From 7cc6c9cbe613b7022ad3b5ae1a8a9bd7811e5e6a Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Wed, 3 Jan 2001 22:43:20 +0000 Subject: 1.27 upgrade --- src/game/g_target.c | 472 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 472 insertions(+) create mode 100644 src/game/g_target.c (limited to 'src/game/g_target.c') diff --git a/src/game/g_target.c b/src/game/g_target.c new file mode 100644 index 00000000..eac2e164 --- /dev/null +++ b/src/game/g_target.c @@ -0,0 +1,472 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * 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, 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. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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_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] ) { + Team_ReturnFlag( TEAM_HUMANS ); + } else if( activator->client->ps.powerups[PW_BLUEFLAG] ) { + Team_ReturnFlag( TEAM_DROIDS ); + } else if( activator->client->ps.powerups[PW_NEUTRALFLAG] ) { + Team_ReturnFlag( TEAM_FREE ); + }*/ + + 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 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) { + 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_HUMANS, va("cp \"%s\"", ent->message) ); + } + if ( ent->spawnflags & 2 ) { + G_TeamCommand( TEAM_DROIDS, 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 ) { + 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 ); +} + + + +//========================================================== + +/*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_Find (NULL, FOFS(targetname), 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) +{ + // 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 (.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.sessionTeam != TEAM_HUMANS ) { + return; + } + if ( ( self->spawnflags & 2 ) && activator->client + && activator->client->sess.sessionTeam != TEAM_DROIDS ) { + 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); +} + +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 ); +} + -- cgit