mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-27 14:22:11 +00:00
05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
467 lines
12 KiB
C
467 lines
12 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
#include "g_local.h"
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
|
|
Gives the activator all the items pointed to.
|
|
*/
|
|
void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
|
|
gentity_t *t;
|
|
trace_t trace;
|
|
|
|
if ( !activator->client ) {
|
|
return;
|
|
}
|
|
|
|
if ( !ent->target ) {
|
|
return;
|
|
}
|
|
|
|
memset( &trace, 0, sizeof( trace ) );
|
|
t = NULL;
|
|
while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) {
|
|
if ( !t->item ) {
|
|
continue;
|
|
}
|
|
Touch_Item( t, activator, &trace );
|
|
|
|
// make sure it isn't going to respawn or show any events
|
|
t->nextthink = 0;
|
|
trap_UnlinkEntity( t );
|
|
}
|
|
}
|
|
|
|
void SP_target_give( gentity_t *ent ) {
|
|
ent->use = Use_Target_Give;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
|
|
takes away all the activators powerups.
|
|
Used to drop flight powerups into death puts.
|
|
*/
|
|
void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
|
|
if( !activator->client ) {
|
|
return;
|
|
}
|
|
|
|
if( activator->client->ps.powerups[PW_REDFLAG] ) {
|
|
Team_ReturnFlag( TEAM_RED );
|
|
} else if( activator->client->ps.powerups[PW_BLUEFLAG] ) {
|
|
Team_ReturnFlag( TEAM_BLUE );
|
|
} else if( activator->client->ps.powerups[PW_NEUTRALFLAG] ) {
|
|
Team_ReturnFlag( TEAM_FREE );
|
|
}
|
|
|
|
memset( activator->client->ps.powerups, 0, sizeof( activator->client->ps.powerups ) );
|
|
}
|
|
|
|
void SP_target_remove_powerups( gentity_t *ent ) {
|
|
ent->use = Use_target_remove_powerups;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"wait" seconds to pause before firing targets.
|
|
"random" delay variance, total delay = delay +/- random seconds
|
|
*/
|
|
void Think_Target_Delay( gentity_t *ent ) {
|
|
G_UseTargets( ent, ent->activator );
|
|
}
|
|
|
|
void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
|
|
ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
|
|
ent->think = Think_Target_Delay;
|
|
ent->activator = activator;
|
|
}
|
|
|
|
void SP_target_delay( gentity_t *ent ) {
|
|
// check delay for backwards compatability
|
|
if ( !G_SpawnFloat( "delay", "0", &ent->wait ) ) {
|
|
G_SpawnFloat( "wait", "1", &ent->wait );
|
|
}
|
|
|
|
if ( !ent->wait ) {
|
|
ent->wait = 1;
|
|
}
|
|
ent->use = Use_Target_Delay;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"count" number of points to add, default 1
|
|
|
|
The activator is given this many points.
|
|
*/
|
|
void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
AddScore( activator, ent->r.currentOrigin, ent->count );
|
|
}
|
|
|
|
void SP_target_score( gentity_t *ent ) {
|
|
if ( !ent->count ) {
|
|
ent->count = 1;
|
|
}
|
|
ent->use = Use_Target_Score;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
|
|
"message" text to print
|
|
If "private", only the activator gets the message. If no checks, all clients get the message.
|
|
*/
|
|
void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
if ( activator->client && ( ent->spawnflags & 4 ) ) {
|
|
trap_SendServerCommand( activator-g_entities, va("cp \"%s\"", ent->message ));
|
|
return;
|
|
}
|
|
|
|
if ( ent->spawnflags & 3 ) {
|
|
if ( ent->spawnflags & 1 ) {
|
|
G_TeamCommand( TEAM_RED, va("cp \"%s\"", ent->message) );
|
|
}
|
|
if ( ent->spawnflags & 2 ) {
|
|
G_TeamCommand( TEAM_BLUE, va("cp \"%s\"", ent->message) );
|
|
}
|
|
return;
|
|
}
|
|
|
|
trap_SendServerCommand( -1, va("cp \"%s\"", ent->message ));
|
|
}
|
|
|
|
void SP_target_print( gentity_t *ent ) {
|
|
ent->use = Use_Target_Print;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
|
|
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
|
|
"noise" wav file to play
|
|
|
|
A global sound will play full volume throughout the level.
|
|
Activator sounds will play on the player that activated the target.
|
|
Global and activator sounds can't be combined with looping.
|
|
Normal sounds play each time the target is used.
|
|
Looped sounds will be toggled by use functions.
|
|
Multiple identical looping sounds will just increase volume without any speed cost.
|
|
"wait" : Seconds between auto triggerings, 0 = don't auto trigger
|
|
"random" wait variance, default is 0
|
|
*/
|
|
void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
if (ent->spawnflags & 3) { // looping sound toggles
|
|
if (ent->s.loopSound)
|
|
ent->s.loopSound = 0; // turn it off
|
|
else
|
|
ent->s.loopSound = ent->noise_index; // start it
|
|
}else { // normal sound
|
|
if ( ent->spawnflags & 8 ) {
|
|
G_AddEvent( activator, EV_GENERAL_SOUND, ent->noise_index );
|
|
} else if (ent->spawnflags & 4) {
|
|
G_AddEvent( ent, EV_GLOBAL_SOUND, ent->noise_index );
|
|
} else {
|
|
G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index );
|
|
}
|
|
}
|
|
}
|
|
|
|
void SP_target_speaker( gentity_t *ent ) {
|
|
char buffer[MAX_QPATH];
|
|
char *s;
|
|
|
|
G_SpawnFloat( "wait", "0", &ent->wait );
|
|
G_SpawnFloat( "random", "0", &ent->random );
|
|
|
|
if ( !G_SpawnString( "noise", "NOSOUND", &s ) ) {
|
|
G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
|
|
}
|
|
|
|
// force all client reletive sounds to be "activator" speakers that
|
|
// play on the entity that activates it
|
|
if ( s[0] == '*' ) {
|
|
ent->spawnflags |= 8;
|
|
}
|
|
|
|
if (!strstr( s, ".wav" )) {
|
|
Com_sprintf (buffer, sizeof(buffer), "%s.wav", s );
|
|
} else {
|
|
Q_strncpyz( buffer, s, sizeof(buffer) );
|
|
}
|
|
ent->noise_index = G_SoundIndex(buffer);
|
|
|
|
// a repeating speaker can be done completely client side
|
|
ent->s.eType = ET_SPEAKER;
|
|
ent->s.eventParm = ent->noise_index;
|
|
ent->s.frame = ent->wait * 10;
|
|
ent->s.clientNum = ent->random * 10;
|
|
|
|
|
|
// check for prestarted looping sound
|
|
if ( ent->spawnflags & 1 ) {
|
|
ent->s.loopSound = ent->noise_index;
|
|
}
|
|
|
|
ent->use = Use_Target_Speaker;
|
|
|
|
if (ent->spawnflags & 4) {
|
|
ent->r.svFlags |= SVF_BROADCAST;
|
|
}
|
|
|
|
VectorCopy( ent->s.origin, ent->s.pos.trBase );
|
|
|
|
// must link the entity so we get areas and clusters so
|
|
// the server can determine who to send updates to
|
|
trap_LinkEntity( ent );
|
|
}
|
|
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
|
|
When triggered, fires a laser. You can either set a target or a direction.
|
|
*/
|
|
void target_laser_think (gentity_t *self) {
|
|
vec3_t end;
|
|
trace_t tr;
|
|
vec3_t point;
|
|
|
|
// if pointed at another entity, set movedir to point at it
|
|
if ( self->enemy ) {
|
|
VectorMA (self->enemy->s.origin, 0.5, self->enemy->r.mins, point);
|
|
VectorMA (point, 0.5, self->enemy->r.maxs, point);
|
|
VectorSubtract (point, self->s.origin, self->movedir);
|
|
VectorNormalize (self->movedir);
|
|
}
|
|
|
|
// fire forward and see what we hit
|
|
VectorMA (self->s.origin, 2048, self->movedir, end);
|
|
|
|
trap_Trace( &tr, self->s.origin, NULL, NULL, end, self->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE);
|
|
|
|
if ( tr.entityNum ) {
|
|
// hurt it if we can
|
|
G_Damage ( &g_entities[tr.entityNum], self, self->activator, self->movedir,
|
|
tr.endpos, self->damage, DAMAGE_NO_KNOCKBACK, MOD_TARGET_LASER);
|
|
}
|
|
|
|
VectorCopy (tr.endpos, self->s.origin2);
|
|
|
|
trap_LinkEntity( self );
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void target_laser_on (gentity_t *self)
|
|
{
|
|
if (!self->activator)
|
|
self->activator = self;
|
|
target_laser_think (self);
|
|
}
|
|
|
|
void target_laser_off (gentity_t *self)
|
|
{
|
|
trap_UnlinkEntity( self );
|
|
self->nextthink = 0;
|
|
}
|
|
|
|
void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
self->activator = activator;
|
|
if ( self->nextthink > 0 )
|
|
target_laser_off (self);
|
|
else
|
|
target_laser_on (self);
|
|
}
|
|
|
|
void target_laser_start (gentity_t *self)
|
|
{
|
|
gentity_t *ent;
|
|
|
|
self->s.eType = ET_BEAM;
|
|
|
|
if (self->target) {
|
|
ent = G_Find (NULL, FOFS(targetname), self->target);
|
|
if (!ent) {
|
|
G_Printf ("%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->damage ) {
|
|
self->damage = 1;
|
|
}
|
|
|
|
if (self->spawnflags & 1)
|
|
target_laser_on (self);
|
|
else
|
|
target_laser_off (self);
|
|
}
|
|
|
|
void SP_target_laser (gentity_t *self)
|
|
{
|
|
// let everything else get spawned before we start firing
|
|
self->think = target_laser_start;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
gentity_t *dest;
|
|
|
|
if (!activator->client)
|
|
return;
|
|
dest = G_PickTarget( self->target );
|
|
if (!dest) {
|
|
G_Printf ("Couldn't find teleporter destination\n");
|
|
return;
|
|
}
|
|
|
|
TeleportPlayer( activator, dest->s.origin, dest->s.angles );
|
|
}
|
|
|
|
/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
|
|
The activator will be teleported away.
|
|
*/
|
|
void SP_target_teleporter( gentity_t *self ) {
|
|
if (!self->targetname)
|
|
G_Printf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
|
|
|
|
self->use = target_teleporter_use;
|
|
}
|
|
|
|
//==========================================================
|
|
|
|
|
|
/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM
|
|
This doesn't perform any actions except fire its targets.
|
|
The activator can be forced to be from a certain team.
|
|
if RANDOM is checked, only one of the targets will be fired, not all of them
|
|
*/
|
|
void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
|
|
if ( ( self->spawnflags & 1 ) && activator->client
|
|
&& activator->client->sess.sessionTeam != TEAM_RED ) {
|
|
return;
|
|
}
|
|
if ( ( self->spawnflags & 2 ) && activator->client
|
|
&& activator->client->sess.sessionTeam != TEAM_BLUE ) {
|
|
return;
|
|
}
|
|
if ( self->spawnflags & 4 ) {
|
|
gentity_t *ent;
|
|
|
|
ent = G_PickTarget( self->target );
|
|
if ( ent && ent->use ) {
|
|
ent->use( ent, self, activator );
|
|
}
|
|
return;
|
|
}
|
|
G_UseTargets (self, activator);
|
|
}
|
|
|
|
void SP_target_relay (gentity_t *self) {
|
|
self->use = target_relay_use;
|
|
}
|
|
|
|
|
|
//==========================================================
|
|
|
|
/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
|
|
Kills the activator.
|
|
*/
|
|
void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
|
|
G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
|
|
}
|
|
|
|
void SP_target_kill( gentity_t *self ) {
|
|
self->use = target_kill_use;
|
|
}
|
|
|
|
/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
|
|
Used as a positional target for in-game calculation, like jumppad targets.
|
|
*/
|
|
void SP_target_position( gentity_t *self ){
|
|
G_SetOrigin( self, self->s.origin );
|
|
}
|
|
|
|
static void target_location_linkup(gentity_t *ent)
|
|
{
|
|
int i;
|
|
int n;
|
|
|
|
if (level.locationLinked)
|
|
return;
|
|
|
|
level.locationLinked = qtrue;
|
|
|
|
level.locationHead = NULL;
|
|
|
|
trap_SetConfigstring( CS_LOCATIONS, "unknown" );
|
|
|
|
for (i = 0, ent = g_entities, n = 1;
|
|
i < level.num_entities;
|
|
i++, ent++) {
|
|
if (ent->classname && !Q_stricmp(ent->classname, "target_location")) {
|
|
// lets overload some variables!
|
|
ent->health = n; // use for location marking
|
|
trap_SetConfigstring( CS_LOCATIONS + n, ent->message );
|
|
n++;
|
|
ent->nextTrain = level.locationHead;
|
|
level.locationHead = ent;
|
|
}
|
|
}
|
|
|
|
// All linked together now
|
|
}
|
|
|
|
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
|
|
Set "message" to the name of this location.
|
|
Set "count" to 0-7 for color.
|
|
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
|
|
|
|
Closest target_location in sight used for the location, if none
|
|
in site, closest in distance
|
|
*/
|
|
void SP_target_location( gentity_t *self ){
|
|
self->think = target_location_linkup;
|
|
self->nextthink = level.time + 200; // Let them all spawn first
|
|
|
|
G_SetOrigin( self, self->s.origin );
|
|
}
|
|
|