quake2-rogue/g_func.c

2826 lines
67 KiB
C

#include "g_local.h"
/*
=========================================================
PLATS
movement options:
linear
smooth start, hard stop
smooth start, smooth stop
start
end
acceleration
speed
deceleration
begin sound
end sound
target fired when reaching end
wait at end
object characteristics that use move segments
---------------------------------------------
movetype_push, or movetype_stop
action when touched
action when blocked
action when used
disabled?
auto trigger spawning
=========================================================
*/
#define PLAT_LOW_TRIGGER 1
//====
//PGM
#define PLAT2_TOGGLE 2
#define PLAT2_TOP 4
#define PLAT2_TRIGGER_TOP 8
#define PLAT2_TRIGGER_BOTTOM 16
#define PLAT2_BOX_LIFT 32
void plat2_spawn_danger_area (edict_t *ent);
void plat2_kill_danger_area (edict_t *ent);
//PGM
//====
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define DOOR_START_OPEN 1
#define DOOR_REVERSE 2
#define DOOR_CRUSHER 4
#define DOOR_NOMONSTER 8
#define DOOR_TOGGLE 32
#define DOOR_X_AXIS 64
#define DOOR_Y_AXIS 128
// !easy 256
// !med 512
// !hard 1024
// !dm 2048
// !coop 4096
#define DOOR_INACTIVE 8192
//
// Support routines for movement (changes in origin using velocity)
//
void Move_Done (edict_t *ent)
{
VectorClear (ent->velocity);
ent->moveinfo.endfunc (ent);
}
void Move_Final (edict_t *ent)
{
if (ent->moveinfo.remaining_distance == 0)
{
Move_Done (ent);
return;
}
VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity);
ent->think = Move_Done;
ent->nextthink = level.time + FRAMETIME;
}
void Move_Begin (edict_t *ent)
{
float frames;
if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance)
{
Move_Final (ent);
return;
}
VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);
frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME);
ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME;
ent->nextthink = level.time + (frames * FRAMETIME);
ent->think = Move_Final;
}
void Think_AccelMove (edict_t *ent);
void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*))
{
VectorClear (ent->velocity);
VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);
ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);
ent->moveinfo.endfunc = func;
if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel)
{
if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
{
Move_Begin (ent);
}
else
{
ent->nextthink = level.time + FRAMETIME;
ent->think = Move_Begin;
}
}
else
{
// accelerative
ent->moveinfo.current_speed = 0;
ent->think = Think_AccelMove;
ent->nextthink = level.time + FRAMETIME;
}
}
//
// Support routines for angular movement (changes in angle using avelocity)
//
void AngleMove_Done (edict_t *ent)
{
VectorClear (ent->avelocity);
ent->moveinfo.endfunc (ent);
}
void AngleMove_Final (edict_t *ent)
{
vec3_t move;
if (ent->moveinfo.state == STATE_UP)
VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move);
else
VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move);
if (VectorCompare (move, vec3_origin))
{
AngleMove_Done (ent);
return;
}
VectorScale (move, 1.0/FRAMETIME, ent->avelocity);
ent->think = AngleMove_Done;
ent->nextthink = level.time + FRAMETIME;
}
void AngleMove_Begin (edict_t *ent)
{
vec3_t destdelta;
float len;
float traveltime;
float frames;
//PGM accelerate as needed
if(ent->moveinfo.speed < ent->speed)
{
ent->moveinfo.speed += ent->accel;
if(ent->moveinfo.speed > ent->speed)
ent->moveinfo.speed = ent->speed;
}
//PGM
// set destdelta to the vector needed to move
if (ent->moveinfo.state == STATE_UP)
VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);
else
VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);
// calculate length of vector
len = VectorLength (destdelta);
// divide by speed to get time to reach dest
traveltime = len / ent->moveinfo.speed;
if (traveltime < FRAMETIME)
{
AngleMove_Final (ent);
return;
}
frames = floor(traveltime / FRAMETIME);
// scale the destdelta vector by the time spent traveling to get velocity
VectorScale (destdelta, 1.0 / traveltime, ent->avelocity);
//PGM
// if we're done accelerating, act as a normal rotation
if(ent->moveinfo.speed >= ent->speed)
{
// set nextthink to trigger a think when dest is reached
ent->nextthink = level.time + frames * FRAMETIME;
ent->think = AngleMove_Final;
}
else
{
ent->nextthink = level.time + FRAMETIME;
ent->think = AngleMove_Begin;
}
//PGM
}
void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*))
{
VectorClear (ent->avelocity);
ent->moveinfo.endfunc = func;
//PGM
// if we're supposed to accelerate, this will tell anglemove_begin to do so
if(ent->accel != ent->speed)
ent->moveinfo.speed = 0;
//PGM
if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
{
AngleMove_Begin (ent);
}
else
{
ent->nextthink = level.time + FRAMETIME;
ent->think = AngleMove_Begin;
}
}
/*
==============
Think_AccelMove
The team has completed a frame of movement, so
change the speed for the next frame
==============
*/
#define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
void plat_CalcAcceleratedMove(moveinfo_t *moveinfo)
{
float accel_dist;
float decel_dist;
moveinfo->move_speed = moveinfo->speed;
if (moveinfo->remaining_distance < moveinfo->accel)
{
moveinfo->current_speed = moveinfo->remaining_distance;
return;
}
accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);
decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel);
if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)
{
float f;
f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);
moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);
decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);
}
moveinfo->decel_distance = decel_dist;
};
void plat_Accelerate (moveinfo_t *moveinfo)
{
// are we decelerating?
if (moveinfo->remaining_distance <= moveinfo->decel_distance)
{
if (moveinfo->remaining_distance < moveinfo->decel_distance)
{
if (moveinfo->next_speed)
{
moveinfo->current_speed = moveinfo->next_speed;
moveinfo->next_speed = 0;
return;
}
if (moveinfo->current_speed > moveinfo->decel)
moveinfo->current_speed -= moveinfo->decel;
}
return;
}
// are we at full speed and need to start decelerating during this move?
if (moveinfo->current_speed == moveinfo->move_speed)
if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)
{
float p1_distance;
float p2_distance;
float distance;
p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));
distance = p1_distance + p2_distance;
moveinfo->current_speed = moveinfo->move_speed;
moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
return;
}
// are we accelerating?
if (moveinfo->current_speed < moveinfo->speed)
{
float old_speed;
float p1_distance;
float p1_speed;
float p2_distance;
float distance;
old_speed = moveinfo->current_speed;
// figure simple acceleration up to move_speed
moveinfo->current_speed += moveinfo->accel;
if (moveinfo->current_speed > moveinfo->speed)
moveinfo->current_speed = moveinfo->speed;
// are we accelerating throughout this entire move?
if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)
return;
// during this move we will accelrate from current_speed to move_speed
// and cross over the decel_distance; figure the average speed for the
// entire move
p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
p1_speed = (old_speed + moveinfo->move_speed) / 2.0;
p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));
distance = p1_distance + p2_distance;
moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));
moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
return;
}
// we are at constant velocity (move_speed)
return;
};
void Think_AccelMove (edict_t *ent)
{
ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed;
// PGM 04/21/98 - this should fix sthoms' sinking drop pod. Hopefully it wont break stuff.
// if (ent->moveinfo.current_speed == 0) // starting or blocked
plat_CalcAcceleratedMove(&ent->moveinfo);
plat_Accelerate (&ent->moveinfo);
// will the entire move complete on next frame?
if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)
{
Move_Final (ent);
return;
}
VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);
ent->nextthink = level.time + FRAMETIME;
ent->think = Think_AccelMove;
}
void plat_go_down (edict_t *ent);
void plat_hit_top (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_end)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
ent->s.sound = 0;
}
ent->moveinfo.state = STATE_TOP;
ent->think = plat_go_down;
ent->nextthink = level.time + 3;
}
void plat_hit_bottom (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_end)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
ent->s.sound = 0;
}
ent->moveinfo.state = STATE_BOTTOM;
plat2_kill_danger_area (ent); // PGM
}
void plat_go_down (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_start)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
ent->s.sound = ent->moveinfo.sound_middle;
}
ent->moveinfo.state = STATE_DOWN;
Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);
}
void plat_go_up (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_start)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
ent->s.sound = ent->moveinfo.sound_middle;
}
ent->moveinfo.state = STATE_UP;
Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);
plat2_spawn_danger_area(ent); // PGM
}
void plat_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other && other->inuse) // PGM
BecomeExplosion1 (other);
return;
}
//PGM
// gib dead things
if(other->health < 1)
{
T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, 100, 1, 0, MOD_CRUSH);
}
//PGM
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
if (self->moveinfo.state == STATE_UP)
plat_go_down (self);
else if (self->moveinfo.state == STATE_DOWN)
plat_go_up (self);
}
void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator)
{
//======
//ROGUE
// if a monster is using us, then allow the activity when stopped.
if (other->svflags & SVF_MONSTER)
{
if (ent->moveinfo.state == STATE_TOP)
plat_go_down (ent);
else if (ent->moveinfo.state == STATE_BOTTOM)
plat_go_up (ent);
return;
}
//ROGUE
//======
if (ent->think)
return; // already down
plat_go_down (ent);
}
void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!other->client)
return;
if (other->health <= 0)
return;
ent = ent->enemy; // now point at the plat, not the trigger
if (ent->moveinfo.state == STATE_BOTTOM)
plat_go_up (ent);
else if (ent->moveinfo.state == STATE_TOP)
ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down
}
// PGM - plat2's change the trigger field
//void plat_spawn_inside_trigger (edict_t *ent)
edict_t *plat_spawn_inside_trigger (edict_t *ent)
{
edict_t *trigger;
vec3_t tmin, tmax;
//
// middle trigger
//
trigger = G_Spawn();
trigger->touch = Touch_Plat_Center;
trigger->movetype = MOVETYPE_NONE;
trigger->solid = SOLID_TRIGGER;
trigger->enemy = ent;
tmin[0] = ent->mins[0] + 25;
tmin[1] = ent->mins[1] + 25;
tmin[2] = ent->mins[2];
tmax[0] = ent->maxs[0] - 25;
tmax[1] = ent->maxs[1] - 25;
tmax[2] = ent->maxs[2] + 8;
tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);
if (ent->spawnflags & PLAT_LOW_TRIGGER)
tmax[2] = tmin[2] + 8;
if (tmax[0] - tmin[0] <= 0)
{
tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;
tmax[0] = tmin[0] + 1;
}
if (tmax[1] - tmin[1] <= 0)
{
tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;
tmax[1] = tmin[1] + 1;
}
VectorCopy (tmin, trigger->mins);
VectorCopy (tmax, trigger->maxs);
gi.linkentity (trigger);
return trigger; // PGM 11/17/97
}
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
"speed" overrides default 200.
"accel" overrides default 500
"lip" overrides default 8 pixel lip
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
void SP_func_plat (edict_t *ent)
{
VectorClear (ent->s.angles);
ent->solid = SOLID_BSP;
ent->movetype = MOVETYPE_PUSH;
gi.setmodel (ent, ent->model);
ent->blocked = plat_blocked;
if (!ent->speed)
ent->speed = 20;
else
ent->speed *= 0.1;
if (!ent->accel)
ent->accel = 5;
else
ent->accel *= 0.1;
if (!ent->decel)
ent->decel = 5;
else
ent->decel *= 0.1;
if (!ent->dmg)
ent->dmg = 2;
if (!st.lip)
st.lip = 8;
// pos1 is the top position, pos2 is the bottom
VectorCopy (ent->s.origin, ent->pos1);
VectorCopy (ent->s.origin, ent->pos2);
if (st.height)
ent->pos2[2] -= st.height;
else
ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
ent->use = Use_Plat;
plat_spawn_inside_trigger (ent); // the "start moving" trigger
if (ent->targetname)
{
ent->moveinfo.state = STATE_UP;
}
else
{
VectorCopy (ent->pos2, ent->s.origin);
gi.linkentity (ent);
ent->moveinfo.state = STATE_BOTTOM;
}
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->pos1, ent->moveinfo.start_origin);
VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
VectorCopy (ent->pos2, ent->moveinfo.end_origin);
VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
}
// ==========================================
// PLAT 2
// ==========================================
#define PLAT2_CALLED 1
#define PLAT2_MOVING 2
#define PLAT2_WAITING 4
void plat2_go_down (edict_t *ent);
void plat2_go_up (edict_t *ent);
void plat2_spawn_danger_area (edict_t *ent)
{
vec3_t mins, maxs;
VectorCopy(ent->mins, mins);
VectorCopy(ent->maxs, maxs);
maxs[2] = ent->mins[2] + 64;
SpawnBadArea(mins, maxs, 0, ent);
}
void plat2_kill_danger_area (edict_t *ent)
{
edict_t *t;
t = NULL;
while ((t = G_Find (t, FOFS(classname), "bad_area")))
{
if(t->owner == ent)
G_FreeEdict(t);
}
}
void plat2_hit_top (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_end)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
ent->s.sound = 0;
}
ent->moveinfo.state = STATE_TOP;
if(ent->plat2flags & PLAT2_CALLED)
{
ent->plat2flags = PLAT2_WAITING;
if(!(ent->spawnflags & PLAT2_TOGGLE))
{
ent->think = plat2_go_down;
ent->nextthink = level.time + 5.0;
}
if(deathmatch->value)
ent->last_move_time = level.time - 1.0;
else
ent->last_move_time = level.time - 2.0;
}
else if(!(ent->spawnflags & PLAT2_TOP) && !(ent->spawnflags & PLAT2_TOGGLE))
{
ent->plat2flags = 0;
ent->think = plat2_go_down;
ent->nextthink = level.time + 2.0;
ent->last_move_time = level.time;
}
else
{
ent->plat2flags = 0;
ent->last_move_time = level.time;
}
G_UseTargets (ent, ent);
}
void plat2_hit_bottom (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_end)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
ent->s.sound = 0;
}
ent->moveinfo.state = STATE_BOTTOM;
if(ent->plat2flags & PLAT2_CALLED)
{
ent->plat2flags = PLAT2_WAITING;
if(!(ent->spawnflags & PLAT2_TOGGLE))
{
ent->think = plat2_go_up;
ent->nextthink = level.time + 5.0;
}
if(deathmatch->value)
ent->last_move_time = level.time - 1.0;
else
ent->last_move_time = level.time - 2.0;
}
else if ((ent->spawnflags & PLAT2_TOP) && !(ent->spawnflags & PLAT2_TOGGLE))
{
ent->plat2flags = 0;
ent->think = plat2_go_up;
ent->nextthink = level.time + 2.0;
ent->last_move_time = level.time;
}
else
{
ent->plat2flags = 0;
ent->last_move_time = level.time;
}
plat2_kill_danger_area (ent);
G_UseTargets (ent, ent);
}
void plat2_go_down (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_start)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
ent->s.sound = ent->moveinfo.sound_middle;
}
ent->moveinfo.state = STATE_DOWN;
ent->plat2flags |= PLAT2_MOVING;
Move_Calc (ent, ent->moveinfo.end_origin, plat2_hit_bottom);
}
void plat2_go_up (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_start)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
ent->s.sound = ent->moveinfo.sound_middle;
}
ent->moveinfo.state = STATE_UP;
ent->plat2flags |= PLAT2_MOVING;
plat2_spawn_danger_area(ent);
Move_Calc (ent, ent->moveinfo.start_origin, plat2_hit_top);
}
void plat2_operate (edict_t *ent, edict_t *other)
{
int otherState;
float pauseTime;
float platCenter;
edict_t *trigger;
trigger = ent;
ent = ent->enemy; // now point at the plat, not the trigger
if (ent->plat2flags & PLAT2_MOVING)
return;
if ((ent->last_move_time + 2) > level.time)
return;
platCenter = (trigger->absmin[2] + trigger->absmax[2]) / 2;
if(ent->moveinfo.state == STATE_TOP)
{
otherState = STATE_TOP;
if(ent->spawnflags & PLAT2_BOX_LIFT)
{
if(platCenter > other->s.origin[2])
otherState = STATE_BOTTOM;
}
else
{
if(trigger->absmax[2] > other->s.origin[2])
otherState = STATE_BOTTOM;
}
}
else
{
otherState = STATE_BOTTOM;
if(other->s.origin[2] > platCenter)
otherState = STATE_TOP;
}
ent->plat2flags = PLAT2_MOVING;
if(deathmatch->value)
pauseTime = 0.3;
else
pauseTime = 0.5;
if(ent->moveinfo.state != otherState)
{
ent->plat2flags |= PLAT2_CALLED;
pauseTime = 0.1;
}
ent->last_move_time = level.time;
if(ent->moveinfo.state == STATE_BOTTOM)
{
ent->think = plat2_go_up;
ent->nextthink = level.time + pauseTime;
}
else
{
ent->think = plat2_go_down;
ent->nextthink = level.time + pauseTime;
}
}
void Touch_Plat_Center2 (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
// this requires monsters to actively trigger plats, not just step on them.
//FIXME - commented out for E3
//if (!other->client)
// return;
if (other->health <= 0)
return;
// PMM - don't let non-monsters activate plat2s
if ((!(other->svflags & SVF_MONSTER)) && (!other->client))
return;
plat2_operate(ent, other);
}
void plat2_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client))
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if(other && other->inuse)
BecomeExplosion1 (other);
return;
}
// gib dead things
if(other->health < 1)
{
T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, 100, 1, 0, MOD_CRUSH);
}
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
if (self->moveinfo.state == STATE_UP)
plat2_go_down (self);
else if (self->moveinfo.state == STATE_DOWN)
plat2_go_up (self);
}
void Use_Plat2 (edict_t *ent, edict_t *other, edict_t *activator)
{
edict_t *trigger;
int i;
if(ent->moveinfo.state > STATE_BOTTOM)
return;
if((ent->last_move_time + 2) > level.time)
return;
for (i = 1, trigger = g_edicts + 1; i < globals.num_edicts; i++, trigger++)
{
if (!trigger->inuse)
continue;
if (trigger->touch == Touch_Plat_Center2)
{
if (trigger->enemy == ent)
{
// Touch_Plat_Center2 (trigger, activator, NULL, NULL);
plat2_operate (trigger, activator);
return;
}
}
}
}
void plat2_activate (edict_t *ent, edict_t *other, edict_t *activator)
{
edict_t *trigger;
// if(ent->targetname)
// ent->targetname[0] = 0;
ent->use = Use_Plat2;
trigger = plat_spawn_inside_trigger (ent); // the "start moving" trigger
trigger->maxs[0]+=10;
trigger->maxs[1]+=10;
trigger->mins[0]-=10;
trigger->mins[1]-=10;
gi.linkentity (trigger);
trigger->touch = Touch_Plat_Center2; // Override trigger touch function
plat2_go_down(ent);
}
/*QUAKED func_plat2 (0 .5 .8) ? PLAT_LOW_TRIGGER PLAT2_TOGGLE PLAT2_TOP PLAT2_TRIGGER_TOP PLAT2_TRIGGER_BOTTOM BOX_LIFT
speed default 150
PLAT_LOW_TRIGGER - creates a short trigger field at the bottom
PLAT2_TOGGLE - plat will not return to default position.
PLAT2_TOP - plat's default position will the the top.
PLAT2_TRIGGER_TOP - plat will trigger it's targets each time it hits top
PLAT2_TRIGGER_BOTTOM - plat will trigger it's targets each time it hits bottom
BOX_LIFT - this indicates that the lift is a box, rather than just a platform
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
"speed" overrides default 200.
"accel" overrides default 500
"lip" no default
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
*/
void SP_func_plat2 (edict_t *ent)
{
edict_t *trigger;
VectorClear (ent->s.angles);
ent->solid = SOLID_BSP;
ent->movetype = MOVETYPE_PUSH;
gi.setmodel (ent, ent->model);
ent->blocked = plat2_blocked;
if (!ent->speed)
ent->speed = 20;
else
ent->speed *= 0.1;
if (!ent->accel)
ent->accel = 5;
else
ent->accel *= 0.1;
if (!ent->decel)
ent->decel = 5;
else
ent->decel *= 0.1;
if (deathmatch->value)
{
ent->speed *= 2;
ent->accel *= 2;
ent->decel *= 2;
}
//PMM Added to kill things it's being blocked by
if (!ent->dmg)
ent->dmg = 2;
// if (!st.lip)
// st.lip = 8;
// pos1 is the top position, pos2 is the bottom
VectorCopy (ent->s.origin, ent->pos1);
VectorCopy (ent->s.origin, ent->pos2);
if (st.height)
ent->pos2[2] -= (st.height - st.lip);
else
ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
ent->moveinfo.state = STATE_TOP;
if(ent->targetname)
{
ent->use = plat2_activate;
}
else
{
ent->use = Use_Plat2;
trigger = plat_spawn_inside_trigger (ent); // the "start moving" trigger
// PGM - debugging??
trigger->maxs[0]+=10;
trigger->maxs[1]+=10;
trigger->mins[0]-=10;
trigger->mins[1]-=10;
gi.linkentity (trigger);
trigger->touch = Touch_Plat_Center2; // Override trigger touch function
if(!(ent->spawnflags & PLAT2_TOP))
{
VectorCopy (ent->pos2, ent->s.origin);
ent->moveinfo.state = STATE_BOTTOM;
}
}
gi.linkentity (ent);
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->pos1, ent->moveinfo.start_origin);
VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
VectorCopy (ent->pos2, ent->moveinfo.end_origin);
VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
}
//====================================================================
/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST EAST MED HARD DM COOP ACCEL
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
func_rotating will use it's targets when it stops and starts.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
"accel" if specified, is how much the rotation speed will increase per .1sec.
REVERSE will cause the it to rotate in the opposite direction.
STOP mean it will stop moving instead of pushing entities
ACCEL means it will accelerate to it's final speed and decelerate when shutting down.
*/
//============
//PGM
void rotating_accel (edict_t *self)
{
float current_speed;
current_speed = VectorLength (self->avelocity);
if(current_speed >= (self->speed - self->accel)) // done
{
VectorScale (self->movedir, self->speed, self->avelocity);
G_UseTargets (self, self);
}
else
{
current_speed += self->accel;
VectorScale (self->movedir, current_speed, self->avelocity);
self->think = rotating_accel;
self->nextthink = level.time + FRAMETIME;
}
}
void rotating_decel (edict_t *self)
{
float current_speed;
current_speed = VectorLength (self->avelocity);
if(current_speed <= self->decel) // done
{
VectorClear (self->avelocity);
G_UseTargets (self, self);
self->touch = NULL;
}
else
{
current_speed -= self->decel;
VectorScale (self->movedir, current_speed, self->avelocity);
self->think = rotating_decel;
self->nextthink = level.time + FRAMETIME;
}
}
//PGM
//============
void rotating_blocked (edict_t *self, edict_t *other)
{
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void rotating_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2])
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void rotating_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (!VectorCompare (self->avelocity, vec3_origin))
{
self->s.sound = 0;
//PGM
if(self->spawnflags & 8192) // Decelerate
rotating_decel (self);
else
{
VectorClear (self->avelocity);
G_UseTargets (self, self);
self->touch = NULL;
}
//PGM
}
else
{
self->s.sound = self->moveinfo.sound_middle;
//PGM
if(self->spawnflags & 8192) // accelerate
rotating_accel (self);
else
{
VectorScale (self->movedir, self->speed, self->avelocity);
G_UseTargets (self, self);
}
if (self->spawnflags & 16)
self->touch = rotating_touch;
//PGM
}
}
void SP_func_rotating (edict_t *ent)
{
ent->solid = SOLID_BSP;
if (ent->spawnflags & 32)
ent->movetype = MOVETYPE_STOP;
else
ent->movetype = MOVETYPE_PUSH;
// set the axis of rotation
VectorClear(ent->movedir);
if (ent->spawnflags & 4)
ent->movedir[2] = 1.0;
else if (ent->spawnflags & 8)
ent->movedir[0] = 1.0;
else // Z_AXIS
ent->movedir[1] = 1.0;
// check for reverse rotation
if (ent->spawnflags & 2)
VectorNegate (ent->movedir, ent->movedir);
if (!ent->speed)
ent->speed = 100;
if (!ent->dmg)
ent->dmg = 2;
// ent->moveinfo.sound_middle = "doors/hydro1.wav";
ent->use = rotating_use;
if (ent->dmg)
ent->blocked = rotating_blocked;
if (ent->spawnflags & 1)
ent->use (ent, NULL, NULL);
if (ent->spawnflags & 64)
ent->s.effects |= EF_ANIM_ALL;
if (ent->spawnflags & 128)
ent->s.effects |= EF_ANIM_ALLFAST;
//PGM
if(ent->spawnflags & 8192) // Accelerate / Decelerate
{
if(!ent->accel)
ent->accel = 1;
else if (ent->accel > ent->speed)
ent->accel = ent->speed;
if(!ent->decel)
ent->decel = 1;
else if (ent->decel > ent->speed)
ent->decel = ent->speed;
}
//PGM
gi.setmodel (ent, ent->model);
gi.linkentity (ent);
}
/*
======================================================================
BUTTONS
======================================================================
*/
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
1) silent
2) steam metal
3) wooden clunk
4) metallic click
5) in-out
*/
void button_done (edict_t *self)
{
self->moveinfo.state = STATE_BOTTOM;
self->s.effects &= ~EF_ANIM23;
self->s.effects |= EF_ANIM01;
}
void button_return (edict_t *self)
{
self->moveinfo.state = STATE_DOWN;
Move_Calc (self, self->moveinfo.start_origin, button_done);
self->s.frame = 0;
if (self->health)
self->takedamage = DAMAGE_YES;
}
void button_wait (edict_t *self)
{
self->moveinfo.state = STATE_TOP;
self->s.effects &= ~EF_ANIM01;
self->s.effects |= EF_ANIM23;
G_UseTargets (self, self->activator);
self->s.frame = 1;
if (self->moveinfo.wait >= 0)
{
self->nextthink = level.time + self->moveinfo.wait;
self->think = button_return;
}
}
void button_fire (edict_t *self)
{
if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
return;
self->moveinfo.state = STATE_UP;
if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
Move_Calc (self, self->moveinfo.end_origin, button_wait);
}
void button_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
button_fire (self);
}
void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!other->client)
return;
if (other->health <= 0)
return;
self->activator = other;
button_fire (self);
}
void button_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->activator = attacker;
self->health = self->max_health;
self->takedamage = DAMAGE_NO;
button_fire (self);
}
void SP_func_button (edict_t *ent)
{
vec3_t abs_movedir;
float dist;
G_SetMovedir (ent->s.angles, ent->movedir);
ent->movetype = MOVETYPE_STOP;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
if (ent->sounds != 1)
ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
if (!ent->speed)
ent->speed = 40;
if (!ent->accel)
ent->accel = ent->speed;
if (!ent->decel)
ent->decel = ent->speed;
if (!ent->wait)
ent->wait = 3;
if (!st.lip)
st.lip = 4;
VectorCopy (ent->s.origin, ent->pos1);
abs_movedir[0] = fabs(ent->movedir[0]);
abs_movedir[1] = fabs(ent->movedir[1]);
abs_movedir[2] = fabs(ent->movedir[2]);
dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
VectorMA (ent->pos1, dist, ent->movedir, ent->pos2);
ent->use = button_use;
ent->s.effects |= EF_ANIM01;
if (ent->health)
{
ent->max_health = ent->health;
ent->die = button_killed;
ent->takedamage = DAMAGE_YES;
}
else if (! ent->targetname)
ent->touch = button_touch;
ent->moveinfo.state = STATE_BOTTOM;
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->pos1, ent->moveinfo.start_origin);
VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
VectorCopy (ent->pos2, ent->moveinfo.end_origin);
VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
gi.linkentity (ent);
}
/*
======================================================================
DOORS
spawn a trigger surrounding the entire team unless it is
already targeted by another
======================================================================
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
TOGGLE wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds"
1) silent
2) light
3) medium
4) heavy
*/
void door_use_areaportals (edict_t *self, qboolean open)
{
edict_t *t = NULL;
if (!self->target)
return;
while ((t = G_Find (t, FOFS(targetname), self->target)))
{
if (Q_stricmp(t->classname, "func_areaportal") == 0)
{
gi.SetAreaPortalState (t->style, open);
}
}
}
void door_go_down (edict_t *self);
void door_hit_top (edict_t *self)
{
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_end)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
self->s.sound = 0;
}
self->moveinfo.state = STATE_TOP;
if (self->spawnflags & DOOR_TOGGLE)
return;
if (self->moveinfo.wait >= 0)
{
self->think = door_go_down;
self->nextthink = level.time + self->moveinfo.wait;
}
}
void door_hit_bottom (edict_t *self)
{
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_end)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
self->s.sound = 0;
}
self->moveinfo.state = STATE_BOTTOM;
door_use_areaportals (self, false);
}
void door_go_down (edict_t *self)
{
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_start)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
self->s.sound = self->moveinfo.sound_middle;
}
if (self->max_health)
{
self->takedamage = DAMAGE_YES;
self->health = self->max_health;
}
self->moveinfo.state = STATE_DOWN;
if (strcmp(self->classname, "func_door") == 0)
Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom);
else if (strcmp(self->classname, "func_door_rotating") == 0)
AngleMove_Calc (self, door_hit_bottom);
}
void door_go_up (edict_t *self, edict_t *activator)
{
if (self->moveinfo.state == STATE_UP)
return; // already going up
if (self->moveinfo.state == STATE_TOP)
{ // reset top wait time
if (self->moveinfo.wait >= 0)
self->nextthink = level.time + self->moveinfo.wait;
return;
}
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_start)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
self->s.sound = self->moveinfo.sound_middle;
}
self->moveinfo.state = STATE_UP;
if (strcmp(self->classname, "func_door") == 0)
Move_Calc (self, self->moveinfo.end_origin, door_hit_top);
else if (strcmp(self->classname, "func_door_rotating") == 0)
AngleMove_Calc (self, door_hit_top);
G_UseTargets (self, activator);
door_use_areaportals (self, true);
}
//======
//PGM
void smart_water_go_up (edict_t *self)
{
float distance;
edict_t *lowestPlayer;
edict_t *ent;
float lowestPlayerPt;
int i;
if (self->moveinfo.state == STATE_TOP)
{ // reset top wait time
if (self->moveinfo.wait >= 0)
self->nextthink = level.time + self->moveinfo.wait;
return;
}
if (self->health)
{
if(self->absmax[2] >= self->health)
{
VectorClear (self->velocity);
self->nextthink = 0;
self->moveinfo.state = STATE_TOP;
return;
}
}
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_start)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
self->s.sound = self->moveinfo.sound_middle;
}
// find the lowest player point.
lowestPlayerPt = 999999;
lowestPlayer = NULL;
for (i=0 ; i<game.maxclients ; i++)
{
ent = &g_edicts[1+i];
// don't count dead or unused player slots
if((ent->inuse) && (ent->health > 0))
{
if (ent->absmin[2] < lowestPlayerPt)
{
lowestPlayerPt = ent->absmin[2];
lowestPlayer = ent;
}
}
}
if(!lowestPlayer)
{
return;
}
distance = lowestPlayerPt - self->absmax[2];
// for the calculations, make sure we intend to go up at least a little.
if(distance < self->accel)
{
distance = 100;
self->moveinfo.speed = 5;
}
else
self->moveinfo.speed = distance / self->accel;
if(self->moveinfo.speed < 5)
self->moveinfo.speed = 5;
else if(self->moveinfo.speed > self->speed)
self->moveinfo.speed = self->speed;
// FIXME - should this allow any movement other than straight up?
VectorSet(self->moveinfo.dir, 0, 0, 1);
VectorScale (self->moveinfo.dir, self->moveinfo.speed, self->velocity);
self->moveinfo.remaining_distance = distance;
if(self->moveinfo.state != STATE_UP)
{
G_UseTargets (self, lowestPlayer);
door_use_areaportals (self, true);
self->moveinfo.state = STATE_UP;
}
self->think = smart_water_go_up;
self->nextthink = level.time + FRAMETIME;
}
//PGM
//======
void door_use (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *ent;
vec3_t center; //PGM
if (self->flags & FL_TEAMSLAVE)
return;
if (self->spawnflags & DOOR_TOGGLE)
{
if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
{
// trigger all paired doors
for (ent = self ; ent ; ent = ent->teamchain)
{
ent->message = NULL;
ent->touch = NULL;
door_go_down (ent);
}
return;
}
}
//PGM
// smart water is different
VectorAdd(self->mins, self->maxs, center);
VectorScale(center, 0.5, center);
if ((gi.pointcontents (center) & MASK_WATER) && self->spawnflags & 2)
{
self->message = NULL;
self->touch = NULL;
self->enemy = activator;
smart_water_go_up (self);
return;
}
//PGM
// trigger all paired doors
for (ent = self ; ent ; ent = ent->teamchain)
{
ent->message = NULL;
ent->touch = NULL;
door_go_up (ent, activator);
}
};
void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other->health <= 0)
return;
if (!(other->svflags & SVF_MONSTER) && (!other->client))
return;
if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER))
return;
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 1.0;
door_use (self->owner, other, other);
}
void Think_CalcMoveSpeed (edict_t *self)
{
edict_t *ent;
float min;
float time;
float newspeed;
float ratio;
float dist;
if (self->flags & FL_TEAMSLAVE)
return; // only the team master does this
// find the smallest distance any member of the team will be moving
min = fabs(self->moveinfo.distance);
for (ent = self->teamchain; ent; ent = ent->teamchain)
{
dist = fabs(ent->moveinfo.distance);
if (dist < min)
min = dist;
}
time = min / self->moveinfo.speed;
// adjust speeds so they will all complete at the same time
for (ent = self; ent; ent = ent->teamchain)
{
newspeed = fabs(ent->moveinfo.distance) / time;
ratio = newspeed / ent->moveinfo.speed;
if (ent->moveinfo.accel == ent->moveinfo.speed)
ent->moveinfo.accel = newspeed;
else
ent->moveinfo.accel *= ratio;
if (ent->moveinfo.decel == ent->moveinfo.speed)
ent->moveinfo.decel = newspeed;
else
ent->moveinfo.decel *= ratio;
ent->moveinfo.speed = newspeed;
}
}
void Think_SpawnDoorTrigger (edict_t *ent)
{
edict_t *other;
vec3_t mins, maxs;
if (ent->flags & FL_TEAMSLAVE)
return; // only the team leader spawns a trigger
VectorCopy (ent->absmin, mins);
VectorCopy (ent->absmax, maxs);
for (other = ent->teamchain ; other ; other=other->teamchain)
{
AddPointToBounds (other->absmin, mins, maxs);
AddPointToBounds (other->absmax, mins, maxs);
}
// expand
mins[0] -= 60;
mins[1] -= 60;
maxs[0] += 60;
maxs[1] += 60;
other = G_Spawn ();
VectorCopy (mins, other->mins);
VectorCopy (maxs, other->maxs);
other->owner = ent;
other->solid = SOLID_TRIGGER;
other->movetype = MOVETYPE_NONE;
other->touch = Touch_DoorTrigger;
gi.linkentity (other);
if (ent->spawnflags & DOOR_START_OPEN)
door_use_areaportals (ent, true);
Think_CalcMoveSpeed (ent);
}
void door_blocked (edict_t *self, edict_t *other)
{
edict_t *ent;
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other && other->inuse)
BecomeExplosion1 (other);
return;
}
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
if (self->spawnflags & DOOR_CRUSHER)
return;
// if a door has a negative wait, it would never come back if blocked,
// so let it just squash the object to death real fast
if (self->moveinfo.wait >= 0)
{
if (self->moveinfo.state == STATE_DOWN)
{
for (ent = self->teammaster ; ent ; ent = ent->teamchain)
door_go_up (ent, ent->activator);
}
else
{
for (ent = self->teammaster ; ent ; ent = ent->teamchain)
door_go_down (ent);
}
}
}
void door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *ent;
for (ent = self->teammaster ; ent ; ent = ent->teamchain)
{
ent->health = ent->max_health;
ent->takedamage = DAMAGE_NO;
}
door_use (self->teammaster, attacker, attacker);
}
void door_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!other->client)
return;
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 5.0;
gi.centerprintf (other, "%s", self->message);
gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
}
void SP_func_door (edict_t *ent)
{
vec3_t abs_movedir;
if (ent->sounds != 1)
{
ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
}
G_SetMovedir (ent->s.angles, ent->movedir);
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
ent->blocked = door_blocked;
ent->use = door_use;
if (!ent->speed)
ent->speed = 100;
if (deathmatch->value)
ent->speed *= 2;
if (!ent->accel)
ent->accel = ent->speed;
if (!ent->decel)
ent->decel = ent->speed;
if (!ent->wait)
ent->wait = 3;
if (!st.lip)
st.lip = 8;
if (!ent->dmg)
ent->dmg = 2;
// calculate second position
VectorCopy (ent->s.origin, ent->pos1);
abs_movedir[0] = fabs(ent->movedir[0]);
abs_movedir[1] = fabs(ent->movedir[1]);
abs_movedir[2] = fabs(ent->movedir[2]);
ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
// if it starts open, switch the positions
if (ent->spawnflags & DOOR_START_OPEN)
{
VectorCopy (ent->pos2, ent->s.origin);
VectorCopy (ent->pos1, ent->pos2);
VectorCopy (ent->s.origin, ent->pos1);
}
ent->moveinfo.state = STATE_BOTTOM;
if (ent->health)
{
ent->takedamage = DAMAGE_YES;
ent->die = door_killed;
ent->max_health = ent->health;
}
else if (ent->targetname && ent->message)
{
gi.soundindex ("misc/talk.wav");
ent->touch = door_touch;
}
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->pos1, ent->moveinfo.start_origin);
VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
VectorCopy (ent->pos2, ent->moveinfo.end_origin);
VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
if (ent->spawnflags & 16)
ent->s.effects |= EF_ANIM_ALL;
if (ent->spawnflags & 64)
ent->s.effects |= EF_ANIM_ALLFAST;
// to simplify logic elsewhere, make non-teamed doors into a team of one
if (!ent->team)
ent->teammaster = ent;
gi.linkentity (ent);
ent->nextthink = level.time + FRAMETIME;
if (ent->health || ent->targetname)
ent->think = Think_CalcMoveSpeed;
else
ent->think = Think_SpawnDoorTrigger;
}
//PGM
void Door_Activate (edict_t *self, edict_t *other, edict_t *activator)
{
self->use = NULL;
if (self->health)
{
self->takedamage = DAMAGE_YES;
self->die = door_killed;
self->max_health = self->health;
}
if (self->health)
self->think = Think_CalcMoveSpeed;
else
self->think = Think_SpawnDoorTrigger;
self->nextthink = level.time + FRAMETIME;
}
//PGM
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS EASY MED HARD DM COOP INACTIVE
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.
"accel" if specified,is how much the rotation speed will increase each .1 sec. (default: no accel)
REVERSE will cause the door to rotate in the opposite direction.
INACTIVE will cause the door to be inactive until triggered.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"dmg" damage to inflict when blocked (2 default)
"sounds"
1) silent
2) light
3) medium
4) heavy
*/
void SP_func_door_rotating (edict_t *ent)
{
VectorClear (ent->s.angles);
// set the axis of rotation
VectorClear(ent->movedir);
if (ent->spawnflags & DOOR_X_AXIS)
ent->movedir[2] = 1.0;
else if (ent->spawnflags & DOOR_Y_AXIS)
ent->movedir[0] = 1.0;
else // Z_AXIS
ent->movedir[1] = 1.0;
// check for reverse rotation
if (ent->spawnflags & DOOR_REVERSE)
VectorNegate (ent->movedir, ent->movedir);
if (!st.distance)
{
gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
st.distance = 90;
}
VectorCopy (ent->s.angles, ent->pos1);
VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
ent->moveinfo.distance = st.distance;
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
ent->blocked = door_blocked;
ent->use = door_use;
if (!ent->speed)
ent->speed = 100;
if (!ent->accel)
ent->accel = ent->speed;
if (!ent->decel)
ent->decel = ent->speed;
if (!ent->wait)
ent->wait = 3;
if (!ent->dmg)
ent->dmg = 2;
if (ent->sounds != 1)
{
ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
}
// if it starts open, switch the positions
if (ent->spawnflags & DOOR_START_OPEN)
{
VectorCopy (ent->pos2, ent->s.angles);
VectorCopy (ent->pos1, ent->pos2);
VectorCopy (ent->s.angles, ent->pos1);
VectorNegate (ent->movedir, ent->movedir);
}
if (ent->health)
{
ent->takedamage = DAMAGE_YES;
ent->die = door_killed;
ent->max_health = ent->health;
}
if (ent->targetname && ent->message)
{
gi.soundindex ("misc/talk.wav");
ent->touch = door_touch;
}
ent->moveinfo.state = STATE_BOTTOM;
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
VectorCopy (ent->pos1, ent->moveinfo.start_angles);
VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
VectorCopy (ent->pos2, ent->moveinfo.end_angles);
if (ent->spawnflags & 16)
ent->s.effects |= EF_ANIM_ALL;
// to simplify logic elsewhere, make non-teamed doors into a team of one
if (!ent->team)
ent->teammaster = ent;
gi.linkentity (ent);
ent->nextthink = level.time + FRAMETIME;
if (ent->health || ent->targetname)
ent->think = Think_CalcMoveSpeed;
else
ent->think = Think_SpawnDoorTrigger;
//PGM
if (ent->spawnflags & DOOR_INACTIVE)
{
ent->takedamage = DAMAGE_NO;
ent->die = NULL;
ent->think = NULL;
ent->nextthink = 0;
ent->use = Door_Activate;
}
//PGM
}
void smart_water_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_LAVA);
// if it's still there, nuke it
if (other && other->inuse) // PGM
BecomeExplosion1 (other);
return;
}
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100, 1, 0, MOD_LAVA);
}
/*QUAKED func_water (0 .5 .8) ? START_OPEN SMART
func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
START_OPEN causes the water to move to its destination when spawned and operate in reverse.
SMART causes the water to adjust its speed depending on distance to player.
(speed = distance/accel, min 5, max self->speed)
"accel" for smart water, the divisor to determine water speed. default 20 (smaller = faster)
"health" maximum height of this water brush
"angle" determines the opening direction (up or down only)
"speed" movement speed (25 default)
"wait" wait before returning (-1 default, -1 = TOGGLE)
"lip" lip remaining at end of move (0 default)
"sounds" (yes, these need to be changed)
0) no sound
1) water
2) lava
*/
void SP_func_water (edict_t *self)
{
vec3_t abs_movedir;
G_SetMovedir (self->s.angles, self->movedir);
self->movetype = MOVETYPE_PUSH;
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
switch (self->sounds)
{
default:
break;
case 1: // water
self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
break;
case 2: // lava
self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
break;
}
// calculate second position
VectorCopy (self->s.origin, self->pos1);
abs_movedir[0] = fabs(self->movedir[0]);
abs_movedir[1] = fabs(self->movedir[1]);
abs_movedir[2] = fabs(self->movedir[2]);
self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
// if it starts open, switch the positions
if (self->spawnflags & DOOR_START_OPEN)
{
VectorCopy (self->pos2, self->s.origin);
VectorCopy (self->pos1, self->pos2);
VectorCopy (self->s.origin, self->pos1);
}
VectorCopy (self->pos1, self->moveinfo.start_origin);
VectorCopy (self->s.angles, self->moveinfo.start_angles);
VectorCopy (self->pos2, self->moveinfo.end_origin);
VectorCopy (self->s.angles, self->moveinfo.end_angles);
self->moveinfo.state = STATE_BOTTOM;
if (!self->speed)
self->speed = 25;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
if ( self->spawnflags & 2) // smart water
{
// this is actually the divisor of the lowest player's distance to determine speed.
// self->speed then becomes the cap of the speed.
if(!self->accel)
self->accel = 20;
self->blocked = smart_water_blocked;
}
if (!self->wait)
self->wait = -1;
self->moveinfo.wait = self->wait;
self->use = door_use;
if (self->wait == -1)
self->spawnflags |= DOOR_TOGGLE;
self->classname = "func_door";
gi.linkentity (self);
}
#define TRAIN_START_ON 1
#define TRAIN_TOGGLE 2
#define TRAIN_BLOCK_STOPS 4
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
noise looping sound to play when the train is in motion
To have other entities move with the train, set all the piece's team value to the same thing. They will move in unison.
*/
void train_next (edict_t *self);
void train_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other && other->inuse)
BecomeExplosion1 (other);
return;
}
if (level.time < self->touch_debounce_time)
return;
if (!self->dmg)
return;
self->touch_debounce_time = level.time + 0.5;
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void train_wait (edict_t *self)
{
if (self->target_ent->pathtarget)
{
char *savetarget;
edict_t *ent;
ent = self->target_ent;
savetarget = ent->target;
ent->target = ent->pathtarget;
G_UseTargets (ent, self->activator);
ent->target = savetarget;
// make sure we didn't get killed by a killtarget
if (!self->inuse)
return;
}
if (self->moveinfo.wait)
{
if (self->moveinfo.wait > 0)
{
self->nextthink = level.time + self->moveinfo.wait;
self->think = train_next;
}
else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0
{
// PMM - clear target_ent, let train_next get called when we get used
// train_next (self);
self->target_ent = NULL;
// pmm
self->spawnflags &= ~TRAIN_START_ON;
VectorClear (self->velocity);
self->nextthink = 0;
}
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_end)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
self->s.sound = 0;
}
}
else
{
train_next (self);
}
}
//PGM
void train_piece_wait (edict_t *self)
{
}
//PGM
void train_next (edict_t *self)
{
edict_t *ent;
vec3_t dest;
qboolean first;
first = true;
again:
if (!self->target)
{
// gi.dprintf ("train_next: no next target\n");
return;
}
ent = G_PickTarget (self->target);
if (!ent)
{
gi.dprintf ("train_next: bad target %s\n", self->target);
return;
}
self->target = ent->target;
// check for a teleport path_corner
if (ent->spawnflags & 1)
{
if (!first)
{
gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
return;
}
first = false;
VectorSubtract (ent->s.origin, self->mins, self->s.origin);
VectorCopy (self->s.origin, self->s.old_origin);
self->s.event = EV_OTHER_TELEPORT;
gi.linkentity (self);
goto again;
}
//PGM
if (ent->speed)
{
self->speed = ent->speed;
self->moveinfo.speed = ent->speed;
if(ent->accel)
self->moveinfo.accel = ent->accel;
else
self->moveinfo.accel = ent->speed;
if(ent->decel)
self->moveinfo.decel = ent->decel;
else
self->moveinfo.decel = ent->speed;
self->moveinfo.current_speed = 0;
}
//PGM
self->moveinfo.wait = ent->wait;
self->target_ent = ent;
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_start)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
self->s.sound = self->moveinfo.sound_middle;
}
VectorSubtract (ent->s.origin, self->mins, dest);
self->moveinfo.state = STATE_TOP;
VectorCopy (self->s.origin, self->moveinfo.start_origin);
VectorCopy (dest, self->moveinfo.end_origin);
Move_Calc (self, dest, train_wait);
self->spawnflags |= TRAIN_START_ON;
//PGM
if(self->team)
{
edict_t *e;
vec3_t dir, dst;
VectorSubtract (dest, self->s.origin, dir);
for (e=self->teamchain; e ; e = e->teamchain)
{
VectorAdd(dir, e->s.origin, dst);
VectorCopy(e->s.origin, e->moveinfo.start_origin);
VectorCopy(dst, e->moveinfo.end_origin);
e->moveinfo.state = STATE_TOP;
e->speed = self->speed;
e->moveinfo.speed = self->moveinfo.speed;
e->moveinfo.accel = self->moveinfo.accel;
e->moveinfo.decel = self->moveinfo.decel;
e->movetype = MOVETYPE_PUSH;
Move_Calc (e, dst, train_piece_wait);
}
}
//PGM
}
void train_resume (edict_t *self)
{
edict_t *ent;
vec3_t dest;
ent = self->target_ent;
VectorSubtract (ent->s.origin, self->mins, dest);
self->moveinfo.state = STATE_TOP;
VectorCopy (self->s.origin, self->moveinfo.start_origin);
VectorCopy (dest, self->moveinfo.end_origin);
Move_Calc (self, dest, train_wait);
self->spawnflags |= TRAIN_START_ON;
}
void func_train_find (edict_t *self)
{
edict_t *ent;
if (!self->target)
{
gi.dprintf ("train_find: no target\n");
return;
}
ent = G_PickTarget (self->target);
if (!ent)
{
gi.dprintf ("train_find: target %s not found\n", self->target);
return;
}
self->target = ent->target;
VectorSubtract (ent->s.origin, self->mins, self->s.origin);
gi.linkentity (self);
// if not triggered, start immediately
if (!self->targetname)
self->spawnflags |= TRAIN_START_ON;
if (self->spawnflags & TRAIN_START_ON)
{
self->nextthink = level.time + FRAMETIME;
self->think = train_next;
self->activator = self;
}
}
void train_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (self->spawnflags & TRAIN_START_ON)
{
if (!(self->spawnflags & TRAIN_TOGGLE))
return;
self->spawnflags &= ~TRAIN_START_ON;
VectorClear (self->velocity);
self->nextthink = 0;
}
else
{
if (self->target_ent)
train_resume(self);
else
train_next(self);
}
}
void SP_func_train (edict_t *self)
{
self->movetype = MOVETYPE_PUSH;
VectorClear (self->s.angles);
self->blocked = train_blocked;
if (self->spawnflags & TRAIN_BLOCK_STOPS)
self->dmg = 0;
else
{
if (!self->dmg)
self->dmg = 100;
}
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
if (st.noise)
self->moveinfo.sound_middle = gi.soundindex (st.noise);
if (!self->speed)
self->speed = 100;
self->moveinfo.speed = self->speed;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
self->use = train_use;
gi.linkentity (self);
if (self->target)
{
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self->nextthink = level.time + FRAMETIME;
self->think = func_train_find;
}
else
{
gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
}
}
/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/
void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *target;
if (self->movetarget->nextthink)
{
// gi.dprintf("elevator busy\n");
return;
}
if (!other->pathtarget)
{
gi.dprintf("elevator used with no pathtarget\n");
return;
}
target = G_PickTarget (other->pathtarget);
if (!target)
{
gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
return;
}
self->movetarget->target_ent = target;
train_resume (self->movetarget);
}
void trigger_elevator_init (edict_t *self)
{
if (!self->target)
{
gi.dprintf("trigger_elevator has no target\n");
return;
}
self->movetarget = G_PickTarget (self->target);
if (!self->movetarget)
{
gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
return;
}
if (strcmp(self->movetarget->classname, "func_train") != 0)
{
gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
return;
}
self->use = trigger_elevator_use;
self->svflags = SVF_NOCLIENT;
}
void SP_trigger_elevator (edict_t *self)
{
self->think = trigger_elevator_init;
self->nextthink = level.time + FRAMETIME;
}
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"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)
"delay" delay before first firing when turned on, default is 0
"pausetime" additional delay used only the very first time
and only if spawned with START_ON
These can used but not touched.
*/
void func_timer_think (edict_t *self)
{
G_UseTargets (self, self->activator);
self->nextthink = level.time + self->wait + crandom() * self->random;
}
void func_timer_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
// if on, turn it off
if (self->nextthink)
{
self->nextthink = 0;
return;
}
// turn it on
if (self->delay)
self->nextthink = level.time + self->delay;
else
func_timer_think (self);
}
void SP_func_timer (edict_t *self)
{
if (!self->wait)
self->wait = 1.0;
self->use = func_timer_use;
self->think = func_timer_think;
if (self->random >= self->wait)
{
self->random = self->wait - FRAMETIME;
gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
}
if (self->spawnflags & 1)
{
self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
self->activator = self;
}
self->svflags = SVF_NOCLIENT;
}
/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed default 100
*/
void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & 1)
{
self->speed = 0;
self->spawnflags &= ~1;
}
else
{
self->speed = self->count;
self->spawnflags |= 1;
}
if (!(self->spawnflags & 2))
self->count = 0;
}
void SP_func_conveyor (edict_t *self)
{
if (!self->speed)
self->speed = 100;
if (!(self->spawnflags & 1))
{
self->count = self->speed;
self->speed = 0;
}
self->use = func_conveyor_use;
gi.setmodel (self, self->model);
self->solid = SOLID_BSP;
gi.linkentity (self);
}
/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door. Slide back and then to the side.
open_once doors never closes
1st_left 1st move is left of arrow
1st_down 1st move is down from arrow
always_shoot door is shootebale even if targeted
"angle" determines the direction
"dmg" damage to inflic when blocked (default 2)
"wait" how long to hold in the open position (default 5, -1 means hold)
*/
#define SECRET_ALWAYS_SHOOT 1
#define SECRET_1ST_LEFT 2
#define SECRET_1ST_DOWN 4
void door_secret_move1 (edict_t *self);
void door_secret_move2 (edict_t *self);
void door_secret_move3 (edict_t *self);
void door_secret_move4 (edict_t *self);
void door_secret_move5 (edict_t *self);
void door_secret_move6 (edict_t *self);
void door_secret_done (edict_t *self);
void door_secret_use (edict_t *self, edict_t *other, edict_t *activator)
{
// make sure we're not already moving
if (!VectorCompare(self->s.origin, vec3_origin))
return;
Move_Calc (self, self->pos1, door_secret_move1);
door_use_areaportals (self, true);
}
void door_secret_move1 (edict_t *self)
{
self->nextthink = level.time + 1.0;
self->think = door_secret_move2;
}
void door_secret_move2 (edict_t *self)
{
Move_Calc (self, self->pos2, door_secret_move3);
}
void door_secret_move3 (edict_t *self)
{
if (self->wait == -1)
return;
self->nextthink = level.time + self->wait;
self->think = door_secret_move4;
}
void door_secret_move4 (edict_t *self)
{
Move_Calc (self, self->pos1, door_secret_move5);
}
void door_secret_move5 (edict_t *self)
{
self->nextthink = level.time + 1.0;
self->think = door_secret_move6;
}
void door_secret_move6 (edict_t *self)
{
Move_Calc (self, vec3_origin, door_secret_done);
}
void door_secret_done (edict_t *self)
{
if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
{
self->health = 0;
self->takedamage = DAMAGE_YES;
}
door_use_areaportals (self, false);
}
void door_secret_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other && other->inuse)
BecomeExplosion1 (other);
return;
}
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 0.5;
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
door_secret_use (self, attacker, attacker);
}
void SP_func_door_secret (edict_t *ent)
{
vec3_t forward, right, up;
float side;
float width;
float length;
ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
ent->blocked = door_secret_blocked;
ent->use = door_secret_use;
if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
{
ent->health = 0;
ent->takedamage = DAMAGE_YES;
ent->die = door_secret_die;
}
if (!ent->dmg)
ent->dmg = 2;
if (!ent->wait)
ent->wait = 5;
ent->moveinfo.accel =
ent->moveinfo.decel =
ent->moveinfo.speed = 50;
// calculate positions
AngleVectors (ent->s.angles, forward, right, up);
VectorClear (ent->s.angles);
side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
if (ent->spawnflags & SECRET_1ST_DOWN)
width = fabs(DotProduct(up, ent->size));
else
width = fabs(DotProduct(right, ent->size));
length = fabs(DotProduct(forward, ent->size));
if (ent->spawnflags & SECRET_1ST_DOWN)
VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
else
VectorMA (ent->s.origin, side * width, right, ent->pos1);
VectorMA (ent->pos1, length, forward, ent->pos2);
if (ent->health)
{
ent->takedamage = DAMAGE_YES;
ent->die = door_killed;
ent->max_health = ent->health;
}
else if (ent->targetname && ent->message)
{
gi.soundindex ("misc/talk.wav");
ent->touch = door_touch;
}
ent->classname = "func_door";
gi.linkentity (ent);
}
/*QUAKED func_killbox (1 0 0) ?
Kills everything inside when fired, irrespective of protection.
*/
void use_killbox (edict_t *self, edict_t *other, edict_t *activator)
{
KillBox (self);
}
void SP_func_killbox (edict_t *ent)
{
gi.setmodel (ent, ent->model);
ent->use = use_killbox;
ent->svflags = SVF_NOCLIENT;
}