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quake2-rerelease-dll/rerelease/rogue/g_rogue_newtarg.cpp
2023-08-07 14:48:30 -05:00

325 lines
7.4 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
#include "../g_local.h"
//==========================================================
/*QUAKED target_steam (1 0 0) (-8 -8 -8) (8 8 8)
Creates a steam effect (particles w/ velocity in a line).
speed = velocity of particles (default 50)
count = number of particles (default 32)
sounds = color of particles (default 8 for steam)
the color range is from this color to this color + 6
wait = seconds to run before stopping (overrides default
value derived from func_timer)
best way to use this is to tie it to a func_timer that "pokes"
it every second (or however long you set the wait time, above)
note that the width of the base is proportional to the speed
good colors to use:
6-9 - varying whites (darker to brighter)
224 - sparks
176 - blue water
80 - brown water
208 - slime
232 - blood
*/
USE(use_target_steam) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
// FIXME - this needs to be a global
static int nextid;
vec3_t point;
if (nextid > 20000)
nextid = nextid % 20000;
nextid++;
// automagically set wait from func_timer unless they set it already, or
// default to 1000 if not called by a func_timer (eek!)
if (!self->wait)
{
if (other)
self->wait = other->wait * 1000;
else
self->wait = 1000;
}
if (self->enemy)
{
point = (self->enemy->absmin + self->enemy->absmax) * 0.5f;
self->movedir = point - self->s.origin;
self->movedir.normalize();
}
point = self->s.origin + (self->movedir * (self->style * 0.5f));
if (self->wait > 100)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_STEAM);
gi.WriteShort(nextid);
gi.WriteByte(self->count);
gi.WritePosition(self->s.origin);
gi.WriteDir(self->movedir);
gi.WriteByte(self->sounds & 0xff);
gi.WriteShort((short int) (self->style));
gi.WriteLong((int) (self->wait));
gi.multicast(self->s.origin, MULTICAST_PVS, false);
}
else
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_STEAM);
gi.WriteShort((short int) -1);
gi.WriteByte(self->count);
gi.WritePosition(self->s.origin);
gi.WriteDir(self->movedir);
gi.WriteByte(self->sounds & 0xff);
gi.WriteShort((short int) (self->style));
gi.multicast(self->s.origin, MULTICAST_PVS, false);
}
}
THINK(target_steam_start) (edict_t *self) -> void
{
edict_t *ent;
self->use = use_target_steam;
if (self->target)
{
ent = G_FindByString<&edict_t::targetname>(nullptr, self->target);
if (!ent)
gi.Com_PrintFmt("{}: target {} not found\n", *self, self->target);
self->enemy = ent;
}
else
{
G_SetMovedir(self->s.angles, self->movedir);
}
if (!self->count)
self->count = 32;
if (!self->style)
self->style = 75;
if (!self->sounds)
self->sounds = 8;
if (self->wait)
self->wait *= 1000; // we want it in milliseconds, not seconds
// paranoia is good
self->sounds &= 0xff;
self->count &= 0xff;
self->svflags = SVF_NOCLIENT;
gi.linkentity(self);
}
void SP_target_steam(edict_t *self)
{
self->style = (int) self->speed;
if (self->target)
{
self->think = target_steam_start;
self->nextthink = level.time + 1_sec;
}
else
target_steam_start(self);
}
//==========================================================
// target_anger
//==========================================================
USE(target_anger_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
edict_t *target;
edict_t *t;
t = nullptr;
target = G_FindByString<&edict_t::targetname>(t, self->killtarget);
if (target && self->target)
{
// Make whatever a "good guy" so the monster will try to kill it!
if (!(target->svflags & SVF_MONSTER))
{
target->monsterinfo.aiflags |= AI_GOOD_GUY | AI_DO_NOT_COUNT;
target->svflags |= SVF_MONSTER;
target->health = 300;
}
t = nullptr;
while ((t = G_FindByString<&edict_t::targetname>(t, self->target)))
{
if (t == self)
{
gi.Com_Print("WARNING: entity used itself.\n");
}
else
{
if (t->use)
{
if (t->health <= 0)
return;
t->enemy = target;
t->monsterinfo.aiflags |= AI_TARGET_ANGER;
FoundTarget(t);
}
}
if (!self->inuse)
{
gi.Com_Print("entity was removed while using targets\n");
return;
}
}
}
}
/*QUAKED target_anger (1 0 0) (-8 -8 -8) (8 8 8)
This trigger will cause an entity to be angry at another entity when a player touches it. Target the
entity you want to anger, and killtarget the entity you want it to be angry at.
target - entity to piss off
killtarget - entity to be pissed off at
*/
void SP_target_anger(edict_t *self)
{
if (!self->target)
{
gi.Com_Print("target_anger without target!\n");
G_FreeEdict(self);
return;
}
if (!self->killtarget)
{
gi.Com_Print("target_anger without killtarget!\n");
G_FreeEdict(self);
return;
}
self->use = target_anger_use;
self->svflags = SVF_NOCLIENT;
}
// ***********************************
// target_killplayers
// ***********************************
USE(target_killplayers_use) (edict_t *self, edict_t *other, edict_t *activator) -> void
{
level.deadly_kill_box = true;
edict_t *ent, *player;
// kill any visible monsters
for (ent = g_edicts; ent < &g_edicts[globals.num_edicts]; ent++)
{
if (!ent->inuse)
continue;
if (ent->health < 1)
continue;
if (!ent->takedamage)
continue;
for (uint32_t i = 0; i < game.maxclients; i++)
{
player = &g_edicts[1 + i];
if (!player->inuse)
continue;
if (gi.inPVS(player->s.origin, ent->s.origin, false))
{
T_Damage(ent, self, self, vec3_origin, ent->s.origin, vec3_origin,
ent->health, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
break;
}
}
}
// kill the players
for (uint32_t i = 0; i < game.maxclients; i++)
{
player = &g_edicts[1 + i];
if (!player->inuse)
continue;
// nail it
T_Damage(player, self, self, vec3_origin, self->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
}
level.deadly_kill_box = false;
}
/*QUAKED target_killplayers (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this will kill all the players on the map.
*/
void SP_target_killplayers(edict_t *self)
{
self->use = target_killplayers_use;
self->svflags = SVF_NOCLIENT;
}
/*QUAKED target_blacklight (1 0 1) (-16 -16 -24) (16 16 24)
Pulsing black light with sphere in the center
*/
THINK(blacklight_think) (edict_t *self) -> void
{
self->s.angles[0] += frandom(10);
self->s.angles[1] += frandom(10);
self->s.angles[2] += frandom(10);
self->nextthink = level.time + FRAME_TIME_MS;
}
void SP_target_blacklight(edict_t *ent)
{
if (deathmatch->integer)
{ // auto-remove for deathmatch
G_FreeEdict(ent);
return;
}
ent->mins = {};
ent->maxs = {};
ent->s.effects |= (EF_TRACKERTRAIL | EF_TRACKER);
ent->think = blacklight_think;
ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
ent->s.scale = 6.f;
ent->s.skinnum = 0;
ent->nextthink = level.time + FRAME_TIME_MS;
gi.linkentity(ent);
}
/*QUAKED target_orb (1 0 1) (-16 -16 -24) (16 16 24)
Translucent pulsing orb with speckles
*/
void SP_target_orb(edict_t *ent)
{
if (deathmatch->integer)
{ // auto-remove for deathmatch
G_FreeEdict(ent);
return;
}
ent->mins = {};
ent->maxs = {};
// ent->s.effects |= EF_TRACKERTRAIL;
ent->think = blacklight_think;
ent->nextthink = level.time + 10_hz;
ent->s.skinnum = 1;
ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
ent->s.frame = 2;
ent->s.scale = 8.f;
ent->s.effects |= EF_SPHERETRANS;
gi.linkentity(ent);
}