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📄 g_mover.c

📁 quakeIII源码这个不用我多说吧
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		ent->s.pos.trType = TR_LINEAR_STOP;
		break;
	}
	BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );	
	trap_LinkEntity( ent );
}

/*
================
MatchTeam

All entities in a mover team will move from pos1 to pos2
in the same amount of time
================
*/
void MatchTeam( gentity_t *teamLeader, int moverState, int time ) {
	gentity_t		*slave;

	for ( slave = teamLeader ; slave ; slave = slave->teamchain ) {
		SetMoverState( slave, moverState, time );
	}
}



/*
================
ReturnToPos1
================
*/
void ReturnToPos1( gentity_t *ent ) {
	MatchTeam( ent, MOVER_2TO1, level.time );

	// looping sound
	ent->s.loopSound = ent->soundLoop;

	// starting sound
	if ( ent->sound2to1 ) {
		G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
	}
}


/*
================
Reached_BinaryMover
================
*/
void Reached_BinaryMover( gentity_t *ent ) {

	// stop the looping sound
	ent->s.loopSound = ent->soundLoop;

	if ( ent->moverState == MOVER_1TO2 ) {
		// reached pos2
		SetMoverState( ent, MOVER_POS2, level.time );

		// play sound
		if ( ent->soundPos2 ) {
			G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 );
		}

		// return to pos1 after a delay
		ent->think = ReturnToPos1;
		ent->nextthink = level.time + ent->wait;

		// fire targets
		if ( !ent->activator ) {
			ent->activator = ent;
		}
		G_UseTargets( ent, ent->activator );
	} else if ( ent->moverState == MOVER_2TO1 ) {
		// reached pos1
		SetMoverState( ent, MOVER_POS1, level.time );

		// play sound
		if ( ent->soundPos1 ) {
			G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 );
		}

		// close areaportals
		if ( ent->teammaster == ent || !ent->teammaster ) {
			trap_AdjustAreaPortalState( ent, qfalse );
		}
	} else {
		G_Error( "Reached_BinaryMover: bad moverState" );
	}
}


/*
================
Use_BinaryMover
================
*/
void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
	int		total;
	int		partial;

	// only the master should be used
	if ( ent->flags & FL_TEAMSLAVE ) {
		Use_BinaryMover( ent->teammaster, other, activator );
		return;
	}

	ent->activator = activator;

	if ( ent->moverState == MOVER_POS1 ) {
		// start moving 50 msec later, becase if this was player
		// triggered, level.time hasn't been advanced yet
		MatchTeam( ent, MOVER_1TO2, level.time + 50 );

		// starting sound
		if ( ent->sound1to2 ) {
			G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
		}

		// looping sound
		ent->s.loopSound = ent->soundLoop;

		// open areaportal
		if ( ent->teammaster == ent || !ent->teammaster ) {
			trap_AdjustAreaPortalState( ent, qtrue );
		}
		return;
	}

	// if all the way up, just delay before coming down
	if ( ent->moverState == MOVER_POS2 ) {
		ent->nextthink = level.time + ent->wait;
		return;
	}

	// only partway down before reversing
	if ( ent->moverState == MOVER_2TO1 ) {
		total = ent->s.pos.trDuration;
		partial = level.time - ent->s.pos.trTime;
		if ( partial > total ) {
			partial = total;
		}

		MatchTeam( ent, MOVER_1TO2, level.time - ( total - partial ) );

		if ( ent->sound1to2 ) {
			G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
		}
		return;
	}

	// only partway up before reversing
	if ( ent->moverState == MOVER_1TO2 ) {
		total = ent->s.pos.trDuration;
		partial = level.time - ent->s.pos.trTime;
		if ( partial > total ) {
			partial = total;
		}

		MatchTeam( ent, MOVER_2TO1, level.time - ( total - partial ) );

		if ( ent->sound2to1 ) {
			G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound2to1 );
		}
		return;
	}
}



/*
================
InitMover

"pos1", "pos2", and "speed" should be set before calling,
so the movement delta can be calculated
================
*/
void InitMover( gentity_t *ent ) {
	vec3_t		move;
	float		distance;
	float		light;
	vec3_t		color;
	qboolean	lightSet, colorSet;
	char		*sound;

	// if the "model2" key is set, use a seperate model
	// for drawing, but clip against the brushes
	if ( ent->model2 ) {
		ent->s.modelindex2 = G_ModelIndex( ent->model2 );
	}

	// if the "loopsound" key is set, use a constant looping sound when moving
	if ( G_SpawnString( "noise", "100", &sound ) ) {
		ent->s.loopSound = G_SoundIndex( sound );
	}

	// if the "color" or "light" keys are set, setup constantLight
	lightSet = G_SpawnFloat( "light", "100", &light );
	colorSet = G_SpawnVector( "color", "1 1 1", color );
	if ( lightSet || colorSet ) {
		int		r, g, b, i;

		r = color[0] * 255;
		if ( r > 255 ) {
			r = 255;
		}
		g = color[1] * 255;
		if ( g > 255 ) {
			g = 255;
		}
		b = color[2] * 255;
		if ( b > 255 ) {
			b = 255;
		}
		i = light / 4;
		if ( i > 255 ) {
			i = 255;
		}
		ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
	}


	ent->use = Use_BinaryMover;
	ent->reached = Reached_BinaryMover;

	ent->moverState = MOVER_POS1;
	ent->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	ent->s.eType = ET_MOVER;
	VectorCopy (ent->pos1, ent->r.currentOrigin);
	trap_LinkEntity (ent);

	ent->s.pos.trType = TR_STATIONARY;
	VectorCopy( ent->pos1, ent->s.pos.trBase );

	// calculate time to reach second position from speed
	VectorSubtract( ent->pos2, ent->pos1, move );
	distance = VectorLength( move );
	if ( ! ent->speed ) {
		ent->speed = 100;
	}
	VectorScale( move, ent->speed, ent->s.pos.trDelta );
	ent->s.pos.trDuration = distance * 1000 / ent->speed;
	if ( ent->s.pos.trDuration <= 0 ) {
		ent->s.pos.trDuration = 1;
	}
}


/*
===============================================================================

DOOR

A use can be triggered either by a touch function, by being shot, or by being
targeted by another entity.

===============================================================================
*/

/*
================
Blocked_Door
================
*/
void Blocked_Door( gentity_t *ent, gentity_t *other ) {
	// remove anything other than a client
	if ( !other->client ) {
		// except CTF flags!!!!
		if( other->s.eType == ET_ITEM && other->item->giType == IT_TEAM ) {
			Team_DroppedFlagThink( other );
			return;
		}
		G_TempEntity( other->s.origin, EV_ITEM_POP );
		G_FreeEntity( other );
		return;
	}

	if ( ent->damage ) {
		G_Damage( other, ent, ent, NULL, NULL, ent->damage, 0, MOD_CRUSH );
	}
	if ( ent->spawnflags & 4 ) {
		return;		// crushers don't reverse
	}

	// reverse direction
	Use_BinaryMover( ent, ent, other );
}

/*
================
Touch_DoorTriggerSpectator
================
*/
static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
	int i, axis;
	vec3_t origin, dir, angles;

	axis = ent->count;
	VectorClear(dir);
	if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) <
		fabs(other->s.origin[axis] - ent->r.absmin[axis])) {
		origin[axis] = ent->r.absmin[axis] - 10;
		dir[axis] = -1;
	}
	else {
		origin[axis] = ent->r.absmax[axis] + 10;
		dir[axis] = 1;
	}
	for (i = 0; i < 3; i++) {
		if (i == axis) continue;
		origin[i] = (ent->r.absmin[i] + ent->r.absmax[i]) * 0.5;
	}
	vectoangles(dir, angles);
	TeleportPlayer(other, origin, angles );
}

/*
================
Touch_DoorTrigger
================
*/
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ) {
	if ( other->client && other->client->sess.sessionTeam == TEAM_SPECTATOR ) {
		// if the door is not open and not opening
		if ( ent->parent->moverState != MOVER_1TO2 &&
			ent->parent->moverState != MOVER_POS2) {
			Touch_DoorTriggerSpectator( ent, other, trace );
		}
	}
	else if ( ent->parent->moverState != MOVER_1TO2 ) {
		Use_BinaryMover( ent->parent, ent, other );
	}
}


/*
======================
Think_SpawnNewDoorTrigger

All of the parts of a door have been spawned, so create
a trigger that encloses all of them
======================
*/
void Think_SpawnNewDoorTrigger( gentity_t *ent ) {
	gentity_t		*other;
	vec3_t		mins, maxs;
	int			i, best;

	// set all of the slaves as shootable
	for ( other = ent ; other ; other = other->teamchain ) {
		other->takedamage = qtrue;
	}

	// find the bounds of everything on the team
	VectorCopy (ent->r.absmin, mins);
	VectorCopy (ent->r.absmax, maxs);

	for (other = ent->teamchain ; other ; other=other->teamchain) {
		AddPointToBounds (other->r.absmin, mins, maxs);
		AddPointToBounds (other->r.absmax, mins, maxs);
	}

	// find the thinnest axis, which will be the one we expand
	best = 0;
	for ( i = 1 ; i < 3 ; i++ ) {
		if ( maxs[i] - mins[i] < maxs[best] - mins[best] ) {
			best = i;
		}
	}
	maxs[best] += 120;
	mins[best] -= 120;

	// create a trigger with this size
	other = G_Spawn ();
	other->classname = "door_trigger";
	VectorCopy (mins, other->r.mins);
	VectorCopy (maxs, other->r.maxs);
	other->parent = ent;
	other->r.contents = CONTENTS_TRIGGER;
	other->touch = Touch_DoorTrigger;
	// remember the thinnest axis
	other->count = best;
	trap_LinkEntity (other);

	MatchTeam( ent, ent->moverState, level.time );
}

void Think_MatchTeam( gentity_t *ent ) {
	MatchTeam( ent, ent->moverState, level.time );
}


/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER
TOGGLE		wait in both the start and end states for a trigger event.
START_OPEN	the door to moves to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER	monsters will not trigger this door

"model2"	.md3 model to also draw
"angle"		determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"speed"		movement speed (100 default)
"wait"		wait before returning (3 default, -1 = never return)
"lip"		lip remaining at end of move (8 default)
"dmg"		damage to inflict when blocked (2 default)
"color"		constantLight color
"light"		constantLight radius
"health"	if set, the door must be shot open
*/
void SP_func_door (gentity_t *ent) {
	vec3_t	abs_movedir;
	float	distance;
	vec3_t	size;
	float	lip;

	ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
	ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");

	ent->blocked = Blocked_Door;

	// default speed of 400
	if (!ent->speed)
		ent->speed = 400;

	// default wait of 2 seconds
	if (!ent->wait)
		ent->wait = 2;
	ent->wait *= 1000;

	// default lip of 8 units
	G_SpawnFloat( "lip", "8", &lip );

	// default damage of 2 points
	G_SpawnInt( "dmg", "2", &ent->damage );

	// first position at start
	VectorCopy( ent->s.origin, ent->pos1 );

	// calculate second position
	trap_SetBrushModel( ent, ent->model );
	G_SetMovedir (ent->s.angles, ent->movedir);
	abs_movedir[0] = fabs(ent->movedir[0]);
	abs_movedir[1] = fabs(ent->movedir[1]);
	abs_movedir[2] = fabs(ent->movedir[2]);
	VectorSubtract( ent->r.maxs, ent->r.mins, size );
	distance = DotProduct( abs_movedir, size ) - lip;
	VectorMA( ent->pos1, distance, ent->movedir, ent->pos2 );

	// if "start_open", reverse position 1 and 2
	if ( ent->spawnflags & 1 ) {
		vec3_t	temp;

		VectorCopy( ent->pos2, temp );
		VectorCopy( ent->s.origin, ent->pos2 );
		VectorCopy( temp, ent->pos1 );
	}

	InitMover( ent );

	ent->nextthink = level.time + FRAMETIME;

	if ( ! (ent->flags & FL_TEAMSLAVE ) ) {
		int health;

		G_SpawnInt( "health", "0", &health );
		if ( health ) {
			ent->takedamage = qtrue;
		}
		if ( ent->targetname || health ) {
			// non touch/shoot doors
			ent->think = Think_MatchTeam;
		} else {
			ent->think = Think_SpawnNewDoorTrigger;
		}
	}


}

/*
===============================================================================

PLAT

===============================================================================
*/

/*
==============
Touch_Plat

Don't allow decent if a living player is on it
===============
*/
void Touch_Plat( gentity_t *ent, gentity_t *other, trace_t *trace ) {
	if ( !other->client || other->client->ps.stats[STAT_HEALTH] <= 0 ) {
		return;
	}

	// delay return-to-pos1 by one second
	if ( ent->moverState == MOVER_POS2 ) {
		ent->nextthink = level.time + 1000;
	}
}

/*
==============
Touch_PlatCenterTrigger

If the plat is at the bottom position, start it going up
===============
*/
void Touch_PlatCenterTrigger(gentity_t *ent, gentity_t *other, trace_t *trace ) {
	if ( !other->client ) {
		return;
	}

	if ( ent->parent->moverState == MOVER_POS1 ) {
		Use_BinaryMover( ent->parent, ent, other );
	}
}


/*
================
SpawnPlatTrigger

Spawn a trigger in the middle of the plat's low position
Elevator cars require that the trigger extend through the entire low position,
not just sit on top of it.
================
*/
void SpawnPlatTrigger( gentity_t *ent ) {
	gentity_t	*trigger;
	vec3_t	tmin, tmax;

	// the middle trigger will be a thin trigger just
	// above the starting position
	trigger = G_Spawn();
	trigger->classname = "plat_trigger";

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