// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" #include "list.h" //#include //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_5 | WP_14" 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; } } } //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_BeginParseSession(); while ( 1 ) { token = COM_Parse( &textPtr ); if ( !token[0] ) break; if ( !Q_stricmpn( token, "|", 1 ) ) continue; if( !Q_stricmpn( token, "WP_", 3 ) ) { weapon = GetIDForString( WeaponTable, token ); if ( weapon >= 0 ) { ent->s.time |= (1< 0 ) ent->s.time &= rpg_mapGiveFlags.integer; ent->use = Use_Target_Give; // don't need to send this to clients ent->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(ent); } //========================================================== /*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; } 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; // don't need to send this to clients ent->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(ent); } //========================================================== /*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 DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] 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) { DEVELOPER(G_Printf (S_COLOR_YELLOW "[Entity-Error] %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) { DEVELOPER(G_Printf (S_COLOR_YELLOW "[Entity-Error] 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]; //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) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] 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; // don't need to send this to clients self->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(self); } /*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_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; // don't need to send this to clients self->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(self); } /*QUAKED target_objective (1.0 0 0) (-4 -4 -4) (4 4 4) When used, the objective in the .efo with this objective's "count" will be marked as completed count - number of objective (as listed in the maps' .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; // don't need to send this to clients self->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(self); } /*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; // don't need to send this to clients self->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(self); } /*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_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; // don't need to send this to clients self->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(self); } //================================================================================== // //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; float f = 0; 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 } } } } } // 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()); } //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 ); } } 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); } 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; float f = 0; 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 } } } } } // 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()); } if(rpg_calcLiftTravelDuration.integer) { 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, "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 _up and _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->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)) { DEVELOPER(G_Printf( S_COLOR_YELLOW "[Entity-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 { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] Target %s of target_doorlock at %s is not a door!\n", ent->target, vtos(ent->s.origin));); return; } } void SP_target_doorLock(gentity_t *ent) { char *temp; if(!ent->target) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_doorlock at %s without target!\n", vtos(ent->s.origin));); 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; // don't need to send this to clients ent->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(ent); } //RPG-X | GSIO01 | 11/05/2009 | MOD START /*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) { gentity_t *healthEnt; if(!activator) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-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; } 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; } 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; } 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; } 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; } 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; } 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; } 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; } 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; } 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; } 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; } 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; } 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; } } //Refresh health ent if it has interconnectivity with target_alert healthEnt = G_Find(NULL, FOFS(classname), "target_shiphealth"); if(healthEnt){ if(!Q_stricmp(healthEnt->falsename, ent->falsename)){ if(healthEnt->splashDamage == 0 || healthEnt->splashDamage == 1){ if(ent->damage == 0) healthEnt->splashDamage = 0; else healthEnt->splashDamage = 1; } } } // Free activator if no classname <-- alert command if(!activator->classname) G_FreeEntity(activator); } 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); } } } void SP_target_alert(gentity_t *ent) { char *temp; 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); 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); if(!ent->swapname || !ent->truename || !ent->falsename || !ent->bluename || !ent->truetarget || !ent->falsetarget || !ent->paintarget || !ent->targetname2) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] 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); // don't need to send this to clients ent->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(ent); } //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) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-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); } 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 ); 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; // don't need to send this to clients ent->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(ent); } //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) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_deactivate at %s without target!\n", vtos(ent->r.currentOrigin));); return; } ent->use = target_deactivate_use; // don't need to send this to clients ent->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(ent); } /*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 cvar) */ extern srvChangeData_t srvChangeData; 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) { 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) { 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 = srvChangeData.ip[ent->count]; } } 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; if(ent->count > 0)//This is anoying if there's no delay so let's do this only if there is trap_SendServerCommand(-1, va("servercprint \"Mapchange in %i ...\"", ent->count)); } } void SP_target_levelchange(gentity_t *ent) { if(!ent->target) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_levelchange without target at %s!\n", vtos(ent->s.origin));); G_FreeEntity(ent); return; } if(!ent->wait) ent->count = 5; else if(ent->wait < -1) ent->count = -1; else ent->count = (int)ent->wait; ent->use = target_levelchange_use; } /*QUAKED target_holodeck (1 0 0) (-8 -8 -8) (8 8 8) */ void SP_target_holodeck(gentity_t *ent) { G_FreeEntity(ent); return; // don't need to send this to clients ent->r.svFlags &= SVF_NOCLIENT; trap_LinkEntity(ent); } //RPG-X | Harry Young | 15/10/2011 | MOD START /*QUAKED target_shaderremap (1 0 0) (-8 -8 -8) (8 8 8) This will remap the shader "falsename" with shader "truename" and vice versa. It will save you some vfx-usables. This Entity only works on RPGXEF */ void target_shaderremap_think(gentity_t *ent) { float f = 0; if(!ent->spawnflags) { f = level.time * 0.001; AddRemap(ent->falsename, ent->truename, f); ent->spawnflags = 1; ent->nextthink = -1; } else { f = level.time * 0.001; AddRemap(ent->falsename, ent->falsename, f); ent->spawnflags = 0; ent->nextthink = -1; } trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig()); } void target_shaderremap_use(gentity_t *ent, gentity_t *other, gentity_t *activator) { ent->think = target_shaderremap_think; ent->nextthink = level.time + 50; /* level.time + one frame */ } void SP_target_shaderremap(gentity_t *ent) { if(!ent->falsename) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_shaderremap without falsename-shader at %s!\n", vtos(ent->s.origin));); G_FreeEntity(ent); return; } if(!ent->truename) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_shaderremap without truename-shader at %s!\n", vtos(ent->s.origin));); G_FreeEntity(ent); return; } ent->use = target_shaderremap_use; } //RPG-X | Harry Young | 15/10/2011 | MOD END //RPG-X | Harry Young | 25/07/2012 | MOD START /*QUAKED target_selfdestruct (1 0 0) (-8 -8 -8) (8 8 8) FREE COUNTDOWN This entity manages the self destruct. For now this should only be used via the selfdestruct console command, however it might be usable from within the radiant at a later date. Should this thing hit 0 the killing part for everyone outside a target_safezone will be done automatically. Keys: wait: total Countdown-Time in secs count: warning intervall up to 60 secs in secs n00bCount: warning intervall within 60 secs in secs health: warning intervall within 10 secs in secs flags: are audio warnings 1 or 0? bluename: target_safezone this thing affects (multi-ship-maps only) will switch it unsafe at T-50ms target: Things like fx to fire once the countdown hits 0 damage: leveltime of countdowns end spawnflags: 1 tells ent to free once aborted */ static int target_selfdestruct_get_unsafe_players(gentity_t *ents[MAX_GENTITIES]) { int i, n, num, cur = 0, cur2 = 0; list_iter_p iter = NULL; safeZone_t* sz; int entlist[MAX_GENTITIES]; gentity_t *safePlayers[MAX_GENTITIES]; qboolean add = qtrue; if(level.selfdestructSafeZones != NULL && level.selfdestructSafeZones->length > 0) { // go through all safe zones and compose a list of sade players iter = list_iterator(level.selfdestructSafeZones, FRONT); for(sz = (safeZone_t *)list_next(iter); sz != NULL; sz = (safeZone_t *)list_next(iter)) { if(!sz->active) { continue; } num = trap_EntitiesInBox(sz->mins, sz->maxs, entlist, MAX_GENTITIES); for(n = 0; n < num; n++) { if(entlist[n] < g_maxclients.integer && g_entities[entlist[n]].client) { safePlayers[cur] = &g_entities[entlist[n]]; cur++; } } } } // now use that information to determines all unsafe players for(i = 0; i < MAX_CLIENTS; i++) { for(n = 0; n < cur; n++) { if(&g_entities[i] == safePlayers[n]) { add = qfalse; break; } } if(add) { if(&g_entities[i].client) { ents[cur2] = &g_entities[i]; cur2++; } } } destroy_iterator(iter); return cur2; } void target_selfdestruct_use(gentity_t *ent, gentity_t *other, gentity_t *activator) { if(ent->wait > 50 || (ent->spawnflags & 2 && ent->wait > 100)){//if we listed the safezones we're committed //with the use-function we're going to init aborts in a fairly simple manner: Fire warning notes... if(ent->spawnflags & 2) trap_SendServerCommand( -1, va("cp \"Self Destruct sequence aborted.\"")); else trap_SendServerCommand( -1, va("servermsg \"Self Destruct sequence aborted.\"")); G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/abort.mp3")); //set wait to -1... ent->wait = -1; //and arrange for a think in a sec ent->nextthink = level.time + 1000; } return; } void target_selfdestruct_think(gentity_t *ent) { gentity_t* client; gentity_t *healthEnt, *safezone=NULL; double ETAmin, ETAsec, temp = 0.0f; int i = 0; //this is for calling the safezones to list. It needs to stand here to not screw up the remainder of the think. if (ent->wait == 50) { while ((safezone = G_Find( safezone, FOFS( classname ), "target_safezone" )) != NULL ){ if(!Q_stricmp(safezone->targetname, ent->bluename))//free shipwide safezone if it exists G_FreeEntity(safezone); else safezone->use(safezone, ent, ent); } ent->wait = 0; ent->nextthink = level.time + 50; return; } //now we have 3 destinct stages the entity can think about. //it starts with ent->wait being set to the new remaining time if (ent->wait > 60000 ) { temp = ent->wait - ent->count; } else { if (ent->wait > 10000 ) { temp = ent->wait - ent->n00bCount; } else if (ent->wait == 0) { //overshot goal... ent->wait = 0; //continue won't work here and I'm not sure about return and break so I'll just do sth pointless... } else { temp = ent->wait - ent->health; } } ent->wait = temp; if (ent->wait > 0){ //The first is the intervall-warning-loop //We're doing this to give a new warning, so let's do that. I'll need to do a language switch here sometime... ETAsec = floor(modf((ent->wait / 60000), &ETAmin)*60); if (ent->flags == 1) trap_SendServerCommand( -1, va("servermsg \"^1Self Destruct in %.0f:%2.0f\"", ETAmin, ETAsec )); // with that out of the way let's set the next think if (ent->wait > 60000 ) { ent->nextthink = level.time + ent->count; } else { if (ent->wait > 10000 ) { ent->nextthink = level.time + ent->n00bCount; } else { ent->nextthink = level.time + ent->health; } } //fail horribly if an intervall overshoots bang-time if (ent->nextthink > ent->damage){ ent->nextthink = ent->damage; ent->wait = 0; } if (ent->nextthink == ent->damage){ //we need to get the safezones operational and it is highly unlikely that it'll happen in the last .05 secs of the count ent->nextthink = ent->nextthink - 50; ent->wait = 50; } } else if (ent->wait == 0) { //bang time ^^ //I've reconsidered. Selfdestruct will fire it's death mode no matter what. Targets are for FX-Stuff. healthEnt = G_Find(NULL, FOFS(classname), "target_shiphealth"); if(healthEnt && G_Find(healthEnt, FOFS(classname), "target_shiphealth") == NULL ){ healthEnt->damage = healthEnt->health + healthEnt->splashRadius; //let's use the healthent killfunc if we have just one. makes a lot of stuff easier. healthEnt->use(healthEnt, NULL, NULL); }else{ int num; gentity_t *ents[MAX_GENTITIES]; num = target_selfdestruct_get_unsafe_players(ents); //Loop trough all clients on the server. for(i = 0; i < num; i++) { client = ents[i]; G_Damage (client, ent, ent, 0, 0, 999999, 0, MOD_TRIGGER_HURT); //maybe a new message ala "[Charname] did not abandon ship." } //let's hear it G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/weapons/explosions/explode2.wav")); //let's be shakey for a sec... I hope lol ^^ trap_SetConfigstring( CS_CAMERA_SHAKE, va( "%i %i", 9999, ( 1000 + ( level.time - level.startTime ) ) ) ); //let's clear the lower right corner trap_SendServerCommand( -1, va("servermsg \" \"")); } if(ent->target) G_UseTargets(ent, ent); //we're done here so let's finish up in a sec. ent->wait = -1; ent->nextthink = level.time + 1000; return; } else if (ent->wait < 0) { //we have aborted and the note should be out or ended and everyone should be dead so let's reset ent->nextthink = -1; ent->wait = ent->splashDamage; //free ent if it was command-spawned if (ent->spawnflags & 1) G_FreeEntity(ent); return; //And we're done. } } void target_selfdestructcountdown_think(gentity_t *ent) { gentity_t* client; gentity_t *healthEnt, *safezone=NULL; double ETAmin, ETAsec, temp = 0.0f; int i = 0; temp = ent->wait - 100; ent->wait = temp; if (ent->wait > 0){ ETAsec = modf((ent->wait / 60000), &ETAmin)*60; trap_SendServerCommand( -1, va("cp \"^1Self Destruct in %1.0f:%2.1f\"", ETAmin, ETAsec )); ent->nextthink = level.time + 100; if (ent->wait == 100) { while ((safezone = G_Find( safezone, FOFS( classname ), "target_safezone" )) != NULL ){ if(!Q_stricmp(safezone->targetname, ent->bluename))//free shipwide safezone if it exists G_FreeEntity(safezone); else safezone->use(safezone, ent, ent); } } } else if (ent->wait == 0) { //bang time ^^ //I've reconsidered. Selfdestruct will fire it's death mode no matter what. Targets are for FX-Stuff. healthEnt = G_Find(NULL, FOFS(classname), "target_shiphealth"); if(healthEnt && G_Find(healthEnt, FOFS(classname), "target_shiphealth") == NULL ){ healthEnt->damage = healthEnt->health + healthEnt->splashRadius; //let's use the healthent killfunc if we have just one. makes a lot of stuff easier. healthEnt->use(healthEnt, NULL, NULL); }else{ int num; gentity_t *ents[MAX_GENTITIES]; num = target_selfdestruct_get_unsafe_players(ents); //Loop trough all clients on the server. for(i = 0; i < num; i++) { client = ents[i]; G_Damage (client, ent, ent, 0, 0, 999999, 0, MOD_TRIGGER_HURT); //maybe a new message ala "[Charname] did not abandon ship." } //let's hear it G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/weapons/explosions/explode2.wav")); //let's be shakey for a sec... I hope lol ^^ trap_SetConfigstring( CS_CAMERA_SHAKE, va( "%i %i", 9999, ( 1000 + ( level.time - level.startTime ) ) ) ); //let's clear the lower right corner or the center... depends if(ent->spawnflags & 2) trap_SendServerCommand( -1, va("cp \" \"")); else trap_SendServerCommand( -1, va("servermsg \" \"")); } if(ent->target) G_UseTargets(ent, ent); //we're done here so let's finish up in a sec. ent->wait = -1; ent->nextthink = level.time + 1000; return; } else if (ent->wait < 0) { //we have aborted and the note should be out or ended and everyone should be dead so let's reset ent->nextthink = -1; ent->wait = ent->splashDamage; //free ent if it was command-spawned if (ent->spawnflags & 1) G_FreeEntity(ent); return; //And we're done. } } void SP_target_selfdestruct(gentity_t *ent) { double ETAmin, ETAsec; float temp; //I'd like a failsave-check here at some point... //There's a little bit of math to do here so let's do that. //convert all times from secs to millisecs if that hasn't been done in an earlier pass. if (!ent->splashRadius){ temp = ent->wait * 1000; ent->wait = temp; temp = ent->count * 1000; ent->count = temp; temp = ent->n00bCount * 1000; ent->n00bCount = temp; temp = ent->health * 1000; ent->health = temp; ent->splashRadius = 1; } //we'll need to back up the total for a possible reset. ent->splashDamage = ent->wait; //let's find out when this thing will hit hard ent->damage = ent->wait + level.time; //time's set so let's let everyone know that we're counting. I'll need to do a language switch here sometime... if(ent->spawnflags & 2){ // we're extreme ETAsec = modf((ent->wait / 60000), &ETAmin)*60; trap_SendServerCommand( -1, va("cp \"^1Self Destruct in %1.0f:%2.1f\"", ETAmin, ETAsec )); } else { ETAsec = floor(modf((ent->wait / 60000), &ETAmin)*60); if (ent->flags == 1) trap_SendServerCommand( -1, va("servermsg \"^1Self Destruct in %.0f:%2.0f\"", ETAmin, ETAsec )); else trap_SendServerCommand( -1, va("servermsg \"^1Self Destruct in %.0f:%2.0f; There will be no further audio warnings.\"", ETAmin, ETAsec )); } ent->r.svFlags |= SVF_BROADCAST; trap_LinkEntity(ent); //Additionally we have some audio files ready to go in english with automatic german counterparts. Play them as well. if (ent->wait == 1200000) { G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/20-a1.mp3")); } else if (ent->wait == 900000) { if (ent->flags == 1 || ent->spawnflags & 2) G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/15-a1.mp3")); else G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/15-a0.mp3")); } else if (ent->wait == 600000) { G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/10-a1.mp3")); } else if (ent->wait == 300000) { if (ent->flags == 1 || ent->spawnflags & 2) G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/5-a1.mp3")); else G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/5-a0.mp3")); } else { if (ent->flags == 1 || ent->spawnflags & 2) G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/X-a1.mp3")); else G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/voice/selfdestruct/X-a0.mp3")); } // Now all that's left is to plan the next think. ent->use = target_selfdestruct_use; if(ent->spawnflags & 2) ent->think = target_selfdestructcountdown_think; else ent->think = target_selfdestruct_think; // we have 3 different intervalls so we need to do some if's based on the to-be-updated duration... if(ent->spawnflags & 2){ ent->nextthink = level.time + 100; } else { if (ent->wait > 60000 ) { ent->nextthink = level.time + ent->count; } else { if (ent->wait > 10000 ) { ent->nextthink = level.time + ent->n00bCount; } else { ent->nextthink = level.time + ent->health; } } } //fail horribly if an intervall overshoots bang-time if (ent->nextthink > ent->damage){ ent->nextthink = ent->damage; ent->wait = 0; } if (ent->nextthink == ent->damage){ //we need to get the safezones operational and it is highly unlikely that it'll happen in the last .05 secs of the count ent->nextthink = ent->nextthink - 50; ent->wait = 50; } trap_LinkEntity(ent); } /*QUAKED target_safezone (1 0 0) ? STARTON SHIP This is a safezone for when the ship/station is destroyed via shiphelath or selfdestruct. It is used like a trigger and requires a targetname or else it will be removed at spawn. STARTON has this Entity spawned in it's Safe configurartion SHIP is used as a failsave for maps with multiple ships/stations Usage for Escape Pods and similar: Fill your escape pod Interior with this trigger and have it targeted by a func_usable/target_relay/target_delay to toggle it between safe and unsafe states. Usage for multiple ships (and stations) like on rpg_runabout: Surround your entire ship with this trigger (or it's seperate elements with one each) and set it to STARTON and SHIP (spawnflags = 3). Have it's targetname match the targetname of it's target_shiphealth-counterpart exactly (case-dependent) to automatically switch this savezone to unsafe should it be about to die. In case of a selfdestruct you will need to enter the targetname to automatically switch it to unsafe 50ms prior to the countdowns end. */ void target_safezone_use(gentity_t *ent, gentity_t *other, gentity_t *activator){ safeZone_t* sz = (safeZone_t *)malloc(sizeof(safeZone_s)); if(!Q_stricmp(activator->classname, "target_selfdestruct") || !Q_stricmp(activator->classname, "target_shiphealth")){ //our ship is about to die so compose the list of safezones VectorCopy(ent->r.maxs, sz->maxs); VectorCopy(ent->r.mins, sz->mins); VectorAdd(ent->s.origin, ent->r.mins, sz->mins); VectorAdd(ent->s.origin, ent->r.maxs, sz->maxs); sz->name = (char *)malloc(strlen(ent->targetname)+1); strcpy(sz->name, ent->targetname); sz->active = (qboolean)(ent->count == 1); list_add(level.selfdestructSafeZones, sz, sizeof(safeZone_s)); G_FreeEntity(ent); } else { //a client used this, so let's set this thing to active if(ent->count == 1) ent->count = 0; else ent->count = 1; } } void target_safezone_destructor(void *p) { safeZone_t *sz = (safeZone_t *)p; if(p == NULL) { return; } if(sz->name != NULL) { free(sz->name); } free(sz); } void SP_target_safezone(gentity_t *ent) { if(!ent->targetname || !ent->targetname[0]) { DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] Safezone without targetname at %s, removing entity.\n", vtos(ent->s.origin));); G_FreeEntity(ent); return; } if(level.selfdestructSafeZones == NULL) { level.selfdestructSafeZones = create_list(); level.selfdestructSafeZones->destructor = target_safezone_destructor; } if(!ent->luaEntity) { trap_SetBrushModel(ent, ent->model); } if(ent->spawnflags & 1) ent->count = 1; ent->use = target_safezone_use; ent->r.contents = CONTENTS_NONE; ent->r.svFlags |= SVF_NOCLIENT; trap_LinkEntity(ent); } /*QUAKED target_shiphealth (1 0 0) (-8 -8 -8) (8 8 8) This Entity manages a ships healt. Ship Health is reduced via administrative/delegable console command "/shipdamage [damage]" Repairing is based on a % per minute basis for both shields and hull. The entity features interconnectivity with other systems such as warpdrive or turbolift with a random yet incresing chance to turn them off whenever hulldamage occurs. This includes Shields. Further more the entity will automatically toggle red alert should it be any other and will activate shields if alert is set to any but green. If hull health hit's 0 it will kill any client outside an active safezone. Required Keys (If any of them are not given the entity will be removed at spawn): targetname: Name of the Ship/Station this entity represents. please use underscores (_) instead of spaces ( ). See target_safezone for additional use of this key. health: Total Hull strength splashRadius: total shield strenght angle: Hull repair in % per minute speed: Shield repair in % per minute (only active if shield's aren't fried) greensound: Things to fire every time damage occurs (like FX) falsetarget: truename/swapCoreState for target_warp bluename: swapname for target_turbolift bluesound: swapname for ui_transporter falsename: redname for target_alert */ static int target_shiphealth_get_unsafe_players(gentity_t *ents[MAX_GENTITIES]) { int i, n, num, cur = 0, cur2 = 0; list_iter_p iter = NULL; safeZone_t* sz; int entlist[MAX_GENTITIES]; gentity_t *safePlayers[MAX_GENTITIES]; qboolean add = qtrue; if(level.selfdestructSafeZones != NULL && level.selfdestructSafeZones->length > 0) { // go through all safe zones and compose a list of sade players iter = list_iterator(level.selfdestructSafeZones, FRONT); for(sz = (safeZone_t *)list_next(iter); sz != NULL; sz = (safeZone_t *)list_next(iter)) { if(!sz->active) { continue; } num = trap_EntitiesInBox(sz->mins, sz->maxs, entlist, MAX_GENTITIES); for(n = 0; n < num; n++) { if(entlist[n] < g_maxclients.integer && g_entities[entlist[n]].client) { safePlayers[cur] = &g_entities[entlist[n]]; cur++; } } } } // now use that information to determines all unsafe players for(i = 0; i < MAX_CLIENTS; i++) { for(n = 0; n < cur; n++) { if(&g_entities[i] == safePlayers[n]) { add = qfalse; break; } } if(add) { if(&g_entities[i].client) { ents[cur2] = &g_entities[i]; cur2++; } } } if(iter != NULL) { free(iter); } return cur2; } void target_shiphealth_die(gentity_t *ent){ //we're dying int i, num; gentity_t *ents[MAX_GENTITIES], *client; num = target_shiphealth_get_unsafe_players(ents); //Loop trough all clients on the server. for(i = 0; i < num; i++) { client = ents[i]; G_Damage (client, ent, ent, 0, 0, 999999, 0, MOD_TRIGGER_HURT); //maybe a new message ala "[Charname] did not abandon ship." } //let's hear it G_AddEvent(ent, EV_GLOBAL_SOUND, G_SoundIndex("sound/weapons/explosions/explode2.wav")); //let's be shakey for a sec... I hope lol ^^ trap_SetConfigstring( CS_CAMERA_SHAKE, va( "%i %i", 9999, ( 1000 + ( level.time - level.startTime ) ) ) ); ent->count = 0; ent->nextthink = -1; } void target_shiphealth_use(gentity_t *ent, gentity_t *other, gentity_t *activator) { double NSS, NHS, SD, HD, BT; gentity_t *alertEnt, *warpEnt, *turboEnt, *transEnt, *safezone=NULL; if(ent->damage <= 0){ //failsave return; }else{ if(ent->splashDamage == 1){ //shields are active so we're just bleeding trough on the hull BT = ((1 - (ent->count * pow(ent->health, -1))) / 10); SD = (ent->damage - ceil(ent->damage * BT)); if(SD > ent->n00bCount){ //we're draining the shields... HD = (ent->damage - ent->n00bCount); NHS = (ent->count - HD); ent->n00bCount = 0; ent->splashDamage = -2; } else { //shields will survive so let's just bleed trough HD = floor(ent->damage * BT); NHS = (ent->count - HD); NSS = (ent->n00bCount - SD); ent->n00bCount = NSS; } } else { //shields are off, guess where the blow goes... NHS = (ent->count - ent->damage); } ent->count = NHS; ent->damage = 0; } //enough math, let's trigger things //go to red alert if we are not, this will also activate the shields if(ent->falsename){ alertEnt = G_Find(NULL, FOFS(falsename), ent->falsename); if(alertEnt->damage != 2){ ent->target = ent->falsename; G_UseTargets(ent, ent); } }else{ if(ent->splashDamage == 0) ent->splashDamage = 1; } //time to fire the FX ent->target = ent->greensound; G_UseTargets(ent, ent); //disable UI_Transporter if need be. if(ent->bluesound){ transEnt = G_Find(NULL, FOFS(swapname), ent->bluesound); if (!(transEnt->flags & FL_LOCKED)){ if((ent->count * pow(ent->health, -1)) < flrandom(0.1 , 0.4)){ ent->target = ent->bluesound; G_UseTargets(ent, ent); } } } //disable target_turbolift if need be. if(ent->bluename){ turboEnt = G_Find(NULL, FOFS(swapname), ent->bluename); if (!(turboEnt->flags & FL_LOCKED)){ if((ent->count * pow(ent->health, -1)) < flrandom(0.1 , 0.4)){ ent->target = ent->bluename; G_UseTargets(ent, ent); } } } //disable target_warp if need be. if(ent->falsetarget){ warpEnt = G_Find(NULL, FOFS(truename), ent->falsetarget); if ((warpEnt->sound1to2) && (warpEnt->sound2to1 == 0)){ if((ent->count * pow(ent->health, -1)) < flrandom(0.1 , 0.4)){ ent->target = ent->falsetarget; G_UseTargets(ent, ent); } } } //disable shield-subsystem if need be. if((ent->count * pow(ent->health, -1)) < flrandom(0.1 , 0.4)){ ent->n00bCount = 0; ent->splashDamage = -1; } //let's reset the repair-timer ent->nextthink = level.time + 60000; //if we hit 0 use all the safezones and blow in 50 ms if(ent->count <= 0){ while ((safezone = G_Find( safezone, FOFS( classname ), "target_safezone" )) != NULL ){ if(!Q_stricmp(safezone->targetname, ent->targetname))//free shipwide safezone if it exists G_FreeEntity(safezone); else safezone->use(safezone, ent, ent); } ent->think = target_shiphealth_die; ent->nextthink = level.time + 50; } return; } void target_shiphealth_think(gentity_t *ent) { //this will do the healing each minute int NSS, NHS; gentity_t* alertEnt; //We have interconnectivity with target_alert here in that at condition green we regenerate twice as fast //so let's find the entity if(ent->falsename) alertEnt = G_Find(NULL, FOFS(falsename), ent->falsename); else alertEnt = G_Find(NULL, FOFS(classname), "target_alert"); if(!alertEnt){ //failsave in case we don't have a target_alert present alertEnt = G_Spawn(); alertEnt->damage = 0; } // Hull Repair if(ent->count < ent->health){ if(alertEnt->damage == 0) //condition green NHS = (ent->count + (ent->health * ent->angle / 100)); else NHS = (ent->count + (ent->health * ent->angle / 200)); if(NHS > ent->health) ent->count = ent->health; else ent->count = NHS; } // Shield Repair if(ent->splashDamage != -1){ //skip if shields are toast if(ent->n00bCount < ent->splashRadius){ if(alertEnt->damage == 0){ //condition green NSS = (ent->n00bCount + (ent->splashRadius * ent->speed / 100)); ent->splashDamage = 0; }else{ NSS = (ent->n00bCount + (ent->splashRadius * ent->speed / 200)); ent->splashDamage = 1; } if(NSS > ent->splashRadius) ent->n00bCount = ent->splashRadius; else ent->n00bCount = NSS; } } //shield reenstatement if(ent->splashDamage == -1){ //else we don't need to run this if((ent->count * pow(ent->health, -1)) > 0.5){ if(alertEnt->damage == 0 && !Q_stricmp(alertEnt->classname, "target_alert")) ent->splashDamage = 0; else ent->splashDamage = 1; } else { if((ent->count * pow(ent->health, -1) * flrandom(0, 1)) > 0.75){ if(alertEnt->damage == 0 && !Q_stricmp(alertEnt->classname, "target_alert")) ent->splashDamage = 0; else ent->splashDamage = 1; } } } ent->nextthink = level.time + 60000; return; } void SP_target_shiphealth(gentity_t *ent) { if(!ent->targetname || !ent->health || !ent->splashRadius || !ent->angle || !ent->speed){ DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_shiphealth at %s is missing one or more parameters, removing entity.\n", vtos(ent->s.origin));); G_FreeEntity(ent); return; } //we need to put the total health in for the current ent->count = ent->health; ent->n00bCount = ent->splashRadius; //now for the shieldindicator I need to know if we have an alertEnt available if(G_Find(NULL, FOFS(classname), "target_alert")) ent->splashDamage = 0; else ent->splashDamage = 1; ent->think = target_shiphealth_think; ent->use = target_shiphealth_use; ent->nextthink = level.time + 60000; trap_LinkEntity(ent); }