mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-25 13:21:32 +00:00
443 lines
No EOL
9.7 KiB
C++
443 lines
No EOL
9.7 KiB
C++
/*
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server/entities/triggers.qc
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Misc. Trigger functions
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Copyright (C) 2021-2024 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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void() Zombie_ReassignSpawnIDs;
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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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// 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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Ent_FakeRemove(self);
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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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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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t.spawn_id = zombie_spawn_points;
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zombie_spawn_points++;
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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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Zombie_ReassignSpawnIDs();
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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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void() trigger_interact_touch =
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{
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if (other.classname != "player" || other.downed || other.isBuying == true || !PlayerIsLooking(other, self))
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return;
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if (other.button7) {
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if (self.noise)
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sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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multi_trigger();
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}
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}
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void() trigger_interact =
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{
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InitTrigger();
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self.touch = trigger_interact_touch;
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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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Ent_FakeRemove(t);
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} else if (self.target) {
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SUB_UseTargets();
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}
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entity dummy = spawn();
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setorigin(dummy, self.origin);
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dummy.think = SUB_Remove;
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dummy.nextthink = time + 10;
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if (self.noise)
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sound (dummy, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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Ent_FakeRemove(self);
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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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}
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void() trigger_atroundend =
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{
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self.classname = "trigger_atroundend";
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//self.use = multi_use;
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}
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#define SPAWNFLAG_TRIGGERFIRE_PLAYER 1
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#define SPAWNFLAG_TRIGGERFIRE_NODAMAGE 2
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#define SPAWNFLAG_TRIGGERFIRE_HEALTHNERF 4
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void() trigger_setfire_touch =
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{
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if (other.aistatus != "1" && (other.classname == "player" && !(self.spawnflags & SPAWNFLAG_TRIGGERFIRE_PLAYER)))
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return;
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other.onfire = true;
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other.fire_timeout = time + self.fire_timeout;
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if ((self.spawnflags & SPAWNFLAG_TRIGGERFIRE_NODAMAGE) && other.aistatus == "1")
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other.ltime = time + 10000;
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}
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void() trigger_setfire =
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{
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InitTrigger ();
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self.touch = trigger_setfire_touch;
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}
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//
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// trigger_awardpoints
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// Awards touching client Score on contact.
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//
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#define SPAWNFLAG_TRIGGERSCORE_REQUIRESTAND 1
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#define SPAWNFLAG_TRIGGERSCORE_REQUIRECROUCH 2
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#define SPAWNFLAG_TRIGGERSCORE_REQUIREPRONE 4
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#define SPAWNFLAG_TRIGGERSCORE_APPLY2XPOINTS 8
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void() trigger_awardpoints_touch =
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{
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if (other.classname != "player" || other.downed || !self.health)
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return;
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if (other.stance != PLAYER_STANCE_STAND && (self.spawnflags & SPAWNFLAG_TRIGGERSCORE_REQUIRESTAND))
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return;
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if (other.stance != PLAYER_STANCE_CROUCH && (self.spawnflags & SPAWNFLAG_TRIGGERSCORE_REQUIRECROUCH))
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return;
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if (other.stance != PLAYER_STANCE_PRONE && (self.spawnflags & SPAWNFLAG_TRIGGERSCORE_REQUIREPRONE))
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return;
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addmoney(other, self.points, (self.spawnflags & SPAWNFLAG_TRIGGERSCORE_APPLY2XPOINTS));
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if (self.noise != "")
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sound(self, 0, self.noise, 1, 1);
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self.health = 0;
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}
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void() trigger_awardpoints =
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{
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InitTrigger ();
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self.touch = trigger_awardpoints_touch;
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self.health = 1;
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if (self.noise != "")
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precache_sound(self.noise);
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}
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//
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// Quake Triggers
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//
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// NZ:P START -- Spawnflags for not hurting clients and not hurting AI
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#define HURT_SPAWNFLAG_NOAI 1
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#define HURT_SPAWNFLAG_NOCLIENT 2
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// NZ:P END
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void() hurt_on =
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{
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self.solid = SOLID_TRIGGER;
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self.nextthink = -1;
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};
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void() hurt_touch =
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{
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if ((other.classname == "player" && !(self.spawnflags & HURT_SPAWNFLAG_NOCLIENT)) ||
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(other.aistatus == "1" && !(self.spawnflags & HURT_SPAWNFLAG_NOAI)))
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{
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self.solid = SOLID_NOT;
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DamageHandler(other, self, self.dmg, S_ZOMBIE);
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self.think = hurt_on;
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self.nextthink = time + 1;
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if (self.message)
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centerprint(other, strcat(self.message, "\n"));
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}
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return;
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};
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void() trigger_hurt =
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{
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InitTrigger ();
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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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}; |