sof2-sdk/code/game/g_trigger.c

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// Copyright (C) 2001-2002 Raven Software
//
#include "g_local.h"
void InitTrigger( gentity_t *self ) {
if (!VectorCompare (self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
trap_SetBrushModel( self, self->model );
self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
self->r.svFlags = SVF_NOCLIENT;
}
// the wait time has passed, so set back up for another activation
void multi_wait( gentity_t *ent ) {
ent->nextthink = 0;
}
// the trigger was just activated
// ent->activator should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void multi_trigger( gentity_t *ent, gentity_t *activator ) {
ent->activator = activator;
if ( ent->nextthink ) {
return; // can't retrigger until the wait is over
}
if ( activator->client ) {
if ( ( ent->spawnflags & 1 ) && activator->client->sess.team != TEAM_RED )
{
return;
}
if ( ( ent->spawnflags & 2 ) && activator->client->sess.team != TEAM_BLUE )
{
return;
}
}
G_UseTargets (ent, ent->activator);
if ( ent->wait > 0 ) {
ent->think = multi_wait;
ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
} else {
// we can't just remove (self) here, because this is a touch function
// called while looping through area links...
ent->touch = 0;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEntity;
}
}
void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
multi_trigger( ent, activator );
}
void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
if( !other->client ) {
return;
}
multi_trigger( self, other );
}
/*QUAKED trigger_multiple (.5 .5 .5) ?
"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
"random" wait variance, default is 0
Variable sized repeatable trigger. Must be targeted at one or more entities.
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
*/
void SP_trigger_multiple( gentity_t *ent )
{
// This is a hack because the single player game has usable triggers
// in shared bsp instances, since multiplayer doesnt have useable triggers
// they end up just triggering when walked through. So for now just toss them out
if ( ent->spawnflags & 0x2 )
{
G_FreeEntity ( ent );
return;
}
G_SpawnFloat( "wait", "0.5", &ent->wait );
G_SpawnFloat( "random", "0", &ent->random );
if ( ent->random >= ent->wait && ent->wait >= 0 )
{
ent->random = ent->wait - FRAMETIME;
Com_Printf( "trigger_multiple has random >= wait\n" );
}
ent->touch = Touch_Multi;
ent->use = Use_Multi;
InitTrigger( ent );
trap_LinkEntity (ent);
}
/*
==============================================================================
trigger_always
==============================================================================
*/
void trigger_always_think( gentity_t *ent ) {
G_UseTargets(ent, ent);
G_FreeEntity( ent );
}
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire. It is activated by the world.
*/
void SP_trigger_always (gentity_t *ent) {
// we must have some delay to make sure our use targets are present
ent->nextthink = level.time + 300;
ent->think = trigger_always_think;
}
/*
==============================================================================
trigger_push
==============================================================================
*/
void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace )
{
}
/*
=================
AimAtTarget
Calculate origin2 so the target apogee will be hit
=================
*/
void AimAtTarget( gentity_t *self ) {
gentity_t *ent;
vec3_t origin;
float height, gravity, time, forward;
float dist;
VectorAdd( self->r.absmin, self->r.absmax, origin );
VectorScale ( origin, 0.5, origin );
ent = G_PickTarget( self->target );
if ( !ent ) {
G_FreeEntity( self );
return;
}
height = ent->s.origin[2] - origin[2];
gravity = g_gravity.value;
time = sqrt( height / ( .5 * gravity ) );
if ( !time ) {
G_FreeEntity( self );
return;
}
// set s.origin2 to the push velocity
VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
self->s.origin2[2] = 0;
dist = VectorNormalize( self->s.origin2);
forward = dist / time;
VectorScale( self->s.origin2, forward, self->s.origin2 );
self->s.origin2[2] = time * gravity;
}
/*QUAKED trigger_push (.5 .5 .5) ?
Must point at a target_position, which will be the apex of the leap.
This will be client side predicted, unlike target_push
*/
void SP_trigger_push( gentity_t *self ) {
InitTrigger (self);
// unlike other triggers, we need to send this one to the client
self->r.svFlags &= ~SVF_NOCLIENT;
// make sure the client precaches this sound
G_SoundIndex("sound/world/jumppad.wav");
self->s.eType = ET_PUSH_TRIGGER;
self->touch = trigger_push_touch;
self->think = AimAtTarget;
self->nextthink = level.time + FRAMETIME;
trap_LinkEntity (self);
}
void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
if ( !activator->client ) {
return;
}
if ( activator->client->ps.pm_type != PM_NORMAL ) {
return;
}
VectorCopy (self->s.origin2, activator->client->ps.velocity);
// play fly sound every 1.5 seconds
if ( activator->fly_sound_debounce_time < level.time ) {
activator->fly_sound_debounce_time = level.time + 1500;
G_Sound( activator, CHAN_AUTO, self->noise_index );
}
}
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad
Pushes the activator in the direction.of angle, or towards a target apex.
"speed" defaults to 1000
if "bouncepad", play bounce noise instead of windfly
*/
void SP_target_push( gentity_t *self ) {
if (!self->speed) {
self->speed = 1000;
}
G_SetMovedir (self->s.angles, self->s.origin2);
VectorScale (self->s.origin2, self->speed, self->s.origin2);
if ( self->spawnflags & 1 ) {
self->noise_index = G_SoundIndex("sound/world/jumppad.wav");
} else {
self->noise_index = G_SoundIndex("sound/misc/windfly.wav");
}
if ( self->target ) {
VectorCopy( self->s.origin, self->r.absmin );
VectorCopy( self->s.origin, self->r.absmax );
self->think = AimAtTarget;
self->nextthink = level.time + FRAMETIME;
}
self->use = Use_target_push;
}
/*
==============================================================================
trigger_teleport
==============================================================================
*/
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
gentity_t *dest;
if ( !other->client ) {
return;
}
if ( other->client->ps.pm_type == PM_DEAD ) {
return;
}
// Spectators only?
if ( ( self->spawnflags & 1 ) && !G_IsClientSpectating ( other->client ) )
{
return;
}
dest = G_PickTarget( self->target );
if (!dest) {
Com_Printf ("Couldn't find teleporter destination\n");
return;
}
TeleportPlayer( other, dest->s.origin, dest->s.angles );
}
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR
Allows client side prediction of teleportation events.
Must point at a target_position, which will be the teleport destination.
If spectator is set, only spectators can use this teleport
Spectator teleporters are not normally placed in the editor, but are created
automatically near doors to allow spectators to move through them
*/
void SP_trigger_teleport( gentity_t *self ) {
InitTrigger (self);
// unlike other triggers, we need to send this one to the client
// unless is a spectator trigger
if ( self->spawnflags & 1 ) {
self->r.svFlags |= SVF_NOCLIENT;
} else {
self->r.svFlags &= ~SVF_NOCLIENT;
}
// make sure the client precaches this sound
G_SoundIndex("sound/world/jumppad.wav");
self->s.eType = ET_TELEPORT_TRIGGER;
self->touch = trigger_teleporter_touch;
trap_LinkEntity (self);
}
/*
==============================================================================
trigger_hurt
==============================================================================
*/
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state.
SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage
"dmg" default 5 (whole numbers only)
*/
void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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if ( self->r.linked ) {
trap_UnlinkEntity( self );
} else {
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// Triggers that are used to turn them on no longer cause suicide penalty
self->methodOfDeath = MOD_TRIGGER_HURT_NOSUICIDE;
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trap_LinkEntity( self );
}
}
void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
int dflags;
if ( !other->takedamage ) {
return;
}
if ( self->timestamp > level.time ) {
return;
}
if ( self->spawnflags & 16 ) {
self->timestamp = level.time + 1000;
} else {
self->timestamp = level.time + FRAMETIME;
}
/*
// play sound
if ( !(self->spawnflags & 4) ) {
G_Sound( other, CHAN_AUTO, self->noise_index );
}
*/
if (self->spawnflags & 8)
dflags = DAMAGE_NO_PROTECTION;
else
dflags = 0;
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G_Damage (other, self, self, NULL, NULL, self->damage, dflags, self->methodOfDeath, HL_NONE );
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}
void SP_trigger_hurt( gentity_t *self ) {
InitTrigger (self);
self->noise_index = 0; // G_SoundIndex( "sound/world/electro.wav" );
self->touch = hurt_touch;
if ( !self->damage ) {
self->damage = 5;
}
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self->methodOfDeath = MOD_TRIGGER_HURT;
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self->r.contents = CONTENTS_TRIGGER;
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self->use = hurt_use;
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// link in to the world if starting active
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if ( ! (self->spawnflags & 1) )
{
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trap_LinkEntity (self);
}
}
/*QUAKED trigger_ladder (.5 .5 .5) ?
Indicates a ladder and its normal
"angles" angle ladder faces
*/
void SP_trigger_ladder ( gentity_t* self )
{
vec3_t fwd;
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trap_SetBrushModel( self, self->model );
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trap_LinkEntity ( self );
trap_SetConfigstring( CS_LADDERS + level.ladderCount++,
va("%i,%i,%i,%i,%i,%i,%i",
(int)self->r.absmin[0],(int)self->r.absmin[1],(int)self->r.absmin[2],
(int)self->r.absmax[0],(int)self->r.absmax[1],(int)self->r.absmax[2],
(int)self->s.angles[YAW] ) );
// Only need integer resolution
self->r.absmin[0] = (int)self->r.absmin[0];
self->r.absmin[1] = (int)self->r.absmin[1];
self->r.absmin[2] = (int)self->r.absmin[2];
self->r.absmax[0] = (int)self->r.absmax[0];
self->r.absmax[1] = (int)self->r.absmax[1];
self->r.absmax[2] = (int)self->r.absmax[2];
self->s.angles[PITCH] = self->s.angles[ROLL] = 0;
self->s.angles[YAW] = (int)self->s.angles[YAW];
AngleVectors( self->s.angles, fwd, 0, 0);
BG_AddLadder ( self->r.absmin, self->r.absmax, fwd );
G_FreeEntity ( self );
}
/*
==============================================================================
timer
==============================================================================
*/
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
This should be renamed trigger_timer...
Repeatedly fires its targets.
Can be turned on or off by using.
"wait" base time between triggering all targets, default is 1
"random" wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
*/
void func_timer_think( gentity_t *self ) {
G_UseTargets (self, self->activator);
// set time before next firing
self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
}
void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
self->activator = activator;
// if on, turn it off
if ( self->nextthink ) {
self->nextthink = 0;
return;
}
// turn it on
func_timer_think (self);
}
void SP_func_timer( gentity_t *self ) {
G_SpawnFloat( "random", "1", &self->random);
G_SpawnFloat( "wait", "1", &self->wait );
self->use = func_timer_use;
self->think = func_timer_think;
if ( self->random >= self->wait ) {
self->random = self->wait - FRAMETIME;
Com_Printf( "func_timer at %s has random >= wait\n", vtos( self->s.origin ) );
}
if ( self->spawnflags & 1 ) {
self->nextthink = level.time + FRAMETIME;
self->activator = self;
}
self->r.svFlags = SVF_NOCLIENT;
}