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-rw-r--r--src/game/g_misc.c436
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diff --git a/src/game/g_misc.c b/src/game/g_misc.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#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_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 )
+{
+ // 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;
+ G_UnlaggedClear( player );
+
+ // set angles
+ G_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_portal_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 / 360.0f * 256;
+}
+
+/*
+======================================================================
+
+ NEAT EFFECTS AND STUFF FOR TREMULOUS
+
+======================================================================
+*/
+
+void SP_toggle_particle_system( gentity_t *self )
+{
+ //toggle EF_NODRAW
+ self->s.eFlags ^= EF_NODRAW;
+
+ self->nextthink = 0;
+}
+
+/*
+===============
+SP_use_particle_system
+
+Use function for particle_system
+===============
+*/
+void SP_use_particle_system( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ SP_toggle_particle_system( self );
+
+ if( self->wait > 0.0f )
+ {
+ self->think = SP_toggle_particle_system;
+ self->nextthink = level.time + (int)( self->wait * 1000 );
+ }
+}
+
+/*
+===============
+SP_spawn_particle_system
+
+Spawn function for particle system
+===============
+*/
+void SP_misc_particle_system( gentity_t *self )
+{
+ char *s;
+
+ G_SetOrigin( self, self->s.origin );
+
+ G_SpawnString( "psName", "", &s );
+ G_SpawnFloat( "wait", "0", &self->wait );
+
+ //add the particle system to the client precache list
+ self->s.modelindex = G_ParticleSystemIndex( s );
+
+ if( self->spawnflags & 1 )
+ self->s.eFlags |= EF_NODRAW;
+
+ self->use = SP_use_particle_system;
+ self->s.eType = ET_PARTICLE_SYSTEM;
+ trap_LinkEntity( self );
+}
+
+/*
+===============
+SP_use_anim_model
+
+Use function for anim model
+===============
+*/
+void SP_use_anim_model( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ if( self->spawnflags & 1 )
+ {
+ //if spawnflag 1 is set
+ //toggle EF_NODRAW
+ if( self->s.eFlags & EF_NODRAW )
+ self->s.eFlags &= ~EF_NODRAW;
+ else
+ self->s.eFlags |= EF_NODRAW;
+ }
+ else
+ {
+ //if the animation loops then toggle the animation
+ //toggle EF_MOVER_STOP
+ if( self->s.eFlags & EF_MOVER_STOP )
+ self->s.eFlags &= ~EF_MOVER_STOP;
+ else
+ self->s.eFlags |= EF_MOVER_STOP;
+ }
+}
+
+/*
+===============
+SP_misc_anim_model
+
+Spawn function for anim model
+===============
+*/
+void SP_misc_anim_model( gentity_t *self )
+{
+ self->s.powerups = (int)self->animation[ 0 ];
+ self->s.weapon = (int)self->animation[ 1 ];
+ self->s.torsoAnim = (int)self->animation[ 2 ];
+ self->s.legsAnim = (int)self->animation[ 3 ];
+
+ self->s.angles2[ 0 ] = self->pos2[ 0 ];
+
+ //add the model to the client precache list
+ self->s.modelindex = G_ModelIndex( self->model );
+
+ self->use = SP_use_anim_model;
+
+ self->s.eType = ET_ANIMMAPOBJ;
+
+ // spawn with animation stopped
+ if( self->spawnflags & 2 )
+ self->s.eFlags |= EF_MOVER_STOP;
+
+ trap_LinkEntity( self );
+}
+
+/*
+===============
+SP_use_light_flare
+
+Use function for light flare
+===============
+*/
+void SP_use_light_flare( gentity_t *self, gentity_t *other, gentity_t *activator )
+{
+ self->s.eFlags ^= EF_NODRAW;
+}
+
+/*
+===============
+findEmptySpot
+
+Finds an empty spot radius units from origin
+==============
+*/
+static void findEmptySpot( vec3_t origin, float radius, vec3_t spot )
+{
+ int i, j, k;
+ vec3_t delta, test, total;
+ trace_t tr;
+
+ VectorClear( total );
+
+ //54(!) traces to test for empty spots
+ for( i = -1; i <= 1; i++ )
+ {
+ for( j = -1; j <= 1; j++ )
+ {
+ for( k = -1; k <= 1; k++ )
+ {
+ VectorSet( delta, ( i * radius ),
+ ( j * radius ),
+ ( k * radius ) );
+
+ VectorAdd( origin, delta, test );
+
+ trap_Trace( &tr, test, NULL, NULL, test, -1, MASK_SOLID );
+
+ if( !tr.allsolid )
+ {
+ trap_Trace( &tr, test, NULL, NULL, origin, -1, MASK_SOLID );
+ VectorScale( delta, tr.fraction, delta );
+ VectorAdd( total, delta, total );
+ }
+ }
+ }
+ }
+
+ VectorNormalize( total );
+ VectorScale( total, radius, total );
+ VectorAdd( origin, total, spot );
+}
+
+/*
+===============
+SP_misc_light_flare
+
+Spawn function for light flare
+===============
+*/
+void SP_misc_light_flare( gentity_t *self )
+{
+ self->s.eType = ET_LIGHTFLARE;
+ self->s.modelindex = G_ShaderIndex( self->targetShaderName );
+ VectorCopy( self->pos2, self->s.origin2 );
+
+ //try to find a spot near to the flare which is empty. This
+ //is used to facilitate visibility testing
+ findEmptySpot( self->s.origin, 8.0f, self->s.angles2 );
+
+ self->use = SP_use_light_flare;
+
+ G_SpawnFloat( "speed", "200", &self->speed );
+ self->s.time = self->speed;
+
+ G_SpawnInt( "mindist", "0", &self->s.generic1 );
+
+ if( self->spawnflags & 1 )
+ self->s.eFlags |= EF_NODRAW;
+
+ trap_LinkEntity( self );
+}