#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 } 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); } //========================================================== 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 */ #define EMP_STYLE 1 void target_explosion_explode_think(edict_t *self) { if(self->s.frame >= 5) { self->svflags |= SVF_NOCLIENT; return; } else self->nextthink = level.time + FRAMETIME; // advance the frame/skin self->s.frame++; self->s.skinnum++; } void target_explosion_explode (edict_t *self) { float save; if (self->spawnflags & EMP_STYLE) { // play the sound gi.positioned_sound(self->s.origin, self, CHAN_AUTO, gi.soundindex("weapons/a2k/ak_exp01.wav"), 1, ATTN_NORM, 0); // setup the model self->movetype = MOVETYPE_NONE; self->solid = SOLID_NOT; self->s.modelindex = gi.modelindex("models/objects/b_explode/tris.md2"); self->s.skinnum = 6; self->s.frame = 0; self->svflags &= ~SVF_NOCLIENT; self->think = target_explosion_explode_think; self->nextthink = level.time + FRAMETIME; gi.linkentity(self); } else { 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) { // setup stuff 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); MonsterKillBox (ent); gi.linkentity (ent); if (self->speed) VectorCopy (self->movedir, ent->velocity); MonsterPlayerKillBox (ent); } 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(EMPNukeCheck(self, self->s.origin)) { gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } 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); 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); 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; } //========================================================== /*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"); }