/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET Source Code 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 3 of the License, or (at your option) any later version. Wolf ET Source Code 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 Wolf ET Source Code. If not, see . In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* * name: g_target.c * * desc: * */ #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_FindByTargetname( t, 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_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8) takes away all the activators powerups. Used to drop flight powerups into death puts. */ void Use_target_remove_powerups( gentity_t *ent, gentity_t *other, gentity_t *activator ) { if ( !activator->client ) { return; } if ( activator->client->ps.powerups[PW_REDFLAG] || activator->client->ps.powerups[PW_BLUEFLAG] ) { Team_ReturnFlag( &g_entities[activator->client->flagParent] ); } memset( activator->client->ps.powerups, 0, sizeof( activator->client->ps.powerups ) ); } void SP_target_remove_powerups( gentity_t *ent ) { ent->use = Use_target_remove_powerups; } //========================================================== /*QUAKED target_delay (1 1 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 ) { AddScore( activator, ent->count ); //G_AddExperience( activator, 0 ); // Gordon: FIXME: add this to part of the entity? } 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 ( ( ent->spawnflags & 4 ) ) { if ( !activator ) { G_Error( "G_scripting: call to client only target_print with no activator\n" ); } if ( activator->client ) { trap_SendServerCommand( activator - g_entities, va( "cp \"%s\"", ent->message ) ); return; } } if ( ent->spawnflags & 3 ) { if ( ent->spawnflags & 1 ) { G_TeamCommand( TEAM_AXIS, va( "cp \"%s\"", ent->message ) ); } if ( ent->spawnflags & 2 ) { G_TeamCommand( TEAM_ALLIES, 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 VIS_MULTIPLE NO_PVS "noise" wav file to play 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. NO_PVS - this sound will not turn off when not in the player's PVS "wait" : Seconds between auto triggerings, 0 = don't auto trigger "random" : wait variance, default is 0 "volume" volume control 255 is default */ 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_VOLUME, ent->noise_index ); } else if ( ent->spawnflags & 4 ) { G_AddEvent( ent, EV_GENERAL_SOUND_VOLUME, ent->noise_index ); } else { G_AddEvent( ent, EV_GENERAL_SOUND_VOLUME, ent->noise_index ); } } } void target_speaker_multiple( gentity_t *ent ) { gentity_t *vis_dummy = NULL; if ( !( ent->target ) ) { G_Error( "target_speaker missing target at pos %s", vtos( ent->s.origin ) ); } vis_dummy = G_FindByTargetname( NULL, ent->target ); if ( vis_dummy ) { ent->s.otherEntityNum = vis_dummy->s.number; } else { G_Error( "target_speaker cant find vis_dummy_multiple %s", vtos( ent->s.origin ) ); } } void SP_target_speaker( gentity_t *ent ) { char buffer[MAX_QPATH]; char *s; G_SpawnFloat( "wait", "0", &ent->wait ); G_SpawnFloat( "random", "0", &ent->random ); if ( !G_SpawnString( "noise", "NOSOUND", &s ) ) { G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) ); } // force all client reletive sounds to be "activator" speakers that // play on the entity that activates it if ( s[0] == '*' ) { ent->spawnflags |= 8; } // Ridah, had to disable this so we can use sound scripts // don't worry, if the script isn't found, it'll default back to // .wav on the client-side //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; // GLOBAL if ( ent->spawnflags & ( 4 | 32 ) ) { ent->r.svFlags |= SVF_BROADCAST; } VectorCopy( ent->s.origin, ent->s.pos.trBase ); if ( ent->spawnflags & 16 ) { ent->think = target_speaker_multiple; ent->nextthink = level.time + 50; } // NO_PVS if ( ent->spawnflags & 32 ) { ent->s.density = 1; } else { ent->s.density = 0; } if ( ent->radius ) { ent->s.dmgFlags = ent->radius; // store radius in dmgflags } else { ent->s.dmgFlags = 0; } // Gordon: Volume control!, i want some cookies for this Tim! :o G_SpawnInt( "volume", "255", &ent->s.onFireStart ); if ( !ent->s.onFireStart ) { ent->s.onFireStart = 255; } // must link the entity so we get areas and clusters so // the server can determine who to send updates to trap_LinkEntity( ent ); } /*QUAKED misc_beam (0 .5 .8) (-8 -8 -8) (8 8 8) When on, displays a electric beam from target to target2. "target" start of beam "target2" end of beam "shader" the shader "color" colour of beam *NOT WORKIN YET* "scale" width of beam *NOT WORKIN YET* */ void misc_beam_think( gentity_t *self ) { // trace_t trace; if ( self->enemy ) { if ( self->enemy != self ) { //VectorCopy ( self->enemy->s.origin, self->s.origin2 ); self->s.apos.trType = self->enemy->s.pos.trType; self->s.apos.trTime = self->enemy->s.pos.trTime; self->s.apos.trDuration = self->enemy->s.pos.trDuration; VectorCopy( self->enemy->s.pos.trBase, self->s.apos.trBase ); VectorCopy( self->enemy->s.pos.trDelta, self->s.apos.trDelta ); self->s.effect2Time = self->enemy->s.effect2Time; } else { self->s.apos.trType = TR_STATIONARY; VectorCopy( self->s.origin, self->s.apos.trBase ); } } self->s.pos.trType = self->target_ent->s.pos.trType; self->s.pos.trTime = self->target_ent->s.pos.trTime; self->s.pos.trDuration = self->target_ent->s.pos.trDuration; VectorCopy( self->target_ent->s.pos.trBase, self->s.pos.trBase ); VectorCopy( self->target_ent->s.pos.trDelta, self->s.pos.trDelta ); self->s.effect1Time = self->target_ent->s.effect2Time; self->nextthink = level.time + FRAMETIME; if ( self->s.pos.trType != TR_STATIONARY || self->s.apos.trType != TR_STATIONARY || !self->accuracy ) { int i; self->accuracy = 1; self->r.contents = CONTENTS_SOLID; VectorCopy( self->s.pos.trBase, self->r.mins ); VectorCopy( self->s.apos.trBase, self->r.maxs ); for ( i = 0; i < 3; i++ ) { if ( self->r.maxs[i] < self->r.mins[i] ) { float bleh = self->r.mins[i]; self->r.mins[i] = self->r.maxs[i]; self->r.maxs[i] = bleh; } } self->r.mins[0] -= 4; self->r.mins[1] -= 4; self->r.mins[2] -= 4; self->r.maxs[0] += 4; self->r.maxs[1] += 4; self->r.maxs[2] += 4; VectorCopy( self->s.origin, self->r.currentOrigin ); VectorSubtract( self->r.mins, self->r.currentOrigin, self->r.mins ); VectorSubtract( self->r.maxs, self->r.currentOrigin, self->r.maxs ); trap_LinkEntity( self ); } } void misc_beam_start( gentity_t *self ) { gentity_t *ent; self->s.eType = ET_BEAM_2; if ( self->target ) { ent = G_FindByTargetname( NULL, self->target ); if ( !ent ) { G_Printf( "%s at %s: %s is a bad target\n", self->classname, vtos( self->s.origin ), self->target ); G_FreeEntity( self ); return; } self->target_ent = ent; } else { G_Printf( "%s at %s: with no target\n", self->classname, vtos( self->s.origin ) ); G_FreeEntity( self ); return; } if ( self->message ) { ent = G_FindByTargetname( NULL, self->message ); if ( !ent ) { G_Printf( "%s at %s: %s is a bad target2\n", self->classname, vtos( self->s.origin ), self->message ); G_FreeEntity( self ); return; // No targets by this name. } self->enemy = ent; } else { // the misc_beam is it's own ending point self->enemy = self; } self->accuracy = 0; self->think = misc_beam_think; self->nextthink = level.time + FRAMETIME; } void SP_misc_beam( gentity_t *self ) { char *str; G_SpawnString( "target2", "", &str ); if ( *str ) { self->message = G_NewString( str ); } G_SpawnString( "shader", "lightningBolt", &str ); if ( *str ) { self->s.modelindex2 = G_ShaderIndex( str ); } G_SpawnInt( "scale", "1", &self->s.torsoAnim ); G_SpawnVector( "color", "1 1 1", self->s.angles2 ); // let everything else get spawned before we start firing self->accuracy = 0; self->think = misc_beam_start; self->nextthink = level.time + FRAMETIME; } //========================================================== /*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 ); } 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_FindByTargetname( NULL, self->target ); if ( !ent ) { G_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 ) { self->s.legsAnim = 1; self->s.angles2[0] = 1.f; self->s.angles2[1] = 1.f; self->s.angles2[2] = 1.f; // 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 ) { G_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 ) { G_Printf( "untargeted %s at %s\n", self->classname, vtos( self->s.origin ) ); } self->use = target_teleporter_use; } //========================================================== /*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE 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 "key" specifies an item you can be carrying that affects the operation of this relay this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc) NOKEY_ONLY means "fire only if I do /not/ have the specified key" TAKE_KEY removes the key from the players inventory "lockednoise" specifies a .wav file to play if the relay is used and the player doesn't have the necessary key. By default this sound is "sound/movers/doors/default_door_locked.wav" NO_LOCKED_NOISE specifies that it will be silent if activated without proper key */ void target_relay_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { if ( ( self->spawnflags & 1 ) && activator && activator->client && activator->client->sess.sessionTeam != TEAM_AXIS ) { return; } if ( ( self->spawnflags & 2 ) && activator && activator->client && activator->client->sess.sessionTeam != TEAM_ALLIES ) { return; } if ( self->spawnflags & 4 ) { gentity_t *ent; ent = G_PickTarget( self->target ); if ( ent && ent->use ) { G_UseEntity( ent, self, activator ); } return; } if ( activator ) { // activator can be NULL if called from script if ( self->key ) { // Gordon: removed keys // gitem_t *item; if ( self->key == -1 ) { // relay permanently locked if ( self->soundPos1 ) { G_Sound( self, self->soundPos1 ); //----(SA) added } return; } /* item = BG_FindItemForKey(self->key, 0); if(item) { if(activator->client->ps.stats[STAT_KEYS] & (1<giTag)) // user has key { if (self->spawnflags & 8 ) { // relay is NOKEY_ONLY and player has key if (self->soundPos1) G_Sound( self, self->soundPos1); //----(SA) added return; } } else // user does not have key { if (!(self->spawnflags & 8) ) { if (self->soundPos1) G_Sound( self, self->soundPos1); //----(SA) added return; } } }*/ /* if(self->spawnflags & 16) { // (SA) take key activator->client->ps.stats[STAT_KEYS] &= ~(1<giTag); // (SA) TODO: "took inventory item" sound }*/ } } G_UseTargets( self, activator ); } void relay_AIScript_AlertEntity( gentity_t *self ) { G_UseEntity( self, NULL, NULL ); } /* ============== SP_target_relay ============== */ void SP_target_relay( gentity_t *self ) { char *sound; self->use = target_relay_use; if ( !( self->spawnflags & 32 ) ) { // !NO_LOCKED_NOISE if ( G_SpawnString( "lockednoise", "0", &sound ) ) { self->soundPos1 = G_SoundIndex( sound ); } else { self->soundPos1 = G_SoundIndex( "sound/movers/doors/default_door_locked.wav" ); } } } //========================================================== /*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8) kill_user_too Kills the activator. (default) If targets, they will be killed when this is fired "kill_user_too" will still kill the activator when this ent has targets (default is only kill targets, not activator) */ void G_KillEnts( const char* target, gentity_t* ignore, gentity_t* killer, meansOfDeath_t mod ) { gentity_t *targ = NULL; while ( ( targ = G_FindByTargetname( targ, target ) ) ) { // make sure it isn't going to respawn or show any events targ->nextthink = 0; if ( targ == ignore ) { continue; } // RF, script_movers should die! if ( targ->s.eType == ET_MOVER && !Q_stricmp( targ->classname, "script_mover" ) && targ->die ) { G_Damage( targ, killer, killer, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG ); // targ->die(targ, killer, killer, targ->health, 0); continue; } if ( targ->s.eType == ET_CONSTRUCTIBLE ) { if ( killer ) { G_AddKillSkillPointsForDestruction( killer, mod, &targ->constructibleStats ); } targ->die( targ, killer, killer, targ->health, 0 ); continue; } trap_UnlinkEntity( targ ); targ->nextthink = level.time + FRAMETIME; targ->use = NULL; targ->touch = NULL; targ->think = G_FreeEntity; } } void target_kill_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { if ( self->spawnflags & 1 ) { // kill usertoo G_Damage( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG ); } G_KillEnts( self->target, activator, self, MOD_UNKNOWN ); } void SP_target_kill( gentity_t *self ) { self->use = target_kill_use; } /*DEFUNCT 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 ); } /*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8) Set "message" to the name of this location. Set "count" to 0-7 for color. 0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white Closest target_location in sight used for the location, if none in site, closest in distance */ void SP_target_location( gentity_t *self ) { G_Printf( S_COLOR_YELLOW "WARNING: target_location entities are now obsolete. Please remove ASAP\n" ); G_FreeEntity( self ); } //---- (SA) Wolf targets /* ============== Use_Target_Autosave save game for emergency backup or convienience ============== */ /*void Use_Target_Autosave( gentity_t *ent, gentity_t *other, gentity_t *activator ) { G_SaveGame("autosave.sav"); }*/ /* ============== Use_Target_Counter ============== */ void Use_Target_Counter( gentity_t *ent, gentity_t *other, gentity_t *activator ) { if ( ent->count < 0 ) { // if the count has already been hit, ignore this return; } ent->count -= 1; // dec count // G_Printf("count at: %d\n", ent->count); if ( !ent->count ) { // specified count is now hit // G_Printf("firing!!\n"); G_UseTargets( ent, other ); } } /* ============== Use_Target_Lock ============== */ void Use_Target_Lock( gentity_t *ent, gentity_t *other, gentity_t *activator ) { gentity_t *t = 0; while ( ( t = G_Find( t, FOFS( targetname ), ent->target ) ) != NULL ) { // G_Printf("target_lock locking entity with key: %d\n", ent->count); t->key = ent->key; if ( t->key ) { G_SetAASBlockingEntity( t, AAS_AREA_DISABLED ); } else { G_SetAASBlockingEntity( t, AAS_AREA_ENABLED ); } } } //========================================================== /* ============== Use_target_fog ============== */ void Use_target_fog( gentity_t *ent, gentity_t *other, gentity_t *activator ) { // CS_FOGVARS reads: // near // far // density // r,g,b // time to complete trap_SetConfigstring( CS_FOGVARS, va( "%f %f %f %f %f %f %i", 1.0f, (float)ent->s.density, 1.0f, (float)ent->dl_color[0], (float)ent->dl_color[1], (float)ent->dl_color[2], ent->s.time ) ); } /*QUAKED target_fog (1 1 0) (-8 -8 -8) (8 8 8) color picker chooses color of fog "distance" sets fog distance. Use value '0' to give control back to the game (and use the fog values specified in the sky shader if present) "time" time it takes to change fog to new value. default time is 1 sec */ void SP_target_fog( gentity_t *ent ) { int dist; float ftime; ent->use = Use_target_fog; // ent->s.density will carry the 'distance' value if ( G_SpawnInt( "distance", "0", &dist ) ) { if ( dist >= 0 ) { ent->s.density = dist; } } // ent->s.time will carry the 'time' value if ( G_SpawnFloat( "time", "0.5", &ftime ) ) { if ( ftime >= 0 ) { ent->s.time = ftime * 1000; // sec to ms } } } //========================================================== /*QUAKED target_counter (1 1 0) (-8 -8 -8) (8 8 8) Increments the counter pointed to. "count" is the key for the count value */ void SP_target_counter( gentity_t *ent ) { // G_Printf("target counter created with val of: %d\n", ent->count); ent->use = Use_Target_Counter; } /*QUAKED target_autosave (1 1 0) (-8 -8 -8) (8 8 8) saves game to 'autosave.sav' when triggered then dies. */ void SP_target_autosave( gentity_t *ent ) { // ent->use = Use_Target_Autosave; G_FreeEntity( ent ); } //========================================================== /*QUAKED target_lock (1 1 0) (-8 -8 -8) (8 8 8) Sets the door to a state requiring key n "key" is the required key so: key:0 unlocks the door key:-1 locks the door until a target_lock with key:0 key:n means the door now requires key n */ void SP_target_lock( gentity_t *ent ) { ent->use = Use_Target_Lock; } void Use_Target_Alarm( gentity_t *ent, gentity_t *other, gentity_t *activator ) { G_UseTargets( ent, other ); } /*QUAKED target_alarm (1 1 0) (-4 -4 -4) (4 4 4) does nothing yet (effectively a relay right now) */ void SP_target_alarm( gentity_t *ent ) { ent->use = Use_Target_Alarm; } //---- end /*QUAKED target_smoke (1 0 0) (-32 -32 -16) (32 32 16) Black White SmokeON Gravity 1 second = 1000 1 FRAME = 100 delay = 100 = one millisecond default this is the maximum smoke that will show up time = 5000 default before the smoke disipates duration = 2000 before the smoke starts to alpha start_size = 24 default end_size = 96 default wait = default is 50 the rate at which it will travel up shader = custom shader to use for particles */ /*void smoke_think (gentity_t *ent) { gentity_t *tent; ent->nextthink = level.time + ent->delay; if (!(ent->spawnflags & 4)) return; if (ent->health) { ent->health --; if (!ent->health) { ent->think = G_FreeEntity; ent->nextthink = level.time + FRAMETIME; } } tent = G_TempEntity (ent->r.currentOrigin, EV_SMOKE); VectorCopy (ent->r.currentOrigin, tent->s.origin); tent->s.time = ent->speed; tent->s.time2 = ent->duration; tent->s.density = ent->s.density; // this is used to set the size of the smoke particle tent->s.angles2[0] = ent->start_size; tent->s.angles2[1] = ent->end_size; tent->s.angles2[2] = ent->wait; VectorCopy (ent->pos3, tent->s.origin2); if (ent->s.frame) // denotes reverse gravity effect tent->s.frame = 1; }*/ void smoke_think( gentity_t *ent ) { ent->nextthink = level.time + ent->s.constantLight; if ( !( ent->spawnflags & 4 ) ) { return; } if ( ent->s.dl_intensity ) { ent->s.dl_intensity--; if ( !ent->s.dl_intensity ) { ent->think = G_FreeEntity; ent->nextthink = level.time + FRAMETIME; } } } void smoke_toggle( gentity_t *ent, gentity_t *self, gentity_t *activator ) { if ( ent->spawnflags & 4 ) { // smoke is on turn it off ent->spawnflags &= ~4; trap_UnlinkEntity( ent ); } else { ent->spawnflags |= 4; trap_LinkEntity( ent ); } } void smoke_init( gentity_t *ent ) { gentity_t *target; vec3_t vec; ent->think = smoke_think; ent->nextthink = level.time + FRAMETIME; if ( ent->target ) { target = G_Find( NULL, FOFS( targetname ), ent->target ); if ( target ) { VectorSubtract( target->s.origin, ent->s.origin, vec ); VectorCopy( vec, ent->s.origin2 ); } else { VectorSet( ent->s.origin2, 0, 0, 1 ); } } else { VectorSet( ent->s.origin2, 0, 0, 1 ); } if ( ent->spawnflags & 4 ) { trap_LinkEntity( ent ); } } void SP_target_smoke( gentity_t *ent ) { char* buffer; if ( G_SpawnString( "shader", "", &buffer ) ) { ent->s.modelindex2 = G_ShaderIndex( buffer ); } else { ent->s.modelindex2 = 0; } // Arnout - modified this a lot to be sent to the client as one entity and then is shown at the client if ( !ent->delay ) { ent->delay = 100; } ent->use = smoke_toggle; ent->think = smoke_init; ent->nextthink = level.time + FRAMETIME; G_SetOrigin( ent, ent->s.origin ); ent->r.svFlags = 0; ent->s.eType = ET_SMOKER; if ( ent->spawnflags & 2 ) { ent->s.density = 4; } else { ent->s.density = 0; } // using "time" ent->s.time = ent->speed; if ( !ent->s.time ) { ent->s.time = 5000; // 5 seconds } ent->s.time2 = ent->duration; if ( !ent->s.time2 ) { ent->s.time2 = 2000; } ent->s.angles2[0] = ent->start_size; if ( !ent->s.angles2[0] ) { ent->s.angles2[0] = 24; } ent->s.angles2[1] = ent->end_size; if ( !ent->s.angles2[1] ) { ent->s.angles2[1] = 96; } ent->s.angles2[2] = ent->wait; if ( !ent->s.angles2[2] ) { ent->s.angles2[2] = 50; } // idiot check if ( ent->s.time < ent->s.time2 ) { ent->s.time = ent->s.time2 + 100; } if ( ent->spawnflags & 8 ) { ent->s.frame = 1; } ent->s.dl_intensity = ent->health; ent->s.constantLight = ent->delay; if ( ent->spawnflags & 4 ) { trap_LinkEntity( ent ); } } /*QUAKED target_script_trigger (1 .7 .2) (-8 -8 -8) (8 8 8) must have an aiName must have a target when used it will fire its targets */ void target_script_trigger_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) { // START Mad Doctor I changes, 8/16/2002 qboolean found = qfalse; // for all entities/bots with this ainame gentity_t *trent = NULL; // Are we using ainame to find another ent instead of using scriptname for this one? if ( ent->aiName ) { // Find the first entity with this name trent = G_Find( trent, FOFS( scriptName ), ent->aiName ); // Was there one? if ( trent ) { // We found it found = qtrue; // Play the script G_Script_ScriptEvent( trent, "trigger", ent->target ); } // if (trent)... } // if (ent->aiName)... // Use the old method if we didn't find an entity with the ainame if ( !found ) { if ( ent->scriptName ) { G_Script_ScriptEvent( ent, "trigger", ent->target ); } } G_UseTargets( ent, other ); } void SP_target_script_trigger( gentity_t *ent ) { G_SetOrigin( ent, ent->s.origin ); ent->r.svFlags = 0; ent->s.eType = ET_GENERAL; ent->use = target_script_trigger_use; } /*QUAKED target_rumble (0 0.75 0.8) (-8 -8 -8) (8 8 8) STARTOFF wait = default is 2 seconds = time the entity will enable rumble effect "pitch" value from 1 to 10 default is 5 "yaw" value from 1 to 10 default is 5 "rampup" how much time it will take to reach maximum pitch and yaw in seconds "rampdown" how long till effect ends after rampup is reached in seconds "startnoise" startingsound "noise" the looping sound entity is to make "endnoise" endsound "duration" the amount of time the effect is to last ei 1.0 sec 3.6 sec */ int rumble_snd; void target_rumble_think( gentity_t * ent ) { gentity_t *tent; float ratio; float time, time2; float dapitch, dayaw; qboolean validrumble = qtrue; if ( !( ent->count ) ) { ent->timestamp = level.time; ent->count++; // start sound here if ( ent->soundPos1 ) { G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos1 ); } } else { // looping sound ent->s.loopSound = ent->soundLoop; } dapitch = ent->delay; dayaw = ent->random; ratio = 1.0f; if ( ent->start_size ) { if ( level.time < ( ent->timestamp + ent->start_size ) ) { time = level.time - ent->timestamp; time2 = ( ent->timestamp + ent->start_size ) - ent->timestamp; ratio = time / time2; } else if ( level.time < ( ent->timestamp + ent->end_size + ent->start_size ) ) { time = level.time - ent->timestamp; time2 = ( ent->timestamp + ent->start_size + ent->end_size ) - ent->timestamp; ratio = time2 / time; } else { validrumble = qfalse; } } if ( validrumble ) { tent = G_TempEntity( ent->r.currentOrigin, EV_RUMBLE_EFX ); tent->s.angles[0] = dapitch * ratio; tent->s.angles[1] = dayaw * ratio; } // end sound if ( level.time > ent->duration + ent->timestamp ) { if ( ent->soundPos2 ) { G_AddEvent( ent, EV_GENERAL_SOUND, ent->soundPos2 ); ent->s.loopSound = 0; } ent->nextthink = 0; } else { ent->nextthink = level.time + 50; } } void target_rumble_use( gentity_t *ent, gentity_t *other, gentity_t *activator ) { if ( ent->spawnflags & 1 ) { ent->spawnflags &= ~1; ent->think = target_rumble_think; ent->count = 0; ent->nextthink = level.time + 50; } else { ent->spawnflags |= 1; ent->think = NULL; ent->count = 0; } } void SP_target_rumble( gentity_t *self ) { char *pitch; char *yaw; char *rampup; char *rampdown; float dapitch; float dayaw; char *sound; char *startsound; char *endsound; if ( G_SpawnString( "noise", "", &sound ) ) { self->soundLoop = G_SoundIndex( sound ); } if ( G_SpawnString( "startnoise", "", &startsound ) ) { self->soundPos1 = G_SoundIndex( startsound ); } if ( G_SpawnString( "endnoise", "", &endsound ) ) { self->soundPos2 = G_SoundIndex( endsound ); } self->use = target_rumble_use; G_SpawnString( "pitch", "0", &pitch ); dapitch = atof( pitch ); self->delay = dapitch; if ( !( self->delay ) ) { self->delay = 5; } G_SpawnString( "yaw", "0", &yaw ); dayaw = atof( yaw ); self->random = dayaw; if ( !( self->random ) ) { self->random = 5; } G_SpawnString( "rampup", "0", &rampup ); self->start_size = atoi( rampup ) * 1000; if ( !( self->start_size ) ) { self->start_size = 1000; } G_SpawnString( "rampdown", "0", &rampdown ); self->end_size = atoi( rampdown ) * 1000; if ( !( self->end_size ) ) { self->end_size = 1000; } if ( !( self->duration ) ) { self->duration = 1000; } else { self->duration *= 1000; } trap_LinkEntity( self ); }