// 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)) { 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++; }