📄 g_target.c
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/*
Copyright (C) 1997-2001 Id Software, Inc.
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
of the License, 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.
*/
#include "g_local.h"
/*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
Fire an origin based temp entity event to the clients.
"style" type byte
*/
void Use_Target_Tent (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (ent->style);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
}
void SP_target_temp_entity (edict_t *ent)
{
ent->use = Use_Target_Tent;
}
//==========================================================
//==========================================================
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
"noise" wav file to play
"attenuation"
-1 = none, send to whole level
1 = normal fighting sounds
2 = idle sound level
3 = ambient sound level
"volume" 0.0 to 1.0
Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off.
Multiple identical looping sounds will just increase volume without any speed cost.
*/
void Use_Target_Speaker (edict_t *ent, edict_t *other, edict_t *activator)
{
int chan;
if (ent->spawnflags & 3)
{ // looping sound toggles
if (ent->s.sound)
ent->s.sound = 0; // turn it off
else
ent->s.sound = ent->noise_index; // start it
}
else
{ // normal sound
if (ent->spawnflags & 4)
chan = CHAN_VOICE|CHAN_RELIABLE;
else
chan = CHAN_VOICE;
// use a positioned_sound, because this entity won't normally be
// sent to any clients because it is invisible
gi.positioned_sound (ent->s.origin, ent, chan, ent->noise_index, ent->volume, ent->attenuation, 0);
}
}
void SP_target_speaker (edict_t *ent)
{
char buffer[MAX_QPATH];
if(!st.noise)
{
gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
return;
}
if (!strstr (st.noise, ".wav"))
Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
else
strncpy (buffer, st.noise, sizeof(buffer));
ent->noise_index = gi.soundindex (buffer);
if (!ent->volume)
ent->volume = 1.0;
if (!ent->attenuation)
ent->attenuation = 1.0;
else if (ent->attenuation == -1) // use -1 so 0 defaults to 1
ent->attenuation = 0;
// check for prestarted looping sound
if (ent->spawnflags & 1)
ent->s.sound = ent->noise_index;
ent->use = Use_Target_Speaker;
// must link the entity so we get areas and clusters so
// the server can determine who to send updates to
gi.linkentity (ent);
}
//==========================================================
void Use_Target_Help (edict_t *ent, edict_t *other, edict_t *activator)
{
if (ent->spawnflags & 1)
strncpy (game.helpmessage1, ent->message, sizeof(game.helpmessage2)-1);
else
strncpy (game.helpmessage2, ent->message, sizeof(game.helpmessage1)-1);
game.helpchanged++;
}
/*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
*/
void SP_target_help(edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
if (!ent->message)
{
gi.dprintf ("%s with no message at %s\n", ent->classname, vtos(ent->s.origin));
G_FreeEdict (ent);
return;
}
ent->use = Use_Target_Help;
}
//==========================================================
/*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
Counts a secret found.
These are single use targets.
*/
void use_target_secret (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
level.found_secrets++;
G_UseTargets (ent, activator);
G_FreeEdict (ent);
}
void SP_target_secret (edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
ent->use = use_target_secret;
if (!st.noise)
st.noise = "misc/secret.wav";
ent->noise_index = gi.soundindex (st.noise);
ent->svflags = SVF_NOCLIENT;
level.total_secrets++;
// map bug hack
if (!stricmp(level.mapname, "mine3") && ent->s.origin[0] == 280 && ent->s.origin[1] == -2048 && ent->s.origin[2] == -624)
ent->message = "You have found a secret area.";
}
//==========================================================
/*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
Counts a goal completed.
These are single use targets.
*/
void use_target_goal (edict_t *ent, edict_t *other, edict_t *activator)
{
gi.sound (ent, CHAN_VOICE, ent->noise_index, 1, ATTN_NORM, 0);
level.found_goals++;
if (level.found_goals == level.total_goals)
gi.configstring (CS_CDTRACK, "0");
G_UseTargets (ent, activator);
G_FreeEdict (ent);
}
void SP_target_goal (edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
ent->use = use_target_goal;
if (!st.noise)
st.noise = "misc/secret.wav";
ent->noise_index = gi.soundindex (st.noise);
ent->svflags = SVF_NOCLIENT;
level.total_goals++;
}
//==========================================================
/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
Spawns an explosion temporary entity when used.
"delay" wait this long before going off
"dmg" how much radius damage should be done, defaults to 0
*/
void target_explosion_explode (edict_t *self)
{
float save;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PHS);
T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);
save = self->delay;
self->delay = 0;
G_UseTargets (self, self->activator);
self->delay = save;
}
void use_target_explosion (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (!self->delay)
{
target_explosion_explode (self);
return;
}
self->think = target_explosion_explode;
self->nextthink = level.time + self->delay;
}
void SP_target_explosion (edict_t *ent)
{
ent->use = use_target_explosion;
ent->svflags = SVF_NOCLIENT;
}
//==========================================================
/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
Changes level to "map" when fired
*/
void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
{
if (level.intermissiontime)
return; // allready activated
if (!deathmatch->value && !coop->value)
{
if (g_edicts[1].health <= 0)
return;
}
// if noexit, do a ton of damage to other
if (deathmatch->value && !( (int)dmflags->value & DF_ALLOW_EXIT) && other != world)
{
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 10 * other->max_health, 1000, 0, MOD_EXIT);
return;
}
// if multiplayer, let everyone know who hit the exit
if (deathmatch->value)
{
if (activator && activator->client)
gi.bprintf (PRINT_HIGH, "%s exited the level.\n", activator->client->pers.netname);
}
// if going to a new unit, clear cross triggers
if (strstr(self->map, "*"))
game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
BeginIntermission (self);
}
void SP_target_changelevel (edict_t *ent)
{
if (!ent->map)
{
gi.dprintf("target_changelevel with no map at %s\n", vtos(ent->s.origin));
G_FreeEdict (ent);
return;
}
// ugly hack because *SOMEBODY* screwed up their map
if((stricmp(level.mapname, "fact1") == 0) && (stricmp(ent->map, "fact3") == 0))
ent->map = "fact3$secret1";
ent->use = use_target_changelevel;
ent->svflags = SVF_NOCLIENT;
}
//==========================================================
/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect when used.
Set "sounds" to one of the following:
1) sparks
2) blue water
3) brown water
4) slime
5) lava
6) blood
"count" how many pixels in the splash
"dmg" if set, does a radius damage at this location when it splashes
useful for lava/sparks
*/
void use_target_splash (edict_t *self, edict_t *other, edict_t *activator)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (self->count);
gi.WritePosition (self->s.origin);
gi.WriteDir (self->movedir);
gi.WriteByte (self->sounds);
gi.multicast (self->s.origin, MULTICAST_PVS);
if (self->dmg)
T_RadiusDamage (self, activator, self->dmg, NULL, self->dmg+40, MOD_SPLASH);
}
void SP_target_splash (edict_t *self)
{
self->use = use_target_splash;
G_SetMovedir (self->s.angles, self->movedir);
if (!self->count)
self->count = 32;
self->svflags = SVF_NOCLIENT;
}
//==========================================================
/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
Set target to the type of entity you want spawned.
Useful for spawning monsters and gibs in the factory levels.
For monsters:
Set direction to the facing you want it to have.
For gibs:
Set direction if you want it moving and
speed how fast it should be moving otherwise it
will just be dropped
*/
void ED_CallSpawn (edict_t *ent);
void use_target_spawner (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *ent;
ent = G_Spawn();
ent->classname = self->target;
VectorCopy (self->s.origin, ent->s.origin);
VectorCopy (self->s.angles, ent->s.angles);
ED_CallSpawn (ent);
gi.unlinkentity (ent);
KillBox (ent);
gi.linkentity (ent);
if (self->speed)
VectorCopy (self->movedir, ent->velocity);
}
void SP_target_spawner (edict_t *self)
{
self->use = use_target_spawner;
self->svflags = SVF_NOCLIENT;
if (self->speed)
{
G_SetMovedir (self->s.angles, self->movedir);
VectorScale (self->movedir, self->speed, self->movedir);
}
}
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