rpg-x2/game/g_target.c

2828 lines
No EOL
78 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
//#include <windows.h> //TiM : WTF?
//==========================================================
/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
Gives all the weapons specified here in the list.
"items" - separated by ' | ', specify the items
EG "WP_PHASER | WP_TOOLKIT" etc
(Don't forget the spaces!)
*/
void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
int i;
playerState_t *ps = &activator->client->ps;
if ( !activator || !activator->client ) {
return;
}
for ( i=0; i < MAX_WEAPONS; i++ )
{
if ( (unsigned int)(ent->s.time) & (1 << i) )
{
ps->stats[STAT_WEAPONS] ^= ( 1 << i );
if ( ps->stats[STAT_WEAPONS] & ( 1 << i ) )
ps->ammo[i] = 1;
else
ps->ammo[i] = 0;
continue;
}
}
//Com_Printf( S_COLOR_RED "Final flags: %u\n", (unsigned int)(ent->s.time) );
}
//FIXME: Make the text parsed on load time. saves on resources!!
void SP_target_give( gentity_t *ent )
{
char *items;
char *textPtr;
char *token;
int weapon;
G_SpawnString( "items", "", &items );
if(!items[0] && ent->target) // spawnTEnt
items = G_NewString(ent->target);
textPtr = items;
//Com_Printf( S_COLOR_RED "Using the Give! Message is %s\n", textPtr );
COM_BeginParseSession();
while ( 1 )
{
token = COM_Parse( &textPtr );
if ( !token[0] )
break;
//Com_Printf( S_COLOR_RED "Token: %s\n", token );
if ( !Q_stricmpn( token, "|", 1 ) )
continue;
if( !Q_stricmpn( token, "WP_", 3 ) )
{
weapon = GetIDForString( WeaponTable, token );
if ( weapon >= 0 )
{
ent->s.time |= (1<<weapon);
}
}
}
//TiM - remove items per server discretion
if ( rpg_mapGiveFlags.integer > 0 )
ent->s.time &= rpg_mapGiveFlags.integer;
//Com_Printf( S_COLOR_RED "Final flags: %u\n", (ent->s.time) );
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 || !activator->client ) {
return;
}
/*if ( activator->client->ps.powerups[PW_REDFLAG] ) {
Team_ReturnFlag(TEAM_RED);
} else if ( activator->client->ps.powerups[PW_BORG_ADAPT] ) {
Team_ReturnFlag(TEAM_BLUE);
}*/
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) SELF
SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
"wait" seconds to pause before firing targets.
"random" delay variance, total delay = delay +/- random seconds
*/
void Think_Target_Delay( gentity_t *ent ) {
#ifdef G_LUA
if(ent->luaTrigger)
{
if(ent->activator)
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ent->activator->s.number);
}
else
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
if(ent->spawnflags & 1)
G_UseTargets(ent, ent);
else
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 ) {
if ( !ent->wait ) {
G_SpawnFloat("delay", "0", &ent->wait);
if(!ent->wait)
ent->wait = 1;
}
ent->count = (int)ent->wait;
ent->use = Use_Target_Delay;
}
//==========================================================
/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8) TEAMSCORE
TEAMSCORE - points are added to activator's team's score, not the individual
"count" number of points to add, default 1
The activator is given this many points.
*/
void Team_AddScore( int team, int points );
void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator) {
if(!activator) return;
if ( ent->spawnflags & 1 )
{
if ( activator->client )
{
Team_AddScore( activator->client->sess.sessionTeam, ent->count );
}
}
else
{
AddScore( activator, ent->count );
}
CalculateRanks( qfalse );
}
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 && activator->client && ( ent->spawnflags & 4 ) ) {
trap_SendServerCommand( activator-g_entities, va("servermsg %s", ent->message ));
return;
}
if ( ent->spawnflags & 3 ) {
if ( ent->spawnflags & 1 ) {
G_TeamCommand( TEAM_RED, va("servermsg %s", ent->message) );
}
if ( ent->spawnflags & 2 ) {
G_TeamCommand( TEAM_BLUE, va("servermsg %s", ent->message) );
}
return;
}
trap_SendServerCommand( -1, va("servermsg %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 ( activator && (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 ) && !ent->count ) { // if ent->count then it is a spawned sound, either by spawnEnt or *.spawn
G_Printf( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
G_FreeEntity(ent);//let's not error out so that we can use SP maps with their funky speakers.
return;
}
if(!ent->count) { // not by spawnTEnt/*.spawn
// force all client reletive sounds to be "activator" speakers that
// play on the entity that activates it
if ( s[0] == '*' ) {
ent->spawnflags |= 8;
}
memset(buffer, 0, sizeof(buffer));
Q_strncpyz( buffer, s, sizeof(buffer) );
COM_DefaultExtension( buffer, sizeof(buffer), ".wav");
ent->noise_index = G_SoundIndex(buffer);
} else { // by spawnTEnt or *.spawn file
ent->noise_index = ent->count;
}
// 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)
{
if(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);
G_FreeEntity(self);
return;
}
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;
vec3_t destPoint;
vec3_t tracePoint;
trace_t tr;
if(!Q_stricmp(self->swapname, activator->target)) {
self->flags ^= FL_LOCKED;
return;
}
if(self->flags & FL_LOCKED)
return;
if (!activator || !activator->client)
return;
dest = G_PickTarget( self->target );
if (!dest) {
G_Printf ("Couldn't find teleporter destination\n");
G_FreeEntity(self);
return;
}
VectorCopy(dest->s.origin, destPoint);
if ( self->spawnflags & 2 )
{
destPoint[2] += dest->r.mins[2];
destPoint[2] -= other->r.mins[2];
destPoint[2] += 1;
}
else
{
VectorCopy( dest->s.origin, tracePoint );
tracePoint[2] -= 4096;
trap_Trace( &tr, dest->s.origin, dest->r.mins, dest->r.maxs, tracePoint, dest->s.number, MASK_PLAYERSOLID );
VectorCopy( tr.endpos, destPoint );
//offset the player's bounding box.
destPoint[2] -= activator->r.mins[2]; //other->r.mins[2];
//add 1 to ensure non-direct collision
destPoint[2] += 1;
}
if ( self->spawnflags & 1 ) {
if ( TransDat[activator->client->ps.clientNum].beamTime == 0 ) {
G_InitTransport( activator->client->ps.clientNum, destPoint, dest->s.angles );
}
}
else {
TeleportPlayer( activator, destPoint, dest->s.angles, TP_NORMAL );
}
}
/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8) VISUAL_FX SUSPENDED DEACTIVATED
The activator will be instantly teleported away.
VISUAL_FX - Instead of instant teleportation with no FX, entity will play the Star Trek style
transporter effect and teleport over the course of an 8 second cycle.
SUSPENDED - Unless this is checked, the player will materialise on top of the first solid
surface underneath the entity
"targetname" - Any entities targeting this will activate it when used.
"target" - Name of one or more notnull entities that the player teleport to.
"swapname" - Activate/Deactivate (Using entity needs SELF/NOACTIVATOR)
NB-If using the transporter VISUAL_FX, place the target entity so it's right on top of
the surface you want the player to appear on. It's been hardcoded to take this offset into
account only when the VISUAL_FX flag is on.
*/
void SP_target_teleporter( gentity_t *self ) {
if (!self->targetname)
G_Printf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
if(self->spawnflags & 4)
self->flags ^= FL_LOCKED;
self->use = target_teleporter_use;
}
//==========================================================
/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM SELF
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
SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
*/
void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
if ( ( self->spawnflags & 1 ) && activator && activator->client
&& activator->client->sess.sessionTeam != TEAM_RED ) {
return;
}
if ( ( self->spawnflags & 2 ) && activator && activator->client
&& activator->client->sess.sessionTeam != TEAM_BLUE ) {
return;
}
if(!activator) return;
if ( self->spawnflags & 4 ) {
gentity_t *ent;
ent = G_PickTarget( self->target );
if ( ent && ent->use ) {
if(self->spawnflags & 8) {
ent->use(ent, self, self);
#ifdef G_LUA
if(ent->luaUse)
LuaHook_G_EntityUse(self->luaUse, self->s.number, other->s.number, activator->s.number);
#endif
}
else {
ent->use( ent, self, activator );
#ifdef G_LUA
if(ent->luaUse)
LuaHook_G_EntityUse(self->luaUse, self->s.number, other->s.number, self->s.number);
#endif
}
}
return;
}
if(self->spawnflags & 8)
G_UseTargets(self, self);
else
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 ) {
if(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;
//gentity_t *tent;
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_Printf( S_COLOR_RED "Location loaded! %s\n", self->message );
G_SetOrigin( self, self->s.origin );
}
/*QUAKED target_counter (1.0 0 0) (-4 -4 -4) (4 4 4) x x x x x x x x
Acts as an intermediary for an action that takes multiple inputs.
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/
void target_counter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if ( self->count == 0 )
{
return;
}
self->count--;
if ( self->count )
{
return;
}
if(activator)
self->activator = activator;
else
self->activator = self;
G_UseTargets( self, activator );
}
void SP_target_counter (gentity_t *self)
{
self->wait = -1;
if (!self->count)
{
self->count = 2;
}
self->use = target_counter_use;
}
/*QUAKED target_objective (1.0 0 0) (-4 -4 -4) (4 4 4)
When used, the objective in the <mapname>.efo with this objective's "count" will be marked as completed
count - number of objective (as listed in the maps' <mapname>.efo)
NOTE: the objective with the lowest "count" will be considered the current objective
*/
void target_objective_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
gentity_t *tent;
tent = G_TempEntity( self->r.currentOrigin, EV_OBJECTIVE_COMPLETE );
if(!tent) return; // uh ohhhh
//Be sure to send the event to everyone
tent->r.svFlags |= SVF_BROADCAST;
tent->s.eventParm = self->count;
}
void SP_target_objective (gentity_t *self)
{
if ( self->count <= 0 )
{
//FIXME: error msg
G_FreeEntity( self );
return;
}
if ( self->targetname )
{
self->use = target_objective_use;
}
level.numObjectives++;
}
/*================
RPG-X Modification
Phenix
13/06/2004
================*/
/*QUAKED target_boolean (.5 .5 .5) (-8 -8 -8) (8 8 8) START_TRUE SWAP_FIRE SELF
Acts as an if statement. When fired normaly if true it fires one target, if false it fires another.
START_TRUE the boolean starts true.
SWAP_FIRE when the swap command is issued it will also fire the new target.
SELF use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are target_boolean, targer_alert, and target_warp)
"targetname" this when fired will fire the target according to which state the boolean is in
"swapname" this when fired will swap the boolean from one state to the opposite
"truename" this when fired will swap the boolean's state to true
"falsename" this when fired will sawp the boolean's state to false
"truetarget" this will be fired if the boolean is true then the targetname is recieved
"falsetarget" this will be fired if the boolean is false then the targetname is recieved
*/
void target_boolean_use (gentity_t *self, gentity_t *other, gentity_t *activator) {
if ((!self) || (!other) || (!activator))
{
return;
}
if (Q_stricmp(self->truetarget,"(NULL)") == 0)
{
G_SpawnString( "truetarget", "DEFAULTTARGET", &self->truetarget );
}
if (Q_stricmp(other->target, self->targetname) == 0) {
if (self->booleanstate == qtrue) {
if(self->spawnflags & 4) {
self->target = self->truetarget;
G_UseTargets2( self, self, self->truetarget );
} else {
G_UseTargets2( self, activator, self->truetarget );
}
return;
} else {
if(self->spawnflags & 4) {
self->target = self->falsetarget;
G_UseTargets2( self, self, self->falsetarget );
} else {
G_UseTargets2( self, activator, self->falsetarget );
}
return;
}
} else if (Q_stricmp(other->target, self->truename) == 0) {
self->booleanstate = qtrue; //Make the boolean true
return;
} else if (Q_stricmp(other->target, self->falsename) == 0) {
self->booleanstate = qfalse; //Make the boolean false
return;
} else if (Q_stricmp(other->target, self->swapname) == 0) {
if (self->booleanstate==qtrue) { //If the boolean is true then swap to false
self->booleanstate = qfalse;
if (self->spawnflags & 2) {
if(self->spawnflags & 4) {
self->target = self->falsetarget;
G_UseTargets2( self, self, self->falsetarget );
} else {
G_UseTargets2( self, activator, self->falsetarget );
}
}
} else {
self->booleanstate = qtrue;
if (self->spawnflags & 2) {
if(self->spawnflags & 4) {
self->target = self->truetarget;
G_UseTargets2( self, self, self->truetarget );
} else {
G_UseTargets2( self, activator, self->truetarget );
}
}
}
return;
}
}
void SP_target_boolean (gentity_t *self) {
if (!self->booleanstate && self->spawnflags & 1) {
self->booleanstate = qtrue;
} else if (!self->booleanstate) {
self->booleanstate = qfalse;
}
self->use = target_boolean_use;
}
/*QUAKED target_gravity (.5 .5 .5) (-8 -8 -8) (8 8 8) PLAYER_ONLY MAP_GRAV
This changes the servers gravity to the ammount set.
PLAYER_ONLY If select this will only change the gravity for teh actiator. TiM: an actiator eh?
MAP_GRAV Will reset player to the current global gravity.
"gravity" gravity value (default = g_gravity default = 800)
*/
void target_gravity_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
//CIf spawn flag 1 is set, change gravity to specific user
if((self->spawnflags & 1) && activator && activator->client)
{
activator->client->ps.gravity = atoi(self->targetname2);
activator->client->SpecialGrav = qtrue;
}
//resyncing players grav to map grav.
else if((self->spawnflags & 2) && activator && activator->client)
{
activator->client->ps.gravity = g_gravity.integer;
activator->client->SpecialGrav = qfalse;
}
//Else change gravity for all clients
else
{
trap_Cvar_Set( "g_gravity", self->targetname2 );
}
}
void SP_target_gravity (gentity_t *self) {
char *temp;
if(!self->tmpEntity) { // check for spawnTEnt
G_SpawnString("gravity", "800", &temp);
self->targetname2 = G_NewString(temp);
}
if(self->count) // support for SP
self->targetname2 = G_NewString(va("%i", self->count));
self->use = target_gravity_use;
}
/*QUAKED target_shake (.5 .5 .5) (-8 -8 -8) (8 8 8)
When fired every clients monitor will shake as if in an explition //TiM: explition eh?
"wait" Time that the shaking lasts for in seconds
"intensity" Strength of shake
*/
void target_shake_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
//trap_SendConsoleCommand( EXEC_APPEND, va("shake %f %2f HRkq1yF22o06Zng9FZXH5sle\n", self->intensity, self->wait) ); //Start Shaking
//Com_Printf( "Intensity: %f, Duration %i ", self->intensity, ( (int)(level.time - level.startTime) + (int)( self->wait*1000 ) ) ) ;
trap_SetConfigstring( CS_CAMERA_SHAKE, va( "%f %i", self->distance/*was self->intensity*/, ( (int)(level.time - level.startTime) + (int)( self->wait*1000 ) ) ) );
}
void SP_target_shake (gentity_t *self) {
//TiM: Phenix, you're a n00b. You should always put default values in. ;P
G_SpawnFloat( "intensity", "5", &self->distance /*was &self->intensity*/ );
G_SpawnFloat( "wait", "5", &self->wait );
self->use = target_shake_use;
}
/*QUAKED target_evosuit (.5 .5 .5) (-8 -8 -8) (8 8 8)
Used to put an evosuit on or off for each player
*/
void target_evosuit_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
if(!activator || !activator->client) return;
activator->flags ^= FL_EVOSUIT;
if (!(activator->flags & FL_EVOSUIT))
{
G_PrintfClient(activator, "%s\n", "You have taken an EVA Suit off\n");
activator->client->ps.powerups[PW_EVOSUIT] = 0;
}
else
{
G_PrintfClient(activator, "%s\n", "You have put an EVA Suit on\n");
activator->client->ps.powerups[PW_EVOSUIT] = level.time + 1000000000;
}
}
void SP_target_evosuit (gentity_t *self) {
self->use = target_evosuit_use;
}
//==================================================================================
//
//TiM - Turbolift Ent
//Multiple phases are broken up into multiple think functions
//
//==================================================================================
static void target_turbolift_unlock ( gentity_t *ent )
{
gentity_t* otherLift;
//get target deck number lift entity
otherLift = &g_entities[ent->count];
//last phase - unlock turbolift doors
{
gentity_t *door=NULL;
while ( ( door = G_Find( door, FOFS( targetname ), ent->target )) != NULL )
{
if ( !Q_stricmp( door->classname, "func_door" ) )
{
door->flags &= ~FL_CLAMPED;
}
}
door = NULL;
if ( otherLift )
{
while ( ( door = G_Find( door, FOFS( targetname ), otherLift->target )) != NULL )
{
if ( !Q_stricmp( door->classname, "func_door" ) )
{
door->flags &= ~FL_CLAMPED;
}
}
}
}
//reset lifts
if ( otherLift )
otherLift->count = 0;
ent->s.time2 = 0;
if(otherLift)
otherLift->s.time2 = 0;
ent->count = 0;
ent->nextthink = 0;
ent->think = 0;
}
static void target_turbolift_endMove ( gentity_t *ent )
{
gentity_t* lights=NULL;
gentity_t* otherLift=NULL;
//gentity_t* tent=NULL;
#ifdef XTRA
float f = 0;
#endif
otherLift = &g_entities[ent->count];
if ( !otherLift )
{
target_turbolift_unlock( ent );
return;
}
//unplay move sound
ent->r.svFlags |= SVF_NOCLIENT;
otherLift->r.svFlags |= SVF_NOCLIENT;
//play end sound
G_Sound( ent, ent->s.otherEntityNum2 );
G_Sound( otherLift, otherLift->s.otherEntityNum2 );
//unshow flashy bits
//find any usables parented to the lift ent, and use them
{
while ( ( lights = G_Find( lights, FOFS( targetname ), ent->target ) ) != NULL )
{
if ( !Q_stricmp( lights->classname, "func_usable" ) )
{
if(!rpg_calcLiftTravelDuration.integer) {
lights->use( lights, lights, ent );
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
else {
if(ent->s.eventParm < 0 && lights->targetname2) {
if(!Q_stricmp(lights->targetname2, va("%s_dn", ent->target))) {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
} else if(ent->s.eventParm > 0 && lights->targetname2) {
if(!Q_stricmp(lights->targetname2, va("%s_up", ent->target))) {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
} else {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
}
}
}
lights = NULL;
while ( ( lights = G_Find( lights, FOFS( targetname ), otherLift->target ) ) != NULL )
{
if ( !Q_stricmp( lights->classname, "func_usable" ) )
{
if(!rpg_calcLiftTravelDuration.integer) {
lights->use( lights, lights, ent );
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
else {
if(ent->s.eventParm < 0 && lights->targetname2) {
if(!Q_stricmp(lights->targetname2, va("%s_dn", otherLift->target))) {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
} else if(ent->s.eventParm && lights->targetname2) {
if(!Q_stricmp(lights->targetname2, va("%s_up", otherLift->target))) {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
} else {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
}
}
}
}
#ifdef XTRA
// check for shader remaps
if(rpg_calcLiftTravelDuration.integer) {
if((ent->truename && otherLift->truename) || (ent->falsename && otherLift->falsename)) {
f = level.time * 0.001;
AddRemap(ent->targetShaderName, ent->targetShaderName, f);
AddRemap(otherLift->targetShaderName, otherLift->targetShaderName, f);
}
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
}
#endif
//next phase, teleport player
ent->nextthink = level.time + ent->sound1to2;
ent->think = target_turbolift_unlock;
}
//TiM - we'll have two sets of teleports, so let's re-use this
static void TeleportPlayers ( gentity_t* ent, gentity_t* targetLift, int numEnts, int *touch )
{
int i = 0;
gentity_t *player=NULL;
float dist;
vec3_t temp;
vec3_t angles;
vec3_t newOrigin;
vec3_t viewAng;
if ( numEnts <= 0 )
return;
for ( i = 0; i < numEnts; i++ )
{
player = &g_entities[touch[i]];
if ( !player->client )
continue;
//to teleport them, we need two things. Their distance and angle from the origin
VectorSubtract( player->client->ps.origin, ent->s.origin, temp );
//distance + angles
dist = VectorLength( temp );
VectorNormalize( temp );
vectoangles( temp, angles );
angles[YAW] = AngleNormalize360( angles[YAW] - ent->s.angles[YAW] );
//now... calc their new origin and view angles
angles[YAW] = AngleNormalize360( angles[YAW] + targetLift->s.angles[YAW] );
AngleVectors( angles, temp, NULL, NULL );
VectorMA( targetLift->s.origin, dist, temp, newOrigin );
VectorCopy( player->client->ps.viewangles, viewAng );
viewAng[YAW] = AngleNormalize360( viewAng[YAW] + ( targetLift->s.angles[YAW] - ent->s.angles[YAW] ) );
TeleportPlayer( player, newOrigin, viewAng, TP_TURBO );
}
}
#ifdef Q3_VM
static void target_turbolift_TeleportPlayers ( gentity_t *ent )
{
gentity_t *targetLift;
vec3_t mins, maxs;
float time;
//store both sets of data so they can be swapped at the same time
int liftTouch[MAX_GENTITIES];
int targetLiftTouch[MAX_GENTITIES];
int liftNumEnts;
int targetLiftNumEnts;
//teleport the players
targetLift = &g_entities[ent->count];
if ( !targetLift ) {
target_turbolift_unlock( ent );
return;
}
//scan the turbo region for players
//in the current lift
{
VectorCopy( ent->r.maxs, maxs );
VectorCopy( ent->r.mins, mins );
liftNumEnts = trap_EntitiesInBox( mins, maxs, liftTouch, MAX_GENTITIES );
}
//the target lift
{
VectorCopy( targetLift->r.maxs, maxs );
VectorCopy( targetLift->r.mins, mins );
targetLiftNumEnts = trap_EntitiesInBox( mins, maxs, targetLiftTouch, MAX_GENTITIES );
}
//TiM - Teleport the players from the other target to this one
TeleportPlayers( targetLift, ent, targetLiftNumEnts, targetLiftTouch );
//TiM - Teleport the main players
TeleportPlayers( ent, targetLift, liftNumEnts, liftTouch );
if(rpg_calcLiftTravelDuration.integer) {
time = targetLift->health - ent->health;
if(time < 0)
time *= -1;
time *= rpg_liftDurationModifier.value;
time *= 1000;
ent->think = target_turbolift_endMove;
ent->nextthink = level.time + (time * 0.5f);
} else {
//first thing's first
ent->think = target_turbolift_endMove;
ent->nextthink = level.time + (ent->wait*0.5f);
}
}
#else
static void target_turbolift_TeleportPlayers ( gentity_t *ent )
{
gentity_t *targetLift;
vec3_t mins, maxs;
float time;
//store both sets of data so they can be swapped at the same time
int *liftTouch;
int *targetLiftTouch;
int liftNumEnts;
int targetLiftNumEnts;
//teleport the players
targetLift = &g_entities[ent->count];
if ( !targetLift ) {
target_turbolift_unlock( ent );
return;
}
liftTouch = (int *)malloc(MAX_GENTITIES * sizeof(int));
if(!liftTouch) {
target_turbolift_unlock( ent );
return;
}
//scan the turbo region for players
//in the current lift
{
if(!ent->tmpEntity) {
VectorCopy( ent->r.maxs, maxs );
VectorCopy( ent->r.mins, mins );
} else {
VectorAdd(ent->r.maxs, ent->s.origin, maxs);
VectorAdd(ent->r.mins, ent->s.origin, mins);
}
liftNumEnts = trap_EntitiesInBox( mins, maxs, liftTouch, MAX_GENTITIES );
}
targetLiftTouch = (int *)malloc(MAX_GENTITIES * sizeof(int));
if(!targetLiftTouch) {
target_turbolift_unlock( ent );
free(liftTouch);
return;
}
//the target lift
{
if(!targetLift->tmpEntity) {
VectorCopy( targetLift->r.maxs, maxs );
VectorCopy( targetLift->r.mins, mins );
} else {
VectorAdd(targetLift->r.maxs, targetLift->s.origin, maxs);
VectorAdd(targetLift->r.mins, targetLift->s.origin, mins);
}
targetLiftNumEnts = trap_EntitiesInBox( mins, maxs, targetLiftTouch, MAX_GENTITIES );
}
//TiM - Teleport the players from the other target to this one
TeleportPlayers( targetLift, ent, targetLiftNumEnts, targetLiftTouch );
//TiM - Teleport the main players
TeleportPlayers( ent, targetLift, liftNumEnts, liftTouch );
if(rpg_calcLiftTravelDuration.integer) {
time = targetLift->health - ent->health;
if(time < 0)
time *= -1;
time *= rpg_liftDurationModifier.value;
time *= 1000;
ent->think = target_turbolift_endMove;
ent->nextthink = level.time + (time * 0.5f);
} else {
//first thing's first
ent->think = target_turbolift_endMove;
ent->nextthink = level.time + (ent->wait*0.5f);
}
free(liftTouch);
free(targetLiftTouch);
}
#endif
static void target_turbolift_startSoundEnd(gentity_t *ent) {
ent->nextthink = -1;
ent->parent->r.svFlags &= ~SVF_NOCLIENT;
ent->touched->r.svFlags &= ~SVF_NOCLIENT;
}
static void target_turbolift_startMove ( gentity_t *ent )
{
gentity_t* lights=NULL;
gentity_t* otherLift=NULL;
gentity_t* tent=NULL;
float time = 0, time2 = 0;
#ifdef XTRA
float f = 0;
#endif
otherLift = &g_entities[ent->count];
if ( !otherLift )
{
target_turbolift_unlock( ent );
return;
}
//play move sound
if( rpg_calcLiftTravelDuration.integer ) {
time = time2 = ent->health - otherLift->health;
if(time < 0)
time *= -1;
if(ent->sound2to1) {
if( rpg_liftDurationModifier.value * 1000 * time >= ent->distance * 1000 ) {
tent = G_Spawn();
tent->think = target_turbolift_startSoundEnd;
tent->nextthink = level.time + (ent->distance * 1000);
tent->parent = ent;
tent->touched = otherLift;
G_AddEvent(ent, EV_GENERAL_SOUND, ent->sound2to1);
}
} else {
ent->r.svFlags &= ~SVF_NOCLIENT;
otherLift->r.svFlags &= ~SVF_NOCLIENT;
}
} else {
ent->r.svFlags &= ~SVF_NOCLIENT;
otherLift->r.svFlags &= ~SVF_NOCLIENT;
}
//show flashy bits
//find any usables parented to the lift ent, and use them
{
while ( ( lights = G_Find( lights, FOFS( targetname ), ent->target ) ) != NULL )
{
if ( !Q_stricmp( lights->classname, "func_usable" ) )
{
if(!rpg_calcLiftTravelDuration.integer) {
lights->use( lights, lights, ent );
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
else {
if ( time2 < 0 && lights->targetname2 ) {
if(!Q_stricmp(lights->targetname2, va("%s_dn", ent->target))) {
lights->use(lights, lights, ent );
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
} else if ( time2 > 0 && lights->targetname2 ) {
if(!Q_stricmp(lights->targetname2, va("%s_up", ent->target))) {
lights->use(lights, lights, ent );
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
} else {
lights->use( lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
}
}
}
lights = NULL;
while ( ( lights = G_Find( lights, FOFS( targetname ), otherLift->target ) ) != NULL )
{
if ( !Q_stricmp( lights->classname, "func_usable" ) )
{
if(!rpg_calcLiftTravelDuration.integer) {
lights->use( lights, lights, ent );
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
else {
if(time2 < 0 && lights->targetname2) {
if(!Q_stricmp(lights->targetname2, va("%s_dn", otherLift->target))) {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse);
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
} else if(time2 > 0 && lights->targetname2) {
if(!Q_stricmp(lights->targetname2, va("%s_up", otherLift->target))) {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
} else {
lights->use(lights, lights, ent);
#ifdef G_LUA
if(lights->luaUse)
LuaHook_G_EntityUse(lights->luaUse, lights-g_entities, ent-g_entities, ent-g_entities);
#endif
}
}
}
}
}
#ifdef XTRA
// check for shader remaps
if(rpg_calcLiftTravelDuration.integer) {
if(time2 < 0 && ent->truename && otherLift->truename) {
f = level.time * 0.001;
AddRemap(ent->targetShaderName, ent->truename, f);
AddRemap(otherLift->targetShaderName, otherLift->truename, f);
} else if(time2 > 0 && ent->falsename && otherLift->falsename) {
f = level.time * 0.001;
AddRemap(ent->targetShaderName, ent->falsename, f);
AddRemap(otherLift->targetShaderName, otherLift->falsename, f);
}
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
}
#endif
if(rpg_calcLiftTravelDuration.integer) {
/*time = ent->health - otherLift->health;
if(time < 0)
time *= -1;*/
ent->s.eventParm = time2;
time *= rpg_liftDurationModifier.value;
time *= 1000;
ent->s.time2 = level.time + time;
otherLift->s.time2 = level.time + time;
ent->nextthink = level.time + (time * 0.5f);
ent->think = target_turbolift_TeleportPlayers;
} else {
//sent to the client for client-side rotation
ent->s.time2 = level.time+ent->wait;
otherLift->s.time2 = level.time+ent->wait;
//next phase, teleport player
ent->nextthink = level.time + (ent->wait*0.5f);
ent->think = target_turbolift_TeleportPlayers;
}
}
static void target_turbolift_shutDoors ( gentity_t *ent )
{
gentity_t* door=NULL;
gentity_t* otherLift=NULL;
otherLift = &g_entities[ent->count];
if ( !otherLift )
{
target_turbolift_unlock( ent );
return;
}
while ( ( door = G_Find( door, FOFS( targetname ), ent->target )) != NULL )
{
if ( !Q_stricmp( door->classname, "func_door" ) )
{
if ( door->moverState != MOVER_POS1 ) {
ent->nextthink = level.time + 500;
return;
}
}
}
door = NULL;
while ( ( door = G_Find( door, FOFS( targetname ), otherLift->target )) != NULL )
{
if ( !Q_stricmp( door->classname, "func_door" ) )
{
if ( door->moverState != MOVER_POS1 ) {
ent->nextthink = level.time + 500;
return;
}
}
}
//start phase 3
ent->think = target_turbolift_startMove;
ent->nextthink = level.time + FRAMETIME;
}
void target_turbolift_start ( gentity_t *self )
{
gentity_t* otherLift;
//get target deck number lift entity
otherLift = &g_entities[self->count];
if ( !otherLift )
{
target_turbolift_unlock( self );
return;
}
//phase 1 - lock turbolift doors
//lock the doors on both lifts
{
gentity_t *door=NULL;
while ( ( door = G_Find( door, FOFS( targetname ), self->target )) != NULL )
{
if ( !Q_stricmp( door->classname, "func_door" ) )
{
door->flags |= FL_CLAMPED;
if ( door->moverState != MOVER_POS1 )
{
door->nextthink = level.time;
}
}
}
door = NULL;
while ( ( door = G_Find( door, FOFS( targetname ), otherLift->target )) != NULL )
{
if ( !Q_stricmp( door->classname, "func_door" ) )
{
door->flags |= FL_CLAMPED;
if ( door->moverState != MOVER_POS1 )
{
door->nextthink = level.time;
}
}
}
}
//phase 2 - wait until both doors are shut
self->think = target_turbolift_shutDoors;
self->nextthink = level.time + 500;
}
static void target_turbolift_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
if(!Q_stricmp(self->swapname, activator->target)) {
if(self->soundPos1)
G_AddEvent(self, EV_GENERAL_SOUND, self->soundPos1);
self->flags ^= FL_LOCKED;
}
if(self->flags & FL_LOCKED) return;
if ( self->count > 0 )
{
trap_SendServerCommand( activator-g_entities, "print \"Unable to comply. The lift is currently in use.\n\" " );
return;
}
//trap_SendServerCommand( activator-g_entities, va( "lift %i", (int)(self-g_entities) ) );
trap_SendServerCommand( activator-g_entities, "lift" );
}
extern void BG_LanguageFilename(char *baseName,char *baseExtension,char *finalName);
/*
QUAKED target_turbolift (.5 .5 .5) ? x x x x x x x x OFFLINE
Turbolifts are delayed teleporters that send players between
each other, maintaining their view and position so the transition is seamless.
If you target this entity with a func_usable, upon activating that useable,
a menu will appear to select decks. If you target any useables with this
entity, they'll be triggered when the sequence starts (ie scrolling light texture brushes).
If rpg_calcLiftTravelDuration is set to one it is possible to have two usables targeted, one for the
up and one for the down driection in order to use this set targetname2 of those to
<targetname>_up and <targetname>_dn.
If you target any doors with this entity, they will shut and lock for this sequence.
For the angles, the entity's angle must be aimed at the main set of doors to the lift area.
OFFLINE Turbolift is offline at start
"deck" - which deck number this is (You can have multiple lifts of the same deck. Entity fails spawn if not specified)
"deckName" - name of the main features on this deck (Appears in the deck menu, defaults to 'Unknown')
"wait" - number of seconds to wait until teleporting the players (1000 = 1 second, default 3000)
"soundLoop" - looping sound that plays in the wait period (Defaults to EF SP's sound. '*' for none)
"soundEnd" - sound that plays as the wait period ends. (Defaults to EF SP's sound. '*' for none)
"soundStart - sound that plays when the lift starts moving
"soundStartLength" - how long the start sound is in seconds
"soundDeactivate" - sound to play if player tries to use an deactivated turbolift
"waitEnd" - how long to wait from the lift stopping to the doors opening (default 1000 )
"swapname" - toggles turbolift on/off
"targetShaderName" - lights off shader
"falsename" - lights up
"truename" - lights down
*/
void SP_target_turbolift ( gentity_t *self )
{
int i;
char* loopSound;
char* endSound;
char* idleSound;
char* startSound;
char* deactSound;
int len;
fileHandle_t f;
char fileRoute[MAX_QPATH];
char mapRoute[MAX_QPATH];
char serverInfo[MAX_TOKEN_CHARS];
//cache the moving sounds
G_SpawnString( "soundLoop", "sound/movers/plats/turbomove.wav", &loopSound );
G_SpawnString( "soundEnd", "sound/movers/plats/turbostop.wav", &endSound );
G_SpawnString( "soundIdle", "100", &idleSound);
G_SpawnString( "soundStart", "100", &startSound);
G_SpawnFloat( "soundStartLength", "100", &self->distance);
G_SpawnString( "soundDeactivate", "100", &deactSound );
self->s.loopSound = G_SoundIndex( loopSound ); //looping sound
self->s.otherEntityNum2 = G_SoundIndex( endSound ); //End Phase sound
/*self->soundLocked = G_SoundIndex( idleSound );*/
self->n00bCount = G_SoundIndex( idleSound );
self->sound2to1 = G_SoundIndex( startSound );
self->soundPos1 = G_SoundIndex( deactSound );
if(self->spawnflags & 512)
self->flags ^= FL_LOCKED;
//get deck num
G_SpawnInt( "deck", "0", &i );
//kill the ent if it isn't valid
if ( i <= 0 && !(self->tmpEntity))
{
G_Printf( S_COLOR_RED "ERROR: A turbolift entity does not have a valid deck number!\n" );
G_FreeEntity( self );
return;
}
if(!self->tmpEntity)
self->health = i;
self->count = 0; //target/targetted lift
G_SpawnFloat( "wait", "3000", &self->wait );
G_SpawnInt( "waitEnd", "1000", &self->sound1to2 );
if(!self->tmpEntity)
trap_SetBrushModel( self, self->model );
self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
self->r.svFlags = SVF_NOCLIENT;
self->s.eType = ET_TURBOLIFT; //TiM - Client-side sound FX
trap_LinkEntity( self );
VectorCopy( self->r.mins, self->s.angles2 );
VectorCopy( self->r.maxs, self->s.origin2 );
VectorAverage( self->r.mins, self->r.maxs, self->s.origin );
G_SetOrigin( self, self->s.origin );
//insert code to worry about deck name later
self->use = target_turbolift_use;
if ( level.numDecks >= MAX_DECKS )
return;
//get the map name out of the server data
trap_GetServerinfo( serverInfo, sizeof( serverInfo ) );
//TiM - Configure the deck number and description into a config string
Com_sprintf( mapRoute, sizeof( mapRoute ), "maps/%s", Info_ValueForKey( serverInfo, "mapname" ) );
BG_LanguageFilename( mapRoute, "turbolift", fileRoute );
//Check for a turbolift cfg
len = trap_FS_FOpenFile( fileRoute, &f, FS_READ );
trap_FS_FCloseFile( f );
//if no file was found, resort to the string system.
//BUT! we shouldn't rely on this system if we can
if ( len <= 0 )
{
char infoString[MAX_TOKEN_CHARS];
char* deckNamePtr;
char deckName[57];
gentity_t* prevDeck=NULL;
qboolean deckFound=qfalse;
while ( ( prevDeck = G_Find( prevDeck, FOFS( classname ), "target_turbolift" ) ) != NULL )
{
if ( prevDeck != self && prevDeck->health == self->health )
{
deckFound = qtrue;
break;
}
}
//this deck number hasn't been registered b4
if ( !deckFound )
{
G_SpawnString( "deckName", "Unknown", &deckNamePtr );
Q_strncpyz( deckName, deckNamePtr, sizeof( deckName ) );
trap_GetConfigstring( CS_TURBOLIFT_DATA, infoString, sizeof( infoString ) );
if ( !infoString[0] )
{
Com_sprintf( infoString, sizeof( infoString ), "d%i\\%i\\n%i\\%s\\", level.numDecks, self->health, level.numDecks, deckName );
}
else
{
Com_sprintf( infoString, sizeof( infoString ), "%sd%i\\%i\\n%i\\%s\\", infoString, level.numDecks, self->health, level.numDecks, deckName );
}
trap_SetConfigstring( CS_TURBOLIFT_DATA, infoString );
level.numDecks++;
}
}
level.numBrushEnts++;
}
/* ==============
END MODIFICATION
===============*/
//RPG-X | GSIO01 | 08/05/2009
/*QUAKED target_doorlock (1 0 0) (-8 -8 -8) (8 8 8) PRIVATE
Locks/Unlocks a door.
PRIVATE if set, lockMsg/unlockMsg are only printed for activator
"target" breakable to repair (either it's targetname or it's targetname2)
"lockMsg" message printed if door gets locked
"unlockMsg" message printed if door gets unlocked
*/
void target_doorLock_use(gentity_t *ent, gentity_t *other, gentity_t* activator) {
gentity_t *target = NULL;
target = G_Find(NULL, FOFS(targetname2), ent->target);
if(!target)
return;
if(!(target->flags & FL_LOCKED)) {
if(ent->swapname) {
if((ent->spawnflags & 1) && activator && activator->client)
trap_SendServerCommand(activator-g_entities, va("servermsg %s", ent->swapname));
else
trap_SendServerCommand(-1, va("servermsg %s", ent->swapname));
}
}
else
{
if(ent->truename) {
if((ent->spawnflags & 1) && activator && activator->client)
trap_SendServerCommand(activator-g_entities, va("servermsg %s", ent->truename));
else
trap_SendServerCommand(-1, va("servermsg %s", ent->truename));
}
}
if(!Q_stricmp(target->classname, "func_door") || !Q_stricmp(target->classname, "func_door_rotating")) {
target->flags ^= FL_LOCKED;
} else {
G_Printf("Target %s of target_doorlock at %s is not a door!\n");
return;
}
}
void SP_target_doorLock(gentity_t *ent) {
char *temp;
if(!ent->target) {
G_Printf("target_doorlock at %s without target!\n");
G_FreeEntity(ent);
return;
}
G_SpawnString("lockMsg", "", &temp);
ent->swapname = G_NewString(temp); // ent->swapnmae = temp or strcpy(...) screws everthing up
G_SpawnString("unlockMsg", "", &temp);
ent->truename = G_NewString(temp);
ent->use = target_doorLock_use;
}
//RPG-X | GSIO01 | 11/05/2009 | MOD START
#ifndef XTRA
/*QUAKED target_alert (1 0 0) (-8 -8 -8) (8 8 8) SOUND_TOGGLE SOUND_OFF
This entity acts like 3-Alert-Conditions scripts.
Any of the func_usables that are used as buttons must have the NO_ACTIVATOR spawnflag.
SOUND_TOGGLE if set the alert sound can be toggled on/off by using the alerts trigger again.
SOUND_OFF if SOUND_TOGGLE is set, the alert will be silent at beginning
"greenname" the trigger for green alert should target this
"yellowname" the trigger for yellow alert should target this
"redname" the trigger for red alert should target this
"bluename" the trigger for blue alert should target this
"greentarget" anything that should be toggled when activating green alert
"yellowtarget" anything that should be toggled when activating yellow alert
"redtarget" anything that should be toggled when activating red alert
"bluetarget" anything that should be toggled when activating blue alert
"greensnd" targetname of target_speaker with sound for green alert
"yellowsnd" targetname of target_speaker with sound for yellow alert
"redsnd" targetname of target_speaker with sound for red alert
"bluesnd" targetname of target_speaker with sound for blue alert
*/
void target_alert_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
if(!Q_stricmp(activator->target, ent->swapname)) {
if(ent->damage == 0) {
if(ent->spawnflags & 1) {
ent->health = !ent->health;
ent->target = ent->greensound;
G_UseTargets(ent, ent);
}
} else {
switch(ent->damage) {
case 1: // yellow
if(ent->health) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->falsetarget;
G_UseTargets(ent, ent);
break;
case 2: // red
if(ent->health) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->paintarget;
G_UseTargets(ent, ent);
break;
case 3: // blue
if(ent->health) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->targetname2;
G_UseTargets(ent, ent);
break;
}
if(!ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
} else if(ent->spawnflags & 2) {
ent->health = 0;
} else {
if(ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
ent->health = 1;
}
}
ent->target = ent->truetarget;
G_UseTargets(ent, ent);
ent->damage = 0;
}
} else if(!Q_stricmp(activator->target, ent->truename)) {
if(ent->damage == 1) {
if(ent->spawnflags & 1) {
ent->health = !ent->health;
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
}
} else {
switch(ent->damage) {
case 0: // green
if(ent->health) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->truetarget;
G_UseTargets(ent, ent);
break;
case 2: // red
if(ent->health) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->paintarget;
G_UseTargets(ent, ent);
break;
case 3: // blue
if(ent->health) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->targetname2;
G_UseTargets(ent, ent);
break;
}
if(!ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
} else if(ent->spawnflags & 2) {
ent->health = 0;
} else {
if(ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
ent->health = 1;
}
}
ent->target = ent->falsetarget;
G_UseTargets(ent, ent);
ent->damage = 1;
}
} else if(!Q_stricmp(activator->target, ent->falsename)) {
if(ent->damage == 2) {
if(ent->spawnflags & 1) {
ent->health = !ent->health;
ent->target = ent->redsound;
G_UseTargets(ent, ent);
}
} else {
switch(ent->damage) {
case 0: // green
if(ent->health) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->truetarget;
G_UseTargets(ent, ent);
break;
case 1: // ryellow
if(ent->health) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->falsetarget;
G_UseTargets(ent, ent);
break;
case 3: // blue
if(ent->health) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->targetname2;
G_UseTargets(ent, ent);
break;
}
if(!ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
} else if(ent->spawnflags & 2) {
ent->health = 0;
} else {
if(ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
ent->health = 1;
}
}
ent->target = ent->paintarget;
G_UseTargets(ent, ent);
ent->damage = 2;
}
} if(!Q_stricmp(activator->target, ent->bluename)) {
if(ent->damage == 3) {
if(ent->spawnflags & 1) {
ent->health = !ent->health;
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
}
} else {
switch(ent->damage) {
case 0: // green
if(ent->health) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->truetarget;
G_UseTargets(ent, ent);
break;
case 1: // yellow
if(ent->health) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->falsetarget;
G_UseTargets(ent, ent);
break;
case 2: // red
if(ent->health) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->paintarget;
G_UseTargets(ent, ent);
break;
}
if(!ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
} else if(ent->spawnflags & 2) {
ent->health = 0;
} else {
if(ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
ent->health = 1;
}
}
ent->target = ent->targetname2;
G_UseTargets(ent, ent);
ent->damage = 3;
}
}
// Free activator if no classname <-- alert command
if(!activator->classname)
G_FreeEntity(activator);
}
#else
/*QUAKED target_alert (1 0 0) (-8 -8 -8) (8 8 8) SOUND_TOGGLE SOUND_OFF
This entity acts like 3-Alert-Conditions scripts.
Any of the func_usables that are used as buttons must have the NO_ACTIVATOR spawnflag.
SOUND_TOGGLE if set the alert sound can be toggled on/off by using the alerts trigger again.
SOUND_OFF if SOUND_TOGGLE is set, the alert will be silent at beginning
"greenname" the trigger for green alert should target this
"yellowname" the trigger for yellow alert should target this
"redname" the trigger for red alert should target this
"bluename" the trigger for blue alert should target this
"greentarget" anything that should be toggled when activating green alert
"yellowtarget" anything that should be toggled when activating yellow alert
"redtarget" anything that should be toggled when activating red alert
"bluetarget" anything that should be toggled when activating blue alert
"greensnd" targetname of target_speaker with sound for green alert
"yellowsnd" targetname of target_speaker with sound for yellow alert
"redsnd" targetname of target_speaker with sound for red alert
"bluesnd" targetname of target_speaker with sound for blue alert
----------shader remapping----------
"greenshader" shadername of condition green
"yellowshader" shadername of condition yellow
"redshader" shadername of condition red
"blueshader" shadername of condition blue
You can remap multiple shaders by separating them with \n.
Example: "greenshader" "textures/alert/green1\ntextures/alert/green2"
*/
typedef struct {
char *greenShaders[10];
char *redShaders[10];
char *yellowShaders[10];
char *blueShaders[10];
int numShaders;
} target_alert_Shaders_s;
static target_alert_Shaders_s alertShaders;
void target_alert_remapShaders(int target_condition) {
float f = 0;
int i;
switch(target_condition) {
case 1: // yellow
for(i = 0; i < alertShaders.numShaders; i++) {
f = level.time * 0.001;
if(!alertShaders.greenShaders[i] || !alertShaders.yellowShaders[i]) break;
AddRemap(alertShaders.greenShaders[i], alertShaders.yellowShaders[i], f);
}
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
break;
case 2: // red
for(i = 0; i < alertShaders.numShaders; i++) {
f = level.time * 0.001;
if(!alertShaders.greenShaders[i] || !alertShaders.redShaders[i]) break;
AddRemap(alertShaders.greenShaders[i], alertShaders.redShaders[i], f);
}
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
break;
case 3: // blue
for(i = 0; i < alertShaders.numShaders; i++) {
f = level.time * 0.001;
if(!alertShaders.greenShaders[i] || !alertShaders.blueShaders[i]) break;
AddRemap(alertShaders.greenShaders[i], alertShaders.blueShaders[i], f);
}
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
break;
case 0: // green
default:
for(i = 0; i < alertShaders.numShaders; i++) {
f = level.time * 0.001;
if(!alertShaders.greenShaders[i]) break;
AddRemap(alertShaders.greenShaders[i], alertShaders.greenShaders[i], f);
}
trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
break;
}
}
void target_alert_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
if(!activator) {
G_Printf(S_COLOR_RED "Error: target_alert_use called with NULL activator.\n");
return;
}
if(!Q_stricmp(activator->target, ent->swapname)) {
if(ent->damage == 0) {
if(ent->spawnflags & 1) {
ent->health = !ent->health;
ent->target = ent->greensound;
G_UseTargets(ent, ent);
}
} else {
switch(ent->damage) {
case 1: // yellow
if(ent->health) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->falsetarget;
G_UseTargets(ent, ent);
break;
case 2: // red
if(ent->health) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->paintarget;
G_UseTargets(ent, ent);
break;
case 3: // blue
if(ent->health) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->targetname2;
G_UseTargets(ent, ent);
break;
}
if(!ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
} else if(ent->spawnflags & 2) {
ent->health = 0;
} else {
if(ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
ent->health = 1;
}
}
target_alert_remapShaders(0);
ent->target = ent->truetarget;
G_UseTargets(ent, ent);
ent->damage = 0;
}
} else if(!Q_stricmp(activator->target, ent->truename)) {
if(ent->damage == 1) {
if(ent->spawnflags & 1) {
ent->health = !ent->health;
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
}
} else {
switch(ent->damage) {
case 0: // green
if(ent->health) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->truetarget;
G_UseTargets(ent, ent);
break;
case 2: // red
if(ent->health) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->paintarget;
G_UseTargets(ent, ent);
break;
case 3: // blue
if(ent->health) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->targetname2;
G_UseTargets(ent, ent);
break;
}
if(!ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
} else if(ent->spawnflags & 2) {
ent->health = 0;
} else {
if(ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
ent->health = 1;
}
}
target_alert_remapShaders(1);
ent->target = ent->falsetarget;
G_UseTargets(ent, ent);
ent->damage = 1;
}
} else if(!Q_stricmp(activator->target, ent->falsename)) {
if(ent->damage == 2) {
if(ent->spawnflags & 1) {
ent->health = !ent->health;
ent->target = ent->redsound;
G_UseTargets(ent, ent);
}
} else {
switch(ent->damage) {
case 0: // green
if(ent->health) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->truetarget;
G_UseTargets(ent, ent);
break;
case 1: // ryellow
if(ent->health) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->falsetarget;
G_UseTargets(ent, ent);
break;
case 3: // blue
if(ent->health) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->targetname2;
G_UseTargets(ent, ent);
break;
}
if(!ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
} else if(ent->spawnflags & 2) {
ent->health = 0;
} else {
if(ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
ent->health = 1;
}
}
target_alert_remapShaders(2);
ent->target = ent->paintarget;
G_UseTargets(ent, ent);
ent->damage = 2;
}
} if(!Q_stricmp(activator->target, ent->bluename)) {
if(ent->damage == 3) {
if(ent->spawnflags & 1) {
ent->health = !ent->health;
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
}
} else {
switch(ent->damage) {
case 0: // green
if(ent->health) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->greensound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->truetarget;
G_UseTargets(ent, ent);
break;
case 1: // yellow
if(ent->health) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->yellowsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->falsetarget;
G_UseTargets(ent, ent);
break;
case 2: // red
if(ent->health) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
ent->health = !ent->health;
}
/*if(!ent->spawnflags) {
ent->target = ent->redsound;
G_UseTargets(ent, ent);
}*/
ent->target = ent->paintarget;
G_UseTargets(ent, ent);
break;
}
if(!ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
} else if(ent->spawnflags & 2) {
ent->health = 0;
} else {
if(ent->spawnflags) {
ent->target = ent->bluesound;
G_UseTargets(ent, ent);
ent->health = 1;
}
}
target_alert_remapShaders(3);
ent->target = ent->targetname2;
G_UseTargets(ent, ent);
ent->damage = 3;
}
}
// Free activator if no classname <-- alert command
if(!activator->classname)
G_FreeEntity(activator);
}
#endif
#ifdef XTRA
void target_alert_parseShaders(gentity_t *ent) {
char buffer[BIG_INFO_STRING];
char *txtPtr;
char *token;
int currentNum = 0;
alertShaders.numShaders = 0;
memset(buffer, 0, sizeof(buffer));
// condition green shaders
if(!ent->message) return;
Q_strncpyz(buffer, ent->message, strlen(ent->message));
txtPtr = buffer;
token = COM_Parse(&txtPtr);
while(1) {
if(!token[0]) break;
alertShaders.greenShaders[alertShaders.numShaders] = G_NewString(token);
alertShaders.numShaders++;
if(alertShaders.numShaders > 9) break;
token = COM_Parse(&txtPtr);
}
// condition red shaders
if(ent->model) {
Q_strncpyz(buffer, ent->model, strlen(ent->model));
txtPtr = buffer;
token = COM_Parse(&txtPtr);
while(1) {
if(!token[0]) break;
alertShaders.redShaders[currentNum] = G_NewString(token);
currentNum++;
if(currentNum > 9) break;
token = COM_Parse(&txtPtr);
}
if(currentNum < alertShaders.numShaders || currentNum > alertShaders.numShaders) {
G_Printf(S_COLOR_RED "ERROR - target_alert: number of red shaders(%i) does not equal number of green shaders(%i)!\n", currentNum, alertShaders.numShaders);
}
currentNum = 0;
}
// condition blue shaders
if(ent->model2) {
Q_strncpyz(buffer, ent->model2, strlen(ent->model2));
txtPtr = buffer;
token = COM_Parse(&txtPtr);
while(1) {
if(!token[0]) break;
alertShaders.blueShaders[currentNum] = G_NewString(token);
currentNum++;
if(currentNum > 9) break;
token = COM_Parse(&txtPtr);
}
if(currentNum < alertShaders.numShaders || currentNum > alertShaders.numShaders) {
G_Printf(S_COLOR_RED "ERROR - target_alert: number of blue shaders(%i) does not equal number of green shaders(%i)!\n", currentNum, alertShaders.numShaders);
}
currentNum = 0;
}
// condition yellow shaders
if(ent->team) {
Q_strncpyz(buffer, ent->team, strlen(ent->team));
txtPtr = buffer;
token = COM_Parse(&txtPtr);
while(1) {
if(!token[0]) break;
alertShaders.yellowShaders[currentNum] = G_NewString(token);
currentNum++;
if(currentNum > 9) break;
token = COM_Parse(&txtPtr);
}
if(currentNum < alertShaders.numShaders || currentNum > alertShaders.numShaders) {
G_Printf(S_COLOR_RED "ERROR - target_alert: number of yellow shaders(%i) does not equal number of green shaders(%i)!\n", currentNum, alertShaders.numShaders);
}
}
}
#endif
void SP_target_alert(gentity_t *ent) {
//int errorNum = 0;
//qboolean error = qfalse;
char *temp;
//char *origin = vtos(ent->s.origin);
G_SpawnString("greenname", "", &temp);
ent->swapname = G_NewString(temp);
G_SpawnString("yellowname", "", &temp);
ent->truename = G_NewString(temp);
G_SpawnString("redname", "", &temp);
ent->falsename = G_NewString(temp);
G_SpawnString("greentarget", "", &temp);
ent->truetarget = G_NewString(temp);
G_SpawnString("yellowtarget", "", &temp);
ent->falsetarget = G_NewString(temp);
G_SpawnString("redtarget", "", &temp);
ent->paintarget = G_NewString(temp);
G_SpawnString("bluetarget", "", &temp);
ent->targetname2 = G_NewString(temp);
#ifdef XTRA
if(G_SpawnString("greenshader", "", &temp))
ent->message = G_NewString(temp);
if(G_SpawnString("yellowshader", "", &temp))
ent->team = G_NewString(temp);
if(G_SpawnString("redshader", "", &temp))
ent->model = G_NewString(temp);
if(G_SpawnString("blueshader", "", &temp))
ent->model2 = G_NewString(temp);
target_alert_parseShaders(ent);
#endif
if(!ent->swapname || !ent->truename || !ent->falsename || !ent->bluename ||
!ent->truetarget || !ent->falsetarget || !ent->paintarget || !ent->targetname2) {
G_Printf(S_COLOR_RED "One or more needed keys for target_alert at %s where not set.\n", vtos(ent->s.origin));
return;
}
if(!ent->wait)
ent->wait = 1000;
else
ent->wait *= 1000;
ent->use = target_alert_use;
ent->damage = 0;
ent->health = !(ent->spawnflags & 2);
}
//RPG-X | GSIO01 | 11/05/2009 | MOD END
//RPG-X | GSIO01 | 19/05/2009 | MOD START
/*QUAKED target_warp (1 0 0) (-8 -8 -8) (8 8 8) START_ON START_EJECTED START_WARP SELF
An entity that manages warp and warpcore.
Any func_usable using this must have NO_ACTIVATOR flag.
Any target_relay, target_delay, or target_boolean using this must have SELF flag.
START_ON - If set, warpcore is on at start
START_EJECTED - If set, core is ejected at start
START_WARP - ship is on warp at start
"swapWarp" targetname to toggle warp
"swapCoreState" targetname to toggle core on/off state
"swapCoreEject" targetname to toggle core ejected state
"warpTarget" target to fire when going to warp
"core" target core(func_train)
"coreSwap" target for visibility swap
"wait" time before warp can be toggled again after retrieving the core(seconds)
"greensnd" target_speaker with warp in sound
"yellowsnd" target_speaker with warp out sound
"redsnd" target_speaker with core off sound
"bluesnd" target_speaker with core on sound
*/
void target_warp_use(gentity_t *ent, gentity_t *other, gentity_t* activator);
void target_warp_reactivate(gentity_t *ent) {
ent->use = target_warp_use;
ent->nextthink = -1;
}
void target_warp_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
int i;
qboolean first = qtrue;
gentity_t *target;
if(!activator) {
G_Printf(S_COLOR_RED "Error: target_warp_use called with NULL activator!\n");
return;
}
// swapWarp
if(!Q_stricmp(activator->target, ent->truename)) {
if(ent->n00bCount) {
ent->target = ent->truetarget;
G_UseTargets(ent, activator);
ent->n00bCount = 0;
ent->target = ent->yellowsound;
G_UseTargets(ent, activator);
}
/*ent->target = ent->bluename;
G_UseTargets(ent, ent);*/
for(i = 0; i < MAX_GENTITIES; i++) {
if(!&g_entities[i]) continue;
if(Q_stricmp(g_entities[i].classname, "func_train") && !Q_stricmp(g_entities[i].swapname, ent->bluename)) {
target = &g_entities[i];
if(!target) continue;
if(ent->spawnflags & 4) {
target->use(target, ent, ent);
#ifdef G_LUA
if(target->luaUse)
LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, ent-g_entities);
#endif
} else {
target->use(target, ent, activator);
#ifdef G_LUA
if(target->luaUse)
LuaHook_G_EntityUse(target->luaUse, target-g_entities, ent-g_entities, activator-g_entities);
#endif
}
} else if(!Q_stricmp(g_entities[i].classname, "func_train") && !Q_stricmp(g_entities[i].swapname, ent->bluename)) {
target = &g_entities[i];
if(!target) continue;
if(target->count == 1) {
target->s.solid = 0;
target->r.contents = 0;
target->clipmask = 0;
target->r.svFlags |= SVF_NOCLIENT;
target->s.eFlags |= EF_NODRAW;
target->count = 0;
if(first){
ent->target = ent->redsound;
G_UseTargets(ent, activator);
first = qfalse;
}
} else {
target->clipmask = CONTENTS_BODY;
trap_SetBrushModel( target, target->model );
//VectorCopy( ent->s.origin, ent->s.pos.trBase );
//VectorCopy( ent->s.origin, ent->r.currentOrigin );
target->r.svFlags &= ~SVF_NOCLIENT;
target->s.eFlags &= ~EF_NODRAW;
target->clipmask = 0;
target->count = 1;
if(first) {
ent->target = ent->bluesound;
G_UseTargets(ent, activator);
first = qfalse;
}
}
}
}
ent->sound1to2 = !ent->sound1to2;
} else if(!Q_stricmp(activator->target, ent->falsename)) { //eject
if(ent->n00bCount) {
ent->target = ent->truetarget;
G_UseTargets(ent, activator);
ent->n00bCount = 0;
ent->target = ent->yellowsound;
G_UseTargets(ent, activator);
}
if(ent->sound2to1) {
ent->use = 0;
ent->think = target_warp_reactivate;
ent->nextthink = level.time + (ent->wait * 1000);
}
ent->target = ent->falsetarget;
G_UseTargets(ent, activator);
ent->sound2to1 = !ent->sound2to1;
} else if(!Q_stricmp(activator->target, ent->swapname)) { // toggle warp
if(ent->sound1to2 && (ent->sound2to1 == 0)) {
ent->target = ent->truetarget;
G_UseTargets(ent, activator);
if(ent->n00bCount)
ent->target = ent->yellowsound;
else
ent->target = ent->greensound;
G_UseTargets(ent, activator);
ent->n00bCount = !ent->n00bCount;
} else {
if(ent->soundPos1)
G_AddEvent(ent, EV_GENERAL_SOUND, ent->soundPos1);
}
}
}
void SP_target_warp(gentity_t *ent) {
char *temp;
G_SpawnString("swapWarp", "", &temp);
ent->swapname = G_NewString(temp);
G_SpawnString("swapCoreState", "", &temp);
ent->truename = G_NewString(temp);
G_SpawnString("swapCoreEject", "", &temp);
ent->falsename = G_NewString(temp);
G_SpawnString("warpTarget", "", &temp);
ent->truetarget = G_NewString(temp);
G_SpawnString("core", "", &temp);
ent->falsetarget = G_NewString(temp);
G_SpawnString("coreSwap", "", &temp);
ent->bluename = G_NewString(temp);
G_SpawnString("soundDeactivate", "100", &temp);
ent->soundPos1 = G_SoundIndex(temp);
//set corestate
ent->sound1to2 = (ent->spawnflags & 1);
//set ejected state
ent->sound2to1 = (ent->spawnflags & 2);
//set warpstate
ent->n00bCount = (ent->spawnflags & 4);
ent->use = target_warp_use;
}
//RPG-X | GSIO01 | 19/05/2009 | MOD END
/*QUAKED target_deactivate (1 0 0) (-8 -8 -8) (8 8 8)
This entity can be used to de/activate all func_usables with "target" as targetname2.
"target" func_usable to de/activate(targetname2).
"soundDeactivate" sound to play if going to warp but core is deactivated/ejected
*/
void target_deactivate_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
gentity_t *target = NULL;
while((target = G_Find(target, FOFS(targetname2), ent->target)) != NULL) {
if(!Q_stricmp(target->classname, "func_usable")) {
target->flags ^= FL_LOCKED;
}
}
}
void SP_target_deactivate(gentity_t *ent) {
if(!ent->target) {
G_Printf("target_deactivate at %s without target!\n", vtos(ent->r.currentOrigin));
return;
}
ent->use = target_deactivate_use;
}
/*QUAKED target_serverchange (1 0 0) (-8 -8 -8) (8 8 8) START_ON
This will make any client inside it connect to a different server.
Can be toggled by an usable if the usable has NO_ACTIVATOR spawnflag.
"serverNum" server to connect to (rpg_server<serverNum> cvar)
*/
void target_serverchange_think(gentity_t *ent) {
if(!ent->touched || !ent->touched->client) return;
trap_SendServerCommand(ent->touched->client->ps.clientNum, va("cg_connect \"%s\"\n", ent->targetname2));
ent->nextthink = -1;
}
void target_serverchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
char *server;
if(!activator || !activator->client) {
ent->s.time2 = !ent->s.time2;
return;
}
if(activator->flags & FL_LOCKED)
return;
activator->flags ^= FL_LOCKED;
if(rpg_serverchange.integer && ent->s.time2) {
switch(ent->count) {
default:
case 1:
server = rpg_server1.string;
break;
case 2:
server = rpg_server2.string;
break;
case 3:
server = rpg_server3.string;
break;
case 4:
server = rpg_server4.string;
break;
case 5:
server = rpg_server5.string;
break;
case 6:
server = rpg_server6.string;
break;
}
ent->think = target_serverchange_think;
ent->nextthink = level.time + 3000;
TransDat[ent->client->ps.clientNum].beamTime = level.time + 8000;
activator->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
ent->touched = activator;
ent->targetname2 = server;
}
}
void SP_target_serverchange(gentity_t *ent) {
int serverNum;
G_SpawnInt("serverNum", "1", &serverNum);
ent->count = serverNum;
if(!ent->count)
ent->count = 1;
if(ent->spawnflags & 1)
ent->s.time2 = 1;
ent->use = target_serverchange_use;
trap_LinkEntity(ent);
}
/*QUAKED target_levelchange (1 0 0) (-8 -8 -8) (8 8 8)
This will change the map if rpg_allowSPLevelChange is set to 1.
"target" map to load (for example: borg2)
"wait" time to wait before levelchange (whole numbers only, -1 for intermediate levelchange, 0 for default = 5)
*/
void target_levelchange_think(gentity_t *ent) {
if(ent->count > 0) {
ent->count--;
trap_SendServerCommand(-1, va("servercprint \"Mapchange in %i ...\"", ent->count));
} else {
trap_SendConsoleCommand(EXEC_APPEND, va("devmap \"%s\"", ent->target));
ent->nextthink = -1;
return;
}
ent->nextthink = level.time + 1000;
}
void target_levelchange_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
if(rpg_allowSPLevelChange.integer) {
ent->think = target_levelchange_think;
ent->nextthink = level.time + 1000;
trap_SendServerCommand(-1, va("servercprint \"Mapchange in %i ...\"", ent->count));
}
}
void SP_target_levelchange(gentity_t *ent) {
if(!ent->target) {
G_Printf(S_COLOR_RED "target_levelchange without target at %s!\n", vtos(ent->s.origin));
G_FreeEntity(ent);
return;
}
if(!ent->wait)
ent->count = 5;
if(ent->wait < -1)
ent->count = -1;
ent->use = target_levelchange_use;
}
/*QUAKED target_holodeck (1 0 0) (-8 -8 -8) (8 8 8)
*/
void SP_target_holodeck(gentity_t *ent) {
}