aboutsummaryrefslogtreecommitdiffstats
path: root/code/game/g_misc.c
blob: ee75cde6436adf53aa8430666e10316ac344cea4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
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