Exemplo n.º 1
0
/**
 * @sa G_RecalcRouting
 */
void G_CompleteRecalcRouting (void)
{
    edict_t *ent = NULL;

    while ((ent = G_EdictsGetNextInUse(ent)))
        if (IS_BMODEL(ent))
            G_RecalcRouting(ent->model);
}
Exemplo n.º 2
0
static bool Destroy_Breakable (edict_t *self)
{
	vec3_t origin;
	const char *model = self->model;

	VectorCenterFromMinsMaxs(self->absmin, self->absmax, origin);

	/* the HP value is used to decide whether this was a triggered call or a
	 * call during a fight - a triggered call will be handled differently in
	 * terms of timing and the related particle effects in the client code */
	if (self->HP == 0)
		G_EventModelExplodeTriggered(self);
	else
		G_EventModelExplode(self);

	if (self->particle)
		G_SpawnParticle(origin, self->spawnflags, self->particle);

	switch (self->material) {
	case MAT_GLASS:
		G_EventSpawnSound(PM_ALL, false, self, origin, "misc/breakglass+");
		break;
	case MAT_METAL:
		G_EventSpawnSound(PM_ALL, false, self, origin, "misc/breakmetal+");
		break;
	case MAT_ELECTRICAL:
		G_EventSpawnSound(PM_ALL, false, self, origin, "misc/breakelectric+");
		break;
	case MAT_WOOD:
		G_EventSpawnSound(PM_ALL, false, self, origin, "misc/breakwood+");
		break;
	case MAT_MAX:
		break;
	}

	G_TouchEdicts(self, 10.0f);

	/* destroy the door trigger */
	if (self->child)
		G_FreeEdict(self->child);

	/* now we can destroy the edict completely */
	G_FreeEdict(self);

	AABB oldAABB(vec3_origin, vec3_origin);
	gi.GetInlineModelAABB(model, oldAABB);
	GridBox rerouteOldBox(oldAABB);
	G_RecalcRouting(model, rerouteOldBox);

	return true;
}
Exemplo n.º 3
0
/**
 * @brief Opens/closes a door
 * @note Use function for func_door
 * @todo Check if the door can be opened or closed - there should not be
 * anything in the way (e.g. an actor)
 */
static bool Door_Use (edict_t *door, edict_t *activator)
{
    if (door->doorState == STATE_CLOSED) {
        door->doorState = STATE_OPENED;

        /* change rotation/origin and relink */
        if (door->type == ET_DOOR) {
            if (door->dir & DOOR_OPEN_REVERSE)
                door->angles[door->dir & 3] -= DOOR_ROTATION_ANGLE;
            else
                door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE;
        } else if (door->type == ET_DOOR_SLIDING) {
            Door_SlidingUse(door);
        }
        gi.LinkEdict(door);

        /* maybe the server called this because the door starts opened */
        if (G_MatchIsRunning()) {
            /* let everybody know, that the door opens */
            G_EventDoorOpen(door);
            if (door->noise[0] != '\0')
                G_EventSpawnSound(PM_ALL, false, door, door->origin, door->noise);
        }
    } else if (door->doorState == STATE_OPENED) {
        door->doorState = STATE_CLOSED;

        /* change rotation and relink */
        if (door->type == ET_DOOR) {
            if (door->dir & DOOR_OPEN_REVERSE)
                door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE;
            else
                door->angles[door->dir & 3] -= DOOR_ROTATION_ANGLE;
        } else if (door->type == ET_DOOR_SLIDING) {
            Door_SlidingUse(door);
        }
        gi.LinkEdict(door);

        /* closed is the standard, opened is handled above - we need an active
         * team here already */
        if (G_MatchIsRunning()) {
            /* let everybody know, that the door closes */
            G_EventDoorClose(door);
            if (door->noise[0] != '\0')
                G_EventSpawnSound(PM_ALL, false, door, door->origin, door->noise);
        }
    } else
        return false;

    /* Update model orientation */
    gi.SetInlineModelOrientation(door->model, door->origin, door->angles);
    Com_DPrintf(DEBUG_GAME, "Server processed door movement.\n");

    /* Update path finding table */
    G_RecalcRouting(door->model);

    if (activator && G_IsLivingActor(activator)) {
        /* Check if the player appears/perishes, seen from other teams. */
        G_CheckVis(activator, true);

        /* Calc new vis for the activator. */
        G_CheckVisTeamAll(activator->team, false, activator);
    }

    return true;
}
Exemplo n.º 4
0
/**
 * @brief Opens/closes a door
 * @note Use function for func_door
 * @todo Check if the door can be opened or closed - there should not be
 * anything in the way (e.g. an actor)
 */
static bool Door_Use (edict_t *door, edict_t *activator)
{
	int opening = 1;

	if (door->doorState == STATE_CLOSED) {
		door->doorState = STATE_OPENED;
		opening = 1;
	} else if (door->doorState == STATE_OPENED) {
		door->doorState = STATE_CLOSED;
		opening = -1;
	} else
		return false;

	/* remember the old location */
	AABB oldAABB;
	gi.GetInlineModelAABB(door->model, oldAABB);
	GridBox rerouteOldBox(oldAABB);

	/* change rotation and relink */
	if (door->type == ET_DOOR) {
		if (door->dir & DOOR_OPEN_REVERSE)
			opening *= -1;
		door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE * opening;
	} else if (door->type == ET_DOOR_SLIDING) {
		Door_SlidingUse(door);
	}
	gi.LinkEdict(door);

	/* maybe the server called this because the door starts opened */
	if (G_MatchIsRunning()) {
		/* let everybody know, that the door moves */
		if (door->doorState == STATE_OPENED)
			G_EventDoorOpen(door);
		else
			G_EventDoorClose(door);
		if (door->noise[0] != '\0') {
			const playermask_t playerMask = G_GetClosePlayerMask(door->origin, UNIT_SIZE * 10);
			G_EventSpawnSound(playerMask, false, door, door->origin, door->noise);
		}
	}

	/* Update model orientation */
	gi.SetInlineModelOrientation(door->model, door->origin, door->angles);
	AABB newAabb;
	gi.GetInlineModelAABB(door->model, newAabb);
	GridBox rerouteNewBox(newAabb);
	Com_DPrintf(DEBUG_GAME, "Server processed door movement.\n");

	/* Update path finding table for the new location of the model */
	G_RecalcRouting(door->model, rerouteOldBox);							/* Update path finding table */
	G_RecalcRouting(door->model, rerouteNewBox);

	if (activator && G_IsLivingActor(activator)) {
		/* Check if the player appears/perishes, seen from other teams. */
		G_CheckVis(activator);

		/* Calc new vis for the activator. */
		G_CheckVisTeamAll(activator->team, 0, activator);
	}

	return true;
}