mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 13:21:30 +00:00
613 lines
14 KiB
C++
613 lines
14 KiB
C++
entity stemp, otemp, s, old;
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void ()
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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 ()
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multi_wait =
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{
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if (self.max_health) {
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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 ()
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multi_trigger =
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{
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if (self.nextthink > time)
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return; // allready been triggered
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if (self.classname == "trigger_secret") {
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if (self.enemy.classname != "player")
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return;
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found_secrets++;
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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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self.think = multi_wait;
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self.nextthink = time + self.wait;
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} else { // we can't just remove (self) here, because this is a touch
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// function 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 ()
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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 ()
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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 ()
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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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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 ()
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trigger_multiple =
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{
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switch (self.sounds) {
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case 1:
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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break;
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case 2:
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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case 3:
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precache_sound ("misc/trigger1.wav");
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self.noise = "misc/trigger1.wav";
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break;
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default:
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break;
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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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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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} else {
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if (!(self.spawnflags & SPAWNFLAG_NOTOUCH))
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self.touch = multi_touch;
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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 ()
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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 ()
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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 ()
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trigger_secret =
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{
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total_secrets++;
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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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switch (self.sounds) {
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case 2:
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precache_sound ("misc/talk.wav");
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self.noise = "misc/talk.wav";
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break;
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default:
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case 1:
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precache_sound ("misc/secret.wav");
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self.noise = "misc/secret.wav";
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break;
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}
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trigger_multiple ();
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};
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//=============================================================================
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void ()
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counter_use =
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{
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self.count--;
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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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if (activator.classname == "player"
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&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) {
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switch (self.count) {
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case 1:
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centerprint (activator, "Only 1 more to go...");
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break;
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case 2:
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centerprint (activator, "Only 2 more to go...");
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break;
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case 3:
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centerprint (activator, "Only 3 more to go...");
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break;
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default:
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centerprint (activator, "There are more to go...");
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break;
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}
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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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centerprint (activator, "Sequence completed!");
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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 ()
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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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// TELEPORT TRIGGERS ==========================================================
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float PLAYER_ONLY = 1;
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float SILENT = 2;
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void ()
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play_teleport =
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{
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local float v;
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local string tmpstr;
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v = 5 * random ();
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if (v < 1)
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tmpstr = "misc/r_tele1.wav";
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else if (v < 2)
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tmpstr = "misc/r_tele2.wav";
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else if (v < 3)
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tmpstr = "misc/r_tele3.wav";
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else if (v < 4)
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tmpstr = "misc/r_tele4.wav";
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else
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tmpstr = "misc/r_tele5.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)
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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 + 0.2;
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s.think = play_teleport;
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WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_TELEPORT);
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WriteCoordV (MSG_MULTICAST, org);
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multicast (org, MULTICAST_PHS);
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};
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void ()
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tdeath_touch =
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{
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local entity other2;
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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") {
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if (other.invincible_finished > time &&
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self.owner.invincible_finished > time) {
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self.classname = "teledeath3";
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other.invincible_finished = 0;
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self.owner.invincible_finished = 0;
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T_Damage (other, self, self, 50000);
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other2 = self.owner;
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self.owner = other;
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T_Damage (other2, self, self, 50000);
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}
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if (other.invincible_finished > time) {
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self.classname = "teledeath2";
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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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T_Damage (other, self, self, 50000);
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};
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void (vector org, entity death_owner)
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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 ()
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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 (self.targetname)
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if (self.nextthink < time)
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return; // not fired yet
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if (self.spawnflags & PLAYER_ONLY)
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if (other.classname != "player")
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return;
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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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other.origin = t.origin;
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other.velocity = v_forward * (other.velocity_x + 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") {
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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 &= ~FL_ONGROUND;
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other.velocity = v_forward * 300;
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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 ()
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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 ()
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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 ()
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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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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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// trigger_setskill ===========================================================
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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 ()
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trigger_setskill =
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{
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remove (self);
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};
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// ONLY REGISTERED TRIGGERS ===================================================
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void ()
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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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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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} else {
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if (self.message != "") {
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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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}
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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 ()
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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 ()
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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 ()
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hurt_touch =
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{
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if (other.takedamage) {
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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 ()
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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 ()
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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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other.velocity = self.speed * self.movedir * 10;
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if (other.classname == "player") {
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if (other.fly_sound < time) {
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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 ()
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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;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
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;
|
|
other.velocity_y = self.movedir_y * self.speed;
|
|
|
|
if (!(other.flags & FL_ONGROUND))
|
|
return;
|
|
|
|
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;
|
|
};
|