mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-03-06 09:31:55 +00:00
Without code mentionaed in: * https://github.com/yquake2/xatrix/issues/96 * https://github.com/yquake2/rogue/issues/122 Based on:c299a53a45
8123986f86
436 lines
7.6 KiB
C
436 lines
7.6 KiB
C
/*
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* Copyright (c) ZeniMax Media Inc.
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* Licensed under the GNU General Public License 2.0.
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*/
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/*
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* =======================================================================
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*
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* Rogue specific targets.
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*
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* =======================================================================
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*/
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#include "header/local.h"
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/*
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* QUAKED target_steam (1 0 0) (-8 -8 -8) (8 8 8)
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* Creates a steam effect (particles w/ velocity in a line).
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*
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* speed = velocity of particles (default 50)
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* count = number of particles (default 32)
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* sounds = color of particles (default 8 for steam)
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* the color range is from this color to this color + 6
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* wait = seconds to run before stopping (overrides default
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* value derived from func_timer)
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*
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* best way to use this is to tie it to a func_timer that "pokes"
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* it every second (or however long you set the wait time, above)
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*
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* note that the width of the base is proportional to the speed
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* good colors to use:
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* 6-9 - varying whites (darker to brighter)
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* 224 - sparks
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* 176 - blue water
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* 80 - brown water
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* 208 - slime
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* 232 - blood
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*/
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void
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use_target_steam(edict_t *self, edict_t *other, edict_t *activator /* unused */)
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{
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static int nextid;
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vec3_t point;
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if (!self)
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{
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return;
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}
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if (nextid > 20000)
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{
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nextid = nextid % 20000;
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}
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nextid++;
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/* automagically set wait from func_timer unless they set it
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already, or default to 1000 if not called by a func_timer */
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if (!self->wait)
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{
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if (other)
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{
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self->wait = other->wait * 1000;
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}
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else
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{
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self->wait = 1000;
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}
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}
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if (self->enemy)
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{
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VectorMA(self->enemy->absmin, 0.5, self->enemy->size, point);
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VectorSubtract(point, self->s.origin, self->movedir);
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VectorNormalize(self->movedir);
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}
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VectorMA(self->s.origin, self->plat2flags * 0.5, self->movedir, point);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_STEAM);
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if (self->wait > 100)
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{
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gi.WriteShort(nextid);
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gi.WriteByte(self->count);
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gi.WritePosition(self->s.origin);
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gi.WriteDir(self->movedir);
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gi.WriteByte(self->sounds & 0xff);
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gi.WriteShort((short int)(self->plat2flags));
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gi.WriteLong((int)(self->wait));
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}
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else
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{
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gi.WriteShort((short int)-1);
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gi.WriteByte(self->count);
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gi.WritePosition(self->s.origin);
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gi.WriteDir(self->movedir);
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gi.WriteByte(self->sounds & 0xff);
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gi.WriteShort((short int)(self->plat2flags));
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}
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gi.multicast(self->s.origin, MULTICAST_PVS);
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}
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void
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target_steam_start(edict_t *self)
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{
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edict_t *ent;
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if (!self)
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{
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return;
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}
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self->use = use_target_steam;
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if (self->target)
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{
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ent = G_Find(NULL, FOFS(targetname), self->target);
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if (!ent)
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{
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gi.dprintf("%s at %s: %s is a bad target\n", self->classname,
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vtos(self->s.origin), self->target);
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}
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self->enemy = ent;
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}
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else
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{
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G_SetMovedir(self->s.angles, self->movedir);
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}
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if (!self->count)
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{
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self->count = 32;
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}
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if (!self->plat2flags)
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{
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self->plat2flags = 75;
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}
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if (!self->sounds)
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{
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self->sounds = 8;
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}
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if (self->wait)
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{
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self->wait *= 1000; /* we want it in milliseconds, not seconds */
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}
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/* paranoia is good */
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self->sounds &= 0xff;
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self->count &= 0xff;
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self->svflags = SVF_NOCLIENT;
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gi.linkentity(self);
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}
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void
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SP_target_steam(edict_t *self)
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{
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self->plat2flags = self->speed;
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if (self->target)
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{
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self->think = target_steam_start;
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self->nextthink = level.time + 1;
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}
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else
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{
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target_steam_start(self);
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}
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}
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void
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target_anger_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
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{
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edict_t *target;
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edict_t *t;
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if (!self)
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{
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return;
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}
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t = NULL;
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target = G_Find(t, FOFS(targetname), self->killtarget);
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if (target && self->target)
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{
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/* Make whatever a "good guy" so the monster will try to kill it! */
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target->monsterinfo.aiflags |= AI_GOOD_GUY;
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target->svflags |= SVF_MONSTER;
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target->health = 300;
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t = NULL;
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while ((t = G_Find(t, FOFS(targetname), self->target)))
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{
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if (t == self)
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{
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gi.dprintf("WARNING: entity used itself.\n");
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}
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else
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{
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if (t->use)
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{
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if (t->health < 0)
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{
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return;
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}
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t->enemy = target;
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t->monsterinfo.aiflags |= AI_TARGET_ANGER;
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FoundTarget(t);
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}
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}
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if (!self->inuse)
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{
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gi.dprintf("entity was removed while using targets\n");
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return;
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}
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}
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}
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}
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/*
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* QUAKED target_anger (1 0 0) (-8 -8 -8) (8 8 8)
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*
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* This trigger will cause an entity to be angry at another entity when a player touches it.
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* Target the entity you want to anger, and killtarget the entity you want it to be angry at.
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*
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* target - entity to piss off
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* killtarget - entity to be pissed off at
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*/
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void
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SP_target_anger(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (!self->target)
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{
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gi.dprintf("target_anger without target!\n");
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G_FreeEdict(self);
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return;
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}
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if (!self->killtarget)
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{
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gi.dprintf("target_anger without killtarget!\n");
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G_FreeEdict(self);
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return;
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}
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self->use = target_anger_use;
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self->svflags = SVF_NOCLIENT;
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}
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void
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target_killplayers_use(edict_t *self, edict_t *other /* unused */, edict_t *activator /* unused */)
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{
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int i;
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edict_t *ent, *player;
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if (!self)
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{
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return;
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}
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/* kill the players */
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for (i = 0; i < game.maxclients; i++)
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{
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player = &g_edicts[1 + i];
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if (!player->inuse)
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{
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continue;
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}
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/* nail it */
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T_Damage(player, self, self, vec3_origin, self->s.origin, vec3_origin,
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100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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}
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/* kill any visible monsters */
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for (ent = g_edicts; ent < &g_edicts[globals.num_edicts]; ent++)
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{
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if (!ent->inuse)
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{
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continue;
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}
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if (ent->health < 1)
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{
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continue;
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}
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if (!ent->takedamage)
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{
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continue;
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}
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for (i = 0; i < game.maxclients; i++)
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{
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player = &g_edicts[1 + i];
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if (!player->inuse)
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{
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continue;
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}
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if (visible(player, ent))
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{
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T_Damage(ent, self, self, vec3_origin, ent->s.origin, vec3_origin,
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ent->health, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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break;
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}
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}
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}
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}
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/*
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* QUAKED target_killplayers (1 0 0) (-8 -8 -8) (8 8 8)
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*
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* When triggered, this will kill all the players on the map.
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*/
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void
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SP_target_killplayers(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->use = target_killplayers_use;
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self->svflags = SVF_NOCLIENT;
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}
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/*
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* QUAKED target_blacklight (1 0 1) (-16 -16 -24) (16 16 24)
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*
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* Pulsing black light with sphere in the center
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*/
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void
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blacklight_think(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->s.angles[0] = rand() % 360;
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self->s.angles[1] = rand() % 360;
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self->s.angles[2] = rand() % 360;
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self->nextthink = level.time + 0.1;
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}
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void
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SP_target_blacklight(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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if (deathmatch->value)
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{
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/* auto-remove for deathmatch */
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G_FreeEdict(ent);
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return;
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}
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VectorClear(ent->mins);
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VectorClear(ent->maxs);
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ent->s.effects |= (EF_TRACKERTRAIL | EF_TRACKER);
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ent->think = blacklight_think;
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ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2");
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ent->s.frame = 1;
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ent->nextthink = level.time + 0.1;
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gi.linkentity(ent);
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}
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/*
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* QUAKED target_orb (1 0 1) (-16 -16 -24) (16 16 24)
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*
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* Translucent pulsing orb with speckles
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*/
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void
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orb_think(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->s.angles[0] = rand() % 360;
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self->s.angles[1] = rand() % 360;
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self->s.angles[2] = rand() % 360;
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self->nextthink = level.time + 0.1;
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}
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void
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SP_target_orb(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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if (deathmatch->value)
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{
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/* auto-remove for deathmatch */
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G_FreeEdict(ent);
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return;
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}
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VectorClear(ent->mins);
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VectorClear(ent->maxs);
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ent->think = orb_think;
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ent->nextthink = level.time + 0.1;
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ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2");
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ent->s.frame = 2;
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ent->s.effects |= EF_SPHERETRANS;
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gi.linkentity(ent);
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}
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