diff options
author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/game/g_misc.c | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/g_misc.c')
-rwxr-xr-x | code/game/g_misc.c | 964 |
1 files changed, 482 insertions, 482 deletions
diff --git a/code/game/g_misc.c b/code/game/g_misc.c index 2328461..ee75cde 100755 --- a/code/game/g_misc.c +++ b/code/game/g_misc.c @@ -1,482 +1,482 @@ -/*
-===========================================================================
-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 Foobar; 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
+/* +=========================================================================== +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 Foobar; 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 |