mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-24 21:02:06 +00:00
709 lines
16 KiB
C++
709 lines
16 KiB
C++
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entity stemp, otemp, s, old;
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void() trigger_reactivate =
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{
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self.solid = SOLID_TRIGGER;
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};
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//=============================================================================
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float SPAWNFLAG_NOMESSAGE = 1;
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float 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; // allready been triggered
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}
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if (self.classname == "trigger_secret")
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{
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if (self.enemy.classname != "player")
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return;
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found_secrets = found_secrets + 1;
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WriteByte (MSG_ALL, SVC_FOUNDSECRET);
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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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{ // we can't just remove (self) here, because this is a touch function
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// called wheil 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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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" && other.classname != "bot")
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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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/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
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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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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_multiple =
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{
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if (self.sounds == 1)
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{
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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}
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else if (self.sounds == 2)
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{
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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}
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else if (self.sounds == 3)
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{
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precache_sound ("misc/trigger1.wav");
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self.noise = "misc/trigger1.wav";
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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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if (!self.classname)
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self.classname = "trigger";
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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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self.nobleed = TRUE;
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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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/*QUAKED trigger_once (.5 .5 .5) ? notouch
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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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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_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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//=============================================================================
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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. It can contain killtargets, targets, delays, and messages.
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*/
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void() trigger_relay =
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{
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self.use = SUB_UseTargets;
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};
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//=============================================================================
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/*QUAKED trigger_secret (.5 .5 .5) ?
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secret counter trigger
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sounds
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1) secret
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2) beep beep
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3)
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4)
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set "message" to text string
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*/
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void() trigger_secret =
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{
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total_secrets = total_secrets + 1;
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self.wait = -1;
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if (!self.message)
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self.message = "You found a secret area!";
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if (!self.sounds)
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self.sounds = 1;
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if (self.sounds == 1)
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{
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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}
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else if (self.sounds == 2)
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{
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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}
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trigger_multiple ();
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};
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//=============================================================================
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void() counter_use =
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{
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self.count = self.count - 1;
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if (self.count < 0)
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return;
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if (self.count != 0)
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{
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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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{
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if (self.count >= 4)
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centerprint (activator, "There are more to go...");
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else if (self.count == 3)
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centerprint (activator, "Only 3 more to go...");
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else if (self.count == 2)
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centerprint (activator, "Only 2 more to go...");
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else
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centerprint (activator, "Only 1 more to go...");
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self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
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}
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return;
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}
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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
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{
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centerprint(activator, "Sequence completed!");
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self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
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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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/*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 =
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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 = counter_use;
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};
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/*
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==============================================================================
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TELEPORT TRIGGERS
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==============================================================================
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*/
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float PLAYER_ONLY = 1;
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float SILENT = 2;
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void() play_teleport =
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{
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local string tmpstr;
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if (random() > 0.5)
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tmpstr = "misc/r_tele1.wav";
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else
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tmpstr = "misc/r_tele2.wav";
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sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
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remove (self);
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};
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void(vector org) spawn_tfog =
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{
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s = spawn ();
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s.origin = org;
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s.nextthink = time + 0.1;//POX - quicker sound
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s.think = play_teleport;
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_TELEPORT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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};
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void() tdeath_touch =
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{
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if (other == self.owner)
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return;
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// frag anyone who teleports in on top of an invincible player
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if (other.classname == "player" || other.classname == "bot")
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{
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if (other.invincible_finished > time)
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self.classname = "teledeath2";
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if (self.owner.classname != "player" && self.owner.classname != "bot")
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{ // other monsters explode themselves
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T_Damage (self.owner, self, self, 50000);
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return;
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}
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}
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if (other.health)
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{
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T_Damage (other, self, self, 50000);
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}
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};
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void(vector org, entity death_owner) spawn_tdeath =
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{
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local entity death;
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death = spawn();
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death.classname = "teledeath";
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death.movetype = MOVETYPE_NONE;
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death.solid = SOLID_TRIGGER;
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death.angles = '0 0 0';
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setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
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setorigin (death, org);
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death.touch = tdeath_touch;
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death.nextthink = time + 0.2;
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death.think = SUB_Remove;
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death.owner = death_owner;
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force_retouch = 2; // make sure even still objects get hit
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};
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void() teleport_touch =
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{
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local entity t;
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local vector org;
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if (other.classname == "mine")
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return;
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if (other.classname == "minearm")
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return;
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if (other.classname == "minearmed")
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return;
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if (self.targetname)
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{
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if (self.nextthink < time)
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{
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return; // not fired yet
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}
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}
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if (self.spawnflags & PLAYER_ONLY)
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{
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if (other.classname != "player" && other.classname != "bot")
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return;
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}
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// only teleport living creatures
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if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
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return;
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SUB_UseTargets ();
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// put a tfog where the player was
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spawn_tfog (other.origin);
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t = find (world, targetname, self.target);
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if (!t)
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objerror ("couldn't find target");
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// spawn a tfog flash in front of the destination
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makevectors (t.mangle);
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org = t.origin + 32 * v_forward;
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spawn_tfog (org);
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spawn_tdeath(t.origin, other);
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// move the player and lock him down for a little while
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if (!other.health)
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{
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other.origin = t.origin;
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other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
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return;
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}
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setorigin (other, t.origin);
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other.angles = t.mangle;
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if (other.classname == "player" || other.classname == "bot")
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{
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other.fixangle = 1; // turn this way immediately
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other.teleport_time = time + 0.7;
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if (other.flags & FL_ONGROUND)
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other.flags = other.flags - FL_ONGROUND;
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other.velocity = v_forward * 300;
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if (other.classname == "player")
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stuffcmd (other, "tele_zoom\n");
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}
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other.flags &= ~FL_ONGROUND;
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};
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/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
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This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
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*/
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void() info_teleport_destination =
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{
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// this does nothing, just serves as a target spot
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self.mangle = self.angles;
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self.angles = '0 0 0';
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self.model = "";
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self.origin = self.origin + '0 0 27';
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if (!self.targetname)
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objerror ("no targetname");
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};
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void() teleport_use =
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{
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self.nextthink = time + 0.2;
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force_retouch = 2; // make sure even still objects get hit
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self.think = SUB_Null;
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};
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/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
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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.
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If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
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*/
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void() trigger_teleport =
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{
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local vector o;
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InitTrigger ();
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self.touch = teleport_touch;
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// find the destination
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if (!self.target)
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objerror ("no target");
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self.use = teleport_use;
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if (!(self.spawnflags & SILENT))
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{
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precache_sound ("ambience/hum1.wav");
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o = (self.mins + self.maxs)*0.5;
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ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
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}
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};
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/*
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==============================================================================
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trigger_setskill
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==============================================================================
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*/
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void() trigger_skill_touch =
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{
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if (other.classname != "player")
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return;
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cvar_set ("skill", self.message);
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};
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/*QUAKED trigger_setskill (.5 .5 .5) ?
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sets skill level to the value of "message".
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Only used on start map.
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*/
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void() trigger_setskill =
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{
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InitTrigger ();
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self.touch = trigger_skill_touch;
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};
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/*
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==============================================================================
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ONLY REGISTERED TRIGGERS
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==============================================================================
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*/
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void() trigger_onlyregistered_touch =
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{
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if (other.classname != "player")
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return;
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if (self.attack_finished > time)
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return;
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self.attack_finished = time + 2;
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if (cvar("registered"))
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{
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local integer rem = self.targetname != self.killtarget;
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self.message = "";
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SUB_UseTargets ();
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if (rem)
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remove (self);
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}
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else
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{
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if (self.message != "")
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{
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centerprint (other, self.message);
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sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
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self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
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}
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}
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};
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/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
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Only fires if playing the registered version, otherwise prints the message
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*/
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void() trigger_onlyregistered =
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{
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precache_sound ("misc/talk.wav");
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InitTrigger ();
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self.touch = trigger_onlyregistered_touch;
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};
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//============================================================================
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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.takedamage)
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{
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self.solid = SOLID_NOT;
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T_Damage (other, self, self, self.dmg);
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self.think = hurt_on;
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self.nextthink = time + 1;
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}
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return;
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};
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/*QUAKED trigger_hurt (.5 .5 .5) ?
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Any object touching this will be hurt
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set dmg to damage amount
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defalt dmg = 5
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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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};
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//============================================================================
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float PUSH_ONCE = 1;
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void() trigger_push_touch =
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{
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if (other.classname == "grenade")
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other.velocity = self.speed * self.movedir * 10;
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else if (other.health > 0)
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{
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if (other.classname == "bot")
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other.flags &= ~FL_ONGROUND;
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other.velocity = self.speed * self.movedir * 10;
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if (other.classname == "player")
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{
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if (other.fly_sound < time)
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{
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other.fly_sound = time + 1.5;
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sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
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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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remove(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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*/
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void() trigger_push =
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{
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InitTrigger ();
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precache_sound ("ambience/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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};
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/*--------------------
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trigger_bouncepad
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POX v1.2 - Adds Q3A style bounce pads
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It's kind of a low level entity to create, you must grasp the concept of 3D vectors and acceleration to get it to work
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angles - must be entered as '0 0 0' (roll, pitch, yaw) in English, that's (left/right, forward/backward, up/down)
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so, negative numbers are (left, back, down) positive numbers are (right, forward, up) The bigger the number,
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(in the positive or negative direction) the greater the acceleration in that direction.
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A value of (0 40 800) is a good starting point for a vertical, slightly-forward bounce
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(Just remeber that forward (pitch) is ALWAYS NORTH when viewing a map from above)
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Use SMALL triggers for this one (it has a touch timeout to prevent serious acceleration)
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---------------------*/
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.float bounce_time;
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void() trigger_bounce_touch =
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{
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if (other.bounce_time > time)
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return;
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if ((other.classname == "player" || other.classname == "bot") && (other.health > 0))
|
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{
|
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if (other.classname == "bot")
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other.flags &= ~FL_ONGROUND;
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other.velocity = self.angles;
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other.bounce_time = time + 0.8;
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if (other.classname == "player")
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sound (other, CHAN_AUTO, "misc/menu2.wav", 1, ATTN_NORM);
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}
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};
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void() trigger_bouncepad =
|
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{
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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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self.touch = trigger_bounce_touch;
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};
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|
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//============================================================================
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|
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void() trigger_monsterjump_touch =
|
|
{
|
|
if ((other.flags & (FL_MONSTER | FL_FLY | FL_SWIM)) != FL_MONSTER )
|
|
return;
|
|
|
|
// set XY even if not on ground, so the jump will clear lips
|
|
other.velocity_x = self.movedir_x * self.speed;
|
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other.velocity_y = self.movedir_y * self.speed;
|
|
|
|
if ( !(other.flags & FL_ONGROUND) )
|
|
return;
|
|
|
|
other.flags = other.flags - FL_ONGROUND;
|
|
|
|
other.velocity_z = self.height;
|
|
};
|
|
|
|
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
|
|
Walking monsters that touch this will jump in the direction of the trigger's angle
|
|
"speed" default to 200, the speed thrown forward
|
|
"height" default to 200, the speed thrown upwards
|
|
*/
|
|
void() trigger_monsterjump =
|
|
{
|
|
if (!self.speed)
|
|
self.speed = 200;
|
|
if (!self.height)
|
|
self.height = 200;
|
|
if (self.angles == '0 0 0')
|
|
self.angles = '0 360 0';
|
|
InitTrigger ();
|
|
self.touch = trigger_monsterjump_touch;
|
|
};
|
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|