yquake2remaster/src/game/baseq2/g_misc.c

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/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Miscellaneos entities, functs and functions.
*
* =======================================================================
*/
#include "g_local.h"
void
Use_Areaportal(edict_t *ent, edict_t *other /* unused */, edict_t *activator /* unused */)
{
if (!ent)
{
return;
}
ent->count ^= 1; /* toggle state */
gi.SetAreaPortalState(ent->style, ent->count);
}
/*
* QUAKED func_areaportal (0 0 0) ?
*
* This is a non-visible object that divides the world into
* areas that are seperated when this portal is not activated.
* Usually enclosed in the middle of a door.
*/
void
SP_func_areaportal(edict_t *ent)
{
if (!ent)
{
return;
}
ent->use = Use_Areaportal;
ent->count = 0; /* always start closed; */
}
/* ===================================================== */
void
VelocityForDamage(int damage, vec3_t v)
{
v[0] = 100.0 * crandom();
v[1] = 100.0 * crandom();
v[2] = 200.0 + 100.0 * random();
if (damage < 50)
{
VectorScale(v, 0.7, v);
}
else
{
VectorScale(v, 1.2, v);
}
}
void
ClipGibVelocity(edict_t *ent)
{
if (!ent)
{
return;
}
if (ent->velocity[0] < -300)
{
ent->velocity[0] = -300;
}
else if (ent->velocity[0] > 300)
{
ent->velocity[0] = 300;
}
if (ent->velocity[1] < -300)
{
ent->velocity[1] = -300;
}
else if (ent->velocity[1] > 300)
{
ent->velocity[1] = 300;
}
if (ent->velocity[2] < 200)
{
ent->velocity[2] = 200; /* always some upwards */
}
else if (ent->velocity[2] > 500)
{
ent->velocity[2] = 500;
}
}
/* ===================================================== */
void
gib_think(edict_t *self)
{
if (!self)
{
return;
}
self->s.frame++;
self->nextthink = level.time + FRAMETIME;
if (self->s.frame == 10)
{
self->think = G_FreeEdict;
self->nextthink = level.time + 8 + random() * 10;
}
}
void
gib_touch(edict_t *self, edict_t *other /* unused */, cplane_t *plane, csurface_t *surf /* unused */)
{
if (!self || !plane)
{
return;
}
vec3_t normal_angles, right;
if (!self->groundentity)
{
return;
}
self->touch = NULL;
if (plane)
{
gi.sound(self, CHAN_VOICE, gi.soundindex(
"misc/fhit3.wav"), 1, ATTN_NORM, 0);
vectoangles(plane->normal, normal_angles);
AngleVectors(normal_angles, NULL, right, NULL);
vectoangles(right, self->s.angles);
if (self->s.modelindex == sm_meat_index)
{
self->s.frame++;
self->think = gib_think;
self->nextthink = level.time + FRAMETIME;
}
}
}
void
gib_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage /* unused */, vec3_t point /* unused */)
{
if (!self)
{
return;
}
G_FreeEdict(self);
}
void
ThrowGib(edict_t *self, char *gibname, int damage, int type)
{
edict_t *gib;
vec3_t vd;
vec3_t origin;
vec3_t size;
float vscale;
if (!self || !gibname)
{
return;
}
gib = G_Spawn();
VectorScale(self->size, 0.5, size);
VectorAdd(self->absmin, size, origin);
gib->s.origin[0] = origin[0] + crandom() * size[0];
gib->s.origin[1] = origin[1] + crandom() * size[1];
gib->s.origin[2] = origin[2] + crandom() * size[2];
gi.setmodel(gib, gibname);
gib->solid = SOLID_NOT;
gib->s.effects |= EF_GIB;
gib->flags |= FL_NO_KNOCKBACK;
gib->takedamage = DAMAGE_YES;
gib->die = gib_die;
if (type == GIB_ORGANIC)
{
gib->movetype = MOVETYPE_TOSS;
gib->touch = gib_touch;
vscale = 0.5;
}
else
{
gib->movetype = MOVETYPE_BOUNCE;
vscale = 1.0;
}
VelocityForDamage(damage, vd);
VectorMA(self->velocity, vscale, vd, gib->velocity);
ClipGibVelocity(gib);
gib->avelocity[0] = random() * 600;
gib->avelocity[1] = random() * 600;
gib->avelocity[2] = random() * 600;
gib->think = G_FreeEdict;
gib->nextthink = level.time + 10 + random() * 10;
gi.linkentity(gib);
}
void
ThrowHead(edict_t *self, char *gibname, int damage, int type)
{
vec3_t vd;
float vscale;
if (!self || !gibname)
{
return;
}
self->s.skinnum = 0;
self->s.frame = 0;
VectorClear(self->mins);
VectorClear(self->maxs);
self->s.modelindex2 = 0;
gi.setmodel(self, gibname);
self->solid = SOLID_NOT;
self->s.effects |= EF_GIB;
self->s.effects &= ~EF_FLIES;
self->s.sound = 0;
self->flags |= FL_NO_KNOCKBACK;
self->svflags &= ~SVF_MONSTER;
self->takedamage = DAMAGE_YES;
self->targetname = NULL;
self->die = gib_die;
if (type == GIB_ORGANIC)
{
self->movetype = MOVETYPE_TOSS;
self->touch = gib_touch;
vscale = 0.5;
}
else
{
self->movetype = MOVETYPE_BOUNCE;
vscale = 1.0;
}
VelocityForDamage(damage, vd);
VectorMA(self->velocity, vscale, vd, self->velocity);
ClipGibVelocity(self);
self->avelocity[YAW] = crandom() * 600;
self->think = G_FreeEdict;
self->nextthink = level.time + 10 + random() * 10;
gi.linkentity(self);
}
void
ThrowClientHead(edict_t *self, int damage)
{
vec3_t vd;
char *gibname;
if (!self)
{
return;
}
if (rand() & 1)
{
gibname = "models/objects/gibs/head2/tris.md2";
self->s.skinnum = 1; /* second skin is player */
}
else
{
gibname = "models/objects/gibs/skull/tris.md2";
self->s.skinnum = 0;
}
self->s.origin[2] += 32;
self->s.frame = 0;
gi.setmodel(self, gibname);
VectorSet(self->mins, -16, -16, 0);
VectorSet(self->maxs, 16, 16, 16);
self->takedamage = DAMAGE_NO;
self->solid = SOLID_NOT;
self->s.effects = EF_GIB;
self->s.sound = 0;
self->flags |= FL_NO_KNOCKBACK;
self->movetype = MOVETYPE_BOUNCE;
VelocityForDamage(damage, vd);
VectorAdd(self->velocity, vd, self->velocity);
if (self->client) /* bodies in the queue don't have a client anymore */
{
self->client->anim_priority = ANIM_DEATH;
self->client->anim_end = self->s.frame;
}
else
{
self->think = NULL;
self->nextthink = 0;
}
gi.linkentity(self);
}
/* ===================================================== */
void
debris_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage /* unused */, vec3_t point /* unused */)
{
if (!self)
{
return;
}
G_FreeEdict(self);
}
void
ThrowDebris(edict_t *self, char *modelname, float speed, vec3_t origin)
{
edict_t *chunk;
vec3_t v;
if (!self || !modelname)
{
return;
}
chunk = G_Spawn();
VectorCopy(origin, chunk->s.origin);
gi.setmodel(chunk, modelname);
v[0] = 100 * crandom();
v[1] = 100 * crandom();
v[2] = 100 + 100 * crandom();
VectorMA(self->velocity, speed, v, chunk->velocity);
chunk->movetype = MOVETYPE_BOUNCE;
chunk->solid = SOLID_NOT;
chunk->avelocity[0] = random() * 600;
chunk->avelocity[1] = random() * 600;
chunk->avelocity[2] = random() * 600;
chunk->think = G_FreeEdict;
chunk->nextthink = level.time + 5 + random() * 5;
chunk->s.frame = 0;
chunk->flags = 0;
chunk->classname = "debris";
chunk->takedamage = DAMAGE_YES;
chunk->die = debris_die;
gi.linkentity(chunk);
}
void
BecomeExplosion1(edict_t *self)
{
if (!self)
{
return;
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_EXPLOSION1);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PVS);
G_FreeEdict(self);
}
void
BecomeExplosion2(edict_t *self)
{
if (!self)
{
return;
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_EXPLOSION2);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PVS);
G_FreeEdict(self);
}
/* ===================================================== */
/*
* QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
* Target: next path corner
* Pathtarget: gets used when an entity that has
* this path_corner targeted touches it
*/
void
path_corner_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
csurface_t *surf /* unused */)
{
vec3_t v;
edict_t *next;
if (!self || !other)
{
return;
}
if (other->movetarget != self)
{
return;
}
if (other->enemy)
{
return;
}
if (self->pathtarget)
{
char *savetarget;
savetarget = self->target;
self->target = self->pathtarget;
G_UseTargets(self, other);
self->target = savetarget;
}
if (self->target)
{
next = G_PickTarget(self->target);
}
else
{
next = NULL;
}
if ((next) && (next->spawnflags & 1))
{
VectorCopy(next->s.origin, v);
v[2] += next->mins[2];
v[2] -= other->mins[2];
VectorCopy(v, other->s.origin);
next = G_PickTarget(next->target);
other->s.event = EV_OTHER_TELEPORT;
}
other->goalentity = other->movetarget = next;
if (self->wait)
{
other->monsterinfo.pausetime = level.time + self->wait;
other->monsterinfo.stand(other);
return;
}
if (!other->movetarget)
{
other->monsterinfo.pausetime = level.time + 100000000;
other->monsterinfo.stand(other);
}
else
{
VectorSubtract(other->goalentity->s.origin, other->s.origin, v);
other->ideal_yaw = vectoyaw(v);
}
}
void
SP_path_corner(edict_t *self)
{
if (!self)
{
return;
}
if (!self->targetname)
{
gi.dprintf("path_corner with no targetname at %s\n",
vtos(self->s.origin));
G_FreeEdict(self);
return;
}
self->solid = SOLID_TRIGGER;
self->touch = path_corner_touch;
VectorSet(self->mins, -8, -8, -8);
VectorSet(self->maxs, 8, 8, 8);
self->svflags |= SVF_NOCLIENT;
gi.linkentity(self);
}
/* ===================================================== */
/*
* QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
*
* Makes this the target of a monster and it will head here
* when first activated before going after the activator. If
* hold is selected, it will stay here.
*/
void
point_combat_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
csurface_t *surf /* unused */)
{
edict_t *activator;
if (!self || !other)
{
return;
}
if (other->movetarget != self)
{
return;
}
if (self->target)
{
other->target = self->target;
other->goalentity = other->movetarget = G_PickTarget(other->target);
if (!other->goalentity)
{
gi.dprintf("%s at %s target %s does not exist\n",
self->classname,
vtos(self->s.origin),
self->target);
other->movetarget = self;
}
self->target = NULL;
}
else if ((self->spawnflags & 1) && !(other->flags & (FL_SWIM | FL_FLY)))
{
other->monsterinfo.pausetime = level.time + 100000000;
other->monsterinfo.aiflags |= AI_STAND_GROUND;
other->monsterinfo.stand(other);
}
if (other->movetarget == self)
{
other->target = NULL;
other->movetarget = NULL;
other->goalentity = other->enemy;
other->monsterinfo.aiflags &= ~AI_COMBAT_POINT;
}
if (self->pathtarget)
{
char *savetarget;
savetarget = self->target;
self->target = self->pathtarget;
if (other->enemy && other->enemy->client)
{
activator = other->enemy;
}
else if (other->oldenemy && other->oldenemy->client)
{
activator = other->oldenemy;
}
else if (other->activator && other->activator->client)
{
activator = other->activator;
}
else
{
activator = other;
}
G_UseTargets(self, activator);
self->target = savetarget;
}
}
void
SP_point_combat(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
self->solid = SOLID_TRIGGER;
self->touch = point_combat_touch;
VectorSet(self->mins, -8, -8, -16);
VectorSet(self->maxs, 8, 8, 16);
self->svflags = SVF_NOCLIENT;
gi.linkentity(self);
}
/* ===================================================== */
/*
* QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
* Just for the debugging level. Don't use
*/
void
TH_viewthing(edict_t *ent)
{
if (!ent)
{
return;
}
ent->s.frame = (ent->s.frame + 1) % 7;
ent->nextthink = level.time + FRAMETIME;
}
void
SP_viewthing(edict_t *ent)
{
if (!ent)
{
return;
}
gi.dprintf("viewthing spawned\n");
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
ent->s.renderfx = RF_FRAMELERP;
VectorSet(ent->mins, -16, -16, -24);
VectorSet(ent->maxs, 16, 16, 32);
ent->s.modelindex = gi.modelindex("models/objects/banner/tris.md2");
gi.linkentity(ent);
ent->nextthink = level.time + 0.5;
ent->think = TH_viewthing;
return;
}
/* ===================================================== */
/*
* QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
* Used as a positional target for spotlights, etc.
*/
void
SP_info_null(edict_t *self)
{
if (!self)
{
return;
}
G_FreeEdict(self);
}
/*
* QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
* Used as a positional target for lightning.
*/
void
SP_info_notnull(edict_t *self)
{
if (!self)
{
return;
}
VectorCopy(self->s.origin, self->absmin);
VectorCopy(self->s.origin, self->absmax);
}
#define START_OFF 1
/*
* QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
* Non-displayed light.
* Default light value is 300.
* Default style is 0.
* If targeted, will toggle between on and off.
* Default _cone value is 10 (used to set size of light for spotlights)
*/
void
light_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
{
if (!self)
{
return;
}
if (self->spawnflags & START_OFF)
{
gi.configstring(CS_LIGHTS + self->style, "m");
self->spawnflags &= ~START_OFF;
}
else
{
gi.configstring(CS_LIGHTS + self->style, "a");
self->spawnflags |= START_OFF;
}
}
void
SP_light(edict_t *self)
{
if (!self)
{
return;
}
/* no targeted lights in deathmatch, because they cause global messages */
if (!self->targetname || deathmatch->value)
{
G_FreeEdict(self);
return;
}
if (self->style >= 32)
{
self->use = light_use;
if (self->spawnflags & START_OFF)
{
gi.configstring(CS_LIGHTS + self->style, "a");
}
else
{
gi.configstring(CS_LIGHTS + self->style, "m");
}
}
}
/* ===================================================== */
/*
* QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
* This is just a solid wall if not inhibited
*
* TRIGGER_SPAWN the wall will not be present until triggered
* it will then blink in to existance; it will
* kill anything that was in it's way
*
* TOGGLE only valid for TRIGGER_SPAWN walls
* this allows the wall to be turned on and off
*
* START_ON only valid for TRIGGER_SPAWN walls
* the wall will initially be present
*/
void
func_wall_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
{
if (!self)
{
return;
}
if (self->solid == SOLID_NOT)
{
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
KillBox(self);
}
else
{
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
}
gi.linkentity(self);
if (!(self->spawnflags & 2))
{
self->use = NULL;
}
}
void
SP_func_wall(edict_t *self)
{
if (!self)
{
return;
}
self->movetype = MOVETYPE_PUSH;
gi.setmodel(self, self->model);
if (self->spawnflags & 8)
{
self->s.effects |= EF_ANIM_ALL;
}
if (self->spawnflags & 16)
{
self->s.effects |= EF_ANIM_ALLFAST;
}
/* just a wall */
if ((self->spawnflags & 7) == 0)
{
self->solid = SOLID_BSP;
gi.linkentity(self);
return;
}
/* it must be TRIGGER_SPAWN */
if (!(self->spawnflags & 1))
{
self->spawnflags |= 1;
}
/* yell if the spawnflags are odd */
if (self->spawnflags & 4)
{
if (!(self->spawnflags & 2))
{
gi.dprintf("func_wall START_ON without TOGGLE\n");
self->spawnflags |= 2;
}
}
self->use = func_wall_use;
if (self->spawnflags & 4)
{
self->solid = SOLID_BSP;
}
else
{
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
}
gi.linkentity(self);
}
/* ===================================================== */
/*
* QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
* This is solid bmodel that will fall if it's support it removed.
*/
void
func_object_touch(edict_t *self, edict_t *other, cplane_t *plane,
csurface_t *surf /* unused */)
{
if (!self || !other || !plane)
{
return;
}
/* only squash thing we fall on top of */
if (!plane)
{
return;
}
if (plane->normal[2] < 1.0)
{
return;
}
if (other->takedamage == DAMAGE_NO)
{
return;
}
T_Damage(other, self, self, vec3_origin, self->s.origin,
vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void
func_object_release(edict_t *self)
{
if (!self)
{
return;
}
self->movetype = MOVETYPE_TOSS;
self->touch = func_object_touch;
}
void
func_object_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
{
if (!self)
{
return;
}
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
self->use = NULL;
KillBox(self);
func_object_release(self);
}
void
SP_func_object(edict_t *self)
{
if (!self)
{
return;
}
gi.setmodel(self, self->model);
self->mins[0] += 1;
self->mins[1] += 1;
self->mins[2] += 1;
self->maxs[0] -= 1;
self->maxs[1] -= 1;
self->maxs[2] -= 1;
if (!self->dmg)
{
self->dmg = 100;
}
if (self->spawnflags == 0)
{
self->solid = SOLID_BSP;
self->movetype = MOVETYPE_PUSH;
self->think = func_object_release;
self->nextthink = level.time + 2 * FRAMETIME;
}
else
{
self->solid = SOLID_NOT;
self->movetype = MOVETYPE_PUSH;
self->use = func_object_use;
self->svflags |= SVF_NOCLIENT;
}
if (self->spawnflags & 2)
{
self->s.effects |= EF_ANIM_ALL;
}
if (self->spawnflags & 4)
{
self->s.effects |= EF_ANIM_ALLFAST;
}
self->clipmask = MASK_MONSTERSOLID;
gi.linkentity(self);
}
/* ===================================================== */
/*
* QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
* Any brush that you want to explode or break apart. If you want an
* explosion, set dmg and it will do a radius explosion of that amount
* at the center of the bursh.
*
* If targeted it will not be shootable.
*
* health defaults to 100.
*
* mass defaults to 75. This determines how much debris is emitted when
* it explodes. You get one large chunk per 100 of mass (up to 8) and
* one small chunk per 25 of mass (up to 16). So 800 gives the most.
*/
void
func_explosive_explode(edict_t *self, edict_t *inflictor, edict_t *attacker,
int damage /* unused */, vec3_t point /* unused */)
{
vec3_t origin;
vec3_t chunkorigin;
vec3_t size;
int count;
int mass;
if (!self || !inflictor || !attacker)
{
return;
}
/* bmodel origins are (0 0 0), we need to adjust that here */
VectorScale(self->size, 0.5, size);
VectorAdd(self->absmin, size, origin);
VectorCopy(origin, self->s.origin);
self->takedamage = DAMAGE_NO;
if (self->dmg)
{
T_RadiusDamage(self, attacker, self->dmg, NULL,
self->dmg + 40, MOD_EXPLOSIVE);
}
VectorSubtract(self->s.origin, inflictor->s.origin, self->velocity);
VectorNormalize(self->velocity);
VectorScale(self->velocity, 150, self->velocity);
/* start chunks towards the center */
VectorScale(size, 0.5, size);
mass = self->mass;
if (!mass)
{
mass = 75;
}
/* big chunks */
if (mass >= 100)
{
count = mass / 100;
if (count > 8)
{
count = 8;
}
while (count--)
{
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris(self, "models/objects/debris1/tris.md2", 1, chunkorigin);
}
}
/* small chunks */
count = mass / 25;
if (count > 16)
{
count = 16;
}
while (count--)
{
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", 2, chunkorigin);
}
G_UseTargets(self, attacker);
if (self->dmg)
{
BecomeExplosion1(self);
}
else
{
G_FreeEdict(self);
}
}
void
func_explosive_use(edict_t *self, edict_t *other, edict_t *activator)
{
func_explosive_explode(self, self, other, self->health, vec3_origin);
}
void
func_explosive_spawn(edict_t *self, edict_t *other, edict_t *activator)
{
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
self->use = NULL;
KillBox(self);
gi.linkentity(self);
}
void
SP_func_explosive(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
/* auto-remove for deathmatch */
G_FreeEdict(self);
return;
}
self->movetype = MOVETYPE_PUSH;
gi.modelindex("models/objects/debris1/tris.md2");
gi.modelindex("models/objects/debris2/tris.md2");
gi.setmodel(self, self->model);
if (self->spawnflags & 1)
{
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
self->use = func_explosive_spawn;
}
else
{
self->solid = SOLID_BSP;
if (self->targetname)
{
self->use = func_explosive_use;
}
}
if (self->spawnflags & 2)
{
self->s.effects |= EF_ANIM_ALL;
}
if (self->spawnflags & 4)
{
self->s.effects |= EF_ANIM_ALLFAST;
}
if (self->use != func_explosive_use)
{
if (!self->health)
{
self->health = 100;
}
self->die = func_explosive_explode;
self->takedamage = DAMAGE_YES;
}
gi.linkentity(self);
}
/* ===================================================== */
/*
* QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40)
* Large exploding box. You can override its mass (100),
* health (80), and dmg (150).
*/
void
barrel_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */, csurface_t *surf /*unused */)
{
float ratio;
vec3_t v;
if (!self || !other)
{
return;
}
if ((!other->groundentity) || (other->groundentity == self))
{
return;
}
ratio = (float)other->mass / (float)self->mass;
VectorSubtract(self->s.origin, other->s.origin, v);
M_walkmove(self, vectoyaw(v), 20 * ratio * FRAMETIME);
}
void
barrel_explode(edict_t *self)
{
vec3_t org;
float spd;
vec3_t save;
if (!self)
{
return;
}
T_RadiusDamage(self, self->activator, self->dmg, NULL,
self->dmg + 40, MOD_BARREL);
VectorCopy(self->s.origin, save);
VectorMA(self->absmin, 0.5, self->size, self->s.origin);
/* a few big chunks */
spd = 1.5 * (float)self->dmg / 200.0;
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris1/tris.md2", spd, org);
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris1/tris.md2", spd, org);
/* bottom corners */
spd = 1.75 * (float)self->dmg / 200.0;
VectorCopy(self->absmin, org);
ThrowDebris(self, "models/objects/debris3/tris.md2", spd, org);
VectorCopy(self->absmin, org);
org[0] += self->size[0];
ThrowDebris(self, "models/objects/debris3/tris.md2", spd, org);
VectorCopy(self->absmin, org);
org[1] += self->size[1];
ThrowDebris(self, "models/objects/debris3/tris.md2", spd, org);
VectorCopy(self->absmin, org);
org[0] += self->size[0];
org[1] += self->size[1];
ThrowDebris(self, "models/objects/debris3/tris.md2", spd, org);
/* a bunch of little chunks */
spd = 2 * self->dmg / 200;
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
org[0] = self->s.origin[0] + crandom() * self->size[0];
org[1] = self->s.origin[1] + crandom() * self->size[1];
org[2] = self->s.origin[2] + crandom() * self->size[2];
ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
VectorCopy(save, self->s.origin);
if (self->groundentity)
{
BecomeExplosion2(self);
}
else
{
BecomeExplosion1(self);
}
}
void
barrel_delay(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker,
int damage /* unused */, vec3_t point /* unused */)
{
if (!self || !attacker)
{
return;
}
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + 2 * FRAMETIME;
self->think = barrel_explode;
self->activator = attacker;
}
void
SP_misc_explobox(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
/* auto-remove for deathmatch */
G_FreeEdict(self);
return;
}
gi.modelindex("models/objects/debris1/tris.md2");
gi.modelindex("models/objects/debris2/tris.md2");
gi.modelindex("models/objects/debris3/tris.md2");
self->solid = SOLID_BBOX;
self->movetype = MOVETYPE_STEP;
self->model = "models/objects/barrels/tris.md2";
self->s.modelindex = gi.modelindex(self->model);
VectorSet(self->mins, -16, -16, 0);
VectorSet(self->maxs, 16, 16, 40);
if (!self->mass)
{
self->mass = 400;
}
if (!self->health)
{
self->health = 10;
}
if (!self->dmg)
{
self->dmg = 150;
}
self->die = barrel_delay;
self->takedamage = DAMAGE_YES;
self->monsterinfo.aiflags = AI_NOSTEP;
self->touch = barrel_touch;
self->think = M_droptofloor;
self->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity(self);
}
/* ===================================================== */
/*
* QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8)
*/
void
misc_blackhole_use(edict_t *ent, edict_t *other /* unused */, edict_t *activator /* unused */)
{
if (!ent)
{
return;
}
G_FreeEdict(ent);
}
void
misc_blackhole_think(edict_t *self)
{
if (!self)
{
return;
}
if (++self->s.frame < 19)
{
self->nextthink = level.time + FRAMETIME;
}
else
{
self->s.frame = 0;
self->nextthink = level.time + FRAMETIME;
}
}
void misc_blackhole_transparent (edict_t *ent)
{
ent->s.renderfx = RF_TRANSLUCENT|RF_NOSHADOW;
ent->prethink = NULL;
gi.linkentity(ent);
}
void
SP_misc_blackhole(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_NOT;
VectorSet(ent->mins, -64, -64, 0);
VectorSet(ent->maxs, 64, 64, 8);
ent->s.modelindex = gi.modelindex("models/objects/black/tris.md2");
ent->s.renderfx = RF_TRANSLUCENT;
ent->use = misc_blackhole_use;
ent->think = misc_blackhole_think;
ent->prethink = misc_blackhole_transparent;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32)
*/
void
misc_eastertank_think(edict_t *self)
{
if (!self)
{
return;
}
if (++self->s.frame < 293)
{
self->nextthink = level.time + FRAMETIME;
}
else
{
self->s.frame = 254;
self->nextthink = level.time + FRAMETIME;
}
}
void
SP_misc_eastertank(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
VectorSet(ent->mins, -32, -32, -16);
VectorSet(ent->maxs, 32, 32, 32);
ent->s.modelindex = gi.modelindex("models/monsters/tank/tris.md2");
ent->s.frame = 254;
ent->think = misc_eastertank_think;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32)
*/
void
misc_easterchick_think(edict_t *self)
{
if (!self)
{
return;
}
if (++self->s.frame < 247)
{
self->nextthink = level.time + FRAMETIME;
}
else
{
self->s.frame = 208;
self->nextthink = level.time + FRAMETIME;
}
}
void
SP_misc_easterchick(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
VectorSet(ent->mins, -32, -32, 0);
VectorSet(ent->maxs, 32, 32, 32);
ent->s.modelindex = gi.modelindex("models/monsters/bitch/tris.md2");
ent->s.frame = 208;
ent->think = misc_easterchick_think;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity(ent);
}
/*
* QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32)
*/
void
misc_easterchick2_think(edict_t *self)
{
if (!self)
{
return;
}
if (++self->s.frame < 287)
{
self->nextthink = level.time + FRAMETIME;
}
else
{
self->s.frame = 248;
self->nextthink = level.time + FRAMETIME;
}
}
void
SP_misc_easterchick2(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
VectorSet(ent->mins, -32, -32, 0);
VectorSet(ent->maxs, 32, 32, 32);
ent->s.modelindex = gi.modelindex("models/monsters/bitch/tris.md2");
ent->s.frame = 248;
ent->think = misc_easterchick2_think;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48)
* Not really a monster, this is the Tank Commander's decapitated body.
* There should be a item_commander_head that has this as it's target.
*/
void
commander_body_think(edict_t *self)
{
if (!self)
{
return;
}
if (++self->s.frame < 24)
{
self->nextthink = level.time + FRAMETIME;
}
else
{
self->nextthink = 0;
}
if (self->s.frame == 22)
{
gi.sound(self, CHAN_BODY, gi.soundindex(
"tank/thud.wav"), 1, ATTN_NORM, 0);
}
}
void
commander_body_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
{
if (!self)
{
return;
}
self->think = commander_body_think;
self->nextthink = level.time + FRAMETIME;
gi.sound(self, CHAN_BODY, gi.soundindex("tank/pain.wav"), 1, ATTN_NORM, 0);
}
void
commander_body_drop(edict_t *self)
{
if (!self)
{
return;
}
self->movetype = MOVETYPE_TOSS;
self->s.origin[2] += 2;
}
void
SP_monster_commander_body(edict_t *self)
{
if (!self)
{
return;
}
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_BBOX;
self->model = "models/monsters/commandr/tris.md2";
self->s.modelindex = gi.modelindex(self->model);
VectorSet(self->mins, -32, -32, 0);
VectorSet(self->maxs, 32, 32, 48);
self->use = commander_body_use;
self->takedamage = DAMAGE_YES;
self->flags = FL_GODMODE;
self->s.renderfx |= RF_FRAMELERP;
gi.linkentity(self);
gi.soundindex("tank/thud.wav");
gi.soundindex("tank/pain.wav");
self->think = commander_body_drop;
self->nextthink = level.time + 5 * FRAMETIME;
}
/* ===================================================== */
/*
* QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4)
* The origin is the bottom of the banner.
* The banner is 128 tall.
*/
void
misc_banner_think(edict_t *ent)
{
if (!ent)
{
return;
}
ent->s.frame = (ent->s.frame + 1) % 16;
ent->nextthink = level.time + FRAMETIME;
}
void
SP_misc_banner(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_NOT;
ent->s.modelindex = gi.modelindex("models/objects/banner/tris.md2");
ent->s.frame = rand() % 16;
gi.linkentity(ent);
ent->think = misc_banner_think;
ent->nextthink = level.time + FRAMETIME;
}
/* ===================================================== */
/*
* QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
* This is the dead player model. Comes in 6 exciting different poses!
*/
void
misc_deadsoldier_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage, vec3_t point /* unused */)
{
int n;
if (!self)
{
return;
}
if (self->health > -80)
{
return;
}
gi.sound(self, CHAN_BODY, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 4; n++)
{
ThrowGib(self,
"models/objects/gibs/sm_meat/tris.md2",
damage,
GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
}
void
SP_misc_deadsoldier(edict_t *ent)
{
if (!ent)
{
return;
}
if (deathmatch->value)
{ /* auto-remove for deathmatch */
G_FreeEdict(ent);
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
ent->s.modelindex = gi.modelindex("models/deadbods/dude/tris.md2");
/* Defaults to frame 0 */
if (ent->spawnflags & 2)
{
ent->s.frame = 1;
}
else if (ent->spawnflags & 4)
{
ent->s.frame = 2;
}
else if (ent->spawnflags & 8)
{
ent->s.frame = 3;
}
else if (ent->spawnflags & 16)
{
ent->s.frame = 4;
}
else if (ent->spawnflags & 32)
{
ent->s.frame = 5;
}
else
{
ent->s.frame = 0;
}
VectorSet(ent->mins, -16, -16, 0);
VectorSet(ent->maxs, 16, 16, 16);
ent->deadflag = DEAD_DEAD;
ent->takedamage = DAMAGE_YES;
ent->svflags |= SVF_MONSTER | SVF_DEADMONSTER;
ent->die = misc_deadsoldier_die;
ent->monsterinfo.aiflags |= AI_GOOD_GUY;
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32)
* This is the Viper for the flyby bombing.
* It is trigger_spawned, so you must have something use it for it to show up.
* There must be a path for it to follow once it is activated.
*
* "speed" How fast the Viper should fly
*/
extern void train_use(edict_t *self, edict_t *other, edict_t *activator);
extern void func_train_find(edict_t *self);
void
misc_viper_use(edict_t *self, edict_t *other, edict_t *activator)
{
if (!self || !other || !activator)
{
return;
}
self->svflags &= ~SVF_NOCLIENT;
self->use = train_use;
train_use(self, other, activator);
}
void
SP_misc_viper(edict_t *ent)
{
if (!ent)
{
return;
}
if (!ent->target)
{
gi.dprintf("misc_viper without a target at %s\n", vtos(ent->absmin));
G_FreeEdict(ent);
return;
}
if (!ent->speed)
{
ent->speed = 300;
}
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_NOT;
ent->s.modelindex = gi.modelindex("models/ships/viper/tris.md2");
VectorSet(ent->mins, -16, -16, 0);
VectorSet(ent->maxs, 16, 16, 32);
ent->think = func_train_find;
ent->nextthink = level.time + FRAMETIME;
ent->use = misc_viper_use;
ent->svflags |= SVF_NOCLIENT;
ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed =
ent->speed;
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED misc_bigviper (1 .5 0) (-176 -120 -24) (176 120 72)
* This is a large stationary viper as seen in Paul's intro
*/
void
SP_misc_bigviper(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
VectorSet(ent->mins, -176, -120, -24);
VectorSet(ent->maxs, 176, 120, 72);
ent->s.modelindex = gi.modelindex("models/ships/bigviper/tris.md2");
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8)
* "dmg" how much boom should the bomb make?
*/
void
misc_viper_bomb_touch(edict_t *self, edict_t *other /* unused */, cplane_t *plane /* unused */,
csurface_t *surf /* unused */)
{
if (!self)
{
return;
}
G_UseTargets(self, self->activator);
self->s.origin[2] = self->absmin[2] + 1;
T_RadiusDamage(self, self, self->dmg, NULL, self->dmg + 40, MOD_BOMB);
BecomeExplosion2(self);
}
void
misc_viper_bomb_prethink(edict_t *self)
{
vec3_t v;
float diff;
if (!self)
{
return;
}
self->groundentity = NULL;
diff = self->timestamp - level.time;
if (diff < -1.0)
{
diff = -1.0;
}
VectorScale(self->moveinfo.dir, 1.0 + diff, v);
v[2] = diff;
diff = self->s.angles[2];
vectoangles(v, self->s.angles);
self->s.angles[2] = diff + 10;
}
void
misc_viper_bomb_use(edict_t *self, edict_t *other /* unused */, edict_t *activator)
{
edict_t *viper;
if (!self || !activator)
{
return;
}
self->solid = SOLID_BBOX;
self->svflags &= ~SVF_NOCLIENT;
self->s.effects |= EF_ROCKET;
self->use = NULL;
self->movetype = MOVETYPE_TOSS;
self->prethink = misc_viper_bomb_prethink;
self->touch = misc_viper_bomb_touch;
self->activator = activator;
viper = G_Find(NULL, FOFS(classname), "misc_viper");
VectorScale(viper->moveinfo.dir, viper->moveinfo.speed, self->velocity);
self->timestamp = level.time;
VectorCopy(viper->moveinfo.dir, self->moveinfo.dir);
}
void
SP_misc_viper_bomb(edict_t *self)
{
if (!self)
{
return;
}
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_NOT;
VectorSet(self->mins, -8, -8, -8);
VectorSet(self->maxs, 8, 8, 8);
self->s.modelindex = gi.modelindex("models/objects/bomb/tris.md2");
if (!self->dmg)
{
self->dmg = 1000;
}
self->use = misc_viper_bomb_use;
self->svflags |= SVF_NOCLIENT;
gi.linkentity(self);
}
/* ===================================================== */
/*
* QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32)
* This is a Storgg ship for the flybys.
* It is trigger_spawned, so you must have something use it for it to show up.
* There must be a path for it to follow once it is activated.
*
* "speed" How fast it should fly
*/
extern void train_use(edict_t *self, edict_t *other, edict_t *activator);
extern void func_train_find(edict_t *self);
void
misc_strogg_ship_use(edict_t *self, edict_t *other /* other */, edict_t *activator)
{
if (!self || !activator)
{
return;
}
self->svflags &= ~SVF_NOCLIENT;
self->use = train_use;
train_use(self, other, activator);
}
void
SP_misc_strogg_ship(edict_t *ent)
{
if (!ent)
{
return;
}
if (!ent->target)
{
gi.dprintf("%s without a target at %s\n", ent->classname,
vtos(ent->absmin));
G_FreeEdict(ent);
return;
}
if (!ent->speed)
{
ent->speed = 300;
}
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_NOT;
ent->s.modelindex = gi.modelindex("models/ships/strogg1/tris.md2");
VectorSet(ent->mins, -16, -16, 0);
VectorSet(ent->maxs, 16, 16, 32);
ent->think = func_train_find;
ent->nextthink = level.time + FRAMETIME;
ent->use = misc_strogg_ship_use;
ent->svflags |= SVF_NOCLIENT;
ent->moveinfo.accel = ent->moveinfo.decel =
ent->moveinfo.speed = ent->speed;
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128)
*/
void
misc_satellite_dish_think(edict_t *self)
{
if (!self)
{
return;
}
self->s.frame++;
if (self->s.frame < 38)
{
self->nextthink = level.time + FRAMETIME;
}
}
void
misc_satellite_dish_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
{
if (!self)
{
return;
}
self->s.frame = 0;
self->think = misc_satellite_dish_think;
self->nextthink = level.time + FRAMETIME;
}
void
SP_misc_satellite_dish(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
VectorSet(ent->mins, -64, -64, 0);
VectorSet(ent->maxs, 64, 64, 128);
ent->s.modelindex = gi.modelindex("models/objects/satellite/tris.md2");
ent->use = misc_satellite_dish_use;
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12)
*/
void
SP_light_mine1(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
ent->s.modelindex = gi.modelindex("models/objects/minelite/light1/tris.md2");
gi.linkentity(ent);
}
/*
* QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12)
*/
void
SP_light_mine2(edict_t *ent)
{
if (!ent)
{
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
ent->s.modelindex = gi.modelindex("models/objects/minelite/light2/tris.md2");
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8)
* Intended for use with the target_spawner
*/
void
SP_misc_gib_arm(edict_t *ent)
{
if (!ent)
{
return;
}
gi.setmodel(ent, "models/objects/gibs/arm/tris.md2");
ent->solid = SOLID_NOT;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;
ent->movetype = MOVETYPE_TOSS;
ent->svflags |= SVF_MONSTER;
ent->deadflag = DEAD_DEAD;
ent->avelocity[0] = random() * 200;
ent->avelocity[1] = random() * 200;
ent->avelocity[2] = random() * 200;
ent->think = G_FreeEdict;
ent->nextthink = level.time + 30;
gi.linkentity(ent);
}
/*
* QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8)
* Intended for use with the target_spawner
*/
void
SP_misc_gib_leg(edict_t *ent)
{
if (!ent)
{
return;
}
gi.setmodel(ent, "models/objects/gibs/leg/tris.md2");
ent->solid = SOLID_NOT;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;
ent->movetype = MOVETYPE_TOSS;
ent->svflags |= SVF_MONSTER;
ent->deadflag = DEAD_DEAD;
ent->avelocity[0] = random() * 200;
ent->avelocity[1] = random() * 200;
ent->avelocity[2] = random() * 200;
ent->think = G_FreeEdict;
ent->nextthink = level.time + 30;
gi.linkentity(ent);
}
/*
* QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8)
* Intended for use with the target_spawner
*/
void
SP_misc_gib_head(edict_t *ent)
{
if (!ent)
{
return;
}
gi.setmodel(ent, "models/objects/gibs/head/tris.md2");
ent->solid = SOLID_NOT;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;
ent->movetype = MOVETYPE_TOSS;
ent->svflags |= SVF_MONSTER;
ent->deadflag = DEAD_DEAD;
ent->avelocity[0] = random() * 200;
ent->avelocity[1] = random() * 200;
ent->avelocity[2] = random() * 200;
ent->think = G_FreeEdict;
ent->nextthink = level.time + 30;
gi.linkentity(ent);
}
/* ===================================================== */
/*
* QUAKED target_character (0 0 1) ?
* used with target_string (must be on same "team")
* "count" is position in the string (starts at 1)
*/
void
SP_target_character(edict_t *self)
{
if (!self)
{
return;
}
self->movetype = MOVETYPE_PUSH;
gi.setmodel(self, self->model);
self->solid = SOLID_BSP;
self->s.frame = 12;
gi.linkentity(self);
return;
}
/* ===================================================== */
/*
* QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
*/
void
target_string_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
{
edict_t *e;
int n, l;
char c;
if (!self)
{
return;
}
l = strlen(self->message);
for (e = self->teammaster; e; e = e->teamchain)
{
if (!e->count)
{
continue;
}
n = e->count - 1;
if (n > l)
{
e->s.frame = 12;
continue;
}
c = self->message[n];
if ((c >= '0') && (c <= '9'))
{
e->s.frame = c - '0';
}
else if (c == '-')
{
e->s.frame = 10;
}
else if (c == ':')
{
e->s.frame = 11;
}
else
{
e->s.frame = 12;
}
}
}
void
SP_target_string(edict_t *self)
{
if (!self->message)
{
self->message = "";
}
self->use = target_string_use;
}
/* ===================================================== */
/*
* QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
* target a target_string with this
*
* The default is to be a time of day clock
*
* TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
* If START_OFF, this entity must be used before it starts
*
* "style" 0 "xx"
* 1 "xx:xx"
* 2 "xx:xx:xx"
*/
#define CLOCK_MESSAGE_SIZE 16
/* don't let field width of any clock messages change, or it
could cause an overwrite after a game load */
void
func_clock_reset(edict_t *self)
{
if (!self)
{
return;
}
self->activator = NULL;
if (self->spawnflags & 1)
{
self->health = 0;
self->wait = self->count;
}
else if (self->spawnflags & 2)
{
self->health = self->count;
self->wait = 0;
}
}
/*
* This is an evil hack to
* prevent a rare crahs at
* biggun exit. */
typedef struct zhead_s
{
struct zhead_s *prev, *next;
short magic;
short tag;
int size;
} zhead_t;
void
func_clock_format_countdown(edict_t *self)
{
if (!self)
{
return;
}
zhead_t *z = ( zhead_t * )self->message - 1;
int size = z->size - sizeof (zhead_t);
if (size < CLOCK_MESSAGE_SIZE)
{
gi.TagFree (self->message);
self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL);
}
if (self->style == 0)
{
Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i", self->health);
return;
}
if (self->style == 1)
{
Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i",
self->health / 60, self->health % 60);
if (self->message[3] == ' ')
{
self->message[3] = '0';
}
return;
}
if (self->style == 2)
{
Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i",
self->health / 3600,
(self->health - (self->health / 3600) * 3600) / 60,
self->health % 60);
if (self->message[3] == ' ')
{
self->message[3] = '0';
}
if (self->message[6] == ' ')
{
self->message[6] = '0';
}
return;
}
}
void
func_clock_think(edict_t *self)
{
if (!self)
{
return;
}
if (!self->enemy)
{
self->enemy = G_Find(NULL, FOFS(targetname), self->target);
if (!self->enemy)
{
return;
}
}
if (self->spawnflags & 1)
{
func_clock_format_countdown(self);
self->health++;
}
else if (self->spawnflags & 2)
{
func_clock_format_countdown(self);
self->health--;
}
else
{
struct tm *ltime;
time_t gmtime;
time(&gmtime);
ltime = localtime(&gmtime);
Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i",
ltime->tm_hour, ltime->tm_min, ltime->tm_sec);
if (self->message[3] == ' ')
{
self->message[3] = '0';
}
if (self->message[6] == ' ')
{
self->message[6] = '0';
}
}
self->enemy->message = self->message;
self->enemy->use(self->enemy, self, self);
if (((self->spawnflags & 1) && (self->health > self->wait)) ||
((self->spawnflags & 2) && (self->health < self->wait)))
{
if (self->pathtarget)
{
char *savetarget;
char *savemessage;
savetarget = self->target;
savemessage = self->message;
self->target = self->pathtarget;
self->message = NULL;
G_UseTargets(self, self->activator);
self->target = savetarget;
self->message = savemessage;
}
if (!(self->spawnflags & 8))
{
self->think = G_FreeEdict;
self->nextthink = level.time + 1;
return;
}
func_clock_reset(self);
if (self->spawnflags & 4)
{
return;
}
}
self->nextthink = level.time + 1;
}
void
func_clock_use(edict_t *self, edict_t *other /* unused */, edict_t *activator)
{
if (!self || !activator)
{
return;
}
if (!(self->spawnflags & 8))
{
self->use = NULL;
}
if (self->activator)
{
return;
}
self->activator = activator;
self->think(self);
}
void
SP_func_clock(edict_t *self)
{
if (!self)
{
return;
}
if (!self->target)
{
gi.dprintf("%s with no target at %s\n", self->classname,
vtos(self->s.origin));
G_FreeEdict(self);
return;
}
if ((self->spawnflags & 2) && (!self->count))
{
gi.dprintf("%s with no count at %s\n", self->classname,
vtos(self->s.origin));
G_FreeEdict(self);
return;
}
if ((self->spawnflags & 1) && (!self->count))
{
self->count = 60 * 60;
}
func_clock_reset(self);
self->message = gi.TagMalloc(CLOCK_MESSAGE_SIZE, TAG_LEVEL);
self->think = func_clock_think;
if (self->spawnflags & 4)
{
self->use = func_clock_use;
}
else
{
self->nextthink = level.time + 1;
}
}
/* ================================================================================= */
void
teleporter_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
csurface_t *surf /* unused */)
{
edict_t *dest;
int i;
if (!self || !other)
{
return;
}
if (!other->client)
{
return;
}
dest = G_Find(NULL, FOFS(targetname), self->target);
if (!dest)
{
gi.dprintf("Couldn't find destination\n");
return;
}
/* unlink to make sure it can't possibly interfere with KillBox */
gi.unlinkentity(other);
VectorCopy(dest->s.origin, other->s.origin);
VectorCopy(dest->s.origin, other->s.old_origin);
other->s.origin[2] += 10;
/* clear the velocity and hold them in place briefly */
VectorClear(other->velocity);
other->client->ps.pmove.pm_time = 160 >> 3; /* hold time */
other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
/* draw the teleport splash at source and on the player */
self->owner->s.event = EV_PLAYER_TELEPORT;
other->s.event = EV_PLAYER_TELEPORT;
/* set angles */
for (i = 0; i < 3; i++)
{
other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(
dest->s.angles[i] - other->client->resp.cmd_angles[i]);
}
VectorClear(other->s.angles);
VectorClear(other->client->ps.viewangles);
VectorClear(other->client->v_angle);
/* kill anything at the destination */
KillBox(other);
gi.linkentity(other);
}
/*
* QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
* Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
*/
void
SP_misc_teleporter(edict_t *ent)
{
if (!ent)
{
return;
}
edict_t *trig;
if (!ent->target)
{
gi.dprintf("teleporter without a target.\n");
G_FreeEdict(ent);
return;
}
gi.setmodel(ent, "models/objects/dmspot/tris.md2");
ent->s.skinnum = 1;
ent->s.effects = EF_TELEPORTER;
ent->s.sound = gi.soundindex("world/amb10.wav");
ent->solid = SOLID_BBOX;
VectorSet(ent->mins, -32, -32, -24);
VectorSet(ent->maxs, 32, 32, -16);
gi.linkentity(ent);
trig = G_Spawn();
trig->touch = teleporter_touch;
trig->solid = SOLID_TRIGGER;
trig->target = ent->target;
trig->owner = ent;
VectorCopy(ent->s.origin, trig->s.origin);
VectorSet(trig->mins, -8, -8, 8);
VectorSet(trig->maxs, 8, 8, 24);
gi.linkentity(trig);
}
/*
* QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
* Point teleporters at these.
*/
void
SP_misc_teleporter_dest(edict_t *ent)
{
if (!ent)
{
return;
}
gi.setmodel(ent, "models/objects/dmspot/tris.md2");
ent->s.skinnum = 0;
ent->solid = SOLID_BBOX;
VectorSet(ent->mins, -32, -32, -24);
VectorSet(ent->maxs, 32, 32, -16);
gi.linkentity(ent);
}