#include "g_local.h" #include "g_functions.h" #define ENTDIST_PLAYER 1 #define ENTDIST_NPC 2 extern qboolean G_PointInBounds( vec3_t point, vec3_t mins, vec3_t maxs ); extern void CalcEntitySpot ( gentity_t *ent, spot_t spot, vec3_t point ); extern qboolean G_ClearTrace( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int ignore, int clipmask ); extern qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest ); void InitTrigger( gentity_t *self ) { if (!VectorCompare (self->s.angles, vec3_origin)) G_SetMovedir (self->s.angles, self->movedir); gi.SetBrushModel( self, self->model ); self->contents = CONTENTS_TRIGGER; // replaces the -1 from gi.SetBrushModel self->svFlags = SVF_NOCLIENT; if(self->spawnflags & 128) { self->svFlags |= SVF_INACTIVE; } } // 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_run( gentity_t *ent ) { G_ActivateBehavior( ent, BSET_USE ); if ( ent->soundSet && ent->soundSet[0] ) { gi.SetConfigstring( CS_AMBIENT_SET, ent->soundSet ); } G_UseTargets (ent, ent->activator); if ( ent->target2 && ent->target2[0] ) { ent->e_ThinkFunc = thinkF_trigger_cleared_fire; ent->nextthink = level.time + ent->speed; } else if ( ent->wait > 0 ) { ent->e_ThinkFunc = thinkF_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->e_TouchFunc = touchF_NULL; ent->e_UseFunc = useF_NULL; //Don't remove, Icarus may barf? //ent->nextthink = level.time + FRAMETIME; //ent->think = G_FreeEntity; } } void multi_trigger( gentity_t *ent, gentity_t *activator ) { if ( ent->nextthink ) { return; // can't retrigger until the wait is over } if ( ent->svFlags & SVF_INACTIVE ) {//Not active at this time return; } ent->activator = activator; if(ent->delay) {//delay before firing trigger ent->e_ThinkFunc = thinkF_multi_trigger_run; ent->nextthink = level.time + ent->delay; } else { multi_trigger_run (ent); } } 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; } if ( self->svFlags & SVF_INACTIVE ) {//set by target_deactivate return; } if( self->noDamageTeam ) { if ( other->client->playerTeam != self->noDamageTeam ) { return; } } if ( self->e_ThinkFunc == thinkF_trigger_cleared_fire ) {//We're waiting to fire our target2 first self->nextthink = level.time + self->speed; return; } if ( self->trigger_formation ) {//we only work on NPCs in formation if( !other->NPC || other->NPC->behaviorState != BS_FORMATION ) { return; } } if ( self->spawnflags & 1 ) { if ( other->s.number != 0 ) { return; } } else { if ( self->spawnflags & 16 ) {//NPCONLY if ( other->NPC == NULL ) { return; } } if ( self->NPC_targetname && self->NPC_targetname[0] ) { if ( other->script_targetname && other->script_targetname[0] ) { if ( Q_stricmp( self->NPC_targetname, other->script_targetname ) != 0 ) {//not the right guy to fire me off return; } } else { return; } } } if ( self->spawnflags & 2 ) {//FACING vec3_t forward; if ( other->client ) { AngleVectors( other->client->ps.viewangles, forward, NULL, NULL ); } else { AngleVectors( other->currentAngles, forward, NULL, NULL ); } if ( DotProduct( self->movedir, forward ) < 0.5 ) {//Not Within 45 degrees return; } } if ( self->spawnflags & 4 ) {//USE_BUTTON if ( !other->client ) { return; } if( !( other->client->usercmd.buttons & BUTTON_USE ) ) {//not pressing use button return; } } if ( self->spawnflags & 8 ) {//FIRE_BUTTON if ( !other->client ) { return; } if( !( other->client->ps.eFlags & EF_FIRING /*usercmd.buttons & BUTTON_ATTACK*/ ) && !( other->client->ps.eFlags & EF_ALT_FIRING/*usercmd.buttons & BUTTON_ALT_ATTACK*/ ) ) {//not pressing fire button or altfire button return; } //FIXME: do we care about the sniper rifle or not? if( other->s.number == 0 && ( other->client->ps.weapon > MAX_PLAYER_WEAPONS || other->client->ps.weapon <= WP_NONE ) ) {//don't care about non-player weapons if this is the player return; } } if ( other->client && self->radius ) { vec3_t eyeSpot; //Only works if your head is in it, but we allow leaning out //NOTE: We don't use CalcEntitySpot SPOT_HEAD because we don't want this //to be reliant on the physical model the player uses. VectorCopy(other->currentOrigin, eyeSpot); eyeSpot[2] += other->client->ps.viewheight; if ( G_PointInBounds( eyeSpot, self->absmin, self->absmax ) ) { if( !( other->client->ps.eFlags & EF_FIRING ) && !( other->client->ps.eFlags & EF_ALT_FIRING ) ) {//not attacking, so hiding bonus //FIXME: should really have sound events clear the hiddenDist other->client->hiddenDist = self->radius; //NOTE: movedir HAS to be normalized! if ( VectorLength( self->movedir ) ) {//They can only be hidden from enemies looking in this direction VectorCopy( self->movedir, other->client->hiddenDir ); } else { VectorClear( other->client->hiddenDir ); } } } } multi_trigger( self, other ); } void trigger_cleared_fire (gentity_t *self) { G_UseTargets2( self, self->activator, self->target2 ); self->e_ThinkFunc = thinkF_NULL; } /*QUAKED trigger_multiple (.5 .5 .5) ? PLAYERONLY FACING USE_BUTTON FIRE_BUTTON NPCONLY x x INACTIVE PLAYERONLY - only a player can trigger this by touch FACING - Won't fire unless triggering ent's view angles are within 45 degrees of trigger's angles (in addition to any other conditions) USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition to any other conditions) FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in addition to any other conditions) NPCONLY - only non-player NPCs can trigger this by touch INACTIVE - Start off, has to be activated to be touchable/usable "wait" : Seconds between triggerings, 0.5 default, number<=0 means one time only. "random" wait variance, default is 0 "delay" how many seconds to wait to fire targets after tripped "hiderange" As long as NPC's head is in this trigger, NPCs out of this hiderange cannot see him. If you set an angle on the trigger, they're only hidden from enemies looking in that direction. the player's crouch viewheight is 36, his standing viewheight is 54. So a trigger thast should hide you when crouched but not standing should be 48 tall. "target2" The trigger will fire this only when the trigger field has been crossed and subsequently cleared. This will not fire the "target" more than once until the "target2" is fired (trigger field is cleared) "speed" How many seconds to wait to fire the target2, default is 1 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) "NPC_targetname" - If set, only an NPC with a matching NPC_targetname will trip this trigger "team" - If set, only this team can trip this trigger starfleet borg parasite scavengers (use this for all scavengers for now...) klingon malon hirogen imperial stasis species8472 dreadnought forge "soundSet" Ambient sound set to play when this trigger is activated */ team_t TranslateTeamName( const char *name ); void SP_trigger_multiple( gentity_t *ent ) { G_SpawnFloat( "wait", "0.5", &ent->wait ); G_SpawnFloat( "random", "0", &ent->random ); if ( (ent->wait > 0) && (ent->random >= ent->wait) ) { ent->random = ent->wait - FRAMETIME; gi.Printf(S_COLOR_YELLOW"trigger_multiple has random >= wait\n"); } ent->delay *= 1000;//1 = 1 msec, 1000 = 1 sec if ( !ent->speed && ent->target2 && ent->target2[0] ) { ent->speed = 1000; } else { ent->speed *= 1000; } ent->e_TouchFunc = touchF_Touch_Multi; ent->e_UseFunc = useF_Use_Multi; if ( ent->team && ent->team[0] ) { ent->noDamageTeam = TranslateTeamName( ent->team ); ent->team = NULL; } InitTrigger( ent ); gi.linkentity (ent); } /*QUAKED trigger_once (.5 1 .5) ? PLAYERONLY FACING USE_BUTTON FIRE_BUTTON NPCONLY x x INACTIVE PLAYERONLY - only a player can trigger this by touch FACING - Won't fire unless triggering ent's view angles are within 45 degrees of trigger's angles (in addition to any other conditions) USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition to any other conditions) FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in addition to any other conditions) NPCONLY - only non-player NPCs can trigger this by touch INACTIVE - Start off, has to be activated to be touchable/usable "random" wait variance, default is 0 "delay" how many seconds to wait to fire targets after tripped 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) "NPC_targetname" - If set, only an NPC with a matching NPC_targetname will trip this trigger "team" - If set, only this team can trip this trigger starfleet borg parasite scavengers (use this for all scavengers for now...) stasis species8472 dreadnought forge "soundSet" Ambient sound set to play when this trigger is activated */ void SP_trigger_once( gentity_t *ent ) { ent->wait = -1; ent->e_TouchFunc = touchF_Touch_Multi; ent->e_UseFunc = useF_Use_Multi; if ( ent->team && ent->team[0] ) { ent->noDamageTeam = TranslateTeamName( ent->team ); ent->team = NULL; } ent->delay *= 1000;//1 = 1 msec, 1000 = 1 sec InitTrigger( ent ); gi.linkentity (ent); } /*QUAKED trigger_formation (.5 .5 .5) ? x FACING USE_BUTTON FIRE_BUTTON x x x INACTIVE FACING - Won't fire unless triggering ent's view angles are within 45 degrees of trigger's angles (in addition to any other conditions) USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition to any other conditions) FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in addition to any other conditions) INACTIVE - Start off, has to be activated to be touchable/usable Only NPC's (non-players) in formation (bState = BS_FORMATION) can trip this trigger TRIGGERS ONLY ONCE BY DEFAULT! INACTIVE - Start off, has to be activated to be touchable/usable "NPC_targetname" - If set, only an NPC with a matching NPC_targetname will trip this trigger "wait" - how long to wait between triggerings, default is -1 TODO: count delay */ void SP_trigger_formation( gentity_t *ent ) { //Remove "playeronly" if on by accident ent->spawnflags &= ~1; if(!ent->wait) { ent->wait = -1; } ent->e_TouchFunc = touchF_Touch_Multi; ent->e_UseFunc = useF_Use_Multi; //This is how it knows to look only for NPCs in BS_FORMATION ent->trigger_formation = qtrue; InitTrigger( ent ); gi.linkentity (ent); } /*QUAKED trigger_bidirectional (.5 .5 .5) ? PLAYER_ONLY x x x x x x INACTIVE NOT IMPLEMENTED INACTIVE - Start off, has to be activated to be touchable/usable set "angle" for forward direction Fires "target" when someone moves through it in direction of angle Fires "backwardstarget" when someone moves through it in the opposite direction of angle "NPC_targetname" - If set, only an NPC with a matching NPC_targetname will trip this trigger "wait" - how long to wait between triggerings TODO: count */ void SP_trigger_bidirectional( gentity_t *ent ) { G_FreeEntity(ent); //FIXME: Implement /* if(!ent->wait) { ent->wait = -1; } ent->touch = Touch_Multi; ent->use = Use_Multi; InitTrigger( ent ); gi.linkentity (ent); */ } /*QUAKED trigger_location (.5 .5 .5) ? When an ent is asked for it's location, it will return this ent's "message" field if it is in it. "message" - location name NOTE: always rectangular */ char *G_GetLocationForEnt( gentity_t *ent ) { vec3_t mins, maxs; gentity_t *found = NULL; VectorAdd( ent->currentOrigin, ent->mins, mins ); VectorAdd( ent->currentOrigin, ent->maxs, maxs ); while( (found = G_Find(found, FOFS(classname), "trigger_location")) != NULL ) { if ( gi.EntityContact( mins, maxs, found ) ) { return found->message; } } return NULL; } void SP_trigger_location( gentity_t *ent ) { if ( !ent->message || !ent->message[0] ) { gi.Printf("WARNING: trigger_location with no message!\n"); G_FreeEntity(ent); return; } gi.SetBrushModel( ent, ent->model ); ent->contents = 0; ent->svFlags = SVF_NOCLIENT; gi.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->e_ThinkFunc = thinkF_trigger_always_think; } /* ============================================================================== trigger_push ============================================================================== */ void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) { if ( self->svFlags & SVF_INACTIVE ) {//set by target_deactivate return; } if ( self->painDebounceTime > level.time ) { return; } if ( !other->client ) { return; } if ( other->client->ps.pm_type != PM_NORMAL ) { return; } if ( self->spawnflags & 1 ) {//PLAYERONLY if ( other->s.number != 0 ) { return; } } else { if ( self->spawnflags & 16 ) {//NPCONLY if ( other->NPC == NULL ) { return; } } } VectorCopy (self->s.origin2, other->client->ps.velocity); if ( self->wait == -1 ) { self->e_TouchFunc = touchF_NULL; } else if ( self->wait > 0 ) { self->painDebounceTime = level.time + self->wait; } } /* ================= 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->absmin, self->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) ? PLAYERONLY x x x NPCONLY x x INACTIVE Must point at a target_position, which will be the apex of the leap. This will be client side predicted, unlike target_push PLAYERONLY - only the player is affected NPCONLY - only NPCs are affected INACTIVE - not active until targeted by a target_activate wait - how long to wait between pushes: -1 = push only once */ void SP_trigger_push( gentity_t *self ) { InitTrigger (self); if ( self->wait > 0 ) { self->wait *= 1000; } // unlike other triggers, we need to send this one to the client self->svFlags &= ~SVF_NOCLIENT; self->s.eType = ET_PUSH_TRIGGER; self->e_TouchFunc = touchF_trigger_push_touch; self->e_ThinkFunc = thinkF_AimAtTarget; self->nextthink = level.time + FRAMETIME; gi.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 (self->behaviorSet[BSET_USE]) { G_ActivateBehavior(self,BSET_USE); } VectorCopy (self->s.origin2, activator->client->ps.velocity); // play fly sound every 1.5 seconds if ( self->noise_index && 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 When triggered, pushes the activator in the direction of angles "speed" defaults to 1000 ENERGYNOISE plays energy noise */ 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"); } if ( self->target ) { VectorCopy( self->s.origin, self->absmin ); VectorCopy( self->s.origin, self->absmax ); self->e_ThinkFunc = thinkF_AimAtTarget; self->nextthink = level.time + FRAMETIME; } self->e_UseFunc = useF_Use_target_push; } /* ============================================================================== trigger_teleport ============================================================================== */ #define SNAP_ANGLES 1 #define NO_MISSILES 2 #define NO_NPCS 4 void TeleportMover( gentity_t *mover, vec3_t origin, vec3_t diffAngles, qboolean snapAngle ); void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ) { gentity_t *dest; if ( self->svFlags & SVF_INACTIVE ) {//set by target_deactivate return; } dest = G_PickTarget( self->target ); if (!dest) { gi.Printf ("Couldn't find teleporter destination\n"); return; } if ( other->client ) { if ( other->client->ps.pm_type == PM_DEAD ) { return; } if ( other->NPC ) { if ( self->spawnflags & NO_NPCS ) { return; } if ( other->NPC->behaviorState == BS_FORMATION && other->client->team_leader != other && !VectorLengthSquared( other->NPC->leaderTeleportSpot ) ) {//When following someone in formation, don't go through teleporters on your own return; } } if ( other->client->playerTeam != TEAM_FREE && SpotWouldTelefrag2( other, dest->currentOrigin ) )//SpotWouldTelefrag( dest, other->client->playerTeam ) ) {//Don't go through if something blocking on the other side return; } TeleportPlayer( other, dest->s.origin, dest->s.angles, self->count ); } //FIXME: check for SVF_NO_TELEPORT else if ( !(self->svFlags & SVF_NO_TELEPORT) && !(self->spawnflags & NO_MISSILES) && VectorLengthSquared( other->s.pos.trDelta ) ) {//It's a mover of some sort and is currently moving vec3_t diffAngles = {0, 0, 0}; qboolean snap = qfalse; if ( self->lastEnemy ) { VectorSubtract( dest->s.angles, self->lastEnemy->s.angles, diffAngles ); } else {//snaps to angle VectorSubtract( dest->s.angles, other->currentAngles, diffAngles ); snap = qtrue; } TeleportMover( other, dest->s.origin, diffAngles, snap ); } } void trigger_teleporter_find_closest_portal( gentity_t *self ) { gentity_t *found = NULL; vec3_t org, vec; float dist, bestDist = 64*64; VectorAdd( self->mins, self->maxs, org ); VectorScale( org, 0.5, org ); while ( (found = G_Find( found, FOFS(classname), "misc_portal_surface" )) != NULL ) { VectorSubtract( found->currentOrigin, org, vec ); dist = VectorLengthSquared( vec ); if ( dist < bestDist ) { self->lastEnemy = found; bestDist = dist; } } if ( self->lastEnemy ) { gi.Printf("trigger_teleporter found misc_portal_surface\n"); } self->e_ThinkFunc = thinkF_NULL; } /*QUAKED trigger_teleport (.5 .5 .5) ? SNAP_ANGLES NO_MISSILES NO_NPCS STASIS x x x INACTIVE Allows client side prediction of teleportation events. Must point at a target_position, which will be the teleport destination. SNAP_ANGLES - Make the entity that passes through snap to the target_position's angles NO_MISSILES - Missiles and thrown objects cannot pass through NO_NPCS - NPCs cannot pass through STASIS - will play stasis teleport sound and fx instead of starfleet */ void SP_trigger_teleport( gentity_t *self ) { InitTrigger (self); // unlike other triggers, we need to send this one to the client self->svFlags &= ~SVF_NOCLIENT; self->s.eType = ET_TELEPORT_TRIGGER; self->e_TouchFunc = touchF_trigger_teleporter_touch; self->e_ThinkFunc = thinkF_trigger_teleporter_find_closest_portal; self->nextthink = level.time + FRAMETIME; if ( self->spawnflags & 8 ) // STASIS { self->count = STASIS_TELEPORT_FX; // make sure the client precaches this sound G_SoundIndex( "sound/movers/stasistransporter.wav" ); } else { self->count = STARFLEET_TELEPORT_FX; // make sure the client precaches this sound } gi.linkentity (self); } /* ============================================================================== trigger_hurt ============================================================================== */ /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW FALLING - INACTIVE Any entity that touches this will be hurt. It does dmg points of damage each server frame SILENT supresses playing the sound SLOW changes the damage rate to once per second NO_PROTECTION *nothing* stops the damage FALLING Forces a falling scream and anim "dmg" default 5 (whole numbers only) "delay" How many seconds it takes to get from 0 to "dmg" (default is 0) "wait" Use in instead of "SLOW" - determines how often the player gets hurt, 0.1 is every frame, 1.0 is once per second. -1 will stop after one use */ void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { if (self->behaviorSet[BSET_USE]) { G_ActivateBehavior(self,BSET_USE); } //FIXME: Targeting the trigger will toggle its on / off state??? if ( self->linked ) { gi.unlinkentity( self ); } else { gi.linkentity( self ); } } void trigger_hurt_reset (gentity_t *self) { self->attackDebounceTime = 0; self->e_ThinkFunc = thinkF_NULL; } void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) { int dflags; int actualDmg = self->damage; if ( self->svFlags & SVF_INACTIVE ) {//set by target_deactivate return; } if ( !other->takedamage ) { return; } if ( self->painDebounceTime > level.time ) { return; } //FIXME: only allows it to hurt one person at a time here! if ( self->spawnflags & 16 ) { self->painDebounceTime = level.time + 1000; } else if ( self->wait > 0 ) { self->painDebounceTime = level.time + self->wait; } else { self->painDebounceTime = 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; } if ( self->delay ) {//Increase dmg over time if ( self->attackDebounceTime < self->delay ) {//FIXME: this is for the entire trigger, not per person, so if someone else jumped in after you were in it for 5 seconds, they'd get damaged faster actualDmg = floor( self->damage * self->attackDebounceTime / self->delay ); } self->attackDebounceTime += FRAMETIME; self->e_ThinkFunc = thinkF_trigger_hurt_reset; self->nextthink = level.time + FRAMETIME*2; } if ( actualDmg ) { if(self->spawnflags & 32) {//falling death G_Damage (other, self, self, NULL, NULL, actualDmg, dflags, MOD_FALLING); } else { G_Damage (other, self, self, NULL, NULL, actualDmg, dflags, MOD_TRIGGER_HURT); } } if ( self->wait < 0 ) { self->e_TouchFunc = touchF_NULL; } } void SP_trigger_hurt( gentity_t *self ) { InitTrigger (self); self->noise_index = G_SoundIndex( "sound/world/electro.wav" ); self->e_TouchFunc = touchF_hurt_touch; if ( !self->damage ) { self->damage = 5; } self->delay *= 1000; self->wait *= 1000; self->contents = CONTENTS_TRIGGER; //WHAT? Shouldn't this be if self->targetname???? if ( self->spawnflags & 2 ) { self->e_UseFunc = useF_hurt_use; } // link in to the world if starting active if ( ! (self->spawnflags & 1) ) { gi.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 (self->behaviorSet[BSET_USE]) { G_ActivateBehavior(self,BSET_USE); } // 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->e_UseFunc = useF_func_timer_use; self->e_ThinkFunc = thinkF_func_timer_think; if ( self->random >= self->wait ) { self->random = self->wait - FRAMETIME; gi.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->svFlags = SVF_NOCLIENT; } /* ============================================================================== timer ============================================================================== */ /*QUAKED trigger_entdist (.5 .5 .5) (-8 -8 -8) (8 8 8) PLAYER NPC fires if the given entity is within the given distance. Sets itself inactive after one use. ----- KEYS ----- distance - radius entity can be away to fire trigger target - fired if entity is within distance target2 - fired if entity not within distance NPC_target - NPC_types to look for ownername - If any, who to calc the distance from- default is the trigger_entdist himself example: target "biessman telsia" will look for the biessman and telsia NPC if it finds either of these within distance it will fire. todo - add delay, count add monster classnames????? add LOS to it??? */ void trigger_entdist_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { vec3_t diff; gentity_t *found = NULL; gentity_t *owner = NULL; qboolean useflag; char *token, *holdString; if ( self->svFlags & SVF_INACTIVE ) // Don't use INACTIVE return; if (self->behaviorSet[BSET_USE]) { G_ActivateBehavior(self,BSET_USE); } if(self->ownername && self->ownername[0]) { owner = G_Find(NULL, FOFS(targetname), self->ownername); } if(owner == NULL) { owner = self; } self->activator = activator; useflag = qfalse; self->svFlags |= SVF_INACTIVE; // Make it inactive after one use if (self->spawnflags & ENTDIST_PLAYER) // Look for player??? { found = &g_entities[0]; if (found) { VectorSubtract(owner->currentOrigin, found->currentOrigin, diff); if(VectorLength(diff) < self->count) { useflag = qtrue; } } } if ((self->spawnflags & ENTDIST_NPC) && (!useflag)) { holdString = self->NPC_target; while (holdString) { token = COM_Parse( &holdString); if ( !token ) // Nothing left to look at { break; } found = G_Find(found, FOFS(targetname), token); // Look for the specified NPC if (found) //Found??? { VectorSubtract(owner->currentOrigin, found->currentOrigin, diff); if(VectorLength(diff) < self->count) // Within distance { useflag = qtrue; break; } } } } if (useflag) { G_UseTargets2 (self, self->activator, self->target); } else if (self->target2) { // This is the negative target G_UseTargets2 (self, self->activator, self->target2); } } void SP_trigger_entdist( gentity_t *self ) { G_SpawnInt( "distance", "0", &self->count); self->e_UseFunc = useF_trigger_entdist_use; } void trigger_visible_check_player_visibility( gentity_t *self ) { //Check every FRAMETIME*2 self->nextthink = level.time + FRAMETIME*2; if ( self->svFlags & SVF_INACTIVE ) { return; } vec3_t dir; float dist; gentity_t *player = &g_entities[0]; if (!player || !player->client ) { return; } //1: see if player is within 512*512 range VectorSubtract( self->currentOrigin, player->client->renderInfo.eyePoint, dir ); dist = VectorNormalize( dir ); if ( dist < self->radius ) {//Within range vec3_t forward; float dot; //2: see if dot to us and player viewangles is > 0.7 AngleVectors( player->client->renderInfo.eyeAngles, forward, NULL, NULL ); dot = DotProduct( forward, dir ); if ( dot > self->random ) {//Within the desired FOV //3: see if player is in PVS if ( gi.inPVS( self->currentOrigin, player->client->renderInfo.eyePoint ) ) { vec3_t mins = {-1, -1, -1}; vec3_t maxs = {1, 1, 1}; //4: If needbe, trace to see if there is clear LOS from player viewpos if ( (self->spawnflags&1) || G_ClearTrace( player->client->renderInfo.eyePoint, mins, maxs, self->currentOrigin, 0, MASK_OPAQUE ) ) { //5: Fire! G_UseTargets( self, player ); //6: Remove yourself G_FreeEntity( self ); } } } } } /*QUAKED trigger_visible (.5 .5 .5) (-8 -8 -8) (8 8 8) NOTRACE x x x x x x INACTIVE Only fires when player is looking at it, fires only once then removes itself. NOTRACE - Doesn't check to make sure the line of sight is completely clear (penetrates walls, forcefields, etc) INACTIVE - won't check for player visibility until activated radius - how far this ent can be from player's eyes, max, and still be considered "seen" FOV - how far off to the side of the player's field of view this can be, max, and still be considered "seen". Player FOV is 80, so the default for this value is 30. "target" - What to use when it fires. */ void SP_trigger_visible( gentity_t *self ) { if ( self->radius <= 0 ) { self->radius = 512; } if ( self->random <= 0 ) {//about 30 degrees self->random = 0.7f; } else {//convert from FOV degrees to number meaningful for dot products self->random = 1.0f - (self->random/90.0f); } if ( self->spawnflags & 128 ) {// Make it inactive self->svFlags |= SVF_INACTIVE; } G_SetOrigin( self, self->s.origin ); gi.linkentity( self ); self->e_ThinkFunc = thinkF_trigger_visible_check_player_visibility; self->nextthink = level.time + FRAMETIME*2; }