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