thirtyflightsofloving/missionpack/g_trigger.c
Knightmare66 bf0e8af8a7 Added support for quake2:// URLs.
Pointer fixes to dedicated console.
Renamed new teleport event.
Partial cleanup to game DLL fog code.
Added Zaero monsters and misc entities to missionpack DLL.
2020-04-07 02:02:54 -04:00

2252 lines
57 KiB
C

#include "g_local.h"
//PGM - some of these are mine, some id's. I added the define's.
#define TRIGGER_MONSTER 1
#define TRIGGER_NOT_PLAYER 2
#define TRIGGER_TRIGGERED 4
#define TRIGGER_START_OFF 4
#define TRIGGER_TOGGLE 8
//PGM
#define TRIGGER_CAMOWNER 16
#define TRIGGER_LOOKTARGET 32
#define TRIGGER_TARGET_OFF 64
void InitTrigger (edict_t *self)
{
if (!VectorCompare (self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
self->solid = SOLID_TRIGGER;
self->movetype = MOVETYPE_NONE;
gi.setmodel (self, self->model);
self->svflags = SVF_NOCLIENT;
}
//Knightmare- same as above, but for bbox triggers
void InitTriggerBbox (edict_t *self)
{
if (!VectorCompare (self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
self->solid = SOLID_TRIGGER;
self->movetype = MOVETYPE_NONE;
if ( (!VectorLength(self->bleft)) && (!VectorLength(self->tright)) )
{
VectorSet(self->bleft, -16, -16, -16);
VectorSet(self->tright, 16, 16, 16);
}
VectorCopy (self->bleft, self->mins);
VectorCopy (self->tright, self->maxs);
self->svflags = SVF_NOCLIENT;
}
// the wait time has passed, so set back up for another activation
void multi_wait (edict_t *ent)
{
ent->nextthink = 0;
}
// the trigger was just activated
// ent->activator should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void multi_trigger (edict_t *ent)
{
if (ent->nextthink)
return; // already been triggered
G_UseTargets (ent, ent->activator);
if (ent->wait > 0)
{
ent->think = multi_wait;
ent->nextthink = level.time + ent->wait;
ent->count--;
if (ent->count == 0)
{
ent->touch = NULL;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEdict;
}
return;
}
else
{ // we can't just remove (self) here, because this is a touch function
// called while looping through area links...
ent->touch = NULL;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEdict;
}
}
void Use_Multi (edict_t *ent, edict_t *other, edict_t *activator)
{
//PGM
if (ent->spawnflags & TRIGGER_TOGGLE)
{
if(ent->solid == SOLID_TRIGGER)
ent->solid = SOLID_NOT;
else
ent->solid = SOLID_TRIGGER;
gi.linkentity (ent);
}
else
{
ent->activator = activator;
multi_trigger (ent);
}
//PGM
}
void Touch_Multi (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if(other->client || (other->flags & FL_ROBOT))
{
if (self->spawnflags & TRIGGER_NOT_PLAYER)
return;
}
else if (other->svflags & SVF_MONSTER)
{
if (!(self->spawnflags & TRIGGER_MONSTER))
return;
}
else
return;
if( (self->spawnflags & TRIGGER_CAMOWNER) && (!other->client || !other->client->spycam))
return;
if (!VectorCompare(self->movedir, vec3_origin))
{
vec3_t forward;
AngleVectors(other->s.angles, forward, NULL, NULL);
if (_DotProduct(forward, self->movedir) < 0)
return;
}
self->activator = other;
multi_trigger (self);
}
/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED TOGGLE
Variable sized repeatable trigger. Must be targeted at one or more entities.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
TOGGLE - using this trigger will activate/deactivate it. trigger will begin inactive.
sounds
1) secret
2) beep beep
3) large switch
set "message" to text string
count - how many times it can be used before being auto-killtargeted
*/
void trigger_enable (edict_t *self, edict_t *other, edict_t *activator)
{
self->solid = SOLID_TRIGGER;
self->use = Use_Multi;
gi.linkentity (self);
}
void SP_trigger_multiple (edict_t *ent)
{
if (ent->sounds == 1)
ent->noise_index = gi.soundindex ("misc/secret.wav");
else if (ent->sounds == 2)
ent->noise_index = gi.soundindex ("misc/talk.wav");
else if (ent->sounds == 3)
// DWH - should be silent
// ent->noise_index = gi.soundindex ("misc/trigger1.wav");
ent->noise_index = -1;
if (!ent->wait)
ent->wait = 0.2;
ent->touch = Touch_Multi;
ent->movetype = MOVETYPE_NONE;
ent->svflags |= SVF_NOCLIENT;
if (ent->spawnflags & TRIGGER_CAMOWNER)
ent->svflags |= SVF_TRIGGER_CAMOWNER;
//PGM
if (ent->spawnflags & (TRIGGER_TRIGGERED | TRIGGER_TOGGLE))
{
ent->solid = SOLID_NOT;
ent->use = trigger_enable;
}
else
{
ent->solid = SOLID_TRIGGER;
ent->use = Use_Multi;
}
//PGM
if (!VectorCompare(ent->s.angles, vec3_origin))
G_SetMovedir (ent->s.angles, ent->movedir);
gi.setmodel (ent, ent->model);
gi.linkentity (ent);
}
/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
Triggers once, then removes itself.
You must set the key "target" to the name of another object in the level that has a matching "targetname".
If TRIGGERED, this trigger must be triggered before it is live.
sounds
1) secret
2) beep beep
3) large switch
"message" string to be displayed when triggered
*/
void SP_trigger_once(edict_t *ent)
{
// make old maps work because I messed up on flag assignments here
// triggered was on bit 1 when it should have been on bit 4
if (ent->spawnflags & 1)
{
vec3_t v;
VectorMA (ent->mins, 0.5, ent->size, v);
ent->spawnflags &= ~1;
ent->spawnflags |= 4;
gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v));
}
ent->wait = -1;
SP_trigger_multiple (ent);
}
//Knightmare
/*QUAKED trigger_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) MONSTER NOT_PLAYER TRIGGERED TOGGLE TURRET
TOGGLE - Using this trigger will activate/deactivate it. Trigger will begin inactive.
sounds
1) secret
2) beep beep
3) large switch
set "message" to text string
bleft Min b-box coords XYZ. Default = -16 -16 -16
tright Max b-box coords XYZ. Default = 16 16 16
wait - seconds between triggers. Default=0
count - how many times it can be used before being auto-killtargeted
*/
void SP_trigger_bbox (edict_t *self)
{
if (self->sounds == 1)
self->noise_index = gi.soundindex ("misc/secret.wav");
else if (self->sounds == 2)
self->noise_index = gi.soundindex ("misc/talk.wav");
else if (self->sounds == 3)
self->noise_index = gi.soundindex ("misc/trigger1.wav");
if (!self->wait)
self->wait = 0.2;
self->touch = Touch_Multi;
InitTriggerBbox (self);
//PGM
if (self->spawnflags & (TRIGGER_TRIGGERED | TRIGGER_TOGGLE))
{
self->solid = SOLID_NOT;
self->use = trigger_enable;
}
else
{
self->solid = SOLID_TRIGGER;
self->use = Use_Multi;
}
//PGM
gi.linkentity (self);
}
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
count - how many times it can be used before being auto-killtargeted
*/
void trigger_relay_use (edict_t *self, edict_t *other, edict_t *activator)
{
G_UseTargets (self, activator);
//Knightmare- decrement count and auto-killtarget
self->count--;
if (self->count == 0)
{
self->use = NULL;
self->nextthink = level.time + FRAMETIME;
self->think = G_FreeEdict;
}
}
void SP_trigger_relay (edict_t *self)
{
// DWH - gives trigger_relay same message-displaying, sound-playing capabilities
// as trigger_multiple and trigger_once
if (self->sounds == 1)
self->noise_index = gi.soundindex ("misc/secret.wav");
else if (self->sounds == 2)
self->noise_index = gi.soundindex ("misc/talk.wav");
else if (self->sounds == 3)
self->noise_index = -1;
if(!self->count) self->count=-1;
// end DWH
self->use = trigger_relay_use;
}
/*
==============================================================================
trigger_key
Lazarus additions:
Spawnflags
1 = Multi-use. If set, item is required EVERY time trigger_key is targeted
2 = Keep key. If set, player doesn't give up the key when trigger_key is used.
4 = Silent. If set, neither the "You need" message and sound nor keyuse.wav
are played. This is useful for trigger_keys used only to remove items from
the player.
Lazarus also removes non-multi-use trigger_keys once used, to free up space in
the edicts array.
==============================================================================
*/
/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8) MultiUse KeepKey Silent
A relay trigger that only fires it's targets if player has the proper key.
If the Silent spawnflag is set, neither the success or failure sounds are played, and the "You need the..." message is not displayed. Useful for removing items from players.
"item" specifies the key; for example "key_data_cd"
"message" printed when successful
"key_message" printed when player doesn't have key
*/
void trigger_key_use (edict_t *self, edict_t *other, edict_t *activator)
{
int index;
if (!self || !self->item)
return;
if (!activator || !activator->client)
return;
index = ITEM_INDEX(self->item);
if (!activator->client->pers.inventory[index])
{
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 5.0;
if (!(self->spawnflags & 4))
{
if (self->key_message && strlen(self->key_message))
gi.centerprintf (activator, "%s", self->key_message);
else
gi.centerprintf (activator, "You need the %s", self->item->pickup_name);
// Skid added
if (self->item->flags & IT_Q1)
{
if (index == key_q1_med_gold_index || index == key_q1_med_silver_index)
gi.sound (activator, CHAN_AUTO, gi.soundindex ("q1world/doors/medtry.wav"), 1, ATTN_NORM, 0);
else if (index == key_q1_rune_gold_index || index == key_q1_rune_silver_index)
gi.sound (activator, CHAN_AUTO, gi.soundindex ("q1world/doors/runetry.wav"), 1, ATTN_NORM, 0);
else if (index == key_q1_base_gold_index || index == key_q1_base_silver_index)
gi.sound (activator, CHAN_AUTO, gi.soundindex ("q1world/doors/basetry.wav"), 1, ATTN_NORM, 0);
}
else
// end Skid
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keytry.wav"), 1, ATTN_NORM, 0);
}
return;
}
if (!(self->spawnflags & 4))
{
// Skid added
if (self->item->flags & IT_Q1)
{
if (index == key_q1_med_gold_index || index == key_q1_med_silver_index)
gi.sound (activator, CHAN_AUTO, gi.soundindex ("q1world/doors/meduse.wav"), 1, ATTN_NORM, 0);
else if (index == key_q1_rune_gold_index || index == key_q1_rune_silver_index)
gi.sound (activator, CHAN_AUTO, gi.soundindex ("q1world/doors/runeuse.wav"), 1, ATTN_NORM, 0);
else if (index == key_q1_base_gold_index || index == key_q1_base_silver_index)
gi.sound (activator, CHAN_AUTO, gi.soundindex ("q1world/doors/baseuse.wav"), 1, ATTN_NORM, 0);
}
else
// end Skid
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0);
}
if (coop->value)
{
int player;
edict_t *ent;
if (strcmp(self->item->classname, "key_power_cube") == 0)
{
int cube;
for (cube = 0; cube < 8; cube++)
if (activator->client->pers.power_cubes & (1 << cube))
break;
for (player = 1; player <= game.maxclients; player++)
{
ent = &g_edicts[player];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
// DWH: keep key
if (!(self->spawnflags & 2))
{
if (ent->client->pers.power_cubes & (1 << cube))
{
ent->client->pers.inventory[index]--;
ent->client->pers.power_cubes &= ~(1 << cube);
}
}
}
}
else
{
for (player = 1; player <= game.maxclients; player++)
{
ent = &g_edicts[player];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
// DWH: keep key
if(!(self->spawnflags & 2))
ent->client->pers.inventory[index] = 0;
}
}
}
// DWH: keep key
else if(!(self->spawnflags & 2))
{
activator->client->pers.inventory[index]--;
}
G_UseTargets (self, activator);
// DWH - multi-use
if(!(self->spawnflags & 1))
{
self->use = NULL;
self->think = G_FreeEdict;
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
}
void SP_trigger_key (edict_t *self)
{
if (!st.item)
{
gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));
return;
}
self->item = FindItemByClassname (st.item);
if (!self->item)
{
gi.dprintf("item %s not found for trigger_key at %s\n", st.item, vtos(self->s.origin));
return;
}
if (!self->target)
{
gi.dprintf("%s at %s has no target\n", self->classname, vtos(self->s.origin));
return;
}
//Knightmare- don't load these sounds if it is silent
if(!(self->spawnflags & 4))
{
gi.soundindex ("misc/keytry.wav");
gi.soundindex ("misc/keyuse.wav");
}
self->use = trigger_key_use;
}
/*
==============================================================================
trigger_counter
==============================================================================
*/
/*QUAKED trigger_counter (.5 .5 .5) (-8 -8 -8) (8 8 8) NoMessage
Acts as an intermediary for an action that takes multiple inputs.
If NoMessage is not set, it will print "1 more...2 more..." etc, when triggered and "sequence complete" when finished. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
"killtarget" ent to remove when triggered
"message" to print when triggered
"sounds"
0 Beep beep (Default)
1 Secret
2 F1 prompt
3 Silent"
"targetname" when triggered
"target"
"delay" trigger activates in X seconds
"count" triggers before firing; default=2
*/
void trigger_counter_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->count == 0)
return;
self->count--;
if (self->count)
{
if (! (self->spawnflags & 1))
{
gi.centerprintf(activator, "%i more to go...", self->count);
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
}
return;
}
if (! (self->spawnflags & 1))
{
gi.centerprintf(activator, "Sequence completed!");
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
}
self->activator = activator;
multi_trigger (self);
}
void SP_trigger_counter (edict_t *self)
{
self->wait = -1;
if (!self->count)
self->count = 2;
self->use = trigger_counter_use;
}
/*
==============================================================================
trigger_always
==============================================================================
*/
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire. It is activated by the world.
*/
void SP_trigger_always (edict_t *ent)
{
// we must have some delay to make sure our use targets are present
if (ent->delay < 0.2)
ent->delay = 0.2;
G_UseTargets(ent, ent);
}
/*
==============================================================================
trigger_push
==============================================================================
*/
// PGM
#define PUSH_ONCE 1
#define PUSH_START_OFF 2
#define PUSH_CUSTOM_SND 4
// PGM
static int windsound;
void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (strcmp(other->classname, "grenade") == 0)
{
VectorScale (self->movedir, self->speed * 10, other->velocity);
}
// Lazarus
else if (other->movetype == MOVETYPE_PUSHABLE)
{
vec3_t v;
VectorScale (self->movedir, self->speed * 2000 / (float)(other->mass), v);
VectorAdd(other->velocity,v,other->velocity);
}
else if (other->health > 0)
{
VectorScale (self->movedir, self->speed * 10, other->velocity);
if (other->client)
{
// don't take falling damage immediately from this
VectorCopy (other->velocity, other->client->oldvelocity);
if (other->fly_sound_debounce_time < level.time)
{
other->fly_sound_debounce_time = level.time + 1.5;
if(self->spawnflags & PUSH_CUSTOM_SND)
{
if(self->noise_index)
gi.sound(other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
}
else
gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
}
}
}
if (self->spawnflags & PUSH_ONCE)
G_FreeEdict (self);
}
//======
//PGM
void trigger_push_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->solid == SOLID_NOT)
self->solid = SOLID_TRIGGER;
else
self->solid = SOLID_NOT;
gi.linkentity (self);
}
//PGM
//======
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE START_OFF CUSTOM_SOUND
Pushes the player and other ents.
If targeted, it will toggle on and off when used.
PUSH_ONCE - Push the player once then do nothing
START_OFF - Toggled trigger_push begins in off setting
SILENT - Doesn't make wind noise
"speed" defaults to 1000
"noise" (path/file.wav)
*/
void SP_trigger_push (edict_t *self)
{
InitTrigger (self);
if (self->spawnflags & PUSH_CUSTOM_SND)
{
if (st.noise)
self->noise_index = gi.soundindex(st.noise);
else
self->noise_index = 0;
}
else if (self->targetname || !(self->spawnflags & PUSH_START_OFF))
{
windsound = gi.soundindex ("misc/windfly.wav");
}
self->touch = trigger_push_touch;
if (!self->speed)
self->speed = 1000;
//PGM
if (self->targetname) // toggleable
{
self->use = trigger_push_use;
if (self->spawnflags & PUSH_START_OFF)
self->solid = SOLID_NOT;
}
else if (self->spawnflags & PUSH_START_OFF)
{ //Knightmare- they must be using the custom sound spawngflag from Lazarus
gi.dprintf ("trigger_push is START_OFF but not targeted.\n");
// self->svflags = 0;
// self->touch = NULL;
// self->solid = SOLID_BSP;
// self->movetype = MOVETYPE_PUSH;
self->spawnflags &= ~PUSH_START_OFF;
self->spawnflags |= PUSH_CUSTOM_SND;
if (st.noise)
self->noise_index = gi.soundindex(st.noise);
else
self->noise_index = 0;
}
//PGM
gi.linkentity (self);
}
/*QUAKED trigger_push_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) PUSH_ONCE START_OFF CUSTOM_SOUND
Pushes the player and other ents.
Same as trigger_push, except it doesn't use a model.
If targeted, it will toggle on and off when used.
PUSH_ONCE - Push the player once then do nothing
START_OFF - Toggled trigger_push begins in off setting
SILENT - Doesn't make wind noise
"speed" defaults to 1000
"noise" (path/file.wav)
"bleft" Min b-box coords XYZ. Default = -16 -16 -16
"tright" Max b-box coords XYZ. Default = 16 16 16
*/
void SP_trigger_push_bbox (edict_t *self)
{
InitTriggerBbox (self);
if (self->spawnflags & PUSH_CUSTOM_SND)
{
if (st.noise)
self->noise_index = gi.soundindex(st.noise);
else
self->noise_index = 0;
}
else if (self->targetname || !(self->spawnflags & PUSH_START_OFF))
{
windsound = gi.soundindex ("misc/windfly.wav");
}
self->touch = trigger_push_touch;
if (!self->speed)
self->speed = 1000;
//PGM
if (self->targetname) // toggleable
{
self->use = trigger_push_use;
if (self->spawnflags & PUSH_START_OFF)
self->solid = SOLID_NOT;
}
else if (self->spawnflags & PUSH_START_OFF)
{ //Knightmare- they must be using the custom sound spawngflag from Lazarus
gi.dprintf ("trigger_push_bbox is START_OFF but not targeted.\n");
// self->svflags = 0;
// self->touch = NULL;
// self->solid = SOLID_NOT;
// self->movetype = MOVETYPE_PUSH;
self->spawnflags &= ~PUSH_START_OFF;
self->spawnflags |= PUSH_CUSTOM_SND;
if (st.noise)
self->noise_index = gi.soundindex(st.noise);
else
self->noise_index = 0;
}
//PGM
gi.linkentity (self);
}
/*
==============================================================================
trigger_hurt
==============================================================================
*/
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage
"dmg" default 5 (whole numbers only)
*/
void hurt_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->solid == SOLID_NOT)
self->solid = SOLID_TRIGGER;
else
self->solid = SOLID_NOT;
gi.linkentity (self);
if (!(self->spawnflags & 2))
self->use = NULL;
}
void hurt_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int dflags;
if (!other->takedamage)
return;
if (self->timestamp > level.time)
return;
if (self->spawnflags & 16)
self->timestamp = level.time + 1;
else
self->timestamp = level.time + FRAMETIME;
if (!(self->spawnflags & 4))
{
if ((level.framenum % 10) == 0)
gi.sound (other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
}
if (self->spawnflags & 8)
dflags = DAMAGE_NO_PROTECTION;
else
dflags = 0;
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT);
}
void SP_trigger_hurt (edict_t *self)
{
InitTrigger (self);
self->noise_index = gi.soundindex ("world/electro.wav");
self->touch = hurt_touch;
if (!self->dmg)
self->dmg = 5;
if (self->spawnflags & 1)
self->solid = SOLID_NOT;
else
self->solid = SOLID_TRIGGER;
if (self->spawnflags & 2)
self->use = hurt_use;
gi.linkentity (self);
}
//Knightmare
/*QUAKED trigger_hurt_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.
Same as trigger_hurt, except it doesn't use a model.
It does dmg points of damage each server frame
SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage
"dmg" default 5 (whole numbers only)
bleft Min b-box coords XYZ. Default = -16 -16 -16
tright Max b-box coords XYZ. Default = 16 16 16
*/
void SP_trigger_hurt_bbox (edict_t *self)
{
InitTriggerBbox (self);
self->noise_index = gi.soundindex ("world/electro.wav");
self->touch = hurt_touch;
if (!self->dmg)
self->dmg = 5;
if (self->spawnflags & 1)
self->solid = SOLID_NOT;
else
self->solid = SOLID_TRIGGER;
if (self->spawnflags & 2)
self->use = hurt_use;
gi.linkentity (self);
}
/*
==============================================================================
trigger_gravity
==============================================================================
*/
//PGM
void trigger_gravity_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->solid == SOLID_NOT)
self->solid = SOLID_TRIGGER;
else
self->solid = SOLID_NOT;
gi.linkentity (self);
}
//PGM
void trigger_gravity_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
other->gravity = self->gravity;
}
/*QUAKED trigger_gravity (.5 .5 .5) ? TOGGLE START_OFF
Changes the touching entites gravity to
the value of "gravity". 1.0 is standard
gravity for the level.
TOGGLE - trigger_gravity can be turned on and off
START_OFF - trigger_gravity starts turned off (implies TOGGLE)
*/
void SP_trigger_gravity (edict_t *self)
{
if (st.gravity == 0)
{
gi.dprintf("trigger_gravity without gravity set at %s\n", vtos(self->s.origin));
G_FreeEdict (self);
return;
}
InitTrigger (self);
//PGM
// self->gravity = atoi(st.gravity);
self->gravity = atof(st.gravity);
if (self->spawnflags & 1) // TOGGLE
self->use = trigger_gravity_use;
if (self->spawnflags & 2) // START_OFF
{
self->use = trigger_gravity_use;
self->solid = SOLID_NOT;
}
self->touch = trigger_gravity_touch;
//PGM
gi.linkentity (self);
}
/*QUAKED trigger_gravity_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) TOGGLE START_OFF
Changes the touching entites gravity to the value of "gravity". 1.0 is standard gravity for the level.
Same as trigger_gravity, except that it doesn't use a model.
TOGGLE - trigger_gravity can be turned on and off
START_OFF - trigger_gravity starts turned off (implies TOGGLE)
bleft Min b-box coords XYZ. Default = -16 -16 -16
tright Max b-box coords XYZ. Default = 16 16 16
*/
void SP_trigger_gravity_bbox (edict_t *self)
{
if (st.gravity == 0)
{
gi.dprintf("trigger_gravity without gravity set at %s\n", vtos(self->s.origin));
G_FreeEdict (self);
return;
}
InitTriggerBbox (self);
//PGM
// self->gravity = atoi(st.gravity);
self->gravity = atof(st.gravity);
if(self->spawnflags & 1) // TOGGLE
self->use = trigger_gravity_use;
if(self->spawnflags & 2) // START_OFF
{
self->use = trigger_gravity_use;
self->solid = SOLID_NOT;
}
self->touch = trigger_gravity_touch;
//PGM
gi.linkentity (self);
}
/*
==============================================================================
trigger_monsterjump
==============================================================================
*/
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle.
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/
void trigger_monsterjump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other->flags & (FL_FLY | FL_SWIM) )
return;
if (other->svflags & SVF_DEADMONSTER)
return;
if ( !(other->svflags & SVF_MONSTER))
return;
// set XY even if not on ground, so the jump will clear lips
other->velocity[0] = self->movedir[0] * self->speed;
other->velocity[1] = self->movedir[1] * self->speed;
if (!other->groundentity)
return;
other->groundentity = NULL;
other->velocity[2] = self->movedir[2];
}
void SP_trigger_monsterjump (edict_t *self)
{
if (!self->speed)
self->speed = 200;
if (self->height)
st.height = self->height;
if (!st.height)
st.height = 200;
if (self->s.angles[YAW] == 0)
self->s.angles[YAW] = 360;
InitTrigger (self);
self->touch = trigger_monsterjump_touch;
self->movedir[2] = st.height;
}
void SP_trigger_monsterjump_bbox (edict_t *self)
{
if (!self->speed)
self->speed = 200;
if (self->height)
st.height = self->height;
if (!st.height)
st.height = 200;
if (self->s.angles[YAW] == 0)
self->s.angles[YAW] = 360;
InitTriggerBbox (self);
self->touch = trigger_monsterjump_touch;
self->movedir[2] = st.height;
}
/*QUAKED trigger_monsterjump_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8)
Walking monsters that touch this will jump in the direction of the trigger's angle.
Same as trigger_monsterjump, except that it doesn't use a model.
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
bleft Min b-box coords XYZ. Default = -16 -16 -16
tright Max b-box coords XYZ. Default = 16 16 16
*/
//=========================================================================================
// TRIGGER_MASS - triggers its targets when touched by any entity with mass >= mass value
// of trigger
//=========================================================================================
void trigger_mass_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other->mass < self->mass)
return;
self->activator = other;
multi_trigger (self);
}
void SP_trigger_mass (edict_t *self)
{
// Fires its target if touched by an entity weighing at least
// self->mass
if (self->sounds == 1)
self->noise_index = gi.soundindex ("misc/secret.wav");
else if (self->sounds == 2)
self->noise_index = gi.soundindex ("misc/talk.wav");
else if (self->sounds == 3)
// DWH - should be silent
// self->noise_index = gi.soundindex ("misc/trigger1.wav");
self->noise_index = -1;
if(!self->wait)
self->wait = 0.2;
self->touch = trigger_mass_touch;
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
if(self->spawnflags & TRIGGER_TRIGGERED)
{
self->solid = SOLID_NOT;
self->use = trigger_enable;
}
else
{
self->solid = SOLID_TRIGGER;
self->use = Use_Multi;
}
if(!self->mass)
self->mass = 100;
gi.setmodel (self, self->model);
gi.linkentity (self);
}
//Knightmare
/*QUAKED trigger_mass_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) x x TRIGGERED
A "weight limit" trigger that fires at its targets when the mass of the activator is equal to or greater than the mass value for the trigger.
Same as trigger_mass, except that it doesn't use a model.
"wait" Seconds between triggers. Default=0
"mass" Minimum mass to activate. Default=100
bleft Min b-box coords XYZ. Default = -16 -16 -16
tright Max b-box coords XYZ. Default = 16 16 16
*/
void SP_trigger_mass_bbox (edict_t *self)
{
// Fires its target if touched by an entity weighing at least
// self->mass
if (self->sounds == 1)
self->noise_index = gi.soundindex ("misc/secret.wav");
else if (self->sounds == 2)
self->noise_index = gi.soundindex ("misc/talk.wav");
else if (self->sounds == 3)
// DWH - should be silent
// self->noise_index = gi.soundindex ("misc/trigger1.wav");
self->noise_index = -1;
if(!self->wait) self->wait = 0.2;
self->touch = trigger_mass_touch;
InitTriggerBbox (self);
if(self->spawnflags & TRIGGER_TRIGGERED)
{
self->solid = SOLID_NOT;
self->use = trigger_enable;
}
else
{
self->solid = SOLID_TRIGGER;
self->use = Use_Multi;
}
if(!self->mass)
self->mass = 100;
gi.linkentity (self);
}
//=======================================================================================
// TRIGGER_INSIDE - triggers its targets when the bounding box for its pathtarget is
// completely inside the trigger field
//=======================================================================================
void trigger_inside_think (edict_t *self)
{
int i, num;
edict_t *touch[MAX_EDICTS], *hit;
num = gi.BoxEdicts (self->absmin, self->absmax, touch, MAX_EDICTS, AREA_SOLID);
for (i=0 ; i<num ; i++)
{
hit = touch[i];
if (!hit->inuse) continue;
if (!hit->targetname) continue;
if (Q_stricmp(self->pathtarget, hit->targetname)) continue;
// must be COMPLETELY inside
if (hit->absmin[0] < self->absmin[0]) continue;
if (hit->absmin[1] < self->absmin[1]) continue;
if (hit->absmin[2] < self->absmin[2]) continue;
if (hit->absmax[0] > self->absmax[0]) continue;
if (hit->absmax[1] > self->absmax[1]) continue;
if (hit->absmax[2] > self->absmax[2]) continue;
G_UseTargets (self, hit);
if (self->wait > 0)
self->nextthink = level.time + self->wait;
else
{
self->nextthink = level.time + FRAMETIME;
self->think = G_FreeEdict;
}
gi.linkentity(self);
return;
}
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
void SP_trigger_inside (edict_t *self)
{
vec3_t v;
VectorMA (self->mins, 0.5, self->size, v);
if(!self->target)
{
gi.dprintf("trigger_inside with no target at %s.\n",vtos(v));
G_FreeEdict(self);
return;
}
if(!self->pathtarget)
{
gi.dprintf("trigger_inside with no pathtarget at %s.\n",vtos(v));
G_FreeEdict(self);
return;
}
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_TRIGGER;
if(!self->wait)
self->wait = 0.2;
gi.setmodel (self,self->model);
self->think = trigger_inside_think;
self->nextthink = level.time + 1.0;
gi.linkentity(self);
}
/*QUAKED trigger_inside_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) x x TRIGGERED
A multiple fire trigger that fires its targets when the bounding box of the pathtarget entity is completely inside the trigger field.
Same as trigger_inside, except that it doesn't use a model.
"movewith" ent to move with
"targetname" when triggered
"wait" Seconds between triggers. Default=0
"pathtarget" Name of activator
bleft Min b-box coords XYZ. Default = -16 -16 -16
tright Max b-box coords XYZ. Default = 16 16 16
*/
void SP_trigger_inside_bbox (edict_t *self)
{
vec3_t v;
VectorMA (self->mins, 0.5, self->size, v);
if(!self->target)
{
gi.dprintf("trigger_inside_bbox with no target at %s.\n",vtos(v));
G_FreeEdict(self);
return;
}
if(!self->pathtarget)
{
gi.dprintf("trigger_inside_bbox with no pathtarget at %s.\n",vtos(v));
G_FreeEdict(self);
return;
}
InitTriggerBbox (self);
if(!self->wait)
self->wait = 0.2;
self->think = trigger_inside_think;
self->nextthink = level.time + 1.0;
gi.linkentity(self);
}
//==================================================================================
// TRIGGER_SCALES - coupled with target_characters, displays the weight of all
// entities that are "standing on" the trigger.
//==================================================================================
float weight_on_top(edict_t *ent)
{
float weight;
int i;
edict_t *e;
weight = 0.0;
for(i=1, e=g_edicts+i; i<globals.num_edicts; i++, e++)
{
if(!e->inuse) continue;
if(e->groundentity == ent)
{
weight += e->mass;
weight += weight_on_top(e);
}
}
return weight;
}
void trigger_scales_think (edict_t *self)
{
float f, fx, fy;
int i, num;
int weight;
edict_t *e, *touch[MAX_EDICTS], *hit;
num = gi.BoxEdicts (self->absmin, self->absmax, touch, MAX_EDICTS, AREA_SOLID);
weight = 0;
for (i=0 ; i<num ; i++)
{
hit = touch[i];
if (!hit->inuse) continue;
if (!hit->mass) continue;
fx = fy = 0.0;
if(hit->absmin[0] < self->absmin[0])
fx += (self->absmin[0] - hit->absmin[0])/hit->size[0];
if(hit->absmax[0] > self->absmax[0])
fx += (hit->absmax[0] - self->absmax[0])/hit->size[0];
if(hit->absmin[1] < self->absmin[1])
fy += (self->absmin[1] - hit->absmin[1])/hit->size[1];
if(hit->absmax[1] > self->absmax[1])
fy += (hit->absmax[1] - self->absmax[1])/hit->size[1];
f = (1.0 - fx - fy + fx*fy);
if(f > 0) weight += f * hit->mass;
weight += f*weight_on_top(hit);
}
if(weight != self->mass)
{
self->mass = weight;
for (e = self->teammaster; e; e = e->teamchain)
{
if (!e->count)
continue;
num = e->count;
if(weight < pow(10,num-1))
e->s.frame = 12;
else
e->s.frame = ( weight % (int)pow(10,num) ) / ( pow(10,num-1) );
}
}
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
void SP_trigger_scales (edict_t *self)
{
vec3_t v;
VectorMA (self->mins, 0.5, self->size, v);
if(!self->team)
{
gi.dprintf("trigger_scales with no team at %s.\n",vtos(v));
G_FreeEdict(self);
return;
}
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_TRIGGER;
gi.setmodel (self,self->model);
self->think = trigger_scales_think;
self->nextthink = level.time + 1.0;
self->mass = 0;
gi.linkentity(self);
}
void SP_trigger_scales_bbox (edict_t *self)
{
vec3_t v;
VectorMA (self->mins, 0.5, self->size, v);
if(!self->team)
{
gi.dprintf("trigger_scales_bbox with no team at %s.\n",vtos(v));
G_FreeEdict(self);
return;
}
InitTriggerBbox (self);
self->think = trigger_scales_think;
self->nextthink = level.time + 1.0;
self->mass = 0;
gi.linkentity(self);
}
//============================================================================================
// TRIGGER_LOOK
// Serves the same function as trigger_multiple, but:
// 1) Is only usable by players
// 2) Player must be looking at a point within bleft-tright of the origin of the trigger_look
// 3) If USE spawnflag (=8) is set, player must be pressing +use to trigger
void trigger_look_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
trace_t tr;
vec_t dist;
vec3_t dir, forward, left, up, end, start;
if(!other->client)
return;
if (self->nextthink)
return; // already been triggered
if( (self->spawnflags & TRIGGER_TOGGLE) && !(other->client->use))
return;
if( (self->spawnflags & TRIGGER_CAMOWNER) && !other->client->spycam)
return;
if( self->spawnflags & 32 )
{
// Then trigger only fires if looking at TARGET, not trigger bbox
edict_t *target;
int num_triggered=0;
edict_t *what;
vec3_t endpos;
target = G_Find(NULL,FOFS(targetname),self->target);
while(target && !num_triggered)
{
what = LookingAt(other,0,endpos,NULL);
if(target->inuse && (LookingAt(other,0,NULL,NULL) == target))
{
num_triggered++;
self->activator = other;
G_UseTarget (self, other, target);
}
else
target = G_Find(target,FOFS(targetname),self->target);
}
if(!num_triggered)
return;
}
else
{
if(other->client->spycam)
{
vec3_t f1, l1, u1;
AngleVectors(other->client->spycam->s.angles, forward, left, up);
VectorScale(forward, other->client->spycam->move_origin[0],f1);
VectorScale(left, -other->client->spycam->move_origin[1],l1);
VectorScale(up, other->client->spycam->move_origin[2],u1);
VectorAdd(other->client->spycam->s.origin,f1,start);
VectorAdd(start,l1,start);
VectorAdd(start,u1,start);
}
else
{
AngleVectors(other->client->v_angle, forward, NULL, NULL);
VectorCopy(other->s.origin,start);
start[2] += other->viewheight;
}
VectorSubtract(self->s.origin,start,dir);
dist = VectorLength(dir);
VectorMA(start,dist,forward,end);
tr = gi.trace(start,vec3_origin,vec3_origin,end,other,MASK_OPAQUE);
// See if we're looking at origin, within bleft, tright
// FIXME: The following is more or less accurate if the
// bleft-tright box is roughly a cube. If it's considerably
// longer in one direction we'll get false misses.
if(end[0] < self->s.origin[0] + self->bleft[0])
return;
if(end[1] < self->s.origin[1] + self->bleft[1])
return;
if(end[2] < self->s.origin[2] + self->bleft[2])
return;
if(end[0] > self->s.origin[0] + self->tright[0])
return;
if(end[1] > self->s.origin[1] + self->tright[1])
return;
if(end[2] > self->s.origin[2] + self->tright[2])
return;
self->activator = other;
G_UseTargets (self, other);
}
if (self->wait > 0)
{
self->think = multi_wait;
self->nextthink = level.time + self->wait;
}
else
{ // we can't just remove (self) here, because this is a touch function
// called while looping through area links...
self->touch = NULL;
self->nextthink = level.time + FRAMETIME;
self->think = G_FreeEdict;
}
}
void trigger_look_enable (edict_t *self, edict_t *other, edict_t *activator);
void trigger_look_disable (edict_t *self, edict_t *other, edict_t *activator)
{
self->count--;
if(self->count == 0)
{
self->think = G_FreeEdict;
self->nextthink = level.time + 1;
}
else
{
self->solid = SOLID_NOT;
self->use = trigger_look_enable;
gi.linkentity (self);
}
}
void trigger_look_enable (edict_t *self, edict_t *other, edict_t *activator)
{
self->solid = SOLID_TRIGGER;
self->use = trigger_look_disable;
gi.linkentity (self);
}
void SP_trigger_look (edict_t *self)
{
InitTriggerBbox (self);
if (self->sounds == 1)
self->noise_index = gi.soundindex ("misc/secret.wav");
else if (self->sounds == 2)
self->noise_index = gi.soundindex ("misc/talk.wav");
else if (self->sounds == 3)
self->noise_index = -1;
if (!self->wait)
self->wait = 0.2;
if (self->spawnflags & TRIGGER_TRIGGERED)
{
self->solid = SOLID_NOT;
self->use = trigger_look_enable;
}
else
{
self->solid = SOLID_TRIGGER;
self->use = trigger_look_disable;
}
gi.setmodel (self, self->model);
if (self->spawnflags & TRIGGER_CAMOWNER)
self->svflags |= SVF_TRIGGER_CAMOWNER;
self->touch = trigger_look_touch;
}
void trigger_speaker_think (edict_t *self)
{
int i;
edict_t *touching;
edict_t *player;
touching = NULL;
for (i = 1; i <= maxclients->value && !touching; i++) {
player = &g_edicts[i];
if(!player->inuse) continue;
if(player->s.origin[0] < self->s.origin[0] + self->bleft[0]) continue;
if(player->s.origin[1] < self->s.origin[1] + self->bleft[1]) continue;
if(player->s.origin[2] < self->s.origin[2] + self->bleft[2]) continue;
if(player->s.origin[0] > self->s.origin[0] + self->tright[0]) continue;
if(player->s.origin[1] > self->s.origin[1] + self->tright[1]) continue;
if(player->s.origin[2] > self->s.origin[2] + self->tright[2]) continue;
touching = player;
}
if(touching)
gi.sound (touching, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
self->nextthink = level.time + FRAMETIME;
}
void trigger_speaker_enable (edict_t *self, edict_t *other, edict_t *activator);
void trigger_speaker_disable (edict_t *self, edict_t *other, edict_t *activator)
{
self->use = trigger_speaker_enable;
self->think = NULL;
self->nextthink = 0;
}
void trigger_speaker_enable (edict_t *self, edict_t *other, edict_t *activator)
{
self->use = trigger_speaker_disable;
self->think = trigger_speaker_think;
self->think(self);
}
void SP_trigger_speaker (edict_t *self)
{
char buffer[MAX_QPATH];
if(!st.noise)
{
gi.dprintf("trigger_speaker with no noise set at %s\n", vtos(self->s.origin));
return;
}
if (!strstr (st.noise, ".wav"))
Com_sprintf (buffer, sizeof(buffer), "%s.wav", st.noise);
else
// strncpy (buffer, st.noise, sizeof(buffer));
Com_strcpy (buffer, sizeof(buffer), st.noise);
self->noise_index = gi.soundindex (buffer);
if (self->spawnflags & 1)
{
self->use = trigger_speaker_disable;
self->think = trigger_speaker_think;
self->nextthink = level.time + FRAMETIME;
}
else
{
self->use = trigger_speaker_enable;
}
if ( (!VectorLength(self->bleft)) && (!VectorLength(self->tright)) )
{
VectorSet(self->bleft,-16,-16,-16);
VectorSet(self->tright,16, 16, 16);
}
}
//==============================================================================
// trigger_transition is a HL-like box that defines what entities will be
// moved from one map to another when a target_changelevel with the same
// targetname is fired. Brush models may NOT be moved.
//==============================================================================
void WriteEdict (FILE *f, edict_t *ent);
qboolean HasSpawnFunction(edict_t *ent)
{
spawn_t *s;
gitem_t *item;
int i;
if(!ent->classname)
return false;
// check item spawn functions
for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
{
if (!item->classname)
continue;
if (!strcmp(item->classname, ent->classname))
return true;
}
// check normal spawn functions
for (s=spawns ; s->name ; s++)
{
if (!strcmp(s->name, ent->classname))
return true;
}
return false;
}
void WriteTransitionEdict (FILE *f, edict_t *changelevel, edict_t *ent)
{
byte *temp;
edict_t e;
field_t *field;
void *p;
memcpy(&e,ent,sizeof(edict_t));
if (!Q_stricmp(e.classname,"target_laser") ||
!Q_stricmp(e.classname,"target_blaster") )
vectoangles(e.movedir,e.s.angles);
if (!Q_stricmp(e.classname,"target_speaker"))
e.spawnflags |= 8; // indicates that "message" contains noise
if(changelevel->s.angles[YAW])
{
vec3_t angles;
vec3_t forward, right, v;
vec3_t spawn_offset;
VectorSubtract(e.s.origin,changelevel->s.origin,spawn_offset);
angles[PITCH] = angles[ROLL] = 0.;
angles[YAW] = changelevel->s.angles[YAW];
AngleVectors(angles,forward,right,NULL);
VectorNegate(right,right);
VectorCopy(spawn_offset,v);
G_ProjectSource (vec3_origin, v, forward, right, spawn_offset);
VectorCopy(spawn_offset,e.s.origin);
VectorCopy(e.velocity,v);
G_ProjectSource (vec3_origin, v, forward, right, e.velocity);
e.s.angles[YAW] += angles[YAW];
}
else
{
VectorSubtract(e.s.origin,changelevel->s.origin,e.s.origin);
}
// wipe out all edict_t and function members, since
// they won't be valid in the next map and might otherwise
// cause.... umm... big crash
temp = (byte *)&e;
for (field=fields ; field->name ; field++)
{
if((field->type == F_EDICT) || (field->type == F_FUNCTION))
{
p = (void *)(temp + field->ofs);
*(edict_t **)p = NULL;
}
}
// Clean out a few more things
e.s.number = 0;
memset (&e.moveinfo, 0, sizeof(moveinfo_t));
memset (&e.area, 0, sizeof(e.area));
e.linkcount = 0;
e.nextthink = 0;
e.groundentity_linkcount = 0;
e.s.modelindex = 0;
e.s.modelindex2 = 0;
e.s.modelindex3 = 0;
e.s.modelindex4 = 0;
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare- more modelindices
e.s.modelindex5 = 0;
e.s.modelindex6 = 0;
#endif
e.noise_index = 0;
// If the ent is a live bad guy monster, remove him from the total
// monster count. He'll be added back in in the new map.
if( (e.svflags & SVF_MONSTER) && !(e.monsterinfo.aiflags & AI_GOOD_GUY)
&& !(e.monsterinfo.monsterflags & MFL_DO_NOT_COUNT) )
{
if(e.health > 0)
level.total_monsters--;
else
e.max_health = -1;
}
// Enemy isn't preserved... let's try a new flag for
// single-player only that tells monster to find
// the player again at startup
if(!coop->value && !deathmatch->value)
{
if(ent->enemy == &g_edicts[1] && ent->health > 0)
e.monsterinfo.aiflags = AI_RESPAWN_FINDPLAYER;
}
if(e.classname &&
( !Q_stricmp(e.classname,"misc_actor") || strstr(e.classname,"monster_") ) &&
//Knightmare- changed this from a gib_health check, to take into account no_gib monsters
(e.svflags & SVF_GIB) )
e.classname = "gibhead";
WriteEdict(f,&e);
}
entlist_t DoNotMove[] = {
{"crane_reset"},
{"func_clock"},
{"func_timer"},
{"hint_path"},
{"info_player_coop"},
{"info_player_coop_lava"},
{"info_player_deathmatch"},
{"info_player_intermission"},
{"info_player_start"},
{"light"},
{"light_mine1"},
{"light_mine2"},
{"misc_strogg_ship"},
{"misc_transport"},
{"misc_viper"},
{"misc_crashviper"},
{"misc_viper_bomb"},
{"misc_viper_missile"},
{"model_train"},
{"path_corner"},
{"path_track"},
{"point_combat"},
{"target_actor"},
{"target_anger"},
{"target_changelevel"},
{"target_character"},
{"target_crosslevel_target"},
{"target_crosslevel_trigger"},
{"target_goal"},
{"target_help"},
{"target_lightramp"},
{"target_locator"},
{"target_lock"},
{"target_lock_clue"},
{"target_lock_code"},
{"target_lock_digit"},
{"target_rotation"},
{"target_secret"},
{"target_speaker"}, //Knightmare- don't move speakers
{"target_splash"},
{"target_steam"},
{"target_string"},
{"trigger_always"},
{"trigger_counter"},
{"trigger_elevator"},
{"trigger_key"},
{"trigger_relay"},
{"turret_driver"},
{"bad_area"},
{"prox_field"},
{NULL}};
void trans_ent_filename (char *filename, size_t filenameSize)
{
#if defined (_M_X64) || defined (_M_AMD64) || defined (__x86_64__)
SavegameDirRelativePath("save_x64/trans.ent", filename, filenameSize);
#else
SavegameDirRelativePath("save/trans.ent", filename, filenameSize);
#endif
}
int trigger_transition_ents (edict_t *changelevel, edict_t *self)
{
char t_file[MAX_QPATH];
int i, j;
int total=0;
qboolean nogo;
edict_t *ent;
entlist_t *p;
FILE *f;
if(developer->value)
gi.dprintf("==== WriteTransitionEnts ====\n");
trans_ent_filename (t_file, sizeof(t_file));
f = fopen(t_file,"wb");
if(!f)
{
gi.dprintf("Error opening %s for writing\n",t_file);
return 0;
}
// First scan entities for brush models that SHOULD change levels, e.g. func_tracktrain,
// which had better have a partner train in the next map... or we'll bitch loudly
for(i=game.maxclients+1; i<globals.num_edicts; i++)
{
ent = &g_edicts[i];
if(!ent->inuse) continue;
if(ent->solid != SOLID_BSP) continue;
if(ent->s.origin[0] > self->maxs[0]) continue;
if(ent->s.origin[1] > self->maxs[1]) continue;
if(ent->s.origin[2] > self->maxs[2]) continue;
if(ent->s.origin[0] < self->mins[0]) continue;
if(ent->s.origin[1] < self->mins[1]) continue;
if(ent->s.origin[2] < self->mins[2]) continue;
if(!Q_stricmp(ent->classname,"func_tracktrain") && !(ent->spawnflags & 8) && ent->targetname)
{
edict_t *e;
e = G_Spawn();
e->classname = gi.TagMalloc(17,TAG_LEVEL);
strcpy(e->classname, "info_train_start");
e->targetname = gi.TagMalloc(strlen(ent->targetname)+1,TAG_LEVEL);
strcpy(e->targetname, ent->targetname);
e->target = gi.TagMalloc(strlen(ent->target)+1,TAG_LEVEL);
strcpy(e->target, ent->target);
e->spawnflags = ent->spawnflags;
VectorCopy(ent->s.origin,e->s.origin);
VectorCopy(ent->s.angles,e->s.angles);
VectorCopy(ent->offset, e->offset);
VectorCopy(ent->bleft, e->bleft);
VectorCopy(ent->tright, e->tright);
e->sounds = ent->sounds;
e->viewheight = ent->viewheight;
e->speed = ent->moveinfo.speed;
// misuse/abuse a couple of entries to copy moveinfo stuff:
e->count = ent->moveinfo.state;
e->radius = ent->moveinfo.distance;
e->solid = SOLID_NOT;
e->svflags |= SVF_NOCLIENT;
if(ent->owner)
e->style = ent->owner - g_edicts;
else
e->style = 0;
gi.linkentity(e);
ent->owner = NULL;
ent->spawnflags |= 24; // SF_TRACKTRAIN_OTHERMAP | SF_TRACKTRAIN_DISABLED
VectorClear(ent->velocity);
VectorClear(ent->avelocity);
ent->moveinfo.state = ent->moveinfo.prevstate = 0; // STOP
gi.linkentity(ent);
}
}
for(i=game.maxclients+1; i<globals.num_edicts; i++)
{
ent = &g_edicts[i];
ent->id = 0;
if(!ent->inuse) continue;
// Pass up owned entities not owned by the player on this pass...
// get 'em next pass so we'll know whether owner is in our list
if(ent->owner && !ent->owner->client) continue;
if(ent->movewith) continue;
if(ent->s.origin[0] > self->maxs[0]) continue;
if(ent->s.origin[1] > self->maxs[1]) continue;
if(ent->s.origin[2] > self->maxs[2]) continue;
if(ent->s.origin[0] < self->mins[0]) continue;
if(ent->s.origin[1] < self->mins[1]) continue;
if(ent->s.origin[2] < self->mins[2]) continue;
if(ent->solid == SOLID_BSP) continue;
if((ent->solid == SOLID_TRIGGER) && !FindItemByClassname(ent->classname)) continue;
// Do not under any circumstances move these entities:
for(p=DoNotMove, nogo=false; p->name && !nogo; p++)
if(!Q_stricmp(ent->classname,p->name))
nogo = true;
if(nogo) continue;
if(!HasSpawnFunction(ent)) continue;
total++;
ent->id = total;
if(ent->owner)
ent->owner_id = -(ent->owner - g_edicts);
else
ent->owner_id = 0;
WriteTransitionEdict(f,changelevel,ent);
gi.unlinkentity(ent);
ent->inuse = false;
}
// Repeat, ONLY for ents owned by non-players
for(i=game.maxclients+1; i<globals.num_edicts; i++)
{
ent = &g_edicts[i];
if(!ent->inuse) continue;
if(!ent->owner) continue;
if(ent->owner->client) continue;
if(ent->movewith) continue;
if(ent->solid == SOLID_BSP) continue;
if((ent->solid == SOLID_TRIGGER) && !FindItemByClassname(ent->classname)) continue;
// Do not under any circumstances move these entities:
for(p=DoNotMove, nogo=false; p->name && !nogo; p++)
if(!Q_stricmp(ent->classname,p->name))
nogo = true;
if(nogo) continue;
if(!HasSpawnFunction(ent)) continue;
if(ent->s.origin[0] > self->maxs[0]) continue;
if(ent->s.origin[1] > self->maxs[1]) continue;
if(ent->s.origin[2] > self->maxs[2]) continue;
if(ent->s.origin[0] < self->mins[0]) continue;
if(ent->s.origin[1] < self->mins[1]) continue;
if(ent->s.origin[2] < self->mins[2]) continue;
ent->owner_id = 0;
for(j=game.maxclients+1; j<globals.num_edicts && !ent->owner_id; j++)
{
if(ent->owner == &g_edicts[j])
ent->owner_id = g_edicts[j].id;
}
if(!ent->owner_id) continue;
total++;
ent->id = total;
WriteTransitionEdict(f,changelevel,ent);
gi.unlinkentity(ent);
ent->inuse = false;
}
fflush(f);
fclose(f);
return total;
}
void SP_trigger_transition (edict_t *self)
{
if(!self->targetname)
{
gi.dprintf("trigger_transition w/o a targetname\n");
G_FreeEdict(self);
}
self->solid = SOLID_NOT;
self->movetype = MOVETYPE_NONE;
gi.setmodel (self, self->model);
self->svflags = SVF_NOCLIENT;
}
void SP_trigger_transition_bbox (edict_t *self)
{
if(!self->targetname)
{
gi.dprintf("trigger_transition_bbox w/o a targetname\n");
G_FreeEdict(self);
}
self->solid = SOLID_NOT;
self->movetype = MOVETYPE_NONE;
if ( (!VectorLength(self->bleft)) && (!VectorLength(self->tright)) )
{
VectorSet(self->bleft, -16, -16, -16);
VectorSet(self->tright, 16, 16, 16);
}
VectorCopy (self->bleft, self->mins);
VectorCopy (self->tright, self->maxs);
self->svflags = SVF_NOCLIENT;
}
/* ============================================================================
TRIGGER_SWITCH
Identical to trigger_multiple in just about every way, except that
it only turns entities ON if they're currently OFF (default operation) or
OFF if they're currently ON and TRIGGER_TARGET_OFF spawnflag is set.
==============================================================================*/
void trigger_switch_usetargets (edict_t *ent, edict_t *activator);
void trigger_switch_delay (edict_t *ent)
{
trigger_switch_usetargets (ent, ent->activator);
G_FreeEdict (ent);
}
void trigger_switch_usetargets (edict_t *ent, edict_t *activator)
{
edict_t *t;
//
// check for a delay
//
if (ent->delay)
{
// create a temp object to fire at a later time
t = G_Spawn();
t->classname = "DelayedUse";
t->nextthink = level.time + ent->delay;
t->think = trigger_switch_delay;
t->activator = activator;
if (!activator)
gi.dprintf ("Delay with no activator\n");
t->message = ent->message;
t->target = ent->target;
t->killtarget = ent->killtarget;
t->noise_index = ent->noise_index;
return;
}
//
// print the message
//
if ((ent->message) && !(activator->svflags & SVF_MONSTER))
{
// Lazarus - change so that noise_index < 0 means no sound
gi.centerprintf (activator, "%s", ent->message);
if (ent->noise_index > 0)
gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
else if (ent->noise_index == 0)
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
}
//
// kill killtargets
//
if (ent->killtarget)
{
t = NULL;
while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
{
// Lazarus: remove LIVE killtargeted monsters from total_monsters
if((t->svflags & SVF_MONSTER) && (t->deadflag == DEAD_NO))
{
if(!t->dmgteam || strcmp(t->dmgteam,"player"))
if(!(t->monsterinfo.aiflags & AI_GOOD_GUY))
level.total_monsters--;
}
// and decrement secret count if target_secret is removed
else if(t->class_id == ENTITY_TARGET_SECRET)
level.total_secrets--;
// same deal with target_goal, but also turn off CD music if applicable
else if(t->class_id == ENTITY_TARGET_GOAL)
{
level.total_goals--;
if (level.found_goals >= level.total_goals)
gi.configstring (CS_CDTRACK, "0");
}
G_FreeEdict (t);
if (!ent->inuse)
{
gi.dprintf("entity was removed while using killtargets\n");
return;
}
}
}
//
// fire targets
//
if (ent->target)
{
int on;
t = NULL;
while ((t = G_Find (t, FOFS(targetname), ent->target)))
{
if (t == ent)
{
gi.dprintf ("WARNING: Entity used itself.\n");
}
else if(t->use)
{
on = 0;
switch(t->class_id)
{
case ENTITY_FUNC_CONVEYOR:
case ENTITY_FUNC_FORCE_WALL:
case ENTITY_FUNC_WALL:
if(t->solid == SOLID_BSP)
on=1;
break;
case ENTITY_FUNC_PENDULUM:
case ENTITY_FUNC_TRAIN:
case ENTITY_MISC_STROGG_SHIP:
case ENTITY_MISC_VIPER:
case ENTITY_MISC_CRASHVIPER:
case ENTITY_MODEL_TRAIN:
case ENTITY_TARGET_ATTRACTOR:
case ENTITY_TARGET_FOG:
case ENTITY_TARGET_FOUNTAIN:
case ENTITY_TARGET_LASER:
case ENTITY_TARGET_MAL_LASER:
case ENTITY_TARGET_PRECIPITATION:
if(t->spawnflags & 1)
on=1;
break;
case ENTITY_FUNC_REFLECT:
if(!(t->spawnflags & 1))
on=1;
break;
case ENTITY_FUNC_ROTATING:
on = VectorCompare (t->avelocity, vec3_origin);
break;
case ENTITY_FUNC_TIMER:
if(t->nextthink)
on=1;
break;
case ENTITY_FUNC_TRACKTRAIN:
if(!(t->spawnflags & 128))
on=1;
break;
case ENTITY_MODEL_TURRET:
case ENTITY_TURRET_BREACH:
if(t->spawnflags & 16)
on=1;
break;
case ENTITY_TARGET_EFFECT:
if(t->spawnflags & 3)
{
if(t->spawnflags & 1)
on=1;
}
else
on = -1;
break;
case ENTITY_TARGET_SPEAKER:
if(t->spawnflags & 3)
{
if(t->s.sound)
on=1;
}
else
on=-1;
break;
default:
on=-1;
}
if(ent->spawnflags & TRIGGER_TARGET_OFF)
{
// Only use target if it is currently ON
if(on==1)
t->use (t, ent, activator);
}
else if(on==0)
{
// Only use target if it is currently OFF
t->use (t, ent, activator);
}
}
if (!ent->inuse)
{
gi.dprintf("entity was removed while using targets\n");
return;
}
}
}
}
void trigger_switch (edict_t *ent)
{
if (ent->nextthink)
return; // already been triggered
trigger_switch_usetargets (ent, ent->activator);
if (ent->wait > 0)
{
ent->think = multi_wait;
ent->nextthink = level.time + ent->wait;
}
else
{ // we can't just remove (self) here, because this is a touch function
// called while looping through area links...
ent->touch = NULL;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEdict;
}
}
void touch_trigger_switch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if(other->client || (other->flags & FL_ROBOT))
{
if (self->spawnflags & TRIGGER_NOT_PLAYER)
return;
}
else if (other->svflags & SVF_MONSTER)
{
if (!(self->spawnflags & TRIGGER_MONSTER))
return;
}
else
return;
if( (self->spawnflags & TRIGGER_CAMOWNER) && (!other->client || !other->client->spycam))
return;
if (!VectorCompare(self->movedir, vec3_origin))
{
vec3_t forward;
AngleVectors(other->s.angles, forward, NULL, NULL);
if (_DotProduct(forward, self->movedir) < 0)
return;
}
self->activator = other;
trigger_switch (self);
}
void use_trigger_switch (edict_t *ent, edict_t *other, edict_t *activator)
{
ent->activator = activator;
trigger_switch (ent);
}
void SP_trigger_switch (edict_t *ent)
{
ent->class_id = ENTITY_TRIGGER_SWITCH;
if (ent->sounds == 1)
ent->noise_index = gi.soundindex ("misc/secret.wav");
else if (ent->sounds == 2)
ent->noise_index = gi.soundindex ("misc/talk.wav");
else if (ent->sounds == 3)
ent->noise_index = -1;
if (!ent->wait)
ent->wait = 0.2;
ent->touch = touch_trigger_switch;
ent->movetype = MOVETYPE_NONE;
ent->svflags |= SVF_NOCLIENT;
if (ent->spawnflags & TRIGGER_CAMOWNER)
ent->svflags |= SVF_TRIGGER_CAMOWNER;
if (ent->spawnflags & TRIGGER_START_OFF)
{
ent->solid = SOLID_NOT;
ent->use = trigger_enable;
}
else
{
ent->solid = SOLID_TRIGGER;
ent->use = use_trigger_switch;
}
if (!VectorCompare(ent->s.angles, vec3_origin))
G_SetMovedir (ent->s.angles, ent->movedir);
gi.setmodel (ent, ent->model);
gi.linkentity (ent);
}
// end DWH