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authorTim Angus <tim@ngus.net>2004-06-03 21:09:13 +0000
committerTim Angus <tim@ngus.net>2004-06-03 21:09:13 +0000
commitb4227be79cccc641a4dd471ff8fb367b79ac84b1 (patch)
treeeb3f55e10c827efaa4358f2a4bd4affb6d6476df /src
parent39b9fa4274fee270f9b67f3a7c4a18e0acceb675 (diff)
* func_trains are now triggerable and optionally stop when blocked
* Added "itemtoggle <any weapon>" command to toggle between blaster and primary
Diffstat (limited to 'src')
-rw-r--r--src/game/g_cmds.c37
-rw-r--r--src/game/g_local.h1
-rw-r--r--src/game/g_mover.c119
3 files changed, 149 insertions, 8 deletions
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 20a58e84..27341b94 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -1373,15 +1373,46 @@ Cmd_ToggleItem_f
void Cmd_ToggleItem_f( gentity_t *ent )
{
char s[ MAX_TOKEN_CHARS ];
- int upgrade;
+ int upgrade, weapon, i;
trap_Argv( 1, s, sizeof( s ) );
upgrade = BG_FindUpgradeNumForName( s );
+ weapon = BG_FindWeaponNumForName( s );
if( ent->client->pers.teamSelection != PTE_HUMANS )
return;
-
- if( BG_gotItem( upgrade, ent->client->ps.stats ) )
+
+ if( weapon == WP_NONE )
+ {
+ //special case to allow switching between
+ //the blaster and the primary weapon
+
+ if( ent->client->ps.weapon != WP_BLASTER )
+ weapon = WP_BLASTER;
+ else
+ {
+ //find a held weapon which isn't the blaster
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ {
+ if( i == WP_BLASTER )
+ continue;
+
+ if( BG_gotWeapon( i, ent->client->ps.stats ) )
+ {
+ weapon = i;
+ break;
+ }
+ }
+
+ if( i == WP_NUM_WEAPONS )
+ weapon = WP_BLASTER;
+ }
+
+ //force a weapon change
+ ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH;
+ trap_SendServerCommand( ent-g_entities, va( "weaponswitch %d", weapon ) );
+ }
+ else if( BG_gotItem( upgrade, ent->client->ps.stats ) )
{
if( BG_activated( upgrade, ent->client->ps.stats ) )
BG_deactivateItem( upgrade, ent->client->ps.stats );
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 82681dc5..33379dfd 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -132,6 +132,7 @@ struct gentity_s
gentity_t *target_ent;
float speed;
+ float lastSpeed; //TA: used by trains that have been restarted
vec3_t movedir;
//TA: acceleration evaluation
diff --git a/src/game/g_mover.c b/src/game/g_mover.c
index b3c01069..192a46cc 100644
--- a/src/game/g_mover.c
+++ b/src/game/g_mover.c
@@ -1979,9 +1979,8 @@ TRAIN
*/
-#define TRAIN_START_ON 1
-#define TRAIN_TOGGLE 2
-#define TRAIN_BLOCK_STOPS 4
+#define TRAIN_START_OFF 1
+#define TRAIN_BLOCK_STOPS 2
/*
===============
@@ -2035,6 +2034,8 @@ void Reached_Train( gentity_t *ent )
if( speed < 1 )
speed = 1;
+ ent->lastSpeed = speed;
+
// calculate duration
VectorSubtract( ent->pos2, ent->pos1, move );
length = VectorLength( move );
@@ -2047,6 +2048,12 @@ void Reached_Train( gentity_t *ent )
// start it going
SetMoverState( ent, MOVER_1TO2, level.time );
+ if( ent->spawnflags & TRAIN_START_OFF )
+ {
+ ent->s.pos.trType = TR_STATIONARY;
+ return;
+ }
+
// if there is a "wait" value on the target, don't start moving yet
if( next->wait )
{
@@ -2056,6 +2063,59 @@ void Reached_Train( gentity_t *ent )
}
}
+/*
+================
+Start_Train
+================
+*/
+void Start_Train( gentity_t *ent, gentity_t *other, gentity_t *activator )
+{
+ vec3_t move;
+
+ //recalculate duration as the mover is highly
+ //unlikely to be right on a path_corner
+ VectorSubtract( ent->pos2, ent->pos1, move );
+ ent->s.pos.trDuration = VectorLength( move ) * 1000 / ent->lastSpeed;
+ SetMoverState( ent, MOVER_1TO2, level.time );
+
+ ent->spawnflags &= ~TRAIN_START_OFF;
+}
+
+/*
+================
+Stop_Train
+================
+*/
+void Stop_Train( gentity_t *ent, gentity_t *other, gentity_t *activator )
+{
+ vec3_t origin;
+
+ //get current origin
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
+ VectorCopy( origin, ent->pos1 );
+ SetMoverState( ent, MOVER_POS1, level.time );
+
+ ent->spawnflags |= TRAIN_START_OFF;
+}
+
+/*
+================
+Use_Train
+================
+*/
+void Use_Train( gentity_t *ent, gentity_t *other, gentity_t *activator )
+{
+ if( ent->spawnflags & TRAIN_START_OFF )
+ {
+ //train is currently not moving so start it
+ Start_Train( ent, other, activator );
+ }
+ else
+ {
+ //train is moving so stop it
+ Stop_Train( ent, other, activator );
+ }
+}
/*
===============
@@ -2132,6 +2192,55 @@ void SP_path_corner( gentity_t *self )
// path corners don't need to be linked in
}
+/*
+================
+Blocked_Train
+================
+*/
+void Blocked_Train( gentity_t *self, gentity_t *other )
+{
+ if( self->spawnflags & TRAIN_BLOCK_STOPS )
+ Stop_Train( self, other, other );
+ else
+ {
+ if( !other->client )
+ {
+ //whatever is blocking the train isn't a client
+
+ //KILL!!1!!!
+ G_Damage( other, self, self, NULL, NULL, 10000, 0, MOD_CRUSH );
+
+ //buildables need to be handled differently since even when
+ //dealth fatal amounts of damage they won't instantly become non-solid
+ if( other->s.eType == ET_BUILDABLE && other->spawned )
+ {
+ vec3_t dir;
+ gentity_t *tent;
+
+ if( other->biteam == BIT_ALIENS )
+ {
+ VectorCopy( other->s.origin2, dir );
+ tent = G_TempEntity( other->s.origin, EV_ALIEN_BUILDABLE_EXPLOSION );
+ tent->s.eventParm = DirToByte( dir );
+ }
+ else if( other->biteam == BIT_HUMANS )
+ {
+ VectorSet( dir, 0.0f, 0.0f, 1.0f );
+ tent = G_TempEntity( other->s.origin, EV_HUMAN_BUILDABLE_EXPLOSION );
+ tent->s.eventParm = DirToByte( dir );
+ }
+ }
+
+ //if it's still around free it
+ if( other )
+ G_FreeEntity( other );
+
+ return;
+ }
+
+ G_Damage( other, self, self, NULL, NULL, 10000, 0, MOD_CRUSH );
+ }
+}
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
@@ -2151,9 +2260,7 @@ void SP_func_train( gentity_t *self )
VectorClear( self->s.angles );
if( self->spawnflags & TRAIN_BLOCK_STOPS )
- {
self->damage = 0;
- }
else if( !self->damage )
self->damage = 2;
@@ -2171,6 +2278,8 @@ void SP_func_train( gentity_t *self )
InitMover( self );
self->reached = Reached_Train;
+ self->use = Use_Train;
+ self->blocked = Blocked_Train;
// start trains on the second frame, to make sure their targets have had
// a chance to spawn