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-rw-r--r--src/game/g_target.c478
1 files changed, 478 insertions, 0 deletions
diff --git a/src/game/g_target.c b/src/game/g_target.c
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+/*
+===========================================================================
+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;
+}