mirror of
https://github.com/nzp-team/quakec.git
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344 lines
No EOL
7.6 KiB
C++
344 lines
No EOL
7.6 KiB
C++
/*
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server/entities/triggers.qc
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Misc. Trigger functions
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Copyright (C) 2021 NZ:P Team
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#define SPAWNFLAG_NOMESSAGE 1
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#define SPAWNFLAG_NOTOUCH 1
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// the wait time has passed, so set back up for another activation
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void() multi_wait =
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{
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if (self.max_health)
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{
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self.health = self.max_health;
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_BBOX;
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}
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};
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// the trigger was just touched/killed/used
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// self.enemy 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 =
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{
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if (self.nextthink > time)
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{
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return; // already been triggered
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}
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if (self.noise)
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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// don't trigger again until reset
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self.takedamage = DAMAGE_NO;
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activator = self.enemy;
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SUB_UseTargets();
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if (self.wait > 0)
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{
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self.think = multi_wait;
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self.nextthink = time + self.wait;
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}
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else
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{
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// we can't just remove(self) here, because this is a touch function
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// called while C code is looping through area links...
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self.touch = SUB_Null;
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self.nextthink = time + 0.1;
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self.think = SUB_Remove;
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}
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};
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void() multi_killed =
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{
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// motolegacy - FIXME
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//self.enemy = damage_attacker;
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multi_trigger();
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};
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void() multi_use =
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{
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self.enemy = activator;
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multi_trigger();
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};
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void() multi_touch =
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{
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if (other.classname != "player")
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return;
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// if the trigger has an angles field, check player's facing direction
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if (self.movedir != '0 0 0')
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{
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makevectors (other.angles);
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if (v_forward * self.movedir < 0)
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return; // not facing the right way
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}
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self.enemy = other;
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multi_trigger();
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};
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void() SetMovedir =
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{
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if (self.angles == '0 -1 0')
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self.movedir = '0 0 1';
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else if (self.angles == '0 -2 0')
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self.movedir = '0 0 -1';
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else
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{
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makevectors (self.angles);
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self.movedir = v_forward;
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}
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self.angles = '0 0 0';
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};
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void() InitTrigger =
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{
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// trigger angles are used for one-way touches. An angle of 0 is assumed
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// to mean no restrictions, so use a yaw of 360 instead.
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if (self.angles != '0 0 0')
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SetMovedir ();
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self.solid = SOLID_TRIGGER;
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setmodel (self, self.model); // set size and link into world
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self.movetype = MOVETYPE_NONE;
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self.modelindex = 0;
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self.model = "";
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};
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#ifndef PSP
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entity last_act_trigger;
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void() trigger_activator_touch =
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{
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other.cost = other.cost +1; //hack, we can only touch one of thease at the time
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if (other.classname != "player" || last_act_trigger == self || other.cost > 1)
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return;
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last_act_trigger = self;
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entity t;
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float tempcount, temptotal,breakthis;
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string tempstring;
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temptotal = 0;
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breakthis = 0;
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tempcount = 1;
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tempstring = "";
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t = world;
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do
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{
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t = find (t, classname, "spawn_zombie");
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if (!t)
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{
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breakthis = 1;
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}
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if (t.classname == "spawn_zombie")
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{
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t.classname = "spawn_zombie_away";
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/*if (cvar("developer"))
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setmodel(t, "progs/player.mdl");*/
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}
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} while (!breakthis);
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if (self.target2)
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tempcount =+ 1;
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if (self.target3)
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tempcount =+ 1;
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if (self.target4)
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tempcount =+ 1;
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if (self.target5)
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tempcount =+ 1;
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if (self.target6)
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tempcount =+ 1;
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if (self.target7)
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tempcount =+ 1;
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if (self.target8)
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tempcount =+ 1;
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if (self.target2)
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tempcount = tempcount + 1;
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if (self.target3)
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tempcount = tempcount + 1;
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if (self.target4)
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tempcount = tempcount + 1;
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if (self.target5)
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tempcount = tempcount + 1;
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if (self.target6)
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tempcount = tempcount + 1;
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if (self.target7)
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tempcount = tempcount + 1;
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if (self.target8)
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tempcount = tempcount + 1;
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while(tempcount > temptotal)
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{
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temptotal = temptotal + 1;
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if (temptotal == 1)
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tempstring = self.target;
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if (temptotal == 2)
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tempstring = self.target2;
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if (temptotal == 3)
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tempstring = self.target3;
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if (temptotal == 4)
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tempstring = self.target4;
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if (temptotal == 5)
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tempstring = self.target5;
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if (temptotal == 6)
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tempstring = self.target6;
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if (temptotal == 7)
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tempstring = self.target7;
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if (temptotal == 8)
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tempstring = self.target8;
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if (tempstring)
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{
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t = find (world, targetname, tempstring);
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breakthis = 0;
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while (!breakthis)
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{
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if (!t)
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{
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breakthis = true;
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}
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if (t.classname == "spawn_zombie_away")
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{
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t.classname = "spawn_zombie";
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/*if (cvar("developer"))
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setmodel(t, "progs/ai/zfull.mdl");*/
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}
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t = find (t, targetname, tempstring);
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}
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}
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}
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}
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void() trigger_activator =
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{
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InitTrigger ();
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self.touch = trigger_activator_touch;
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}
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#endif
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void() use_wall_weapon =
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{
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if (self.enemy)
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return;
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entity newent;
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newent = spawn();
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newent.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
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newent.solid=SOLID_NOT;
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newent.classname = "wall_weapon";
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setorigin(newent, self.origin);
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setmodel (newent, GetWeaponModel(self.sequence + 1, 1));
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setsize (newent, VEC_HULL2_MIN, VEC_HULL2_MAX);
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newent.angles = self.angles;
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self.enemy = newent;
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}
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void() weapon_wall =
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{
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precache_model ("models/misc/chalk.mdl");
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setmodel (self, "models/misc/chalk.mdl");
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self.skin = 0;
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setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.frame = self.sequence;
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self.use = use_wall_weapon;
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self.classname = "weapon_wall";
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//self.effects = EF_WEPLIGHT;
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}
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/* ===================
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Custom Teddy Triggers
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===================*/
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void() teddy_react =
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{
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local entity t;
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if (self.spawnflags & 1) {
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t = find (world, teddyremovetarget, self.target);
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if (t)
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remove(t);
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}
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remove(self); //this was present in the patch, i like it.
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}
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/*
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Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
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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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If notouch is set, the trigger is only fired by other entities, not by touching.
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NOTOUCH has been obsoleted by trigger_relay!
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set "message" to text string
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*/
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void() trigger_multiple =
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{
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if (!self.wait)
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self.wait = 0.2;
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self.use = multi_use;
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InitTrigger ();
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if(self.health)
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{
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if (self.spawnflags & SPAWNFLAG_NOTOUCH)
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objerror("health and notouch don't make sense\n");
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self.max_health = self.health;
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self.th_die = multi_killed;
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_BBOX;
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setorigin(self, self.origin); // make sure it links into the world
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}
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else
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{
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if (!(self.spawnflags & SPAWNFLAG_NOTOUCH))
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{
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self.touch = multi_touch;
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}
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}
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};
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/*
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Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
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"targetname". If "health" is set, the trigger must be killed to activate.
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If notouch is set, the trigger is only fired by other entities, not by touching.
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if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
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if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
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set "message" to text string
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*/
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void() trigger_once =
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{
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self.wait = -1;
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trigger_multiple();
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} |