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https://github.com/id-Software/quake2-rerelease-dll.git
synced 2024-11-27 22:52:54 +00:00
598 lines
14 KiB
C
598 lines
14 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "g_local.h"
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void InitTrigger (edict_t *self)
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{
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if (!VectorCompare (self->s.angles, vec3_origin))
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G_SetMovedir (self->s.angles, self->movedir);
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self->solid = SOLID_TRIGGER;
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self->movetype = MOVETYPE_NONE;
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gi.setmodel (self, self->model);
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self->svflags = SVF_NOCLIENT;
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}
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// the wait time has passed, so set back up for another activation
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void multi_wait (edict_t *ent)
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{
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ent->nextthink = 0;
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}
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// the trigger was just activated
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// ent->activator should be set to the activator so it can be held through a delay
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// so wait for the delay time before firing
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void multi_trigger (edict_t *ent)
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{
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if (ent->nextthink)
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return; // already been triggered
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G_UseTargets (ent, ent->activator);
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if (ent->wait > 0)
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{
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ent->think = multi_wait;
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ent->nextthink = level.time + ent->wait;
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}
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else
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{ // we can't just remove (self) here, because this is a touch function
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// called while looping through area links...
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ent->touch = NULL;
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ent->nextthink = level.time + FRAMETIME;
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ent->think = G_FreeEdict;
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}
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}
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void Use_Multi (edict_t *ent, edict_t *other, edict_t *activator)
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{
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ent->activator = activator;
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multi_trigger (ent);
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}
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void Touch_Multi (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if(other->client)
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{
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if (self->spawnflags & 2)
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return;
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}
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else if (other->svflags & SVF_MONSTER)
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{
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if (!(self->spawnflags & 1))
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return;
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}
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else
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return;
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if (!VectorCompare(self->movedir, vec3_origin))
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{
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vec3_t forward;
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AngleVectors(other->s.angles, forward, NULL, NULL);
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if (_DotProduct(forward, self->movedir) < 0)
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return;
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}
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self->activator = other;
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multi_trigger (self);
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}
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/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
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Variable sized repeatable trigger. Must be targeted at one or more entities.
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If "delay" is set, the trigger waits some time after activating before firing.
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"wait" : Seconds between triggerings. (.2 default)
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sounds
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1) secret
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2) beep beep
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3) large switch
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4)
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set "message" to text string
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*/
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void trigger_enable (edict_t *self, edict_t *other, edict_t *activator)
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{
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self->solid = SOLID_TRIGGER;
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self->use = Use_Multi;
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gi.linkentity (self);
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}
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void SP_trigger_multiple (edict_t *ent)
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{
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if (ent->sounds == 1)
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ent->noise_index = gi.soundindex ("misc/secret.wav");
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else if (ent->sounds == 2)
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ent->noise_index = gi.soundindex ("misc/talk.wav");
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else if (ent->sounds == 3)
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ent->noise_index = gi.soundindex ("misc/trigger1.wav");
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if (!ent->wait)
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ent->wait = 0.2;
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ent->touch = Touch_Multi;
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ent->movetype = MOVETYPE_NONE;
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ent->svflags |= SVF_NOCLIENT;
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if (ent->spawnflags & 4)
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{
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ent->solid = SOLID_NOT;
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ent->use = trigger_enable;
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}
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else
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{
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ent->solid = SOLID_TRIGGER;
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ent->use = Use_Multi;
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}
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if (!VectorCompare(ent->s.angles, vec3_origin))
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G_SetMovedir (ent->s.angles, ent->movedir);
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gi.setmodel (ent, ent->model);
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gi.linkentity (ent);
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}
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/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
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Triggers once, then removes itself.
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You must set the key "target" to the name of another object in the level that has a matching "targetname".
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If TRIGGERED, this trigger must be triggered before it is live.
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sounds
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1) secret
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2) beep beep
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3) large switch
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4)
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"message" string to be displayed when triggered
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*/
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void SP_trigger_once(edict_t *ent)
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{
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// make old maps work because I messed up on flag assignments here
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// triggered was on bit 1 when it should have been on bit 4
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if (ent->spawnflags & 1)
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{
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vec3_t v;
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VectorMA (ent->mins, 0.5, ent->size, v);
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ent->spawnflags &= ~1;
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ent->spawnflags |= 4;
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gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v));
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}
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ent->wait = -1;
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SP_trigger_multiple (ent);
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}
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/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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This fixed size trigger cannot be touched, it can only be fired by other events.
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*/
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void trigger_relay_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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G_UseTargets (self, activator);
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}
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void SP_trigger_relay (edict_t *self)
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{
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self->use = trigger_relay_use;
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}
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/*
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==============================================================================
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trigger_key
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==============================================================================
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*/
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/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
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A relay trigger that only fires it's targets if player has the proper key.
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Use "item" to specify the required key, for example "key_data_cd"
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*/
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void trigger_key_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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int index;
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if (!self->item)
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return;
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if (!activator->client)
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return;
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index = ITEM_INDEX(self->item);
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if (!activator->client->pers.inventory[index])
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{
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if (level.time < self->touch_debounce_time)
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return;
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self->touch_debounce_time = level.time + 5.0;
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gi.centerprintf (activator, "You need the %s", self->item->pickup_name);
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gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keytry.wav"), 1, ATTN_NORM, 0);
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return;
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}
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gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0);
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if (coop->value)
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{
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int player;
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edict_t *ent;
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if (strcmp(self->item->classname, "key_power_cube") == 0)
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{
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int cube;
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for (cube = 0; cube < 8; cube++)
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if (activator->client->pers.power_cubes & (1 << cube))
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break;
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for (player = 1; player <= game.maxclients; player++)
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{
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ent = &g_edicts[player];
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if (!ent->inuse)
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continue;
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if (!ent->client)
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continue;
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if (ent->client->pers.power_cubes & (1 << cube))
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{
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ent->client->pers.inventory[index]--;
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ent->client->pers.power_cubes &= ~(1 << cube);
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}
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}
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}
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else
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{
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for (player = 1; player <= game.maxclients; player++)
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{
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ent = &g_edicts[player];
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if (!ent->inuse)
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continue;
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if (!ent->client)
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continue;
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ent->client->pers.inventory[index] = 0;
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}
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}
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}
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else
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{
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activator->client->pers.inventory[index]--;
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}
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G_UseTargets (self, activator);
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self->use = NULL;
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}
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void SP_trigger_key (edict_t *self)
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{
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if (!st.item)
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{
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gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));
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return;
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}
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self->item = FindItemByClassname (st.item);
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if (!self->item)
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{
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gi.dprintf("item %s not found for trigger_key at %s\n", st.item, vtos(self->s.origin));
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return;
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}
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if (!self->target)
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{
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gi.dprintf("%s at %s has no target\n", self->classname, vtos(self->s.origin));
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return;
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}
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gi.soundindex ("misc/keytry.wav");
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gi.soundindex ("misc/keyuse.wav");
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self->use = trigger_key_use;
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}
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/*
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==============================================================================
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trigger_counter
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==============================================================================
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*/
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/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
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Acts as an intermediary for an action that takes multiple inputs.
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If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
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After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
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*/
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void trigger_counter_use(edict_t *self, edict_t *other, edict_t *activator)
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{
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if (self->count == 0)
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return;
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self->count--;
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if (self->count)
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{
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if (! (self->spawnflags & 1))
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{
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gi.centerprintf(activator, "%i more to go...", self->count);
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gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
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}
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return;
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}
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if (! (self->spawnflags & 1))
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{
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gi.centerprintf(activator, "Sequence completed!");
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gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
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}
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self->activator = activator;
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multi_trigger (self);
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}
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void SP_trigger_counter (edict_t *self)
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{
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self->wait = -1;
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if (!self->count)
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self->count = 2;
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self->use = trigger_counter_use;
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}
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/*
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==============================================================================
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trigger_always
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==============================================================================
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*/
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/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
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This trigger will always fire. It is activated by the world.
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*/
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void SP_trigger_always (edict_t *ent)
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{
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// we must have some delay to make sure our use targets are present
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if (ent->delay < 0.2)
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ent->delay = 0.2;
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G_UseTargets(ent, ent);
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}
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/*
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==============================================================================
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trigger_push
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==============================================================================
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*/
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#define PUSH_ONCE 1
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static int windsound;
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void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (strcmp(other->classname, "grenade") == 0)
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{
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VectorScale (self->movedir, self->speed * 10, other->velocity);
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}
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else if (other->health > 0)
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{
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VectorScale (self->movedir, self->speed * 10, other->velocity);
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if (other->client)
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{
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// don't take falling damage immediately from this
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VectorCopy (other->velocity, other->client->oldvelocity);
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if (other->fly_sound_debounce_time < level.time)
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{
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other->fly_sound_debounce_time = level.time + 1.5;
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gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
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}
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}
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}
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if (self->spawnflags & PUSH_ONCE)
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G_FreeEdict (self);
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}
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/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
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Pushes the player
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"speed" defaults to 1000
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*/
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void SP_trigger_push (edict_t *self)
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{
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InitTrigger (self);
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windsound = gi.soundindex ("misc/windfly.wav");
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self->touch = trigger_push_touch;
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if (!self->speed)
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self->speed = 1000;
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gi.linkentity (self);
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}
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/*
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==============================================================================
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trigger_hurt
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==============================================================================
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*/
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/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
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Any entity that touches this will be hurt.
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It does dmg points of damage each server frame
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SILENT supresses playing the sound
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SLOW changes the damage rate to once per second
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NO_PROTECTION *nothing* stops the damage
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"dmg" default 5 (whole numbers only)
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*/
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void hurt_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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if (self->solid == SOLID_NOT)
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self->solid = SOLID_TRIGGER;
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else
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self->solid = SOLID_NOT;
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gi.linkentity (self);
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if (!(self->spawnflags & 2))
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self->use = NULL;
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}
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void hurt_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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int dflags;
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if (!other->takedamage)
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return;
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if (self->timestamp > level.time)
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return;
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if (self->spawnflags & 16)
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self->timestamp = level.time + 1;
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else
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self->timestamp = level.time + FRAMETIME;
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if (!(self->spawnflags & 4))
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{
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if ((level.framenum % 10) == 0)
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gi.sound (other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
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}
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if (self->spawnflags & 8)
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dflags = DAMAGE_NO_PROTECTION;
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else
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dflags = 0;
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T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT);
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}
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void SP_trigger_hurt (edict_t *self)
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{
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InitTrigger (self);
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self->noise_index = gi.soundindex ("world/electro.wav");
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self->touch = hurt_touch;
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if (!self->dmg)
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self->dmg = 5;
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if (self->spawnflags & 1)
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self->solid = SOLID_NOT;
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else
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self->solid = SOLID_TRIGGER;
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if (self->spawnflags & 2)
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self->use = hurt_use;
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gi.linkentity (self);
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}
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/*
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==============================================================================
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trigger_gravity
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==============================================================================
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*/
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/*QUAKED trigger_gravity (.5 .5 .5) ?
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Changes the touching entites gravity to
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the value of "gravity". 1.0 is standard
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gravity for the level.
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*/
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void trigger_gravity_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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other->gravity = self->gravity;
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}
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void SP_trigger_gravity (edict_t *self)
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{
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if (st.gravity == 0)
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{
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gi.dprintf("trigger_gravity without gravity set at %s\n", vtos(self->s.origin));
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G_FreeEdict (self);
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return;
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}
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InitTrigger (self);
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self->gravity = atoi(st.gravity);
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self->touch = trigger_gravity_touch;
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}
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/*
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==============================================================================
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trigger_monsterjump
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==============================================================================
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*/
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/*QUAKED trigger_monsterjump (.5 .5 .5) ?
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Walking monsters that touch this will jump in the direction of the trigger's angle
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"speed" default to 200, the speed thrown forward
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"height" default to 200, the speed thrown upwards
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*/
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void trigger_monsterjump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (other->flags & (FL_FLY | FL_SWIM) )
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return;
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if (other->svflags & SVF_DEADMONSTER)
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return;
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|
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 (!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;
|
|
}
|
|
|