diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 21:54:12 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 21:54:12 +0000 |
commit | 76a5aa612381ba1ba7567ca408197c235f5869e5 (patch) | |
tree | da7b8bc475dd18e48f87138a218c276aa9f599a7 /src/game/g_misc.c | |
parent | 6d22a7d4231f0cf301a576a072f142a01d830216 (diff) |
im making a right mess of this
Diffstat (limited to 'src/game/g_misc.c')
-rw-r--r-- | src/game/g_misc.c | 384 |
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); -} - |