mirror of
https://github.com/UberGames/EF2GameSource.git
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4461 lines
104 KiB
C++
4461 lines
104 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/trigger.cpp $
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// $Revision:: 74 $
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// $Author:: Steven $
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// $Date:: 10/13/03 9:11a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Environment based triggers.
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//
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#include "_pch_cpp.h"
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#include "entity.h"
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#include "trigger.h"
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#include "scriptmaster.h"
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#include "worldspawn.h"
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#include "misc.h"
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#include "specialfx.h"
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#include "sentient.h"
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#include "item.h"
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#include "player.h"
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#include "camera.h"
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#include "actor.h"
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#include "g_utils.h"
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#include "weaputils.h"
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#include "mp_manager.hpp"
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#include <qcommon/gameplaymanager.h>
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#include "spawners.h"
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Event EV_Trigger_ActivateTargets
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(
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"activatetrigger",
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EV_SCRIPTONLY,
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"e",
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"triggering_entity",
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"Activates all of the targets for this trigger."
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);
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Event EV_Trigger_SetWait
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(
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"wait",
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EV_SCRIPTONLY,
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"f",
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"wait_time",
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"Set the wait time (time bewteen triggerings) for this trigger"
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);
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Event EV_Trigger_SetDelay
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(
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"delay",
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EV_SCRIPTONLY,
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"f",
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"delay_time",
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"Set the delay time (time between triggering and firing) for this trigger"
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);
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Event EV_Trigger_SetCount
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(
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"cnt",
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EV_SCRIPTONLY,
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"i",
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"count",
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"Set the amount of times this trigger can be triggered"
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);
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Event EV_Trigger_SetMessage
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(
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"message",
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EV_SCRIPTONLY,
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"s",
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"message",
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"Set a message to be displayed when this trigger is activated"
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);
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Event EV_Trigger_SetNoise
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(
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"noise",
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EV_SCRIPTONLY,
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"s",
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"sound",
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"Set the sound to play when this trigger is activated"
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);
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Event EV_Trigger_SetSound
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(
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"sound",
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EV_SCRIPTONLY,
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"s",
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"sound",
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"Set the sound to play when this trigger is activated"
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);
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Event EV_Trigger_SetThread
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(
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"thread",
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EV_SCRIPTONLY,
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"s",
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"thread",
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"Set the thread to execute when this trigger is activated"
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);
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Event EV_Trigger_Effect
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(
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"triggereffect",
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EV_CODEONLY,
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"e",
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"triggering_entity",
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"Send event to owner of trigger."
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);
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Event EV_Trigger_Effect_Alt
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(
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"triggereffectalt",
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EV_CODEONLY,
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"e",
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"triggering_entity",
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"Send event to owner of trigger. This event is only triggered when using a trigger\n"
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"as a multi-faceted edge trigger."
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);
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Event EV_Trigger_StartThread
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(
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"triggerthread",
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EV_CODEONLY,
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NULL,
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NULL,
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"Start the trigger thread."
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);
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Event EV_Trigger_SetKey
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(
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"key",
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EV_SCRIPTONLY,
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"s",
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"key",
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"Set the object needed by the sentient to activate this trigger"
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);
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Event EV_Trigger_SetTriggerable
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(
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"triggerable",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Turn this trigger back on"
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);
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Event EV_Trigger_SetNotTriggerable
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(
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"nottriggerable",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Turn this trigger off"
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);
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Event EV_Trigger_SetMultiFaceted
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(
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"multifaceted",
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EV_SCRIPTONLY,
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"i",
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"facetDirection",
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"Make this trigger multifaceted. If facet is 1, than trigger is North/South oriented.\n"
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"If facet is 2 than trigger is East/West oriented. If facet is 3 than trigger is Up/Down oriented."
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);
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Event EV_Trigger_SetEdgeTriggered
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(
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"edgetriggered",
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EV_SCRIPTONLY,
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"b",
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"newEdgeTriggered",
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"If true, trigger will only trigger when object enters trigger, not when it is inside it."
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);
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Event EV_Trigger_SetTriggerCone
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(
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"cone",
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EV_SCRIPTONLY,
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"f",
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"newTriggerCone",
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"Sets the cone in which directed triggers will trigger."
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);
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Event EV_Trigger_CheckEntList
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(
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"checkEntList",
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EV_CODEONLY,
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"f",
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"check_the_list",
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"Checks the ent list to see if everyone is still in the bounding box"
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);
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Event EV_Trigger_TriggerExit
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(
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"triggerexit",
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EV_CODEONLY,
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"f",
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"trigger_exit",
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"called when an entity has left the trigger bounding box"
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);
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Event EV_Trigger_SetPassEvent
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(
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"setpassevent",
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EV_SCRIPTONLY,
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"sSSSSSSSS",
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"eventName string1 string2 string3 string4 string5 string6 string7 string8",
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"Sets up the event to be passed on to the group"
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);
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Event EV_Trigger_SetGroupNumber
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(
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"setgroupnumber",
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EV_SCRIPTONLY,
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"i",
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"groupNumber",
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"Sets up the group number the event will be passed to"
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);
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Event EV_Trigger_SetRequiredEntity
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(
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"requiredentity",
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EV_SCRIPTONLY,
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"s",
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"targetname",
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"sets this entity to be required for a trigger to work"
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);
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Event EV_Trigger_CheckReady
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(
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"checkready",
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EV_CODEONLY,
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"",
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"",
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"event to check if trigger has all required ents in place and is ready"
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);
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Event EV_Trigger_SetEntryThread
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(
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"entryThread",
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EV_SCRIPTONLY,
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"s",
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"thread_name",
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"thread to call when entity enters the trigger"
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);
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Event EV_Trigger_SetExitThread
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(
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"exitThread",
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EV_SCRIPTONLY,
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"s",
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"thread_name",
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"thread to call when entity exits the trigger"
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);
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Event EV_Trigger_AltSetEntryThread
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(
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"onEntry",
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EV_SCRIPTONLY,
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"s",
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"thread_name",
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"thread to call when entity enters the trigger"
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);
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Event EV_Trigger_AltSetExitThread
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(
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"onExit",
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EV_SCRIPTONLY,
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"s",
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"thread_name",
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"thread to call when entity exits the trigger"
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);
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// 1ST PLAYABLE HACK
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Event EV_Trigger_Hack_SetTriggerParms
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(
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"settriggerparms",
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EV_DEFAULT,
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"ff",
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"force_field_number trigger_number",
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"HACK HACK HACK HACK HACK HACK HACK"
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);
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Event EV_Trigger_Hack_GetForceFieldNumber
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(
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"getforcefieldnumber",
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EV_DEFAULT,
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"@f",
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"number",
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"HACK HACK HACK HACK HACK HACK HACK"
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);
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Event EV_Trigger_Hack_GetTriggerNumber
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(
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"gettriggernumber",
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EV_DEFAULT,
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"@f",
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"number",
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"HACK HACK HACK HACK HACK HACK HACK"
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);
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Event EV_Trigger_SetTriggerOnDamage
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(
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"triggerondamage",
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EV_DEFAULT,
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"b",
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"boolean",
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"Forces the thread to trigger when it takes damage"
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);
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Event EV_Trigger_SetTriggerOnDeath
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(
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"triggerondeath",
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EV_DEFAULT,
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"b",
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"boolean",
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"Forces the thread to trigger when it dies"
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);
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Event EV_Trigger_SetDestructible
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(
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"destructible",
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EV_DEFAULT,
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"b",
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"boolean",
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"Makes a trigger destructible. By default this is false."
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);
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Event EV_Trigger_SetInstantDeath
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(
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"instantdeath",
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EV_DEFAULT,
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"s",
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"damage_type",
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"Sets a damage type that will instantly kill the trigger, such"
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" as impact, sword, gas, bullet, etc."
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);
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Event EV_Trigger_SetEnter
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(
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"triggerenter",
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EV_DEFAULT,
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NULL,
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NULL,
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"Marks the trigger as entered"
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);
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Event EV_Trigger_EntityExit
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(
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"triggerentexit",
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EV_DEFAULT,
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NULL,
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NULL,
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"Marks the trigger as exited"
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);
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Event EV_Trigger_GetLastActivatingEntity
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(
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"getLastActivatingEntity",
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EV_DEFAULT,
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"@e",
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"returned_entity",
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"Returns the activating entity for this object, or 0 if no activating entity."
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);
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//#define MULTI_ACTIVATE 1
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//#define INVISIBLE 2
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#define VISIBLE 1
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#define TRIGGER_PLAYERS 4
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#define TRIGGER_MONSTERS 8
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#define TRIGGER_PROJECTILES 16
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#define TRIGGER_SCRIPTSLAVE 32
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/*****************************************************************************/
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/*QUAKED trigger_multiple (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES SCRIPTSLAVE
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Variable sized repeatable trigger. Must be targeted at one or more entities.
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If "delay" is set, the trigger waits some time after activating before firing.
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If "destructible" is set, the trigger will take damage and lose health.
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If "triggerondamage" is set, trigger will fire when ever it takes damage.
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If "triggerondeath" is set, trigger will fire when it dies. This forces destructible
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to be on, since it would otherwise never die.
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If "instantdeath" is set, trigger will die when it takes damage of this type.
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To make a trigger fire every time it takes damage set triggerondamage to true. To make a
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trigger fire everytime it takes damage and to eventually die, set triggerondamage
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to true, destructible to true, and give it a health. To make a trigger that
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triggers on death only, set triggerondeath to be true. This will also turn
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on destructible. To make a trigger that triggers everytime it takes damage
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and when it dies, set both triggerondamage to be true and triggerondeath to
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be true.
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"thread" name of thread to trigger. This can be in a different script file as well\
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by using the '::' notation.
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if "angle" is set, the trigger will only fire when someone is facing the
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direction of the angle.
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"cone" the cone in which a directed trigger can be triggered (default 60 degrees)
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"wait" : Seconds between triggerings. (.2 default)
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"cnt" how many times it can be triggered (infinite default)
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"triggerable" turn trigger on
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"nottriggerable" turn trigger off
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If NOT_PLAYERS is set, the trigger does not respond to players
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If MONSTERS is set, the trigger will respond to monsters
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If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
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if SCRIPTSLAVE is set, the trigger will respond to script slaves
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set "message" to text string
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******************************************************************************/
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CLASS_DECLARATION( Entity, Trigger, "trigger_multiple" )
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{
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{ &EV_Trigger_SetWait, &Trigger::EventSetWait },
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{ &EV_Trigger_SetDelay, &Trigger::EventSetDelay },
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{ &EV_Trigger_SetCount, &Trigger::EventSetCount },
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{ &EV_Trigger_SetMessage, &Trigger::EventSetMessage },
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{ &EV_Trigger_SetNoise, &Trigger::EventSetNoise },
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{ &EV_Trigger_SetSound, &Trigger::EventSetNoise },
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{ &EV_Trigger_SetThread, &Trigger::EventSetThread },
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{ &EV_Trigger_SetTriggerOnDeath, &Trigger::EventSetTriggerOnDeath },
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{ &EV_Trigger_SetTriggerOnDamage, &Trigger::EventSetTriggerOnDamage },
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{ &EV_Trigger_SetInstantDeath, &Trigger::EventSetInstantDeath },
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{ &EV_Trigger_SetDestructible, &Trigger::EventSetDestructible },
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{ &EV_Trigger_GetLastActivatingEntity, &Trigger::EventGetLastActivatingEntity },
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{ &EV_SetHealth, &Trigger::EventSetHealth },
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{ &EV_Touch, &Trigger::TriggerStuff },
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{ &EV_Killed, &Trigger::HandleKilled },
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{ &EV_Activate, &Trigger::TriggerStuff },
|
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{ &EV_Damage, &Trigger::HandleDamage },
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||
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{ &EV_Trigger_ActivateTargets, &Trigger::ActivateTargets },
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{ &EV_Trigger_SetKey, &Trigger::EventSetKey },
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||
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{ &EV_Trigger_StartThread, &Trigger::StartThread },
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||
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{ &EV_Model, &Trigger::SetModelEvent },
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{ &EV_SetAngle, &Trigger::SetTriggerDir },
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||
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{ &EV_Trigger_SetTriggerable, &Trigger::SetTriggerable },
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||
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{ &EV_Trigger_SetNotTriggerable, &Trigger::SetNotTriggerable },
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||
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{ &EV_Trigger_SetMultiFaceted, &Trigger::SetMultiFaceted },
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||
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{ &EV_Trigger_SetEdgeTriggered, &Trigger::SetEdgeTriggered },
|
||
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{ &EV_Trigger_SetTriggerCone, &Trigger::SetTriggerCone },
|
||
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{ &EV_Trigger_CheckEntList, &Trigger::CheckEntList },
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
Trigger::Trigger()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
triggerActivated = false;
|
||
|
activator = NULL;
|
||
|
trigger_time = (float)0;
|
||
|
|
||
|
setMoveType( MOVETYPE_NONE );
|
||
|
setSolidType( SOLID_TRIGGER );
|
||
|
|
||
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setContents( 0 );
|
||
|
//edict->contents = CONTENTS_TRIGGER; // replaces the -1 from gi.SetBrushModel
|
||
|
edict->svflags |= SVF_NOCLIENT;
|
||
|
|
||
|
delay = 0;
|
||
|
wait = 0.2;
|
||
|
health = 0;
|
||
|
max_health = 0;
|
||
|
triggerCone = (float)cos( DEG2RAD( 60.0 ) );
|
||
|
|
||
|
useTriggerDir = false;
|
||
|
triggerDir = G_GetMovedir( 0.0f );
|
||
|
|
||
|
triggerable = true;
|
||
|
removable = true;
|
||
|
instantdeath = -1 ; // all
|
||
|
triggerondamage = false ;
|
||
|
triggerondeath = false ;
|
||
|
destructible = false ;
|
||
|
|
||
|
trigger_time = 0.0f;
|
||
|
// normal trigger to begin with
|
||
|
multiFaceted = 0;
|
||
|
// normally, not edge triggered
|
||
|
edgeTriggered = false;
|
||
|
|
||
|
count = -1;
|
||
|
|
||
|
//noise = "environment/switch/switch2.wav";
|
||
|
noise = "";
|
||
|
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
}
|
||
|
|
||
|
Trigger::~Trigger()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void Trigger::SetTriggerDir( float angle )
|
||
|
{
|
||
|
triggerDirYaw = angle;
|
||
|
triggerDir = G_GetMovedir( angle );
|
||
|
useTriggerDir = true;
|
||
|
}
|
||
|
|
||
|
Vector Trigger::GetTriggerDir( void )
|
||
|
{
|
||
|
return triggerDir;
|
||
|
}
|
||
|
|
||
|
void Trigger::SetTriggerCone( Event *ev )
|
||
|
{
|
||
|
triggerCone = (float)cos( DEG2RAD( ev->GetFloat( 1 ) ) );
|
||
|
}
|
||
|
|
||
|
qboolean Trigger::UsingTriggerDir( void )
|
||
|
{
|
||
|
return useTriggerDir;
|
||
|
}
|
||
|
|
||
|
void Trigger::SetTriggerDir( Event *ev )
|
||
|
{
|
||
|
SetTriggerDir( ev->GetFloat( 1 ) );
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetTriggerOnDamage( Event *ev )
|
||
|
{
|
||
|
if (!ev) return ;
|
||
|
triggerondamage = ev->GetBoolean(1);
|
||
|
|
||
|
if (triggerondamage)
|
||
|
{
|
||
|
SetTakeDamage(true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetTriggerOnDeath( Event *ev )
|
||
|
{
|
||
|
if (!ev) return ;
|
||
|
triggerondeath = ev->GetBoolean(1);
|
||
|
|
||
|
if (triggerondeath)
|
||
|
{
|
||
|
destructible = true ; // force destructibility
|
||
|
SetTakeDamage(true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetDestructible( Event *ev )
|
||
|
{
|
||
|
if (!ev)
|
||
|
return;
|
||
|
destructible = ev->GetBoolean(1);
|
||
|
}
|
||
|
|
||
|
|
||
|
void Trigger::EventSetInstantDeath( Event *ev )
|
||
|
{
|
||
|
if (!ev) return ;
|
||
|
instantdeath = MOD_NameToNum( ev->GetString(1) );
|
||
|
}
|
||
|
|
||
|
void Trigger::SetModelEvent( Event *ev )
|
||
|
{
|
||
|
Entity::SetModelEvent( ev );
|
||
|
setContents( 0 );
|
||
|
//edict->contents = CONTENTS_TRIGGER; // replaces the -1 from gi.SetBrushModel
|
||
|
edict->svflags |= SVF_NOCLIENT;
|
||
|
link();
|
||
|
}
|
||
|
|
||
|
void Trigger::StartThread( Event *ev )
|
||
|
{
|
||
|
if ( thread.length() )
|
||
|
{
|
||
|
if ( !ExecuteThread( thread , true, this ) )
|
||
|
{
|
||
|
warning( "StartThread", "Null game script" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
qboolean Trigger::respondTo( Entity *other )
|
||
|
{
|
||
|
return ( ( ( respondto & TRIGGER_PLAYERS ) && other->isClient() ) ||
|
||
|
( ( respondto & TRIGGER_PLAYERS ) && other->isSubclassOf( Vehicle ) ) ||
|
||
|
( ( respondto & TRIGGER_MONSTERS ) && other->isSubclassOf( Actor ) ) ||
|
||
|
( ( respondto & TRIGGER_PROJECTILES ) && other->isSubclassOf( Projectile ) ) ||
|
||
|
( ( respondto & TRIGGER_SCRIPTSLAVE ) && other->isSubclassOf( ScriptSlave )));
|
||
|
}
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: EventGetLastActivatingEntity
|
||
|
// Class: Trigger
|
||
|
//
|
||
|
// Description: Retrieves in the event structure the last entity
|
||
|
// that activated this trigger.
|
||
|
//
|
||
|
// Parameters: Event* -- the event. The return field of this
|
||
|
// event will contain the entity that
|
||
|
// triggered this entity.
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void Trigger::EventGetLastActivatingEntity( Event *ev )
|
||
|
{
|
||
|
ev->ReturnEntity( activator );
|
||
|
}
|
||
|
|
||
|
|
||
|
Entity *Trigger::getActivator( Entity *other )
|
||
|
{
|
||
|
return other;
|
||
|
}
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: setActivatingEntity
|
||
|
// Class: Trigger
|
||
|
//
|
||
|
// Description: Sets the activating entity for a trigger. Called
|
||
|
// whenever a trigger is triggered.
|
||
|
//
|
||
|
// Parameters: Entity* -- the activating entity.
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void Trigger::setActivatingEntity( Entity *activatingEntity )
|
||
|
{
|
||
|
activator = activatingEntity ;
|
||
|
}
|
||
|
|
||
|
bool Trigger::CanTrigger( void )
|
||
|
{
|
||
|
// if trigger is shut off return immediately
|
||
|
if ( !triggerable ) return false ;
|
||
|
|
||
|
// Don't bother with testing anything if we can't trigger yet
|
||
|
if ( ( level.time < trigger_time ) || ( trigger_time == -1.0f ) )
|
||
|
{
|
||
|
// if we are edgeTriggered, we reset our time until we leave the trigger
|
||
|
if ( edgeTriggered && ( trigger_time != -1.0f ) )
|
||
|
{
|
||
|
trigger_time = level.time + wait;
|
||
|
}
|
||
|
return false ;
|
||
|
}
|
||
|
return true ;
|
||
|
}
|
||
|
|
||
|
|
||
|
void Trigger::HandleDamage( Event *ev )
|
||
|
{
|
||
|
if (!CanTrigger()) return ;
|
||
|
if (!ev) return ;
|
||
|
|
||
|
float damage = ev->GetFloat(1) ;
|
||
|
Entity *inflictor = ev->GetEntity( 2 );
|
||
|
Entity *attacker = ev->GetEntity( 3 );
|
||
|
|
||
|
if ( damageModSystem )
|
||
|
{
|
||
|
::Damage modDamage(ev);
|
||
|
damageModSystem->resolveDamage(modDamage);
|
||
|
damage = modDamage.damage;
|
||
|
}
|
||
|
|
||
|
if (destructible) health -= damage ;
|
||
|
if (instantdeath == ev->GetInteger(9)) health = 0 ;
|
||
|
|
||
|
if ( (health <= 0.0f))
|
||
|
{
|
||
|
Event *event = new Event( EV_Killed );
|
||
|
event->AddEntity( attacker );
|
||
|
event->AddFloat( damage );
|
||
|
event->AddEntity( inflictor );
|
||
|
ProcessEvent( event );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (triggerondamage)
|
||
|
{
|
||
|
TriggerStuff(ev);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Trigger::HandleKilled( Event *ev )
|
||
|
{
|
||
|
if (!CanTrigger()) return ;
|
||
|
if (triggerondeath) TriggerStuff(ev);
|
||
|
}
|
||
|
|
||
|
void Trigger::TriggerStuff( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
Entity *activator;
|
||
|
Event *event;
|
||
|
int whatToTrigger;
|
||
|
|
||
|
if (!CanTrigger()) return ;
|
||
|
|
||
|
|
||
|
if (triggerondamage || triggerondeath)
|
||
|
{
|
||
|
// if we're triggered by damage or death, and this is inappropriate event, jump out.
|
||
|
bool isActiveEvent = ( (int)*ev == (int)EV_Activate)? true : false ;
|
||
|
bool isDamageEvent = ( (int)*ev == (int)EV_Damage ) ? true : false ;
|
||
|
bool isKilledEvent = ( (int)*ev == (int)EV_Killed ) ? true : false ;
|
||
|
if ( !isActiveEvent && !(triggerondamage && isDamageEvent) && !(triggerondeath && isKilledEvent)) return ;
|
||
|
}
|
||
|
|
||
|
if ((int)*ev == (int)EV_Damage)
|
||
|
{
|
||
|
other = ev->GetEntity(3);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
other = ev->GetEntity( 1 );
|
||
|
}
|
||
|
assert( other != this );
|
||
|
|
||
|
// Always respond to activate messages from the world since they're probably from
|
||
|
// the "trigger" command
|
||
|
if ( !respondTo( other ) && !( ( other == world || other->isSubclassOf( SpawnChain ) ) && ( ( int )*ev == ( int )EV_Activate ) ) &&
|
||
|
( !other || !other->isSubclassOf( Camera ) ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
AddOtherToEntList( other );
|
||
|
Event *checkEvent;
|
||
|
checkEvent = new Event(EV_Trigger_CheckEntList);
|
||
|
checkEvent->AddInteger( other->entnum );
|
||
|
PostEvent( checkEvent , CHECK_TIME );
|
||
|
|
||
|
|
||
|
//
|
||
|
// if we setup an angle for this trigger, only trigger if other is within ~60 degrees of the triggers origin
|
||
|
// only test for this case if we were touched, activating or killed should never go through this code
|
||
|
//
|
||
|
if ( other->isSubclassOf( Player ) && useTriggerDir && ( ( int )*ev == ( int )EV_Touch ) )
|
||
|
{
|
||
|
Vector otherFwd( 0, 0, 0 );
|
||
|
|
||
|
// do special case for looking up and down
|
||
|
// triggerDir.z will be set=0.0 directly, so don't bother with epsilon
|
||
|
if( triggerDir.z == 0.0f )
|
||
|
{
|
||
|
// only consider yaw
|
||
|
otherFwd[YAW] = other->client->ps.viewangles[YAW];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// only consider pitch
|
||
|
otherFwd[PITCH] = other->client->ps.viewangles[PITCH];
|
||
|
}
|
||
|
otherFwd.AngleVectors( &otherFwd );
|
||
|
otherFwd.normalize();
|
||
|
|
||
|
float dot = otherFwd * triggerDir;
|
||
|
if( dot < triggerCone )
|
||
|
{
|
||
|
// don't retrigger for at least a second
|
||
|
trigger_time = level.time + 0.05f;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
activator = getActivator( other );
|
||
|
setActivatingEntity( activator );
|
||
|
|
||
|
if ( key.length() )
|
||
|
{
|
||
|
if ( !activator->isSubclassOf( Sentient ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if ( !( ( (Sentient *)activator )->HasItem( key.c_str() ) ) )
|
||
|
{
|
||
|
qboolean setModel;
|
||
|
Item *item;
|
||
|
ClassDef *cls;
|
||
|
str dialog;
|
||
|
|
||
|
cls = FindClass( key.c_str(), &setModel );
|
||
|
if ( !cls || !checkInheritance( "Item", cls->classname ) )
|
||
|
{
|
||
|
gi.WDPrintf( "No item named '%s'\n", key.c_str() );
|
||
|
return;
|
||
|
}
|
||
|
item = ( Item * )cls->newInstance();
|
||
|
if ( setModel )
|
||
|
{
|
||
|
item->setModel( key.c_str() );
|
||
|
}
|
||
|
item->CancelEventsOfType( EV_Item_DropToFloor );
|
||
|
item->CancelEventsOfType( EV_Remove );
|
||
|
item->ProcessPendingEvents();
|
||
|
dialog = item->GetDialogNeeded();
|
||
|
if ( dialog.length() > 1 )
|
||
|
{
|
||
|
activator->Sound( dialog );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.centerprintf ( activator->edict, CENTERPRINT_IMPORTANCE_NORMAL, "$$ItemNeeded$$%s", item->getName().c_str() );
|
||
|
}
|
||
|
delete item;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( multiFaceted )
|
||
|
{
|
||
|
Vector delta;
|
||
|
|
||
|
delta = other->origin - origin;
|
||
|
switch( multiFaceted )
|
||
|
{
|
||
|
case 1:
|
||
|
if ( delta[ 1 ] > 0.0f )
|
||
|
{
|
||
|
whatToTrigger = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
whatToTrigger = 1;
|
||
|
}
|
||
|
break;
|
||
|
case 2:
|
||
|
if ( delta[ 0 ] > 0.0f )
|
||
|
{
|
||
|
whatToTrigger = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
whatToTrigger = 1;
|
||
|
}
|
||
|
break;
|
||
|
case 3:
|
||
|
default:
|
||
|
if ( delta[ 2 ] > 0.0f )
|
||
|
{
|
||
|
whatToTrigger = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
whatToTrigger = 1;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
whatToTrigger = 0;
|
||
|
}
|
||
|
|
||
|
trigger_time = level.time + wait;
|
||
|
|
||
|
if ( !whatToTrigger )
|
||
|
{
|
||
|
event = new Event( EV_Trigger_Effect );
|
||
|
event->AddEntity( activator );
|
||
|
PostEvent( event, delay );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
event = new Event( EV_Trigger_Effect_Alt );
|
||
|
event->AddEntity( activator );
|
||
|
PostEvent( event, delay );
|
||
|
}
|
||
|
|
||
|
event = new Event( EV_Trigger_ActivateTargets );
|
||
|
event->AddEntity( activator );
|
||
|
PostEvent( event, delay );
|
||
|
|
||
|
if ( thread.length() )
|
||
|
{
|
||
|
// don't trigger the thread if we were triggered by the world touching us
|
||
|
if ( ( activator != world ) || ( ev->GetSource() != EV_FROM_CODE ) )
|
||
|
{
|
||
|
event = new Event( EV_Trigger_StartThread );
|
||
|
if ( activator )
|
||
|
{
|
||
|
event->AddEntity( activator );
|
||
|
}
|
||
|
PostEvent( event, delay );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( count > -1 )
|
||
|
{
|
||
|
count--;
|
||
|
if ( count < 1 )
|
||
|
{
|
||
|
//
|
||
|
// Don't allow it to trigger anymore
|
||
|
//
|
||
|
trigger_time = -1;
|
||
|
|
||
|
//
|
||
|
// Make sure we wait until we're done triggering things before removing
|
||
|
//
|
||
|
if ( removable )
|
||
|
{
|
||
|
PostEvent( EV_Remove, delay + FRAMETIME );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
//==============================
|
||
|
// ActivateTargets
|
||
|
//
|
||
|
// "other" should be set to the entity that initiated the firing.
|
||
|
//
|
||
|
// Centerprints any message to the activator.
|
||
|
//
|
||
|
// Removes all entities with a targetname that match killtarget,
|
||
|
// so some events can remove other triggers.
|
||
|
//
|
||
|
// Search in targetname of all entities that match target
|
||
|
// and send EVENT_ACTIVATE to there event handler
|
||
|
//==============================
|
||
|
//
|
||
|
void Trigger::ActivateTargets( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
Entity *ent;
|
||
|
Event *event;
|
||
|
const char *name;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
|
||
|
if ( !other )
|
||
|
other = world;
|
||
|
|
||
|
if ( triggerActivated )
|
||
|
{
|
||
|
//
|
||
|
// Entity triggered itself. Prevent an infinite loop
|
||
|
//
|
||
|
ev->Error( "Entity targeting itself--Targetname '%s'", TargetName() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
triggerActivated = true;
|
||
|
activator = other;
|
||
|
|
||
|
//
|
||
|
// print the message
|
||
|
//
|
||
|
if ( message.length() && other && ( other->isClient() || other->isSubclassOf( Camera ) ) )
|
||
|
{
|
||
|
// HACK HACK HACK
|
||
|
// if it is a camera, pass in default player
|
||
|
if ( !other->isClient() )
|
||
|
{
|
||
|
gi.centerprintf( &g_entities[ 0 ], CENTERPRINT_IMPORTANCE_NORMAL, message.c_str() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.centerprintf( other->edict, CENTERPRINT_IMPORTANCE_NORMAL, message.c_str() );
|
||
|
}
|
||
|
if ( Noise().length() )
|
||
|
{
|
||
|
other->Sound( noise.c_str(), CHAN_VOICE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// kill the killtargets
|
||
|
//
|
||
|
name = KillTarget();
|
||
|
if ( name && strcmp( name, "" ) )
|
||
|
{
|
||
|
ent = NULL;
|
||
|
do
|
||
|
{
|
||
|
ent = G_FindTarget( ent, name );
|
||
|
if ( !ent )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
ent->PostEvent( EV_Remove, 0.0f );
|
||
|
}
|
||
|
while ( 1 );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// fire targets
|
||
|
//
|
||
|
name = Target();
|
||
|
if ( name && strcmp( name, "" ) )
|
||
|
{
|
||
|
ent = NULL;
|
||
|
do
|
||
|
{
|
||
|
ent = G_FindTarget( ent, name );
|
||
|
if ( !ent )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
event = new Event( EV_Activate );
|
||
|
event->AddEntity( other );
|
||
|
ent->ProcessEvent( event );
|
||
|
}
|
||
|
while ( 1 );
|
||
|
}
|
||
|
|
||
|
triggerActivated = false;
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetWait( Event *ev )
|
||
|
{
|
||
|
wait = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetDelay( Event *ev )
|
||
|
{
|
||
|
delay = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetKey( Event *ev )
|
||
|
{
|
||
|
key = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetThread( Event *ev )
|
||
|
{
|
||
|
thread = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetHealth( Event *ev )
|
||
|
{
|
||
|
health = ev->GetFloat( 1 );
|
||
|
max_health = health;
|
||
|
if ( health )
|
||
|
{
|
||
|
takedamage = DAMAGE_YES;
|
||
|
setSolidType( SOLID_BBOX );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setMoveType( MOVETYPE_NONE );
|
||
|
setSolidType( SOLID_TRIGGER );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Trigger::SetTakeDamage( bool cantakedamage )
|
||
|
{
|
||
|
if (cantakedamage)
|
||
|
{
|
||
|
takedamage = DAMAGE_YES ;
|
||
|
setSolidType( SOLID_BBOX );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
takedamage = DAMAGE_NO ;
|
||
|
setMoveType( MOVETYPE_NONE ); // no one knows why this is here
|
||
|
setSolidType( SOLID_TRIGGER );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetCount( Event *ev )
|
||
|
{
|
||
|
count = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetMessage( Event *ev )
|
||
|
{
|
||
|
SetMessage( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
void Trigger::SetMessage( const char *text )
|
||
|
{
|
||
|
if ( text )
|
||
|
{
|
||
|
message = str( text );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
message = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
str &Trigger::Message( void )
|
||
|
{
|
||
|
return message;
|
||
|
}
|
||
|
|
||
|
void Trigger::EventSetNoise( Event *ev )
|
||
|
{
|
||
|
SetNoise( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
void Trigger::SetNoise( const char *text )
|
||
|
{
|
||
|
if ( text )
|
||
|
{
|
||
|
noise = str( text );
|
||
|
//
|
||
|
// cache in the sound
|
||
|
//
|
||
|
CacheResource( noise.c_str(), this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
str &Trigger::Noise( void )
|
||
|
{
|
||
|
return noise;
|
||
|
}
|
||
|
|
||
|
void Trigger::SetMultiFaceted( int newFacet )
|
||
|
{
|
||
|
multiFaceted = newFacet;
|
||
|
}
|
||
|
|
||
|
void Trigger::SetEdgeTriggered( qboolean newEdge )
|
||
|
{
|
||
|
edgeTriggered = newEdge;
|
||
|
}
|
||
|
|
||
|
int Trigger::GetMultiFaceted( void )
|
||
|
{
|
||
|
return multiFaceted;
|
||
|
}
|
||
|
|
||
|
qboolean Trigger::GetEdgeTriggered( void )
|
||
|
{
|
||
|
return edgeTriggered;
|
||
|
}
|
||
|
|
||
|
void Trigger::SetMultiFaceted( Event *ev )
|
||
|
{
|
||
|
SetMultiFaceted( ev->GetInteger( 1 ) );
|
||
|
}
|
||
|
|
||
|
void Trigger::SetEdgeTriggered( Event *ev )
|
||
|
{
|
||
|
SetEdgeTriggered( ev->GetBoolean( 1 ) );
|
||
|
}
|
||
|
|
||
|
void Trigger::SetTriggerable( Event *ev )
|
||
|
{
|
||
|
triggerable = true;
|
||
|
}
|
||
|
|
||
|
void Trigger::SetNotTriggerable( Event *ev )
|
||
|
{
|
||
|
triggerable = false;
|
||
|
}
|
||
|
|
||
|
void Trigger::CheckEntList(Event *ev)
|
||
|
{
|
||
|
CancelEventsOfType(EV_Trigger_CheckEntList);
|
||
|
int entNum;
|
||
|
Entity *other = NULL;
|
||
|
|
||
|
entNum = ev->GetInteger( 1 );
|
||
|
other = G_GetEntity(entNum );
|
||
|
|
||
|
if ( !other )
|
||
|
return;
|
||
|
|
||
|
if (edgeTriggered && entList.NumObjects() > 0 )
|
||
|
{
|
||
|
Event *checkEV;
|
||
|
checkEV = new Event(EV_Trigger_CheckEntList);
|
||
|
checkEV->AddInteger( entNum );
|
||
|
|
||
|
PostEvent( checkEV , CHECK_TIME );
|
||
|
}
|
||
|
|
||
|
Entity *ent;
|
||
|
Event *exitEvent;
|
||
|
|
||
|
for ( int i = entList.NumObjects() ; i >= 1 ; i-- )
|
||
|
{
|
||
|
entNum = entList.ObjectAt( i );
|
||
|
ent = NULL;
|
||
|
ent = G_GetEntity( entNum );
|
||
|
|
||
|
if ( ent )
|
||
|
{
|
||
|
if ( !IsEntityInBoundingBox( ent ) )
|
||
|
{
|
||
|
entList.RemoveObjectAt( i );
|
||
|
exitEvent = new Event ( EV_Trigger_TriggerExit );
|
||
|
exitEvent->AddEntity( ent );
|
||
|
PostEvent(exitEvent, .25);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Trigger::AddOtherToEntList(Entity *other)
|
||
|
{
|
||
|
int entNum;
|
||
|
|
||
|
if ( !other )
|
||
|
return;
|
||
|
for ( int i = 1 ; i <= entList.NumObjects() ; i++ )
|
||
|
{
|
||
|
entNum = entList.ObjectAt( i );
|
||
|
if ( entNum == other->entnum )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
entList.AddObject( other->entnum );
|
||
|
}
|
||
|
|
||
|
qboolean Trigger::IsEntityInBoundingBox ( Entity *ent )
|
||
|
{
|
||
|
if ( ( ent->absmin[0] > absmax[0] ) ||
|
||
|
( ent->absmin[1] > absmax[1] ) ||
|
||
|
( ent->absmin[2] > absmax[2] ) ||
|
||
|
( ent->absmax[0] < absmin[0] ) ||
|
||
|
( ent->absmax[1] < absmin[1] ) ||
|
||
|
( ent->absmax[2] < absmin[2] ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TouchField, NULL )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &TouchField::SendEvent },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TouchField::TouchField()
|
||
|
{
|
||
|
ontouch = NULL;
|
||
|
}
|
||
|
|
||
|
void TouchField::Setup( Entity *ownerentity, const Event &touchevent, const Vector &min, const Vector &max, int respondto )
|
||
|
{
|
||
|
assert( ownerentity );
|
||
|
if ( !ownerentity )
|
||
|
{
|
||
|
error( "Setup", "Null owner" );
|
||
|
}
|
||
|
|
||
|
owner = ownerentity;
|
||
|
if ( ontouch )
|
||
|
{
|
||
|
delete ontouch;
|
||
|
}
|
||
|
ontouch = new Event( touchevent );
|
||
|
setSize( min, max );
|
||
|
|
||
|
setContents( 0 );
|
||
|
setSolidType( SOLID_TRIGGER );
|
||
|
link();
|
||
|
|
||
|
this->respondto = respondto;
|
||
|
}
|
||
|
|
||
|
void TouchField::SendEvent( Event *ev )
|
||
|
{
|
||
|
Event *event;
|
||
|
|
||
|
// Check if our owner is still around
|
||
|
if ( owner )
|
||
|
{
|
||
|
event = new Event( ontouch );
|
||
|
event->AddEntity( ev->GetEntity( 1 ) );
|
||
|
owner->PostEvent( event, delay );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Our owner is gone! It didn't delete us!
|
||
|
// Guess we're no longer needed, so remove ourself.
|
||
|
PostEvent( EV_Remove, 0.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_once (1 0 0) ? NOTOUCH x NOT_PLAYERS MONSTERS PROJECTILES SCRIPTSLAVE
|
||
|
|
||
|
Variable sized trigger. Triggers once, then removes itself.
|
||
|
You must set the key "target" to the name of another object in the
|
||
|
level that has a matching
|
||
|
|
||
|
If "health" is set, the trigger must be killed to activate it.
|
||
|
If "delay" is set, the trigger waits some time after activating before firing.
|
||
|
|
||
|
"targetname". If "health" is set, the trigger must be killed to activate.
|
||
|
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
|
||
|
if "killtarget" is set, any objects that have a matching "target" will be
|
||
|
removed when the trigger is fired.
|
||
|
|
||
|
if "angle" is set, the trigger will only fire when someone is facing the
|
||
|
direction of the angle.
|
||
|
"cone" the cone in which a directed trigger can be triggered (default 60 degrees)
|
||
|
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOTOUCH is set, trigger will not respond to touch
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
If SCRIPTSLAVE is set, the trigger will respond to script slaves
|
||
|
|
||
|
set "message" to text string
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerOnce, "trigger_once" )
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerOnce::TriggerOnce()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
//
|
||
|
// no matter what, we only trigger once
|
||
|
//
|
||
|
count = 1;
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
|
||
|
//
|
||
|
// if it's not supposed to be touchable, clear the trigger
|
||
|
//
|
||
|
if ( spawnflags & 1 )
|
||
|
{
|
||
|
setSolidType( SOLID_NOT );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_relay (1 0 0) (-8 -8 -8) (8 8 8) x x NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
|
||
|
This fixed size trigger cannot be touched, it can only be fired by other events.
|
||
|
It can contain killtargets, targets, delays, and messages.
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to events triggered by players
|
||
|
If MONSTERS is set, the trigger will respond to events triggered by monsters
|
||
|
If PROJECTILES is set, the trigger will respond to events triggered by projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerRelay, "trigger_relay" )
|
||
|
{
|
||
|
{ &EV_Touch, NULL },
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerRelay::TriggerRelay()
|
||
|
{
|
||
|
setSolidType( SOLID_NOT );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_secret (1 0 0) ? NOTOUCH x NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
Secret counter trigger. Automatically sets and increments script variables \
|
||
|
level.total_secrets and level.found_secrets.
|
||
|
|
||
|
set "message" to text string
|
||
|
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
|
||
|
if "angle" is set, the trigger will only fire when someone is facing the
|
||
|
direction of the angle.
|
||
|
"cone" the cone in which a directed trigger can be triggered (default 60 degrees)
|
||
|
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well \
|
||
|
by using the '::' notation. (defaults to "global/universal_script.scr::secret")
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOTOUCH is set, trigger will not respond to touch
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( TriggerOnce, TriggerSecret, "trigger_secret" )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &TriggerSecret::FoundSecret },
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerSecret::TriggerSecret()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
level.total_secrets++;
|
||
|
levelVars.SetVariable( "total_secrets", level.total_secrets );
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
|
||
|
// set the thread to trigger when secrets are found
|
||
|
thread = "global/universal_script.scr::secret";
|
||
|
}
|
||
|
|
||
|
void TriggerSecret::FoundSecret( Event *ev )
|
||
|
{
|
||
|
//
|
||
|
// anything that causes the trigger to fire increments the number
|
||
|
// of secrets found. This way, if the level designer triggers the
|
||
|
// secret from the script, the player still gets credit for finding
|
||
|
// it. This is to prevent a secret from becoming undiscoverable.
|
||
|
//
|
||
|
level.found_secrets++;
|
||
|
levelVars.SetVariable( "found_secrets", level.found_secrets );
|
||
|
|
||
|
gi.centerprintf ( &g_entities[0], CENTERPRINT_IMPORTANCE_NORMAL, "$$FoundSecretArea$$" );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_setvariable (1 0 0) ? NOTOUCH LEVEL NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
|
||
|
Sets a variable specified by "variable" and "value".
|
||
|
Variable is assumed to be of the "global" variety unless LEVEL is set.
|
||
|
Variable sized trigger. Triggers once by default.
|
||
|
You must set the key "target" to the name of another object in the
|
||
|
level that has a matching
|
||
|
|
||
|
"variable" - variable to set
|
||
|
"value" - value to set in variable, value can also be one of the following reserved\
|
||
|
tokens.
|
||
|
- "increment" - add one to the variable
|
||
|
- "decrement" - subtract one from the variable
|
||
|
- "toggle" - if 1, then zero. If zero then 1.
|
||
|
|
||
|
If "health" is set, the trigger must be killed to activate it.
|
||
|
If "delay" is set, the trigger waits some time after activating before firing.
|
||
|
|
||
|
"targetname". If "health" is set, the trigger must be killed to activate.
|
||
|
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
|
||
|
if "killtarget" is set, any objects that have a matching "target" will be
|
||
|
removed when the trigger is fired.
|
||
|
|
||
|
if "angle" is set, the trigger will only fire when someone is facing the
|
||
|
direction of the angle.
|
||
|
"cone" the cone in which a directed trigger can be triggered (default 60 degrees)
|
||
|
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOTOUCH is set, trigger will not respond to touch
|
||
|
if LEVEL is set, variable will be a level variable otherwise it will be a game variable
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
set "message" to text string
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
#define LEVEL_VARIABLE ( 1 << 1 )
|
||
|
|
||
|
Event EV_TriggerSetVariable_SetVariable
|
||
|
(
|
||
|
"variable",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"variableName",
|
||
|
"Set the name of the variable to set"
|
||
|
);
|
||
|
Event EV_TriggerSetVariable_SetVariableValue
|
||
|
(
|
||
|
"value",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"variableValue",
|
||
|
"Set the value of the variable to set.\n"
|
||
|
"values can also use one of the following reserved words:\n"
|
||
|
" increment - increment the variable\n"
|
||
|
" decrement - decrement the variable\n"
|
||
|
" toggle - toggle the value of the variable"
|
||
|
);
|
||
|
CLASS_DECLARATION( Trigger, TriggerSetVariable, "trigger_setvariable" )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &TriggerSetVariable::SetVariable },
|
||
|
{ &EV_TriggerSetVariable_SetVariable, &TriggerSetVariable::SetVariableName },
|
||
|
{ &EV_TriggerSetVariable_SetVariableValue, &TriggerSetVariable::SetVariableValue },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerSetVariable::TriggerSetVariable()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
//
|
||
|
// no matter what, we only trigger once
|
||
|
//
|
||
|
count = 1;
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
|
||
|
//
|
||
|
// if it's not supposed to be touchable, clear the trigger
|
||
|
//
|
||
|
if ( spawnflags & 1 )
|
||
|
{
|
||
|
setSolidType( SOLID_NOT );
|
||
|
}
|
||
|
variableName = "undefined";
|
||
|
variableValue = "notset";
|
||
|
variableType = VAR_NORMAL;
|
||
|
}
|
||
|
|
||
|
void TriggerSetVariable::SetVariableName( Event *ev )
|
||
|
{
|
||
|
variableName = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerSetVariable::SetVariableValue( Event *ev )
|
||
|
{
|
||
|
variableValue = ev->GetString( 1 );
|
||
|
if ( variableValue == "increment" )
|
||
|
{
|
||
|
variableType = VAR_INCREMENT;
|
||
|
}
|
||
|
else if ( variableValue == "decrement" )
|
||
|
{
|
||
|
variableType = VAR_DECREMENT;
|
||
|
}
|
||
|
else if ( variableValue == "toggle" )
|
||
|
{
|
||
|
variableType = VAR_TOGGLE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
variableType = VAR_NORMAL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TriggerSetVariable::SetVariable( Event *ev )
|
||
|
{
|
||
|
ScriptVariable * var;
|
||
|
int value;
|
||
|
|
||
|
if ( spawnflags & LEVEL_VARIABLE )
|
||
|
{
|
||
|
var = levelVars.GetVariable( variableName );
|
||
|
if ( !var )
|
||
|
{
|
||
|
var = levelVars.SetVariable( variableName, 0 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var = gameVars.GetVariable( variableName );
|
||
|
if ( !var )
|
||
|
{
|
||
|
var = gameVars.SetVariable( variableName, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
assert( var );
|
||
|
value = var->intValue();
|
||
|
|
||
|
switch( variableType )
|
||
|
{
|
||
|
case VAR_INCREMENT:
|
||
|
value++;
|
||
|
break;
|
||
|
case VAR_DECREMENT:
|
||
|
value--;
|
||
|
break;
|
||
|
case VAR_TOGGLE:
|
||
|
value = !value;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( variableType == VAR_NORMAL )
|
||
|
{
|
||
|
var->setStringValue( variableValue );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
var->setIntValue( value );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_push (1 0 0) ? x x NOT_PLAYERS NOT_MONSTERS NOT_PROJECTILES
|
||
|
|
||
|
Pushes entities as if they were caught in a heavy wind.
|
||
|
|
||
|
"speed" indicates the rate that entities are pushed (default 1000).
|
||
|
|
||
|
"angle" indicates the direction the wind is blowing (-1 is up, -2 is down)
|
||
|
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
|
||
|
"target" if target is set, then a velocity will be calculated based on speed
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not push players
|
||
|
If NOT_MONSTERS is set, the trigger will not push monsters
|
||
|
If NOT_PROJECTILES is set, the trigger will not push projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerPush_SetPushSpeed
|
||
|
(
|
||
|
"speed",
|
||
|
EV_DEFAULT,
|
||
|
"f",
|
||
|
"speed",
|
||
|
"Set the push speed of the TriggerPush"
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerPush, "trigger_push" )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &TriggerPush::Push },
|
||
|
{ &EV_SetAngle, &TriggerPush::SetPushDir },
|
||
|
{ &EV_TriggerPush_SetPushSpeed, &TriggerPush::SetPushSpeed },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void TriggerPush::Push( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
if ( other )
|
||
|
{
|
||
|
const char * targ;
|
||
|
Entity *ent;
|
||
|
|
||
|
targ = Target ();
|
||
|
if ( targ[ 0 ] )
|
||
|
{
|
||
|
ent = G_FindTarget( NULL, Target() );
|
||
|
if ( ent )
|
||
|
{
|
||
|
other->velocity = G_CalculateImpulse
|
||
|
(
|
||
|
other->origin,
|
||
|
ent->origin,
|
||
|
speed,
|
||
|
other->gravity
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float dot;
|
||
|
|
||
|
// find out how much velocity we have in this direction
|
||
|
dot = triggerDir * other->velocity;
|
||
|
// subtract it out and add in our velocity
|
||
|
other->velocity += ( speed - dot ) * triggerDir;
|
||
|
}
|
||
|
|
||
|
other->VelocityModified();
|
||
|
movetype = MOVETYPE_TOSS; // Set movetype so actors can get pushed.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TriggerPush::SetPushDir( Event *ev )
|
||
|
{
|
||
|
float angle;
|
||
|
|
||
|
angle = ev->GetFloat( 1 );
|
||
|
// this is used, since we won't need elsewhere
|
||
|
triggerDir = G_GetMovedir( angle );
|
||
|
}
|
||
|
|
||
|
|
||
|
void TriggerPush::SetPushSpeed( Event *ev )
|
||
|
{
|
||
|
speed = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
TriggerPush::TriggerPush()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
speed = 1000;
|
||
|
respondto = spawnflags ^ ( TRIGGER_PLAYERS | TRIGGER_MONSTERS | TRIGGER_PROJECTILES );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_pushany (1 0 0) ? x x NOT_PLAYERS NOT_MONSTERS NOT_PROJECTILES
|
||
|
|
||
|
Pushes entities as if they were caught in a heavy wind.
|
||
|
|
||
|
"speed" indicates the rate that entities are pushed (default 1000).
|
||
|
"angles" indicates the direction of the push
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"target" if target is set, then a velocity will be calculated based on speed
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not push players
|
||
|
If NOT_MONSTERS is set, the trigger will not push monsters
|
||
|
If NOT_PROJECTILES is set, the trigger will not push projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerPushAny_SetSpeed
|
||
|
(
|
||
|
"speed",
|
||
|
EV_DEFAULT,
|
||
|
"f",
|
||
|
"speed",
|
||
|
"Set the speed."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerPushAny, "trigger_pushany" )
|
||
|
{
|
||
|
{ &EV_TriggerPushAny_SetSpeed, &TriggerPushAny::SetSpeed },
|
||
|
{ &EV_Trigger_Effect, &TriggerPushAny::Push },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerPushAny::TriggerPushAny()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
speed = 1000;
|
||
|
respondto = spawnflags ^ ( TRIGGER_PLAYERS | TRIGGER_MONSTERS | TRIGGER_PROJECTILES );
|
||
|
}
|
||
|
|
||
|
void TriggerPushAny::Push( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
if ( other )
|
||
|
{
|
||
|
Entity *ent;
|
||
|
|
||
|
if ( target.length() )
|
||
|
{
|
||
|
ent = G_FindTarget( NULL, target.c_str() );
|
||
|
if ( ent )
|
||
|
{
|
||
|
other->velocity = G_CalculateImpulse
|
||
|
(
|
||
|
other->origin,
|
||
|
ent->origin,
|
||
|
speed,
|
||
|
other->gravity
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
other->velocity = Vector( orientation[ 0 ] ) * speed;
|
||
|
}
|
||
|
other->VelocityModified();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TriggerPushAny::SetSpeed( Event *ev )
|
||
|
{
|
||
|
speed = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
//================================================================================================
|
||
|
//
|
||
|
// TriggerSound stuff
|
||
|
//
|
||
|
//================================================================================================
|
||
|
|
||
|
Event EV_TriggerPlaySound_SetVolume
|
||
|
(
|
||
|
"volume",
|
||
|
EV_DEFAULT,
|
||
|
"f",
|
||
|
"volume",
|
||
|
"Sets the volume."
|
||
|
);
|
||
|
Event EV_TriggerPlaySound_SetMinDist
|
||
|
(
|
||
|
"min_dist",
|
||
|
EV_DEFAULT,
|
||
|
"f",
|
||
|
"min_dist",
|
||
|
"Sets the minimum distance."
|
||
|
);
|
||
|
Event EV_TriggerPlaySound_SetChannel
|
||
|
(
|
||
|
"channel",
|
||
|
EV_DEFAULT,
|
||
|
"i",
|
||
|
"channel",
|
||
|
"Sets the sound channel to play on."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerPlaySound, "play_sound_triggered" )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &TriggerPlaySound::ToggleSound },
|
||
|
{ &EV_TriggerPlaySound_SetVolume, &TriggerPlaySound::SetVolume },
|
||
|
{ &EV_TriggerPlaySound_SetMinDist, &TriggerPlaySound::SetMinDist },
|
||
|
{ &EV_TriggerPlaySound_SetChannel, &TriggerPlaySound::SetChannel },
|
||
|
{ &EV_Touch, NULL },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void TriggerPlaySound::ToggleSound( Event *ev )
|
||
|
{
|
||
|
if ( !state )
|
||
|
{
|
||
|
// noise should already be initialized
|
||
|
if ( Noise().length() )
|
||
|
{
|
||
|
if ( ambient || ( spawnflags & TOGGLESOUND ) )
|
||
|
{
|
||
|
state = 1;
|
||
|
}
|
||
|
|
||
|
if ( ambient )
|
||
|
{
|
||
|
LoopSound( Noise().c_str(), volume, min_dist );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Sound( Noise(), channel, volume, min_dist );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
state = 0;
|
||
|
if ( ambient )
|
||
|
{
|
||
|
StopLoopSound();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
StopSound( channel );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TriggerPlaySound::StartSound( void )
|
||
|
{
|
||
|
// turn the current one off
|
||
|
state = 1;
|
||
|
ToggleSound( NULL );
|
||
|
|
||
|
// start it up again
|
||
|
state = 0;
|
||
|
ToggleSound( NULL );
|
||
|
}
|
||
|
|
||
|
void TriggerPlaySound::SetVolume( float vol )
|
||
|
{
|
||
|
volume = vol;
|
||
|
}
|
||
|
|
||
|
void TriggerPlaySound::SetVolume( Event *ev )
|
||
|
{
|
||
|
volume = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerPlaySound::SetMinDist( float dist )
|
||
|
{
|
||
|
min_dist = dist;
|
||
|
}
|
||
|
|
||
|
void TriggerPlaySound::SetMinDist( Event *ev )
|
||
|
{
|
||
|
min_dist = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerPlaySound::SetChannel( Event *ev )
|
||
|
{
|
||
|
channel = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
TriggerPlaySound::TriggerPlaySound()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
//
|
||
|
// this is here so that it gets sent over at least once
|
||
|
//
|
||
|
PostEvent( EV_Show, EV_POSTSPAWN );
|
||
|
|
||
|
ambient = false;
|
||
|
volume = DEFAULT_VOL;
|
||
|
channel = CHAN_VOICE;
|
||
|
state = 0;
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
min_dist = DEFAULT_MIN_DIST;
|
||
|
|
||
|
if ( spawnflags & ( AMBIENT_ON | AMBIENT_OFF ) )
|
||
|
{
|
||
|
ambient = true;
|
||
|
if ( spawnflags & AMBIENT_ON )
|
||
|
{
|
||
|
PostEvent( EV_Trigger_Effect, EV_POSTSPAWN );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED sound_speaker (0 0.75 0.75) (-8 -8 -8) (8 8 8) AMBIENT-ON AMBIENT-OFF NOT_PLAYERS MONSTERS PROJECTILES TOGGLE
|
||
|
|
||
|
play a sound when it is used
|
||
|
|
||
|
AMBIENT-ON specifies an ambient sound that starts on
|
||
|
AMBIENT-OFF specifies an ambient sound that starts off
|
||
|
TOGGLE specifies that the speaker toggles on triggering
|
||
|
|
||
|
if (AMBIENT-?) is not set, then the sound is sent over explicitly this creates more net traffic
|
||
|
|
||
|
"volume" how loud 0-4 (1 default full volume, ambients do not respond to volume)
|
||
|
"noise" sound to play
|
||
|
"channel" channel on which to play sound\
|
||
|
(0 auto, 1 weapon, 2 voice, 3 item, 4 body, 8 don't use PHS) (voice is default)
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
|
||
|
Normal sounds play each time the target is used.
|
||
|
|
||
|
Ambient Looped sounds have a volume 1, and the use function toggles it on/off.
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( TriggerPlaySound, TriggerSpeaker, "sound_speaker" )
|
||
|
{
|
||
|
{ &EV_Touch, NULL },
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerSpeaker::TriggerSpeaker()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED sound_randomspeaker (0 0.75 0.75) (-8 -8 -8) (8 8 8) x x NOT_PLAYERS MONSTERS PROJECTILES x x
|
||
|
|
||
|
play a sound at random times
|
||
|
|
||
|
"mindelay" minimum delay between sound triggers (default 3)
|
||
|
"maxdelay" maximum delay between sound triggers (default 10)
|
||
|
"chance" chance that sound will play when fired (default 1)
|
||
|
"volume" how loud 0-4 (1 default full volume)
|
||
|
"noise" sound to play
|
||
|
"channel" channel on which to play sound\
|
||
|
(0 auto, 1 weapon, 2 voice, 3 item, 4 body, 8 don't use PHS) (voice is default)
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
|
||
|
Normal sounds play each time the target is used.
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerRandomSpeaker_TriggerSound
|
||
|
(
|
||
|
"triggersound",
|
||
|
EV_SCRIPTONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"Triggers the sound to play and schedules the next time to play."
|
||
|
);
|
||
|
Event EV_Trigger_SetMinDelay
|
||
|
(
|
||
|
"mindelay",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"min_delay",
|
||
|
"Sets the minimum time between playings."
|
||
|
);
|
||
|
Event EV_Trigger_SetMaxDelay
|
||
|
(
|
||
|
"maxdelay",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"max_delay",
|
||
|
"Sets the maximum time between playings."
|
||
|
);
|
||
|
Event EV_Trigger_SetChance
|
||
|
(
|
||
|
"chance",
|
||
|
EV_DEFAULT,
|
||
|
"f[0,1]",
|
||
|
"newChance",
|
||
|
"Sets the chance that the sound will play when triggered."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( TriggerSpeaker, RandomSpeaker, "sound_randomspeaker" )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &RandomSpeaker::TriggerSound },
|
||
|
{ &EV_Trigger_SetMinDelay, &RandomSpeaker::SetMinDelay },
|
||
|
{ &EV_Trigger_SetMaxDelay, &RandomSpeaker::SetMaxDelay },
|
||
|
{ &EV_Trigger_SetChance, &RandomSpeaker::SetChance },
|
||
|
{ &EV_Touch, NULL },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void RandomSpeaker::TriggerSound( Event *ev )
|
||
|
{
|
||
|
ScheduleSound();
|
||
|
if ( G_Random( 1.0f ) <= chance )
|
||
|
TriggerPlaySound::ToggleSound( ev );
|
||
|
}
|
||
|
|
||
|
void RandomSpeaker::ScheduleSound( void )
|
||
|
{
|
||
|
CancelEventsOfType( EV_Trigger_Effect );
|
||
|
PostEvent( EV_Trigger_Effect, mindelay + G_Random( maxdelay-mindelay ) );
|
||
|
}
|
||
|
|
||
|
void RandomSpeaker::SetMinDelay( Event *ev )
|
||
|
{
|
||
|
mindelay = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void RandomSpeaker::SetMaxDelay( Event *ev )
|
||
|
{
|
||
|
maxdelay = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void RandomSpeaker::SetChance( Event *ev )
|
||
|
{
|
||
|
chance = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void RandomSpeaker::SetMinDelay( float newMinDelay )
|
||
|
{
|
||
|
mindelay = newMinDelay;
|
||
|
}
|
||
|
|
||
|
void RandomSpeaker::SetMaxDelay( float newMaxDelay )
|
||
|
{
|
||
|
maxdelay = newMaxDelay;
|
||
|
}
|
||
|
|
||
|
void RandomSpeaker::SetChance( float newChance )
|
||
|
{
|
||
|
chance = newChance;
|
||
|
}
|
||
|
|
||
|
RandomSpeaker::RandomSpeaker()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
ambient = false;
|
||
|
chance = 1.0f;
|
||
|
mindelay = 3;
|
||
|
maxdelay = 10;
|
||
|
|
||
|
ScheduleSound();
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_changelevel (1 0 0) ? NO_INTERMISSION x NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
|
||
|
When the player touches this, he gets sent to the map listed in the "map" variable.
|
||
|
Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission
|
||
|
spot and display stats.
|
||
|
|
||
|
"spawnspot" name of the spawn location to start at in next map.
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"thread" This defaults to "LevelComplete" and should point to a thread that is called just
|
||
|
before the level ends.
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerChangeLevel_Map
|
||
|
(
|
||
|
"map",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"map_name",
|
||
|
"Sets the map to change to when triggered."
|
||
|
);
|
||
|
Event EV_TriggerChangeLevel_SpawnSpot
|
||
|
(
|
||
|
"spawnspot",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"spawn_spot",
|
||
|
"Sets the spawn spot to use."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerChangeLevel, "trigger_changelevel" )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &TriggerChangeLevel::ChangeLevel },
|
||
|
{ &EV_TriggerChangeLevel_Map, &TriggerChangeLevel::SetMap },
|
||
|
{ &EV_TriggerChangeLevel_SpawnSpot, &TriggerChangeLevel::SetSpawnSpot },
|
||
|
{ &EV_Trigger_SetThread, &TriggerChangeLevel::SetThread },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerChangeLevel::TriggerChangeLevel()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
// default level change thread
|
||
|
changethread = "LevelComplete";
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
}
|
||
|
|
||
|
void TriggerChangeLevel::SetMap( Event *ev )
|
||
|
{
|
||
|
map = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerChangeLevel::SetSpawnSpot( Event *ev )
|
||
|
{
|
||
|
spawnspot = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerChangeLevel::SetThread( Event *ev )
|
||
|
{
|
||
|
// We have to handle calling the thread ourselves, so clear out Trigger's thread variable
|
||
|
thread = "";
|
||
|
changethread = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerChangeLevel::ChangeLevel( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
|
||
|
if ( level.intermissiontime )
|
||
|
{
|
||
|
// already activated
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if noexit, do a ton of damage to other
|
||
|
if ( multiplayerManager.inMultiplayer() && multiplayerManager.checkFlag( MP_FLAG_SAME_LEVEL ) && ( other != world ) )
|
||
|
{
|
||
|
other->Damage( this, other, 10.0f * other->max_health, other->origin, vec_zero, vec_zero, 1000, 0, MOD_CRUSH );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// tell the script that the player's not ready so that if we return to this map,
|
||
|
// we can do something about it.
|
||
|
Director.PlayerNotReady();
|
||
|
|
||
|
//
|
||
|
// make sure we execute the thread before changing
|
||
|
//
|
||
|
if ( changethread.length() )
|
||
|
{
|
||
|
ExecuteThread( changethread , true , this );
|
||
|
}
|
||
|
|
||
|
if ( spawnspot.length() )
|
||
|
{
|
||
|
G_BeginIntermission( ( map + "$" + spawnspot ).c_str() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
G_BeginIntermission( map.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const char *TriggerChangeLevel::Map( void )
|
||
|
{
|
||
|
return map.c_str();
|
||
|
}
|
||
|
|
||
|
const char *TriggerChangeLevel::SpawnSpot( void )
|
||
|
{
|
||
|
return spawnspot.c_str();
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_use (1 0 0) ? VISIBLE x NOT_PLAYERS MONSTERS
|
||
|
|
||
|
Activates targets when 'used' by an entity
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerUse, "trigger_use" )
|
||
|
{
|
||
|
{ &EV_Use, &TriggerUse::TriggerStuff },
|
||
|
{ &EV_Touch, NULL },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerUse::TriggerUse()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
if ( spawnflags & VISIBLE )
|
||
|
{
|
||
|
showModel();
|
||
|
setMoveType( MOVETYPE_PUSH );
|
||
|
setSolidType( SOLID_BSP );
|
||
|
}
|
||
|
|
||
|
respondto = ( spawnflags ^ TRIGGER_PLAYERS ) & ~TRIGGER_PROJECTILES;
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_useonce (1 0 0) ? VISIBLE x NOT_PLAYERS MONSTERS
|
||
|
|
||
|
Activates targets when 'used' by an entity, but only once
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( TriggerUse, TriggerUseOnce, "trigger_useonce" )
|
||
|
{
|
||
|
{ &EV_Touch, NULL },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerUseOnce::TriggerUseOnce()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Only allow 1 use.
|
||
|
count = 1;
|
||
|
|
||
|
respondto = ( spawnflags ^ TRIGGER_PLAYERS ) & ~TRIGGER_PROJECTILES;
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_hurt (1 0 0) ? x x NOT_PLAYERS NOT_MONSTERS PROJECTILES
|
||
|
|
||
|
"damage" amount of damage to cause. (default 10)
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"damagetype" what kind of damage should be given to the player. (default CRUSH)
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not hurt players
|
||
|
If NOT_MONSTERS is set, the trigger does not hurt monsters
|
||
|
If PROJECTILES is set, the trigger will hurt projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerHurt_SetDamage
|
||
|
(
|
||
|
"damage",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"damage",
|
||
|
"Sets the amount of damage to do."
|
||
|
);
|
||
|
Event EV_TriggerHurt_SetDamageType
|
||
|
(
|
||
|
"damagetype",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"damageType",
|
||
|
"Sets the type of damage a TriggerHurt delivers."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( TriggerUse, TriggerHurt, "trigger_hurt" )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &TriggerHurt::Hurt },
|
||
|
{ &EV_TriggerHurt_SetDamage, &TriggerHurt::SetDamage },
|
||
|
{ &EV_SetGameplayDamage, &TriggerHurt::setDamage },
|
||
|
{ &EV_TriggerHurt_SetDamageType, &TriggerHurt::DamageType },
|
||
|
{ &EV_Touch, &Trigger::TriggerStuff },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerHurt::TriggerHurt()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
damage = 10;
|
||
|
damage_type = MOD_CRUSH;
|
||
|
respondto = spawnflags ^ ( TRIGGER_PLAYERS | TRIGGER_MONSTERS );
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
//
|
||
|
// Name: setDamage
|
||
|
// Class: TriggerHurt
|
||
|
//
|
||
|
// Description: This function acts as a filter to the real function.
|
||
|
// It gets data from the database, and then passes it
|
||
|
// along to the original event. This is here as an attempt
|
||
|
// to sway people into using the database standard instead of
|
||
|
// hardcoded numbers.
|
||
|
//
|
||
|
// Parameters: Event *ev
|
||
|
// str -- The value keyword from the database (low, medium, high, etc).
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerHurt::setDamage( Event *ev )
|
||
|
{
|
||
|
if ( ev->NumArgs() < 1 )
|
||
|
return;
|
||
|
|
||
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
||
|
if ( !gpm->hasFormula("OffensiveDamage") )
|
||
|
return;
|
||
|
|
||
|
str damagestr = ev->GetString( 1 );
|
||
|
float damagemod = 1.0f;
|
||
|
if ( gpm->getDefine(damagestr) != "" )
|
||
|
damagemod = (float)atof(gpm->getDefine(damagestr));
|
||
|
GameplayFormulaData fd(this, 0, 0, "");
|
||
|
float finaldamage = gpm->calculate("OffensiveDamage", fd, damagemod);
|
||
|
Event *newev = new Event(EV_TriggerHurt_SetDamage);
|
||
|
newev->AddFloat(finaldamage);
|
||
|
ProcessEvent(newev);
|
||
|
}
|
||
|
|
||
|
|
||
|
void TriggerHurt::SetDamage( Event *ev )
|
||
|
{
|
||
|
damage = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerHurt::Hurt( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
|
||
|
if ( ( damage != 0 ) && !other->deadflag && !( other->flags & FL_GODMODE ) )
|
||
|
{
|
||
|
other->Damage( this, world, damage, other->origin, vec_zero, vec_zero, 0, DAMAGE_NO_ARMOR|DAMAGE_NO_SKILL, damage_type );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_damagetargets (1 0 0) ? SOLID x NOT_PLAYERS NOT_MONSTERS PROJECTILES
|
||
|
|
||
|
"damage" amount of damage to cause. If no damage is specified, objects\
|
||
|
are damaged by the current health+1
|
||
|
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
|
||
|
if a trigger_damagetargets is shot at and the SOLID flag is set,\
|
||
|
the damage is passed on to the targets
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not hurt players
|
||
|
If NOT_MONSTERS is set, the trigger does not hurt monsters
|
||
|
If PROJECTILES is set, the trigger will hurt projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerDamageTargets_SetDamage
|
||
|
(
|
||
|
"damage",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"damage",
|
||
|
"Sets the amount of damage to do."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerDamageTargets, "trigger_damagetargets" )
|
||
|
{
|
||
|
{ &EV_Trigger_ActivateTargets, &TriggerDamageTargets::DamageTargets },
|
||
|
{ &EV_TriggerDamageTargets_SetDamage, &TriggerDamageTargets::SetDamage },
|
||
|
{ &EV_SetGameplayDamage, &TriggerDamageTargets::setDamage },
|
||
|
{ &EV_Damage, &TriggerDamageTargets::PassDamage },
|
||
|
{ &EV_Touch, NULL },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerDamageTargets::TriggerDamageTargets()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
damage = 0;
|
||
|
respondto = spawnflags ^ ( TRIGGER_PLAYERS | TRIGGER_MONSTERS );
|
||
|
|
||
|
if ( spawnflags & 1 )
|
||
|
{
|
||
|
health = 60;
|
||
|
max_health = health;
|
||
|
takedamage = DAMAGE_YES;
|
||
|
setSolidType( SOLID_BBOX );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
takedamage = DAMAGE_NO;
|
||
|
setSolidType( SOLID_NOT );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
//
|
||
|
// Name: setDamage
|
||
|
// Class: TriggerDamageTargets
|
||
|
//
|
||
|
// Description: This function acts as a filter to the real function.
|
||
|
// It gets data from the database, and then passes it
|
||
|
// along to the original event. This is here as an attempt
|
||
|
// to sway people into using the database standard instead of
|
||
|
// hardcoded numbers.
|
||
|
//
|
||
|
// Parameters: Event *ev
|
||
|
// str -- The value keyword from the database (low, medium, high, etc).
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerDamageTargets::setDamage( Event *ev )
|
||
|
{
|
||
|
if ( ev->NumArgs() < 1 )
|
||
|
return;
|
||
|
|
||
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
||
|
if ( !gpm->hasFormula("OffensiveDamage") )
|
||
|
return;
|
||
|
|
||
|
str damagestr = ev->GetString( 1 );
|
||
|
float damagemod = 1.0f;
|
||
|
if ( gpm->getDefine(damagestr) != "" )
|
||
|
damagemod = (float)atof(gpm->getDefine(damagestr));
|
||
|
GameplayFormulaData fd(this, 0, 0, "");
|
||
|
float finaldamage = gpm->calculate("OffensiveDamage", fd, damagemod);
|
||
|
Event *newev = new Event(EV_TriggerDamageTargets_SetDamage);
|
||
|
newev->AddFloat((int)finaldamage);
|
||
|
ProcessEvent(newev);
|
||
|
}
|
||
|
|
||
|
void TriggerDamageTargets::SetDamage( Event *ev )
|
||
|
{
|
||
|
damage = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerDamageTargets::PassDamage( Event *ev )
|
||
|
{
|
||
|
Entity *attacker;
|
||
|
float dmg;
|
||
|
Entity *ent;
|
||
|
const char *name;
|
||
|
|
||
|
dmg = ev->GetFloat( 1 );
|
||
|
attacker = ev->GetEntity( 3 );
|
||
|
|
||
|
//
|
||
|
// damage the targets
|
||
|
//
|
||
|
name = Target();
|
||
|
if ( name && strcmp( name, "" ) )
|
||
|
{
|
||
|
ent = NULL;
|
||
|
do
|
||
|
{
|
||
|
ent = G_FindTarget( ent, name );
|
||
|
if ( !ent )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !ent->deadflag && !( ent->flags & FL_GODMODE ) )
|
||
|
{
|
||
|
ent->Damage( this, attacker, dmg, ent->origin, vec_zero, vec_zero, 0, 0, MOD_CRUSH );
|
||
|
}
|
||
|
}
|
||
|
while ( 1 );
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
//==============================
|
||
|
// DamageTargets
|
||
|
//==============================
|
||
|
//
|
||
|
|
||
|
void TriggerDamageTargets::DamageTargets( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
Entity *ent;
|
||
|
const char *name;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
|
||
|
if ( triggerActivated )
|
||
|
{
|
||
|
//
|
||
|
// Entity triggered itself. Prevent an infinite loop
|
||
|
//
|
||
|
ev->Error( "Entity targeting itself--Targetname '%s'", TargetName() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
triggerActivated = true;
|
||
|
activator = other;
|
||
|
|
||
|
//
|
||
|
// print the message
|
||
|
//
|
||
|
if ( message.length() && other && other->isClient() )
|
||
|
{
|
||
|
gi.centerprintf( other->edict, CENTERPRINT_IMPORTANCE_NORMAL, message.c_str() );
|
||
|
if ( Noise().length() )
|
||
|
{
|
||
|
other->Sound( Noise().c_str(), CHAN_VOICE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// damage the targets
|
||
|
//
|
||
|
name = Target();
|
||
|
if ( name && strcmp( name, "" ) )
|
||
|
{
|
||
|
ent = NULL;
|
||
|
do
|
||
|
{
|
||
|
ent = G_FindTarget( ent, name );
|
||
|
if ( !ent )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !ent->deadflag && !( ent->flags & FL_GODMODE ) )
|
||
|
{
|
||
|
if (damage)
|
||
|
ent->Damage( this, other, damage, ent->origin, vec_zero, vec_zero, 0, 0, MOD_CRUSH );
|
||
|
else
|
||
|
ent->Damage( this, other, ent->health + 1.0f, ent->origin, vec_zero, vec_zero, 0, 0, MOD_CRUSH );
|
||
|
}
|
||
|
}
|
||
|
while ( 1 );
|
||
|
}
|
||
|
|
||
|
triggerActivated = false;
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_camerause (1 0 0) ? VISIBLE x NOT_PLAYERS MONSTERS
|
||
|
|
||
|
Activates 'targeted' camera when 'used'
|
||
|
If activated, toggles through cameras
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( TriggerUse, TriggerCameraUse, "trigger_camerause" )
|
||
|
{
|
||
|
{ &EV_Use, &TriggerCameraUse::TriggerCamera },
|
||
|
{ &EV_Touch, NULL },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void TriggerCameraUse::TriggerCamera( Event *ev )
|
||
|
{
|
||
|
str camthread;
|
||
|
Entity *other;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
if ( other->isClient() )
|
||
|
{
|
||
|
Player * client;
|
||
|
Entity * ent;
|
||
|
Camera * cam;
|
||
|
|
||
|
client = ( Player * )other;
|
||
|
cam = client->CurrentCamera();
|
||
|
if ( cam != NULL )
|
||
|
{
|
||
|
str nextcam;
|
||
|
|
||
|
nextcam = cam->NextCamera();
|
||
|
if ( nextcam.length() )
|
||
|
{
|
||
|
ent = G_FindTarget( NULL, nextcam.c_str() );
|
||
|
|
||
|
if ( ent )
|
||
|
{
|
||
|
if ( ent->isSubclassOf( Camera ) )
|
||
|
{
|
||
|
cam = (Camera *)ent;
|
||
|
camthread = cam->Thread();
|
||
|
client->SetCamera( cam, CAMERA_SWITCHTIME );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent = G_FindTarget( NULL, Target() );
|
||
|
if ( ent )
|
||
|
{
|
||
|
if ( ent->isSubclassOf( Camera ) )
|
||
|
{
|
||
|
cam = (Camera *)ent;
|
||
|
camthread = cam->Thread();
|
||
|
client->SetCamera( cam, CAMERA_SWITCHTIME );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "TriggerCamera", "%s is not a camera", Target() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
if ( camthread.length() > 1 )
|
||
|
{
|
||
|
if ( !ExecuteThread( camthread , true , this ) )
|
||
|
{
|
||
|
warning( "TriggerCamera", "Null game script" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_exit (1 0 0) ?
|
||
|
|
||
|
When the player touches this, an exit icon will be displayed in his hud.
|
||
|
This is to inform him that he is near an exit.
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerExit_TurnExitOff
|
||
|
(
|
||
|
"_turnexitoff",
|
||
|
EV_CODEONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"Internal event that turns the exit sign off."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerExit, "trigger_exit" )
|
||
|
{
|
||
|
{ &EV_Trigger_Effect, &TriggerExit::DisplayExitSign },
|
||
|
{ &EV_TriggerExit_TurnExitOff, &TriggerExit::TurnExitSignOff },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerExit::TriggerExit()
|
||
|
{
|
||
|
wait = 1;
|
||
|
respondto = TRIGGER_PLAYERS;
|
||
|
}
|
||
|
|
||
|
void TriggerExit::TurnExitSignOff( Event *ev )
|
||
|
{
|
||
|
level.near_exit = false;
|
||
|
}
|
||
|
|
||
|
void TriggerExit::DisplayExitSign( Event *ev )
|
||
|
{
|
||
|
level.near_exit = true;
|
||
|
|
||
|
CancelEventsOfType( EV_TriggerExit_TurnExitOff );
|
||
|
PostEvent( EV_TriggerExit_TurnExitOff, 1.1f );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/* trigger_box (0.5 0.5 0.5) ? x x NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
|
||
|
Variable sized repeatable trigger. Must be targeted at one or more entities. Made to
|
||
|
be spawned via script.
|
||
|
|
||
|
If "health" is set, the trigger must be killed to activate each time.
|
||
|
If "delay" is set, the trigger waits some time after activating before firing.
|
||
|
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
|
||
|
"wait" : Seconds between triggerings. (.2 default)
|
||
|
"cnt" how many times it can be triggered (infinite default)
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
set "message" to text string
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerBox_SetMins
|
||
|
(
|
||
|
"mins",
|
||
|
EV_SCRIPTONLY,
|
||
|
"v",
|
||
|
"mins",
|
||
|
"Sets the minimum bounds of the trigger box."
|
||
|
);
|
||
|
Event EV_TriggerBox_SetMaxs
|
||
|
(
|
||
|
"maxs",
|
||
|
EV_SCRIPTONLY,
|
||
|
"v",
|
||
|
"maxs",
|
||
|
"Sets the maximum bounds of the trigger box."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerBox, "trigger_box" )
|
||
|
{
|
||
|
{ &EV_TriggerBox_SetMins, &TriggerBox::SetMins },
|
||
|
{ &EV_TriggerBox_SetMaxs, &TriggerBox::SetMaxs },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void TriggerBox::SetMins( Event *ev )
|
||
|
{
|
||
|
Vector org;
|
||
|
|
||
|
mins = ev->GetVector( 1 );
|
||
|
org = ( mins + maxs ) * 0.5f;
|
||
|
|
||
|
setSize( mins - org, maxs - org );
|
||
|
setOrigin( org );
|
||
|
}
|
||
|
|
||
|
void TriggerBox::SetMaxs( Event *ev )
|
||
|
{
|
||
|
Vector org;
|
||
|
|
||
|
maxs = ev->GetVector( 1 );
|
||
|
org = ( mins + maxs ) * 0.5f;
|
||
|
|
||
|
setSize( mins - org, maxs - org );
|
||
|
setOrigin( org );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_music (1 0 0) ? NORMAL ACTION NOT_PLAYERS MONSTERS PROJECTILES SUSPENSE MYSTERY SURPRISE
|
||
|
|
||
|
Variable sized repeatable trigger to change the music mood.
|
||
|
|
||
|
If "delay" is set, the trigger waits some time after activating before firing.
|
||
|
"current" can be used to set the current mood
|
||
|
"fallback" can be used to set the fallback mood
|
||
|
"altcurrent" can be used to set the current mood of the opposite face, if multiFaceted
|
||
|
"altfallback" can be used to set the fallback mood of the opposite face, if multiFaceted
|
||
|
"edgeTriggerable" trigger only fires when entering a trigger
|
||
|
"multiFaceted" if 1, then trigger is North/South separate triggerable\
|
||
|
if 2, then trigger East/West separate triggerable
|
||
|
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
"wait" : Seconds between triggerings. (1.0 default)
|
||
|
"cnt" how many times it can be triggered (infinite default)
|
||
|
"oneshot" make this a one time trigger
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
NORMAL, ACTION, SUSPENSE, MYSTERY, and SURPRISE are the moods that can be triggered
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerMusic_CurrentMood
|
||
|
(
|
||
|
"current",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"current_mood",
|
||
|
"Sets the current mood to use when triggered."
|
||
|
);
|
||
|
Event EV_TriggerMusic_FallbackMood
|
||
|
(
|
||
|
"fallback",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"fallback_mood",
|
||
|
"Sets the fallback mood to use when triggered."
|
||
|
);
|
||
|
Event EV_TriggerMusic_AltCurrentMood
|
||
|
(
|
||
|
"altcurrent",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"alternate_current_mood",
|
||
|
"Sets the alternate current mood to use when triggered."
|
||
|
);
|
||
|
Event EV_TriggerMusic_AltFallbackMood
|
||
|
(
|
||
|
"altfallback",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"alterante_fallback_mood",
|
||
|
"Sets the alternate fallback mood to use when triggered."
|
||
|
);
|
||
|
Event EV_TriggerMusic_OneShot
|
||
|
(
|
||
|
"oneshot",
|
||
|
EV_SCRIPTONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"Make this a one time trigger."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerMusic, "trigger_music" )
|
||
|
{
|
||
|
{ &EV_TriggerMusic_CurrentMood, &TriggerMusic::SetCurrentMood },
|
||
|
{ &EV_TriggerMusic_FallbackMood, &TriggerMusic::SetFallbackMood },
|
||
|
{ &EV_TriggerMusic_AltCurrentMood, &TriggerMusic::SetAltCurrentMood },
|
||
|
{ &EV_TriggerMusic_AltFallbackMood, &TriggerMusic::SetAltFallbackMood },
|
||
|
{ &EV_TriggerMusic_OneShot, &TriggerMusic::SetOneShot },
|
||
|
{ &EV_Trigger_Effect, &TriggerMusic::ChangeMood },
|
||
|
{ &EV_Trigger_Effect_Alt, &TriggerMusic::AltChangeMood },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerMusic::TriggerMusic()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
removable = false;
|
||
|
triggerActivated = false;
|
||
|
activator = NULL;
|
||
|
trigger_time = 0.0f;
|
||
|
edgeTriggered = true;
|
||
|
|
||
|
setMoveType( MOVETYPE_NONE );
|
||
|
setSolidType( SOLID_TRIGGER );
|
||
|
|
||
|
setContents( 0 );
|
||
|
edict->svflags |= SVF_NOCLIENT;
|
||
|
|
||
|
delay = 0;
|
||
|
wait = 1.0f;
|
||
|
health = 0;
|
||
|
max_health = 0;
|
||
|
|
||
|
trigger_time = (float)0;
|
||
|
|
||
|
SetOneShot( false );
|
||
|
|
||
|
noise = "";
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
|
||
|
current = "normal";
|
||
|
fallback = "normal";
|
||
|
|
||
|
altcurrent = "normal";
|
||
|
altfallback = "normal";
|
||
|
|
||
|
// setup sound based on spawn flags
|
||
|
if ( spawnflags & 1 )
|
||
|
current = "normal";
|
||
|
else if ( spawnflags & 2 )
|
||
|
current = "action";
|
||
|
else if ( spawnflags & 32 )
|
||
|
current = "suspense";
|
||
|
else if ( spawnflags & 64 )
|
||
|
current = "mystery";
|
||
|
else if ( spawnflags & 128 )
|
||
|
current = "surprise";
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::SetMood( const str &crnt, const str &fback )
|
||
|
{
|
||
|
current = crnt;
|
||
|
fallback = fback;
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::SetAltMood( const str &crnt, const str &fback )
|
||
|
{
|
||
|
altcurrent = crnt;
|
||
|
altfallback = fback;
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::SetCurrentMood( Event *ev )
|
||
|
{
|
||
|
current = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::SetFallbackMood( Event *ev )
|
||
|
{
|
||
|
fallback = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::SetAltCurrentMood( Event *ev )
|
||
|
{
|
||
|
altcurrent = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::SetAltFallbackMood( Event *ev )
|
||
|
{
|
||
|
altfallback = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::ChangeMood( Event *ev )
|
||
|
{
|
||
|
ChangeMusic( current.c_str(), fallback.c_str(), false );
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::AltChangeMood( Event *ev )
|
||
|
{
|
||
|
ChangeMusic( altcurrent.c_str(), altfallback.c_str(), false );
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::SetOneShot( qboolean once )
|
||
|
{
|
||
|
trigger_time = 0.0f;
|
||
|
oneshot = once;
|
||
|
if ( oneshot )
|
||
|
count = 1;
|
||
|
else
|
||
|
count = -1;
|
||
|
}
|
||
|
|
||
|
void TriggerMusic::SetOneShot( Event *ev )
|
||
|
{
|
||
|
SetOneShot( true );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_reverb (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
|
||
|
Variable sized repeatable trigger to change the reverb level in the game
|
||
|
|
||
|
If "delay" is set, the trigger waits some time after activating before firing.
|
||
|
"reverbtype" what kind of reverb should be used
|
||
|
"reverblevel" how much of the reverb effect should be applied
|
||
|
"altreverbtype" what kind of reverb should be used
|
||
|
"altreverblevel" how much of the reverb effect should be applied
|
||
|
"edgeTriggerable" trigger only fires when entering a trigger
|
||
|
"multiFaceted" if 1, then trigger is North/South separate triggerable\
|
||
|
if 2, then trigger East/West separate triggerable
|
||
|
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
"wait" : Seconds between triggerings. (1.0 default)
|
||
|
"cnt" how many times it can be triggered (infinite default)
|
||
|
"oneshot" make this a one time trigger
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerReverb_ReverbType
|
||
|
(
|
||
|
"reverbtype",
|
||
|
EV_SCRIPTONLY,
|
||
|
"i",
|
||
|
"reverbType",
|
||
|
"Sets the reverb type."
|
||
|
);
|
||
|
Event EV_TriggerReverb_ReverbLevel
|
||
|
(
|
||
|
"reverblevel",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"reverbLevel",
|
||
|
"Sets the reverb level to be used when triggered."
|
||
|
);
|
||
|
Event EV_TriggerReverb_AltReverbType
|
||
|
(
|
||
|
"altreverbtype",
|
||
|
EV_SCRIPTONLY,
|
||
|
"i",
|
||
|
"reverbType",
|
||
|
"Sets the reverb type."
|
||
|
);
|
||
|
Event EV_TriggerReverb_AltReverbLevel
|
||
|
(
|
||
|
"altreverblevel",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"reverbLevel",
|
||
|
"Sets the reverb level to be used when triggered."
|
||
|
);
|
||
|
Event EV_TriggerReverb_OneShot
|
||
|
(
|
||
|
"oneshot",
|
||
|
EV_SCRIPTONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"Make this a one time trigger."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerReverb, "trigger_music" )
|
||
|
{
|
||
|
{ &EV_TriggerReverb_ReverbType, &TriggerReverb::SetReverbType },
|
||
|
{ &EV_TriggerReverb_ReverbLevel, &TriggerReverb::SetReverbLevel },
|
||
|
{ &EV_TriggerReverb_AltReverbType, &TriggerReverb::SetAltReverbType },
|
||
|
{ &EV_TriggerReverb_AltReverbLevel, &TriggerReverb::SetAltReverbLevel },
|
||
|
{ &EV_TriggerReverb_OneShot, &TriggerReverb::SetOneShot },
|
||
|
{ &EV_Trigger_Effect, &TriggerReverb::ChangeReverb },
|
||
|
{ &EV_Trigger_Effect_Alt, &TriggerReverb::AltChangeReverb },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerReverb::TriggerReverb()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
removable = false;
|
||
|
triggerActivated = false;
|
||
|
activator = NULL;
|
||
|
trigger_time = (float)0;
|
||
|
edgeTriggered = true;
|
||
|
|
||
|
setMoveType( MOVETYPE_NONE );
|
||
|
setSolidType( SOLID_TRIGGER );
|
||
|
|
||
|
setContents( 0 );
|
||
|
edict->svflags |= SVF_NOCLIENT;
|
||
|
|
||
|
delay = 0;
|
||
|
wait = 1.0f;
|
||
|
health = 0;
|
||
|
max_health = 0;
|
||
|
|
||
|
trigger_time = (float)0;
|
||
|
|
||
|
SetOneShot( false );
|
||
|
|
||
|
noise = "";
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
|
||
|
reverbtype = 0;
|
||
|
altreverbtype = 0;
|
||
|
reverblevel = 0.5f;
|
||
|
altreverblevel = 0.5f;
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::SetReverb( int type, float level )
|
||
|
{
|
||
|
reverbtype = type;
|
||
|
reverblevel = level;
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::SetAltReverb( int type, float level )
|
||
|
{
|
||
|
altreverbtype = type;
|
||
|
altreverblevel = level;
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::SetReverbType( Event *ev )
|
||
|
{
|
||
|
reverbtype = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::SetReverbLevel( Event *ev )
|
||
|
{
|
||
|
reverblevel = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::SetAltReverbType( Event *ev )
|
||
|
{
|
||
|
altreverbtype = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::SetAltReverbLevel( Event *ev )
|
||
|
{
|
||
|
altreverblevel = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::ChangeReverb( Event *ev )
|
||
|
{
|
||
|
Entity * other;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
if ( other && other->isClient() )
|
||
|
{
|
||
|
Player *client;
|
||
|
|
||
|
client = ( Player * )other;
|
||
|
client->SetReverb( reverbtype, reverblevel );
|
||
|
|
||
|
if ( !multiplayerManager.inMultiplayer() )
|
||
|
{
|
||
|
gi.DPrintf( "reverb set to %s at level %.2f\n", EAXMode_NumToName( reverbtype ), reverblevel );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::AltChangeReverb( Event *ev )
|
||
|
{
|
||
|
Entity * other;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
if ( other && other->isClient() )
|
||
|
{
|
||
|
Player *client;
|
||
|
|
||
|
client = ( Player * )other;
|
||
|
client->SetReverb( altreverbtype, altreverblevel );
|
||
|
|
||
|
if ( !multiplayerManager.inMultiplayer() )
|
||
|
{
|
||
|
gi.DPrintf( "reverb set to %s at level %.2f\n", EAXMode_NumToName( altreverbtype ), altreverblevel );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::SetOneShot( qboolean once )
|
||
|
{
|
||
|
trigger_time = 0.0f;
|
||
|
oneshot = once;
|
||
|
if ( oneshot )
|
||
|
count = 1;
|
||
|
else
|
||
|
count = -1;
|
||
|
}
|
||
|
|
||
|
void TriggerReverb::SetOneShot( Event *ev )
|
||
|
{
|
||
|
SetOneShot( true );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_pushobject (1 0 0) ?
|
||
|
Special trigger that can only be triggered by a push object.
|
||
|
|
||
|
"triggername" if set, trigger only responds to objects with a targetname the same as triggername.
|
||
|
"cnt" how many times it can be triggered (default 1, use -1 for infinite)
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerByPushObject_TriggerName
|
||
|
(
|
||
|
"triggername",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"targetname_of_object",
|
||
|
"If set, trigger will only respond to objects with specified name."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( TriggerOnce, TriggerByPushObject, "trigger_pushobject" )
|
||
|
{
|
||
|
{ &EV_TriggerByPushObject_TriggerName, &TriggerByPushObject::setTriggerName },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void TriggerByPushObject::setTriggerName( Event *event )
|
||
|
{
|
||
|
triggername = event->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
qboolean TriggerByPushObject::respondTo( Entity *other )
|
||
|
{
|
||
|
if ( other->isSubclassOf( PushObject ) )
|
||
|
{
|
||
|
if ( triggername.length() )
|
||
|
{
|
||
|
return ( triggername == other->TargetName() );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Entity *TriggerByPushObject::getActivator( Entity *other )
|
||
|
{
|
||
|
Entity *owner;
|
||
|
|
||
|
if ( other->isSubclassOf( PushObject ) )
|
||
|
{
|
||
|
owner = ( ( PushObject * )other )->getOwner();
|
||
|
|
||
|
if ( owner )
|
||
|
{
|
||
|
return owner;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return other;
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_givepowerup (1 0 0) ? x x NOT_PLAYERS MONSTERS x
|
||
|
|
||
|
Variable sized repeatable trigger to give a powerup to the player
|
||
|
|
||
|
"oneshot" makes this triggerable only once
|
||
|
"powerupname" sets the name of the powerup to give to the player
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerGivePowerup_OneShot
|
||
|
(
|
||
|
"oneshot",
|
||
|
EV_SCRIPTONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"Make this a one time trigger."
|
||
|
);
|
||
|
Event EV_TriggerGivePowerup_PowerupName
|
||
|
(
|
||
|
"powerupname",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"powerup_name",
|
||
|
"Specifies the powerup to give to the sentient."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerGivePowerup, "trigger_givepowerup" )
|
||
|
{
|
||
|
{ &EV_TriggerGivePowerup_OneShot, &TriggerGivePowerup::SetOneShot },
|
||
|
{ &EV_TriggerGivePowerup_PowerupName, &TriggerGivePowerup::SetPowerupName },
|
||
|
{ &EV_Trigger_Effect, &TriggerGivePowerup::GivePowerup },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerGivePowerup::TriggerGivePowerup()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
removable = false;
|
||
|
triggerActivated = false;
|
||
|
activator = NULL;
|
||
|
trigger_time = (float)0;
|
||
|
edgeTriggered = false;
|
||
|
|
||
|
setMoveType( MOVETYPE_NONE );
|
||
|
setSolidType( SOLID_TRIGGER );
|
||
|
|
||
|
setContents( 0 );
|
||
|
edict->svflags |= SVF_NOCLIENT;
|
||
|
|
||
|
delay = 0;
|
||
|
wait = 1.0f;
|
||
|
health = 0;
|
||
|
max_health = 0;
|
||
|
|
||
|
trigger_time = 0.0;
|
||
|
oneshot = false;
|
||
|
count = -1;
|
||
|
|
||
|
noise = "";
|
||
|
respondto = spawnflags ^ (TRIGGER_PLAYERS | TRIGGER_MONSTERS );
|
||
|
}
|
||
|
|
||
|
void TriggerGivePowerup::SetOneShot( Event *ev )
|
||
|
{
|
||
|
trigger_time = 0.0f;
|
||
|
oneshot = true;
|
||
|
count = 1;
|
||
|
}
|
||
|
|
||
|
void TriggerGivePowerup::SetPowerupName( Event *ev )
|
||
|
{
|
||
|
powerup_name = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerGivePowerup::GivePowerup( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
|
||
|
other = ev->GetEntity( 1 );
|
||
|
|
||
|
if ( other->isSubclassOf( Sentient ) )
|
||
|
{
|
||
|
Sentient *sent;
|
||
|
|
||
|
sent = ( Sentient * )other;
|
||
|
|
||
|
if ( powerup_name.length() && !sent->FindItem( powerup_name.c_str() ) )
|
||
|
sent->giveItem( powerup_name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_worktrigger (1 0 0) ?
|
||
|
|
||
|
Trigger will be used to tell the AI how to do "work". When the AI activates
|
||
|
trigger, the thread you specifiy will execute. The AI will also play the
|
||
|
Animation you set in the trigger.
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
"setworkanim" Sets the animation the Actor will use when "working"
|
||
|
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_TriggerSetWorkAnimation
|
||
|
(
|
||
|
"setworkanim",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"work_anim",
|
||
|
"Tells the actor to play this specified animation when using the trigger"
|
||
|
);
|
||
|
Event EV_TriggerSetWorkTime
|
||
|
(
|
||
|
"setworktime",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"work_time",
|
||
|
"sets how long to work at node ( -1 ) is infinite"
|
||
|
);
|
||
|
Event EV_TriggerAddWorker
|
||
|
(
|
||
|
"addworker",
|
||
|
EV_SCRIPTONLY,
|
||
|
"s",
|
||
|
"worker_name",
|
||
|
"adds a valid worker to the trigger"
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, WorkTrigger, "trigger_worktrigger" )
|
||
|
{
|
||
|
{ &EV_Use, &WorkTrigger::TriggerStuff },
|
||
|
{ &EV_TriggerSetWorkAnimation, &WorkTrigger::SetAnimation },
|
||
|
{ &EV_TriggerSetWorkTime, &WorkTrigger::SetTime },
|
||
|
{ &EV_TriggerAddWorker, &WorkTrigger::AddWorker },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
WorkTrigger::WorkTrigger()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
_time = 0.0f;
|
||
|
_reserved = false;
|
||
|
_currentEnt = 0;
|
||
|
|
||
|
respondto = spawnflags ^ ( TRIGGER_MONSTERS );
|
||
|
}
|
||
|
|
||
|
void WorkTrigger::SetAnimation( Event *ev )
|
||
|
{
|
||
|
_animation = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
str WorkTrigger::GetAnimation()
|
||
|
{
|
||
|
return _animation;
|
||
|
}
|
||
|
|
||
|
void WorkTrigger::SetTime( Event *ev )
|
||
|
{
|
||
|
_time = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
float WorkTrigger::GetTime()
|
||
|
{
|
||
|
return _time;
|
||
|
}
|
||
|
|
||
|
void WorkTrigger::AddWorker( Event *ev )
|
||
|
{
|
||
|
str workerName;
|
||
|
str name;
|
||
|
|
||
|
workerName = ev->GetString( 1 );
|
||
|
|
||
|
for ( int i = 1 ; i <= _allowedWorkers.NumObjects() ; i++ )
|
||
|
{
|
||
|
name = _allowedWorkers.ObjectAt( i );
|
||
|
if ( !Q_stricmp( name.c_str() , workerName.c_str() ) )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
_allowedWorkers.AddObject( workerName );
|
||
|
}
|
||
|
|
||
|
qboolean WorkTrigger::isAllowedToWork( const str &name , int entNum )
|
||
|
{
|
||
|
str workerName;
|
||
|
|
||
|
if ( _reserved && entNum != _currentEnt )
|
||
|
return false;
|
||
|
|
||
|
if ( _allowedWorkers.NumObjects() < 1 )
|
||
|
return true;
|
||
|
|
||
|
|
||
|
for ( int i = 1 ; i <= _allowedWorkers.NumObjects() ; i++ )
|
||
|
{
|
||
|
workerName = _allowedWorkers.ObjectAt( i );
|
||
|
if ( !Q_stricmp( name.c_str() , workerName.c_str() ) )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
qboolean WorkTrigger::isReserved()
|
||
|
{
|
||
|
return _reserved;
|
||
|
}
|
||
|
|
||
|
void WorkTrigger::Reserve(int entNum)
|
||
|
{
|
||
|
_reserved = true;
|
||
|
_currentEnt = entNum;
|
||
|
}
|
||
|
|
||
|
void WorkTrigger::Release()
|
||
|
{
|
||
|
_reserved = false;
|
||
|
_currentEnt = 0;
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_levelinteraction (1 0 0) ?
|
||
|
|
||
|
Trigger that will be damaged by the AI to fire off a "level_interaction" thread
|
||
|
for example, a boss that shoots crates and knocks them over onto players
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
"health" should be set so that the trigger can take damage
|
||
|
|
||
|
******************************************************************************/
|
||
|
CLASS_DECLARATION( Trigger, LevelInteractionTrigger, "trigger_levelinteraction" )
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
LevelInteractionTrigger::LevelInteractionTrigger()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
respondto = spawnflags ^ ( TRIGGER_MONSTERS | TRIGGER_PROJECTILES );
|
||
|
}
|
||
|
|
||
|
qboolean LevelInteractionTrigger::respondTo( Entity *other )
|
||
|
{
|
||
|
if (other->isClient()) return false;
|
||
|
if (other->isSubclassOf( Actor)) return true;
|
||
|
|
||
|
if (other->isSubclassOf( Projectile ) )
|
||
|
{
|
||
|
Projectile* proj = (Projectile*)other;
|
||
|
Entity* ent = G_GetEntity(proj->owner);
|
||
|
|
||
|
if (ent->isSubclassOf( Actor ) ) return true;
|
||
|
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_groupevent (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
|
||
|
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
||
|
|
||
|
If "health" is set, the trigger must be killed to activate each time.
|
||
|
If "delay" is set, the trigger waits some time after activating before firing.
|
||
|
|
||
|
"thread" name of thread to trigger. This can be in a different script file as well\
|
||
|
by using the '::' notation.
|
||
|
|
||
|
if "angle" is set, the trigger will only fire when someone is facing the
|
||
|
direction of the angle.
|
||
|
"cone" the cone in which a directed trigger can be triggered (default 60 degrees)
|
||
|
|
||
|
"wait" : Seconds between triggerings. (.2 default)
|
||
|
"cnt" how many times it can be triggered (infinite default)
|
||
|
|
||
|
"triggerable" turn trigger on
|
||
|
"nottriggerable" turn trigger off
|
||
|
|
||
|
"setpassevent" Sets the event you wish to pass to the group.
|
||
|
"setgroupnumber" Sets the number of the group you wish to pass the event to.
|
||
|
|
||
|
If NOT_PLAYERS is set, the trigger does not respond to players
|
||
|
If MONSTERS is set, the trigger will respond to monsters
|
||
|
If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.)
|
||
|
|
||
|
set "message" to text string
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerGroupEvent, "trigger_groupevent" )
|
||
|
{
|
||
|
{ &EV_Trigger_SetPassEvent, &TriggerGroupEvent::SetPassEvent },
|
||
|
{ &EV_Trigger_SetGroupNumber, &TriggerGroupEvent::SetGroupNumber },
|
||
|
{ &EV_Trigger_ActivateTargets, &TriggerGroupEvent::PassEvent },
|
||
|
{ &EV_Activate, &TriggerGroupEvent::TriggerStuff },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
TriggerGroupEvent::TriggerGroupEvent()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
groupNumber = 0;
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
}
|
||
|
|
||
|
void TriggerGroupEvent::TriggerStuff( Event *ev )
|
||
|
{
|
||
|
Trigger::TriggerStuff( ev );
|
||
|
}
|
||
|
|
||
|
void TriggerGroupEvent::SetPassEvent( Event *ev )
|
||
|
{
|
||
|
//Events coming from radiant like this one, seem to
|
||
|
//come as one string, regardless of how many parameters
|
||
|
//there are, so we're going to have to parse the string ourselves;
|
||
|
str eventString;
|
||
|
str character;
|
||
|
str parameter;
|
||
|
int len;
|
||
|
int i;
|
||
|
|
||
|
eventString = ev->GetString( 1 );
|
||
|
parameter = "";
|
||
|
len = eventString.length();
|
||
|
|
||
|
|
||
|
for ( i = 0 ; i < len ; i++ )
|
||
|
{
|
||
|
character = eventString[i];
|
||
|
|
||
|
if ( character != " " )
|
||
|
parameter += character;
|
||
|
else
|
||
|
{
|
||
|
passEvent.AddToken( parameter.c_str() );
|
||
|
parameter = "";
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//Add The Last Parameter
|
||
|
if ( parameter.length() )
|
||
|
passEvent.AddToken( parameter.c_str() );
|
||
|
|
||
|
}
|
||
|
|
||
|
void TriggerGroupEvent::SetGroupNumber( Event *ev )
|
||
|
{
|
||
|
groupNumber = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void TriggerGroupEvent::PassEvent( Event *ev )
|
||
|
{
|
||
|
//groupeventmanager->SendEvent( groupNumber, passEvent );
|
||
|
|
||
|
Event *newEvent;
|
||
|
newEvent = new Event ( passEvent.GetString( 1 ) );
|
||
|
for ( int j=2; j<= passEvent.NumArgs() ; j++ )
|
||
|
{
|
||
|
newEvent->AddToken( passEvent.GetToken( j ) );
|
||
|
}
|
||
|
|
||
|
groupcoordinator->SendEventToGroup( newEvent, groupNumber );
|
||
|
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_volume_callvolume (1 0 0) ?
|
||
|
|
||
|
Allows you to specify a list of actors that are required to be inside this
|
||
|
volume before the thread fires. This is a good utility if you need to "herd"
|
||
|
a group of actors into one spot for an event to occur ( Such as Teammates and
|
||
|
Lifts ). When the player enters this trigger, a flag is set on all the actors
|
||
|
in the required list that notifies them that the player is in the volume. The AI
|
||
|
for those actors is then responsible for getting them into the volume. Once
|
||
|
all the required actors that are still in the level ( in case some were killed or
|
||
|
otherwise removed ) the specified thread will fire
|
||
|
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
//==============================================================================
|
||
|
// TriggerCallVolume
|
||
|
//==============================================================================
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
//
|
||
|
// Class Declaration and Event Registration
|
||
|
//
|
||
|
//--------------------------------------------------------------
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerCallVolume, "trigger_volume_callvolume" )
|
||
|
{
|
||
|
{ &EV_Touch, &TriggerCallVolume::TriggerStuff },
|
||
|
{ &EV_Trigger_SetRequiredEntity, &TriggerCallVolume::AddRequiredEntity },
|
||
|
{ &EV_Trigger_TriggerExit, &TriggerCallVolume::EntityLeftVolume },
|
||
|
{ &EV_Trigger_SetExitThread, &TriggerCallVolume::SetExitThread },
|
||
|
{ &EV_Trigger_CheckReady, &TriggerCallVolume::CheckReady },
|
||
|
{ &EV_Trigger_SetTriggerable, &TriggerCallVolume::SetTriggerable },
|
||
|
{ &EV_Trigger_SetNotTriggerable, &TriggerCallVolume::SetNotTriggerable },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: TriggerCallVolume()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Constructor
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
TriggerCallVolume::TriggerCallVolume()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
respondto = spawnflags ^ (TRIGGER_PLAYERS | TRIGGER_MONSTERS );
|
||
|
_ready = false;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: ~TriggerCallVolume()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Destructor
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
TriggerCallVolume::~TriggerCallVolume()
|
||
|
{
|
||
|
_requiredEntities.FreeObjectList();
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: TriggerStuff()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Checks if the trigger is ready ( i.e. all available
|
||
|
// required entites are within the volume ) then
|
||
|
// calls the base class TriggerStuff()
|
||
|
//
|
||
|
// Parameters: Event *ev
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerCallVolume::TriggerStuff( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
Actor *actor;
|
||
|
|
||
|
other = NULL;
|
||
|
actor = NULL;
|
||
|
|
||
|
if (!CanTrigger()) return;
|
||
|
|
||
|
if ((int)*ev == (int)EV_Damage)
|
||
|
{
|
||
|
other = ev->GetEntity(3);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
other = ev->GetEntity( 1 );
|
||
|
}
|
||
|
|
||
|
assert( other != this );
|
||
|
|
||
|
// Always respond to activate messages from the world since they're probably from
|
||
|
// the "trigger" command
|
||
|
if ( !respondTo( other ) && !( ( other == world ) && ( ( int )*ev == ( int )EV_Activate ) ) &&
|
||
|
( !other || !other->isSubclassOf( Camera ) ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( _ready )
|
||
|
{
|
||
|
Trigger::TriggerStuff( ev );
|
||
|
_ready = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//If we got here, we're still waiting on additional entities to arrive, so
|
||
|
//we'll repost our check event so that we can continue to monitor
|
||
|
Event *checkEvent;
|
||
|
checkEvent = new Event(EV_Trigger_CheckEntList);
|
||
|
checkEvent->AddInteger( other->entnum );
|
||
|
PostEvent( checkEvent , CHECK_TIME );
|
||
|
|
||
|
int testEntNum;
|
||
|
for ( int i = 1 ; i <= entList.NumObjects() ; i++ )
|
||
|
{
|
||
|
testEntNum = entList.ObjectAt( i );
|
||
|
|
||
|
if ( testEntNum == other->entnum && !_ready )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
AddOtherToEntList( other );
|
||
|
|
||
|
if ( other->isSubclassOf( Player ) )
|
||
|
{
|
||
|
_checkForRequiredEnts();
|
||
|
_notifyRequiredEnts(true);
|
||
|
|
||
|
Event* checkEV;
|
||
|
checkEV = new Event(EV_Trigger_CheckReady);
|
||
|
PostEvent( checkEV , CHECK_TIME );
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( other->isSubclassOf( Actor ) && _isRequiredEnt( other ) )
|
||
|
{
|
||
|
actor = (Actor*)other;
|
||
|
actor->SetActorFlag( ACTOR_FLAG_IN_CALL_VOLUME , true );
|
||
|
|
||
|
Event* checkEV;
|
||
|
checkEV = new Event(EV_Trigger_CheckReady);
|
||
|
PostEvent( checkEV , CHECK_TIME );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: AddRequiredEntity()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Adds the targetname of the entity to the required
|
||
|
// entity list
|
||
|
//
|
||
|
// Parameters: Event *ev
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerCallVolume::AddRequiredEntity( Event *ev )
|
||
|
{
|
||
|
str name;
|
||
|
str entName;
|
||
|
entName = ev->GetString( 1 );
|
||
|
|
||
|
// Check if name has already been added
|
||
|
for ( int i = 1; i < _requiredEntities.NumObjects() ; i++ )
|
||
|
{
|
||
|
name = _requiredEntities.ObjectAt( i );
|
||
|
|
||
|
if ( !Q_stricmp( name.c_str() , entName.c_str() ) )
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
_requiredEntities.AddObject ( entName );
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: _getEntity()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Exchanges the targetname for an Entity Pointer
|
||
|
//
|
||
|
// Parameters: const str &name -- The targetname
|
||
|
//
|
||
|
// Returns: Entity* -- The entity with the specified targetname
|
||
|
//--------------------------------------------------------------
|
||
|
Entity* TriggerCallVolume::_getEntity( const str &name )
|
||
|
{
|
||
|
Entity* ent_in_range;
|
||
|
gentity_t *ed;
|
||
|
|
||
|
for ( int i = 0; i < MAX_GENTITIES; i++ )
|
||
|
{
|
||
|
ed = &g_entities[i];
|
||
|
|
||
|
if ( !ed->inuse || !ed->entity )
|
||
|
continue;
|
||
|
|
||
|
|
||
|
ent_in_range = g_entities[i].entity;
|
||
|
|
||
|
if (!Q_stricmp(ent_in_range->targetname.c_str() , name.c_str() ))
|
||
|
return ent_in_range;
|
||
|
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: EntityLeftVolume()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Clears the ACTOR_FLAG_IN_CALL_VOLUME flag on all
|
||
|
// the actors in the required list
|
||
|
//
|
||
|
// Parameters: Event *ev
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerCallVolume::EntityLeftVolume( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
Actor *actor;
|
||
|
Player *player;
|
||
|
|
||
|
other = NULL;
|
||
|
other = ev->GetEntity( 1 );
|
||
|
|
||
|
if ( !other )
|
||
|
return;
|
||
|
|
||
|
if ( other->isSubclassOf( Player ) )
|
||
|
{
|
||
|
_notifyRequiredEnts(false);
|
||
|
|
||
|
// Null out the currentCallVolume on the Player
|
||
|
player = ( Player* )other;
|
||
|
player->SetCurrentCallVolume( TargetName() );
|
||
|
|
||
|
if ( _exitThread.length() )
|
||
|
{
|
||
|
if ( !ExecuteThread( _exitThread , true , this ) )
|
||
|
warning( "StartThread", "Null game script" );
|
||
|
}
|
||
|
|
||
|
int entNum;
|
||
|
for ( int i = entList.NumObjects() ; i > 0 ; i-- )
|
||
|
{
|
||
|
entNum = entList.ObjectAt( i );
|
||
|
if ( entNum == other->entnum )
|
||
|
{
|
||
|
entList.RemoveObjectAt( i );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( other->isSubclassOf( Actor ) )
|
||
|
{
|
||
|
actor = (Actor*)other;
|
||
|
actor->SetActorFlag( ACTOR_FLAG_IN_CALL_VOLUME , false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: CheckReady()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Checks if all the required entities are within
|
||
|
// the volume
|
||
|
//
|
||
|
// Parameters: Event *ev
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerCallVolume::CheckReady( Event *ev )
|
||
|
{
|
||
|
str name;
|
||
|
Entity *ent;
|
||
|
Player *player;
|
||
|
|
||
|
_ready = true;
|
||
|
|
||
|
player = GetPlayer( 0 );
|
||
|
|
||
|
if ( !player )
|
||
|
{
|
||
|
_ready = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !IsEntityInBoundingBox( player ) )
|
||
|
{
|
||
|
_ready = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for ( int i = 1; i <= _requiredEntities.NumObjects() ; i++ )
|
||
|
{
|
||
|
name = _requiredEntities.ObjectAt( i );
|
||
|
ent = _getEntity( name );
|
||
|
|
||
|
// If we have an entity and it's not in the bounding box
|
||
|
// we are false. If don't have an entity at all we are
|
||
|
// also false
|
||
|
if ( ent )
|
||
|
{
|
||
|
if ( !IsEntityInBoundingBox( ent ) )
|
||
|
_ready = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: _notifyRequiredEnts()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Sets the ACTOR_FLAG_PLAYER_IN_CALL_VOLUME flag
|
||
|
// on all the actors in the required list
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerCallVolume::_notifyRequiredEnts(bool inCallVolume )
|
||
|
{
|
||
|
str name;
|
||
|
Entity *ent;
|
||
|
Actor *actor;
|
||
|
|
||
|
// Set the currentCallVolume on the Player
|
||
|
Player *player;
|
||
|
player = GetPlayer( 0 );
|
||
|
player->SetCurrentCallVolume( TargetName() );
|
||
|
|
||
|
for ( int i = 1; i <= _requiredEntities.NumObjects() ; i++ )
|
||
|
{
|
||
|
name = _requiredEntities.ObjectAt( i );
|
||
|
ent = _getEntity( name );
|
||
|
|
||
|
if ( ent && ent->isSubclassOf(Actor ) )
|
||
|
{
|
||
|
actor = (Actor*)ent;
|
||
|
actor->SetActorFlag(ACTOR_FLAG_PLAYER_IN_CALL_VOLUME , inCallVolume );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: _checkForRequiredEnts()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Checks if we have any required actors available
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerCallVolume::_checkForRequiredEnts()
|
||
|
{
|
||
|
str name;
|
||
|
Entity *ent;
|
||
|
qboolean haveEnts;
|
||
|
|
||
|
haveEnts = false;
|
||
|
for ( int i = 1; i <= _requiredEntities.NumObjects() ; i++ )
|
||
|
{
|
||
|
name = _requiredEntities.ObjectAt( i );
|
||
|
ent = _getEntity( name );
|
||
|
|
||
|
if ( ent )
|
||
|
{
|
||
|
haveEnts = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !haveEnts )
|
||
|
_ready = true;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: _isRequiredEnt()
|
||
|
// Class: TriggerCallVolume
|
||
|
//
|
||
|
// Description: Checks if a entity is in the required list
|
||
|
//
|
||
|
// Parameters: Entity *other
|
||
|
//
|
||
|
// Returns: True or False
|
||
|
//--------------------------------------------------------------
|
||
|
bool TriggerCallVolume::_isRequiredEnt(Entity *other )
|
||
|
{
|
||
|
str name;
|
||
|
Entity *ent;
|
||
|
|
||
|
|
||
|
for ( int i = 1; i <= _requiredEntities.NumObjects() ; i++ )
|
||
|
{
|
||
|
name = _requiredEntities.ObjectAt( i );
|
||
|
ent = _getEntity( name );
|
||
|
|
||
|
if ( ent )
|
||
|
{
|
||
|
if ( !Q_stricmp(ent->targetname.c_str() , other->targetname.c_str() ) )
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_EntryAndExit (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
|
||
|
Triggers entryThread when entity enters the trigger, calls thread while inside,
|
||
|
and calls exitThread when entity leaves the trigger.
|
||
|
|
||
|
Key Value Pairs:
|
||
|
thread <ThreadName>
|
||
|
entryThread <EntryThreadName>
|
||
|
exitThread <ExitThreadName>
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerEntryAndExit, "trigger_EntryAndExit" )
|
||
|
{
|
||
|
{ &EV_Touch, &TriggerEntryAndExit::TriggerStuff },
|
||
|
{ &EV_Trigger_TriggerExit, &TriggerEntryAndExit::EntityLeftVolume },
|
||
|
{ &EV_Trigger_SetEntryThread, &TriggerEntryAndExit::SetEntryThread },
|
||
|
{ &EV_Trigger_SetExitThread, &TriggerEntryAndExit::SetExitThread },
|
||
|
{ &EV_Trigger_AltSetEntryThread, &TriggerEntryAndExit::SetEntryThread },
|
||
|
{ &EV_Trigger_AltSetExitThread, &TriggerEntryAndExit::SetExitThread },
|
||
|
{ &EV_Trigger_SetEnter, &TriggerEntryAndExit::EnterTrigger },
|
||
|
{ &EV_Trigger_EntityExit, &TriggerEntryAndExit::ExitTrigger },
|
||
|
|
||
|
// 1ST PLAYABLE HACK STUFF
|
||
|
{ &EV_Trigger_Hack_SetTriggerParms, &TriggerEntryAndExit::HackSetParms },
|
||
|
{ &EV_Trigger_Hack_GetForceFieldNumber, &TriggerEntryAndExit::HackGetForceFieldTrigger },
|
||
|
{ &EV_Trigger_Hack_GetTriggerNumber, &TriggerEntryAndExit::HackGetTriggerNumber },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: TriggerEntryAndExit()
|
||
|
// Class: TriggerEntryAndExit
|
||
|
//
|
||
|
// Description: Constructor
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
TriggerEntryAndExit::TriggerEntryAndExit()
|
||
|
{
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Archive function will setup all necessary data
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// 1ST PLAYABLE HACK
|
||
|
_forcefieldtrigger = -1;
|
||
|
_triggernumber = -1;
|
||
|
//========================
|
||
|
|
||
|
respondto = spawnflags ^ TRIGGER_PLAYERS;
|
||
|
_entered = false;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: ~TriggerEntryAndExit()
|
||
|
// Class: TriggerEntryAndExit
|
||
|
//
|
||
|
// Description: Destructor
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
TriggerEntryAndExit::~TriggerEntryAndExit()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: TriggerStuff()
|
||
|
// Class: TriggerEntryAndExit
|
||
|
//
|
||
|
// Description: Overloaded TriggerStuff Function, handles custom
|
||
|
// stuff then calls the base class version
|
||
|
//
|
||
|
// Parameters: Event *ev
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerEntryAndExit::TriggerStuff( Event *ev )
|
||
|
{
|
||
|
Entity *other;
|
||
|
//Actor *actor;
|
||
|
Event *cancelEvent;
|
||
|
int ID;
|
||
|
|
||
|
other = NULL;
|
||
|
//actor = NULL;
|
||
|
ID = GetGroupID();
|
||
|
|
||
|
if ((int)*ev == (int)EV_Damage)
|
||
|
{
|
||
|
other = ev->GetEntity(3);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
other = ev->GetEntity( 1 );
|
||
|
}
|
||
|
assert( other != this );
|
||
|
|
||
|
// Always respond to activate messages from the world since they're probably from
|
||
|
// the "trigger" command
|
||
|
if ( !respondTo( other ) && !( ( other == world ) && ( ( int )*ev == ( int )EV_Activate ) ) &&
|
||
|
( !other || !other->isSubclassOf( Camera ) ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
cancelEvent = new Event ( EV_Trigger_TriggerExit );
|
||
|
groupcoordinator->GroupCancelEventsOfType( cancelEvent , ID );
|
||
|
|
||
|
if ( !_entered )
|
||
|
{
|
||
|
Event *enteredEvent;
|
||
|
enteredEvent = new Event ( EV_Trigger_SetEnter );
|
||
|
groupcoordinator->SendEventToGroup( enteredEvent , ID );
|
||
|
if ( _entryThread.length() )
|
||
|
{
|
||
|
if ( !ExecuteThread( _entryThread , true, this ) )
|
||
|
{
|
||
|
warning( "StartThread", "Null game script" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_entered = true;
|
||
|
}
|
||
|
|
||
|
Trigger::TriggerStuff( ev );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Name: EntityLeftVolume()
|
||
|
// Class: TriggerEntryAndExit
|
||
|
//
|
||
|
// Description: Gets called when the trigger detects that an
|
||
|
// entity has left
|
||
|
//
|
||
|
// Parameters: Event *ev
|
||
|
//
|
||
|
// Returns: None
|
||
|
//--------------------------------------------------------------
|
||
|
void TriggerEntryAndExit::EntityLeftVolume( Event *ev )
|
||
|
{
|
||
|
Event *exitEvent;
|
||
|
exitEvent = new Event( EV_Trigger_EntityExit );
|
||
|
groupcoordinator->SendEventToGroup( exitEvent, GetGroupID() );
|
||
|
|
||
|
if ( _exitThread.length() )
|
||
|
{
|
||
|
if ( !ExecuteThread( _exitThread , true , this ) )
|
||
|
{
|
||
|
warning( "StartThread", "Null game script" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
_entered = false;
|
||
|
}
|
||
|
|
||
|
//=====================================================
|
||
|
// 1ST PLAYABLE HACKES -- REMOVE ME, PLEASE
|
||
|
//=====================================================
|
||
|
void TriggerEntryAndExit::HackSetParms( Event *ev )
|
||
|
{
|
||
|
_forcefieldtrigger = ev->GetFloat( 1 );
|
||
|
_triggernumber = ev->GetFloat( 2 );
|
||
|
}
|
||
|
|
||
|
void TriggerEntryAndExit::HackGetForceFieldTrigger( Event *ev )
|
||
|
{
|
||
|
ev->ReturnFloat( _forcefieldtrigger );
|
||
|
}
|
||
|
|
||
|
void TriggerEntryAndExit::HackGetTriggerNumber( Event *ev )
|
||
|
{
|
||
|
ev->ReturnFloat( _triggernumber );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// T R I G G E R V O L U M E
|
||
|
//---------------------------------------------------------
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_volume (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES
|
||
|
|
||
|
Triggers entryThread when entity enters the trigger, calls thread while inside,
|
||
|
and calls exitThread when entity leaves the trigger.
|
||
|
|
||
|
Key Value Pairs:
|
||
|
thread <ThreadName>
|
||
|
entryThread <EntryThreadName>
|
||
|
exitThread <ExitThreadName>
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerVolume, "trigger_volume" )
|
||
|
{
|
||
|
{ &EV_Touch, NULL },
|
||
|
{ &EV_Contact, &TriggerVolume::HandleContactEvent },
|
||
|
{ &EV_LostContact, &TriggerVolume::HandleLostContactEvent },
|
||
|
{ &EV_Trigger_SetEntryThread, &TriggerVolume::HandleSetEntryThreadEvent },
|
||
|
{ &EV_Trigger_SetExitThread, &TriggerVolume::HandleSetExitThreadEvent },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: HandleSetEntryThread
|
||
|
// Class: TriggerVolume
|
||
|
//
|
||
|
// Description: Handles the SetEntryThread event and sets the entry
|
||
|
// thread to the specified thread name.
|
||
|
//
|
||
|
// Parameters: Event* -- the event that triggered this
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void TriggerVolume::HandleSetEntryThreadEvent( Event *ev )
|
||
|
{
|
||
|
assert( ev );
|
||
|
|
||
|
if ( ev->NumArgs() != 1 )
|
||
|
{
|
||
|
ev->Error("No entry threadname specified\n");
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
_entryThread = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: HandleSetExitThread
|
||
|
// Class: TriggerVolume
|
||
|
//
|
||
|
// Description: Handles the SetExitThread event and sets the exit
|
||
|
// thread to the specified thread name.
|
||
|
//
|
||
|
// Parameters: Event* -- the event that triggered this
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void TriggerVolume::HandleSetExitThreadEvent( Event *ev )
|
||
|
{
|
||
|
assert( ev );
|
||
|
|
||
|
if ( ev->NumArgs() != 1 )
|
||
|
{
|
||
|
ev->Error("No exit threadname specified\n");
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
_exitThread = ev->GetString( 1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: HandleContactEvent
|
||
|
// Class: TriggerVolume
|
||
|
//
|
||
|
// Description: Handles an EV_Contact event. This function calls
|
||
|
// its entry_thread (if set) whenever an entity enters
|
||
|
// the event for the first time.
|
||
|
//
|
||
|
// Parameters: Event -- the event that triggered this call. The
|
||
|
// first argument must be an entity.
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void TriggerVolume::HandleContactEvent( Event *ev )
|
||
|
{
|
||
|
assert( ev );
|
||
|
|
||
|
|
||
|
if (_entryThread.length())
|
||
|
{
|
||
|
Entity *entityTouched = ev->GetEntity( 1 );
|
||
|
ExecuteThread( _entryThread, true, entityTouched );
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
Trigger::TriggerStuff( ev );
|
||
|
}
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: HandleTriggerExitEvent
|
||
|
// Class: TriggerVolume
|
||
|
//
|
||
|
// Description: Handles an EV_LostContact event. Called when we
|
||
|
// lose contact with an entity. This function calls
|
||
|
// an exit thread if set.
|
||
|
//
|
||
|
// Parameters: Event* -- the event that triggered this
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void TriggerVolume::HandleLostContactEvent( Event *ev )
|
||
|
{
|
||
|
if (_exitThread.length())
|
||
|
{
|
||
|
Entity *entityLost = ev->GetEntity( 1 );
|
||
|
ExecuteThread( _exitThread, true, entityLost );
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
Trigger::TriggerStuff( ev );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED trigger_ladder (1 0 0) ? x x NOT_PLAYERS MONSTERS
|
||
|
|
||
|
Tells any entity that touches it that it is on a ladder
|
||
|
|
||
|
Angle/Angles specifies the direction away from the ladder
|
||
|
|
||
|
******************************************************************************/
|
||
|
|
||
|
CLASS_DECLARATION( Trigger, TriggerLadder, "trigger_ladder" )
|
||
|
{
|
||
|
{ &EV_Touch, &TriggerLadder::handleTouchEvent },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void TriggerLadder::handleTouchEvent( Event *ev )
|
||
|
{
|
||
|
Player *player;
|
||
|
Entity *entity;
|
||
|
|
||
|
if( !triggerable )
|
||
|
return;
|
||
|
|
||
|
entity = ev->GetEntity( 1 );
|
||
|
|
||
|
if ( !entity || !entity->isSubclassOf( Player ) )
|
||
|
return;
|
||
|
|
||
|
player = (Player *)entity;
|
||
|
|
||
|
player->touchingLadder( this, triggerDir, absmax[2] );
|
||
|
}
|