mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-01-20 08:21:08 +00:00
d9f2cea1e7
Update to: * https://github.com/yquake2/xatrix/releases/tag/XATRIX_2_10 * https://github.com/yquake2/rogue/releases/tag/ROGUE_2_09 * https://github.com/yquake2/ctf/releases/tag/CTF_1_09 Full sync required: * https://github.com/yquake2/rogue/issues/122 * https://github.com/yquake2/xatrix/issues/96
1022 lines
21 KiB
C
1022 lines
21 KiB
C
/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* 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_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
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* Fire an origin based temp entity event to the clients.
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* "style" type byte
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*/
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void
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Use_Target_Tent(edict_t *ent, edict_t *other, edict_t *activator)
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{
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(ent->style);
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gi.WritePosition(ent->s.origin);
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gi.multicast(ent->s.origin, MULTICAST_PVS);
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}
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void
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SP_target_temp_entity(edict_t *ent)
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{
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ent->use = Use_Target_Tent;
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}
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/* ========================================================== */
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/*
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* QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
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* "noise" wav file to play
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*
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* "attenuation"
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* -1 = none, send to whole level
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* 1 = normal fighting sounds
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* 2 = idle sound level
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* 3 = ambient sound level
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*
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* "volume" 0.0 to 1.0
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*
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* Normal sounds play each time the target is used. The reliable flag
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* can be set for crucial voiceovers.
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*
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* Looped sounds are allways atten 3 / vol 1, and the use function toggles
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* it on/off. Multiple identical looping sounds will just increase volume
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* without any speed cost.
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*/
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void
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Use_Target_Speaker(edict_t *ent, edict_t *other, edict_t *activator)
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{
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int chan;
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if (ent->spawnflags & 3)
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{
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/* looping sound toggles */
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if (ent->s.sound)
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{
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ent->s.sound = 0; /* turn it off */
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}
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else
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{
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ent->s.sound = ent->noise_index; /* start it */
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}
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}
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else
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{
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/* normal sound */
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if (ent->spawnflags & 4)
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{
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chan = CHAN_VOICE | CHAN_RELIABLE;
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}
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else
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{
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chan = CHAN_VOICE;
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}
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/* use a positioned_sound, because this entity won't
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normally be sent to any clients because it is invisible */
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gi.positioned_sound(ent->s.origin, ent, chan, ent->noise_index,
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ent->volume, ent->attenuation, 0);
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}
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}
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void
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SP_target_speaker(edict_t *ent)
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{
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char buffer[MAX_QPATH];
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if (!st.noise)
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{
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gi.dprintf("target_speaker with no noise set at %s\n",
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vtos(ent->s.origin));
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return;
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}
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if (!strstr(st.noise, ".wav"))
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{
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Com_sprintf(buffer, sizeof(buffer), "%s.wav", st.noise);
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}
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else
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{
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Q_strlcpy(buffer, st.noise, sizeof(buffer));
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}
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ent->noise_index = gi.soundindex(buffer);
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if (!ent->volume)
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{
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ent->volume = 1.0;
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}
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if (!ent->attenuation)
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{
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ent->attenuation = 1.0;
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}
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else if (ent->attenuation == -1) /* use -1 so 0 defaults to 1 */
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{
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ent->attenuation = 0;
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}
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/* check for prestarted looping sound */
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if (ent->spawnflags & 1)
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{
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ent->s.sound = ent->noise_index;
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}
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ent->use = Use_Target_Speaker;
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/* must link the entity so we get areas and clusters so
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the server can determine who to send updates to */
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gi.linkentity(ent);
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}
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/* ========================================================== */
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void
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Use_Target_Help(edict_t *ent, edict_t *other, edict_t *activator)
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{
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if (ent->spawnflags & 1)
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{
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strncpy(game.helpmessage1, ent->message, sizeof(game.helpmessage2) - 1);
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}
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else
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{
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strncpy(game.helpmessage2, ent->message, sizeof(game.helpmessage1) - 1);
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}
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game.helpchanged++;
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}
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/*
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* QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
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* When fired, the "message" key becomes the current personal computer
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* string, and the message light will be set on all clients status bars.
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*/
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void
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SP_target_help(edict_t *ent)
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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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if (!ent->message)
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{
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gi.dprintf("%s with no message at %s\n", ent->classname,
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vtos(ent->s.origin));
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G_FreeEdict(ent);
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return;
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}
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ent->use = Use_Target_Help;
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}
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/* ========================================================== */
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/*
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* QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
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* Counts a secret found.
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* These are single use targets.
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*/
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void
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use_target_secret(edict_t *ent, edict_t *other, edict_t *activator)
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{
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gi.sound(ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
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level.found_secrets++;
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G_UseTargets(ent, activator);
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G_FreeEdict(ent);
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}
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void
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SP_target_secret(edict_t *ent)
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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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ent->use = use_target_secret;
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if (!st.noise)
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{
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st.noise = "misc/secret.wav";
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}
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ent->noise_index = gi.soundindex(st.noise);
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ent->svflags = SVF_NOCLIENT;
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level.total_secrets++;
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/* map bug hack */
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if (!Q_stricmp(level.mapname, "mine3") && (ent->s.origin[0] == 280) &&
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(ent->s.origin[1] == -2048) &&
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(ent->s.origin[2] == -624))
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{
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ent->message = "You have found a secret area.";
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}
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}
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/* ========================================================== */
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/*
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* QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
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* Counts a goal completed.
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* These are single use targets.
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*/
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void
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use_target_goal(edict_t *ent, edict_t *other, edict_t *activator)
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{
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gi.sound(ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
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level.found_goals++;
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if (level.found_goals == level.total_goals)
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{
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gi.configstring(CS_CDTRACK, "0");
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}
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G_UseTargets(ent, activator);
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G_FreeEdict(ent);
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}
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void
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SP_target_goal(edict_t *ent)
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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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ent->use = use_target_goal;
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if (!st.noise)
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{
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st.noise = "misc/secret.wav";
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}
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ent->noise_index = gi.soundindex(st.noise);
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ent->svflags = SVF_NOCLIENT;
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level.total_goals++;
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}
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/* ========================================================== */
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/*
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* QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
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* Spawns an explosion temporary entity when used.
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*
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* "delay" wait this long before going off
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* "dmg" how much radius damage should be done, defaults to 0
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*/
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void
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target_explosion_explode(edict_t *self)
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{
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float save;
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_EXPLOSION1);
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gi.WritePosition(self->s.origin);
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gi.multicast(self->s.origin, MULTICAST_PHS);
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T_RadiusDamage(self, self->activator, self->dmg,
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NULL, self->dmg + 40, MOD_EXPLOSIVE);
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save = self->delay;
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self->delay = 0;
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G_UseTargets(self, self->activator);
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self->delay = save;
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}
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void
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use_target_explosion(edict_t *self, edict_t *other, edict_t *activator)
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{
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self->activator = activator;
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if (!self->delay)
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{
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target_explosion_explode(self);
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return;
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}
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self->think = target_explosion_explode;
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self->nextthink = level.time + self->delay;
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}
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void
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SP_target_explosion(edict_t *ent)
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{
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ent->use = use_target_explosion;
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ent->svflags = SVF_NOCLIENT;
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}
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/* ========================================================== */
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/*
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* QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
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* Changes level to "map" when fired
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*/
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void
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use_target_changelevel(edict_t *self, edict_t *other, edict_t *activator)
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{
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if (level.intermissiontime)
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{
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return; /* allready activated */
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}
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if (!deathmatch->value && !coop->value)
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{
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if (g_edicts[1].health <= 0)
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{
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return;
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}
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}
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/* if noexit, do a ton of damage to other */
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if (deathmatch->value && !((int)dmflags->value & DF_ALLOW_EXIT) &&
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(other != world))
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{
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T_Damage(other, self, self, vec3_origin, other->s.origin,
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vec3_origin, 10 * other->max_health, 1000, 0,
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MOD_EXIT);
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return;
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}
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/* if multiplayer, let everyone know who hit the exit */
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if (deathmatch->value)
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{
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if (activator && activator->client)
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{
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gi.bprintf(PRINT_HIGH, "%s exited the level.\n",
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activator->client->pers.netname);
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}
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}
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/* if going to a new unit, clear cross triggers */
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if (strstr(self->map, "*"))
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{
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game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
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}
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BeginIntermission(self);
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}
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void
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SP_target_changelevel(edict_t *ent)
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{
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if (!ent->map)
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{
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gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
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G_FreeEdict(ent);
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return;
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}
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/* ugly hack because *SOMEBODY* screwed up their map */
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if ((Q_stricmp(level.mapname, "fact1") == 0) && (Q_stricmp(ent->map, "fact3") == 0))
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{
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ent->map = "fact3$secret1";
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}
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ent->use = use_target_changelevel;
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ent->svflags = SVF_NOCLIENT;
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}
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/* ========================================================== */
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/*
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* QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
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* Creates a particle splash effect when used.
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*
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* Set "sounds" to one of the following:
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* 1) sparks
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* 2) blue water
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* 3) brown water
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* 4) slime
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* 5) lava
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* 6) blood
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*
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* "count" how many pixels in the splash
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* "dmg" if set, does a radius damage at this location when it splashes
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* useful for lava/sparks
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*/
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void
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use_target_splash(edict_t *self, edict_t *other, edict_t *activator)
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{
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_SPLASH);
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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);
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gi.multicast(self->s.origin, MULTICAST_PVS);
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if (self->dmg)
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{
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T_RadiusDamage(self, activator, self->dmg, NULL,
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self->dmg + 40, MOD_SPLASH);
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}
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}
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void
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SP_target_splash(edict_t *self)
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{
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self->use = use_target_splash;
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G_SetMovedir(self->s.angles, self->movedir);
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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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self->svflags = SVF_NOCLIENT;
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}
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/* ========================================================== */
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/*
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* QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
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* Set target to the type of entity you want spawned.
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* Useful for spawning monsters and gibs in the factory levels.
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*
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* For monsters:
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* Set direction to the facing you want it to have.
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*
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* For gibs:
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* Set direction if you want it moving and
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* speed how fast it should be moving otherwise it
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* will just be dropped
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*/
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void ED_CallSpawn(edict_t *ent);
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void
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use_target_spawner(edict_t *self, edict_t *other, edict_t *activator)
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{
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edict_t *ent;
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ent = G_Spawn();
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ent->classname = self->target;
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VectorCopy(self->s.origin, ent->s.origin);
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VectorCopy(self->s.angles, ent->s.angles);
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ED_CallSpawn(ent);
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gi.unlinkentity(ent);
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KillBox(ent);
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gi.linkentity(ent);
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if (self->speed)
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{
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VectorCopy(self->movedir, ent->velocity);
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}
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}
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void
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SP_target_spawner(edict_t *self)
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{
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self->use = use_target_spawner;
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self->svflags = SVF_NOCLIENT;
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if (self->speed)
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{
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G_SetMovedir(self->s.angles, self->movedir);
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VectorScale(self->movedir, self->speed, self->movedir);
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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_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
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* Fires a blaster bolt in the set direction when triggered.
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*
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* dmg default is 15
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* speed default is 1000
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*/
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void
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use_target_blaster(edict_t *self, edict_t *other, edict_t *activator)
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{
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fire_blaster(self, self->s.origin, self->movedir, self->dmg,
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self->speed, EF_BLASTER, MOD_TARGET_BLASTER);
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gi.sound(self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
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}
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void
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SP_target_blaster(edict_t *self)
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{
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self->use = use_target_blaster;
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G_SetMovedir(self->s.angles, self->movedir);
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self->noise_index = gi.soundindex("weapons/laser2.wav");
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if (!self->dmg)
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{
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self->dmg = 15;
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}
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if (!self->speed)
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{
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self->speed = 1000;
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}
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self->svflags = SVF_NOCLIENT;
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}
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/* ========================================================== */
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/*
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* QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
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*
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* Once this trigger is touched/used, any trigger_crosslevel_target with the
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* 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 andkilltarget 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;
|
|
}
|
|
|
|
/* ========================================================== */
|
|
|
|
/*
|
|
* QUAKED 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;
|
|
}
|
|
|
|
/* ========================================================== */
|
|
|
|
/*
|
|
* 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;
|
|
}
|
|
}
|
|
|
|
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");
|
|
}
|
|
|