thirtyflightsofloving/3zb2/g_target.c
Knightmare66 95295401a4 Added support for custom client railgun colors in 3ZB2, Awakening2, and Zaero DLLs.
Added weapon balancing and tech control cvars to 3ZB2 DLL.
Added Vampire and Ammogen techs to 3ZB2 game DLL.
Fixed func_door_secret movement bug (when built with origin brush) in Zaero DLL.
Fixed armor stacking bug in default Lazarus, missionpack, and Zaero DLLs.
Removed unused tech cvars in default Lazarus DLL.
Changed parsing of TE_BLASTER_COLORED tempent.
2021-10-31 03:53:09 -04:00

1288 lines
34 KiB
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;
}
//==========================================================
//==========================================================
/*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 always 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
#ifdef LOOP_SOUND_ATTENUATION // Knightmare added
ent->s.attenuation = ent->attenuation;
#endif
}
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;
#ifdef LOOP_SOUND_ATTENUATION // Knightmare added
ent->s.attenuation = ent->attenuation;
#endif
}
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);
}
//==========================================================
void Use_Target_Help (edict_t *ent, edict_t *other, edict_t *activator)
{
if (ent->spawnflags & 1)
strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1);
else
strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1);
game.helpchanged++;
}
/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
*/
void SP_target_help(edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
if (!ent->message)
{
gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
G_FreeEdict (ent);
return;
}
ent->use = Use_Target_Help;
}
//==========================================================
/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
Counts a secret found.
These are single use targets.
*/
void use_target_secret (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
level.found_secrets++;
G_UseTargets (ent, activator);
G_FreeEdict (ent);
}
void SP_target_secret (edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
ent->use = use_target_secret;
if (!st.noise)
st.noise = "misc/secret.wav";
ent->noise_index = gi.soundindex (st.noise);
ent->svflags = SVF_NOCLIENT;
level.total_secrets++;
// map bug hack
if (!Q_stricmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
ent->message = "You have found a secret area.";
}
//==========================================================
/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
Counts a goal completed.
These are single use targets.
*/
void use_target_goal (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
level.found_goals++;
if (level.found_goals == level.total_goals)
gi.configstring (CS_CDTRACK, "0");
G_UseTargets (ent, activator);
G_FreeEdict (ent);
}
void SP_target_goal (edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
ent->use = use_target_goal;
if (!st.noise)
st.noise = "misc/secret.wav";
ent->noise_index = gi.soundindex (st.noise);
ent->svflags = SVF_NOCLIENT;
level.total_goals++;
}
//==========================================================
/*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;
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)
{
if (level.intermissiontime)
return; // already activated
if (!deathmatch->value && !coop->value)
{
if (g_edicts[1].health <= 0)
return;
}
// if noexit, do a ton of damage to other
if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != world)
{
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
return;
}
// if multiplayer, let everyone know who hit the exit
if (deathmatch->value)
{
if (activator && activator->client)
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, EF_BLASTER, MOD_TARGET_BLASTER, BLASTER_ORANGE);
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;
self->svflags = SVF_NOCLIENT;
}
//==========================================================
/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
*/
void trigger_crosslevel_trigger_use (edict_t *self, edict_t *other, edict_t *activator)
{
game.serverflags |= self->spawnflags;
G_FreeEdict (self);
}
void SP_target_crosslevel_trigger (edict_t *self)
{
self->svflags = SVF_NOCLIENT;
self->use = trigger_crosslevel_trigger_use;
}
/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
killtarget also work.
"delay" delay before using targets if the trigger has been activated (default 1)
*/
void target_crosslevel_target_think (edict_t *self)
{
if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
{
G_UseTargets (self, self);
G_FreeEdict (self);
}
}
void SP_target_crosslevel_target (edict_t *self)
{
if (! self->delay)
self->delay = 1;
self->svflags = SVF_NOCLIENT;
self->think = target_crosslevel_target_think;
self->nextthink = level.time + self->delay;
}
//==========================================================
/*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;
vec3_t start;
vec3_t end;
trace_t tr;
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, self->movedir, end);
while(1)
{
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
VectorCopy (tr.endpos,self->moveinfo.end_origin);
if (!tr.ent)
break;
// hurt it if we can
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER))
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;
}
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, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
gi.linkentity (self);
if (self->spawnflags & 1)
target_laser_on (self);
else
target_laser_off (self);
}
void SP_target_laser (edict_t *self)
{
// let everything else get spawned before we start firing
self->think = target_laser_start;
self->nextthink = level.time + 1;
}
//==========================================================
// RAFAEL 15-APR-98
/*QUAKED target_mal_laser (1 0 0) (-4 -4 -4) (4 4 4) START_ON RED GREEN BLUE YELLOW ORANGE FAT
Mal's laser
*/
void target_mal_laser_on (edict_t *self)
{
if (!self->activator)
self->activator = self;
self->spawnflags |= 0x80000001;
self->svflags &= ~SVF_NOCLIENT;
// target_laser_think (self);
self->nextthink = level.time + self->wait + self->delay;
}
void target_mal_laser_off (edict_t *self)
{
self->spawnflags &= ~1;
self->svflags |= SVF_NOCLIENT;
self->nextthink = 0;
}
void target_mal_laser_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (self->spawnflags & 1)
target_mal_laser_off (self);
else
target_mal_laser_on (self);
}
void mal_laser_think (edict_t *self)
{
target_laser_think (self);
self->nextthink = level.time + self->wait + 0.1;
self->spawnflags |= 0x80000000;
}
void SP_target_mal_laser (edict_t *self)
{
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;
G_SetMovedir (self->s.angles, self->movedir);
if (!self->delay)
self->delay = 0.1;
if (!self->wait)
self->wait = 0.1;
if (!self->dmg)
self->dmg = 5;
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
self->nextthink = level.time + self->delay;
self->think = mal_laser_think;
self->use = target_mal_laser_use;
gi.linkentity (self);
if (self->spawnflags & 1)
target_mal_laser_on (self);
else
target_mal_laser_off (self);
}
// END 15-APR-98
//==========================================================
/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
speed How many seconds the ramping will take
message two letters; starting lightlevel and ending lightlevel
*/
void target_lightramp_think (edict_t *self)
{
char style[2];
style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2];
style[1] = 0;
gi.configstring (CS_LIGHTS+self->enemy->style, style);
if ((level.time - self->timestamp) < self->speed)
{
self->nextthink = level.time + FRAMETIME;
}
else if (self->spawnflags & 1)
{
char temp;
temp = self->movedir[0];
self->movedir[0] = self->movedir[1];
self->movedir[1] = temp;
self->movedir[2] *= -1;
}
}
void target_lightramp_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (!self->enemy)
{
edict_t *e;
// check all the targets
e = NULL;
while (1)
{
e = G_Find (e, FOFS(targetname), self->target);
if (!e)
break;
if (strcmp(e->classname, "light") != 0)
{
gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin));
gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin));
}
else
{
self->enemy = e;
}
}
if (!self->enemy)
{
gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
}
self->timestamp = level.time;
target_lightramp_think (self);
}
void SP_target_lightramp (edict_t *self)
{
if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1])
{
gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
if (!self->target)
{
gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
self->svflags |= SVF_NOCLIENT;
self->use = target_lightramp_use;
self->think = target_lightramp_think;
self->movedir[0] = self->message[0] - 'a';
self->movedir[1] = self->message[1] - 'a';
self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME);
}
//==========================================================
/*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)
{
int i;
edict_t *e;
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;
e->velocity[1] += crandom()* 150;
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;
}
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;
self->svflags |= SVF_NOCLIENT;
self->think = target_earthquake_think;
self->use = target_earthquake_use;
self->noise_index = gi.soundindex ("world/quake.wav");
}
/*====================================================================================
TARGET_EFFECT
======================================================================================*/
/* Unknowns or not supported
TE_FLAME, 32 Rogue flamethrower, never implemented
TE_FORCEWALL, 37 ??
*/
//=========================================================================
/* Spawns an effect at the entity origin
TE_FLASHLIGHT 36
*/
void target_effect_at (edict_t *self, edict_t *activator)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (self->style);
gi.WritePosition (self->s.origin);
gi.WriteShort (self - g_edicts);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
/* Poor man's target_steam
TE_STEAM 40
*/
void target_effect_steam (edict_t *self, edict_t *activator)
{
static int nextid;
int wait;
if (self->wait)
wait = self->wait*1000;
else
wait = 0;
if (nextid > 20000)
nextid = nextid %20000;
nextid++;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (self->style);
gi.WriteShort (nextid);
gi.WriteByte (self->count);
gi.WritePosition (self->s.origin);
gi.WriteDir (self->movedir);
gi.WriteByte (self->sounds&0xff);
gi.WriteShort ( (int)(self->speed) );
gi.WriteLong ( (int)(wait) );
gi.multicast (self->s.origin, MULTICAST_PVS);
// if(level.num_reflectors)
// ReflectSteam (self->s.origin,self->movedir,self->count,self->sounds,(int)(self->speed),wait,nextid);
}
//=========================================================================
/*
Spawns (style) Splash with (count) particles of (sounds) color at (origin)
moving in (movedir) direction.
TE_SPLASH 10 Randomly shaded shower of particles
TE_LASER_SPARKS 15 Splash particles obey gravity
TE_WELDING_SPARKS 25 Splash particles with flash of light at {origin}
*/
//=========================================================================
void target_effect_splash (edict_t *self, edict_t *activator)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(self->style);
gi.WriteByte(self->count);
gi.WritePosition(self->s.origin);
gi.WriteDir(self->movedir);
gi.WriteByte(self->sounds);
gi.multicast(self->s.origin, MULTICAST_PVS);
}
//======================================================
/*
Spawns a trail of (type) from (start) to (end) and Broadcasts to all
in Potentially Visible Set from vector (origin)
TE_RAILTRAIL 3 Spawns a blue spiral trail filled with white smoke
TE_BUBBLETRAIL 11 Spawns a trail of bubbles
TE_PARASITE_ATTACK 16
TE_MEDIC_CABLE_ATTACK 19
TE_BFG_LASER 23 Spawns a green laser
TE_GRAPPLE_CABLE 24
TE_RAILTRAIL2 31 NOT IMPLEMENTED IN ENGINE
TE_DEBUGTRAIL 34
TE_HEATBEAM, 38 Requires Rogue model
TE_MONSTER_HEATBEAM, 39 Requires Rogue model
TE_BUBBLETRAIL2 41
*/
//======================================================
void target_effect_trail (edict_t *self, edict_t *activator)
{
edict_t *target;
if (!self->target) return;
target = G_Find(NULL,FOFS(targetname),self->target);
if (!target) return;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(self->style);
if ((self->style == TE_PARASITE_ATTACK) || (self->style==TE_MEDIC_CABLE_ATTACK) ||
(self->style == TE_HEATBEAM) || (self->style==TE_MONSTER_HEATBEAM) ||
(self->style == TE_GRAPPLE_CABLE) )
gi.WriteShort(self-g_edicts);
gi.WritePosition(self->s.origin);
gi.WritePosition(target->s.origin);
if (self->style == TE_GRAPPLE_CABLE) {
gi.WritePosition(vec3_origin);
}
gi.multicast(self->s.origin, MULTICAST_PVS);
/* if(level.num_reflectors)
{
if((self->style == TE_RAILTRAIL) || (self->style == TE_BUBBLETRAIL) ||
(self->style == TE_BFG_LASER) || (self->style == TE_DEBUGTRAIL) ||
(self->style == TE_BUBBLETRAIL2))
ReflectTrail(self->style,self->s.origin,target->s.origin);
} */
}
//===========================================================================
/* TE_LIGHTNING 33 Lightning bolt
Similar but slightly different syntax to trail stuff */
void target_effect_lightning (edict_t *self, edict_t *activator)
{
edict_t *target;
if (!self->target) return;
target = G_Find(NULL,FOFS(targetname),self->target);
if (!target) return;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (self->style);
gi.WriteShort (target - g_edicts); // destination entity
gi.WriteShort (self - g_edicts); // source entity
gi.WritePosition (target->s.origin);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
//===========================================================================
/*
Spawns sparks of (type) from (start) in direction of (movdir) and
Broadcasts to all in Potentially Visible Set from vector (origin)
TE_GUNSHOT 0 Spawns a grey splash of particles, with a bullet puff
TE_BLOOD 1 Spawns a spurt of red blood
TE_BLASTER 2 Spawns a blaster sparks
TE_SHOTGUN 4 Spawns a small grey splash of spark particles, with a bullet puff
TE_SPARKS 9 Spawns a red/gold splash of spark particles
TE_SCREEN_SPARKS 12 Spawns a large green/white splash of sparks
TE_SHIELD_SPARKS 13 Spawns a large blue/violet splash of sparks
TE_BULLET_SPARKS 14 Same as TE_SPARKS, with a bullet puff and richochet sound
TE_GREENBLOOD 26 Spurt of green (actually kinda yellow) blood
TE_BLUEHYPERBLASTER 27 NOT IMPLEMENTED
TE_BLASTER2 30 Green/white sparks with a yellow/white flash
TE_MOREBLOOD 42
TE_HEATBEAM_SPARKS 43
TE_HEATBEAM_STEAM 44
TE_CHAINFIST_SMOKE 45
TE_ELECTRIC_SPARKS 46
TE_FLECHETTE 55
*/
//======================================================
void target_effect_sparks (edict_t *self, edict_t *activator)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(self->style);
gi.WritePosition(self->s.origin);
if (self->style != TE_CHAINFIST_SMOKE)
gi.WriteDir(self->movedir);
gi.multicast(self->s.origin, MULTICAST_PVS);
// if (level.num_reflectors)
// ReflectSparks(self->style,self->s.origin,self->movedir);
}
//======================================================
/*
Spawns a (type) effect at (start} and Broadcasts to all in the
Potentially Hearable set from vector (origin)
TE_EXPLOSION1 5 airburst
TE_EXPLOSION2 6 ground burst
TE_ROCKET_EXPLOSION 7 rocket explosion
TE_GRENADE_EXPLOSION 8 grenade explosion
TE_ROCKET_EXPLOSION_WATER 17 underwater rocket explosion
TE_GRENADE_EXPLOSION_WATER 18 underwater grenade explosion
TE_BFG_EXPLOSION 20 BFG explosion sprite
TE_BFG_BIGEXPLOSION 21 BFG particle explosion
TE_BOSSTPORT 22
TE_PLASMA_EXPLOSION 28
TE_PLAIN_EXPLOSION 35
TE_TRACKER_EXPLOSION 47
TE_TELEPORT_EFFECT 48
TE_DBALL_GOAL 49 Identical to TE_TELEPORT_EFFECT?
TE_NUKEBLAST 51
TE_WIDOWSPLASH 52
TE_EXPLOSION1_BIG 53 Works, but requires Rogue models/objects/r_explode2
TE_EXPLOSION1_NP 54
*/
//==============================================================================
void target_effect_explosion (edict_t *self, edict_t *activator)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(self->style);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PHS);
// if (level.num_reflectors)
// ReflectExplosion (self->style, self->s.origin);
}
//===============================================================================
/* TE_TUNNEL_SPARKS 29
Similar to other splash effects, but Xatrix does some funky things with
the origin so we'll do the same */
void target_effect_tunnel_sparks (edict_t *self, edict_t *activator)
{
vec3_t origin;
int i;
VectorCopy(self->s.origin,origin);
for (i=0; i<self->count; i++)
{
origin[2] += (self->speed * 0.01) * (i + random());
gi.WriteByte (svc_temp_entity);
gi.WriteByte (self->style);
gi.WriteByte (1);
gi.WritePosition (origin);
gi.WriteDir (vec3_origin);
gi.WriteByte (self->sounds + (rand()&7)); // color
gi.multicast (self->s.origin, MULTICAST_PVS);
}
}
//===============================================================================
/* TE_WIDOWBEAMOUT 50
*/
void target_effect_widowbeam (edict_t *self, edict_t *activator)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WIDOWBEAMOUT);
gi.WriteShort (20001);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
//===============================================================================
void target_effect_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & 1)
{
// currently looped on - turn it off
self->spawnflags &= ~1;
self->spawnflags |= 2;
self->nextthink = 0;
return;
}
if (self->spawnflags & 2)
{
// currently looped off - turn it on
self->spawnflags &= ~2;
self->spawnflags |= 1;
self->nextthink = level.time + self->wait;
}
/* if (self->spawnflags & 4)
{
// "if_moving" set. If movewith target isn't moving,
// don't play
edict_t *mover;
if (!self->movewith) return;
mover = G_Find(NULL,FOFS(targetname), self->movewith);
if (!mover) return;
if (!VectorLength(mover->velocity)) return;
}*/
self->play(self,activator);
}
void target_effect_think (edict_t *self)
{
self->play(self,NULL);
self->nextthink = level.time + self->wait;
}
//===============================================================================
void SP_target_effect (edict_t *self)
{
// self->class_id = ENTITY_TARGET_EFFECT;
/* if (self->movewith)
self->movetype = MOVETYPE_PUSH;
else*/
self->movetype = MOVETYPE_NONE;
switch (self->style )
{
case TE_FLASHLIGHT:
self->play = target_effect_at;
break;
case TE_STEAM:
self->play = target_effect_steam;
G_SetMovedir (self->s.angles, self->movedir);
if (!self->count)
self->count = 32;
if (!self->sounds)
self->sounds = 8;
if (!self->speed)
self->speed = 75;
break;
case TE_SPLASH:
case TE_LASER_SPARKS:
case TE_WELDING_SPARKS:
self->play = target_effect_splash;
G_SetMovedir (self->s.angles, self->movedir);
if(!self->count)
self->count = 32;
break;
case TE_RAILTRAIL:
case TE_BUBBLETRAIL:
case TE_PARASITE_ATTACK:
case TE_MEDIC_CABLE_ATTACK:
case TE_BFG_LASER:
case TE_GRAPPLE_CABLE:
case TE_DEBUGTRAIL:
case TE_HEATBEAM:
case TE_MONSTER_HEATBEAM:
case TE_BUBBLETRAIL2:
if (!self->target) {
gi.dprintf("%s at %s with style=%d needs a target\n",self->classname,vtos(self->s.origin),self->style);
G_FreeEdict(self);
} else
self->play = target_effect_trail;
break;
case TE_LIGHTNING:
if (!self->target) {
gi.dprintf("%s at %s with style=%d needs a target\n",self->classname,vtos(self->s.origin),self->style);
G_FreeEdict(self);
} else
self->play = target_effect_lightning;
break;
case TE_GUNSHOT:
case TE_BLOOD:
case TE_BLASTER:
case TE_SHOTGUN:
case TE_SPARKS:
case TE_SCREEN_SPARKS:
case TE_SHIELD_SPARKS:
case TE_BULLET_SPARKS:
case TE_GREENBLOOD:
case TE_BLASTER2:
case TE_MOREBLOOD:
case TE_HEATBEAM_SPARKS:
case TE_HEATBEAM_STEAM:
case TE_CHAINFIST_SMOKE:
case TE_ELECTRIC_SPARKS:
case TE_FLECHETTE:
self->play = target_effect_sparks;
G_SetMovedir (self->s.angles, self->movedir);
break;
case TE_EXPLOSION1:
case TE_EXPLOSION2:
case TE_ROCKET_EXPLOSION:
case TE_GRENADE_EXPLOSION:
case TE_ROCKET_EXPLOSION_WATER:
case TE_GRENADE_EXPLOSION_WATER:
case TE_BFG_EXPLOSION:
case TE_BFG_BIGEXPLOSION:
case TE_BOSSTPORT:
case TE_PLASMA_EXPLOSION:
case TE_PLAIN_EXPLOSION:
case TE_TRACKER_EXPLOSION:
case TE_TELEPORT_EFFECT:
case TE_DBALL_GOAL:
case TE_NUKEBLAST:
case TE_WIDOWSPLASH:
case TE_EXPLOSION1_BIG:
case TE_EXPLOSION1_NP:
self->play = target_effect_explosion;
break;
case TE_TUNNEL_SPARKS:
if (!self->count)
self->count = 32;
if (!self->sounds)
self->sounds = 116; // Light blue, same color used by Xatrix
self->play = target_effect_tunnel_sparks;
break;
case TE_WIDOWBEAMOUT:
self->play = target_effect_widowbeam;
G_SetMovedir (self->s.angles, self->movedir);
break;
default:
gi.dprintf ("%s at %s: bad style %d\n",self->classname,vtos(self->s.origin),self->style);
}
self->use = target_effect_use;
self->think = target_effect_think;
if (self->spawnflags & 1)
self->nextthink = level.time + 1;
}