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g_target.c
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g_target.c
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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#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
*/
static 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.
*/
static 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"))
Q_snprintf(buffer, sizeof(buffer), "%s.wav", st.noise);
else
Q_strlcpy(buffer, st.noise, sizeof(buffer));
ent->noise_index = gi.soundindex(buffer);
if (!ent->volume)
ent->volume = 1.0f;
if (!ent->attenuation)
ent->attenuation = 1.0f;
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);
}
//==========================================================
/*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
*/
static void target_explosion_explode(edict_t *self)
{
float save;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_EXPLOSION1);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PHS);
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;
}
static 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.framenum + self->delay * HZ;
}
void SP_target_explosion(edict_t *ent)
{
ent->use = use_target_explosion;
ent->svflags = SVF_NOCLIENT;
}
//==========================================================
/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
Changes level to "map" when fired
*/
static void use_target_changelevel(edict_t *self, edict_t *other, edict_t *activator)
{
if (level.intermission_framenum)
return; // already activated
// if noexit, do a ton of damage to other
if (!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 (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);
Q_strlcpy(level.nextmap, self->map, sizeof(level.nextmap));
BeginIntermission();
}
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 ((Q_stricmp(level.mapname, "fact1") == 0) && (Q_stricmp(ent->map, "fact3") == 0))
ent->map = "fact3$secret1";
ent->use = use_target_changelevel;
ent->svflags = SVF_NOCLIENT;
}
//==========================================================
/*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
"count" how many pixels in the splash
"dmg" if set, does a radius damage at this location when it splashes
useful for lava/sparks
*/
static void use_target_splash(edict_t *self, edict_t *other, edict_t *activator)
{
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);
}
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)
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);
static void use_target_spawner(edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *ent;
ent = G_Spawn();
ent->classname = self->target;
VectorCopy(self->s.origin, ent->s.origin);
VectorCopy(self->s.origin, ent->old_origin);
VectorCopy(self->s.angles, ent->s.angles);
ED_CallSpawn(ent);
gi.unlinkentity(ent);
G_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);
}
}
//==========================================================
/*QUAKED 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
*/
static void use_target_blaster(edict_t *self, edict_t *other, edict_t *activator)
{
#if 0
int effect;
if (self->spawnflags & 2)
effect = 0;
else if (self->spawnflags & 1)
effect = EF_HYPERBLASTER;
else
effect = EF_BLASTER;
#endif
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.
*/
static 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)
*/
static 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.framenum + self->delay * HZ;
}
//==========================================================
/*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.
*/
static 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, 0.5f, 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.framenum + 1;
}
static void target_laser_on(edict_t *self)
{
if (!self->activator)
self->activator = self;
self->spawnflags |= 0x80000001;
self->svflags &= ~SVF_NOCLIENT;
target_laser_think(self);
}
static void target_laser_off(edict_t *self)
{
self->spawnflags &= ~1;
self->svflags |= SVF_NOCLIENT;
self->nextthink = 0;
}
static 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);
}
static 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.framenum + 1 * HZ;
}
//==========================================================
/*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)
*/
static void target_earthquake_think(edict_t *self)
{
int i;
edict_t *e;
if (self->last_move_framenum < level.framenum) {
gi.positioned_sound(self->s.origin, self, CHAN_AUTO, self->noise_index, 1.0f, ATTN_NONE, 0);
self->last_move_framenum = level.framenum + 0.5f * HZ;
}
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 * (100.0f / e->mass);
}
if (level.framenum < self->timestamp)
self->nextthink = level.framenum + 0.1f * HZ;
}
static void target_earthquake_use(edict_t *self, edict_t *other, edict_t *activator)
{
self->timestamp = level.framenum + self->count * HZ;
self->nextthink = level.framenum + 0.1f * HZ;
self->activator = activator;
self->last_move_framenum = 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");
}