diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
commit | 5d27565dc8162000b75e41bf315f18b3e8015ac7 (patch) | |
tree | 5a30f46118e6baa4703045a9c2d3f02f144fcd8b /src/game/g_misc.c | |
parent | 25e294467350aef8726c235cc908aba5aa4d091f (diff) |
1.27 import
Diffstat (limited to 'src/game/g_misc.c')
-rw-r--r-- | src/game/g_misc.c | 384 |
1 files changed, 384 insertions, 0 deletions
diff --git a/src/game/g_misc.c b/src/game/g_misc.c new file mode 100644 index 00000000..56fe9f8f --- /dev/null +++ b/src/game/g_misc.c @@ -0,0 +1,384 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// g_misc.c + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * 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, 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. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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 ); +} + +#define TORCHR 200 +#define TORCHG 200 +#define TORCHB 255 + +//TA: position/colour/intensity calculating function +void ShineTorch( gentity_t *self ) +{ + trace_t tr; + vec3_t from, to, length; + vec3_t angles, forward; + int r, g, b, i; + int veclength; + + VectorCopy( self->parent->s.pos.trBase, from ); + VectorCopy( self->parent->s.apos.trBase, angles ); + + from[2] += self->parent->client->ps.viewheight; + + AngleVectors( angles, forward, NULL, NULL ); + VectorMA( from, 4096, forward, to ); + + trap_Trace( &tr, from, NULL, NULL, to, self->parent->s.number, MASK_SOLID ); + + VectorSubtract( tr.endpos, from, length ); + veclength = VectorLength( length ); + + //hack to place the light source slightly in front of what the player is pointing at + VectorMA( tr.endpos, -(veclength / 5), forward, tr.endpos ); + + //adjust brightness and intensity based on how far away subject is + r = TORCHR * 450 / veclength; + g = TORCHG * 450 / veclength; + b = TORCHB * 450 / veclength; + if( r > TORCHR ) r = TORCHR; + if( g > TORCHG ) g = TORCHG; + if( b > TORCHB ) b = TORCHB; + + i = veclength / 2; + if( i > 255 ) i = 255; + if( i < 0 ) i = 0; + + self->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 ); + + if( tr.fraction < 1.0 ) + G_SetOrigin( self, tr.endpos ); + else + G_SetOrigin( self, to ); + + trap_LinkEntity( 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; + } + + // set to 0 for no rotation at all + 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 +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; + } + + 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); +} + |