thirtyflightsofloving/missionpack/g_newtrig.c
2020-09-04 03:39:59 -04:00

214 lines
5.5 KiB
C

// g_newtrig.c
// pmack
// october 1997
#include "g_local.h"
#define TELEPORT_PLAYER_ONLY 1
#define TELEPORT_TRIGGERED 2
#define TELEPORT_START_ON 8
#define TELEPORT_NO_EFFECTS 16
#define TELEPORT_CUSTOM_SOUND 32
extern void TeleportEffect (vec3_t origin);
/*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 -24) (16 16 32)
Destination marker for a teleporter. Does not use a pad model.
*/
void SP_info_teleport_destination (edict_t *self)
{
}
/*QUAKED trigger_teleporter (.5 .5 .5) ? PLAYER_ONLY TRIGGERED x START_ON NO_EFFECTS SOUND
Any player or monster touching this will be transported to the corresponding
info_teleport_destination entity. You must set the "target" field,
and create an object with a "targetname" field that matches.
If the trigger_teleport has the TRIGGERED flag and a targetname, it will only teleport
entities after it has been fired. When fired, it will toggle between on and off.
PLAYER_ONLY: only players are teleported
START_ON: redundant, will override TRIGGERED spawnflag, left for compatibility
NO_EFFECTS: will not give a teleport effect when touched
SOUND: play a custom sound when touched
"noise" (path/file.wav)
*/
void trigger_teleport_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
edict_t *dest;
edict_t *tempent; //for teleport effect
int i;
tempent = G_Spawn();
VectorCopy (other->s.origin, tempent->s.origin);
if ((self->spawnflags & TELEPORT_PLAYER_ONLY) && !(other->client))
return;
if (!other->client && (!other->svflags & SVF_MONSTER))
return;
if (self->delay)
return;
dest = G_Find (NULL, FOFS(targetname), self->target);
if (!dest)
{
gi.dprintf("Teleport Destination not found!\n");
return;
}
if (!self->spawnflags & TELEPORT_NO_EFFECTS)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_TELEPORT_EFFECT);
gi.WritePosition (other->s.origin);
gi.multicast (other->s.origin, MULTICAST_PVS);
}
if (self->spawnflags & TELEPORT_CUSTOM_SOUND)
gi.sound (self, CHAN_VOICE, self->noise_index, 1, ATTN_NORM, 0);
// unlink to make sure it can't possibly interfere with KillBox
gi.unlinkentity (other);
VectorCopy (dest->s.origin, other->s.origin);
VectorCopy (dest->s.origin, other->s.old_origin);
other->s.origin[2] += 10;
// clear the velocity and hold them in place briefly
VectorClear (other->velocity);
if (other->client)
{
other->client->ps.pmove.pm_time = 160>>3; // hold time
other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
// set angles
for (i=0 ; i<3 ; i++)
other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]);
VectorClear (other->client->ps.viewangles);
VectorClear (other->client->v_angle);
}
// draw the teleport splash at source and on the player
other->s.event = EV_PLAYER_TELEPORT;
// self->s.event = EV_PLAYER_TELEPORT;
tempent->s.event = EV_PLAYER_TELEPORT;
tempent->think = G_FreeEdict;
tempent->nextthink = level.time + FRAMETIME;
gi.linkentity (tempent);
VectorClear (other->s.angles);
// kill anything at the destination
KillBox (other);
gi.linkentity (other);
}
void trigger_teleport_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);
}
/*QUAKED trigger_teleport (.5 .5 .5) ? player_only silent ctf_only start_on
Any object touching this will be transported to the corresponding
info_teleport_destination entity. You must set the "target" field,
and create an object with a "targetname" field that matches.
If the trigger_teleport has a targetname, it will only teleport
entities when it has been fired.
player_only: only players are teleported
silent: <not used right now>
ctf_only: <not used right now>
start_on: when trigger has targetname, start active, deactivate when used.
*/
void SP_trigger_teleport (edict_t *self)
{
if (!self->wait)
self->wait = 0.2;
self->delay = 0;
if (self->targetname)
{
self->use = trigger_teleport_use;
if (!(self->spawnflags & TELEPORT_START_ON))
self->delay = 1;
}
self->touch = trigger_teleport_touch;
self->solid = SOLID_TRIGGER;
self->movetype = MOVETYPE_NONE;
// self->flags |= FL_NOCLIENT;
if (!VectorCompare(self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
gi.setmodel (self, self->model);
self->class_id = ENTITY_TRIGGER_TELEPORT;
gi.linkentity (self);
}
// ***************************
// TRIGGER_DISGUISE
// ***************************
/*QUAKED trigger_disguise (.5 .5 .5) ? TOGGLE START_ON REMOVE
Anything passing through this trigger when it is active will
be marked as disguised.
TOGGLE - field is turned off and on when used.
START_ON - field is active when spawned.
REMOVE - field removes the disguise
*/
void trigger_disguise_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other->client)
{
if (self->spawnflags & 4)
other->flags &= ~FL_DISGUISED;
else
other->flags |= FL_DISGUISED;
}
}
void trigger_disguise_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);
}
void SP_trigger_disguise (edict_t *self)
{
self->class_id = ENTITY_TRIGGER_DISGUISE;
if (self->spawnflags & 2)
self->solid = SOLID_TRIGGER;
else
self->solid = SOLID_NOT;
self->touch = trigger_disguise_touch;
self->use = trigger_disguise_use;
self->movetype = MOVETYPE_NONE;
self->svflags = SVF_NOCLIENT;
gi.setmodel (self, self->model);
gi.linkentity(self);
}