kingpin-sdk/gamesrc/G_TARGET.C

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2000-03-27 00:00:00 +00:00
#include "g_local.h"
/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
Fire an origin based temp entity event to the clients.
"style" type byte
*/
void Use_Target_Tent (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (ent->style);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
}
void SP_target_temp_entity (edict_t *ent)
{
ent->use = Use_Target_Tent;
}
//==========================================================
//==========================================================
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
"noise" wav file to play
"attenuation"
-1 = none, send to whole level
1 = normal fighting sounds
2 = idle sound level
3 = ambient sound level
"volume" 0.0 to 1.0
Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
Multiple identical looping sounds will just increase volume without any speed cost.
*/
void Use_Target_Speaker (edict_t *ent, edict_t *other, edict_t *activator)
{
int chan;
if (ent->spawnflags & 3)
{ // looping sound toggles
if (ent->s.sound)
ent->s.sound = 0; // turn it off
else
ent->s.sound = ent->noise_index; // start it
}
else
{ // normal sound
if (ent->spawnflags & 4)
chan = CHAN_VOICE|CHAN_RELIABLE;
else
chan = CHAN_VOICE;
// use a positioned_sound, because this entity won't normally be
// sent to any clients because it is invisible
gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0);
}
}
void SP_target_speaker (edict_t *ent)
{
char buffer[MAX_QPATH];
if(!st.noise)
{
gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
return;
}
if (!strstr (st.noise, ".wav"))
Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
else
strncpy (buffer, st.noise, sizeof(buffer));
ent->noise_index = gi.soundindex (buffer);
if (!ent->volume)
ent->volume = 1.0;
if (!ent->attenuation)
ent->attenuation = 1.0;
else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
ent->attenuation = 0;
// check for prestarted looping sound
if (ent->spawnflags & 1)
ent->s.sound = ent->noise_index;
ent->use = Use_Target_Speaker;
// must link the entity so we get areas and clusters so
// the server can determine who to send updates to
gi.linkentity (ent);
}
//==========================================================
#if 0
void Use_Target_Help (edict_t *ent, edict_t *other, edict_t *activator)
{
if (ent->spawnflags & 1)
strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1);
else
strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1);
game.helpchanged++;
}
/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
*/
void SP_target_help(edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
if (!ent->message)
{
gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
G_FreeEdict (ent);
return;
}
ent->use = Use_Target_Help;
}
#endif
//==========================================================
/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
Counts a secret found.
These are single use targets.
*/
void use_target_secret (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
level.found_secrets++;
G_UseTargets (ent, activator);
G_FreeEdict (ent);
}
void SP_target_secret (edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
ent->use = use_target_secret;
if (!st.noise)
st.noise = "misc/secret.wav";
ent->noise_index = gi.soundindex (st.noise);
ent->svflags = SVF_NOCLIENT;
level.total_secrets++;
// map bug hack
if (!stricmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
ent->message = "You have found a secret area.";
}
//==========================================================
/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
Counts a goal completed.
These are single use targets.
*/
void use_target_goal (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
level.found_goals++;
if (level.found_goals == level.total_goals)
gi.configstring (CS_CDTRACK, "0");
G_UseTargets (ent, activator);
G_FreeEdict (ent);
}
void SP_target_goal (edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
ent->use = use_target_goal;
if (!st.noise)
st.noise = "misc/secret.wav";
ent->noise_index = gi.soundindex (st.noise);
ent->svflags = SVF_NOCLIENT;
level.total_goals++;
}
//==========================================================
// JOSEPH 23-FEB-99
/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
Spawns an explosion temporary entity when used.
"delay" wait this long before going off
"dmg" how much radius damage should be done, defaults to 0
"fxdensity" size of explosion 1 - 100 (default is 10)
*/
void target_explosion_explode (edict_t *self)
{
float save;
vec3_t vec;
VectorClear(vec);
vec[2] = 1;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1B);
gi.WritePosition (self->s.origin);
gi.WriteDir( vec );
gi.WriteByte( (int)(self->dmg / 2) );
gi.WriteByte (self->fxdensity);
gi.multicast (self->s.origin, MULTICAST_PVS);
{
edict_t *breakit;
breakit = G_Spawn();
if (breakit)
{
VectorCopy (self->s.origin, breakit->s.origin);
gi.linkentity(breakit);
gi.sound (breakit, CHAN_VOICE, gi.soundindex("world/explosion1.wav"), 1, ATTN_NORM, 0);
breakit->think = G_FreeEdict;
breakit->nextthink = level.time + 5.0;
}
}
T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
save = self->delay;
self->delay = 0;
G_UseTargets (self, self->activator);
self->delay = save;
}
// END JOSEPH
void use_target_explosion (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (!self->delay)
{
target_explosion_explode (self);
return;
}
self->think = target_explosion_explode;
self->nextthink = level.time + self->delay;
}
void SP_target_explosion (edict_t *ent)
{
ent->use = use_target_explosion;
ent->svflags = SVF_NOCLIENT;
}
// JOSEPH 22-APR-99
/*QUAKED target_flamethrower (1 0 0) (-8 -8 -8) (8 8 8)
Shoots flame when triggered on, does not when triggered off.
"dmg" damage the flame does per frame (default 2)
"fxdensity 1" starts flame on
"deadticks" angle adjustment up and down -90 to +90 (deafult 0)
*/
// END JOSEPH
// copied from CL_FlameEffects()
#define FLAME_SPEED 100.0 // increase to make it longer
#define FLAME_LIFETIME 0.3
static vec3_t jmins = {-16, -16, 0};
static vec3_t jmaxs = { 16, 16, 24};
void FlameJunc_think__target_flamethrower( edict_t *self )
{
vec3_t oldorg;
trace_t tr;
VectorCopy( self->s.origin, oldorg );
// move it
VectorMA( self->s.origin, FRAMETIME, self->velocity, self->s.origin );
tr = gi.trace( oldorg, jmins, jmaxs, self->s.origin, NULL, MASK_SOLID );
if (tr.fraction < 1)
{ // copied from ClipVelocity()
#define STOP_EPSILON 0.1
float backoff;
float change;
int i;
// go through alpha surfaces
if (tr.contents & MASK_ALPHA)
{
vec3_t start, unitvel;
float maxdist, dist;
if (tr.startsolid)
maxdist = VectorLength( self->velocity ) * FRAMETIME;
else
maxdist = VectorLength( self->velocity ) * (1 - tr.fraction) * FRAMETIME;
VectorNormalize2( self->velocity, unitvel );
VectorCopy( tr.endpos, start );
dist = 4;
VectorMA( start, dist, unitvel, start );
tr.startsolid = 1; // to get us started
while ((dist < maxdist) && tr.startsolid && (tr.contents & MASK_ALPHA))
{
tr = gi.trace ( start, jmins, jmaxs, self->s.origin, NULL, MASK_SOLID );
dist += 4;
VectorMA( start, 4, unitvel, start );
}
if (dist >= maxdist || tr.fraction == 1)
{
tr.fraction = 1;
goto skip_clip;
}
}
backoff = DotProduct (self->velocity, tr.plane.normal) * 1.5; //slide
for (i=0 ; i<3 ; i++)
{
change = tr.plane.normal[i]*backoff;
self->velocity[i] = self->velocity[i] - change;
if (self->velocity[i] > -STOP_EPSILON && self->velocity[i] < STOP_EPSILON)
self->velocity[i] = 0;
}
VectorCopy( tr.endpos, self->s.origin );
VectorMA( self->s.origin, 4, tr.plane.normal, self->s.origin );
VectorNormalize2( self->velocity, self->last_step_pos );
if (!self->acc)
{
// slow it down
VectorScale( self->velocity, 0.5, self->velocity );
}
self->acc = true;
if (strstr(tr.surface->name, "wood")) // spawn some smoke
{
static vec3_t last_pos;
static float last_time;
vec3_t sm_pos;
// so we don't spawn too many sprites over each other
if (last_time > (level.time - 0.5))
{
if (VectorDistance( last_pos, tr.endpos ) < 32)
goto skip_smoke;
}
last_time = level.time;
VectorCopy( tr.endpos, last_pos );
VectorMA( tr.endpos, 16, tr.plane.normal, sm_pos );
sm_pos[2] -= 12;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SFXSMOKE);
gi.WritePosition (sm_pos);
gi.WriteByte (48);
gi.WriteByte (0);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
skip_smoke:;
}
skip_clip:
//NAV_DrawLine( self->s.old_origin, self->s.origin );
// Now do the damage
T_RadiusDamage_Fire( self, self->owner, self->dmg, NULL, 128);
self->biketime = level.time;
if (self->timestamp <= level.time)
{
G_FreeEdict( self );
return;
}
self->nextthink = level.time + 0.1;
}
// JOSEPH 22-MAY-99
void fire_target_flamethrower (edict_t *self, vec3_t start, vec3_t forward, int damage, int kick, int mod)
{
trace_t tr;
vec3_t end, xforward, xright, xup, dir;
vec3_t oldorg;
edict_t *junc;
static vec3_t mins = {-2, -2, -4};
static vec3_t maxs = { 2, 2, 4};
vectoangles (forward, dir);
AngleVectors (dir, xforward, xright, xup);
VectorMA ( start, (FLAME_SPEED*FLAME_LIFETIME), xforward, end );
tr = gi.trace (start, mins, maxs, end, self, MASK_SOLID);
// Spawn a junction
junc = G_Spawn();
if (self->svflags & SVF_MONSTER)
VectorCopy(start, junc->s.origin);
else
VectorCopy(self->s.origin, junc->s.origin);
VectorScale( forward, FLAME_SPEED, junc->velocity );
VectorCopy( forward, junc->last_step_pos ); // last_step_pos is unit vel
// move it to the fadein position
VectorCopy( junc->s.origin, oldorg );
VectorMA( junc->s.origin, 1, junc->velocity, junc->s.origin );
// trace the spawning location
tr = gi.trace ( oldorg, jmins, jmaxs, junc->s.origin, self, MASK_SOLID );
VectorCopy( tr.endpos, junc->s.origin );
junc->acc = 0; // hit wall flag
junc->biketime = 0;
junc->owner = self;
VectorCopy( junc->s.origin, junc->s.old_origin );
junc->timestamp = level.time + FLAME_LIFETIME;
junc->think = FlameJunc_think__target_flamethrower;
junc->dmg = damage;
junc->nextthink = level.time + 0.1;
}
void target_flamethrower (edict_t *self)
{
if (self->fxdensity)
{
vec3_t forward;
AngleVectors (self->s.angles, forward, NULL, NULL);
fire_target_flamethrower(self, self->s.origin, forward, self->dmg, 0, MOD_FLAMETHROWER);
self->s.renderfx2 = RF2_FLAMESHOOTER;
self->s.renderfx2 |= RF2_FLAMESHOOTER_MOD;
self->healspeed++;
if (self->healspeed > 2)
self->healspeed = 0;
if (self->healspeed == 1)
gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/flame_thrower/flame2.wav"), 1, ATTN_NORM, 0);
else if (self->healspeed == 2)
gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/flame_thrower/flame3.wav"), 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/flame_thrower/flame1.wav"), 1, ATTN_NORM, 0);
self->think = target_flamethrower;
self->nextthink = level.time + FRAMETIME;
}
}
void use_target_flamethrower (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (!self->fxdensity)
{
self->fxdensity = 1;
target_flamethrower(self);
}
else
{
self->s.renderfx2 = 0;
self->fxdensity = 0;
}
}
// END JOSEPH
// JOSEPH 11-MAY-99
void SP_target_flamethrower (edict_t *ent)
{
ent->use = use_target_flamethrower;
ent->s.modelindex = gi.modelindex("models/weapons/sshell_md2/tris.md2");
ent->s.renderfx |= RF_BEAM;
gi.linkentity (ent);
if (!ent->dmg)
ent->dmg = 2;
ent->s.angles[0] = ent->deadticks;
if (ent->fxdensity)
{
ent->think = target_flamethrower;
ent->nextthink = level.time + (FRAMETIME*2);
}
}
// END JOSEPH
// JOSEPH 19-APR-99
/*QUAKED target_fire (1 0 0) (-8 -8 -8) (8 8 8)
Spawns a fire.
"fxdensity" size of fire 1 - 100 (default is 10)
"deadticks" random fire sections per frame (deafult 3)
"duration " seconds fire lasts (default 5.0) (-1 keeps on going and going)
"dmg" damage per second (default = fxdensity)
"reactdelay" fire spread factor 0.0 - 10.0 (default 1.0)
*/
// END JOSEPH
// JOSEPH 21-APR-99
void t_hurt_fire (edict_t *self)
{
if (self->timestamp > level.time)
return;
self->timestamp = level.time + 1;
T_RadiusDamage_Fire (self, self, self->dmg, NULL, self->firetype);
//T_RadiusDamage (self, self, self->dmg, NULL, self->firetype, MOD_LAVA);
}
// END JOSEPH
void t_fire_think( edict_t *ent)
{
int i;
ent->nextthink = level.time + 0.1;
ent->lastduration += 0.1;
for (i = 0; i < ent->deadticks; i++)
{
vec3_t neworigin;
VectorCopy(ent->s.origin, neworigin);
neworigin[0] += ent->reactdelay * ((rand()&3) * ((0.20*ent->firetype)-(0.10*ent->firetype)));
neworigin[1] += ent->reactdelay * ((rand()&3) * ((0.20*ent->firetype)-(0.10*ent->firetype)));
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SFXFIRET);
gi.WritePosition (neworigin);
gi.WriteByte (ent->firetype);
gi.WriteByte (ent->alphalevel);
gi.multicast (neworigin, MULTICAST_PVS);
}
// JOSEPH 16-APR-99
if (ent->dmg)
t_hurt_fire(ent);
// END JOSEPH
// JOSEPH 19-APR-99
if ((ent->duration != -1.0) && (ent->lastduration >= ent->duration))
G_FreeEdict(ent);
// END JOSEPH
}
// JOSEPH 4-MAY-99
void t_start_fire (edict_t *ent, edict_t *other, edict_t *activator)
{
if (ent->nextthink)
{
ent->think = NULL;
ent->nextthink = 0;
}
else
{
if (!ent->fxdensity)
ent->fxdensity = 10;
if (!ent->deadticks)
ent->deadticks = 3;
ent->alphalevel = 5;
VectorSet (ent->movedir, 0.0, 1, 0.0);
ent->firetype = ent->fxdensity;
ent->lastduration = 0;
if (!ent->duration)
ent->duration = 5.0;
if (!ent->dmg)
ent->dmg = ent->fxdensity;
if (!ent->reactdelay)
ent->reactdelay = 1.0;
ent->s.origin[2] += ((float)ent->fxdensity) * 0.6;
gi.linkentity (ent);
ent->think = t_fire_think;
ent->nextthink = level.time + 0.1;
AddLightSource(ent);
G_UseTargets (ent, ent->activator);
}
}
void SP_target_fire (edict_t *self)
{
if (self->targetname)
{
self->use = t_start_fire;
}
t_start_fire(self, NULL, NULL);
}
// END JOSEPH
//==========================================================
/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
Changes level to "map" when fired
*/
extern qboolean changing_levels;
// Ridah 5-8-99
extern char last_changelevel[];
void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
{
int i, j, k;
edict_t *e;
if (level.intermissiontime)
return; // already activated
if (!deathmatch->value && !coop->value)
{
if (g_edicts[1].health <= 0)
return;
}
// if noexit, do a ton of damage to other
if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != world)
{
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
return;
}
// if multiplayer, let everyone know who hit the exit
if (deathmatch->value)
{
if (activator && activator->client)
gi.bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname);
}
// if going to a new unit, clear cross triggers
if (strstr(self->map, "*"))
game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
// Ridah, 5-8-99, save this mapname for "pawn_" checking
strcpy( last_changelevel, level.mapname );
// Ridah, copy the episode_flags over
if (activator->client)
{
activator->client->pers.episode_flags |= activator->episode_flags;
}
else // something has gone very wrong
{
{
edict_t *player;
player = &g_edicts[1];
activator = player;
activator->client->pers.episode_flags |= activator->episode_flags;
}
}
if (!deathmatch->value)
{
// Ridah, save any followers temporarily so we can carry them through to the next level
changing_levels = true;
// Ridah, 7-5-99, prevent friendly's following into pawn-o-matic
if (strstr( self->map, "pawn" ) != self->map)
{
for (i=0; i<level.num_characters; i++)
{
if (!level.characters[i])
continue;
e = level.characters[i];
if (!e || e->client || e->health <= 0)
continue;
if (!e->leader)
continue;
if (e->leader != activator)
continue;
if (VectorDistance( e->s.origin, activator->s.origin ) > 512)
continue;
// mark them as followers
e->flags |= FL_FOLLOWING;
// save this dude
strcpy( followers[num_followers].classname, e->classname );
if (e->name)
strcpy( followers[num_followers].name, e->name );
else
memset( followers[num_followers].name, 0, sizeof(followers[num_followers].name) );
if (e->art_skins)
strcpy( followers[num_followers].art_skins, e->art_skins );
else
memset( followers[num_followers].art_skins, 0, sizeof(followers[num_followers].art_skins) );
followers[num_followers].health = e->health;
followers[num_followers].max_health = e->max_health;
followers[num_followers].head = e->head;
followers[num_followers].scale = e->cast_info.scale;
followers[num_followers].spawnflags = e->spawnflags;
followers[num_followers].count = e->count; // for the Runt
for (j=0; j<e->s.num_parts; j++)
{
for (k=0; k<MAX_MODELPART_OBJECTS; k++)
{
followers[num_followers].skinofs[j][k] = ((int)e->s.model_parts[j].skinnum[k]) - e->s.model_parts[j].baseskin;
}
}
num_followers++;
if (num_followers > MAX_FOLLOWERS)
break;
}
}
}
BeginIntermission (self);
}
void SP_target_changelevel (edict_t *ent)
{
if (!ent->map)
{
gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
G_FreeEdict (ent);
return;
}
// ugly hack because *SOMEBODY* screwed up their map
// if((stricmp(level.mapname, "fact1") == 0) && (stricmp(ent->map, "fact3") == 0))
// ent->map = "fact3$secret1";
ent->use = use_target_changelevel;
ent->svflags = SVF_NOCLIENT;
}
//==========================================================
// JOSEPH 7-MAR-99
/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect when used.
Set "sounds" to one of the following:
1) sparks
2) blue water
3) brown water
4) slime
5) lava
6) blood
7) fireworks
8) smoke
FOR SMOKE
"alphalevel" 1 - 10 (default 4)
"firetype" smoke size (5 - 32) 5 = extra small
10 = small 24 = med 32 = large (default 24)
"deadticks" life in seconds 1 - 60 (default 6)
"fxdensity" speed of rising smoke 1 - 100 (default 24)
"count" puffs of smoke 1 - 10; (default 3)
"rotate" X Y Z velocity to project smoke (up is default)
END SMOKE
"count" how many pixels in the splash
"dmg" if set, does a radius damage at this location when it splashes
useful for lava/sparks
*/
void use_target_splash (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->sounds == 8)
{
int i;
vec3_t vec;
vec3_t origin;
VectorClear(vec);
vec[2] = 1;
if (!self->firetype)
self->firetype = 24;
else
{
if (self->firetype < 5)
self->firetype = 5;
if (self->firetype > 32)
self->firetype = 32;
}
if (!self->deadticks)
self->deadticks = 6;
else
{
if (self->deadticks < 1)
self->deadticks = 1;
if (self->deadticks > 60)
self->deadticks = 60;
}
if (!self->fxdensity)
self->fxdensity = 24;
else
{
if (self->fxdensity < 1)
self->fxdensity = 1;
if (self->fxdensity > 100)
self->fxdensity = 100;
}
if (!self->count)
self->count = 3;
else
{
if (self->count < 1)
self->count = 1;
if (self->count > 10)
self->count = 10;
}
for (i=0; i < self->count; i++)
{
VectorCopy(self->s.origin, origin);
if ((!self->rotate[0]) && (!self->rotate[1]) && (!self->rotate[2]))
{
origin[0] += (rand()&15)-8;
origin[1] += (rand()&15)-8;
origin[2] += (rand()&7)-4;
}
else
{
origin[0] += (rand()&7)-4;
origin[1] += (rand()&7)-4;
origin[2] += (rand()&7)-4;
}
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SFXSMOKE2);
gi.WritePosition (origin);
gi.WritePosition (self->rotate);
gi.WriteByte (self->firetype);
gi.WriteByte (self->deadticks);
gi.WriteByte (self->fxdensity);
if (self->alphalevel)
{
gi.WriteByte (self->alphalevel);
}
else
{
gi.WriteByte (0);
}
gi.multicast (self->s.origin, MULTICAST_PVS);
}
}
else if (self->sounds == 7)
{
vec3_t vec;
VectorClear(vec);
vec[2] = 1;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1C);
gi.WritePosition (self->s.origin);
gi.WriteDir( vec );
gi.WriteByte( (int)(self->count) );
gi.WriteByte (self->fxdensity);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
else
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (self->count);
gi.WritePosition (self->s.origin);
gi.WriteDir (self->movedir);
gi.WriteByte (self->sounds);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
if (self->dmg)
T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH);
}
// END JOSEPH
void SP_target_splash (edict_t *self)
{
self->use = use_target_splash;
G_SetMovedir (self->s.angles, self->movedir);
if (!self->count)
self->count = 32;
self->svflags = SVF_NOCLIENT;
}
//==========================================================
/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8) 1 2 3 4 5 6
Set target to the type of entity you want spawned.
Useful for spawning monsters and gibs in the factory levels.
For monsters:
Set direction to the facing you want it to have.
For gibs:
Set direction if you want it moving and
speed how fast it should be moving otherwise it
will just be dropped
*/
void ED_CallSpawn (edict_t *ent);
void use_target_spawner (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *ent;
ent = G_Spawn();
ent->classname = self->target;
ent->flags = self->flags;
VectorCopy (self->s.origin, ent->s.origin);
VectorCopy (self->s.angles, ent->s.angles);
ED_CallSpawn (ent);
gi.unlinkentity (ent);
KillBox (ent);
gi.linkentity (ent);
if (self->speed)
VectorCopy (self->movedir, ent->velocity);
}
void SP_target_spawner (edict_t *self)
{
self->use = use_target_spawner;
self->svflags = SVF_NOCLIENT;
if (self->speed)
{
G_SetMovedir (self->s.angles, self->movedir);
VectorScale (self->movedir, self->speed, self->movedir);
}
}
//==========================================================
// JOSEPH 8-FEB-99
/*UAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
Fires a blaster bolt in the set direction when triggered.
dmg default is 15
speed default is 1000
*/
void use_target_blaster (edict_t *self, edict_t *other, edict_t *activator)
{
int effect;
if (self->spawnflags & 2)
effect = 0;
else if (self->spawnflags & 1)
effect = EF_HYPERBLASTER;
else
effect = EF_BLASTER;
fire_blaster (self, self->s.origin, self->movedir, self->dmg, self->speed, EF_BLASTER, MOD_TARGET_BLASTER);
gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
}
void SP_target_blaster (edict_t *self)
{
self->use = use_target_blaster;
G_SetMovedir (self->s.angles, self->movedir);
self->noise_index = gi.soundindex ("weapons/laser2.wav");
if (!self->dmg)
self->dmg = 15;
if (!self->speed)
self->speed = 1000;
self->svflags = SVF_NOCLIENT;
}
//==========================================================
/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
*/
void trigger_crosslevel_trigger_use (edict_t *self, edict_t *other, edict_t *activator)
{
game.serverflags |= self->spawnflags;
G_FreeEdict (self);
}
void SP_target_crosslevel_trigger (edict_t *self)
{
self->svflags = SVF_NOCLIENT;
self->use = trigger_crosslevel_trigger_use;
}
/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
killtarget also work.
"delay" delay before using targets if the trigger has been activated (default 1)
*/
void target_crosslevel_target_think (edict_t *self)
{
if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
{
G_UseTargets (self, self);
G_FreeEdict (self);
}
}
void SP_target_crosslevel_target (edict_t *self)
{
if (! self->delay)
self->delay = 1;
self->svflags = SVF_NOCLIENT;
self->think = target_crosslevel_target_think;
self->nextthink = level.time + self->delay;
}
//==========================================================
// JOSEPH 8-FEB-99
/*UAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
When triggered, fires a laser. You can either set a target
or a direction.
*/
void target_laser_think (edict_t *self)
{
edict_t *ignore;
vec3_t start;
vec3_t end;
trace_t tr;
vec3_t point;
vec3_t last_movedir;
int count;
if (self->spawnflags & 0x80000000)
count = 8;
else
count = 4;
if (self->enemy)
{
VectorCopy (self->movedir, last_movedir);
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point);
VectorSubtract (point, self->s.origin, self->movedir);
VectorNormalize (self->movedir);
if (!VectorCompare(self->movedir, last_movedir))
self->spawnflags |= 0x80000000;
}
ignore = self;
VectorCopy (self->s.origin, start);
VectorMA (start, 2048, self->movedir, end);
while(1)
{
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
if (!tr.ent)
break;
// hurt it if we can
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER))
T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER);
// if we hit something that's not a monster or player or is immune to lasers, we're done
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
{
if (self->spawnflags & 0x80000000)
{
self->spawnflags &= ~0x80000000;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LASER_SPARKS);
gi.WriteByte (count);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.WriteByte (self->s.skinnum);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
break;
}
ignore = tr.ent;
VectorCopy (tr.endpos, start);
}
VectorCopy (tr.endpos, self->s.old_origin);
self->nextthink = level.time + FRAMETIME;
}
void target_laser_on (edict_t *self)
{
if (!self->activator)
self->activator = self;
self->spawnflags |= 0x80000001;
self->svflags &= ~SVF_NOCLIENT;
target_laser_think (self);
}
void target_laser_off (edict_t *self)
{
self->spawnflags &= ~1;
self->svflags |= SVF_NOCLIENT;
self->nextthink = 0;
}
void target_laser_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (self->spawnflags & 1)
target_laser_off (self);
else
target_laser_on (self);
}
void target_laser_start (edict_t *self)
{
edict_t *ent;
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_NOT;
self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
self->s.modelindex = 1; // must be non-zero
// set the beam diameter
if (self->spawnflags & 64)
self->s.frame = 16;
else
self->s.frame = 4;
// set the color
if (self->spawnflags & 2)
self->s.skinnum = 0xf2f2f0f0;
else if (self->spawnflags & 4)
self->s.skinnum = 0xd0d1d2d3;
else if (self->spawnflags & 8)
self->s.skinnum = 0xf3f3f1f1;
else if (self->spawnflags & 16)
self->s.skinnum = 0xdcdddedf;
else if (self->spawnflags & 32)
self->s.skinnum = 0xe0e1e2e3;
if (!self->enemy)
{
if (self->target)
{
ent = G_Find (NULL, FOFS(targetname), self->target);
if (!ent)
gi.dprintf ("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
self->enemy = ent;
}
else
{
G_SetMovedir (self->s.angles, self->movedir);
}
}
self->use = target_laser_use;
self->think = target_laser_think;
if (!self->dmg)
self->dmg = 1;
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
gi.linkentity (self);
if (self->spawnflags & 1)
target_laser_on (self);
else
target_laser_off (self);
}
void SP_target_laser (edict_t *self)
{
// let everything else get spawned before we start firing
self->think = target_laser_start;
self->nextthink = level.time + 1;
}
// JOSEPH 8-FEB-99
/*UAKED target_mal_laser (1 0 0) (-4 -4 -4) (4 4 4) START_ON RED GREEN BLUE YELLOW ORANGE FAT
Mal's laser
*/
void target_mal_laser_on (edict_t *self)
{
if (!self->activator)
self->activator = self;
self->spawnflags |= 0x80000001;
self->svflags &= ~SVF_NOCLIENT;
// target_laser_think (self);
self->nextthink = level.time + self->wait + self->delay;
}
void target_mal_laser_off (edict_t *self)
{
self->spawnflags &= ~1;
self->svflags |= SVF_NOCLIENT;
self->nextthink = 0;
}
void target_mal_laser_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (self->spawnflags & 1)
target_mal_laser_off (self);
else
target_mal_laser_on (self);
}
void mal_laser_think (edict_t *self)
{
target_laser_think (self);
self->nextthink = level.time + self->wait + 0.1;
self->spawnflags |= 0x80000000;
}
void SP_target_mal_laser (edict_t *self)
{
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_NOT;
self->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
self->s.modelindex = 1; // must be non-zero
// set the beam diameter
if (self->spawnflags & 64)
self->s.frame = 16;
else
self->s.frame = 4;
// set the color
if (self->spawnflags & 2)
self->s.skinnum = 0xf2f2f0f0;
else if (self->spawnflags & 4)
self->s.skinnum = 0xd0d1d2d3;
else if (self->spawnflags & 8)
self->s.skinnum = 0xf3f3f1f1;
else if (self->spawnflags & 16)
self->s.skinnum = 0xdcdddedf;
else if (self->spawnflags & 32)
self->s.skinnum = 0xe0e1e2e3;
G_SetMovedir (self->s.angles, self->movedir);
if (!self->delay)
self->delay = 0.1;
if (!self->wait)
self->wait = 0.1;
if (!self->dmg)
self->dmg = 5;
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
self->nextthink = level.time + self->delay;
self->think = mal_laser_think;
self->use = target_mal_laser_use;
gi.linkentity (self);
if (self->spawnflags & 1)
target_mal_laser_on (self);
else
target_mal_laser_off (self);
}
// END 15-APR-98
//==========================================================
/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
speed How many seconds the ramping will take
message two letters; starting lightlevel and ending lightlevel
*/
void target_lightramp_think (edict_t *self)
{
char style[2];
style[0] = 'a' + self->movedir[0] + (level.time - self->timestamp) / FRAMETIME * self->movedir[2];
style[1] = 0;
gi.configstring (CS_LIGHTS+self->enemy->style, style);
if ((level.time - self->timestamp) < self->speed)
{
self->nextthink = level.time + FRAMETIME;
}
else if (self->spawnflags & 1)
{
char temp;
temp = self->movedir[0];
self->movedir[0] = self->movedir[1];
self->movedir[1] = temp;
self->movedir[2] *= -1;
}
// JOSEPH 16-OCT-98
else
{
self->movedir[2] *= -1;
}
// END JOSEPH
}
void target_lightramp_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (!self->enemy)
{
edict_t *e;
// check all the targets
e = NULL;
while (1)
{
e = G_Find (e, FOFS(targetname), self->target);
if (!e)
break;
if (strcmp(e->classname, "light") != 0)
{
gi.dprintf("%s at %s ", self->classname, vtos(self->s.origin));
gi.dprintf("target %s (%s at %s) is not a light\n", self->target, e->classname, vtos(e->s.origin));
}
else
{
self->enemy = e;
}
}
if (!self->enemy)
{
gi.dprintf("%s target %s not found at %s\n", self->classname, self->target, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
}
self->timestamp = level.time;
target_lightramp_think (self);
}
void SP_target_lightramp (edict_t *self)
{
if (!self->message || strlen(self->message) != 2 || self->message[0] < 'a' || self->message[0] > 'z' || self->message[1] < 'a' || self->message[1] > 'z' || self->message[0] == self->message[1])
{
gi.dprintf("target_lightramp has bad ramp (%s) at %s\n", self->message, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
if (!self->target)
{
gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
self->svflags |= SVF_NOCLIENT;
self->use = target_lightramp_use;
self->think = target_lightramp_think;
self->movedir[0] = self->message[0] - 'a';
self->movedir[1] = self->message[1] - 'a';
self->movedir[2] = (self->movedir[1] - self->movedir[0]) / (self->speed / FRAMETIME);
}
//==========================================================
/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide earthquake.
All players and monsters are affected.
"speed" severity of the quake (default:200)
"count" duration of the quake (default:5)
*/
void target_earthquake_think (edict_t *self)
{
int i;
edict_t *e;
if (self->last_move_time < level.time)
{
gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NONE, 0);
self->last_move_time = level.time + 0.5;
}
for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++)
{
if (!e->inuse)
continue;
if (!e->client)
continue;
if (!e->groundentity)
continue;
e->groundentity = NULL;
e->velocity[0] += crandom()* 150;
e->velocity[1] += crandom()* 150;
e->velocity[2] = self->speed * (100.0 / e->mass);
}
if (level.time < self->timestamp)
self->nextthink = level.time + FRAMETIME;
}
void target_earthquake_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->timestamp = level.time + self->count;
self->nextthink = level.time + FRAMETIME;
self->activator = activator;
self->last_move_time = 0;
}
void SP_target_earthquake (edict_t *self)
{
if (!self->targetname)
gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
if (!self->count)
self->count = 5;
if (!self->speed)
self->speed = 200;
self->svflags |= SVF_NOCLIENT;
self->think = target_earthquake_think;
self->use = target_earthquake_use;
self->noise_index = gi.soundindex ("world/quake.wav");
}