rpgxef/code/game/g_target.c
Harry Young c09f67dfd6 Forgot to clean up some stuff
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-12-07 00:15:45 +01:00

3372 lines
100 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "list.h"
//#include <windows.h> //TiM : WTF?
//==========================================================
/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
Gives all the weapons specified here in the list.
-----SPAWNFLAGS-----
none
-----KEYS-----
"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<<weapon);
}
}
}
//TiM - remove items per server discretion
if ( rpg_mapGiveFlags.integer > 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)
-----DESCRIPTION-----
takes away all the activators powerups.
Used to drop flight powerups into death puts.
-----SPAWNFLAGS-----
none
-----KEYS-----
none
*/
//hmmm... maybe remove this, not sure.
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
-----DESCRIPTION-----
When used fires it'd target after a delay of 'wait' seconds
-----SPAWNFLAGS-----
1: SELF - use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are not called by their targetname (e.g. swapname))
-----KEYS-----
"wait" - seconds to pause before firing targets.
"random" - delay variance, total delay = delay +/- random seconds
"luaUse" - lua function to call at the beginning of the delay
luaThink - lua function to call at end of delay
*/
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_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
-----DESCRIPTION-----
This will display the 'message' in the lower right corner for all reciepients.
By default every client get's the message however this can be limited via spawnflags.
-----SPAWNFLAGS-----
1: redteam - everyone on the red team gets the message
2: blueteam - everyone on the blue team gets the message
4: private - only the activator gets the message
-----KEYS-----
"message" text to print
*/
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
-----DESCRIPTION-----
A sound-file to play.
By default this will be played once locally.
The specifics on how to play are set via spawnflags.
Looping Sounds may not be combined with GLOBAL or ACTIVATOR
Multiple identical looping sounds will just increase volume without any speed cost.
Using a looping target_speaker will toggle it's sound on or off.
Using a target_speaker designed to play it's sound once will play that sound.
-----SPAWNFLAGS-----
1: LOOPED_ON - this Speaker will loop it's sound and will be active at spawn.
2: LOOPED_OFF - this Speaker will loop it's sound and will be inactive at spawn.
4: GLOBAL - the sound will be played once globally so every client will hear it.
8: ACTIVATOR - The sound will be played once for the activator only to hear.
-----KEYS-----
"noise" - file to play
"wait" - Seconds between auto triggerings, default = 0 = don't auto trigger
"random" - wait variance, default is 0, delay would be wait +/- random
*/
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
-----DESCRIPTION-----
When triggered, fires a laser. You can either set a target or a direction.
-----SPAWNFLAGS-----
1: START_ON - will be on at spawn
-----KEYS-----
"targetname" - when used will toggle on/off
"target" - point to fire laser at
*/
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
-----DESCRIPTION-----
The activator will be instantly teleported away.
-----SPAWNFLAGS-----
1: 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.
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
2: SUSPENDED - Unless this is checked, the player will materialise on top of the first solid surface underneath the entity
4: DEACTIVATED - Teleporter will be deactiavted at spawn
-----KEYS-----
"targetname" - Any entities targeting this will activate it when used.
"target" - Name of one or more info_notnull entities that the player teleport to.
"swapname" - Activate/Deactivate (Using entity needs SELF/NOACTIVATOR)
*/
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
-----DESCRIPTION-----
This doesn't perform any actions except fire its targets.
It is also a nice function-caller via luaUse.
-----SPAWNFLAGS-----
1: RED_ONLY - Only members from the red team can use this
2: BLUE_ONLY - Only members from the blue team can use this
4: RANDOM - only one of the entities with matching targetname will be fired, not all of them
8: SELF - use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are not called by their targetname (e.g. swapname))
-----KEYS-----
"targetname" - calling this will fire the entity
"target" - targetname of entities to fire
"luaUse" - lua function to call on use
*/
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)
-----DESCRIPTION-----
Kills the activator.
-----SPAWNFLAGS-----
none
-----KEYS-----
"targetanme" - the activator calling this will be telefragged if client
*/
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);
}
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)
-----DESCRIPTION-----
Location to display in the player-list (usually Tab)
Closest target_location in sight used for the location, if nonein sight, closest in distance
-----SPAWNFLAGS-----
none
-----KEYS-----
"message" - location name to display. Can be colorized using '^X' where X is one of the following numbers
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
-----LocEdit-----
target_locations can also be spawned by a <mapname>.locations-file.
While creating this was hard work for many years, a new command makes it quite easy: LocEdit
There are a few basic commands:
/locedit start <type>
This will open the file.
For type set 1 if you'd like to restrict a location so only admins can autorise transportation there.
Else set 0.
For Type = 0: /locedit add "<location-name>"
For Type = 1: /locedit add <protected> "<location-name>"
this will add a new location to the list.
It will grab your current position as well as your yaw-angle (around the Z-Axis) and dump them to the file with the parameters.
If you set protected 1 only admins can authorise transportation there.
location-name can be colorized as stated above. You need to put it in "".
/locedit nl
this will simply add an empty line. If you have to manually edit the file at a later date this will help you get oriented.
/locedit stop
this will close the file.
*/
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)
-----DESCRIPTION-----
Acts as an intermediary for an action that takes multiple inputs.
After the counter has been triggered "count" times it will fire all of it's targets and remove itself.
-----SPAWNFLAGS-----
none
-----KEYS-----
"count" - number of usages required before targets are fired. Default is 2
"targetname" - Will reduce count by one.
"target" will be fired once count hit's 0
*/
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)
-----DESCRIPTION-----
When used, the objective in the <mapname>.efo with this objective's "count" will be marked as completed
NOTE: the objective with the lowest "count" will be considered the current objective
-----SPAWNFLAGS-----
none
-----KEYS-----
"count" - number of objective (as listed in the maps' <mapname>.efo)
"targetname" - when fired marks objective as complete
*/
// Remove this?
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
-----DESCRIPTION-----
Acts as an if statement. When fired normaly if true it fires one target, if false it fires another.
-----SPAWNFLAGS-----
1: START_TRUE - the boolean starts true.
2: SWAP_FIRE - when the swap command is issued it will also fire the new target.
4: SELF - use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are not called by their targetanme)
-----KEYS-----
"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
-----DESCRIPTION-----
This changes the servers gravity to the ammount set.
-----SPAWNFLAGS-----
1: PLAYER_ONLY - If select this will only change the gravity for teh actiator. TiM: an actiator eh?
2: MAP_GRAV - Will reset player to the current global gravity.
-----KEYS-----
"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)
-----DESCRIPTION-----
When fired every clients monitor will shake as if in an explosion
-----SPAWNFLAGS-----
none
-----KEYS-----
"wait" - Time that the shaking lasts for in seconds
"intensity" - Strength of shake
*/
//move this to FX and do a redirect in spawn?
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)
-----DESCRIPTION-----
Grants activating clent the EVA-Suit-Flag with all sideeffects associated.
-----SPAWNFLAGS-----
none
-----KEYS-----
"targetanme" - entity needs to be used
*/
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
-----DESCRIPTION-----
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.
-----SPAWNFLAGS-----
1 - 128: X - Unknown, do not use.
256: OFFLINE - Turbolift is offline at start
-----KEYS-----
"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')
use either this or a <mapname>.turbolift-file to store the strings, not both simultainously
"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
-----LUA-----
Retrofit:
Turbolifts are a good thing to retrofit, however they have 2 requirements:
- a Transporter based turbolift (seamless transportation, does not work wit func_train)
- at least 1 usable at any turbolift location
If those are fuffilled you can use the following code at level init to set up the turbolift.
(this is from enterprise-e-v2 and uses the outdated SetKeyValue-Command. Use Set<key> instead)
game.Print("--Deck 1 ...");
game.Print("---redirecting usables ...");
ent = entity.FindBModel(90);
ent:SetKeyValue("target", "tld1");
ent:SetKeyValue("luaUse", "turbosound");
ent = entity.FindBModel(86);
ent:SetKeyValue("target", "tld1");
ent:SetKeyValue("luaUse", "turbosound");
ent = entity.FindBModel(87);
ent:SetKeyValue("target", "tld1");
ent:SetKeyValue("luaUse", "turbosound");
ent = entity.FindBModel(167);
ent:SetKeyValue("target", "tld1");
ent:SetKeyValue("luaUse", "turbosound");
ent = entity.FindBModel(88);
ent:SetKeyValue("target", "tld1");
ent:SetKeyValue("luaUse", "turbosound");
ent = entity.FindBModel(89);
ent:SetKeyValue("target", "tld1");
ent:SetKeyValue("luaUse", "turbosound");
game.Print("---renaming doors ...");
ent = entity.FindBModel(7);
ent:SetKeyValue("targetname", "tld1doors");
ent = entity.FindBModel(8);
ent:SetKeyValue("targetname", "tld1doors");
game.Print("---Adding turbolift ...");
ent = entity.Spawn();
ent.SetupTrigger(ent, 144, 100, 98);
ent:SetKeyValue("classname", "target_turbolift");
ent:SetKeyValue("targetname", "tld1");
ent:SetKeyValue("target", "tld1doors");
ent:SetKeyValue("health", "1");
ent:SetKeyValue("wait", 3000);
entity.CallSpawn(ent);
mover.SetPosition(ent, -2976, 8028, 887);
mover.SetAngles(ent, 0, 270, 0);
Turbolift descriptions have to be added in via <mapname>.turbolift-file.
You may also add in a sound to the usable opening the UI. This is described in func_usable.
*/
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
-----DESCRIPTION-----
Locks/Unlocks a door.
-----SPAWNFLAGS-----
1: PRIVATE - if set, lockMsg/unlockMsg are only printed for activator
-----KEYS-----
"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
-----DESCRIPTION-----
This entity acts like 3-Alert-Conditions scripts.
Any of the func_usables that are used as buttons must have the NO_ACTIVATOR spawnflag.
-----SPAWNFLAGS-----
1: SOUND_TOGGLE - if set the alert sound can be toggled on/off by using the alerts trigger again.
2: SOUND_OFF - if SOUND_TOGGLE is set, the alert will be silent at beginning
-----KEYS-----
"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
-----DESCRIPTION-----
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.
-----SPAWNFLAGS-----
1: START_ON - If set, warpcore is on at start
2: START_EJECTED - If set, core is ejected at start
4: START_WARP - ship is on warp at start
8: SELF - use this for any entity that is called by sth. other than it's targetname (e.g. swapmname)
-----KEYS-----
"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 (need SELF-flag for this)
"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
"soundDeactivate" - sound to play if going to warp but core is deactivated/ejected
*/
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)
-----DESCRIPTION-----
This entity can be used to de/activate all func_usables with "target" as targetname2.
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - func_usable to de/activate(targetname2).
*/
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
-----DESCRIPTION-----
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.
-----SPAWNFLAGS-----
1: START_ON - will allow transfer form spawn on.
-----KEYS-----
"serverNum" - server to connect to (rpg_server<serverNum> 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)
-----DESCRIPTION-----
This will change the map if rpg_allowSPLevelChange is set to 1.
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - map to load (for example: borg2)
"wait" - time to wait before levelchange (whole numbers only, -1 for instant 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)
-----DESCRIPTION-----
CURRENTLY DISABLED
target for ui_holodeck
-----SPAWNFLAGS-----
none
-----KEYS-----
none
*/
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)
-----DESCRIPTION-----
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
-----SPAWNFLAGS-----
none
------KEYS-----
"targetname" - when used will toggle the shaders
"falsename" - shader taht is ingame at spawn
"truename" - shader that will replace it
*/
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)
-----DESCRIPTION-----
DO NOT USE! This just sits here purely for documantation.
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.
-----SPAWNFLAGS-----
none
-----KEYS-----
"wait" - total Countdown-Time 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
*/
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...
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;
G_AddEvent( ent, EV_SELFDESTRUCT_SETTER, -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;
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;
}
if (ent->wait > 0){
//Send a sznc/signal to all clients
G_AddEvent( ent, EV_SELFDESTRUCT_SETTER, ( ent->damage - level.time ));
ent->nextthink = level.time + 10000;
//fail horribly if we overshoot 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;
}
return;
} 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;
G_AddEvent( ent, EV_SELFDESTRUCT_SETTER, -1 );
G_FreeEntity(ent);
return; //And we're done.
}
}
void SP_target_selfdestruct(gentity_t *ent) {
double ETAmin, ETAsec;
float temp;
if(level.time < 1000){ //failsafe in case someone spawned this in the radiant
DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_selfdestruct spawned by level. Removing entity."););
G_FreeEntity(ent);
return;
}
//There is also a failsafe for lua spawning in lua_entity.c ->callspawn
//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;
}
if(ent->flags == 1)
G_AddEvent( ent, EV_SELFDESTRUCT_SETTER, ent->wait );
//we' may need the total for something so back it up...
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;
ent->think = target_selfdestruct_think;
if(ent->flags == 1)
ent->nextthink = level.time + 10000; // let's hardcode this, will send refresher signals in case new clients connect.
else
ent->nextthink = ent->damage;
//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) ? SPAWN_SAFE SHIP
-----DESCRIPTION-----
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.
-----SPAWNFLAGS-----
1: SPAWN_SAFE - Entity is spawned in it's Safe configurartion
2: SHIP - iwill mark this safezone as a ship safezone
-----KEYS-----
"targetname" - when used will toggle safe/unsafe
-----USAGE-----
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 safezone 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.
To get the correct one use the /safezonelist-command
*/
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)
-----DESCRIPTION-----
This Entity manages a ships health. 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.
-----SPAWNFLAGS-----
none
-----KEYS-----
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. 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: falsename/redname for target_alert
"model" - path to a shader with a MSD-Display (ship) to show. Default will be the Daedalus Class
We're sponsoring a varayity, which were created by Alexander Richardson.
The shaders for these are stowed in scripts/msd.shader in the pakX.pk3.
It contains two versions: One for Texturing in Level design (like a display) and opne for the UI.
To retrieve such an image simply look for the MSD-Folder in your radiants texture browser
For personalized MSD's see segment below.
Ship-Classname || Online Source || Shader-Name (for <type> insert gfx for UI-Shader and textures for texture shader)
Constellation Class || http://lcarsgfx.wordpress.com/2012/09/12/constellation-sisyphus/ || <type>/msd/constellation
Danube Runabout || http://lcarsgfx.wordpress.com/2012/06/30/the-blue-danube/ || <type>/msd/runabout
Nova Class || http://lcarsgfx.wordpress.com/2012/06/13/can-you-tell-what-it-is-yet-2/ || <type>/msd/nova
Galaxy Class || http://lcarsgfx.wordpress.com/2012/06/10/galaxy-class-redux-an-update/ || <type>/msd/galaxy
Daedalus Class || http://lcarsgfx.wordpress.com/2011/12/10/daedalus-father-of-icarus/ || <type>/msd/daedalus
Nebula Class || http://lcarsgfx.wordpress.com/2011/12/08/entering-the-nebula-part-2/ || <type>/msd/nebula
Intrepid Class || http://lcarsgfx.wordpress.com/2011/05/16/an-intrepid-undertaking/ || <type>/msd/intrepid
USCM (Alien) || http://lcarsgfx.wordpress.com/2010/08/10/in-space-no-one-can-hear-you-scream/ || Image yet to come
Olympic Class || http://lcarsgfx.wordpress.com/2010/09/11/the-olympic-class/ || <type>/msd/olympic
Steamrunner Class || http://lcarsgfx.wordpress.com/2010/08/15/full-steam-ahead/ || Image yet to come
Oberth Class || http://lcarsgfx.wordpress.com/2010/08/12/im-a-doctor-not-a-science-vessel/ || <type>/msd/oberth
Soverign Class || http://lcarsgfx.wordpress.com/2010/03/01/sovereign-of-the-stars/ || <type>/msd/soverign
Excelsior Class (Retro Design) || http://lcarsgfx.wordpress.com/2010/01/01/retro-excelsior/ || <type>/msd/excelsior-retro
Excelsior Class || http://lcarsgfx.wordpress.com/2009/12/28/excelsior-class/ || <type>/msd/excelsior
Springfield Class || http://lcarsgfx.wordpress.com/2009/12/25/not-the-springfield-from-the-simpsons/ || <type>/msd/springfield
Defiant Class (8 Decks) || http://lcarsgfx.wordpress.com/2009/12/10/scaling-the-defiant/ || <type>/msd/defiant8
Defiant Class (4 Decks) || http://lcarsgfx.wordpress.com/2009/12/06/the-face-of-defiance/ || <type>/msd/defiant4
Miranda Class || http://lcarsgfx.wordpress.com/2009/12/05/miranda/ || <type>/msd/miranda
Centaur Class || http://lcarsgfx.wordpress.com/2009/12/05/centaur-comes-galloping/ || <type>/msd/centaur
Constitution Class || http://lcarsgfx.wordpress.com/2009/11/28/its-a-constitution/ || <type>/msd/constitution
Ambassador Class || http://lcarsgfx.wordpress.com/2009/11/27/having-the-ambassador-round-for-dinner/ || <type>/msd/ambassador
Cern Class || http://lcarsgfx.wordpress.com/2009/11/23/cern-class-by-john-eaves/ || <type>/msd/cern
Akira Class || http://lcarsgfx.wordpress.com/2009/11/21/akira-ra-ra-ra/ || <type>/msd/akira
Norway Class || http://lcarsgfx.wordpress.com/2009/11/21/norway-or-no-way/ || <type>/msd/norway
New Orleans Class || http://lcarsgfx.wordpress.com/2009/11/16/the-new-orleans/ || <type>/msd/neworleans
Cheyenne Class || http://lcarsgfx.wordpress.com/2009/11/16/cheyenne-class-msd/ || <type>/msd/cheyenne
Sabre Class || http://lcarsgfx.wordpress.com/2009/11/07/sabre-rattling/ || <type>/msd/sabre
-----Personalized MSD's-----
Alexander is doing personalized variations og his MSD's in terms of Ship-Names and Registry-Numbers
(as long as they do not have suffix-letters). If you'd like one you may contact him via E-Mail and request such a modification.
In that request please also ask hom for a resulution of 2000px across (long side) as the game requires
images to be displayed as MSD's to be roughly 2:1 and 2000 px is near the upper limit of what the game can handle.
Also please ask him to give you the image as an *.jpg-file.
Once you have the file put it in a subfolder (e.g. gfx) in either baseEF or RPG-X2.
After that create a scripts/msd_shipname_registry.shader file (registry is optional,
however it is useful in avoiding collitions with ships of similar names)
In that file add the following short script:
gfx/msd/akira //this will be the path to the image for the UI
{
{
map textures/msd/akira.jpg //this will be the image you will use
blendFunc add //this will remove the black background. I might find a better solution...
}
}
textures/msd/akira //this will be the image you will use for texturing
{
surfaceparm nolightmap
surfaceparm nomarks
{
map textures/msd/akira.jpg //this will be the image you will use
}
{
map textures/engineering/glass1.tga //this segment creates the glass effect to make it look like a display
blendfunc gl_one gl_one_minus_src_color
rgbGen identity
tcMod scale 3 3
tcGen environment
}
}
For distribution put both files (including their relative paths) in a *.pk3 file.
*/
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;
//let's make sure we have something to return as model
if(!ent->model)
ent->model = "gfx/msd/daedalus";
ent->think = target_shiphealth_think;
ent->use = target_shiphealth_use;
ent->nextthink = level.time + 60000;
trap_LinkEntity(ent);
}