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authorTim Angus <tim@ngus.net>2001-01-03 22:43:20 +0000
committerTim Angus <tim@ngus.net>2001-01-03 22:43:20 +0000
commit7cc6c9cbe613b7022ad3b5ae1a8a9bd7811e5e6a (patch)
treed244805f389a78ce6f3d78fe2ea89ecd7a4ef9bf /src/game/g_misc.c
parent6f175bfee2d373b67a94261d26e3106d483099e8 (diff)
1.27 upgrade
Diffstat (limited to 'src/game/g_misc.c')
-rw-r--r--src/game/g_misc.c384
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
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--- /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);
+}
+