quake2-rerelease-dll/rerelease/g_target.cpp
2023-10-03 14:43:06 -04:00

2077 lines
No EOL
55 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
#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
*/
USE(Use_Target_Tent) (edict_t *ent, edict_t *other, edict_t *activator) -> void
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(ent->style);
gi.WritePosition(ent->s.origin);
gi.multicast(ent->s.origin, MULTICAST_PVS, false);
}
void SP_target_temp_entity(edict_t *ent)
{
if (level.is_n64 && ent->style == 27)
ent->style = TE_TELEPORT_EFFECT;
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.
[Paril-KEX] looped sounds are by default atten 3 / vol 1, and the use function toggles it on/off.
*/
constexpr spawnflags_t SPAWNFLAG_SPEAKER_LOOPED_ON = 1_spawnflag;
constexpr spawnflags_t SPAWNFLAG_SPEAKER_LOOPED_OFF = 2_spawnflag;
constexpr spawnflags_t SPAWNFLAG_SPEAKER_RELIABLE = 4_spawnflag;
constexpr spawnflags_t SPAWNFLAG_SPEAKER_NO_STEREO = 8_spawnflag;
USE(Use_Target_Speaker) (edict_t *ent, edict_t *other, edict_t *activator) -> void
{
soundchan_t chan;
if (ent->spawnflags.has(SPAWNFLAG_SPEAKER_LOOPED_ON | SPAWNFLAG_SPEAKER_LOOPED_OFF))
{ // 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.has(SPAWNFLAG_SPEAKER_RELIABLE))
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)
{
if (!st.noise)
{
gi.Com_PrintFmt("{}: no noise set\n", *ent);
return;
}
if (!strstr(st.noise, ".wav"))
ent->noise_index = gi.soundindex(G_Fmt("{}.wav", st.noise).data());
else
ent->noise_index = gi.soundindex(st.noise);
if (!ent->volume)
ent->volume = ent->s.loop_volume = 1.0;
if (!ent->attenuation)
{
if (ent->spawnflags.has(SPAWNFLAG_SPEAKER_LOOPED_OFF | SPAWNFLAG_SPEAKER_LOOPED_ON))
ent->attenuation = ATTN_STATIC;
else
ent->attenuation = ATTN_NORM;
}
else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
{
if (ent->spawnflags.has(SPAWNFLAG_SPEAKER_LOOPED_OFF | SPAWNFLAG_SPEAKER_LOOPED_ON))
{
ent->attenuation = ATTN_LOOP_NONE;
ent->svflags |= SVF_NOCULL;
}
else
ent->attenuation = ATTN_NONE;
}
ent->s.loop_attenuation = ent->attenuation;
// check for prestarted looping sound
if (ent->spawnflags.has(SPAWNFLAG_SPEAKER_LOOPED_ON))
ent->s.sound = ent->noise_index;
if (ent->spawnflags.has(SPAWNFLAG_SPEAKER_NO_STEREO))
ent->s.renderfx |= RF_NO_STEREO;
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);
}
//==========================================================
constexpr spawnflags_t SPAWNFLAG_HELP_HELP1 = 1_spawnflag;
constexpr spawnflags_t SPAWNFLAG_SET_POI = 2_spawnflag;
extern void target_poi_use(edict_t* ent, edict_t* other, edict_t* activator);
USE(Use_Target_Help) (edict_t *ent, edict_t *other, edict_t *activator) -> void
{
if (ent->spawnflags.has(SPAWNFLAG_HELP_HELP1))
{
if (strcmp(game.helpmessage1, ent->message))
{
Q_strlcpy(game.helpmessage1, ent->message, sizeof(game.helpmessage1));
game.help1changed++;
}
}
else
{
if (strcmp(game.helpmessage2, ent->message))
{
Q_strlcpy(game.helpmessage2, ent->message, sizeof(game.helpmessage2));
game.help2changed++;
}
}
if (ent->spawnflags.has(SPAWNFLAG_SET_POI))
{
target_poi_use(ent, other, activator);
}
}
/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1 setpoi
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->integer)
{ // auto-remove for deathmatch
G_FreeEdict(ent);
return;
}
if (!ent->message)
{
gi.Com_PrintFmt("{}: no message\n", *ent);
G_FreeEdict(ent);
return;
}
ent->use = Use_Target_Help;
if (ent->spawnflags.has(SPAWNFLAG_SET_POI))
{
if (st.image)
ent->noise_index = gi.imageindex(st.image);
else
ent->noise_index = gi.imageindex("friend");
}
}
//==========================================================
/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
Counts a secret found.
These are single use targets.
*/
USE(use_target_secret) (edict_t *ent, edict_t *other, edict_t *activator) -> void
{
gi.sound(ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
level.found_secrets++;
G_UseTargets(ent, activator);
G_FreeEdict(ent);
}
THINK(G_VerifyTargetted) (edict_t *ent) -> void
{
if (!ent->targetname || !*ent->targetname)
gi.Com_PrintFmt("WARNING: missing targetname on {}\n", *ent);
else if (!G_FindByString<&edict_t::target>(nullptr, ent->targetname))
gi.Com_PrintFmt("WARNING: doesn't appear to be anything targeting {}\n", *ent);
}
void SP_target_secret(edict_t *ent)
{
if (deathmatch->integer)
{ // auto-remove for deathmatch
G_FreeEdict(ent);
return;
}
ent->think = G_VerifyTargetted;
ent->nextthink = level.time + 10_ms;
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++;
}
//==========================================================
// [Paril-KEX] notify this player of a goal change
void G_PlayerNotifyGoal(edict_t *player)
{
// no goals in DM
if (deathmatch->integer)
return;
if (!player->client->pers.spawned)
return;
else if ((level.time - player->client->resp.entertime) < 300_ms)
return;
// N64 goals
if (level.goals)
{
// if the goal has updated, commit it first
if (game.help1changed != game.help2changed)
{
const char *current_goal = level.goals;
// skip ahead by the number of goals we've finished
for (int32_t i = 0; i < level.goal_num; i++)
{
while (*current_goal && *current_goal != '\t')
current_goal++;
if (!*current_goal)
gi.Com_Error("invalid n64 goals; tell Paril\n");
current_goal++;
}
// find the end of this goal
const char *goal_end = current_goal;
while (*goal_end && *goal_end != '\t')
goal_end++;
Q_strlcpy(game.helpmessage1, current_goal, min((size_t) (goal_end - current_goal + 1), sizeof(game.helpmessage1)));
game.help2changed = game.help1changed;
}
if (player->client->pers.game_help1changed != game.help1changed)
{
gi.LocClient_Print(player, PRINT_TYPEWRITER, game.helpmessage1);
gi.local_sound(player, player, CHAN_AUTO | CHAN_RELIABLE, gi.soundindex("misc/talk.wav"), 1.0f, ATTN_NONE, 0.0f, GetUnicastKey());
player->client->pers.game_help1changed = game.help1changed;
}
// no regular goals
return;
}
if (player->client->pers.game_help1changed != game.help1changed)
{
player->client->pers.game_help1changed = game.help1changed;
player->client->pers.helpchanged = 1;
player->client->pers.help_time = level.time + 5_sec;
if (*game.helpmessage1)
// [Sam-KEX] Print objective to screen
gi.LocClient_Print(player, PRINT_TYPEWRITER, "$g_primary_mission_objective", game.helpmessage1);
}
if (player->client->pers.game_help2changed != game.help2changed)
{
player->client->pers.game_help2changed = game.help2changed;
player->client->pers.helpchanged = 1;
player->client->pers.help_time = level.time + 5_sec;
if (*game.helpmessage2)
// [Sam-KEX] Print objective to screen
gi.LocClient_Print(player, PRINT_TYPEWRITER, "$g_secondary_mission_objective", game.helpmessage2);
}
}
/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8) KEEP_MUSIC
Counts a goal completed.
These are single use targets.
*/
constexpr spawnflags_t SPAWNFLAG_GOAL_KEEP_MUSIC = 1_spawnflag;
USE(use_target_goal) (edict_t *ent, edict_t *other, edict_t *activator) -> void
{
gi.sound(ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
level.found_goals++;
if (level.found_goals == level.total_goals && !ent->spawnflags.has(SPAWNFLAG_GOAL_KEEP_MUSIC))
{
if (ent->sounds)
gi.configstring (CS_CDTRACK, G_Fmt("{}", ent->sounds).data() );
else
gi.configstring(CS_CDTRACK, "0");
}
// [Paril-KEX] n64 goals
if (level.goals)
{
level.goal_num++;
game.help1changed++;
for (auto player : active_players())
G_PlayerNotifyGoal(player);
}
G_UseTargets(ent, activator);
G_FreeEdict(ent);
}
void SP_target_goal(edict_t *ent)
{
if (deathmatch->integer)
{ // 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
*/
THINK(target_explosion_explode) (edict_t *self) -> void
{
float save;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_EXPLOSION1);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PHS, false);
T_RadiusDamage(self, self->activator, (float) self->dmg, nullptr, (float) self->dmg + 40, DAMAGE_NONE, MOD_EXPLOSIVE);
save = self->delay;
self->delay = 0;
G_UseTargets(self, self->activator);
self->delay = save;
}
USE(use_target_explosion) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
self->activator = activator;
if (!self->delay)
{
target_explosion_explode(self);
return;
}
self->think = target_explosion_explode;
self->nextthink = level.time + gtime_t::from_sec(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) END_OF_UNIT UNKNOWN UNKNOWN CLEAR_INVENTORY NO_END_OF_UNIT FADE_OUT IMMEDIATE_LEAVE
Changes level to "map" when fired
*/
USE(use_target_changelevel) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (level.intermissiontime)
return; // already activated
if (!deathmatch->integer && !coop->integer)
{
if (g_edicts[1].health <= 0)
return;
}
// if noexit, do a ton of damage to other
if (deathmatch->integer && !g_dm_allow_exit->integer && other != world)
{
T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, DAMAGE_NONE, MOD_EXIT);
return;
}
// if multiplayer, let everyone know who hit the exit
if (deathmatch->integer)
{
if (level.time < 10_sec)
return;
if (activator && activator->client)
gi.LocBroadcast_Print(PRINT_HIGH, "$g_exited_level", activator->client->pers.netname);
}
// if going to a new unit, clear cross triggers
if (strstr(self->map, "*"))
game.cross_level_flags &= ~(SFL_CROSS_TRIGGER_MASK);
// if map has a landmark, store position instead of using spawn next map
if (activator && activator->client && !deathmatch->integer)
{
activator->client->landmark_name = nullptr;
activator->client->landmark_rel_pos = vec3_origin;
self->target_ent = G_PickTarget(self->target);
if (self->target_ent && activator && activator->client)
{
activator->client->landmark_name = G_CopyString(self->target_ent->targetname, TAG_GAME);
// get relative vector to landmark pos, and unrotate by the landmark angles in preparation to be
// rotated by the next map
activator->client->landmark_rel_pos = activator->s.origin - self->target_ent->s.origin;
activator->client->landmark_rel_pos = RotatePointAroundVector({ 1, 0, 0 }, activator->client->landmark_rel_pos, -self->target_ent->s.angles[0]);
activator->client->landmark_rel_pos = RotatePointAroundVector({ 0, 1, 0 }, activator->client->landmark_rel_pos, -self->target_ent->s.angles[2]);
activator->client->landmark_rel_pos = RotatePointAroundVector({ 0, 0, 1 }, activator->client->landmark_rel_pos, -self->target_ent->s.angles[1]);
activator->client->oldvelocity = RotatePointAroundVector({ 1, 0, 0 }, activator->client->oldvelocity, -self->target_ent->s.angles[0]);
activator->client->oldvelocity = RotatePointAroundVector({ 0, 1, 0 }, activator->client->oldvelocity, -self->target_ent->s.angles[2]);
activator->client->oldvelocity = RotatePointAroundVector({ 0, 0, 1 }, activator->client->oldvelocity, -self->target_ent->s.angles[1]);
// unrotate our view angles for the next map too
activator->client->oldviewangles = activator->client->ps.viewangles - self->target_ent->s.angles;
}
}
BeginIntermission(self);
}
void SP_target_changelevel(edict_t *ent)
{
if (!ent->map)
{
gi.Com_PrintFmt("{}: no map\n", *ent);
G_FreeEdict(ent);
return;
}
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
*/
USE(use_target_splash) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
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, false);
if (self->dmg)
T_RadiusDamage(self, activator, (float) self->dmg, nullptr, (float) self->dmg + 40, DAMAGE_NONE, 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;
// N64 "sparks" are blue, not yellow.
if (level.is_n64 && self->sounds == 1)
self->sounds = 7;
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);
USE(use_target_spawner) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
edict_t *ent;
ent = G_Spawn();
ent->classname = self->target;
// RAFAEL
ent->flags = self->flags;
// RAFAEL
ent->s.origin = self->s.origin;
ent->s.angles = self->s.angles;
st = {};
// [Paril-KEX] although I fixed these in our maps, this is just
// in case anybody else does this by accident. Don't count these monsters
// so they don't inflate the monster count.
ent->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
ED_CallSpawn(ent);
gi.linkentity(ent);
KillBox(ent, false);
if (self->speed)
ent->velocity = self->movedir;
ent->s.renderfx |= RF_IR_VISIBLE; // PGM
}
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);
self->movedir *= self->speed;
}
}
//==========================================================
/*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
*/
constexpr spawnflags_t SPAWNFLAG_BLASTER_NOTRAIL = 1_spawnflag;
constexpr spawnflags_t SPAWNFLAG_BLASTER_NOEFFECTS = 2_spawnflag;
USE(use_target_blaster) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
effects_t effect;
if (self->spawnflags.has(SPAWNFLAG_BLASTER_NOEFFECTS))
effect = EF_NONE;
else if (self->spawnflags.has(SPAWNFLAG_BLASTER_NOTRAIL))
effect = EF_HYPERBLASTER;
else
effect = EF_BLASTER;
fire_blaster(self, self->s.origin, self->movedir, self->dmg, (int) self->speed, effect, 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.
*/
USE(trigger_crosslevel_trigger_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
game.cross_level_flags |= self->spawnflags.value;
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 - - - - - - - - trigger9 trigger10 trigger11 trigger12 trigger13 trigger14 trigger15 trigger16
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)
*/
THINK(target_crosslevel_target_think) (edict_t *self) -> void
{
if (self->spawnflags.value == (game.cross_level_flags & SFL_CROSS_TRIGGER_MASK & self->spawnflags.value))
{
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 + gtime_t::from_sec(self->delay);
}
//==========================================================
/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT WINDOWSTOP
When triggered, fires a laser. You can either set a target or a direction.
WINDOWSTOP - stops at CONTENTS_WINDOW
*/
//======
// PGM
constexpr spawnflags_t SPAWNFLAG_LASER_STOPWINDOW = 0x0080_spawnflag;
// PGM
//======
struct laser_pierce_t : pierce_args_t
{
edict_t *self;
int32_t count;
bool damaged_thing = false;
inline laser_pierce_t(edict_t *self, int32_t count) :
pierce_args_t(),
self(self),
count(count)
{
}
// we hit an entity; return false to stop the piercing.
// you can adjust the mask for the re-trace (for water, etc).
virtual bool hit(contents_t &mask, vec3_t &end) override
{
// hurt it if we can
if (self->dmg > 0 && (tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && self->damage_debounce_time <= level.time)
{
damaged_thing = true;
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
// ROGUE
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client) && !(tr.ent->flags & FL_DAMAGEABLE))
// ROGUE
{
if (self->spawnflags.has(SPAWNFLAG_LASER_ZAP))
{
self->spawnflags &= ~SPAWNFLAG_LASER_ZAP;
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, false);
}
return false;
}
if (!mark(tr.ent))
return false;
return true;
}
};
THINK(target_laser_think) (edict_t *self) -> void
{
int32_t count;
if (self->spawnflags.has(SPAWNFLAG_LASER_ZAP))
count = 8;
else
count = 4;
if (self->enemy)
{
vec3_t last_movedir = self->movedir;
vec3_t point = (self->enemy->absmin + self->enemy->absmax) * 0.5f;
self->movedir = point - self->s.origin;
self->movedir.normalize();
if (self->movedir != last_movedir)
self->spawnflags |= SPAWNFLAG_LASER_ZAP;
}
vec3_t start = self->s.origin;
vec3_t end = start + (self->movedir * 2048);
laser_pierce_t args {
self,
count
};
contents_t mask = self->spawnflags.has(SPAWNFLAG_LASER_STOPWINDOW) ? MASK_SHOT : (CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_DEADMONSTER);
pierce_trace(start, end, self, args, mask);
self->s.old_origin = args.tr.endpos;
if (args.damaged_thing)
self->damage_debounce_time = level.time + 10_hz;
self->nextthink = level.time + FRAME_TIME_S;
gi.linkentity(self);
}
void target_laser_on(edict_t *self)
{
if (!self->activator)
self->activator = self;
self->spawnflags |= SPAWNFLAG_LASER_ZAP | SPAWNFLAG_LASER_ON;
self->svflags &= ~SVF_NOCLIENT;
self->flags |= FL_TRAP;
target_laser_think(self);
}
void target_laser_off(edict_t *self)
{
self->spawnflags &= ~SPAWNFLAG_LASER_ON;
self->svflags |= SVF_NOCLIENT;
self->flags &= ~FL_TRAP;
self->nextthink = 0_ms;
}
USE(target_laser_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
self->activator = activator;
if (self->spawnflags.has(SPAWNFLAG_LASER_ON))
target_laser_off(self);
else
target_laser_on(self);
}
THINK(target_laser_start) (edict_t *self) -> void
{
edict_t *ent;
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_NOT;
self->s.renderfx |= RF_BEAM;
self->s.modelindex = MODELINDEX_WORLD; // must be non-zero
// [Sam-KEX] On Q2N64, spawnflag of 128 turns it into a lightning bolt
if (level.is_n64)
{
// Paril: fix for N64
if (self->spawnflags.has(SPAWNFLAG_LASER_STOPWINDOW))
{
self->spawnflags &= ~SPAWNFLAG_LASER_STOPWINDOW;
self->spawnflags |= SPAWNFLAG_LASER_LIGHTNING;
}
}
if (self->spawnflags.has(SPAWNFLAG_LASER_LIGHTNING))
{
self->s.renderfx |= RF_BEAM_LIGHTNING; // tell renderer it is lightning
if (!self->s.skinnum)
self->s.skinnum = 0xf3f3f1f1; // default lightning color
}
// set the beam diameter
// [Paril-KEX] lab has this set prob before lightning was implemented
if (!level.is_n64 && self->spawnflags.has(SPAWNFLAG_LASER_FAT))
self->s.frame = 16;
else
self->s.frame = 4;
// set the color
if (!self->s.skinnum)
{
if (self->spawnflags.has(SPAWNFLAG_LASER_RED))
self->s.skinnum = 0xf2f2f0f0;
else if (self->spawnflags.has(SPAWNFLAG_LASER_GREEN))
self->s.skinnum = 0xd0d1d2d3;
else if (self->spawnflags.has(SPAWNFLAG_LASER_BLUE))
self->s.skinnum = 0xf3f3f1f1;
else if (self->spawnflags.has(SPAWNFLAG_LASER_YELLOW))
self->s.skinnum = 0xdcdddedf;
else if (self->spawnflags.has(SPAWNFLAG_LASER_ORANGE))
self->s.skinnum = 0xe0e1e2e3;
}
if (!self->enemy)
{
if (self->target)
{
ent = G_FindByString<&edict_t::targetname>(nullptr, self->target);
if (!ent)
gi.Com_PrintFmt("{}: {} is a bad target\n", *self, self->target);
else
{
self->enemy = ent;
// N64 fix
// FIXME: which map was this for again? oops
if (level.is_n64 && !strcmp(self->enemy->classname, "func_train") && !(self->enemy->spawnflags & SPAWNFLAG_TRAIN_START_ON))
self->enemy->use(self->enemy, self, self);
}
}
else
{
G_SetMovedir(self->s.angles, self->movedir);
}
}
self->use = target_laser_use;
self->think = target_laser_think;
if (!self->dmg)
self->dmg = 1;
self->mins = { -8, -8, -8 };
self->maxs = { 8, 8, 8 };
gi.linkentity(self);
if (self->spawnflags.has(SPAWNFLAG_LASER_ON))
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->flags |= FL_TRAP_LASER_FIELD;
self->nextthink = level.time + 1_sec;
}
//==========================================================
/*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
*/
constexpr spawnflags_t SPAWNFLAG_LIGHTRAMP_TOGGLE = 1_spawnflag;
THINK(target_lightramp_think) (edict_t *self) -> void
{
char style[2];
style[0] = (char) ('a' + self->movedir[0] + ((level.time - self->timestamp) / gi.frame_time_s).seconds() * self->movedir[2]);
style[1] = 0;
gi.configstring(CS_LIGHTS + self->enemy->style, style);
if ((level.time - self->timestamp).seconds() < self->speed)
{
self->nextthink = level.time + FRAME_TIME_S;
}
else if (self->spawnflags.has(SPAWNFLAG_LIGHTRAMP_TOGGLE))
{
char temp;
temp = (char) self->movedir[0];
self->movedir[0] = self->movedir[1];
self->movedir[1] = temp;
self->movedir[2] *= -1;
}
}
USE(target_lightramp_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (!self->enemy)
{
edict_t *e;
// check all the targets
e = nullptr;
while (1)
{
e = G_FindByString<&edict_t::targetname>(e, self->target);
if (!e)
break;
if (strcmp(e->classname, "light") != 0)
{
gi.Com_PrintFmt("{}: target {} ({}) is not a light\n", *self, self->target, *e);
}
else
{
self->enemy = e;
}
}
if (!self->enemy)
{
gi.Com_PrintFmt("{}: target {} not found\n", *self, self->target);
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.Com_PrintFmt("{}: bad ramp ({})\n", *self, self->message ? self->message : "null string");
G_FreeEdict(self);
return;
}
if (deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (!self->target)
{
gi.Com_PrintFmt("{}: no target\n", *self);
G_FreeEdict(self);
return;
}
self->svflags |= SVF_NOCLIENT;
self->use = target_lightramp_use;
self->think = target_lightramp_think;
self->movedir[0] = (float) (self->message[0] - 'a');
self->movedir[1] = (float) (self->message[1] - 'a');
self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / gi.frame_time_s);
}
//==========================================================
/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8) SILENT TOGGLE UNKNOWN_ROGUE ONE_SHOT
When triggered, this initiates a level-wide earthquake.
All players are affected with a screen shake.
"speed" severity of the quake (default:200)
"count" duration of the quake (default:5)
*/
constexpr spawnflags_t SPAWNFLAGS_EARTHQUAKE_SILENT = 1_spawnflag;
constexpr spawnflags_t SPAWNFLAGS_EARTHQUAKE_TOGGLE = 2_spawnflag;
[[maybe_unused]] constexpr spawnflags_t SPAWNFLAGS_EARTHQUAKE_UNKNOWN_ROGUE = 4_spawnflag;
constexpr spawnflags_t SPAWNFLAGS_EARTHQUAKE_ONE_SHOT = 8_spawnflag;
THINK(target_earthquake_think) (edict_t *self) -> void
{
uint32_t i;
edict_t *e;
if (!(self->spawnflags & SPAWNFLAGS_EARTHQUAKE_SILENT)) // PGM
{ // PGM
if (self->last_move_time < level.time)
{
gi.positioned_sound(self->s.origin, self, CHAN_VOICE, self->noise_index, 1.0, ATTN_NONE, 0);
self->last_move_time = level.time + 6.5_sec;
}
} // PGM
for (i = 1, e = g_edicts + i; i < globals.num_edicts; i++, e++)
{
if (!e->inuse)
continue;
if (!e->client)
break;
e->client->quake_time = level.time + 1000_ms;
}
if (level.time < self->timestamp)
self->nextthink = level.time + 10_hz;
}
USE(target_earthquake_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (self->spawnflags.has(SPAWNFLAGS_EARTHQUAKE_ONE_SHOT))
{
uint32_t i;
edict_t *e;
for (i = 1, e = g_edicts + i; i < globals.num_edicts; i++, e++)
{
if (!e->inuse)
continue;
if (!e->client)
break;
e->client->v_dmg_pitch = -self->speed * 0.1f;
e->client->v_dmg_time = level.time + DAMAGE_TIME();
}
return;
}
self->timestamp = level.time + gtime_t::from_sec(self->count);
if (self->spawnflags.has(SPAWNFLAGS_EARTHQUAKE_TOGGLE))
{
if (self->style)
self->nextthink = 0_ms;
else
self->nextthink = level.time + FRAME_TIME_S;
self->style = !self->style;
}
else
{
self->nextthink = level.time + FRAME_TIME_S;
self->last_move_time = 0_ms;
}
self->activator = activator;
}
void SP_target_earthquake(edict_t *self)
{
if (!self->targetname)
gi.Com_PrintFmt("{}: untargeted\n", *self);
if (level.is_n64)
{
self->spawnflags |= SPAWNFLAGS_EARTHQUAKE_TOGGLE;
self->speed = 5;
}
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;
if (!(self->spawnflags & SPAWNFLAGS_EARTHQUAKE_SILENT)) // PGM
self->noise_index = gi.soundindex("world/quake.wav");
}
/*QUAKED target_camera (1 0 0) (-8 -8 -8) (8 8 8)
[Sam-KEX] Creates a camera path as seen in the N64 version.
*/
constexpr size_t HACKFLAG_TELEPORT_OUT = 2;
constexpr size_t HACKFLAG_SKIPPABLE = 64;
constexpr size_t HACKFLAG_END_OF_UNIT = 128;
static void camera_lookat_pathtarget(edict_t* self, vec3_t origin, vec3_t* dest)
{
if(self->pathtarget)
{
edict_t* pt = nullptr;
pt = G_FindByString<&edict_t::targetname>(pt, self->pathtarget);
if(pt)
{
float yaw, pitch;
vec3_t delta = pt->s.origin - origin;
float d = delta[0] * delta[0] + delta[1] * delta[1];
if(d == 0.0f)
{
yaw = 0.0f;
pitch = (delta[2] > 0.0f) ? 90.0f : -90.0f;
}
else
{
yaw = atan2(delta[1], delta[0]) * (180.0f / PIf);
pitch = atan2(delta[2], sqrt(d)) * (180.0f / PIf);
}
(*dest)[YAW] = yaw;
(*dest)[PITCH] = -pitch;
(*dest)[ROLL] = 0;
}
}
}
THINK(update_target_camera) (edict_t *self) -> void
{
bool do_skip = false;
// only allow skipping after 2 seconds
if ((self->hackflags & HACKFLAG_SKIPPABLE) && level.time > 2_sec)
{
for (uint32_t i = 0; i < game.maxclients; i++)
{
edict_t *client = g_edicts + 1 + i;
if (!client->inuse || !client->client->pers.connected)
continue;
if (client->client->buttons & BUTTON_ANY)
{
do_skip = true;
break;
}
}
}
if (!do_skip && self->movetarget)
{
self->moveinfo.remaining_distance -= (self->moveinfo.move_speed * gi.frame_time_s) * 0.8f;
if(self->moveinfo.remaining_distance <= 0)
{
if (self->movetarget->hackflags & HACKFLAG_TELEPORT_OUT)
{
if (self->enemy)
{
self->enemy->s.event = EV_PLAYER_TELEPORT;
self->enemy->hackflags = HACKFLAG_TELEPORT_OUT;
self->enemy->pain_debounce_time = self->enemy->timestamp = gtime_t::from_sec(self->movetarget->wait);
}
}
self->s.origin = self->movetarget->s.origin;
self->nextthink = level.time + gtime_t::from_sec(self->movetarget->wait);
if (self->movetarget->target)
{
self->movetarget = G_PickTarget(self->movetarget->target);
if (self->movetarget)
{
self->moveinfo.move_speed = self->movetarget->speed ? self->movetarget->speed : 55;
self->moveinfo.remaining_distance = (self->movetarget->s.origin - self->s.origin).normalize();
self->moveinfo.distance = self->moveinfo.remaining_distance;
}
}
else
self->movetarget = nullptr;
return;
}
else
{
float frac = 1.0f - (self->moveinfo.remaining_distance / self->moveinfo.distance);
if (self->enemy && (self->enemy->hackflags & HACKFLAG_TELEPORT_OUT))
self->enemy->s.alpha = max(1.f / 255.f, frac);
vec3_t delta = self->movetarget->s.origin - self->s.origin;
delta *= frac;
vec3_t newpos = self->s.origin + delta;
camera_lookat_pathtarget(self, newpos, &level.intermission_angle);
level.intermission_origin = newpos;
// move all clients to the intermission point
for (uint32_t i = 0; i < game.maxclients; i++)
{
edict_t* client = g_edicts + 1 + i;
if (!client->inuse)
{
continue;
}
MoveClientToIntermission(client);
}
}
}
else
{
if (self->killtarget)
{
// destroy dummy player
if (self->enemy)
G_FreeEdict(self->enemy);
edict_t* t = nullptr;
level.intermissiontime = 0_ms;
level.level_intermission_set = true;
while ((t = G_FindByString<&edict_t::targetname>(t, self->killtarget)))
{
t->use(t, self, self->activator);
}
level.intermissiontime = level.time;
level.intermission_server_frame = gi.ServerFrame();
// end of unit requires a wait
if (level.changemap && !strchr(level.changemap, '*'))
level.exitintermission = true;
}
self->think = nullptr;
return;
}
self->nextthink = level.time + FRAME_TIME_S;
}
void G_SetClientFrame(edict_t *ent);
extern float xyspeed;
THINK(target_camera_dummy_think) (edict_t *self) -> void
{
// bit of a hack, but this will let the dummy
// move like a player
self->client = self->owner->client;
xyspeed = sqrtf(self->velocity[0] * self->velocity[0] + self->velocity[1] * self->velocity[1]);
G_SetClientFrame(self);
self->client = nullptr;
// alpha fade out for voops
if (self->hackflags & HACKFLAG_TELEPORT_OUT)
{
self->timestamp = max(0_ms, self->timestamp - 10_hz);
self->s.alpha = max(1.f / 255.f, (self->timestamp.seconds() / self->pain_debounce_time.seconds()));
}
self->nextthink = level.time + 10_hz;
}
USE(use_target_camera) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (self->sounds)
gi.configstring (CS_CDTRACK, G_Fmt("{}", self->sounds).data() );
if (!self->target)
return;
self->movetarget = G_PickTarget(self->target);
if (!self->movetarget)
return;
level.intermissiontime = level.time;
level.intermission_server_frame = gi.ServerFrame();
level.exitintermission = 0;
// spawn fake player dummy where we were
if (activator->client)
{
edict_t *dummy = self->enemy = G_Spawn();
dummy->owner = activator;
dummy->clipmask = activator->clipmask;
dummy->s.origin = activator->s.origin;
dummy->s.angles = activator->s.angles;
dummy->groundentity = activator->groundentity;
dummy->groundentity_linkcount = dummy->groundentity ? dummy->groundentity->linkcount : 0;
dummy->think = target_camera_dummy_think;
dummy->nextthink = level.time + 10_hz;
dummy->solid = SOLID_BBOX;
dummy->movetype = MOVETYPE_STEP;
dummy->mins = activator->mins;
dummy->maxs = activator->maxs;
dummy->s.modelindex = dummy->s.modelindex2 = MODELINDEX_PLAYER;
dummy->s.skinnum = activator->s.skinnum;
dummy->velocity = activator->velocity;
dummy->s.renderfx = RF_MINLIGHT;
dummy->s.frame = activator->s.frame;
gi.linkentity(dummy);
}
camera_lookat_pathtarget(self, self->s.origin, &level.intermission_angle);
level.intermission_origin = self->s.origin;
// move all clients to the intermission point
for (uint32_t i = 0; i < game.maxclients; i++)
{
edict_t* client = g_edicts + 1 + i;
if (!client->inuse)
{
continue;
}
// respawn any dead clients
if (client->health <= 0)
{
// give us our max health back since it will reset
// to pers.health; in instanced items we'd lose the items
// we touched so we always want to respawn with our max.
if (P_UseCoopInstancedItems())
client->client->pers.health = client->client->pers.max_health = client->max_health;
respawn(client);
}
MoveClientToIntermission(client);
}
self->activator = activator;
self->think = update_target_camera;
self->nextthink = level.time + gtime_t::from_sec(self->wait);
self->moveinfo.move_speed = self->speed;
self->moveinfo.remaining_distance = (self->movetarget->s.origin - self->s.origin).normalize();
self->moveinfo.distance = self->moveinfo.remaining_distance;
if (self->hackflags & HACKFLAG_END_OF_UNIT)
G_EndOfUnitMessage();
}
void SP_target_camera(edict_t* self)
{
if (deathmatch->integer)
{ // auto-remove for deathmatch
G_FreeEdict(self);
return;
}
self->use = use_target_camera;
self->svflags = SVF_NOCLIENT;
}
/*QUAKED target_gravity (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
[Sam-KEX] Changes gravity, as seen in the N64 version
*/
USE(use_target_gravity) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
gi.cvar_set("sv_gravity", G_Fmt("{}", self->gravity).data());
level.gravity = self->gravity;
}
void SP_target_gravity(edict_t* self)
{
self->use = use_target_gravity;
self->gravity = atof(st.gravity);
}
/*QUAKED target_soundfx (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
[Sam-KEX] Plays a sound fx, as seen in the N64 version
*/
THINK(update_target_soundfx) (edict_t *self) -> void
{
gi.positioned_sound(self->s.origin, self, CHAN_VOICE, self->noise_index, self->volume, self->attenuation, 0);
}
USE(use_target_soundfx) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
self->think = update_target_soundfx;
self->nextthink = level.time + gtime_t::from_sec(self->delay);
}
void SP_target_soundfx(edict_t* self)
{
if (!self->volume)
self->volume = 1.0;
if (!self->attenuation)
self->attenuation = 1.0;
else if (self->attenuation == -1) // use -1 so 0 defaults to 1
self->attenuation = 0;
self->noise_index = atoi(st.noise);
switch(self->noise_index)
{
case 1:
self->noise_index = gi.soundindex("world/x_alarm.wav");
break;
case 2:
self->noise_index = gi.soundindex("world/flyby1.wav");
break;
case 4:
self->noise_index = gi.soundindex("world/amb12.wav");
break;
case 5:
self->noise_index = gi.soundindex("world/amb17.wav");
break;
case 7:
self->noise_index = gi.soundindex("world/bigpump2.wav");
break;
default:
gi.Com_PrintFmt("{}: unknown noise {}\n", *self, self->noise_index);
return;
}
self->use = use_target_soundfx;
}
/*QUAKED target_light (1 0 0) (-8 -8 -8) (8 8 8) START_ON NO_LERP FLICKER
[Paril-KEX] dynamic light entity that follows a lightstyle.
*/
constexpr spawnflags_t SPAWNFLAG_TARGET_LIGHT_START_ON = 1_spawnflag;
constexpr spawnflags_t SPAWNFLAG_TARGET_LIGHT_NO_LERP = 2_spawnflag; // not used in N64, but I'll use it for this
constexpr spawnflags_t SPAWNFLAG_TARGET_LIGHT_FLICKER = 4_spawnflag;
THINK(target_light_flicker_think) (edict_t *self) -> void
{
if (brandom())
self->svflags ^= SVF_NOCLIENT;
self->nextthink = level.time + 10_hz;
}
// think function handles interpolation from start to finish.
THINK(target_light_think) (edict_t *self) -> void
{
if (self->spawnflags.has(SPAWNFLAG_TARGET_LIGHT_FLICKER))
target_light_flicker_think(self);
const char *style = gi.get_configstring(CS_LIGHTS + self->style);
self->delay += self->speed;
int32_t index = ((int32_t) self->delay) % strlen(style);
char style_value = style[index];
float current_lerp = (float) (style_value - 'a') / (float) ('z' - 'a');
float lerp;
if (!(self->spawnflags & SPAWNFLAG_TARGET_LIGHT_NO_LERP))
{
int32_t next_index = (index + 1) % strlen(style);
char next_style_value = style[next_index];
float next_lerp = (float) (next_style_value - 'a') / (float) ('z' - 'a');
float mod_lerp = fmod(self->delay, 1.0f);
lerp = (next_lerp * mod_lerp) + (current_lerp * (1.f - mod_lerp));
}
else
lerp = current_lerp;
int my_rgb = self->count;
int target_rgb = self->chain->s.skinnum;
int my_b = ((my_rgb >> 8 ) & 0xff);
int my_g = ((my_rgb >> 16) & 0xff);
int my_r = ((my_rgb >> 24) & 0xff);
int target_b = ((target_rgb >> 8 ) & 0xff);
int target_g = ((target_rgb >> 16) & 0xff);
int target_r = ((target_rgb >> 24) & 0xff);
float backlerp = 1.0f - lerp;
int b = (target_b * lerp) + (my_b * backlerp);
int g = (target_g * lerp) + (my_g * backlerp);
int r = (target_r * lerp) + (my_r * backlerp);
self->s.skinnum = (b << 8) | (g << 16) | (r << 24);
self->nextthink = level.time + 10_hz;
}
USE(target_light_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
self->health = !self->health;
if (self->health)
self->svflags &= ~SVF_NOCLIENT;
else
self->svflags |= SVF_NOCLIENT;
if (!self->health)
{
self->think = nullptr;
self->nextthink = 0_ms;
return;
}
// has dynamic light "target"
if (self->chain)
{
self->think = target_light_think;
self->nextthink = level.time + 10_hz;
}
else if (self->spawnflags.has(SPAWNFLAG_TARGET_LIGHT_FLICKER))
{
self->think = target_light_flicker_think;
self->nextthink = level.time + 10_hz;
}
}
void SP_target_light(edict_t *self)
{
self->s.modelindex = 1;
self->s.renderfx = RF_CUSTOM_LIGHT;
self->s.frame = st.radius ? st.radius : 150;
self->count = self->s.skinnum;
self->svflags |= SVF_NOCLIENT;
self->health = 0;
if (self->target)
self->chain = G_PickTarget(self->target);
if (self->spawnflags.has(SPAWNFLAG_TARGET_LIGHT_START_ON))
target_light_use(self, self, self);
if (!self->speed)
self->speed = 1.0f;
else
self->speed = 0.1f / self->speed;
if (level.is_n64)
self->style += 10;
self->use = target_light_use;
gi.linkentity(self);
}
/*QUAKED target_poi (1 0 0) (-4 -4 -4) (4 4 4) NEAREST DUMMY DYNAMIC
[Paril-KEX] point of interest for help in player navigation.
Without any additional setup, targeting this entity will switch
the current POI in the level to the one this is linked to.
"count": if set, this value is the 'stage' linked to this POI. A POI
with this set that is activated will only take effect if the current
level's stage value is <= this value, and if it is, will also set
the current level's stage value to this value.
"style": only used for teamed POIs; the POI with the lowest style will
be activated when checking for which POI to activate. This is mainly
useful during development, to easily insert or change the order of teamed
POIs without needing to manually move the entity definitions around.
"team": if set, this will create a team of POIs. Teamed POIs act like
a single unit; activating any of them will do the same thing. When activated,
it will filter through all of the POIs on the team selecting the one that
best fits the current situation. This includes checking "count" and "style"
values. You can also set the NEAREST spawnflag on any of the teamed POIs,
which will additionally cause activation to prefer the nearest one to the player.
Killing a POI via killtarget will remove it from the chain, allowing you to
adjust valid POIs at runtime.
The DUMMY spawnflag is to allow you to use a single POI as a team member
that can be activated, if you're using killtargets to remove POIs.
The DYNAMIC spawnflag is for very specific circumstances where you want
to direct the player to the nearest teamed POI, but want the path to pick
the nearest at any given time rather than only when activated.
The DISABLED flag is mainly intended to work with DYNAMIC & teams; the POI
will be disabled until it is targeted, and afterwards will be enabled until
it is killed.
*/
constexpr spawnflags_t SPAWNFLAG_POI_NEAREST = 1_spawnflag;
constexpr spawnflags_t SPAWNFLAG_POI_DUMMY = 2_spawnflag;
constexpr spawnflags_t SPAWNFLAG_POI_DYNAMIC = 4_spawnflag;
constexpr spawnflags_t SPAWNFLAG_POI_DISABLED = 8_spawnflag;
static float distance_to_poi(vec3_t start, vec3_t end)
{
PathRequest request;
request.start = start;
request.goal = end;
request.moveDist = 64.f;
request.pathFlags = PathFlags::All;
request.nodeSearch.ignoreNodeFlags = true;
request.nodeSearch.minHeight = 128.0f;
request.nodeSearch.maxHeight = 128.0f;
request.nodeSearch.radius = 1024.0f;
request.pathPoints.count = 0;
PathInfo info;
if (gi.GetPathToGoal(request, info))
return info.pathDistSqr;
if (info.returnCode == PathReturnCode::NoNavAvailable)
return (end - start).lengthSquared();
return std::numeric_limits<float>::infinity();
}
USE(target_poi_use) (edict_t *ent, edict_t *other, edict_t *activator) -> void
{
// we were disabled, so remove the disable check
if (ent->spawnflags.has(SPAWNFLAG_POI_DISABLED))
ent->spawnflags &= ~SPAWNFLAG_POI_DISABLED;
// early stage check
if (ent->count && level.current_poi_stage > ent->count)
return;
// teamed POIs work a bit differently
if (ent->team)
{
edict_t *poi_master = ent->teammaster;
// unset ent, since we need to find one that matches
ent = nullptr;
float best_distance = std::numeric_limits<float>::infinity();
int32_t best_style = std::numeric_limits<int32_t>::max();
edict_t *dummy_fallback = nullptr;
for (edict_t *poi = poi_master; poi; poi = poi->teamchain)
{
// currently disabled
if (poi->spawnflags.has(SPAWNFLAG_POI_DISABLED))
continue;
// ignore dummy POI
if (poi->spawnflags.has(SPAWNFLAG_POI_DUMMY))
{
dummy_fallback = poi;
continue;
}
// POI is not part of current stage
else if (poi->count && level.current_poi_stage > poi->count)
continue;
// POI isn't the right style
else if (poi->style > best_style)
continue;
float dist = distance_to_poi(activator->s.origin, poi->s.origin);
// we have one already and it's farther away, don't bother
if (poi_master->spawnflags.has(SPAWNFLAG_POI_NEAREST) &&
ent &&
dist > best_distance)
continue;
// found a better style; overwrite dist
if (poi->style < best_style)
{
// unless we weren't reachable...
if (poi_master->spawnflags.has(SPAWNFLAG_POI_NEAREST) && std::isinf(dist))
continue;
best_style = poi->style;
if (poi_master->spawnflags.has(SPAWNFLAG_POI_NEAREST))
best_distance = dist;
ent = poi;
continue;
}
// if we're picking by nearest, check distance
if (poi_master->spawnflags.has(SPAWNFLAG_POI_NEAREST))
{
if (dist < best_distance)
{
best_distance = dist;
ent = poi;
continue;
}
}
else
{
// not picking by distance, so it's order of appearance
ent = poi;
}
}
// no valid POI found; this isn't always an error,
// some valid techniques may require this to happen.
if (!ent)
{
if (dummy_fallback && dummy_fallback->spawnflags.has(SPAWNFLAG_POI_DYNAMIC))
ent = dummy_fallback;
else
return;
}
// copy over POI stage value
if (ent->count)
{
if (level.current_poi_stage <= ent->count)
level.current_poi_stage = ent->count;
}
}
else
{
if (ent->count)
{
if (level.current_poi_stage <= ent->count)
level.current_poi_stage = ent->count;
else
return; // this POI is not part of our current stage
}
}
// dummy POI; not valid
if (!strcmp(ent->classname, "target_poi") && ent->spawnflags.has(SPAWNFLAG_POI_DUMMY) && !ent->spawnflags.has(SPAWNFLAG_POI_DYNAMIC))
return;
level.valid_poi = true;
level.current_poi = ent->s.origin;
level.current_poi_image = ent->noise_index;
if (!strcmp(ent->classname, "target_poi") && ent->spawnflags.has(SPAWNFLAG_POI_DYNAMIC))
{
level.current_dynamic_poi = nullptr;
// pick the dummy POI, since it isn't supposed to get freed
// FIXME maybe store the team string instead?
for (edict_t *m = ent->teammaster; m; m = m->teamchain)
if (m->spawnflags.has(SPAWNFLAG_POI_DUMMY))
{
level.current_dynamic_poi = m;
break;
}
if (!level.current_dynamic_poi)
gi.Com_PrintFmt("can't activate poi for {}; need DUMMY in chain\n", *ent);
}
else
level.current_dynamic_poi = nullptr;
}
THINK(target_poi_setup) (edict_t *self) -> void
{
if (self->team)
{
// copy dynamic/nearest over to all teammates
if (self->spawnflags.has((SPAWNFLAG_POI_NEAREST | SPAWNFLAG_POI_DYNAMIC)))
for (edict_t *m = self->teammaster; m; m = m->teamchain)
m->spawnflags |= self->spawnflags & (SPAWNFLAG_POI_NEAREST | SPAWNFLAG_POI_DYNAMIC);
for (edict_t *m = self->teammaster; m; m = m->teamchain)
{
if (strcmp(m->classname, "target_poi"))
gi.Com_PrintFmt("WARNING: {} is teamed with target_poi's; unintentional\n", *m);
}
}
}
void SP_target_poi(edict_t *self)
{
if (deathmatch->integer)
{ // auto-remove for deathmatch
G_FreeEdict(self);
return;
}
if (st.image)
self->noise_index = gi.imageindex(st.image);
else
self->noise_index = gi.imageindex("friend");
self->use = target_poi_use;
self->svflags |= SVF_NOCLIENT;
self->think = target_poi_setup;
self->nextthink = level.time + 1_ms;
if (!self->team)
{
if (self->spawnflags.has(SPAWNFLAG_POI_NEAREST))
gi.Com_PrintFmt("{} has useless spawnflag 'NEAREST'\n", *self);
if (self->spawnflags.has(SPAWNFLAG_POI_DYNAMIC))
gi.Com_PrintFmt("{} has useless spawnflag 'DYNAMIC'\n", *self);
}
}
/*QUAKED target_music (1 0 0) (-8 -8 -8) (8 8 8)
Change music when used
*/
USE(use_target_music) (edict_t* ent, edict_t* other, edict_t* activator) -> void
{
gi.configstring(CS_CDTRACK, G_Fmt("{}", ent->sounds).data());
}
void SP_target_music(edict_t* self)
{
self->use = use_target_music;
}
/*QUAKED target_healthbar (0 1 0) (-8 -8 -8) (8 8 8) PVS_ONLY
*
* Hook up health bars to monsters.
* "delay" is how long to show the health bar for after death.
* "message" is their name
*/
USE(use_target_healthbar) (edict_t *ent, edict_t *other, edict_t *activator) -> void
{
edict_t *target = G_PickTarget(ent->target);
if (!target || ent->health != target->spawn_count)
{
if (target)
gi.Com_PrintFmt("{}: target {} changed from what it used to be\n", *ent, *target);
else
gi.Com_PrintFmt("{}: no target\n", *ent);
G_FreeEdict(ent);
return;
}
for (size_t i = 0; i < MAX_HEALTH_BARS; i++)
{
if (level.health_bar_entities[i])
continue;
ent->enemy = target;
level.health_bar_entities[i] = ent;
gi.configstring(CONFIG_HEALTH_BAR_NAME, ent->message);
return;
}
gi.Com_PrintFmt("{}: too many health bars\n", *ent);
G_FreeEdict(ent);
}
THINK(check_target_healthbar) (edict_t *ent) -> void
{
edict_t *target = G_PickTarget(ent->target);
if (!target || !(target->svflags & SVF_MONSTER))
{
if ( target != nullptr ) {
gi.Com_PrintFmt( "{}: target {} does not appear to be a monster\n", *ent, *target );
}
G_FreeEdict(ent);
return;
}
// just for sanity check
ent->health = target->spawn_count;
}
void SP_target_healthbar(edict_t *self)
{
if (deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (!self->target || !*self->target)
{
gi.Com_PrintFmt("{}: missing target\n", *self);
G_FreeEdict(self);
return;
}
if (!self->message)
{
gi.Com_PrintFmt("{}: missing message\n", *self);
G_FreeEdict(self);
return;
}
self->use = use_target_healthbar;
self->think = check_target_healthbar;
self->nextthink = level.time + 25_ms;
}
/*QUAKED target_autosave (0 1 0) (-8 -8 -8) (8 8 8)
*
* Auto save on command.
*/
USE(use_target_autosave) (edict_t *ent, edict_t *other, edict_t *activator) -> void
{
gtime_t save_time = gtime_t::from_sec(gi.cvar("g_athena_auto_save_min_time", "60", CVAR_NOSET)->value);
if (level.time - level.next_auto_save > save_time)
{
gi.AddCommandString("autosave\n");
level.next_auto_save = level.time;
}
}
void SP_target_autosave(edict_t *self)
{
if (deathmatch->integer)
{
G_FreeEdict(self);
return;
}
self->use = use_target_autosave;
}
/*QUAKED target_sky (0 1 0) (-8 -8 -8) (8 8 8)
*
* Change sky parameters.
"sky" environment map name
"skyaxis" vector axis for rotating sky
"skyrotate" speed of rotation in degrees/second
*/
USE(use_target_sky) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (self->map)
gi.configstring(CS_SKY, self->map);
if (self->count & 3)
{
float rotate;
int32_t autorotate;
sscanf(gi.get_configstring(CS_SKYROTATE), "%f %i", &rotate, &autorotate);
if (self->count & 1)
rotate = self->accel;
if (self->count & 2)
autorotate = self->style;
gi.configstring(CS_SKYROTATE, G_Fmt("{} {}", rotate, autorotate).data());
}
if (self->count & 4)
gi.configstring(CS_SKYAXIS, G_Fmt("{}", self->movedir).data());
}
void SP_target_sky(edict_t *self)
{
self->use = use_target_sky;
if (st.was_key_specified("sky"))
self->map = st.sky;
if (st.was_key_specified("skyaxis"))
{
self->count |= 4;
self->movedir = st.skyaxis;
}
if (st.was_key_specified("skyrotate"))
{
self->count |= 1;
self->accel = st.skyrotate;
}
if (st.was_key_specified("skyautorotate"))
{
self->count |= 2;
self->style = st.skyautorotate;
}
}
//==========================================================
/*QUAKED target_crossunit_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_crossunit_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.
*/
USE(trigger_crossunit_trigger_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
game.cross_unit_flags |= self->spawnflags.value;
G_FreeEdict(self);
}
void SP_target_crossunit_trigger(edict_t *self)
{
if (deathmatch->integer)
{
G_FreeEdict(self);
return;
}
self->svflags = SVF_NOCLIENT;
self->use = trigger_crossunit_trigger_use;
}
/*QUAKED target_crossunit_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 - - - - - - - - trigger9 trigger10 trigger11 trigger12 trigger13 trigger14 trigger15 trigger16
Triggered by a trigger_crossunit 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)
*/
THINK(target_crossunit_target_think) (edict_t *self) -> void
{
if (self->spawnflags.value == (game.cross_unit_flags & SFL_CROSS_TRIGGER_MASK & self->spawnflags.value))
{
G_UseTargets(self, self);
G_FreeEdict(self);
}
}
void SP_target_crossunit_target(edict_t *self)
{
if (deathmatch->integer)
{
G_FreeEdict(self);
return;
}
if (!self->delay)
self->delay = 1;
self->svflags = SVF_NOCLIENT;
self->think = target_crossunit_target_think;
self->nextthink = level.time + gtime_t::from_sec(self->delay);
}
/*QUAKED target_achievement (.5 .5 .5) (-8 -8 -8) (8 8 8)
Give an achievement.
"achievement" cheevo to give
*/
USE(use_target_achievement) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
gi.WriteByte(svc_achievement);
gi.WriteString(self->map);
gi.multicast(vec3_origin, MULTICAST_ALL, true);
}
void SP_target_achievement(edict_t *self)
{
if (deathmatch->integer)
{
G_FreeEdict(self);
return;
}
self->map = st.achievement;
self->use = use_target_achievement;
}
USE(use_target_story) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
if (self->message && *self->message)
level.story_active = true;
else
level.story_active = false;
gi.configstring(CONFIG_STORY, self->message ? self->message : "");
}
void SP_target_story(edict_t *self)
{
if (deathmatch->integer)
{
G_FreeEdict(self);
return;
}
self->use = use_target_story;
}