]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_subs.qc
Fix compilation with gmqcc.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_subs.qc
index c311f3774f45f59c7ad934e6b5992e673c1b4f54..cc6f3694b9897bd3126c826b1a3d6e964e14e505 100644 (file)
@@ -1,8 +1,5 @@
-void SUB_Null() {};
-float SUB_True() { return 1; }
-float SUB_False() { return 0; }
+void SUB_NullThink(void) { }
 
-void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
 void()  SUB_CalcMoveDone;
 void() SUB_CalcAngleMoveDone;
 //void() SUB_UseTargets;
@@ -41,7 +38,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart
        e.animstate_override = override;
        e.frame = e.animstate_startframe;
        e.frame1time = servertime;
-};
+}
 
 void updateanim(entity e)
 {
@@ -56,31 +53,7 @@ void updateanim(entity e)
        }
        e.frame = e.animstate_startframe + bound(0, (time - e.animstate_starttime) * e.animstate_framerate, e.animstate_numframes - 1);
        //print(ftos(time), " -> ", ftos(e.frame), "\n");
-};
-
-float animparseerror;
-vector animparseline(float animfile)
-{
-       local string line;
-       local float c;
-       local vector anim;
-       if (animfile < 0)
-               return '0 1 2';
-       line = fgets(animfile);
-       c = tokenize_console(line);
-       if (c < 3)
-       {
-               animparseerror = TRUE;
-               return '0 1 2';
-       }
-       anim_x = stof(argv(0));
-       anim_y = stof(argv(1));
-       anim_z = stof(argv(2));
-       // don't allow completely bogus values
-       if (anim_x < 0 || anim_y < 1 || anim_z < 0.001)
-               anim = '0 1 2';
-       return anim;
-};
+}
 
 /*
 ==================
@@ -118,10 +91,10 @@ Makes client invisible or removes non-client
 */
 void SUB_VanishOrRemove (entity ent)
 {
-       if (ent.flags & FL_CLIENT)
+       if (IS_CLIENT(ent))
        {
                // vanish
-               ent.model = "";
+               ent.alpha = -1;
                ent.effects = 0;
                ent.glow_size = 0;
                ent.pflags = 0;
@@ -135,12 +108,15 @@ void SUB_VanishOrRemove (entity ent)
 
 void SUB_SetFade_Think (void)
 {
+       if(self.alpha == 0)
+               self.alpha = 1;
        self.think = SUB_SetFade_Think;
-       self.nextthink = self.fade_time;
-       self.alpha = 1 - (time - self.fade_time) * self.fade_rate;
+       self.nextthink = time;
+       self.alpha -= frametime * self.fade_rate;
        if (self.alpha < 0.01)
                SUB_VanishOrRemove(self);
-       self.alpha = bound(0.01, self.alpha, 1);
+       else
+               self.nextthink = time;
 }
 
 /*
@@ -152,11 +128,7 @@ Fade 'ent' out when time >= 'when'
 */
 void SUB_SetFade (entity ent, float when, float fadetime)
 {
-       //if (ent.flags & FL_CLIENT) // && ent.deadflag != DEAD_NO)
-       //      return;
-       //ent.alpha = 1;
        ent.fade_rate = 1/fadetime;
-       ent.fade_time = when;
        ent.think = SUB_SetFade_Think;
        ent.nextthink = when;
 }
@@ -180,6 +152,7 @@ void SUB_CalcMoveDone (void)
                self.think1 ();
 }
 
+.float platmovetype_turn;
 void SUB_CalcMove_controller_think (void)
 {
        entity oldself;
@@ -187,31 +160,46 @@ void SUB_CalcMove_controller_think (void)
        float phasepos;
        float nexttick;
        vector delta;
+       vector delta2;
        vector veloc;
+       vector angloc;
        vector nextpos;
+       delta = self.destvec;
+       delta2 = self.destvec2;
        if(time < self.animstate_endtime) {
-               delta = self.destvec;
                nexttick = time + sys_frametime;
 
-               if(nexttick < self.animstate_endtime) {
-                       traveltime = self.animstate_endtime - self.animstate_starttime;
-                       phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
-                       phasepos = 3.14159265 + (phasepos * 3.14159265); // range: [pi, 2pi]
-                       phasepos = cos(phasepos); // cos [pi, 2pi] is in [-1, 1]
-                       phasepos = phasepos + 1; // correct range to [0, 2]
-                       phasepos = phasepos / 2; // correct range to [0, 1]
-                       nextpos = self.origin + (delta * phasepos);
+               traveltime = self.animstate_endtime - self.animstate_starttime;
+               phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
+               phasepos = cubic_speedfunc(self.platmovetype_start, self.platmovetype_end, phasepos);
+               nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
+               // derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
 
+               if(self.owner.platmovetype_turn)
+               {
+                       vector destangle;
+                       destangle = delta + 2 * delta2 * phasepos;
+                       destangle = vectoangles(destangle);
+                       destangle_x = -destangle_x; // flip up / down orientation
+
+                       // take the shortest distance for the angles
+                       self.owner.angles_x -= 360 * floor((self.owner.angles_x - destangle_x) / 360 + 0.5);
+                       self.owner.angles_y -= 360 * floor((self.owner.angles_y - destangle_y) / 360 + 0.5);
+                       self.owner.angles_z -= 360 * floor((self.owner.angles_z - destangle_z) / 360 + 0.5);
+                       angloc = destangle - self.owner.angles;
+                       angloc = angloc * (1 / sys_frametime); // so it arrives for the next frame
+                       self.owner.avelocity = angloc;
+               }
+               if(nexttick < self.animstate_endtime)
                        veloc = nextpos - self.owner.origin;
-                       veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
-
-               } else {
+               else
                        veloc = self.finaldest - self.owner.origin;
-                       veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
-               }
+               veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
+
                self.owner.velocity = veloc;
                self.nextthink = nexttick;
        } else {
+               // derivative: delta + 2 * delta2 (e.g. for angle positioning)
                oldself = self;
                self.owner.think = self.think1;
                self = self.owner;
@@ -220,9 +208,42 @@ void SUB_CalcMove_controller_think (void)
        }
 }
 
-void SUB_CalcMove (vector tdest, float tspeed, void() func)
+void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest)
+{
+       // 0 * (1-t) * (1-t) + 2 * control * t * (1-t) + dest * t * t
+       // 2 * control * t - 2 * control * t * t + dest * t * t
+       // 2 * control * t + (dest - 2 * control) * t * t
+
+       controller.origin = org; // starting point
+       control -= org;
+       dest -= org;
+
+       controller.destvec = 2 * control; // control point
+       controller.destvec2 = dest - 2 * control; // quadratic part required to reach end point
+       // also: initial d/dphasepos origin = 2 * control, final speed = 2 * (dest - control)
+}
+
+void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest)
+{
+       // 0 * (1-t) * (1-t) + 2 * control * t * (1-t) + dest * t * t
+       // 2 * control * t - 2 * control * t * t + dest * t * t
+       // 2 * control * t + (dest - 2 * control) * t * t
+
+       controller.origin = org; // starting point
+       dest -= org;
+
+       controller.destvec = dest; // end point
+       controller.destvec2 = '0 0 0';
+}
+
+float TSPEED_TIME = -1;
+float TSPEED_LINEAR = 0;
+float TSPEED_START = 1;
+float TSPEED_END = 2;
+// TODO average too?
+
+void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func)
 {
-       vector  delta;
        float   traveltime;
        entity controller;
 
@@ -233,47 +254,45 @@ void SUB_CalcMove (vector tdest, float tspeed, void() func)
        self.finaldest = tdest;
        self.think = SUB_CalcMoveDone;
 
-       if (tdest == self.origin)
+       switch(tspeedtype)
        {
-               self.velocity = '0 0 0';
-               self.nextthink = self.ltime + 0.1;
-               return;
+               default:
+               case TSPEED_START:
+                       traveltime = 2 * vlen(tcontrol - self.origin) / tspeed;
+                       break;
+               case TSPEED_END:
+                       traveltime = 2 * vlen(tcontrol - tdest)       / tspeed;
+                       break;
+               case TSPEED_LINEAR:
+                       traveltime = vlen(tdest - self.origin)        / tspeed;
+                       break;
+               case TSPEED_TIME:
+                       traveltime = tspeed;
+                       break;
        }
 
-       delta = tdest - self.origin;
-       traveltime = vlen (delta) / tspeed;
-
-       if (traveltime < 0.1)
+       if (traveltime < 0.1) // useless anim
        {
                self.velocity = '0 0 0';
                self.nextthink = self.ltime + 0.1;
                return;
        }
 
-       // Very short animations don't really show off the effect
-       // of controlled animation, so let's just use linear movement.
-       // Alternatively entities can choose to specify non-controlled movement.
-        // The only currently implemented alternative movement is linear (value 1)
-       if (traveltime < 0.15 || self.platmovetype == 1)
-       {
-               self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
-               self.nextthink = self.ltime + traveltime;
-               return;
-       }
-
        controller = spawn();
        controller.classname = "SUB_CalcMove_controller";
        controller.owner = self;
-       controller.origin = self.origin; // starting point
+       controller.platmovetype = self.platmovetype;
+       controller.platmovetype_start = self.platmovetype_start;
+       controller.platmovetype_end = self.platmovetype_end;
+       SUB_CalcMove_controller_setbezier(controller, self.origin, tcontrol, tdest);
        controller.finaldest = (tdest + '0 0 0.125'); // where do we want to end? Offset to overshoot a bit.
-       controller.destvec = delta;
        controller.animstate_starttime = time;
        controller.animstate_endtime = time + traveltime;
        controller.think = SUB_CalcMove_controller_think;
        controller.think1 = self.think;
 
        // the thinking is now done by the controller
-       self.think = SUB_Null;
+       self.think = SUB_NullThink; // for PushMove
        self.nextthink = self.ltime + traveltime;
        
        // invoke controller
@@ -282,14 +301,63 @@ void SUB_CalcMove (vector tdest, float tspeed, void() func)
        self = self.owner;
 }
 
-void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeed, void() func)
+void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func)
+{
+       vector  delta;
+       float   traveltime;
+
+       if (!tspeed)
+               objerror ("No speed is defined!");
+
+       self.think1 = func;
+       self.finaldest = tdest;
+       self.think = SUB_CalcMoveDone;
+
+       if (tdest == self.origin)
+       {
+               self.velocity = '0 0 0';
+               self.nextthink = self.ltime + 0.1;
+               return;
+       }
+
+       delta = tdest - self.origin;
+
+       switch(tspeedtype)
+       {
+               default:
+               case TSPEED_START:
+               case TSPEED_END:
+               case TSPEED_LINEAR:
+                       traveltime = vlen (delta) / tspeed;
+                       break;
+               case TSPEED_TIME:
+                       traveltime = tspeed;
+                       break;
+       }
+
+       // Very short animations don't really show off the effect
+       // of controlled animation, so let's just use linear movement.
+       // Alternatively entities can choose to specify non-controlled movement.
+        // The only currently implemented alternative movement is linear (value 1)
+       if (traveltime < 0.15 || (self.platmovetype_start == 1 && self.platmovetype_end == 1)) // is this correct?
+       {
+               self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
+               self.nextthink = self.ltime + traveltime;
+               return;
+       }
+
+       // now just run like a bezier curve...
+       SUB_CalcMove_Bezier((self.origin + tdest) * 0.5, tdest, tspeedtype, tspeed, func);
+}
+
+void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func)
 {
        entity  oldself;
 
        oldself = self;
        self = ent;
 
-       SUB_CalcMove (tdest, tspeed, func);
+       SUB_CalcMove (tdest, tspeedtype, tspeed, func);
 
        self = oldself;
 }
@@ -315,7 +383,7 @@ void SUB_CalcAngleMoveDone (void)
 }
 
 // FIXME: I fixed this function only for rotation around the main axes
-void SUB_CalcAngleMove (vector destangle, float tspeed, void() func)
+void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func)
 {
        vector  delta;
        float   traveltime;
@@ -328,7 +396,19 @@ void SUB_CalcAngleMove (vector destangle, float tspeed, void() func)
        self.angles_y -= 360 * floor((self.angles_y - destangle_y) / 360 + 0.5);
        self.angles_z -= 360 * floor((self.angles_z - destangle_z) / 360 + 0.5);
        delta = destangle - self.angles;
-       traveltime = vlen (delta) / tspeed;
+
+       switch(tspeedtype)
+       {
+               default:
+               case TSPEED_START:
+               case TSPEED_END:
+               case TSPEED_LINEAR:
+                       traveltime = vlen (delta) / tspeed;
+                       break;
+               case TSPEED_TIME:
+                       traveltime = tspeed;
+                       break;
+       }
 
        self.think1 = func;
        self.finalangle = destangle;
@@ -345,14 +425,14 @@ void SUB_CalcAngleMove (vector destangle, float tspeed, void() func)
        self.nextthink = self.ltime + traveltime;
 }
 
-void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeed, void() func)
+void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func)
 {
        entity  oldself;
 
        oldself = self;
        self = ent;
 
-       SUB_CalcAngleMove (destangle, tspeed, func);
+       SUB_CalcAngleMove (destangle, tspeedtype, tspeed, func);
 
        self = oldself;
 }
@@ -381,31 +461,26 @@ Additionally it moves players back into the past before the trace and restores t
 */
 void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz)
 {
-       local entity player;
-       local float oldsolid;
+       entity player;
+       float oldsolid;
 
        // check whether antilagged traces are enabled
        if (lag < 0.001)
                lag = 0;
-       if (clienttype(forent) != CLIENTTYPE_REAL)
+       if not(IS_REAL_CLIENT(forent))
                lag = 0; // only antilag for clients
 
        // change shooter to SOLID_BBOX so the shot can hit corpses
+       oldsolid = source.dphitcontentsmask;
        if(source)
-       {
-               oldsolid = source.dphitcontentsmask;
                source.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-       }
 
        if (lag)
        {
                // take players back into the past
-               player = player_list;
-               while (player)
-               {
-                       antilag_takeback(player, time - lag);
-                       player = player.nextplayer;
-               }
+               FOR_EACH_PLAYER(player)
+                       if(player != forent)
+                               antilag_takeback(player, time - lag);
        }
 
        // do the trace
@@ -417,12 +492,9 @@ void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma,
        // restore players to current positions
        if (lag)
        {
-               player = player_list;
-               while (player)
-               {
-                       antilag_restore(player);
-                       player = player.nextplayer;
-               }
+               FOR_EACH_PLAYER(player)
+                       if(player != forent)
+                               antilag_restore(player);
        }
 
        // restore shooter solid type
@@ -462,10 +534,11 @@ void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma,
        tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, TRUE);
 }
 
-float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent) // returns the number of traces done, for benchmarking
+float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity) // returns the number of traces done, for benchmarking
 {
        vector pos, dir, t;
        float nudge;
+       entity stopentity;
 
        //nudge = 2 * cvar("collision_impactnudge"); // why not?
        nudge = 0.5;
@@ -498,6 +571,8 @@ float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomon
                        dprint("  trace distance is ", ftos(vlen(pos - trace_endpos)), "\n");
                }
 
+               stopentity = trace_ent;
+
                if(trace_startsolid)
                {
                        // we started inside solid.
@@ -510,6 +585,15 @@ float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomon
                                // t is still inside solid? bad
                                // force advance, then, and retry
                                pos = t + dir * nudge;
+
+                               // but if we hit an entity, stop RIGHT before it
+                               if(stopatentity && stopentity)
+                               {
+                                       trace_ent = stopentity;
+                                       trace_endpos = t;
+                                       trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
+                                       return c;
+                               }
                        }
                        else
                        {
@@ -528,59 +612,9 @@ float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomon
        }
 }
 
-void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent)
+void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity)
 {
-#if 0
-       vector pos, dir, t;
-       float nudge;
-
-       //nudge = 2 * cvar("collision_impactnudge"); // why not?
-       nudge = 0.5;
-
-       dir = normalize(v2 - v1);
-
-       pos = v1 + dir * nudge;
-
-       for(;;)
-       {
-               if((pos - v1) * dir >= (v2 - v1) * dir)
-               {
-                       // went too far
-                       trace_fraction = 1;
-                       return;
-               }
-
-               traceline(pos, v2, nomonsters, forent);
-
-               if(trace_startsolid)
-               {
-                       // we started inside solid.
-                       // then trace from endpos to pos
-                       t = trace_endpos;
-                       traceline(t, pos, nomonsters, forent);
-                       if(trace_startsolid)
-                       {
-                               // t is inside solid? bad
-                               // force advance, then
-                               pos = pos + dir * nudge;
-                       }
-                       else
-                       {
-                               // we actually LEFT solid!
-                               trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
-                               return;
-                       }
-               }
-               else
-               {
-                       // pos is outside solid?!? but why?!? never mind, just return it.
-                       trace_endpos = pos;
-                       trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
-                       return;
-               }
-       }
-#else
-       tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent);
+       tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent, stopatentity);
 }
 
 /*
@@ -801,7 +835,15 @@ void SetBrushEntityModel()
        if(self.model != "")
        {
                precache_model(self.model);
-               setmodel(self, self.model); // no precision needed
+               if(self.mins != '0 0 0' || self.maxs != '0 0 0')
+               {
+                       vector mi = self.mins;
+                       vector ma = self.maxs;
+                       setmodel(self, self.model); // no precision needed
+                       setsize(self, mi, ma);
+               }
+               else
+                       setmodel(self, self.model); // no precision needed
                InitializeEntity(self, LODmodel_attach, INITPRIO_FINDTARGET);
        }
        setorigin(self, self.origin);
@@ -813,7 +855,15 @@ void SetBrushEntityModelNoLOD()
        if(self.model != "")
        {
                precache_model(self.model);
-               setmodel(self, self.model); // no precision needed
+               if(self.mins != '0 0 0' || self.maxs != '0 0 0')
+               {
+                       vector mi = self.mins;
+                       vector ma = self.maxs;
+                       setmodel(self, self.model); // no precision needed
+                       setsize(self, mi, ma);
+               }
+               else
+                       setmodel(self, self.model); // no precision needed
        }
        setorigin(self, self.origin);
        ApplyMinMaxScaleAngles(self);
@@ -836,7 +886,7 @@ void SetMovedir()
        }
 
        self.angles = '0 0 0';
-};
+}
 
 void InitTrigger()
 {
@@ -848,7 +898,7 @@ void InitTrigger()
        self.movetype = MOVETYPE_NONE;
        self.modelindex = 0;
        self.model = "";
-};
+}
 
 void InitSolidBSPTrigger()
 {
@@ -860,7 +910,7 @@ void InitSolidBSPTrigger()
        self.movetype = MOVETYPE_NONE; // why was this PUSH? -div0
 //     self.modelindex = 0;
        self.model = "";
-};
+}
 
 float InitMovingBrushTrigger()
 {
@@ -875,4 +925,4 @@ float InitMovingBrushTrigger()
                return 0;
        }
        return 1;
-};
+}