// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" #define SF_SPECTATOR (1<<0) #define SF_RANDOM (1<<1) 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 && ((ent->spawnflags&4)||(ent->spawnflags&2)||(ent->spawnflags&1)) ) {//see if it's usable by this team switch( activator->client->sess.sessionTeam ) { case TEAM_RED: if ( !(ent->spawnflags&1) ) { return;//red is not allowed } break; case TEAM_BLUE: if ( !(ent->spawnflags&2) ) { return;//blue is not allowed } break; default: if ( (ent->spawnflags&4) ) { return;//must be on a team } break; } } 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) ? RED_OK BLUE_OK TEAM_ONLY RED_OK - People on the red team can fire this trigger BLUE_OK - People on the blue team can fire this trigger TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators) "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 ) { 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; G_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 ) { if ( !other->client ) { return; } if ( other->client->ps.pm_type != PM_NORMAL ) { return; } if ( other->client->ps.powerups[PW_FLIGHT] ) { return; } if ( other->client->ps.velocity[2] < 100 ) { // don't play the event sound again if we are in a fat trigger G_AddPredictableEvent( other, EV_JUMP_PAD, 0 ); } VectorCopy (self->s.origin2, other->client->ps.velocity); } /* ================= 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; 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; } if ( activator->client->ps.powerups[PW_FLIGHT] ) { 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, self->noise_index ); } } /*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) ENERGYNOISE Pushes the activator in the direction.of angle, or towards a target apex. "speed" defaults to 1000 if "ENERGYNOISE", play energy 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/ambience/forge/antigrav.wav"); } else { self->noise_index = G_SoundIndex("sound/misc/windfly.wav"); //fixme need sound! } 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 ============================================================================== */ #define MAX_TRANSPORTER_POINTS 16 gentity_t *SelectRandomSpawnPoint( void ) { gentity_t *spot = NULL; int count = 0; int selection = 0; gentity_t *spots[MAX_TRANSPORTER_POINTS]; char *classname; classname = "info_player_deathmatch"; while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL) { spots[ count++ ] = spot; if (count == MAX_TRANSPORTER_POINTS) { break; } } if ( !count ) { // no spawn points !!??! return NULL; } selection = rand() % count; return spots[ selection ]; } void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ) { gentity_t *dest; vec3_t destPoint; if ( !other->client ) { return; } if ( other->client->ps.pm_type == PM_DEAD ) { return; } // Spectators only? if ( ( self->spawnflags & SF_SPECTATOR ) && other->client->sess.sessionTeam != TEAM_SPECTATOR ) { return; } if (self->spawnflags & SF_RANDOM) { // find a random spawn point dest = SelectRandomSpawnPoint(); } else { dest = G_PickTarget( self->target ); } if (!dest) { G_Printf ("Couldn't find teleporter destination\n"); return; } // put the bottom of the player's bbox at the bottom of the target's bbox VectorCopy(dest->s.origin, destPoint); destPoint[2] += dest->r.mins[2]; destPoint[2] -= other->r.mins[2]; // fudge it upwards just a bit destPoint[2] += 1; if (self->health) { TransportPlayer(other, destPoint, dest->s.angles, (self->health == -1)?0:self->health); } else { TeleportPlayer( other, destPoint, dest->s.angles ); } } /*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR RANDOM Allows client side prediction of teleportation events. Must point at a target_position, which will be the teleport destination. --------- spawnflags -------- 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 RANDOM -- send player to random info_player_deathmatch spawn point ----------- keys ------------ health -- default is original behavior (speed of 400), any other value will be the speed at which the player is spewed forth from the tranpsorter destination. -1 if you want no speed. */ 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 & SF_SPECTATOR ) { self->r.svFlags |= SVF_NOCLIENT; } else { self->r.svFlags &= ~SVF_NOCLIENT; } 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 ) { if ( self->r.linked ) { trap_UnlinkEntity( self ); } else { 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, self->noise_index ); } if (self->spawnflags & 8) dflags = DAMAGE_NO_PROTECTION; else dflags = 0; G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT); } void SP_trigger_hurt( gentity_t *self ) { InitTrigger (self); self->noise_index = G_SoundIndex( "sound/world/electro.wav" ); self->touch = hurt_touch; if ( !self->damage ) { self->damage = 5; } self->r.contents = CONTENTS_TRIGGER; if ( self->spawnflags & 2 ) { self->use = hurt_use; } // link in to the world if starting active if ( ! (self->spawnflags & 1) ) { trap_LinkEntity (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; G_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; }