mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-05 20:50:43 +00:00
738 lines
15 KiB
C++
738 lines
15 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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float USED_SPAWN_PARMS = 8;
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void() EncodeLevelParms =
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{
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other.items = other.items - (other.items & (IT_KEY1 | IT_KEY2) );
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if (other.health > 100)
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other.health = 100;
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parm1 = other.items;
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parm2 = other.health;
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parm3 = other.armorvalue;
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parm4 = other.ammo_shells;
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parm5 = other.ammo_nails;
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parm6 = other.ammo_rockets;
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parm7 = other.weapon;
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parm8 = other.armortype;
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};
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void() SetNewGameParms =
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{
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other = self;
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other.health = 100;
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other.ammo_shells = 25;
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other.ammo_nails = 0;
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other.ammo_rockets = 0;
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other.ammo_cells = 0;
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other.items = IT_SHOTGUN | IT_AXE;
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other.weapon = 1;
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other.armortype = 0;
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other.armorvalue = 0;
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EncodeLevelParms ();
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};
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void() DecodeLevelParms =
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{
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self.items = parm1;
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self.health = parm2;
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self.armorvalue = parm3;
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self.ammo_shells = parm4;
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self.ammo_nails = parm5;
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self.ammo_rockets = parm6;
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self.weapon = parm7;
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self.armortype = parm8;
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};
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void() T_changelevel =
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{
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if (other.classname != "player")
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return;
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self.nextthink = time + 10;
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self.think = trigger_reactivate;
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self.solid = SOLID_NOT;
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EncodeLevelParms ();
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bprint ("\n\n");
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bprint (other.netname);
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bprint (" killed ");
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bprint (ftos(other.killed_monsters));
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bprint (" monsters out of ");
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bprint (ftos(total_monsters));
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bprint ("\n");
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bprint ("And found ");
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bprint (ftos(other.found_secrets));
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bprint (" secrets out of ");
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bprint (ftos(total_secrets));
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bprint ("\n\n");
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changelevel (other, self.map, USED_SPAWN_PARMS);
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};
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/*QUAKED trigger_changelevel (0.5 0.5 0.5) ?
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When the player touches this, he gets sent to the map listed in the "map" variable.
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*/
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void() trigger_changelevel =
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{
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if (!self.map)
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objerror ("chagnelevel trigger doesn't have map");
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self.angles = '0 0 0';
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self.solid = SOLID_TRIGGER;
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settriggermodel (self, self.model);
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self.touch = T_changelevel;
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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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else
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self.solid = SOLID_TRIGGER;
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};
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// the delay time has passed, so activate all targets
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void() multi_fire =
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{
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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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self.nextthink = -1;
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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; // already 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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self.enemy.found_secrets = self.enemy.found_secrets + 1;
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WriteByte (self.enemy, SVC_FOUNDSECRET);
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}
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if (self.message)
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{
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if (self.enemy.classname == "player")
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{
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sound (self.enemy, 0, "temp/talk.wav", 1,1);
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centerprint (self.enemy, self.message);
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}
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}
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if (self.noise)
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sound (self, 1, self.noise, 1, 1);
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// don't trigger again until reset
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self.solid = SOLID_NOT;
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self.takedamage = DAMAGE_NO;
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// either fire now, or after a delay
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if (!self.delay)
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{
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multi_fire ();
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if (self.wait == -1)
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remove(self);
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}
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else
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{
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self.nextthink = time + self.delay;
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self.think = multi_fire;
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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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local vector for;
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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.angles != '0 0 0')
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{
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makevectors (self.angles);
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for = v_forward;
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makevectors (other.angles);
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if (v_forward * for < 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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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 ("temp/secret.wav");
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self.noise = "temp/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 ("temp/talk.wav");
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self.noise = "temp/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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// self.angles = '0 0 0';
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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.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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}
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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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self.solid = SOLID_TRIGGER;
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}
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}
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settriggermodel (self, self.model);
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if (!self.target)
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{
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if (!self.message)
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error ("There is no target set!");
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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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/*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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// self.classname = "trigger_secret";
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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 ("temp/secret.wav");
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self.noise = "temp/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 ("temp/talk.wav");
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self.noise = "temp/talk.wav";
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}
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trigger_multiple ();
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};
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void() counter_use =
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{
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local string junk;
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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 mroe 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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}
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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() 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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if (!self.target)
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error ("There is no target set!");
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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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void() random_telesound =
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{
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local float v;
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local string tmpstr;
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v = random() * 5;
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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, 1, tmpstr, 1, 1);
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};
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void() tfog1 = [ 0, tfog2 ] {};
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void() tfog2 = [ 1, tfog3 ] {random_telesound();};
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void() tfog3 = [ 2, tfog4 ] {};
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void() tfog4 = [ 3, tfog5 ] {};
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void() tfog5 = [ 4, tfog6 ] {};
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void() tfog6 = [ 5, tfog7 ] {};
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void() tfog7 = [ 6, tfog8 ] {};
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void() tfog8 = [ 7, tfog9 ] {};
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void() tfog9 = [ 8, tfog10 ] {};
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void() tfog10 = [ 9, tfog11 ] {};
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void() tfog11 = [ 9, tfog11 ] {remove(self);};
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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.angles = '0 0 0';
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s.movetype = MOVETYPE_NONE;
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s.solid = SOLID_NOT;
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setmodel (s, "sprites/s_telep.spr");
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old = self;
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self = s;
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tfog1 ();
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self = old;
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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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if (other.health)
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{
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self.solid = SOLID_NOT;
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T_Damage (other, self, self, 1000);
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}
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};
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void() tdeath_remove =
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{
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remove (self);
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return;
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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.origin = org;
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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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// FIX ME (this does not set the size properly)
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setsize (death, '-20 -20 -20', '20 20 20');
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death.touch = tdeath_touch;
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death.nextthink = time + 0.1;
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death.think = tdeath_remove;
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death.owner = death_owner;
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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 (self.spawnflags & PLAYER_ONLY)
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{
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if (other.classname != "player")
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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)
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return;
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// put a tfog where the player was
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spawn_tfog (other.origin);
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// FIXME: precalc at awake time
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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")
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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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}
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other.flags = other.flags - 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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/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY
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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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*/
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void() trigger_teleport =
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{
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self.mangle = self.angles;
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self.angles = '0 0 0';
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setsize (self, self.mins, self.maxs);
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self.solid = SOLID_TRIGGER;
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settriggermodel (self, self.model);
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self.touch = teleport_touch;
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self.angles = '0 0 0';
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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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};
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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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|
};
|
|
|
|
/*QUAKED trigger_setskill (.5 .5 .5) ?
|
|
sets skill level to the value of "message".
|
|
Only used on start map.
|
|
*/
|
|
void() trigger_setskill =
|
|
{
|
|
self.mangle = self.angles;
|
|
self.angles = '0 0 0';
|
|
setsize (self, self.mins, self.maxs);
|
|
|
|
self.solid = SOLID_TRIGGER;
|
|
settriggermodel (self, self.model);
|
|
self.touch = trigger_skill_touch;
|
|
self.angles = '0 0 0';
|
|
};
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
ONLY REGISTERED TRIGGERS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void() trigger_onlyregistered_touch =
|
|
{
|
|
if (self.attack_finished > time)
|
|
return;
|
|
|
|
self.attack_finished = time + 2;
|
|
if (cvar("registered"))
|
|
{
|
|
SUB_UseTargets ();
|
|
remove (self);
|
|
}
|
|
else
|
|
{
|
|
centerprint (other, self.message);
|
|
sound (other, 0, "temp/talk.wav", 1,1);
|
|
}
|
|
};
|
|
|
|
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
|
|
Only fires if playing the registered version, otherwise prints the message
|
|
*/
|
|
void() trigger_onlyregistered =
|
|
{
|
|
self.mangle = self.angles;
|
|
self.angles = '0 0 0';
|
|
setsize (self, self.mins, self.maxs);
|
|
|
|
precache_sound ("temp/talk.wav");
|
|
|
|
self.solid = SOLID_TRIGGER;
|
|
settriggermodel (self, self.model);
|
|
self.touch = trigger_onlyregistered_touch;
|
|
self.angles = '0 0 0';
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() hurt_on =
|
|
{
|
|
self.solid = SOLID_TRIGGER;
|
|
self.nextthink = -1;
|
|
};
|
|
|
|
void() hurt_touch =
|
|
{
|
|
if (other.health)
|
|
{
|
|
self.solid = SOLID_NOT;
|
|
T_Damage (other, self, self, self.dmg);
|
|
self.think = hurt_on;
|
|
self.nextthink = time + 1;
|
|
}
|
|
|
|
return;
|
|
};
|
|
|
|
/*QUAKED trigger_hurt (.5 .5 .5) ?
|
|
Any object touching this will be hurt
|
|
set dmg to damage amount
|
|
defalt dmg = 5
|
|
*/
|
|
void() trigger_hurt =
|
|
{
|
|
self.mangle = self.angles;
|
|
self.angles = '0 0 0';
|
|
|
|
self.solid = SOLID_TRIGGER;
|
|
settriggermodel (self, self.model);
|
|
self.touch = hurt_touch;
|
|
self.angles = '0 0 0';
|
|
if (!self.dmg)
|
|
self.dmg = 5;
|
|
};
|
|
|
|
|
|
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
|
|
Pushes the player
|
|
*/
|
|
float PUSH_ONCE = 1;
|
|
void() trigger_push_touch;
|
|
void() trigger_push =
|
|
{
|
|
|
|
self.movetype = MOVETYPE_NONE;
|
|
self.solid = SOLID_TRIGGER;
|
|
settriggermodel (self, self.model);
|
|
self.touch = trigger_push_touch;
|
|
SetMovedir();
|
|
};
|
|
|
|
void() trigger_push_touch =
|
|
{
|
|
if (other.classname == "player")
|
|
other.velocity = 1000 * self.movedir + 400 * '0 0 1';
|
|
if (self.spawnflags & PUSH_ONCE)
|
|
remove(self);
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
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 = 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;
|
|
self.movetype = MOVETYPE_NONE;
|
|
self.solid = SOLID_TRIGGER;
|
|
settriggermodel (self, self.model);
|
|
self.touch = trigger_monsterjump_touch;
|
|
SetMovedir();
|
|
};
|
|
|