/* * Copyright(c) 1997-2001 Id Software, Inc. * Copyright(c) 2002 The Quakeforge Project. * Copyright(c) 2006 Quetoo. * * 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 */ 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); } 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; } /*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(!Q_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++; } /*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 */ 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; } 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; } /*QUAKED target_changelevel(1 0 0)(-8 -8 -8)(8 8 8) Changes level to "map" when fired */ void use_target_changelevel(edict_t *self, edict_t *other, edict_t *activator){ 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); 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((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 */ 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); 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.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); } } /*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 */ 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; } /*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"); }