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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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		return;
	}

	ent = G_PickTarget (self->target);
	if (!ent)
	{
		gi.dprintf ("train_next: bad target %s\n", self->target);
		return;
	}

	self->target = ent->target;

	// check for a teleport path_corner
	if (ent->spawnflags & 1)
	{
		if (!first)
		{
			gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
			return;
		}
		first = false;
		VectorSubtract (ent->s.origin, self->mins, self->s.origin);
		VectorCopy (self->s.origin, self->s.old_origin);
		self->s.event = EV_OTHER_TELEPORT;
		gi.linkentity (self);
		goto again;
	}

	self->moveinfo.wait = ent->wait;
	self->target_ent = ent;

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

	VectorSubtract (ent->s.origin, self->mins, dest);
	self->moveinfo.state = STATE_TOP;
	VectorCopy (self->s.origin, self->moveinfo.start_origin);
	VectorCopy (dest, self->moveinfo.end_origin);
	Move_Calc (self, dest, train_wait);
	self->spawnflags |= TRAIN_START_ON;
}

void train_resume (edict_t *self)
{
	edict_t	*ent;
	vec3_t	dest;

	ent = self->target_ent;

	VectorSubtract (ent->s.origin, self->mins, dest);
	self->moveinfo.state = STATE_TOP;
	VectorCopy (self->s.origin, self->moveinfo.start_origin);
	VectorCopy (dest, self->moveinfo.end_origin);
	Move_Calc (self, dest, train_wait);
	self->spawnflags |= TRAIN_START_ON;
}

void func_train_find (edict_t *self)
{
	edict_t *ent;

	if (!self->target)
	{
		gi.dprintf ("train_find: no target\n");
		return;
	}
	ent = G_PickTarget (self->target);
	if (!ent)
	{
		gi.dprintf ("train_find: target %s not found\n", self->target);
		return;
	}
	self->target = ent->target;

	VectorSubtract (ent->s.origin, self->mins, self->s.origin);
	gi.linkentity (self);

	// if not triggered, start immediately
	if (!self->targetname)
		self->spawnflags |= TRAIN_START_ON;

	if (self->spawnflags & TRAIN_START_ON)
	{
		self->nextthink = level.time + FRAMETIME;
		self->think = train_next;
		self->activator = self;
	}
}

void train_use (edict_t *self, edict_t *other, edict_t *activator)
{
	self->activator = activator;

	if (self->spawnflags & TRAIN_START_ON)
	{
		if (!(self->spawnflags & TRAIN_TOGGLE))
			return;
		self->spawnflags &= ~TRAIN_START_ON;
		VectorClear (self->velocity);
		self->nextthink = 0;
	}
	else
	{
		if (self->target_ent)
			train_resume(self);
		else
			train_next(self);
	}
}

void SP_func_train (edict_t *self)
{
	self->movetype = MOVETYPE_PUSH;

	VectorClear (self->s.angles);
	self->blocked = train_blocked;
	if (self->spawnflags & TRAIN_BLOCK_STOPS)
		self->dmg = 0;
	else
	{
		if (!self->dmg)
			self->dmg = 100;
	}
	self->solid = SOLID_BSP;
	gi.setmodel (self, self->model);

	if (st.noise)
		self->moveinfo.sound_middle = gi.soundindex  (st.noise);

	if (!self->speed)
		self->speed = 100;

	self->moveinfo.speed = self->speed;
	self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;

	self->use = train_use;

	gi.linkentity (self);

	if (self->target)
	{
		// start trains on the second frame, to make sure their targets have had
		// a chance to spawn
		self->nextthink = level.time + FRAMETIME;
		self->think = func_train_find;
	}
	else
	{
		gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
	}
}


/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/
void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator)
{
	edict_t *target;

	if (self->movetarget->nextthink)
	{
//		gi.dprintf("elevator busy\n");
		return;
	}

	if (!other->pathtarget)
	{
		gi.dprintf("elevator used with no pathtarget\n");
		return;
	}

	target = G_PickTarget (other->pathtarget);
	if (!target)
	{
		gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
		return;
	}

	self->movetarget->target_ent = target;
	train_resume (self->movetarget);
}

void trigger_elevator_init (edict_t *self)
{
	if (!self->target)
	{
		gi.dprintf("trigger_elevator has no target\n");
		return;
	}
	self->movetarget = G_PickTarget (self->target);
	if (!self->movetarget)
	{
		gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
		return;
	}
	if (strcmp(self->movetarget->classname, "func_train") != 0)
	{
		gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
		return;
	}

	self->use = trigger_elevator_use;
	self->svflags = SVF_NOCLIENT;

}

void SP_trigger_elevator (edict_t *self)
{
	self->think = trigger_elevator_init;
	self->nextthink = level.time + FRAMETIME;
}


/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"wait"			base time between triggering all targets, default is 1
"random"		wait variance, default is 0

so, the basic time between firing is a random time between
(wait - random) and (wait + random)

"delay"			delay before first firing when turned on, default is 0

"pausetime"		additional delay used only the very first time
				and only if spawned with START_ON

These can used but not touched.
*/
void func_timer_think (edict_t *self)
{
	G_UseTargets (self, self->activator);
	self->nextthink = level.time + self->wait + crandom() * self->random;
}

void func_timer_use (edict_t *self, edict_t *other, edict_t *activator)
{
	self->activator = activator;

	// if on, turn it off
	if (self->nextthink)
	{
		self->nextthink = 0;
		return;
	}

	// turn it on
	if (self->delay)
		self->nextthink = level.time + self->delay;
	else
		func_timer_think (self);
}

void SP_func_timer (edict_t *self)
{
	if (!self->wait)
		self->wait = 1.0;

	self->use = func_timer_use;
	self->think = func_timer_think;

	if (self->random >= self->wait)
	{
		self->random = self->wait - FRAMETIME;
		gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
	}

	if (self->spawnflags & 1)
	{
		self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
		self->activator = self;
	}

	self->svflags = SVF_NOCLIENT;
}


/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed	default 100
*/

void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator)
{
	if (self->spawnflags & 1)
	{
		self->speed = 0;
		self->spawnflags &= ~1;
	}
	else
	{
		self->speed = self->count;
		self->spawnflags |= 1;
	}

	if (!(self->spawnflags & 2))
		self->count = 0;
}

void SP_func_conveyor (edict_t *self)
{
	if (!self->speed)
		self->speed = 100;

	if (!(self->spawnflags & 1))
	{
		self->count = self->speed;
		self->speed = 0;
	}

	self->use = func_conveyor_use;

	gi.setmodel (self, self->model);
	self->solid = SOLID_BSP;
	gi.linkentity (self);
}


/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door.  Slide back and then to the side.

open_once		doors never closes
1st_left		1st move is left of arrow
1st_down		1st move is down from arrow
always_shoot	door is shootebale even if targeted

"angle"		determines the direction
"dmg"		damage to inflic when blocked (default 2)
"wait"		how long to hold in the open position (default 5, -1 means hold)
*/

#define SECRET_ALWAYS_SHOOT	1
#define SECRET_1ST_LEFT		2
#define SECRET_1ST_DOWN		4

void door_secret_move1 (edict_t *self);
void door_secret_move2 (edict_t *self);
void door_secret_move3 (edict_t *self);
void door_secret_move4 (edict_t *self);
void door_secret_move5 (edict_t *self);
void door_secret_move6 (edict_t *self);
void door_secret_done (edict_t *self);

void door_secret_use (edict_t *self, edict_t *other, edict_t *activator)
{
	// make sure we're not already moving
	if (!VectorCompare(self->s.origin, vec3_origin))
		return;

	Move_Calc (self, self->pos1, door_secret_move1);
	door_use_areaportals (self, true);
}

void door_secret_move1 (edict_t *self)
{
	self->nextthink = level.time + 1.0;
	self->think = door_secret_move2;
}

void door_secret_move2 (edict_t *self)
{
	Move_Calc (self, self->pos2, door_secret_move3);
}

void door_secret_move3 (edict_t *self)
{
	if (self->wait == -1)
		return;
	self->nextthink = level.time + self->wait;
	self->think = door_secret_move4;
}

void door_secret_move4 (edict_t *self)
{
	Move_Calc (self, self->pos1, door_secret_move5);
}

void door_secret_move5 (edict_t *self)
{
	self->nextthink = level.time + 1.0;
	self->think = door_secret_move6;
}

void door_secret_move6 (edict_t *self)
{
	Move_Calc (self, vec3_origin, door_secret_done);
}

void door_secret_done (edict_t *self)
{
	if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
	{
		self->health = 0;
		self->takedamage = DAMAGE_YES;
	}
	door_use_areaportals (self, false);
}

void door_secret_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;
	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 door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	self->takedamage = DAMAGE_NO;
	door_secret_use (self, attacker, attacker);
}

void SP_func_door_secret (edict_t *ent)
{
	vec3_t	forward, right, up;
	float	side;
	float	width;
	float	length;

	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");

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

	ent->blocked = door_secret_blocked;
	ent->use = door_secret_use;

	if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
	{
		ent->health = 0;
		ent->takedamage = DAMAGE_YES;
		ent->die = door_secret_die;
	}

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

	if (!ent->wait)
		ent->wait = 5;

	ent->moveinfo.accel =
	ent->moveinfo.decel =
	ent->moveinfo.speed = 50;

	// calculate positions
	AngleVectors (ent->s.angles, forward, right, up);
	VectorClear (ent->s.angles);
	side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
	if (ent->spawnflags & SECRET_1ST_DOWN)
		width = fabs(DotProduct(up, ent->size));
	else
		width = fabs(DotProduct(right, ent->size));
	length = fabs(DotProduct(forward, ent->size));
	if (ent->spawnflags & SECRET_1ST_DOWN)
		VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
	else
		VectorMA (ent->s.origin, side * width, right, ent->pos1);
	VectorMA (ent->pos1, length, forward, ent->pos2);

	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->classname = "func_door";

	gi.linkentity (ent);
}


/*QUAKED func_killbox (1 0 0) ?
Kills everything inside when fired, irrespective of protection.
*/
void use_killbox (edict_t *self, edict_t *other, edict_t *activator)
{
	KillBox (self);
}

void SP_func_killbox (edict_t *ent)
{
	gi.setmodel (ent, ent->model);
	ent->use = use_killbox;
	ent->svflags = SVF_NOCLIENT;
}

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