mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 14:41:57 +00:00
263 lines
6 KiB
C++
263 lines
6 KiB
C++
#include "common.qh"
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#include "effect.qh"
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#include "weapon.qh"
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#include "misc.qh"
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#include "mapents_util.qh"
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#include "damage.qh"
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#include "mapents_triggers.qh"
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#include "mapents.qh"
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#include "teleport.qh"
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float(float d) _takedamage_use = {
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if (time < self.attack_finished)
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return FALSE;
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self.attack_finished = time + self.wait;
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self.health -= d;
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if (self.health <= 0) {
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self.health = self.max_health;
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if (util_use_targets())
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self.use();
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}
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deathmsg_nodisplay();
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if (self.wait <= 0) {
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self.solid = SOLID_NOT;
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util_map_entity_cull();
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}
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return FALSE; /* Lie */
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};
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void() _trigger_generic_touch = {
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local void() selfuse;
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if (!is_living(other))
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return;
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if (time < self.attack_finished)
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return;
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self.attack_finished = time + self.wait;
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selfuse = self.use;
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self.use = NOTHING_function; /* Avoid endless loop */
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if (util_use_targets())
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selfuse();
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self.use = selfuse;
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if (self.wait <= 0) {
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self.solid = SOLID_NOT;
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util_map_entity_cull();
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}
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};
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/*QUAKED trigger_generic (.5 .5 .5) NOTOUCH
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Variable sized repeatable trigger. Must be targeted at one or more entities.
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If "model" is set, the trigger will set it as its model.
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If "health" is set, 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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If "wait" is set, the trigger waits some time before able to trigger again.
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If "count" is > 0, the trigger will only trigger count times.
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If notouch is set, the trigger is only fired by other entities, not by touching or killing.
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"noise1" is played at the trigger when triggered, if set.
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"noise2" is played to the activator when triggered, if set.
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"message" is displayed when triggered, if set.
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*/
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void() trigger_generic = {
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/* Get mins/maxs */
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setmodel(self, self.model);
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/* Avoid displaying triggers */
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self.model = "";
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self.modelindex = 0;
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if (self.health) {
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self.max_health = self.health;
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self.solid = SOLID_BBOX;
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self.takedamage = DAMAGE_YES;
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self.th_takedamage = _takedamage_use;
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}
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if (!self.solid) {
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if (!(self.spawnflags & SPAWNFLAGS_TRIGGER_NOTOUCH)) {
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self.solid = SOLID_TRIGGER;
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self.touch = _trigger_generic_touch;
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}
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}
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/* FIXME: This is a hackaround for qwsv */
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if (self.origin == '0 0 0') {
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self.origin = (self.mins + self.maxs) * 0.5;
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self.mins = self.mins - self.origin;
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self.maxs = self.maxs - self.origin;
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setsize(self, self.mins, self.maxs);
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setorigin(self, self.origin);
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}
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if (!self.use)
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self.use = NOTHING_function;
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util_map_entity_init();
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util_map_entity_cull();
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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"
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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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self.origin = self.origin + '0 0 27';
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info_notnull();
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};
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void() _trigger_teleport_touch = {
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local entity spot;
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local float spd;
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if (!is_teleportable(other))
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return;
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spot = find(world, targetname, self.target);
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if (!spot) {
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damage(other, other, other, DAMAGE_MUSTDIE, NOTHING_function);
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return;
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}
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effect_teleport_fog(other.origin);
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teleport(other, spot);
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spd = vlen(other.velocity);
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makevectors(other.angles);
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other.velocity = v_forward * spd;
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};
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#define SPAWNFLAGS_SILENT 2
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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
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info_teleport_destination entity. You must set the "target" field,
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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
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entities when it has been fired.
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*/
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void() trigger_teleport = {
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if (!(self.spawnflags & SPAWNFLAGS_SILENT) && !self.noise)
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self.noise = "ambience/hum1.wav";
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setmodel(self, self.model);
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self.model = NIL;
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self.modelindex = 0;
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util_map_entity_init();
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self.solid = SOLID_TRIGGER;
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self.touch = _trigger_teleport_touch;
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self.use = _trigger_teleport_touch;
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};
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void() _trigger_hurt_deathmsg = {
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bprint(PRINT_DEATH, name(self), " was in the wrong place.\n");
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};
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void() _trigger_hurt_use = {
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damage(other, self, self, self.dmg, _trigger_hurt_deathmsg);
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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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*/
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void() trigger_hurt = {
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if (!self.wait) self.wait = 1;
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trigger_generic();
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self.use = _trigger_hurt_use;
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};
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#define SPAWNFLAGS_PUSH_ONCE 1
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#define SPAWNFLAGS_PUSH_ADD 2
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void() _trigger_push_use = {
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if (!is_solid(other))
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return;
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if (!util_use_targets())
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return;
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if (self.spawnflags & SPAWNFLAGS_PUSH_ADD)
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other.velocity = other.velocity + self.movedir;
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else
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other.velocity = self.movedir;
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if (!is_living(other))
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return;
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if (self.noise3)
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sound(other, CHAN_AUTO, self.noise3, 1, ATTN_NORM);
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};
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/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ADD PUSH_ONCE
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Pushes the player
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*/
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void() trigger_push = {
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if (!self.wait) self.wait = 1;
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if (!self.speed) self.speed = 1000;
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if (!self.noise1 && !self.noise2 && !self.noise3)
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self.noise3 = "ambience/windfly.wav";
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if (self.noise3) precache_sound(self.noise3);
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if (self.spawnflags & SPAWNFLAGS_PUSH_ONCE)
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self.count = 1;
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trigger_generic();
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util_set_movedir();
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self.movedir = self.movedir * self.speed * 10;
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self.use = _trigger_push_use;
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};
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#define SPAWNFLAGS_NO_INTERMISSION 1
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void() _trigger_changelevel_do = {
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local string nextmap;
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nextmap = self.map;
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if (!self.map) nextmap = "start.bsp";
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changelevel(nextmap);
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};
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void() _trigger_changelevel_use = {
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if (!is_living(other) || !is_cl(other))
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return;
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// Bleah.
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self.touch = NOTHING_function;
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self.think = _trigger_changelevel_do;
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self.nextthink = time;
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};
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/*QUAKED trigger_changelevel (.5 .5 .5) ? NO_INTERMISSION
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When a player touches this, the level changes. The level
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will change to the map set in the map variable. If it is
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not set, the map will change to a random level in the list.
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If NO_INTERMISSION is set, the view will not go to an
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info_intermission spot and display stats in co-op games.
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*/
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void() trigger_changelevel = {
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trigger_generic();
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self.use = _trigger_changelevel_use;
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};
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