game-source/quakeworld/doors.qc
Ragnvald Maartmann-Moe IV 1858565c2c More codestyle cleanups.
2003-03-04 23:15:54 +00:00

723 lines
16 KiB
C++

float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8;
float DOOR_SILVER_KEY = 16;
float DOOR_TOGGLE = 32;
/*
Doors are similar to buttons, but can spawn a fat trigger field around them
to open without a touch, and they link together to form simultanious
double/quad doors.
Door.owner is the master door. If there is only one door, it points to itself.
If multiple doors, all will point to a single one.
Door.enemy chains from the master door through all doors linked in the chain.
*/
// THINK FUNCTIONS ============================================================
void ()
door_hit_bottom =
{
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void ()
door_go_down =
{
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
if (self.max_health) {
self.takedamage = DAMAGE_YES;
self.health = self.max_health;
}
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
};
void ()
door_hit_top =
{
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
self.think = door_go_down;
self.nextthink = self.ltime + self.wait;
};
void ()
door_go_up =
{
if (self.state == STATE_UP)
return; // allready going up
if (self.state == STATE_TOP) { // reset top wait time
self.nextthink = self.ltime + self.wait;
return;
}
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, door_hit_top);
SUB_UseTargets ();
};
void ()
door_blocked =
{
other.deathtype = "squish";
T_Damage (other, self, self.goalentity, self.dmg);
// if a door has a negative wait, it would never come back if blocked,
// so let it just squash the object to death real fast
if (self.wait >= 0) {
if (self.state == STATE_DOWN)
door_go_up ();
else
door_go_down ();
}
};
// ACTIVATION FUNCTIONS =======================================================
void ()
door_fire =
{
local entity oself, starte;
if (self.owner != self)
objerror ("door_fire: self.owner != self");
// play use key sound
if (self.items)
sound (self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
self.message = string_null; // no more message
oself = self;
if (self.spawnflags & DOOR_TOGGLE) {
if (self.state == STATE_UP || self.state == STATE_TOP) {
starte = self;
do {
door_go_down ();
self = self.enemy;
} while ((self != starte) && (self != world));
self = oself;
return;
}
}
// trigger all paired doors
starte = self;
do {
self.goalentity = activator; // Who fired us
door_go_up ();
self = self.enemy;
} while ( (self != starte) && (self != world) );
self = oself;
};
void ()
door_use =
{
local entity oself;
self.message = ""; // door message are for touch only
self.owner.message = "";
self.enemy.message = "";
oself = self;
self = self.owner;
door_fire ();
self = oself;
};
void ()
door_trigger_touch =
{
if (other.health <= 0)
return;
if (time < self.attack_finished)
return;
self.attack_finished = time + 1;
activator = other;
self = self.owner;
door_use ();
};
void ()
door_killed =
{
local entity oself;
oself = self;
self = self.owner;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
door_use ();
self = oself;
};
/*
================
door_touch
Prints messages and opens key doors
================
*/
void ()
door_touch =
{
if (other.classname != "player")
return;
if (self.owner.attack_finished > time)
return;
self.owner.attack_finished = time + 2;
if (self.owner.message != "") {
centerprint (other, self.owner.message);
sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
// key door stuff
if (!self.items)
return;
// FIXME: blink key on player's status bar
if ((self.items & other.items) != self.items) {
if (self.owner.items == IT_KEY1) {
switch (world.worldtype) {
case 2:
centerprint (other, "You need the silver keycard");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
break;
case 1:
centerprint (other, "You need the silver runekey");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
break;
case 0:
centerprint (other, "You need the silver key");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
default:
break;
}
} else {
switch (world.worldtype) {
case 2:
centerprint (other, "You need the gold keycard");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
break;
case 1:
centerprint (other, "You need the gold runekey");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
break;
case 0:
centerprint (other, "You need the gold key");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
default:
break;
}
}
return;
}
other.items = other.items - self.items;
self.touch = SUB_Null;
if (self.enemy)
self.enemy.touch = SUB_Null; // get paired door
door_use ();
};
// SPAWNING FUNCTIONS =========================================================
entity (vector fmins, vector fmaxs)
spawn_field =
{
local entity trigger;
trigger = spawn ();
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.owner = self;
trigger.touch = door_trigger_touch;
setsize (trigger, fmins - '60 60 8', fmaxs + '60 60 8');
return (trigger);
};
float (entity e1, entity e2)
EntitiesTouching =
{
if (e1.mins_x > e2.maxs_x)
return FALSE;
if (e1.mins_y > e2.maxs_y)
return FALSE;
if (e1.mins_z > e2.maxs_z)
return FALSE;
if (e1.maxs_x < e2.mins_x)
return FALSE;
if (e1.maxs_y < e2.mins_y)
return FALSE;
if (e1.maxs_z < e2.mins_z)
return FALSE;
return TRUE;
};
void ()
LinkDoors =
{
local entity t, starte;
local vector cmins, cmaxs;
if (self.enemy)
return; // already linked by another door
if (self.spawnflags & 4) {
self.owner = self.enemy = self;
return; // don't want to link this door
}
cmins = self.mins;
cmaxs = self.maxs;
starte = self;
t = self;
do {
self.owner = starte; // master door
if (self.health)
starte.health = self.health;
if (self.targetname)
starte.targetname = self.targetname;
if (self.message != "")
starte.message = self.message;
t = find (t, classname, self.classname);
if (!t) {
self.enemy = starte; // make the chain a loop
// shootable, fired, or key doors just needed the owner/enemy
// links, they don't spawn a field
self = self.owner;
if (self.health)
return;
if (self.targetname)
return;
if (self.items)
return;
self.owner.trigger_field = spawn_field (cmins, cmaxs);
return;
}
if (EntitiesTouching (self, t)) {
if (t.enemy)
objerror ("cross connected doors");
self.enemy = t;
self = t;
if (t.mins_x < cmins_x)
cmins_x = t.mins_x;
if (t.mins_y < cmins_y)
cmins_y = t.mins_y;
if (t.mins_z < cmins_z)
cmins_z = t.mins_z;
if (t.maxs_x > cmaxs_x)
cmaxs_x = t.maxs_x;
if (t.maxs_y > cmaxs_y)
cmaxs_y = t.maxs_y;
if (t.maxs_z > cmaxs_z)
cmaxs_z = t.maxs_z;
}
} while (1);
};
/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
if two doors touch, they are assumed to be connected and operate as a unit.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds"
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
*/
void ()
func_door =
{
switch (world.worldtype) {
case 0:
precache_sound ("doors/medtry.wav");
precache_sound ("doors/meduse.wav");
self.noise3 = "doors/medtry.wav";
self.noise4 = "doors/meduse.wav";
break;
case 1:
precache_sound ("doors/runetry.wav");
precache_sound ("doors/runeuse.wav");
self.noise3 = "doors/runetry.wav";
self.noise4 = "doors/runeuse.wav";
break;
case 2:
precache_sound ("doors/basetry.wav");
precache_sound ("doors/baseuse.wav");
self.noise3 = "doors/basetry.wav";
self.noise4 = "doors/baseuse.wav";
break;
default:
dprint ("no worldtype set!\n");
break;
}
switch (self.sounds) {
case 0:
precache_sound ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = "misc/null.wav";
self.noise2 = "misc/null.wav";
break;
case 1:
precache_sound ("doors/drclos4.wav");
precache_sound ("doors/doormv1.wav");
self.noise1 = "doors/drclos4.wav";
self.noise2 = "doors/doormv1.wav";
break;
case 2:
precache_sound ("doors/hydro1.wav");
precache_sound ("doors/hydro2.wav");
self.noise2 = "doors/hydro1.wav";
self.noise1 = "doors/hydro2.wav";
break;
case 3:
precache_sound ("doors/stndr1.wav");
precache_sound ("doors/stndr2.wav");
self.noise2 = "doors/stndr1.wav";
self.noise1 = "doors/stndr2.wav";
break;
case 4:
precache_sound ("doors/ddoor1.wav");
precache_sound ("doors/ddoor2.wav");
self.noise1 = "doors/ddoor2.wav";
self.noise2 = "doors/ddoor1.wav";
default:
break;
}
SetMovedir ();
self.max_health = self.health;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin (self, self.origin);
setmodel (self, self.model);
self.classname = "door";
self.blocked = door_blocked;
self.use = door_use;
if (self.spawnflags & DOOR_SILVER_KEY)
self.items = IT_KEY1;
if (self.spawnflags & DOOR_GOLD_KEY)
self.items = IT_KEY2;
if (!self.speed)
self.speed = 100;
if (!self.wait)
self.wait = 3;
if (!self.lip)
self.lip = 8;
if (!self.dmg)
self.dmg = 2;
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir * (fabs (self.movedir * self.size)
- self.lip);
// DOOR_START_OPEN is to allow an entity to be lighted in the closed
// position but spawn in the open position
if (self.spawnflags & DOOR_START_OPEN) {
setorigin (self, self.pos2);
self.pos2 = self.pos1;
self.pos1 = self.origin;
}
self.state = STATE_BOTTOM;
if (self.health) {
self.takedamage = DAMAGE_YES;
self.th_die = door_killed;
}
if (self.items)
self.wait = -1;
self.touch = door_touch;
// LinkDoors can't be done until all of the doors have been spawned, so
// the sizes can be detected properly.
self.think = LinkDoors;
self.nextthink = self.ltime + 0.1;
};
// SECRET DOORS ===============================================================
void () fd_secret_done;
float SECRET_OPEN_ONCE = 1; // stays open
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
float SECRET_NO_SHOOT = 8; // only opened by trigger
float SECRET_YES_SHOOT = 16; // shootable even if targeted
void ()
fd_secret_move6 =
{
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove (self.oldorigin, self.speed, fd_secret_done);
};
// Wait 1 second...
void ()
fd_secret_move5 =
{
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move6;
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
// Move backward...
void ()
fd_secret_move4 =
{
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove (self.dest1, self.speed, fd_secret_move5);
};
// Wait here until time to go back...
void ()
fd_secret_move3 =
{
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
if (!(self.spawnflags & SECRET_OPEN_ONCE)) {
self.nextthink = self.ltime + self.wait;
self.think = fd_secret_move4;
}
};
// Start moving sideways w/sound...
void ()
fd_secret_move2 =
{
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove (self.dest2, self.speed, fd_secret_move3);
};
// Wait after first movement...
void ()
fd_secret_move1 =
{
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move2;
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
void ()
fd_secret_use =
{
local float temp;
self.health = 10000;
// exit if still moving around...
if (self.origin != self.oldorigin)
return;
self.message = string_null; // no more message
SUB_UseTargets (); // fire all targets / killtargets
if (!(self.spawnflags & SECRET_NO_SHOOT)) {
//XXX needed? self.th_pain = SUB_Null;
self.takedamage = DAMAGE_NO;
}
self.velocity = '0 0 0';
// Make a sound, wait a little...
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.nextthink = self.ltime + 0.1;
temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
makevectors (self.mangle);
if (!self.t_width) {
if (self.spawnflags & SECRET_1ST_DOWN)
self. t_width = fabs (v_up * self.size);
else
self. t_width = fabs (v_right * self.size);
}
if (!self.t_length)
self. t_length = fabs (v_forward * self.size);
if (self.spawnflags & SECRET_1ST_DOWN)
self.dest1 = self.origin - v_up * self.t_width;
else
self.dest1 = self.origin + v_right * (self.t_width * temp);
self.dest2 = self.dest1 + v_forward * self.t_length;
SUB_CalcMove (self.dest1, self.speed, fd_secret_move1);
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
};
void (entity attacker, float damage)
fd_secret_pain =
{
fd_secret_use ();
};
void ()
fd_secret_done =
{
if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT) {
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_pain;
self.th_die = fd_secret_use;
}
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
void ()
secret_blocked =
{
if (time < self.attack_finished)
return;
self.attack_finished = time + 0.5;
other.deathtype = "squish";
T_Damage (other, self, self, self.dmg);
};
/*
================
secret_touch
Prints messages
================
*/
void ()
secret_touch =
{
if (other.classname != "player")
return;
if (self.attack_finished > time)
return;
self.attack_finished = time + 2;
if (self.message) {
centerprint (other, self.message);
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
}
};
/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
Basic secret door. Slides back, then to the side. Angle determines direction.
wait = # of seconds before coming back
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back (or height if going down)
t_length = override LENGTH to move sideways
"dmg" damage to inflict when blocked (2 default)
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
"sounds"
1) medieval
2) metal
3) base
*/
void ()
func_door_secret =
{
switch (self.sounds) {
case 1:
precache_sound ("doors/latch2.wav");
precache_sound ("doors/winch2.wav");
precache_sound ("doors/drclos4.wav");
self.noise1 = "doors/latch2.wav";
self.noise2 = "doors/winch2.wav";
self.noise3 = "doors/drclos4.wav";
break;
case 2:
precache_sound ("doors/airdoor1.wav");
precache_sound ("doors/airdoor2.wav");
self.noise2 = "doors/airdoor1.wav";
self.noise1 = "doors/airdoor2.wav";
self.noise3 = "doors/airdoor2.wav";
break;
case 0:
self.sounds = 3;
case 3:
precache_sound ("doors/basesec1.wav");
precache_sound ("doors/basesec2.wav");
self.noise2 = "doors/basesec1.wav";
self.noise1 = "doors/basesec2.wav";
self.noise3 = "doors/basesec2.wav";
default:
break;
}
if (!self.dmg)
self.dmg = 2;
// Magic formula...
self.mangle = self.angles;
self.angles = '0 0 0';
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.classname = "door";
setmodel (self, self.model);
setorigin (self, self.origin);
self.touch = secret_touch;
self.blocked = secret_blocked;
self.speed = 50;
self.use = fd_secret_use;
if (!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_pain;
}
self.oldorigin = self.origin;
if (!self.wait)
self.wait = 5; // 5 seconds before closing
};