rpg-x2/game/g_trigger.c

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2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#define SF_SPECTATOR (1<<0)
#define SF_RANDOM (1<<1)
void InitTrigger( gentity_t *self ) {
if (!VectorCompare (self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
if(!self->tmpEntity) // for spawnTent command
trap_SetBrushModel( self, self->model );
self->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
self->r.svFlags = SVF_NOCLIENT;
}
// the wait time has passed, so set back up for another activation
void multi_wait( gentity_t *ent ) {
ent->nextthink = 0;
}
// the trigger was just activated
// ent->activator should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void multi_trigger( gentity_t *ent, gentity_t *activator ) {
ent->activator = activator;
if ( ent->nextthink ) {
return; // can't retrigger until the wait is over
}
if ( activator->client && ((ent->spawnflags&4)||(ent->spawnflags&2)||(ent->spawnflags&1)) )
{//see if it's usable by this team
switch( activator->client->sess.sessionTeam )
{
case TEAM_RED:
if ( !(ent->spawnflags&1) ) {
return;//red is not allowed
}
break;
case TEAM_BLUE:
if ( !(ent->spawnflags&2) ) {
return;//blue is not allowed
}
break;
default:
if ( (ent->spawnflags&4) ) {
return;//must be on a team
}
break;
}
}
G_UseTargets (ent, ent->activator);
#ifdef G_LUA
if(ent->luaTrigger && !(ent->nextthink))
{
if(activator)
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, activator->s.number);
}
else
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ENTITYNUM_WORLD);
}
}
#endif
if ( ent->wait > 0 ) {
ent->think = multi_wait;
ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
} else {
// we can't just remove (self) here, because this is a touch function
// called while looping through area links...
ent->touch = 0;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEntity;
}
}
void Use_Multi( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
multi_trigger( ent, activator );
}
void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace ) {
if( !other->client ) {
return;
}
multi_trigger( self, other );
}
/*QUAKED trigger_multiple (.5 .5 .5) ? RED_OK BLUE_OK TEAM_ONLY
RED_OK - People on the red team can fire this trigger
BLUE_OK - People on the blue team can fire this trigger
TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators)
"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
"random" wait variance, default is 0
Variable sized repeatable trigger. Must be targeted at one or more entities.
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
*/
void SP_trigger_multiple( gentity_t *ent ) {
G_SpawnFloat( "wait", "0.5", &ent->wait );
G_SpawnFloat( "random", "0", &ent->random );
G_SetOrigin(ent, ent->s.origin);
if ( ent->random >= ent->wait && ent->wait >= 0 ) {
ent->random = ent->wait - FRAMETIME;
G_Printf( "trigger_multiple has random >= wait\n" );
}
ent->touch = Touch_Multi;
ent->use = Use_Multi;
InitTrigger( ent );
VectorCopy(ent->r.maxs, ent->s.origin2);
VectorCopy(ent->r.mins, ent->s.angles2);
trap_LinkEntity (ent);
level.numBrushEnts++;
}
/*
==============================================================================
trigger_always
==============================================================================
*/
void trigger_always_think( gentity_t *ent ) {
G_UseTargets(ent, ent);
#ifdef G_LUA
if(ent->luaTrigger)
{
LuaHook_G_EntityTrigger(ent->luaTrigger, ent->s.number, ent->s.number);
}
#endif
G_FreeEntity( ent );
}
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire. It is activated by the world.
*/
void SP_trigger_always (gentity_t *ent) {
// we must have some delay to make sure our use targets are present
ent->nextthink = level.time + 300;
ent->think = trigger_always_think;
}
/*
==============================================================================
trigger_push
==============================================================================
*/
void trigger_push_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
if ( !other->client ) {
return;
}
/*
if ( other->client->ps.pm_type != PM_NORMAL ) {
return;
}
if ( other->client->ps.powerups[PW_FLIGHT] ) {
return;
}
*/
if ( other->client->ps.velocity[2] < 100 ) {
// don't play the event sound again if we are in a fat trigger
G_AddPredictableEvent( other, EV_JUMP_PAD, 0 );
}
VectorCopy (self->s.origin2, other->client->ps.velocity);
}
/*
=================
AimAtTarget
Calculate origin2 so the target apogee will be hit
=================
*/
void AimAtTarget( gentity_t *self ) {
gentity_t *ent;
vec3_t origin;
float height, gravity, time, forward;
float dist;
VectorAdd( self->r.absmin, self->r.absmax, origin );
VectorScale ( origin, 0.5, origin );
ent = G_PickTarget( self->target );
if ( !ent ) {
G_FreeEntity( self );
return;
}
height = ent->s.origin[2] - origin[2];
gravity = g_gravity.value;
time = sqrt( height / ( .5 * gravity ) );
if ( !time ) {
G_FreeEntity( self );
return;
}
// set s.origin2 to the push velocity
VectorSubtract ( ent->s.origin, origin, self->s.origin2 );
self->s.origin2[2] = 0;
dist = VectorNormalize( self->s.origin2);
forward = dist / time;
VectorScale( self->s.origin2, forward, self->s.origin2 );
self->s.origin2[2] = time * gravity;
}
/*QUAKED trigger_push (.5 .5 .5) ?
Must point at a target_position, which will be the apex of the leap.
This will be client side predicted, unlike target_push
*/
void SP_trigger_push( gentity_t *self ) {
InitTrigger (self);
// unlike other triggers, we need to send this one to the client
self->r.svFlags &= ~SVF_NOCLIENT;
self->s.eType = ET_PUSH_TRIGGER;
self->touch = trigger_push_touch;
self->think = AimAtTarget;
self->nextthink = level.time + FRAMETIME;
trap_LinkEntity (self);
VectorCopy(self->r.maxs, self->s.apos.trBase);
VectorCopy(self->r.mins, self->s.pos.trBase);
level.numBrushEnts++;
}
void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
if ( !activator->client ) {
return;
}
//RPG-X: J2J noclip use
if ( (activator->client->ps.pm_type != PM_NORMAL) || (activator->client->ps.pm_type != PM_NOCLIP)) {
2011-06-01 12:20:56 +00:00
return;
}
if ( activator->client->ps.powerups[PW_FLIGHT] ) {
return;
}
VectorCopy (self->s.origin2, activator->client->ps.velocity);
// play fly sound every 1.5 seconds
if ( activator->fly_sound_debounce_time < level.time ) {
activator->fly_sound_debounce_time = level.time + 1500;
G_Sound( activator, self->noise_index );
}
}
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) ENERGYNOISE
Pushes the activator in the direction.of angle, or towards a target apex.
"speed" defaults to 1000
if "ENERGYNOISE", play energy noise instead of windfly
*/
void SP_target_push( gentity_t *self ) {
if (!self->speed) {
self->speed = 1000;
}
G_SetMovedir (self->s.angles, self->s.origin2);
VectorScale (self->s.origin2, self->speed, self->s.origin2);
if ( self->spawnflags & 1 ) {
self->noise_index = G_SoundIndex("sound/ambience/forge/antigrav.wav");
} else {
self->noise_index = G_SoundIndex("sound/misc/windfly.wav"); //fixme need sound!
}
if ( self->target ) {
VectorCopy( self->s.origin, self->r.absmin );
VectorCopy( self->s.origin, self->r.absmax );
self->think = AimAtTarget;
self->nextthink = level.time + FRAMETIME;
}
self->use = Use_target_push;
}
/*
==============================================================================
trigger_teleport
==============================================================================
*/
#define MAX_TRANSPORTER_POINTS 16
gentity_t *SelectRandomSpawnPoint( void )
{
gentity_t *spot = NULL;
int count = 0;
int selection = 0;
gentity_t *spots[MAX_TRANSPORTER_POINTS];
char *classname;
classname = "info_player_deathmatch";
while ((spot = G_Find (spot, FOFS(classname), classname)) != NULL)
{
spots[ count++ ] = spot;
if (count == MAX_TRANSPORTER_POINTS)
{
break;
}
}
if ( !count )
{ // no spawn points !!??!
return NULL;
}
selection = rand() % count;
return spots[ selection ];
}
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace )
{
gentity_t *dest;
vec3_t destPoint;
trace_t tr;
vec3_t tracePoint;
int clientNum;
if(self->flags & FL_LOCKED)
return;
if ( !other->client ) {
return;
}
if ( other->client->ps.pm_type == PM_DEAD ) {
return;
}
// Spectators only?
if ( ( self->spawnflags & SF_SPECTATOR ) &&
other->client->sess.sessionTeam != TEAM_SPECTATOR /*&& !(other->client->ps.eFlags&EF_ELIMINATED)*/ )
{
return;
}
clientNum = other->client->ps.clientNum;
//BOOKMARK J2J
if (self->spawnflags & SF_RANDOM)
{
// find a random spawn point
dest = SelectRandomSpawnPoint();
}
else
{
dest = G_PickTarget( self->target );
}
if (!dest)
{
G_Printf ("Couldn't find teleporter destination\n");
return;
}
//suspended
if ( self->spawnflags & 8 )
{
// put the bottom of the player's bbox at the bottom of the target's bbox
VectorCopy(dest->s.origin, destPoint);
destPoint[2] += dest->r.mins[2];
destPoint[2] -= other->r.mins[2];
// fudge it upwards just a bit
destPoint[2] += 1;
}
else
{
VectorCopy( dest->s.origin, tracePoint );
tracePoint[2] -= 4096.0f;
trap_Trace( &tr, dest->s.origin, dest->r.mins, dest->r.maxs, tracePoint, dest->s.number, MASK_PLAYERSOLID );
VectorCopy( tr.endpos, destPoint );
//offset the player's bounding box.
destPoint[2] += dest->r.mins[2];
destPoint[2] -= other->r.mins[2];
//add 1 to ensure non-direct collision
destPoint[2] += 1;
}
if (self->health)
{
//TiM - Transporter VFX
//Only if no spitting though. Having spitting transporter with these VFX would look freaky weird
if ( self->health == -1 && ( self->spawnflags & 4 ) ) {
if ( TransDat[clientNum].beamTime == 0 ) {
G_InitTransport( clientNum, destPoint, dest->s.angles );
}
}
else {
TransportPlayer(other, destPoint, dest->s.angles, (self->health == -1)?0:self->health);
}
}
else
{
//Transporter VFX
if ( self->spawnflags & 4 ) {
if ( TransDat[clientNum].beamTime == 0 ) {
G_InitTransport( clientNum, destPoint, dest->s.angles );
}
}
else {
TeleportPlayer( other, destPoint, dest->s.angles, TP_NORMAL );
}
}
if(self->sound1to2 && self->wait && !(self->flags & FL_CLAMPED)) {
G_AddEvent(self, EV_GENERAL_SOUND, self->sound1to2);
self->flags ^= FL_CLAMPED;
}
}
void trigger_teleport_think(gentity_t *ent) {
ent->nextthink = -1;
if(!(ent->flags & FL_LOCKED))
ent->flags ^= FL_LOCKED;
if(ent->wait && (ent->flags & FL_CLAMPED))
ent->flags ^= FL_CLAMPED;
}
void trigger_teleport_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
if(!Q_stricmp(ent->swapname, activator->target))
if(ent->flags & FL_LOCKED)
ent->nextthink = level.time + (ent->wait * 1000);
ent->flags ^= FL_LOCKED;
}
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR RANDOM VISUAL_FX SUSPENDED DEACTIVATED SND_ONCE
Allows client side prediction of teleportation events.
Must point at a target_position, which will be the teleport destination.
--------- spawnflags --------
If spectator is set, only spectators can use this teleport
Spectator teleporters are not normally placed in the editor, but are created
automatically near doors to allow spectators to move through them
RANDOM -- send player to random info_player_deathmatch spawn point
VISUAL_FX -- plays the Star Trek transporter FX and beams the player out slowly
SUSPENDED -- player appears with the bounding box aligned to the bottom of the target
If this isn't set, the player materializes at the first solid surface under it
----------- keys ------------
"swapname" - ACTIVATE/DEACTIVATE (Using entity needs SELF/NOACTIVATOR)
"wait" - time before trigger deactivates itself automatically
"soundstart" - sound to play if triggered
health -- default is original behavior (speed of 400), any other value will be the
speed at which the player is spewed forth from the tranpsorter destination. -1
if you want no speed. The transporter VISUAL_FX flag will only work if the health
is set to 0 or -1 as it cannot support 'spewing'.
*/
void SP_trigger_teleport( gentity_t *self )
{
char *temp;
InitTrigger (self);
// unlike other triggers, we need to send this one to the client
// unless is a spectator trigger
if ( self->spawnflags & SF_SPECTATOR )
{
self->r.svFlags |= SVF_NOCLIENT;
}
else
{
self->r.svFlags &= ~SVF_NOCLIENT;
}
self->s.eType = ET_TELEPORT_TRIGGER;
self->touch = trigger_teleporter_touch;
if(self->spawnflags & 16)
self->flags ^= FL_LOCKED;
self->use = trigger_teleport_use;
if(self->wait) {
self->nextthink = -1;
self->think = trigger_teleport_think;
}
if(G_SpawnString("soundstart", "", &temp))
self->sound1to2 = G_SoundIndex(temp);
VectorCopy(self->r.maxs, self->s.origin2);
VectorCopy(self->r.mins, self->s.angles2);
trap_LinkEntity (self);
level.numBrushEnts++;
}
/*
==============================================================================
trigger_hurt
==============================================================================
*/
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW EVO_PROTECT NO_ADMIN
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state.
SILENT supresses playing the sound
TOGGLE can be toggled
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage
EVO_PROTECT Evosuit protects the client
NO_ADMIN admins don't get hurt
"dmg" default 5 (whole numbers only)
*/
void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
// GSIO01: this does not work
/*if ( self->r.linked ) {
trap_UnlinkEntity( self );
} else {
trap_LinkEntity( self );
}*/
// GSIO01: this will work:
self->count = !self->count;
}
void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
int dflags;
if(!self->count) return;
//RPG-X | Phenix | 8/8/204
//(If the guy is wearning an evosuit)
if ((self->spawnflags & 32) && (other->flags & FL_EVOSUIT)) {
return;
}
if(self->spawnflags & 64) {
if(IsAdmin(other))
return;
}
if ( !other->takedamage ) {
return;
}
if ( self->timestamp > level.time ) {
return;
}
//RPG-X | Phenix | 9/8/2004
if (other->health <= 1) {
return;
}
if ( self->spawnflags & 16 ) {
self->timestamp = level.time + 1000;
} else {
self->timestamp = level.time + FRAMETIME;
}
// play sound
if ( !(self->spawnflags & 4) ) {
G_Sound( other, self->noise_index );
}
if (self->spawnflags & 8)
dflags = DAMAGE_NO_PROTECTION;
else
dflags = 0;
G_Damage (other, self, self, NULL, NULL, self->damage, dflags, MOD_TRIGGER_HURT);
}
void SP_trigger_hurt( gentity_t *self ) {
InitTrigger (self);
//TiM - gets very annoying after a while
self->noise_index = G_SoundIndex( "sound/world/electro.wav" );
self->touch = hurt_touch;
if ( !self->damage ) {
self->damage = 5;
}
self->r.contents = CONTENTS_TRIGGER;
if ( self->spawnflags & 2 ) {
self->use = hurt_use;
}
self->count = !(self->spawnflags & 1);
// link in to the world if starting active | this won't work
/*if ( ! (self->spawnflags & 1) ) {
trap_LinkEntity (self);
}*/
VectorCopy(self->r.maxs, self->s.origin2);
VectorCopy(self->r.mins, self->s.angles2);
trap_LinkEntity(self);
level.numBrushEnts++;
}
/*
==============================================================================
timer
==============================================================================
*/
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
This should be renamed trigger_timer...
Repeatedly fires its targets.
Can be turned on or off by using.
"wait" base time between triggering all targets, default is 1
"random" wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
*/
void func_timer_think( gentity_t *self ) {
G_UseTargets (self, self->activator);
// set time before next firing
self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
}
void func_timer_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
self->activator = activator;
// if on, turn it off
if ( self->nextthink ) {
self->nextthink = 0;
return;
}
// turn it on
func_timer_think (self);
}
void SP_func_timer( gentity_t *self ) {
G_SpawnFloat( "random", "1", &self->random);
G_SpawnFloat( "wait", "1", &self->wait );
self->use = func_timer_use;
self->think = func_timer_think;
if ( self->random >= self->wait ) {
self->random = self->wait - FRAMETIME;
G_Printf( "func_timer at %s has random >= wait\n", vtos( self->s.origin ) );
}
if ( self->spawnflags & 1 ) {
self->nextthink = level.time + FRAMETIME;
self->activator = self;
}
self->r.svFlags = SVF_NOCLIENT;
}
/*QUAKED trigger_transporter (0.5 0.5 0.5) ?
This is used in combination with ui_transporter.
"wait" time to wait before trigger gets deactivated again(in seconds, default 5)
"soundstart" transport sound;
*/
void trigger_transporter_think(gentity_t *ent) {
if(Q_stricmp(ent->classname, "tent")) {
ent->nextthink = -1;
ent->flags ^= FL_LOCKED;
ent->flags ^= FL_CLAMPED;
} else {
ent->target_ent->flags ^= FL_LOCKED;
ent->target_ent->flags ^= FL_CLAMPED;
G_FreeEntity(ent);
}
}
void trigger_transporter_serverchange(gentity_t *ent) {
trap_SendServerCommand(ent->touched-g_entities, va("cg_connect \"%s\"\n", ent->targetname2));
G_FreeEntity(ent);
}
extern srvChangeData_t srvChangeData;
void trigger_transporter_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
//char info[MAX_INFO_STRING];
char *srv;
vec3_t offset = { 0, 0, 12 };
vec3_t target;
gentity_t *targetEnt;
gentity_t *tent;
int clientNum;
if((ent->flags & FL_LOCKED) || (!other->client) || (other->flags & FL_CLAMPED)) return;
clientNum = other->client->ps.clientNum;
if(ent->sound1to2 && !(ent->flags & FL_CLAMPED)) {
G_AddEvent(other, EV_GENERAL_SOUND, ent->sound1to2);
ent->flags ^= FL_CLAMPED;
}
other->flags ^= FL_CLAMPED;
if(!ent->count)
if(ent->target_ent->target) {
targetEnt = G_PickTarget(ent->target_ent->target);
VectorAdd(targetEnt->s.origin, offset, target);
G_InitTransport(clientNum, target, targetEnt->s.angles);
} else {
G_InitTransport(clientNum, ent->target_ent->s.origin, ent->target_ent->s.angles);
}
else {
srv = srvChangeData.ip[ent->health];
/*ent->think = trigger_transporter_serverchange;
ent->nextthink = level.time + 3000;
TransDat[clientNum].beamTime = level.time + 8000;
other->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
ent->touched = other;
ent->targetname2 = G_NewString(srv);*/
//:( this sucks:
tent = G_Spawn();
tent->think = trigger_transporter_serverchange;
tent->nextthink = level.time + 3000;
TransDat[clientNum].beamTime = level.time + 8000;
other->client->ps.powerups[PW_BEAM_OUT] = level.time + 8000;
tent->touched = other;
tent->targetname2 = G_NewString(srv);
tent = G_Spawn();
tent->classname = G_NewString("tent");
tent->target_ent = ent;
tent->think = trigger_transporter_think;
tent->nextthink = level.time + ent->wait;
}
}
void trigger_transporter_delay(gentity_t *ent) {
ent->think = trigger_teleport_think;
ent->nextthink = level.time + ent->wait;
ent->flags ^= FL_LOCKED;
}
void SP_trigger_transporter(gentity_t *ent) {
char *temp;
InitTrigger(ent);
if(!ent->wait) {
G_Printf(S_COLOR_MAGENTA "Warning: trigger_transporter without wait at %s!\n", vtos(ent->s.origin));
G_FreeEntity(ent);
return;
}
if(G_SpawnString("soundstart", "", &temp))
ent->sound1to2 = G_SoundIndex(temp);
if(!ent->wait)
ent->wait = 5;
ent->wait *= 1000;
ent->touch = trigger_transporter_touch;
ent->flags ^= FL_LOCKED;
VectorCopy(ent->r.maxs, ent->s.apos.trBase);
VectorCopy(ent->r.mins, ent->s.pos.trBase);
trap_LinkEntity(ent);
level.numBrushEnts++;
}
/*QUAKED trigger_radiation (0.5 0.5 0.5) ? START_OFF MAP_WIDE
This can be used in three ways:
- as radiation volume trigger
- as mapwide radiation
START_OFF ent is off at spawn
MAP_WIDE mapwide radiation
The damage the radiation does is calculated from these two values:
"dmg" damage(default 1)
"wait" wait(seconds, default 10)
Forumla is: dps = dmg / wait
*/
void trigger_radiation_touch(gentity_t *ent, gentity_t *other, trace_t *trace) {
if(!other || !other->client || !ent->count) return;
if(!(ent->flags & FL_LOCKED)) {
if(other->health - ent->damage < 0)
other->health = 0;
else
other->health -= ent->damage;
other->client->ps.stats[STAT_HEALTH] = other->health;
ent->flags ^= FL_LOCKED;
}
// display radiation symbol?
}
void trigger_radiation_think(gentity_t *ent) {
if(ent->flags & FL_LOCKED)
ent->flags ^= FL_LOCKED;
}
void trigger_radiation_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
ent->count = !ent->count;
}
void SP_trigger_radiation(gentity_t *ent) {
if(!ent->damage)
ent->damage = 1;
if(!ent->wait)
ent->wait = 10000;
else
ent->wait *= 1000;
InitTrigger(ent);
ent->count = !(ent->spawnflags & 1);
if(!(ent->spawnflags & 2))
ent->touch = trigger_radiation_touch;
ent->think = trigger_radiation_think;
ent->nextthink = level.time + ent->wait;
ent->flags ^= FL_LOCKED;
ent->use = trigger_radiation_use;
VectorCopy(ent->r.maxs, ent->s.apos.trBase);
VectorCopy(ent->r.mins, ent->s.pos.trBase);
trap_LinkEntity(ent);
if(!ent->tmpEntity)
level.numBrushEnts++;
}