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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// g_misc.c
+
+#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 );
+}
+
+
+
+/*
+=================================================================================
+
+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;
+ }
+
+ // swing camera ?
+ if ( owner->spawnflags & 4 ) {
+ // set to 0 for no rotation at all
+ ent->s.powerups = 0;
+ }
+ else {
+ 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 noswing
+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;
+ case WP_PLASMAGUN:
+ fire_plasma( 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);
+}
+
+
+#ifdef MISSIONPACK
+static void PortalDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) {
+ G_FreeEntity( self );
+ //FIXME do something more interesting
+}
+
+
+void DropPortalDestination( gentity_t *player ) {
+ gentity_t *ent;
+ vec3_t snapped;
+
+ // create the portal destination
+ ent = G_Spawn();
+ ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_exit.md3" );
+
+ VectorCopy( player->s.pos.trBase, snapped );
+ SnapVector( snapped );
+ G_SetOrigin( ent, snapped );
+ VectorCopy( player->r.mins, ent->r.mins );
+ VectorCopy( player->r.maxs, ent->r.maxs );
+
+ ent->classname = "hi_portal destination";
+ ent->s.pos.trType = TR_STATIONARY;
+
+ ent->r.contents = CONTENTS_CORPSE;
+ ent->takedamage = qtrue;
+ ent->health = 200;
+ ent->die = PortalDie;
+
+ VectorCopy( player->s.apos.trBase, ent->s.angles );
+
+ ent->think = G_FreeEntity;
+ ent->nextthink = level.time + 2 * 60 * 1000;
+
+ trap_LinkEntity( ent );
+
+ player->client->portalID = ++level.portalSequence;
+ ent->count = player->client->portalID;
+
+ // give the item back so they can drop the source now
+ player->client->ps.stats[STAT_HOLDABLE_ITEM] = BG_FindItem( "Portal" ) - bg_itemlist;
+}
+
+
+static void PortalTouch( gentity_t *self, gentity_t *other, trace_t *trace) {
+ gentity_t *destination;
+
+ // see if we will even let other try to use it
+ if( other->health <= 0 ) {
+ return;
+ }
+ if( !other->client ) {
+ return;
+ }
+// if( other->client->ps.persistant[PERS_TEAM] != self->spawnflags ) {
+// return;
+// }
+
+ if ( other->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
+ Drop_Item( other, BG_FindItemForPowerup( PW_NEUTRALFLAG ), 0 );
+ other->client->ps.powerups[PW_NEUTRALFLAG] = 0;
+ }
+ else if ( other->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
+ Drop_Item( other, BG_FindItemForPowerup( PW_REDFLAG ), 0 );
+ other->client->ps.powerups[PW_REDFLAG] = 0;
+ }
+ else if ( other->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
+ Drop_Item( other, BG_FindItemForPowerup( PW_BLUEFLAG ), 0 );
+ other->client->ps.powerups[PW_BLUEFLAG] = 0;
+ }
+
+ // find the destination
+ destination = NULL;
+ while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
+ if( destination->count == self->count ) {
+ break;
+ }
+ }
+
+ // if there is not one, die!
+ if( !destination ) {
+ if( self->pos1[0] || self->pos1[1] || self->pos1[2] ) {
+ TeleportPlayer( other, self->pos1, self->s.angles );
+ }
+ G_Damage( other, other, other, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG );
+ return;
+ }
+
+ TeleportPlayer( other, destination->s.pos.trBase, destination->s.angles );
+}
+
+
+static void PortalEnable( gentity_t *self ) {
+ self->touch = PortalTouch;
+ self->think = G_FreeEntity;
+ self->nextthink = level.time + 2 * 60 * 1000;
+}
+
+
+void DropPortalSource( gentity_t *player ) {
+ gentity_t *ent;
+ gentity_t *destination;
+ vec3_t snapped;
+
+ // create the portal source
+ ent = G_Spawn();
+ ent->s.modelindex = G_ModelIndex( "models/powerups/teleporter/tele_enter.md3" );
+
+ VectorCopy( player->s.pos.trBase, snapped );
+ SnapVector( snapped );
+ G_SetOrigin( ent, snapped );
+ VectorCopy( player->r.mins, ent->r.mins );
+ VectorCopy( player->r.maxs, ent->r.maxs );
+
+ ent->classname = "hi_portal source";
+ ent->s.pos.trType = TR_STATIONARY;
+
+ ent->r.contents = CONTENTS_CORPSE | CONTENTS_TRIGGER;
+ ent->takedamage = qtrue;
+ ent->health = 200;
+ ent->die = PortalDie;
+
+ trap_LinkEntity( ent );
+
+ ent->count = player->client->portalID;
+ player->client->portalID = 0;
+
+// ent->spawnflags = player->client->ps.persistant[PERS_TEAM];
+
+ ent->nextthink = level.time + 1000;
+ ent->think = PortalEnable;
+
+ // find the destination
+ destination = NULL;
+ while( (destination = G_Find(destination, FOFS(classname), "hi_portal destination")) != NULL ) {
+ if( destination->count == ent->count ) {
+ VectorCopy( destination->s.pos.trBase, ent->pos1 );
+ break;
+ }
+ }
+
+}
+#endif