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g_target.c
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#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 always 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
#ifdef LOOP_SOUND_ATTENUATION
ent->s.attenuation = ent->attenuation;
#endif
}
}
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)
{
if(!(ent->spawnflags & 8))
{
if(!st.noise)
{
gi.dprintf("target_speaker with no noise set at %s\n", vtos(ent->s.origin));
G_FreeEdict(ent);
return;
}
// DWH: Use "message" key to store noise for speakers that change levels
// via trigger_transition
if (!strstr (st.noise, ".wav"))
{
ent->message = gi.TagMalloc(strlen(st.noise)+5,TAG_LEVEL);
sprintf(ent->message,"%s.wav", st.noise);
}
else
{
ent->message = gi.TagMalloc(strlen(st.noise)+1,TAG_LEVEL);
strcpy(ent->message,st.noise);
}
}
ent->class_id = ENTITY_TARGET_SPEAKER;
ent->noise_index = gi.soundindex (ent->message);
ent->spawnflags &= ~8;
if (!ent->volume)
ent->volume = 1.0;
if (!ent->attenuation)
ent->attenuation = (ent->spawnflags & 1) ? 3.0 : 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;
#ifdef LOOP_SOUND_ATTENUATION
ent->s.attenuation = ent->attenuation;
#endif
}
ent->use = Use_Target_Speaker;
/* if (!strcmp(ent->classname, "moving_speaker"))
{
ent->think= moving_speaker_think;
ent->nextthink = level.time + FRAMETIME;
}*/
// 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 (!Q_strcasecmp(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++;
//Knightmare- keep playing music after goals are completed
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) BIG
Spawns an explosion temporary entity when used.
BIG Do you want a larger explosion model?
"delay" wait this long before going dff
"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);
if (self->spawnflags & 1) //Knightmare- big explosion
gi.WriteByte (TE_EXPLOSION1_BIG);
else
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;
self->count--;
if(!self->count)
{
self->think = G_FreeEdict;
self->nextthink = level.time + 1;
}
}
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) Clr_Inven Landmark NoGun Easy Normal Hard Nightmare
Changes level to "map" when fired
Clr_Inven: Causes the player to drop all items, keys, weapons, etc upon entering new level.
Landmark: Allows you to have Half-Life-style transition zones from one map to the next.
No_gun: Sets cl_gun 0 and crosshair 0 for the next map/demo only
Easy: Sets skill 0 for next map
Normal: Sets skill 1 for next map
Hard: Sets skill 2 for next map
Nightmare: Sets skill 3 for next map
"map" The name of the next map. The value formula is entered as such: e1m1$123.
"e1m1" is the name of the actual bsp file; the $ sign is a separator; "123" is the targetname of the info_player_start located in the next map.
*/
void use_target_changelevel (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *transition;
extern int nostatus;
if (level.intermissiontime)
return; // already 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 (activator->client)
{
if(!activator->vehicle)
activator->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
}
// if going to a new unit, clear cross triggers
if (strstr(self->map, "*"))
{
game.serverflags &= ~(SFL_CROSS_TRIGGER_MASK);
game.lock_code[0] = 0;
game.lock_revealed = 0;
game.lock_hud = 0;
game.transition_ents = 0;
if(activator->client)
{
activator->client->pers.spawn_landmark = false;
activator->client->pers.spawn_levelchange = false;
}
}
else
{
if(self->spawnflags & 2 && activator->client)
{
activator->client->pers.spawn_landmark = true;
VectorSubtract(activator->s.origin,self->s.origin,
activator->client->pers.spawn_offset);
VectorCopy(activator->velocity,activator->client->pers.spawn_velocity);
VectorCopy(activator->s.angles,activator->client->pers.spawn_angles);
activator->client->pers.spawn_angles[ROLL] = 0;
VectorCopy(activator->client->ps.viewangles,activator->client->pers.spawn_viewangles);
activator->client->pers.spawn_pm_flags = activator->client->ps.pmove.pm_flags;
if(self->s.angles[YAW])
{
vec3_t angles;
vec3_t forward, right, v;
angles[PITCH] = angles[ROLL] = 0.;
angles[YAW] = self->s.angles[YAW];
AngleVectors(angles,forward,right,NULL);
VectorNegate(right,right);
VectorCopy(activator->client->pers.spawn_offset,v);
G_ProjectSource (vec3_origin,
v, forward, right,
activator->client->pers.spawn_offset);
VectorCopy(activator->client->pers.spawn_velocity,v);
G_ProjectSource (vec3_origin,
v, forward, right,
activator->client->pers.spawn_velocity);
activator->client->pers.spawn_angles[YAW] += angles[YAW];
activator->client->pers.spawn_viewangles[YAW] += angles[YAW];
}
}
else if (activator && activator->client) //Knightmare- paranoia
{
activator->client->pers.spawn_landmark = false;
}
if((self->spawnflags & 4) && activator->client && !deathmatch->value && !coop->value)
{
nostatus = 1;
stuffcmd(activator,"cl_gun 0;crosshair 0\n");
activator->client->pers.hand = 2;
}
if (activator && activator->client) //Knightmare- paranoia
{
activator->client->pers.spawn_gunframe = activator->client->ps.gunframe;
activator->client->pers.spawn_modelframe = activator->s.frame;
activator->client->pers.spawn_anim_end = activator->client->anim_end;
}
}
if(level.next_skill > 0)
{
gi.cvar_forceset("skill", va("%d",level.next_skill-1));
level.next_skill = 0; // reset
}
else if(self->spawnflags & 8)
gi.cvar_forceset("skill", "0");
else if(self->spawnflags & 16)
gi.cvar_forceset("skill", "1");
else if(self->spawnflags & 32)
gi.cvar_forceset("skill", "2");
else if(self->spawnflags & 64)
gi.cvar_forceset("skill", "3");
// Knightmare- some of id's stock Q2 maps have this spawnflag
// set on their trigger_changelevels, so exclude those maps
if ((self->spawnflags & 1) && !IsIdMap() && allow_clear_inventory->value)
{
int n;
if(activator && activator->client)
{
for (n = 0; n < MAX_ITEMS; n++)
{
// Keep blaster
if (!(itemlist[n].flags & IT_WEAPON) || itemlist[n].weapmodel != WEAP_BLASTER )
activator->client->pers.inventory[n] = 0;
}
//Knightmare- always have null weapon
if (!deathmatch->value)
activator->client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] = 1;
// Switch to blaster
if ( activator->client->pers.inventory[ITEM_INDEX(FindItem("blaster"))] )
activator->client->newweapon = FindItem ("blaster");
else
activator->client->newweapon = FindItem ("No Weapon");
ChangeWeapon(activator);
activator->client->pers.health = activator->health = activator->client->pers.max_health; //was 100
}
}
game.transition_ents = 0;
if(self->spawnflags & 2 && activator->client)
{
transition = G_Find(NULL,FOFS(classname),"trigger_transition");
while(transition)
{
if(!Q_strcasecmp(transition->targetname,self->targetname))
{
game.transition_ents = trigger_transition_ents(self,transition);
if (developer->value)
gi.dprintf("Number of transition ents saved: %i\n", game.transition_ents);
break;
}
transition = G_Find(transition,FOFS(classname),"trigger_transition");
}
}
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;
}
if ((deathmatch->value || coop->value) && (ent->spawnflags & 2))
{
gi.dprintf("target_changelevel at %s\nLANDMARK only valid in single-player\n",
vtos(ent->s.origin));
ent->spawnflags &= ~2;
}
// ugly hack because *SOMEBODY* screwed up their map
if((Q_strcasecmp(level.mapname, "fact1") == 0) && (Q_strcasecmp(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) 1 2 3 4 5 6 7 8
Set target to the type of entity you want spawned.
Set count to the number of times it can be used.
Useful for spawning monsters and gibs in the factory levels.
Spawnflags 1-128 will be duplicated for the entity spawned.
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;
ent->flags = self->flags;
ent->spawnflags = self->spawnflags;
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);
ent->s.renderfx |= RF_IR_VISIBLE; //PGM
//Knightmare- auto-remove code
self->count--;
if (self->count == 0)
{
self->nextthink = level.time + 1;
self->think = G_FreeEdict;
}
}
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);
}
}
//==========================================================
/*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NO_TRAIL NO_EFFECTS START_ON IF_VISIBLE x x x SEEKPLAYER
Fires a blaster bolt in the set direction when triggered.
"count" number of times it can be used (wait>0 only)
"dmg" Default= 15
"speed" Default= 1000
"wait" firing rate per second; default=0
"movewith" targetname of train or other ent to move with
"sounds"
0 = Blaster
1 = Railgun
2 = Rocket
3 = BFG
4 = Homing rockets
*/
#define BLASTER_START_ON 4
#define BLASTER_IF_VISIBLE 8
#define BLASTER_SILENT 16
#define BLASTER_SEEK_PLAYER 128
void use_target_blaster (edict_t *self, edict_t *other, edict_t *activator)
{
vec3_t movedir, start, target;
int effect;
VectorCopy(self->s.origin,start);
if (self->enemy)
{
if (self->enemy->health < 0)
{
self->enemy = NULL;
return;
}
if(self->sounds == 6)
{
if(!AimGrenade (self, start, self->enemy->s.origin, self->speed, movedir))
return;
}
else
{
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
VectorSubtract(target,start,movedir);
VectorNormalize(movedir);
}
}
else
{ //Knightmare- set movedir here, allowing angles to be updated by movewith code
G_SetMovedir2 (self->s.angles, self->movedir);
VectorCopy(self->movedir,movedir);
}
if (self->spawnflags & 2)
effect = 0;
else if (self->spawnflags & 1)
effect = EF_HYPERBLASTER;
else
effect = EF_BLASTER;
// Lazarus: weapon choices
if(self->sounds == 1)
{
fire_rail_alt (self, start, movedir, self->dmg, 0);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (self-g_edicts);
gi.WriteByte (MZ_RAILGUN);
gi.multicast (start, MULTICAST_PVS);
}
else if(self->sounds == 2)
{
fire_rocket(self, start, movedir, self->dmg, self->speed, self->dmg, self->dmg, NULL);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
}
else if(self->sounds == 3)
{
fire_bfg(self, start, movedir, self->dmg, self->speed, self->dmg);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/laser2.wav"), 1, ATTN_NORM, 0);
}
else if(self->sounds == 4)
{
fire_rocket(self, start, movedir, self->dmg, self->speed, self->dmg, self->dmg, self->enemy);
gi.positioned_sound (start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
}
else if(self->sounds == 5)
{
fire_bullet(self, start, movedir, self->dmg, 2, 0, 0, MOD_TARGET_BLASTER);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_CHAINFIST_SMOKE);
gi.WritePosition(start);
gi.multicast(start, MULTICAST_PVS);
gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex(va("weapons/machgf%db.wav",rand() % 5 + 1)),1,ATTN_NORM,0);
}
else if(self->sounds == 6)
{
fire_grenade(self, start, movedir, self->dmg, self->speed, 2.5, self->dmg+40, false);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_GUNNER_GRENADE_1);
gi.multicast (start, MULTICAST_PVS);
}
else
{
fire_blaster (self, start, movedir, self->dmg, self->speed, effect, BLASTER_ORANGE, MOD_TARGET_BLASTER);
if (self->noise_index)
gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
}
}
void target_blaster_think (edict_t *self)
{
edict_t *ent;
edict_t *player;
trace_t tr;
vec3_t target;
int i;
if(self->spawnflags & BLASTER_SEEK_PLAYER)
{
// this takes precedence over everything else
// If we are currently targeting a non-player, reset and look for
// a player
if (self->enemy && !self->enemy->client)
self->enemy = NULL;
// Is currently targeted player alive and not using notarget?
if (self->enemy)
{
if(self->enemy->flags & FL_NOTARGET)
self->enemy = NULL;
else if(!self->enemy->inuse || self->enemy->health < 0)
self->enemy = NULL;
}
// We have a live not-notarget player as target. If IF_VISIBLE is
// set, see if we can see him
if (self->enemy && (self->spawnflags & BLASTER_IF_VISIBLE) )
{
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
if(tr.fraction != 1.0)
self->enemy = NULL;
}
// If we STILL have an enemy, then he must be a good player target. Frag him
if (self->enemy)
{
use_target_blaster(self,self,self);
if(self->wait)
self->nextthink = level.time + self->wait;
return;
}
// Find a player - note that we search the entire entity list so we'll
// also hit on func_monitor-viewing fake players
for(i=1, player=g_edicts+1; i<globals.num_edicts && !self->enemy; i++, player++) {
if(!player->inuse) continue;
if(!player->client) continue;
if(player->svflags & SVF_NOCLIENT) continue;
if(player->health >= 0 && !(player->flags & FL_NOTARGET) )
{
if(self->spawnflags & BLASTER_IF_VISIBLE)
{
// player must be seen to shoot
VectorMA(player->s.origin,0.5,player->size,target);
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
if(tr.fraction == 1.0)
self->enemy = player;
}
else
{
// we don't care whether he can be seen
self->enemy = player;
}
}
}
// If we have an enemy, shoot
if (self->enemy)
{
use_target_blaster(self,self,self);
if(self->wait)
self->nextthink = level.time + self->wait;
return;
}
}
// If we get to this point, then either SEEK_PLAYER wasn't set or we couldn't find
// a live, notarget player.
if (self->target)
{
if (!(self->spawnflags & BLASTER_IF_VISIBLE))
{
// have a target, don't care whether it's visible; cannot be a gibbed monster
self->enemy = NULL;
ent = G_Find (NULL, FOFS(targetname), self->target);
while(ent && !self->enemy)
{
// if target is not a monster, we're done
if( !(ent->svflags & SVF_MONSTER))
{
self->enemy = ent;
break;
}
ent = G_Find(ent, FOFS(targetname), self->target);
}
}
else
{
// has a target, but must be visible and not a monster
self->enemy = NULL;
ent = G_Find (NULL, FOFS(targetname), self->target);
while(ent && !self->enemy)
{
// if the target isn't a monster, we don't care whether
// it can be seen or not.
if( !(ent->svflags & SVF_MONSTER) )
{
self->enemy = ent;
break;
}
if( ent->health > ent->gib_health)
{
// Not a gibbed monster
VectorMA(ent->absmin,0.5,ent->size,target);
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
if(tr.fraction == 1.0)
{
self->enemy = ent;
break;
}
}
ent = G_Find(ent, FOFS(targetname), self->target);
}
}
}
if(self->enemy || !(self->spawnflags & BLASTER_IF_VISIBLE) )
{
use_target_blaster(self,self,self);
if(self->wait)
self->nextthink = level.time + self->wait;
}
else if(self->wait)
self->nextthink = level.time + FRAMETIME;
}
void find_target_blaster_target(edict_t *self, edict_t *other, edict_t *activator)
{
target_blaster_think(self);
}
void toggle_target_blaster (edict_t *self, edict_t *other, edict_t *activator)
{
// used for target_blasters with a "wait" value
self->activator = activator;
if (self->spawnflags & 4)
{
self->count--;
if(self->count == 0)
{
self->think = G_FreeEdict;
self->nextthink = level.time + 1;
}
else
{
self->spawnflags &= ~4;
self->nextthink = 0;
}
}
else
{
self->spawnflags |= 4;
self->think (self);
}
}
void target_blaster_init (edict_t *self)
{
if(self->target)
{
edict_t *ent;
ent = G_Find (NULL, FOFS(targetname), self->target);
if(!ent)
gi.dprintf("%s at %s: %s is a bad target\n", self->classname, vtos(self->s.origin), self->target);
self->enemy = ent;
}
}
void SP_target_blaster (edict_t *self)
{
// self->use = use_target_blaster;
// G_SetMovedir (self->s.angles, self->movedir);
// Knightmare- added silent option
if (!self->spawnflags & BLASTER_SILENT)
self->noise_index = gi.soundindex ("weapons/laser2.wav");
if (!self->dmg)
self->dmg = 15;
if (!self->speed)
self->speed = 1000;
// If SEEK_PLAYER is not set and there's no target, then
// IF_VISIBLE is meaningless
if (!(self->spawnflags & BLASTER_SEEK_PLAYER) && !self->target)
self->spawnflags &= ~16;
if (self->wait)
{
// toggled target_blaster
self->use = toggle_target_blaster;
self->enemy = NULL; // for now
self->think = target_blaster_think;
if(self->spawnflags & 4)
self->nextthink = level.time + 1;
else
self->nextthink = 0;
}
else if(self->target || (self->spawnflags & BLASTER_SEEK_PLAYER))
{
self->use = find_target_blaster_target;
if(self->target)
{
self->think = target_blaster_init;
self->nextthink = level.time + 2*FRAMETIME;
}
}
else
{
// normal targeted target_blaster
self->use = use_target_blaster;
}
gi.linkentity(self);
self->svflags = SVF_NOCLIENT;
}
//==========================================================
/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
*/
void trigger_crosslevel_trigger_use (edict_t *self, edict_t *other, edict_t *activator)
{
game.serverflags |= self->spawnflags;
G_FreeEdict (self);
}
void SP_target_crosslevel_trigger (edict_t *self)
{
self->svflags = SVF_NOCLIENT;
self->use = trigger_crosslevel_trigger_use;
}
/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
killtarget also work.
"delay" delay before using targets if the trigger has been activated (default 1)
*/
void target_crosslevel_target_think (edict_t *self)
{
if (self->spawnflags == (game.serverflags & SFL_CROSS_TRIGGER_MASK & self->spawnflags))
{
G_UseTargets (self, self);
G_FreeEdict (self);
}
}
void SP_target_crosslevel_target (edict_t *self)
{
if (! self->delay)
self->delay = 1;
self->svflags = SVF_NOCLIENT;
self->think = target_crosslevel_target_think;
self->nextthink = level.time + self->delay;
}
//==========================================================
/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT WINDOWSTOP x x x x x SEEK_PLAYER
When triggered, fires a laser. You can either set a target
or a direction.
WINDOWSTOP - stops at CONTENTS_WINDOW
"angle" aiming direction on the XY plane. Default=0. Ignored if target is used, and/or SEEK_PLAYER is set.
"angles" aiming direction in 3 dimensions, defined by pitch and yaw (roll is ignored). Default=0 0 0. Ignored if target is used, and/or SEEK_PLAYER is set.
"count" When non-zero, specifies the number of times the laser will be turned off before it is auto-killtargeted (see this page for details). Default=0.
"wait" If non-zero, specifies that the laser will pulse on and off automatically. The value specified here sets the amount of time (in seconds) between pulse cycles. Default=0. Also requires the use of delay. (Please see the notes below regarding timing issues when using pulse lasers).
"delay" amount of time, in seconds, that a laser pulse will be on. This value must be less than the value of wait. Default=0. Ignored if wait=0.
"dmg" the number of damage hit points the laser will do every 0.1 seconds. Default=100. If set to a negative value, the laser will give health, but will not cause pain effects. Ignored when style>0.
"mass" Sets the width of the laser. When 0, uses the default internal value of 4 for normal lasers, or 16 for fat lasers. When non-zero, FAT is ignored. Default=0.
"style" Sets the behavior of the laser. When non-zero, dmg is ignored. Choices are:
0: Affects health, monsters avoid, creates sparks (normal, default laser).
1: No damage; monsters avoid; creates sparks.
2: No damage; monsters ignore; creates sparks.
3: No damage; monsters ignore; no sparks.
"movewith" Targetname of parent entity the laser is to movewith.
"target" Targetname of the entity the laser will fire at. If SEEK_PLAYER is set, the player is a higher priority target, and therefore the entity specified by "target" will be ignored, assuming the laser has a clear shot at the player. In the event SEEK_PLAYER is set and the laser has no clear shot at him, it will fall back to firing at its "target".