// g_target.c #include "g_local.h" /*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8) Fire an origin based temp entity event to the clients. "style" type byte */ void Use_Target_Tent(edict_t *ent, edict_t *other, edict_t *activator) { gi.WriteByte(svc_temp_entity); gi.WriteByte(ent->style); gi.WritePosition(ent->s.origin); gi.multicast(ent->s.origin, MULTICAST_PVS); } void SP_target_temp_entity(edict_t *ent) { ent->use = Use_Target_Tent; //CW++ ent->svflags |= SVF_NOCLIENT; //CW-- } //========================================================== /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable "noise" wav file to play "attenuation" -1 = none, send to whole level 1 = normal fighting sounds 2 = idle sound level 3 = ambient sound level "volume" 0.0 to 1.0 Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers. Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off. Multiple identical looping sounds will just increase volume without any speed cost. */ void Use_Target_Speaker(edict_t *ent, edict_t *other, edict_t *activator) { int chan; if (ent->spawnflags & 3) { // looping sound toggles if (ent->s.sound) ent->s.sound = 0; // turn it off else ent->s.sound = ent->noise_index; // start it } else { // normal sound if (ent->spawnflags & 4) chan = CHAN_VOICE | CHAN_RELIABLE; else chan = CHAN_VOICE; // use a positioned_sound, because this entity won't normally be // sent to any clients because it is invisible gi.positioned_sound(ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0); } } void SP_target_speaker(edict_t *ent) { char buffer[MAX_QPATH]; if (!st.noise) { gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin)); return; } if (!strstr (st.noise, ".wav")) Com_sprintf(buffer, sizeof(buffer), "%s.wav", st.noise); else strncpy(buffer, st.noise, sizeof(buffer)); ent->noise_index = gi.soundindex (buffer); if (!ent->volume) ent->volume = 1.0; if (!ent->attenuation) ent->attenuation = 1.0; else if (ent->attenuation == -1) // use -1 so 0 defaults to 1 ent->attenuation = 0; // check for prestarted looping sound if (ent->spawnflags & 1) ent->s.sound = ent->noise_index; ent->use = Use_Target_Speaker; // must link the entity so we get areas and clusters so // the server can determine who to send updates to gi.linkentity(ent); } //========================================================== /*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8) Spawns an explosion temporary entity when used. "delay" wait this long before going off "dmg" how much radius damage should be done, defaults to 0 */ void target_explosion_explode(edict_t *self) { float save; gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_EXPLOSION1); gi.WritePosition(self->s.origin); gi.multicast(self->s.origin, MULTICAST_PHS); T_RadiusDamage(self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE); save = self->delay; self->delay = 0.0; G_UseTargets(self, self->activator); self->delay = save; } void use_target_explosion(edict_t *self, edict_t *other, edict_t *activator) { self->activator = activator; if (!self->delay) { target_explosion_explode(self); return; } self->think = target_explosion_explode; self->nextthink = level.time + self->delay; } void SP_target_explosion(edict_t *ent) { ent->use = use_target_explosion; ent->svflags = SVF_NOCLIENT; } //========================================================== /*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8) Changes level to "map" when fired */ void use_target_changelevel(edict_t *self, edict_t *other, edict_t *activator) { // ignore if already activated if (level.intermissiontime) return; // if noexit, do a ton of damage to other if (!((int)dmflags->value & DF_ALLOW_EXIT) && (other != world)) //CW { T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT); return; } // let everyone know who hit the exit if (activator && activator->client) //CW gi_bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname); // if going to a new unit, clear cross triggers if (strstr(self->map, "*")) game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK); BeginIntermission(self); } void SP_target_changelevel(edict_t *ent) { if (!ent->map) { gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin)); G_FreeEdict(ent); return; } // ugly hack because *SOMEBODY* screwed up their map if((Q_stricmp(level.mapname, "fact1") == 0) && (Q_stricmp(ent->map, "fact3") == 0)) ent->map = "fact3$secret1"; ent->use = use_target_changelevel; ent->svflags = SVF_NOCLIENT; } //========================================================== /*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8) Creates a particle splash effect when used. Set "sounds" to one of the following: 1) sparks 2) blue water 3) brown water 4) slime 5) lava 6) blood "count" how many pixels in the splash "dmg" if set, does a radius damage at this location when it splashes useful for lava/sparks */ void use_target_splash(edict_t *self, edict_t *other, edict_t *activator) { gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_SPLASH); gi.WriteByte(self->count); gi.WritePosition(self->s.origin); gi.WriteDir(self->movedir); gi.WriteByte(self->sounds); gi.multicast(self->s.origin, MULTICAST_PVS); if (self->dmg) T_RadiusDamage(self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH); } void SP_target_splash(edict_t *self) { self->use = use_target_splash; G_SetMovedir(self->s.angles, self->movedir); if (!self->count) self->count = 32; self->svflags = SVF_NOCLIENT; } //========================================================== /*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8) Set target to the type of entity you want spawned. Useful for spawning monsters and gibs in the factory levels. For monsters: Set direction to the facing you want it to have. For gibs: Set direction if you want it moving and speed how fast it should be moving otherwise it will just be dropped */ void ED_CallSpawn(edict_t *ent); void use_target_spawner(edict_t *self, edict_t *other, edict_t *activator) { edict_t *ent; ent = G_Spawn(); ent->classname = self->target; VectorCopy(self->s.origin, ent->s.origin); VectorCopy(self->s.angles, ent->s.angles); ED_CallSpawn(ent); gi.unlinkentity(ent); KillBox(ent); gi.linkentity(ent); if (self->speed) VectorCopy(self->movedir, ent->velocity); } void SP_target_spawner(edict_t *self) { self->use = use_target_spawner; self->svflags = SVF_NOCLIENT; if (self->speed) { G_SetMovedir(self->s.angles, self->movedir); VectorScale(self->movedir, self->speed, self->movedir); } } //========================================================== /*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS Fires a blaster bolt in the set direction when triggered. dmg default is 15 speed default is 1000 */ void use_target_blaster(edict_t *self, edict_t *other, edict_t *activator) { int effect; if (self->spawnflags & 2) effect = 0; else if (self->spawnflags & 1) effect = EF_HYPERBLASTER; else effect = EF_BLASTER; Fire_Blaster(self, self->s.origin, self->movedir, self->dmg, self->speed, effect); //CW gi.sound(self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0); } void SP_target_blaster(edict_t *self) { self->use = use_target_blaster; G_SetMovedir(self->s.angles, self->movedir); self->noise_index = gi.soundindex("weapons/laser2.wav"); if (!self->dmg) self->dmg = 15; if (!self->speed) self->speed = 1000.0; self->svflags = SVF_NOCLIENT; } //========================================================== /*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT When triggered, fires a laser. You can either set a target or a direction. */ void target_laser_think(edict_t *self) { edict_t *ignore; trace_t tr; vec3_t start; vec3_t end; vec3_t point; vec3_t last_movedir; int count; if (self->spawnflags & 0x80000000) count = 8; else count = 4; if (self->enemy) { VectorCopy(self->movedir, last_movedir); VectorMA(self->enemy->absmin, 0.5, self->enemy->size, point); VectorSubtract(point, self->s.origin, self->movedir); VectorNormalize(self->movedir); if (!VectorCompare(self->movedir, last_movedir)) self->spawnflags |= 0x80000000; } ignore = self; VectorCopy(self->s.origin, start); VectorMA(start, 2048.0, self->movedir, end); while (1) { tr = gi.trace(start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER); if (!tr.ent) break; // hurt it if we can if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER)) //CW++ { if (tr.ent->client && (tr.ent->client->agm_enemy != NULL)) T_Damage(tr.ent, self, tr.ent->client->agm_enemy, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_AGM_TARG_LASER); else //CW-- T_Damage(tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER); } // if we hit something that's not a monster or player or is immune to lasers, we're done if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) { if (self->spawnflags & 0x80000000) { self->spawnflags &= ~0x80000000; gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_LASER_SPARKS); gi.WriteByte(count); gi.WritePosition(tr.endpos); gi.WriteDir(tr.plane.normal); gi.WriteByte(self->s.skinnum); gi.multicast(tr.endpos, MULTICAST_PVS); } break; } ignore = tr.ent; VectorCopy(tr.endpos, start); } VectorCopy(tr.endpos, self->s.old_origin); self->nextthink = level.time + FRAMETIME; } void target_laser_on(edict_t *self) { if (!self->activator) self->activator = self; self->spawnflags |= 0x80000001; self->svflags &= ~SVF_NOCLIENT; target_laser_think(self); } void target_laser_off(edict_t *self) { self->spawnflags &= ~1; self->svflags |= SVF_NOCLIENT; self->nextthink = 0.0; } void target_laser_use(edict_t *self, edict_t *other, edict_t *activator) { self->activator = activator; if (self->spawnflags & 1) target_laser_off (self); else target_laser_on (self); } void target_laser_start(edict_t *self) { edict_t *ent; self->movetype = MOVETYPE_NONE; self->solid = SOLID_NOT; self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT; self->s.modelindex = 1; // must be non-zero // set the beam diameter if (self->spawnflags & 64) self->s.frame = 16; else self->s.frame = 4; // set the color if (self->spawnflags & 2) self->s.skinnum = 0xf2f2f0f0; else if (self->spawnflags & 4) self->s.skinnum = 0xd0d1d2d3; else if (self->spawnflags & 8) self->s.skinnum = 0xf3f3f1f1; else if (self->spawnflags & 16) self->s.skinnum = 0xdcdddedf; else if (self->spawnflags & 32) self->s.skinnum = 0xe0e1e2e3; if (!self->enemy) { if (self->target) { ent = G_Find(NULL, FOFS(targetname), self->target); if (!ent) gi.dprintf("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target); self->enemy = ent; } else G_SetMovedir(self->s.angles, self->movedir); } self->use = target_laser_use; self->think = target_laser_think; if (!self->dmg) self->dmg = 1; VectorSet(self->mins, -8.0, -8.0, -8.0); VectorSet(self->maxs, 8.0, 8.0, 8.0); gi.linkentity(self); if (self->spawnflags & 1) target_laser_on(self); else target_laser_off(self); } void SP_target_laser (edict_t *self) { self->think = target_laser_start; self->nextthink = level.time + 1.0; // let everything else get spawned before we start firing } //========================================================== /*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8) When triggered, this initiates a level-wide earthquake. All players and monsters are affected. "speed" severity of the quake (default:200) "count" duration of the quake (default:5) */ void target_earthquake_think(edict_t *self) { edict_t *e; int i; if (self->last_move_time < level.time) { gi.positioned_sound(self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0); self->last_move_time = level.time + 0.5; } for (i = 1, e = g_edicts + i; i < globals.num_edicts; i++, e++) { if (!e->inuse) continue; if (!e->client) continue; if (!e->groundentity) continue; e->groundentity = NULL; e->velocity[0] += crandom()* 150.0; e->velocity[1] += crandom()* 150.0; e->velocity[2] = self->speed * (100.0 / e->mass); } if (level.time < self->timestamp) self->nextthink = level.time + FRAMETIME; } void target_earthquake_use(edict_t *self, edict_t *other, edict_t *activator) { self->timestamp = level.time + self->count; self->nextthink = level.time + FRAMETIME; self->activator = activator; self->last_move_time = 0.0; } void SP_target_earthquake(edict_t *self) { if (!self->targetname) gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin)); if (!self->count) self->count = 5; if (!self->speed) self->speed = 200.0; self->svflags |= SVF_NOCLIENT; self->think = target_earthquake_think; self->use = target_earthquake_use; self->noise_index = gi.soundindex("world/quake.wav"); } //========================================================== /*QUAKED target_victory (1 0 0) (-8 -8 -8) (8 8 8) ASSAULT: When triggered, ends the game with a victory for the attacking team. */ void target_victory_use(edict_t *self, edict_t *other, edict_t *activator) { G_UseTargets(self, activator); asltgame.victory = true; } void SP_target_victory(edict_t *self) { if (sv_gametype->value != G_ASLT) { G_FreeEdict(self); return; } self->classname = "assault_victory"; self->svflags |= SVF_NOCLIENT; self->use = target_victory_use; } //CW--