123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483 |
- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code 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.
- Quake III Arena source code 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 Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- //
- // g_misc.c
- #include "g_local.h"
- /*QUAKED func_group (0 0 0) ?
- Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
- */
- /*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
- Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
- */
- void SP_info_camp( gentity_t *self ) {
- G_SetOrigin( self, self->s.origin );
- }
- /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
- Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
- */
- void SP_info_null( gentity_t *self ) {
- G_FreeEntity( self );
- }
- /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
- Used as a positional target for in-game calculation, like jumppad targets.
- target_position does the same thing
- */
- void SP_info_notnull( gentity_t *self ){
- G_SetOrigin( self, self->s.origin );
- }
- /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
- Non-displayed light.
- "light" overrides the default 300 intensity.
- Linear checbox gives linear falloff instead of inverse square
- Lights pointed at a target will be spotlights.
- "radius" overrides the default 64 unit radius of a spotlight at the target point.
- */
- void SP_light( gentity_t *self ) {
- G_FreeEntity( self );
- }
- /*
- =================================================================================
- TELEPORTERS
- =================================================================================
- */
- void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
- gentity_t *tent;
- // use temp events at source and destination to prevent the effect
- // from getting dropped by a second player event
- if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
- tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
- tent->s.clientNum = player->s.clientNum;
- tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
- tent->s.clientNum = player->s.clientNum;
- }
- // unlink to make sure it can't possibly interfere with G_KillBox
- trap_UnlinkEntity (player);
- VectorCopy ( origin, player->client->ps.origin );
- player->client->ps.origin[2] += 1;
- // spit the player out
- AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
- VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
- player->client->ps.pm_time = 160; // hold time
- player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
- // toggle the teleport bit so the client knows to not lerp
- player->client->ps.eFlags ^= EF_TELEPORT_BIT;
- // set angles
- SetClientViewAngle( player, angles );
- // kill anything at the destination
- if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
- G_KillBox (player);
- }
- // save results of pmove
- BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
- // use the precise origin for linking
- VectorCopy( player->client->ps.origin, player->r.currentOrigin );
- if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
- trap_LinkEntity (player);
- }
- }
- /*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
- Point teleporters at these.
- Now that we don't have teleport destination pads, this is just
- an info_notnull
- */
- void SP_misc_teleporter_dest( gentity_t *ent ) {
- }
- //===========================================================
- /*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
- "model" arbitrary .md3 file to display
- */
- void SP_misc_model( gentity_t *ent ) {
- #if 0
- ent->s.modelindex = G_ModelIndex( ent->model );
- VectorSet (ent->mins, -16, -16, -16);
- VectorSet (ent->maxs, 16, 16, 16);
- trap_LinkEntity (ent);
- G_SetOrigin( ent, ent->s.origin );
- VectorCopy( ent->s.angles, ent->s.apos.trBase );
- #else
- G_FreeEntity( ent );
- #endif
- }
- //===========================================================
- void locateCamera( gentity_t *ent ) {
- vec3_t dir;
- gentity_t *target;
- gentity_t *owner;
- owner = G_PickTarget( ent->target );
- if ( !owner ) {
- G_Printf( "Couldn't find target for misc_partal_surface\n" );
- G_FreeEntity( ent );
- return;
- }
- ent->r.ownerNum = owner->s.number;
- // frame holds the rotate speed
- if ( owner->spawnflags & 1 ) {
- ent->s.frame = 25;
- } else if ( owner->spawnflags & 2 ) {
- ent->s.frame = 75;
- }
- // swing camera ?
- if ( owner->spawnflags & 4 ) {
- // set to 0 for no rotation at all
- ent->s.powerups = 0;
- }
- else {
- ent->s.powerups = 1;
- }
- // clientNum holds the rotate offset
- ent->s.clientNum = owner->s.clientNum;
- VectorCopy( owner->s.origin, ent->s.origin2 );
- // see if the portal_camera has a target
- target = G_PickTarget( owner->target );
- if ( target ) {
- VectorSubtract( target->s.origin, owner->s.origin, dir );
- VectorNormalize( dir );
- } else {
- G_SetMovedir( owner->s.angles, dir );
- }
- ent->s.eventParm = DirToByte( dir );
- }
- /*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
- The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
- This must be within 64 world units of the surface!
- */
- void SP_misc_portal_surface(gentity_t *ent) {
- VectorClear( ent->r.mins );
- VectorClear( ent->r.maxs );
- trap_LinkEntity (ent);
- ent->r.svFlags = SVF_PORTAL;
- ent->s.eType = ET_PORTAL;
- if ( !ent->target ) {
- VectorCopy( ent->s.origin, ent->s.origin2 );
- } else {
- ent->think = locateCamera;
- ent->nextthink = level.time + 100;
- }
- }
- /*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswing
- The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
- "roll" an angle modifier to orient the camera around the target vector;
- */
- void SP_misc_portal_camera(gentity_t *ent) {
- float roll;
- VectorClear( ent->r.mins );
- VectorClear( ent->r.maxs );
- trap_LinkEntity (ent);
- G_SpawnFloat( "roll", "0", &roll );
- ent->s.clientNum = roll/360.0 * 256;
- }
- /*
- ======================================================================
- SHOOTERS
- ======================================================================
- */
- void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
- vec3_t dir;
- float deg;
- vec3_t up, right;
- // see if we have a target
- if ( ent->enemy ) {
- VectorSubtract( ent->enemy->r.currentOrigin, ent->s.origin, dir );
- VectorNormalize( dir );
- } else {
- VectorCopy( ent->movedir, dir );
- }
- // randomize a bit
- PerpendicularVector( up, dir );
- CrossProduct( up, dir, right );
- deg = crandom() * ent->random;
- VectorMA( dir, deg, up, dir );
- deg = crandom() * ent->random;
- VectorMA( dir, deg, right, dir );
- VectorNormalize( dir );
- switch ( ent->s.weapon ) {
- case WP_GRENADE_LAUNCHER:
- fire_grenade( ent, ent->s.origin, dir );
- break;
- case WP_ROCKET_LAUNCHER:
- fire_rocket( ent, ent->s.origin, dir );
- break;
- case WP_PLASMAGUN:
- fire_plasma( ent, ent->s.origin, dir );
- break;
- }
- G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
- }
- static void InitShooter_Finish( gentity_t *ent ) {
- ent->enemy = G_PickTarget( ent->target );
- ent->think = 0;
- ent->nextthink = 0;
- }
- void InitShooter( gentity_t *ent, int weapon ) {
- ent->use = Use_Shooter;
- ent->s.weapon = weapon;
- RegisterItem( BG_FindItemForWeapon( weapon ) );
- G_SetMovedir( ent->s.angles, ent->movedir );
- if ( !ent->random ) {
- ent->random = 1.0;
- }
- ent->random = sin( M_PI * ent->random / 180 );
- // target might be a moving object, so we can't set movedir for it
- if ( ent->target ) {
- ent->think = InitShooter_Finish;
- ent->nextthink = level.time + 500;
- }
- trap_LinkEntity( ent );
- }
- /*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
- Fires at either the target or the current direction.
- "random" the number of degrees of deviance from the taget. (1.0 default)
- */
- void SP_shooter_rocket( gentity_t *ent ) {
- InitShooter( ent, WP_ROCKET_LAUNCHER );
- }
- /*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_PLASMAGUN);
- }
- /*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);
- }
- #ifdef MISSIONPACK
- static void PortalDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) {
- G_FreeEntity( self );
- //FIXME do something more interesting
- }
- void DropPortalDestination( gentity_t *player ) {
- gentity_t *ent;
- vec3_t snapped;
- // create the portal destination
- ent = G_Spawn();
- ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_exit.md3" );
- VectorCopy( player->s.pos.trBase, snapped );
- SnapVector( snapped );
- G_SetOrigin( ent, snapped );
- VectorCopy( player->r.mins, ent->r.mins );
- VectorCopy( player->r.maxs, ent->r.maxs );
- ent->classname = "hi_portal destination";
- ent->s.pos.trType = TR_STATIONARY;
- ent->r.contents = CONTENTS_CORPSE;
- ent->takedamage = qtrue;
- ent->health = 200;
- ent->die = PortalDie;
- VectorCopy( player->s.apos.trBase, ent->s.angles );
- ent->think = G_FreeEntity;
- ent->nextthink = level.time + 2 * 60 * 1000;
- trap_LinkEntity( ent );
- player->client->portalID = ++level.portalSequence;
- ent->count = player->client->portalID;
- // give the item back so they can drop the source now
- player->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItem( "Portal" ) - bg_itemlist;
- }
- static void PortalTouch( gentity_t *self, gentity_t *other, trace_t *trace) {
- gentity_t *destination;
- // see if we will even let other try to use it
- if( other->health <= 0 ) {
- return;
- }
- if( !other->client ) {
- return;
- }
- // if( other->client->ps.persistant[PERS_TEAM] != self->spawnflags ) {
- // return;
- // }
- if ( other->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
- Drop_Item( other, BG_FindItemForPowerup( PW_NEUTRALFLAG ), 0 );
- other->client->ps.powerups[PW_NEUTRALFLAG] = 0;
- }
- else if ( other->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
- Drop_Item( other, BG_FindItemForPowerup( PW_REDFLAG ), 0 );
- other->client->ps.powerups[PW_REDFLAG] = 0;
- }
- else if ( other->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
- Drop_Item( other, BG_FindItemForPowerup( PW_BLUEFLAG ), 0 );
- other->client->ps.powerups[PW_BLUEFLAG] = 0;
- }
- // find the destination
- destination = NULL;
- while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
- if( destination->count == self->count ) {
- break;
- }
- }
- // if there is not one, die!
- if( !destination ) {
- if( self->pos1[0] || self->pos1[1] || self->pos1[2] ) {
- TeleportPlayer( other, self->pos1, self->s.angles );
- }
- G_Damage( other, other, other, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG );
- return;
- }
- TeleportPlayer( other, destination->s.pos.trBase, destination->s.angles );
- }
- static void PortalEnable( gentity_t *self ) {
- self->touch = PortalTouch;
- self->think = G_FreeEntity;
- self->nextthink = level.time + 2 * 60 * 1000;
- }
- void DropPortalSource( gentity_t *player ) {
- gentity_t *ent;
- gentity_t *destination;
- vec3_t snapped;
- // create the portal source
- ent = G_Spawn();
- ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_enter.md3" );
- VectorCopy( player->s.pos.trBase, snapped );
- SnapVector( snapped );
- G_SetOrigin( ent, snapped );
- VectorCopy( player->r.mins, ent->r.mins );
- VectorCopy( player->r.maxs, ent->r.maxs );
- ent->classname = "hi_portal source";
- ent->s.pos.trType = TR_STATIONARY;
- ent->r.contents = CONTENTS_CORPSE | CONTENTS_TRIGGER;
- ent->takedamage = qtrue;
- ent->health = 200;
- ent->die = PortalDie;
- trap_LinkEntity( ent );
- ent->count = player->client->portalID;
- player->client->portalID = 0;
- // ent->spawnflags = player->client->ps.persistant[PERS_TEAM];
- ent->nextthink = level.time + 1000;
- ent->think = PortalEnable;
- // find the destination
- destination = NULL;
- while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
- if( destination->count == ent->count ) {
- VectorCopy( destination->s.pos.trBase, ent->pos1 );
- break;
- }
- }
- }
- #endif
|