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authorTim Angus <tim@ngus.net>2001-01-03 21:54:12 +0000
committerTim Angus <tim@ngus.net>2001-01-03 21:54:12 +0000
commit76a5aa612381ba1ba7567ca408197c235f5869e5 (patch)
treeda7b8bc475dd18e48f87138a218c276aa9f599a7 /src/game/g_misc.c
parent6d22a7d4231f0cf301a576a072f142a01d830216 (diff)
im making a right mess of this
Diffstat (limited to 'src/game/g_misc.c')
-rw-r--r--src/game/g_misc.c384
1 files changed, 0 insertions, 384 deletions
diff --git a/src/game/g_misc.c b/src/game/g_misc.c
deleted file mode 100644
index 56fe9f8f..00000000
--- a/src/game/g_misc.c
+++ /dev/null
@@ -1,384 +0,0 @@
-// 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);
-}
-