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📄 g_func.c

📁 Quake 2 Source code for students by Theerthan You can also download from idsoftwares.com
💻 C
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			ent->moveinfo.accel = newspeed;
		else
			ent->moveinfo.accel *= ratio;
		if (ent->moveinfo.decel == ent->moveinfo.speed)
			ent->moveinfo.decel = newspeed;
		else
			ent->moveinfo.decel *= ratio;
		ent->moveinfo.speed = newspeed;
	}
}

void Think_SpawnDoorTrigger (edict_t *ent)
{
	edict_t		*other;
	vec3_t		mins, maxs;

	if (ent->flags & FL_TEAMSLAVE)
		return;		// only the team leader spawns a trigger

	VectorCopy (ent->absmin, mins);
	VectorCopy (ent->absmax, maxs);

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

	// expand 
	mins[0] -= 60;
	mins[1] -= 60;
	maxs[0] += 60;
	maxs[1] += 60;

	other = G_Spawn ();
	VectorCopy (mins, other->mins);
	VectorCopy (maxs, other->maxs);
	other->owner = ent;
	other->solid = SOLID_TRIGGER;
	other->movetype = MOVETYPE_NONE;
	other->touch = Touch_DoorTrigger;
	gi.linkentity (other);

	if (ent->spawnflags & DOOR_START_OPEN)
		door_use_areaportals (ent, true);

	Think_CalcMoveSpeed (ent);
}

void door_blocked  (edict_t *self, edict_t *other)
{
	edict_t	*ent;

	if (!(other->svflags & SVF_MONSTER) && (!other->client) )
	{
		// give it a chance to go away on it's own terms (like gibs)
		T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
		// if it's still there, nuke it
		if (other)
			BecomeExplosion1 (other);
		return;
	}

	T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);

	if (self->spawnflags & DOOR_CRUSHER)
		return;


// if a door has a negative wait, it would never come back if blocked,
// so let it just squash the object to death real fast
	if (self->moveinfo.wait >= 0)
	{
		if (self->moveinfo.state == STATE_DOWN)
		{
			for (ent = self->teammaster ; ent ; ent = ent->teamchain)
				door_go_up (ent, ent->activator);
		}
		else
		{
			for (ent = self->teammaster ; ent ; ent = ent->teamchain)
				door_go_down (ent);
		}
	}
}

void door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	edict_t	*ent;

	for (ent = self->teammaster ; ent ; ent = ent->teamchain)
	{
		ent->health = ent->max_health;
		ent->takedamage = DAMAGE_NO;
	}
	door_use (self->teammaster, attacker, attacker);
}

void door_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	if (!other->client)
		return;

	if (level.time < self->touch_debounce_time)
		return;
	self->touch_debounce_time = level.time + 5.0;

	gi.centerprintf (other, "%s", self->message);
	gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
}

void SP_func_door (edict_t *ent)
{
	vec3_t	abs_movedir;

	if (ent->sounds != 1)
	{
		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");
	}

	G_SetMovedir (ent->s.angles, ent->movedir);
	ent->movetype = MOVETYPE_PUSH;
	ent->solid = SOLID_BSP;
	gi.setmodel (ent, ent->model);

	ent->blocked = door_blocked;
	ent->use = door_use;
	
	if (!ent->speed)
		ent->speed = 100;
	if (deathmatch->value)
		ent->speed *= 2;

	if (!ent->accel)
		ent->accel = ent->speed;
	if (!ent->decel)
		ent->decel = ent->speed;

	if (!ent->wait)
		ent->wait = 3;
	if (!st.lip)
		st.lip = 8;
	if (!ent->dmg)
		ent->dmg = 2;

	// calculate second position
	VectorCopy (ent->s.origin, ent->pos1);
	abs_movedir[0] = fabs(ent->movedir[0]);
	abs_movedir[1] = fabs(ent->movedir[1]);
	abs_movedir[2] = fabs(ent->movedir[2]);
	ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
	VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);

	// if it starts open, switch the positions
	if (ent->spawnflags & DOOR_START_OPEN)
	{
		VectorCopy (ent->pos2, ent->s.origin);
		VectorCopy (ent->pos1, ent->pos2);
		VectorCopy (ent->s.origin, ent->pos1);
	}

	ent->moveinfo.state = STATE_BOTTOM;

	if (ent->health)
	{
		ent->takedamage = DAMAGE_YES;
		ent->die = door_killed;
		ent->max_health = ent->health;
	}
	else if (ent->targetname && ent->message)
	{
		gi.soundindex ("misc/talk.wav");
		ent->touch = door_touch;
	}
	
	ent->moveinfo.speed = ent->speed;
	ent->moveinfo.accel = ent->accel;
	ent->moveinfo.decel = ent->decel;
	ent->moveinfo.wait = ent->wait;
	VectorCopy (ent->pos1, ent->moveinfo.start_origin);
	VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
	VectorCopy (ent->pos2, ent->moveinfo.end_origin);
	VectorCopy (ent->s.angles, ent->moveinfo.end_angles);

	if (ent->spawnflags & 16)
		ent->s.effects |= EF_ANIM_ALL;
	if (ent->spawnflags & 64)
		ent->s.effects |= EF_ANIM_ALLFAST;

	// to simplify logic elsewhere, make non-teamed doors into a team of one
	if (!ent->team)
		ent->teammaster = ent;

	gi.linkentity (ent);

	ent->nextthink = level.time + FRAMETIME;
	if (ent->health || ent->targetname)
		ent->think = Think_CalcMoveSpeed;
	else
		ent->think = Think_SpawnDoorTrigger;
}


/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
TOGGLE causes the door to 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

You need to have an origin brush as part of this entity.  The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default.  You can
check either the X_AXIS or Y_AXIS box to change that.

"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.

REVERSE will cause the door to rotate in the opposite direction.

"message"	is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle"		determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health"	if set, door must be shot open
"speed"		movement speed (100 default)
"wait"		wait before returning (3 default, -1 = never return)
"dmg"		damage to inflict when blocked (2 default)
"sounds"
1)	silent
2)	light
3)	medium
4)	heavy
*/

void SP_func_door_rotating (edict_t *ent)
{
	VectorClear (ent->s.angles);

	// set the axis of rotation
	VectorClear(ent->movedir);
	if (ent->spawnflags & DOOR_X_AXIS)
		ent->movedir[2] = 1.0;
	else if (ent->spawnflags & DOOR_Y_AXIS)
		ent->movedir[0] = 1.0;
	else // Z_AXIS
		ent->movedir[1] = 1.0;

	// check for reverse rotation
	if (ent->spawnflags & DOOR_REVERSE)
		VectorNegate (ent->movedir, ent->movedir);

	if (!st.distance)
	{
		gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
		st.distance = 90;
	}

	VectorCopy (ent->s.angles, ent->pos1);
	VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
	ent->moveinfo.distance = st.distance;

	ent->movetype = MOVETYPE_PUSH;
	ent->solid = SOLID_BSP;
	gi.setmodel (ent, ent->model);

	ent->blocked = door_blocked;
	ent->use = door_use;

	if (!ent->speed)
		ent->speed = 100;
	if (!ent->accel)
		ent->accel = ent->speed;
	if (!ent->decel)
		ent->decel = ent->speed;

	if (!ent->wait)
		ent->wait = 3;
	if (!ent->dmg)
		ent->dmg = 2;

	if (ent->sounds != 1)
	{
		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 it starts open, switch the positions
	if (ent->spawnflags & DOOR_START_OPEN)
	{
		VectorCopy (ent->pos2, ent->s.angles);
		VectorCopy (ent->pos1, ent->pos2);
		VectorCopy (ent->s.angles, ent->pos1);
		VectorNegate (ent->movedir, ent->movedir);
	}

	if (ent->health)
	{
		ent->takedamage = DAMAGE_YES;
		ent->die = door_killed;
		ent->max_health = ent->health;
	}
	
	if (ent->targetname && ent->message)
	{
		gi.soundindex ("misc/talk.wav");
		ent->touch = door_touch;
	}

	ent->moveinfo.state = STATE_BOTTOM;
	ent->moveinfo.speed = ent->speed;
	ent->moveinfo.accel = ent->accel;
	ent->moveinfo.decel = ent->decel;
	ent->moveinfo.wait = ent->wait;
	VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
	VectorCopy (ent->pos1, ent->moveinfo.start_angles);
	VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
	VectorCopy (ent->pos2, ent->moveinfo.end_angles);

	if (ent->spawnflags & 16)
		ent->s.effects |= EF_ANIM_ALL;

	// to simplify logic elsewhere, make non-teamed doors into a team of one
	if (!ent->team)
		ent->teammaster = ent;

	gi.linkentity (ent);

	ent->nextthink = level.time + FRAMETIME;
	if (ent->health || ent->targetname)
		ent->think = Think_CalcMoveSpeed;
	else
		ent->think = Think_SpawnDoorTrigger;
}


/*QUAKED func_water (0 .5 .8) ? START_OPEN
func_water is a moveable water brush.  It must be targeted to operate.  Use a non-water texture at your own risk.

START_OPEN causes the water to move to its destination when spawned and operate in reverse.

"angle"		determines the opening direction (up or down only)
"speed"		movement speed (25 default)
"wait"		wait before returning (-1 default, -1 = TOGGLE)
"lip"		lip remaining at end of move (0 default)
"sounds"	(yes, these need to be changed)
0)	no sound
1)	water
2)	lava
*/

void SP_func_water (edict_t *self)
{
	vec3_t	abs_movedir;

	G_SetMovedir (self->s.angles, self->movedir);
	self->movetype = MOVETYPE_PUSH;
	self->solid = SOLID_BSP;
	gi.setmodel (self, self->model);

	switch (self->sounds)
	{
		default:
			break;

		case 1: // water
			self->moveinfo.sound_start = gi.soundindex  ("world/mov_watr.wav");
			self->moveinfo.sound_end = gi.soundindex  ("world/stp_watr.wav");
			break;

		case 2: // lava
			self->moveinfo.sound_start = gi.soundindex  ("world/mov_watr.wav");
			self->moveinfo.sound_end = gi.soundindex  ("world/stp_watr.wav");
			break;
	}

	// calculate second position
	VectorCopy (self->s.origin, self->pos1);
	abs_movedir[0] = fabs(self->movedir[0]);
	abs_movedir[1] = fabs(self->movedir[1]);
	abs_movedir[2] = fabs(self->movedir[2]);
	self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
	VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);

	// if it starts open, switch the positions
	if (self->spawnflags & DOOR_START_OPEN)
	{
		VectorCopy (self->pos2, self->s.origin);
		VectorCopy (self->pos1, self->pos2);
		VectorCopy (self->s.origin, self->pos1);
	}

	VectorCopy (self->pos1, self->moveinfo.start_origin);
	VectorCopy (self->s.angles, self->moveinfo.start_angles);
	VectorCopy (self->pos2, self->moveinfo.end_origin);
	VectorCopy (self->s.angles, self->moveinfo.end_angles);

	self->moveinfo.state = STATE_BOTTOM;

	if (!self->speed)
		self->speed = 25;
	self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;

	if (!self->wait)
		self->wait = -1;
	self->moveinfo.wait = self->wait;

	self->use = door_use;

	if (self->wait == -1)
		self->spawnflags |= DOOR_TOGGLE;

	self->classname = "func_door";

	gi.linkentity (self);
}


#define TRAIN_START_ON		1
#define TRAIN_TOGGLE		2
#define TRAIN_BLOCK_STOPS	4

/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed	default 100
dmg		default	2
noise	looping sound to play when the train is in motion

*/
void train_next (edict_t *self);

void train_blocked (edict_t *self, edict_t *other)
{
	if (!(other->svflags & SVF_MONSTER) && (!other->client) )
	{
		// give it a chance to go away on it's own terms (like gibs)
		T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
		// if it's still there, nuke it
		if (other)
			BecomeExplosion1 (other);
		return;
	}

	if (level.time < self->touch_debounce_time)
		return;

	if (!self->dmg)
		return;
	self->touch_debounce_time = level.time + 0.5;
	T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}

void train_wait (edict_t *self)
{
	if (self->target_ent->pathtarget)
	{
		char	*savetarget;
		edict_t	*ent;

		ent = self->target_ent;
		savetarget = ent->target;
		ent->target = ent->pathtarget;
		G_UseTargets (ent, self->activator);
		ent->target = savetarget;

		// make sure we didn't get killed by a killtarget
		if (!self->inuse)
			return;
	}

	if (self->moveinfo.wait)
	{
		if (self->moveinfo.wait > 0)
		{
			self->nextthink = level.time + self->moveinfo.wait;
			self->think = train_next;
		}
		else if (self->spawnflags & TRAIN_TOGGLE)  // && wait < 0
		{
			train_next (self);
			self->spawnflags &= ~TRAIN_START_ON;
			VectorClear (self->velocity);
			self->nextthink = 0;
		}

		if (!(self->flags & FL_TEAMSLAVE))
		{
			if (self->moveinfo.sound_end)
				gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
			self->s.sound = 0;
		}
	}
	else
	{
		train_next (self);
	}
	
}

void train_next (edict_t *self)
{
	edict_t		*ent;
	vec3_t		dest;
	qboolean	first;

	first = true;
again:
	if (!self->target)
	{
//		gi.dprintf ("train_next: no next target\n");

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