self, gentity_t *other, gentity_t *activator);
/**
* \brief Try to get solid again.
*
* Thinkfunc: Try to get solid again. If not possible (e.g. it's blocked)
* wait a frame and try again.
*
* @param self the entity itself
*/
void func_wait_return_solid( gentity_t *self )
{
/* once a frame, see if it's clear. */
self->clipmask = CONTENTS_BODY;
if ( !(self->spawnflags&16) || G_TestEntityPosition( self ) == NULL )
{
trap_SetBrushModel( self, self->model );
InitMover( self );
VectorCopy( self->s.origin, self->s.pos.trBase );
VectorCopy( self->s.origin, self->r.currentOrigin );
self->r.svFlags &= ~SVF_NOCLIENT;
self->s.eFlags &= ~EF_NODRAW;
self->use = func_usable_use;
self->clipmask = 0;
/*
if ( self->s.eFlags & EF_ANIM_ONCE )
{//Start our anim
self->s.frame = 0;
}
*/
if ( !(self->spawnflags&1) && !(self->spawnflags & 1024) )
{/* START_OFF doesn't effect area portals */
trap_AdjustAreaPortalState( self, qfalse );
}
}
else
{
self->clipmask = 0;
self->think = func_wait_return_solid;
self->nextthink = level.time + FRAMETIME;
}
}
/**
* \brief Default think function for the func_usable entity.
*
* Default think function for the func_usable entity.
*
* @param self the entity itself
*/
void func_usable_think( gentity_t *self )
{
if ( self->spawnflags & 8 )
{
/*self->r.svFlags |= SVF_PLAYER_USABLE;*/ /* Replace the usable flag */
self->use = func_usable_use;
self->think = 0; /*NULL*/
self->nextthink = -1;
}
}
/**
* \brief Default use function for the func_usable entity.
*
* Defualt use function for the func_usable entity.
*
* @param self the entity itself
* @param another entity
* @param activator the activating entity
*/
void func_usable_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{/* Toggle on and off */
/* Remap shader */
if(self->targetShaderName && self->targetShaderNewName) {
float f = level.time * 0.001;
AddRemap(self->targetShaderName, self->targetShaderNewName, f);
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
}
/* RPG-X | GSIO01 | 09/05/2009: */
if(self->spawnflags & 256) { /* ADMINS_ONLY */
if(!IsAdmin(activator))
return;
}
if(self->flags & FL_LOCKED) /* Deactivated */
return;
if ( self->spawnflags & 8 ) /* fixme: uurrgh!!!! that's disgusting */
{/* ALWAYS_ON */
/* Remove the ability to use the entity directly */
/*self->r.svFlags &= ~SVF_PLAYER_USABLE;*/
/*also remove ability to call any use func at all!*/
self->use = 0; /*NULL*/
if(self->target && self->target[0])
{
if(self->spawnflags & 512)
G_UseTargets(self, self);
else
G_UseTargets(self, activator);
}
if ( self->wait )
{
self->think = func_usable_think;
self->nextthink = level.time + ( self->wait * 1000 );
}
return;
}
else if ( !self->count )
{/*become solid again*/
self->count = 1;
func_wait_return_solid( self );
}
else
{
self->s.solid = 0;
self->r.contents = 0;
self->clipmask = 0;
self->r.svFlags |= SVF_NOCLIENT;
self->s.eFlags |= EF_NODRAW;
self->count = 0;
if(self->target && self->target[0])
{
if(self->spawnflags & 512)
G_UseTargets(self, self);
else
G_UseTargets(self, activator);
}
self->think = 0; /*NULL*/
self->nextthink = -1;
if ( !(self->spawnflags&1) && !(self->spawnflags & 1024))
{/* START_OFF doesn't effect area portals */
trap_AdjustAreaPortalState( self, qtrue );
}
}
}
/**
* \brief Default pain function for func_usable entity.
*
* Default pain function for func_sable entity.
*
* @param self the entity itself
* @param attacker the attacking entiy
* @param damage the ammount of damage
*/
void func_usable_pain(gentity_t *self, gentity_t *attacker, int damage)
{
self->use( self, attacker, attacker );
}
/**
* \brief Default die function for the func_usable entity.
*
* Default die function for the func_usable entity.
*
* @param self the entity itself
* @param inflictor the inflictor
* @param attacker the attacker
* @param damage ammount of damage
* @param mod means of death
*/
void func_usable_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
{
self->takedamage = qfalse;
self->use( self, inflictor, attacker );
}
/*QUAKED func_usable (0 .5 .8) ? STARTOFF AUTOANIM x ALWAYS_ON NOBLOCKCHECK x x x ADMIN_ONLY NO_ACTIVATOR NO_AREAPORTAL DEACTIVATED
-----DESCRIPTION-----
A bmodel that can be used directly by the player's "activate" button.
Can be used for visual FX (like alert lights) or as a button.
-----SPAWNFLAGS-----
1: START_OFF - the wall will not be there
2: AUTOANIM - If useing an md3, it will animate
4: X -Not in Use. Holds ANIM_ONCE for models
8: ALWAYS_ON - Doesn't toggle on and off when used, just fires target
16: NOBLOCKCHECK - Will NOT turn on while something is inside it unless this is checked
32: X - Not in Use.
64: X - Not in Use.
128: X - Not in Use.
256: ADMIN_ONLY - can only be used by admins
512: NO_ACTIVATOR - use the ent itself instead the player as activator
1024: NO_AREAPORTAL - don't affect areaportals
2048: DEACTIVATED - start deactivated
-----KEYS-----
"targetname" - When used, will toggle on and off
"target" - Will fire this target every time it is toggled OFF
"model2" - .md3 model to also draw
"color" - constantLight color
"light" - constantLight radius
"wait" - amount of time before the object is usable again (only valid with ALWAYS_ON flag)
"health" - if it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1
"luaUse" - lua-function to call from scripts/lua/<mapname>/<mapname>.lua when this entity is used
"message" - message string that will display when the player scans this usable with a tricorder
"messageNum" - the number relating to the message string in the /maps/<mapname>.usables-file that will display when the player scans this usable with a tricorder
NOTE: only use one of the above ways on a map at a time
"team" - This can only be used by this team (2 = blue, 1 = red) 2 will exclude players in RPG-X
q3map2:
"_clone" _clonename of entity to clone brushes from. Note: this entity still needs at least one brush which gets replaced.
"_clonename" see _clone
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
-----USAGE-----
As stated in the description there are 2 ways to use this kind of entity: As a trigger/activator or as Visual effect.
It is possible to do both, however giving an entity only one of the functions usually gives the mapper less of a headace.
Instead use the usable as VFx only and forward any command trough a target_relay.
For trigger-usables you need the following keys:
"target" - what stuff to fire
"wait" - how long to wait before fire again
"spawnflags" - ALWAYS_ON (8) is required. You may also be interested in ADMIN_ONLY (256) NO_ACTIATOR (512) and DEACTIVATED (2048)
"message" or "messageNum" - display a string if scanned by a tricorder
For VFX-usables these keys might be interesting:
"targetname" - turns visible/invisible when fired
"team" - set 2 as this will disallow clients from accidently using this
"spawnflags" - Interesting here are START_OFF (1), NOBLOCKCHECK (16) and NO_AREAPORTAL (1024)
-----LUA-----
Sounds for consoles:
One of the advantages with luaUse-functions is that you can play sounds on the usable you're using this comes in very handy if you'd like to for example play a sound on the turbolift-usable:
function turbocontrol(ent, other, activator) --set luaUse to turbocontrol for this to trigger
if ent.GetCount(entity.Find("info_turbolift")) == 1 then --for a trubolift in particular you need an external information provider as lua can't deal with bit-flags. In this case turbolift would be offline.
sound.PlaySound(ent, "sound/movers/switches/voyneg.mp3", 0);
game.MessagePrint(ent.GetNumber(activator), "=C= Unable to comply: The Turbolift is offline.");
else
sound.PlaySound(ent, "sound/voice/computer/tour/trblftmenu.mp3", 0);
end
end
Also if you have a (morer or less) generic console that you want to fire generic console sounds off of you can extend this script for any number of sounds of which one will be picked randomly:
function consolesounds(ent, other, activator)
i = qmath.irandom(1, <insert number of sounds here>);
if i == 1 then
sound.PlaySound(ent, <insert soundpath here>, 0);
end
if i == n then
sound.PlaySound(ent, <insert soundpath here>, 0);
end
end
*/
/**
* \brief The spawn function of the func_usable entity.
*
* The spawn function of the func_usable entity.
*
* @param self the entity itself
*/
void SP_func_usable( gentity_t *self )
{
trap_SetBrushModel( self, self->model );
InitMover( self );
VectorCopy( self->s.origin, self->s.pos.trBase );
VectorCopy( self->s.origin, self->r.currentOrigin );
/*Com_Printf( "PointOrigin: { %f, %f, %f }\n", self->s.origin[0], self->s.origin[1], self->s.origin[2] );*/
self->count = 1;
if (self->spawnflags & 1)
{
self->s.solid = 0;
self->r.contents = 0;
self->clipmask = 0;
self->r.svFlags |= SVF_NOCLIENT;
self->s.eFlags |= EF_NODRAW;
self->count = 0;
}
if (self->spawnflags & 2)
{
self->s.eFlags |= EF_ANIM_ALLFAST;
}
/*
if (self->spawnflags & 4)
{//FIXME: need to be able to do change to something when it's done? Or not be usable until it's done?
self->s.eFlags |= EF_ANIM_ONCE;
}
*/
self->use = func_usable_use;
if ( self->health )
{
self->takedamage = qtrue;
self->die = func_usable_die;
self->pain = func_usable_pain;
}
/*if the map has a usables file, get the data of of that*/
if ( rpg_scannablePanels.integer )
{
if ( level.hasScannableFile )
{
int i = 0;
int j = 0;
int messageNum=0;
int entityNum = self - g_entities;
self->s.weapon = 0;
/*TiM - check for a message integer*/
G_SpawnInt( "messageNum", "0", &messageNum );
if(self->luaEntity)
messageNum = self->damage;
if ( messageNum > 0 )
{
while( i < MAX_SCANNABLES )
{
if ( level.g_scannables[i] == 0 )
break;
if ( level.g_scannables[i] == messageNum )
{
self->s.weapon = i+1; /*+1 offset so 0 becomes the default error*/
break;
}
i++;
}
}
/*if no match was found, try the entities list if possible*/
if ( self->s.weapon == 0 && level.hasEntScannableFile )
{
i=0;
while( i < MAX_ENTSCANNABLES )
{
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] )
{
self->s.weapon = j+1;
i = MAX_ENTSCANNABLES+1; /*break the outer loop hehe*/
break;
}
j++;
}
}
i++;
}
}
if ( self->s.weapon > 0 )
{
self->s.eType = ET_TRIC_STRING;
/*DEBUG*/
/*G_Printf( S_COLOR_RED "Entry found for entity: %i!\n", self-g_entities );*/
/*Set bounding box for maxs/mins on tricorder rendering*/
VectorCopy( self->r.mins, self->s.origin2 ); /*mins dimension*/
VectorCopy( self->r.maxs, self->s.angles2 ); /*maxs*/
}
}
else
{
/*
* TiM: Humm... hopefully in my infinite hackiness, this won't screw anything up lol.
* Apparently this is the cause of Atlantis dying. The amount of scannable ents is making too
* much data for Q3 to handle.
* I've CVAR'd it off for now. Hopefully if/when the map gets fixed, it can be put back online.
*/
if ( self->message ) { /* If there is a message here, we gotz to get it over to CG */
self->s.eType = ET_TRIC_STRING; /* Set a special type we can use to identify this over on CG */
/*Com_Printf( S_COLOR_RED "USABLE MESSAGE: %s\n", self->message );*/
self->s.time2 = G_TricStringIndex( self->message ); /* encode the message into an info string */
/* Set bounding box for maxs/mins on tricorder rendering */
VectorCopy( self->r.mins, self->s.origin2 ); /* mins dimension */
VectorCopy( self->r.maxs, self->s.angles2 ); /* maxs */
}
}
}
if(self->spawnflags & 2048)
self->flags ^= FL_LOCKED;
trap_LinkEntity (self);
level.numBrushEnts++;
}
/**
* \brief loads usable strings
*
* Loads the usable strings.
* \return sucessfully loaded?
* \author Ubergames - TiM
*/
qboolean G_SetupUsablesStrings( void )
{
char *serverInfo;
char fileRoute[MAX_QPATH];
char *buffer;
int file_len;
char *textPtr, *token;
fileHandle_t f;
int i, j;
level.hasScannableFile = qfalse;
level.hasEntScannableFile = qfalse;
serverInfo = (char *)malloc(MAX_TOKEN_CHARS * sizeof(char));
if(!serverInfo) {
return qfalse;
}
/* get the map name out of the server data */
trap_GetServerinfo( serverInfo, MAX_TOKEN_CHARS * sizeof(char) );
/* setup the file route */
Com_sprintf( fileRoute, sizeof( fileRoute ), "maps/%s.usables", Info_ValueForKey( serverInfo, "mapname" ) );
file_len = trap_FS_FOpenFile( fileRoute, &f, FS_READ );
free(serverInfo);
/* It's assumed most maps won't have this feature, so just exit 'gracefully' */
if ( file_len<=1 )
{
trap_FS_FCloseFile( f );
/* G_Printf( S_COLOR_YELLOW "WARNING: No file named %s was found.\n", fileRoute ); */
return qfalse;
}
buffer = (char *)malloc(32000 * sizeof(char));
if(!buffer) {
trap_FS_FCloseFile(f);
return qfalse;
}
/* fill the buffer with the file data */
trap_FS_Read( buffer, file_len, f );
buffer[file_len] = '0';
trap_FS_FCloseFile( f );
if ( !buffer[0] )
{
G_Printf( S_COLOR_RED "ERROR: Attempted to load %s, but no data was inside!\n", fileRoute );
free(buffer);
return qfalse;
}
G_Printf( "Usables file %s located. Proceeding to load scan data.\n", fileRoute );
COM_BeginParseSession();
textPtr = buffer;
i = 0; /* used for the main arrays indices */
while( 1 )
{
token = COM_Parse( &textPtr );
if ( !token[0] )
break;
if ( !Q_strncmp( token, "UsableDescriptions", 18 ) )
{
token = COM_Parse( &textPtr );
if ( Q_strncmp( token, "{", 1 ) != 0 )
{
G_Printf( S_COLOR_RED "ERROR: UsableDescriptions had no opening brace ( { )!\n" );
continue;
}
level.hasScannableFile = qtrue;
token = COM_Parse( &textPtr );
/* expected format is 'id' <space> 'string' */
while ( Q_strncmp( token, "}", 1 ) )
{
if ( !token[0] )
break;
if ( !Q_strncmp( token, "UsableEntities", 14 ) )
{
token = COM_Parse( &textPtr );
if ( Q_strncmp( token, "{", 1 ) )
{
G_Printf( S_COLOR_RED "ERROR: UsableEntities had no opening brace ( { )!\n" );
continue;
}
level.hasEntScannableFile = qtrue;
token = COM_Parse( &textPtr );
j = 0;
while( Q_strncmp( token, "}", 1 ) )
{
if ( !token[0] )
break;
if ( token[0] != 'e' )
{
SkipRestOfLine( &textPtr );
continue;
}
token++; /* skip the 'e' */
level.g_entScannables[j][0] = atoi( token );
token = COM_ParseExt( &textPtr, qfalse );
level.g_entScannables[j][1] = atoi( token );
/* there's no way clients are scannable in here, so just validate the entry b4 proceeding */
if ( level.g_entScannables[j][0] > MAX_CLIENTS-1 && level.g_entScannables[j][1] > 0 )
j++;
token = COM_Parse( &textPtr );
}
}
else
{
level.g_scannables[i] = atoi( token );
/* ensure a valid number was passed, else ignore it */
if ( level.g_scannables[i] > 0 )
i++;
/* we don't need the text on the server side */
SkipRestOfLine( &textPtr );
token = COM_Parse( &textPtr );
}
}
}
}
free(buffer);
return qtrue;
}