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- // Copyright (C) 2001-2002 Raven Software
- //
- #include "g_local.h"
-
- //==========================================================
-
- /*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
- Gives the activator all the items pointed to.
- */
- void Use_Target_Give( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
- gentity_t *t;
- trace_t trace;
-
- if ( !activator->client ) {
- return;
- }
-
- if ( !ent->target ) {
- return;
- }
-
- memset( &trace, 0, sizeof( trace ) );
- t = NULL;
- while ( (t = G_Find (t, FOFS(targetname), ent->target)) != NULL ) {
- if ( !t->item ) {
- continue;
- }
- Touch_Item( t, activator, &trace );
-
- // make sure it isn't going to respawn or show any events
- t->nextthink = 0;
- trap_UnlinkEntity( t );
- }
- }
-
- void SP_target_give( gentity_t *ent ) {
- ent->use = Use_Target_Give;
- }
-
-
- //==========================================================
-
- /*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8)
- "wait" seconds to pause before firing targets.
- "random" delay variance, total delay = delay +/- random seconds
- */
- void Think_Target_Delay( gentity_t *ent ) {
- G_UseTargets( ent, ent->activator );
- }
-
- void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
- ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
- ent->think = Think_Target_Delay;
- ent->activator = activator;
- }
-
- void SP_target_delay( gentity_t *ent ) {
- // check delay for backwards compatability
- if ( !G_SpawnFloat( "delay", "0", &ent->wait ) ) {
- G_SpawnFloat( "wait", "1", &ent->wait );
- }
-
- if ( !ent->wait ) {
- ent->wait = 1;
- }
- ent->use = Use_Target_Delay;
- }
-
-
- //==========================================================
-
- /*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8)
- "count" number of points to add, default 1
-
- The activator is given this many points.
- */
- void Use_Target_Score (gentity_t *ent, gentity_t *other, gentity_t *activator)
- {
- G_AddScore( activator, ent->count );
- }
-
- void SP_target_score( gentity_t *ent )
- {
- if ( !ent->count )
- {
- ent->count = 1;
- }
-
- ent->use = Use_Target_Score;
- }
-
-
- //==========================================================
-
- /*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
- "message" text to print
- If "private", only the activator gets the message. If no checks, all clients get the message.
- */
- void Use_Target_Print (gentity_t *ent, gentity_t *other, gentity_t *activator) {
- if ( activator->client && ( ent->spawnflags & 4 ) ) {
- trap_SendServerCommand( activator-g_entities, va("cp \"%s\"", ent->message ));
- return;
- }
-
- if ( ent->spawnflags & 3 ) {
- if ( ent->spawnflags & 1 ) {
- G_TeamCommand( TEAM_RED, va("cp \"%s\"", ent->message) );
- }
- if ( ent->spawnflags & 2 ) {
- G_TeamCommand( TEAM_BLUE, va("cp \"%s\"", ent->message) );
- }
- return;
- }
-
- trap_SendServerCommand( -1, va("cp \"%s\"", ent->message ));
- }
-
- void SP_target_print( gentity_t *ent ) {
- ent->use = Use_Target_Print;
- }
-
-
- //==========================================================
-
-
- /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator
- "noise" wav file to play
- "soundSet" soundset name to use (do not combine with 'noise', ignores all other flags)
-
- A global sound will play full volume throughout the level.
- Activator sounds will play on the player that activated the target.
- Global and activator sounds can't be combined with looping.
- Normal sounds play each time the target is used.
- Looped sounds will be toggled by use functions.
- Multiple identical looping sounds will just increase volume without any speed cost.
- "wait" : Seconds between auto triggerings, 0 = don't auto trigger
- "random" wait variance, default is 0
- "radius" radius of attenuation
- */
- void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {
- if (ent->spawnflags & 3) { // looping sound toggles
- if (ent->s.loopSound)
- ent->s.loopSound = 0; // turn it off
- else
- ent->s.loopSound = ent->noise_index; // start it
- }else { // normal sound
- if ( ent->spawnflags & 8 ) {
- G_AddEvent( activator, EV_GENERAL_SOUND, ent->noise_index );
- } else if (ent->spawnflags & 4) {
- G_AddEvent( ent, EV_GLOBAL_SOUND, ent->noise_index );
- } else {
- G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index );
- }
- }
- }
-
- void SP_target_speaker( gentity_t *ent )
- {
- char buffer[MAX_QPATH];
- char *s;
- float radius;
-
- if ( G_SpawnString ( "soundSet", "", &s ) )
- { // this is a sound set
- ent->s.mSoundSet = G_AmbientSoundSetIndex(s);
- ent->s.eFlags = EF_PERMANENT;
- VectorCopy( ent->s.origin, ent->s.pos.trBase );
- trap_LinkEntity( ent );
- return;
- }
-
- if ( !G_SpawnString( "noise", "NOSOUND", &s ) )
- {
- // G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
- G_FreeEntity( ent );
- return;
- }
-
- G_SpawnFloat( "wait", "0", &ent->wait );
- G_SpawnFloat( "random", "0", &ent->random );
- G_SpawnFloat ( "radius", "0", &radius );
-
- // Simple conversion to an integer
- ent->s.time2 = (int) (radius * 1000.0f);
-
- // force all client reletive sounds to be "activator" speakers that
- // play on the entity that activates it
- if ( s[0] == '*' ) {
- ent->spawnflags |= 8;
- }
-
- if (!strstr( s, ".wav" )) {
- Com_sprintf (buffer, sizeof(buffer), "%s.wav", s );
- } else {
- Q_strncpyz( buffer, s, sizeof(buffer) );
- }
- ent->noise_index = G_SoundIndex(buffer);
-
- // a repeating speaker can be done completely client side
- ent->s.eType = ET_SPEAKER;
- ent->s.eventParm = ent->noise_index;
- ent->s.frame = ent->wait * 10;
- ent->s.clientNum = ent->random * 10;
-
-
- // check for prestarted looping sound
- if ( ent->spawnflags & 1 ) {
- ent->s.loopSound = ent->noise_index;
- }
-
- ent->use = Use_Target_Speaker;
-
- if (ent->spawnflags & 4) {
- ent->r.svFlags |= SVF_BROADCAST;
- }
-
- VectorCopy( ent->s.origin, ent->s.pos.trBase );
-
- // must link the entity so we get areas and clusters so
- // the server can determine who to send updates to
- trap_LinkEntity( ent );
- }
-
-
-
- //==========================================================
-
- /*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
- When triggered, fires a laser. You can either set a target or a direction.
- */
- void target_laser_think (gentity_t *self) {
- vec3_t end;
- trace_t tr;
- vec3_t point;
-
- // if pointed at another entity, set movedir to point at it
- if ( self->enemy ) {
- VectorMA (self->enemy->s.origin, 0.5, self->enemy->r.mins, point);
- VectorMA (point, 0.5, self->enemy->r.maxs, point);
- VectorSubtract (point, self->s.origin, self->movedir);
- VectorNormalize (self->movedir);
- }
-
- // fire forward and see what we hit
- VectorMA (self->s.origin, 2048, self->movedir, end);
-
- trap_Trace( &tr, self->s.origin, NULL, NULL, end, self->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE);
-
- if ( tr.entityNum ) {
- // hurt it if we can
- G_Damage ( &g_entities[tr.entityNum], self, self->activator, self->movedir,
- tr.endpos, self->damage, DAMAGE_NO_KNOCKBACK, MOD_TARGET_LASER, HL_NONE );
- }
-
- VectorCopy (tr.endpos, self->s.origin2);
-
- trap_LinkEntity( self );
- self->nextthink = level.time + FRAMETIME;
- }
-
- void target_laser_on (gentity_t *self)
- {
- if (!self->activator)
- self->activator = self;
- target_laser_think (self);
- }
-
- void target_laser_off (gentity_t *self)
- {
- trap_UnlinkEntity( self );
- self->nextthink = 0;
- }
-
- void target_laser_use (gentity_t *self, gentity_t *other, gentity_t *activator)
- {
- self->activator = activator;
- if ( self->nextthink > 0 )
- target_laser_off (self);
- else
- target_laser_on (self);
- }
-
- void target_laser_start (gentity_t *self)
- {
- gentity_t *ent;
-
- self->s.eType = ET_BEAM;
-
- if (self->target)
- {
- ent = G_Find (NULL, FOFS(targetname), self->target);
- if (!ent)
- {
- Com_Printf ("%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->damage )
- {
- self->damage = 1;
- }
-
- if (self->spawnflags & 1)
- {
- target_laser_on (self);
- }
- else
- {
- target_laser_off (self);
- }
- }
-
- void SP_target_laser (gentity_t *self)
- {
- // let everything else get spawned before we start firing
- self->think = target_laser_start;
- self->nextthink = level.time + FRAMETIME;
- }
-
-
- //==========================================================
-
- void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator )
- {
- gentity_t *dest;
-
- if (!activator->client)
- {
- return;
- }
-
- dest = G_PickTarget( self->target );
- if (!dest)
- {
- Com_Printf ("Couldn't find teleporter destination\n");
- return;
- }
-
- TeleportPlayer( activator, dest->s.origin, dest->s.angles );
- }
-
- /*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
- The activator will be teleported away.
- */
- void SP_target_teleporter( gentity_t *self ) {
- if (!self->targetname)
- Com_Printf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
-
- self->use = target_teleporter_use;
- }
-
- //==========================================================
-
-
- /*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM
- This doesn't perform any actions except fire its targets.
- The activator can be forced to be from a certain team.
- if RANDOM is checked, only one of the targets will be fired, not all of them
- */
- void target_relay_use (gentity_t *self, gentity_t *other, gentity_t *activator)
- {
- if ( ( self->spawnflags & 1 ) && activator->client
- && activator->client->sess.team != TEAM_RED )
- {
- return;
- }
- if ( ( self->spawnflags & 2 ) && activator->client
- && activator->client->sess.team != TEAM_BLUE ) {
- return;
- }
- if ( self->spawnflags & 4 ) {
- gentity_t *ent;
-
- ent = G_PickTarget( self->target );
- if ( ent && ent->use ) {
- ent->use( ent, self, activator );
- }
- return;
- }
- G_UseTargets (self, activator);
- }
-
- void SP_target_relay (gentity_t *self) {
- self->use = target_relay_use;
- }
-
-
- //==========================================================
-
- /*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
- Kills the activator.
- */
- void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator )
- {
- G_Damage ( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG, HL_NONE );
- }
-
- void SP_target_kill( gentity_t *self ) {
- self->use = target_kill_use;
- }
-
- /*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
- Used as a positional target for in-game calculation, like jumppad targets.
- */
- void SP_target_position( gentity_t *self ){
- G_SetOrigin( self, self->s.origin );
- }
-
- static void target_location_linkup(gentity_t *ent)
- {
- int i;
- int n;
-
- if (level.locationLinked)
- return;
-
- level.locationLinked = qtrue;
-
- level.locationHead = NULL;
-
- trap_SetConfigstring( CS_LOCATIONS, "unknown" );
-
- for ( i = 0, ent = g_entities, n = 1;
- i < level.num_entities;
- i++, ent++)
- {
- if (ent->classname && !Q_stricmp(ent->classname, "target_location"))
- {
- // lets overload some variables!
- ent->health = n; // use for location marking
-
- trap_SetConfigstring( CS_LOCATIONS + n, ent->message );
- n++;
- ent->nextTrain = level.locationHead;
- level.locationHead = ent;
- }
- }
-
- // All linked together now
- }
-
- /*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
- Set "message" to the name of this location.
-
- Closest target_location in sight used for the location, if none
- in site, closest in distance
- */
- void SP_target_location( gentity_t *self )
- {
- self->think = target_location_linkup;
- self->nextthink = level.time + 200; // Let them all spawn first
-
- G_SetOrigin( self, self->s.origin );
- }
-
- /*QUAKED target_effect (0 0.5 0) (-8 -8 -8) (8 8 8)
- Plays an effect each time its targetted
-
- "effect" effect to play
- "delay" delay in milliseconds before the effect plays
- */
-
- void target_effect_delayed_use ( gentity_t* self )
- {
- G_PlayEffect( self->health, self->s.origin, self->pos1 );
-
- self->nextthink = 0;
- }
-
- void target_effect_use (gentity_t *self, gentity_t *other, gentity_t *activator)
- {
- if ( self->count )
- {
- self->think = target_effect_delayed_use;
- self->nextthink = level.time + self->count;
- }
- else
- {
- target_effect_delayed_use ( self );
- }
- }
-
- void SP_target_effect ( gentity_t *ent )
- {
- char *effectName;
- gentity_t *target;
-
- G_SetOrigin( ent, ent->s.origin );
-
- G_SpawnString ( "effect", "", &effectName );
- ent->health = G_EffectIndex(effectName);
-
- // See if they want it delayed a bit
- G_SpawnInt ( "delay", "0", &ent->count );
-
- target = G_Find(0, FOFS(targetname), ent->target);
- if (target)
- {
- VectorSubtract( target->s.origin, ent->s.origin, ent->pos1 );
- VectorNormalize( ent->pos1 );
- // find angles
- vectoangles( ent->pos1, ent->r.currentAngles );
- // copy over to other angles
- VectorCopy( ent->r.currentAngles, ent->s.angles );
- VectorCopy( ent->r.currentAngles, ent->s.apos.trBase );
- }
- else
- {
- ent->pos1[0] = ent->pos1[1] = 0.0;
- ent->pos1[2] = 1.0;
- }
-
- ent->use = target_effect_use;
- }
-