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g_newfnc.c
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/*
* =======================================================================
*
* Rogue specific level functions.
*
* =======================================================================
*/
#include "header/local.h"
void fd_secret_move1(edict_t *self);
void fd_secret_move2(edict_t *self);
void fd_secret_move3(edict_t *self);
void fd_secret_move4(edict_t *self);
void fd_secret_move5(edict_t *self);
void fd_secret_move6(edict_t *self);
void fd_secret_done(edict_t *self);
void Move_Calc(edict_t *ent, vec3_t dest, void (*func)(edict_t *));
/*
* =============================================================================
*
* SECRET DOORS
*
* =============================================================================
*/
#define SEC_OPEN_ONCE 1 /* stays open */
#define SEC_1ST_LEFT 2 /* 1st move is left of arrow */
#define SEC_1ST_DOWN 4 /* 1st move is down from arrow */
#define SEC_NO_SHOOT 8 /* only opened by trigger */
#define SEC_YES_SHOOT 16 /* shootable even if targeted */
#define SEC_MOVE_RIGHT 32
#define SEC_MOVE_FORWARD 64
void
fd_secret_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
{
edict_t *ent;
if (!self)
{
return;
}
if (self->flags & FL_TEAMSLAVE)
{
return;
}
/* trigger all paired doors */
for (ent = self; ent; ent = ent->teamchain)
{
Move_Calc(ent, ent->moveinfo.start_origin, fd_secret_move1);
}
}
void
fd_secret_killed(edict_t *self, edict_t *inflictor, edict_t *attacker,
int damage, vec3_t point)
{
if (!self || !inflictor || !attacker)
{
return;
}
self->health = self->max_health;
self->takedamage = DAMAGE_NO;
if (self->flags & FL_TEAMSLAVE && self->teammaster &&
(self->teammaster->takedamage != DAMAGE_NO))
{
fd_secret_killed(self->teammaster, inflictor, attacker, damage, point);
}
else
{
fd_secret_use(self, inflictor, attacker);
}
}
void
fd_secret_move1(edict_t *self)
{
if (!self)
{
return;
}
self->nextthink = level.time + 1.0;
self->think = fd_secret_move2;
}
/*
* Start moving sideways w/sound...
*/
void
fd_secret_move2(edict_t *self)
{
if (!self)
{
return;
}
Move_Calc(self, self->moveinfo.end_origin, fd_secret_move3);
}
/*
* Wait here until time to go back...
*/
void
fd_secret_move3(edict_t *self)
{
if (!self)
{
return;
}
if (!(self->spawnflags & SEC_OPEN_ONCE))
{
self->nextthink = level.time + self->wait;
self->think = fd_secret_move4;
}
}
/*
* Move backward...
*/
void
fd_secret_move4(edict_t *self)
{
if (!self)
{
return;
}
Move_Calc(self, self->moveinfo.start_origin, fd_secret_move5);
}
/*
* Wait 1 second...
*/
void
fd_secret_move5(edict_t *self)
{
if (!self)
{
return;
}
self->nextthink = level.time + 1.0;
self->think = fd_secret_move6;
}
void
fd_secret_move6(edict_t *self)
{
if (!self)
{
return;
}
Move_Calc(self, self->move_origin, fd_secret_done);
}
void
fd_secret_done(edict_t *self)
{
if (!self)
{
return;
}
if (!self->targetname || self->spawnflags & SEC_YES_SHOOT)
{
self->health = 1;
self->takedamage = DAMAGE_YES;
self->die = fd_secret_killed;
}
}
void
secret_blocked(edict_t *self, edict_t *other)
{
if (!self || !other)
{
return;
}
if (!(self->flags & FL_TEAMSLAVE))
{
T_Damage(other, self, self, vec3_origin, other->s.origin,
vec3_origin, self->dmg, 0, 0, MOD_CRUSH);
}
}
/*
* Prints messages
*/
void
secret_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */, csurface_t *surf /* unused */)
{
if (!self || !other)
{
return;
}
if (other->health <= 0)
{
return;
}
if (!(other->client))
{
return;
}
if (self->monsterinfo.attack_finished > level.time)
{
return;
}
self->monsterinfo.attack_finished = level.time + 2;
if (self->message)
{
gi.centerprintf(other, self->message);
}
}
/*
* QUAKED func_door_secret2 (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot slide_right slide_forward
*
* Basic secret door. Slides back, then to the left. Angle determines direction.
*
* FLAGS:
* open_once = not implemented yet
* 1st_left = 1st move is left/right of arrow
* 1st_down = 1st move is forwards/backwards
* no_shoot = not implemented yet
* always_shoot = even if targeted, keep shootable
* reverse_left = the sideways move will be to right of arrow
* reverse_back = the to/fro move will be forward
*
* VALUES:
* wait = # of seconds before coming back (5 default)
* dmg = damage to inflict when blocked (2 default)
*/
void
SP_func_door_secret2(edict_t *ent)
{
vec3_t forward, right, up;
float lrSize = 0, fbSize = 0;
if (!ent)
{
return;
}
ent->moveinfo.sound_start = gi.soundindex("doors/dr1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex("doors/dr1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex("doors/dr1_end.wav");
if (!ent->dmg)
{
ent->dmg = 2;
}
AngleVectors(ent->s.angles, forward, right, up);
VectorCopy(ent->s.origin, ent->move_origin);
VectorCopy(ent->s.angles, ent->move_angles);
G_SetMovedir(ent->s.angles, ent->movedir);
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel(ent, ent->model);
if ((ent->move_angles[1] == 0) || (ent->move_angles[1] == 180))
{
lrSize = ent->size[1];
fbSize = ent->size[0];
}
else if ((ent->move_angles[1] == 90) || (ent->move_angles[1] == 270))
{
lrSize = ent->size[0];
fbSize = ent->size[1];
}
else
{
gi.dprintf("Secret door not at 0,90,180,270!\n");
}
if (ent->spawnflags & SEC_MOVE_FORWARD)
{
VectorScale(forward, fbSize, forward);
}
else
{
VectorScale(forward, fbSize * -1, forward);
}
if (ent->spawnflags & SEC_MOVE_RIGHT)
{
VectorScale(right, lrSize, right);
}
else
{
VectorScale(right, lrSize * -1, right);
}
if (ent->spawnflags & SEC_1ST_DOWN)
{
VectorAdd(ent->s.origin, forward, ent->moveinfo.start_origin);
VectorAdd(ent->moveinfo.start_origin, right, ent->moveinfo.end_origin);
}
else
{
VectorAdd(ent->s.origin, right, ent->moveinfo.start_origin);
VectorAdd(ent->moveinfo.start_origin, forward, ent->moveinfo.end_origin);
}
ent->touch = secret_touch;
ent->blocked = secret_blocked;
ent->use = fd_secret_use;
ent->moveinfo.speed = 50;
ent->moveinfo.accel = 50;
ent->moveinfo.decel = 50;
if (!ent->targetname || ent->spawnflags & SEC_YES_SHOOT)
{
ent->health = 1;
ent->max_health = ent->health;
ent->takedamage = DAMAGE_YES;
ent->die = fd_secret_killed;
}
if (!ent->wait)
{
ent->wait = 5; /* 5 seconds before closing */
}
gi.linkentity(ent);
}
/* ================================================== */
#define FWALL_START_ON 1
void
force_wall_think(edict_t *self)
{
if (!self)
{
return;
}
if (!self->wait)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_FORCEWALL);
gi.WritePosition(self->pos1);
gi.WritePosition(self->pos2);
gi.WriteByte(self->style);
gi.multicast(self->offset, MULTICAST_PVS);
}
self->think = force_wall_think;
self->nextthink = level.time + 0.1;
}
void
force_wall_use(edict_t *self, edict_t *other /* activator */,
edict_t *activator /* activator */)
{
if (!self)
{
return;
}
if (!self->wait)
{
self->wait = 1;
self->think = NULL;
self->nextthink = 0;
self->solid = SOLID_NOT;
gi.linkentity(self);
}
else
{
self->wait = 0;
self->think = force_wall_think;
self->nextthink = level.time + 0.1;
self->solid = SOLID_BSP;
KillBox(self); /* Is this appropriate? */
gi.linkentity(self);
}
}
/*
* QUAKED func_force_wall (1 0 1) ? start_on
*
* A vertical particle force wall. Turns on and solid when triggered.
* If someone is in the force wall when it turns on, they're telefragged.
*
* start_on - forcewall begins activated. triggering will turn it off.
* style - color of particles to use.
* 208: green, 240: red, 241: blue, 224: orange
*/
void
SP_func_force_wall(edict_t *ent)
{
if (!ent)
{
return;
}
gi.setmodel(ent, ent->model);
ent->offset[0] = (ent->absmax[0] + ent->absmin[0]) / 2;
ent->offset[1] = (ent->absmax[1] + ent->absmin[1]) / 2;
ent->offset[2] = (ent->absmax[2] + ent->absmin[2]) / 2;
ent->pos1[2] = ent->absmax[2];
ent->pos2[2] = ent->absmax[2];
if (ent->size[0] > ent->size[1])
{
ent->pos1[0] = ent->absmin[0];
ent->pos2[0] = ent->absmax[0];
ent->pos1[1] = ent->offset[1];
ent->pos2[1] = ent->offset[1];
}
else
{
ent->pos1[0] = ent->offset[0];
ent->pos2[0] = ent->offset[0];
ent->pos1[1] = ent->absmin[1];
ent->pos2[1] = ent->absmax[1];
}
if (!ent->style)
{
ent->style = 208;
}
ent->movetype = MOVETYPE_NONE;
ent->wait = 1;
if (ent->spawnflags & FWALL_START_ON)
{
ent->solid = SOLID_BSP;
ent->think = force_wall_think;
ent->nextthink = level.time + 0.1;
}
else
{
ent->solid = SOLID_NOT;
}
ent->use = force_wall_use;
ent->svflags = SVF_NOCLIENT;
gi.linkentity(ent);
}