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Diffstat (limited to 'src/game/g_target.c')
-rw-r--r-- | src/game/g_target.c | 478 |
1 files changed, 478 insertions, 0 deletions
diff --git a/src/game/g_target.c b/src/game/g_target.c new file mode 100644 index 0000000..467920a --- /dev/null +++ b/src/game/g_target.c @@ -0,0 +1,478 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "g_local.h" + +//========================================================== + +/*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 ) +{ + if( !activator ) + return; + + 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) humanteam alienteam 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 && 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( PTE_HUMANS, va( "cp \"%s\"", ent->message ) ); + if( ent->spawnflags & 2 ) + G_TeamCommand( PTE_ALIENS, 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 + +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 +*/ +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 && activator ) + 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; + + 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; + + 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 ); +} + +//========================================================== + +void target_teleporter_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + gentity_t *dest; + + if( !activator || !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 (.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 && activator->client && + activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) + return; + + if( ( self->spawnflags & 2 ) && activator && activator->client && + activator->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) + 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 ) +{ + if( !activator ) + return; + + G_Damage( activator, NULL, NULL, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG ); +} + +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. +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 ) +{ + self->think = target_location_linkup; + self->nextthink = level.time + 200; // Let them all spawn first + + G_SetOrigin( self, self->s.origin ); +} + + +/* +=============== +target_rumble_think +=============== +*/ +void target_rumble_think( gentity_t *self ) +{ + int i; + gentity_t *ent; + + if( self->last_move_time < level.time ) + self->last_move_time = level.time + 0.5; + + for( i = 0, ent = g_entities + i; i < level.num_entities; i++, ent++ ) + { + if( !ent->inuse ) + continue; + + if( !ent->client ) + continue; + + if( ent->client->ps.groundEntityNum == ENTITYNUM_NONE ) + continue; + + ent->client->ps.groundEntityNum = ENTITYNUM_NONE; + ent->client->ps.velocity[ 0 ] += crandom( ) * 150; + ent->client->ps.velocity[ 1 ] += crandom( ) * 150; + ent->client->ps.velocity[ 2 ] = self->speed; + } + + if( level.time < self->timestamp ) + self->nextthink = level.time + FRAMETIME; +} + +/* +=============== +target_rumble_use +=============== +*/ +void target_rumble_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + self->timestamp = level.time + ( self->count * FRAMETIME ); + self->nextthink = level.time + FRAMETIME; + self->activator = activator; + self->last_move_time = 0; +} + +/* +=============== +SP_target_rumble +=============== +*/ +void SP_target_rumble( gentity_t *self ) +{ + if( !self->targetname ) + { + G_Printf( S_COLOR_YELLOW "WARNING: untargeted %s at %s\n", self->classname, + vtos( self->s.origin ) ); + } + + if( !self->count ) + self->count = 10; + + if( !self->speed ) + self->speed = 100; + + self->think = target_rumble_think; + self->use = target_rumble_use; +} + +/* +=============== +target_alien_win_use +=============== +*/ +void target_alien_win_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + level.uncondAlienWin = qtrue; +} + +/* +=============== +SP_target_alien_win +=============== +*/ +void SP_target_alien_win( gentity_t *self ) +{ + self->use = target_alien_win_use; +} + +/* +=============== +target_human_win_use +=============== +*/ +void target_human_win_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + level.uncondHumanWin = qtrue; +} + +/* +=============== +SP_target_human_win +=============== +*/ +void SP_target_human_win( gentity_t *self ) +{ + self->use = target_human_win_use; +} + +/* +=============== +target_hurt_use +=============== +*/ +void target_hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) +{ + // hurt the activator + if( !activator || !activator->takedamage ) + return; + + G_Damage( activator, self, self, NULL, NULL, self->damage, 0, MOD_TRIGGER_HURT ); +} + +/* +=============== +SP_target_hurt +=============== +*/ +void SP_target_hurt( gentity_t *self ) +{ + if( !self->targetname ) + { + G_Printf( S_COLOR_YELLOW "WARNING: untargeted %s at %s\n", self->classname, + vtos( self->s.origin ) ); + } + + if( !self->damage ) + self->damage = 5; + + self->use = target_hurt_use; +} |