prozac-qfcc/doors.qc

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2001-07-17 05:58:10 +00:00
#define DOOR_START_OPEN 1
#define DOOR_DONT_LINK 4
#define DOOR_GOLD_KEY 8
#define DOOR_SILVER_KEY 16
#define 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_go_down;
void() door_go_up;
void() door_blocked =
{
T_Damage (other, self, self, 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 ();
}
};
void() door_hit_top =
{
sound (self, #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_hit_bottom =
{
self.goal_state = #TFGS_INACTIVE;
sound (self, #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_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();
};
/*
=============================================================================
ACTIVATION FUNCTIONS
=============================================================================
*/
void() door_fire =
{
local entity oself;
local entity 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
{
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 =
{
local entity te;
if (other.health <= 0)
return;
if (!Activated(self,other))
{
if (self.else_goal != 0)
{
te = Findgoal(self.else_goal);
if (te)
DoResults(te, other, (self.goal_result & #TFGR_ADD_BONUSES));
}
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
================
*/
float() DoorShouldOpen;
void() door_touch =
{
local entity te;
if (other.classname != "player")
return;
if (self.owner.attack_finished > time)
return;
if (!Activated(self,other))
{
// If an else goal should be activated, activate it
if (self.else_goal != 0)
{
te = Findgoal(self.else_goal);
if (te)
DoResults(te, other, (self.goal_result & #TFGR_ADD_BONUSES));
}
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)
{
if (world.worldtype == 2)
{
CenterPrint (other, "You need the silver keycard");
sound (self, #CHAN_VOICE, self.noise3, 1, #ATTN_NORM);
}
else if (world.worldtype == 1)
{
CenterPrint (other, "You need the silver runekey");
sound (self, #CHAN_VOICE, self.noise3, 1, #ATTN_NORM);
}
else if (world.worldtype == 0)
{
CenterPrint (other, "You need the silver key");
sound (self, #CHAN_VOICE, self.noise3, 1, #ATTN_NORM);
}
}
else
{
if (world.worldtype == 2)
{
CenterPrint (other, "You need the gold keycard\n");
sound (self, #CHAN_VOICE, self.noise3, 1, #ATTN_NORM);
}
else if (world.worldtype == 1)
{
CenterPrint (other, "You need the gold runekey");
sound (self, #CHAN_VOICE, self.noise3, 1, #ATTN_NORM);
}
else if (world.worldtype == 0)
{
CenterPrint (other, "You need the gold key");
sound (self, #CHAN_VOICE, self.noise3, 1, #ATTN_NORM);
}
}
return;
}
other.items = other.items - self.items;
other.tf_items = other.tf_items | self.items;
if (DoorShouldOpen())
{
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;
local vector t1, t2;
trigger = spawn();
trigger.movetype = #MOVETYPE_NONE;
trigger.solid = #SOLID_TRIGGER;
trigger.owner = self;
trigger.touch = door_trigger_touch;
// TeamFortress goal code
trigger.team_no = self.team_no;
trigger.playerclass = self.playerclass;
trigger.items_allowed = self.items_allowed;
trigger.activate_goal_no = self.activate_goal_no;
trigger.inactivate_goal_no = self.inactivate_goal_no;
trigger.remove_goal_no = self.remove_goal_no;
trigger.restore_goal_no = self.restore_goal_no;
trigger.activate_group_no = self.activate_group_no;
trigger.inactivate_group_no = self.inactivate_group_no;
trigger.remove_group_no = self.remove_group_no;
trigger.restore_group_no = self.restore_group_no;
trigger.goal_activation = self.goal_activation;
trigger.goal_effects = self.goal_effects;
trigger.goal_result = self.goal_result;
trigger.goal_group = self.goal_group;
t1 = fmins;
t2 = fmaxs;
setsize (trigger, t1 - '60 60 8', t2 + '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;
};
/*
=============
LinkDoors
=============
*/
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 =
{
if (CheckExistence() == #FALSE)
{
dremove(self);
return;
}
if (world.worldtype == 0)
{
precache_sound ("doors/medtry.wav");
precache_sound ("doors/meduse.wav");
self.noise3 = "doors/medtry.wav";
self.noise4 = "doors/meduse.wav";
}
else if (world.worldtype == 1)
{
precache_sound ("doors/runetry.wav");
precache_sound ("doors/runeuse.wav");
self.noise3 = "doors/runetry.wav";
self.noise4 = "doors/runeuse.wav";
}
else if (world.worldtype == 2)
{
precache_sound ("doors/basetry.wav");
precache_sound ("doors/baseuse.wav");
self.noise3 = "doors/basetry.wav";
self.noise4 = "doors/baseuse.wav";
}
/*else // - OfN - USEFULL?
{
RPrint ("no worldtype set!\n");
}*/
//- OfN - Support for mega-tf door sounds //
if (self.armorclass == 1)
{
precache_sound ("doors/creekdr2.wav");
precache_sound ("doors/creekdr1.wav");
self.noise1 = "doors/creekdr2.wav";
self.noise2 = "doors/creekdr1.wav";
}
else if (self.armorclass == 3)
{
precache_sound ("doors/electdr2.wav");
precache_sound ("doors/electdr1.wav");
self.noise1 = "doors/electdr2.wav";
self.noise2 = "doors/electdr1.wav";
}
else if (self.armorclass == 2)
{
precache_sound ("doors/metaldr2.wav");
precache_sound ("doors/metaldr1.wav");
self.noise1 = "doors/metaldr2.wav";
self.noise2 = "doors/metaldr1.wav";
}
else if (self.sounds == 0)
{
precache_sound ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = "misc/null.wav";
self.noise2 = "misc/null.wav";
}
else if (self.sounds == 1)
{
precache_sound ("doors/drclos4.wav");
precache_sound ("doors/doormv1.wav");
self.noise1 = "doors/drclos4.wav";
self.noise2 = "doors/doormv1.wav";
}
else if (self.sounds == 2)
{
precache_sound ("doors/hydro1.wav");
precache_sound ("doors/hydro2.wav");
self.noise2 = "doors/hydro1.wav";
self.noise1 = "doors/hydro2.wav";
}
else if (self.sounds == 3)
{
precache_sound ("doors/stndr1.wav");
precache_sound ("doors/stndr2.wav");
self.noise2 = "doors/stndr1.wav";
self.noise1 = "doors/stndr2.wav";
}
else if (self.sounds == 4)
{
precache_sound ("doors/ddoor1.wav");
precache_sound ("doors/ddoor2.wav");
self.noise1 = "doors/ddoor2.wav";
self.noise2 = "doors/ddoor1.wav";
}
//- OfN - avoid doors having armor.. mega-tf bug?? =)
self.armorclass=0;
//--------------------------------------------------------//
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_move1;
void() fd_secret_move2;
void() fd_secret_move3;
void() fd_secret_move4;
void() fd_secret_move5;
void() fd_secret_move6;
void() fd_secret_done;
#define SECRET_OPEN_ONCE 1 // stays open
#define SECRET_1ST_LEFT 2 // 1st move is left of arrow
#define SECRET_1ST_DOWN 4 // 1st move is down from arrow
#define SECRET_NO_SHOOT 8 // only opened by trigger
#define SECRET_YES_SHOOT 16 // shootable even if targeted
void () fd_secret_use =
{
local float temp;
self.health = 10000;
// exit if still moving around...
if (self.origin != self.oldorigin)
return;
// TF Disable doors with spawnflags of DOOR_TOGGLE
if (self.spawnflags & #DOOR_TOGGLE)
return;
self.message = string_null; // no more message
SUB_UseTargets(); // fire all targets / killtargets
if (!(self.spawnflags & #SECRET_NO_SHOOT))
{
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);
};
// 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);
};
// 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 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;
}
};
// 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 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);
};
void () fd_secret_move6 =
{
sound(self, #CHAN_VOICE, self.noise2, 1, #ATTN_NORM);
SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
};
void () fd_secret_done =
{
if (!self.targetname || self.spawnflags&#SECRET_YES_SHOOT)
{
self.health = 10000;
self.takedamage = #DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_die = fd_secret_use;
}
sound(self, #CHAN_VOICE, self.noise3, 1, #ATTN_NORM);
};
void () secret_blocked =
{
if (time < self.attack_finished)
return;
self.attack_finished = time + 0.5;
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;
// TF Disable doors with spawnflags of DOOR_TOGGLE
if (self.spawnflags & #DOOR_TOGGLE)
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 =
{
if (CheckExistence() == #FALSE)
{
dremove(self);
return;
}
if (self.sounds == 0)
self.sounds = 3;
if (self.sounds == 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";
}
if (self.sounds == 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";
}
if (self.sounds == 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";
}
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_use;
}
self.oldorigin = self.origin;
if (!self.wait)
self.wait = 5; // 5 seconds before closing
};