Reformat g_trigger.c

This commit is contained in:
Yamagi Burmeister 2011-10-15 08:15:25 +00:00
parent 373e2d1efc
commit 725c5a94b7

View file

@ -1,53 +1,64 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Trigger.
*
* =======================================================================
*/
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "header/local.h"
void InitTrigger (edict_t *self)
void
InitTrigger(edict_t *self)
{
if (!VectorCompare (self->s.angles, vec3_origin))
G_SetMovedir (self->s.angles, self->movedir);
if (!VectorCompare(self->s.angles, vec3_origin))
{
G_SetMovedir(self->s.angles, self->movedir);
}
self->solid = SOLID_TRIGGER;
self->movetype = MOVETYPE_NONE;
gi.setmodel (self, self->model);
gi.setmodel(self, self->model);
self->svflags = SVF_NOCLIENT;
}
// the wait time has passed, so set back up for another activation
void multi_wait (edict_t *ent)
/*
* The wait time has passed, so set
* back up for another activation
*/
void
multi_wait(edict_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 (edict_t *ent)
void
multi_trigger(edict_t *ent)
{
if (ent->nextthink)
return; // already been triggered
{
return; /* already been triggered */
}
G_UseTargets (ent, ent->activator);
G_UseTargets(ent, ent->activator);
if (ent->wait > 0)
{
@ -55,82 +66,107 @@ void multi_trigger (edict_t *ent)
ent->nextthink = level.time + ent->wait;
}
else
{ // we can't just remove (self) here, because this is a touch function
// called while looping through area links...
{
/* we can't just remove (self) here, because this is
a touch function called while looping through area links... */
ent->touch = NULL;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEdict;
}
}
void Use_Multi (edict_t *ent, edict_t *other, edict_t *activator)
void
Use_Multi(edict_t *ent, edict_t *other, edict_t *activator)
{
ent->activator = activator;
multi_trigger (ent);
multi_trigger(ent);
}
void Touch_Multi (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
void
Touch_Multi(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if(other->client)
if (other->client)
{
if (self->spawnflags & 2)
{
return;
}
}
else if (other->svflags & SVF_MONSTER)
{
if (!(self->spawnflags & 1))
{
return;
}
}
else
{
return;
}
if (!VectorCompare(self->movedir, vec3_origin))
{
vec3_t forward;
AngleVectors(other->s.angles, forward, NULL, NULL);
if (_DotProduct(forward, self->movedir) < 0)
{
return;
}
}
self->activator = other;
multi_trigger (self);
multi_trigger(self);
}
/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
Variable sized repeatable trigger. Must be targeted at one or more entities.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void trigger_enable (edict_t *self, edict_t *other, edict_t *activator)
/*
* QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
* Variable sized repeatable trigger. Must be targeted at one or more entities.
* If "delay" is set, the trigger waits some time after activating before firing.
* "wait" : Seconds between triggerings. (.2 default)
*
* sounds
* 1) secret
* 2) beep beep
* 3) large switch
* 4)
*
* set "message" to text string
*/
void
trigger_enable(edict_t *self, edict_t *other, edict_t *activator)
{
self->solid = SOLID_TRIGGER;
self->use = Use_Multi;
gi.linkentity (self);
gi.linkentity(self);
}
void SP_trigger_multiple (edict_t *ent)
void
SP_trigger_multiple(edict_t *ent)
{
if (ent->sounds == 1)
ent->noise_index = gi.soundindex ("misc/secret.wav");
{
ent->noise_index = gi.soundindex("misc/secret.wav");
}
else if (ent->sounds == 2)
ent->noise_index = gi.soundindex ("misc/talk.wav");
{
ent->noise_index = gi.soundindex("misc/talk.wav");
}
else if (ent->sounds == 3)
ent->noise_index = gi.soundindex ("misc/trigger1.wav");
{
ent->noise_index = gi.soundindex("misc/trigger1.wav");
}
if (!ent->wait)
{
ent->wait = 0.2;
}
ent->touch = Touch_Multi;
ent->movetype = MOVETYPE_NONE;
ent->svflags |= SVF_NOCLIENT;
if (ent->spawnflags & 4)
{
ent->solid = SOLID_NOT;
@ -143,93 +179,111 @@ void SP_trigger_multiple (edict_t *ent)
}
if (!VectorCompare(ent->s.angles, vec3_origin))
G_SetMovedir (ent->s.angles, ent->movedir);
{
G_SetMovedir(ent->s.angles, ent->movedir);
}
gi.setmodel (ent, ent->model);
gi.linkentity (ent);
gi.setmodel(ent, ent->model);
gi.linkentity(ent);
}
/*
* QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
* Triggers once, then removes itself.
* You must set the key "target" to the name of another object
* in the level that has a matching "targetname".
*
* If TRIGGERED, this trigger must be triggered before it is live.
*
* sounds
* 1) secret
* 2) beep beep
* 3) large switch
* 4)
*
* "message" string to be displayed when triggered
*/
/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
Triggers once, then removes itself.
You must set the key "target" to the name of another object in the level that has a matching "targetname".
If TRIGGERED, this trigger must be triggered before it is live.
sounds
1) secret
2) beep beep
3) large switch
4)
"message" string to be displayed when triggered
*/
void SP_trigger_once(edict_t *ent)
void
SP_trigger_once(edict_t *ent)
{
// make old maps work because I messed up on flag assignments here
// triggered was on bit 1 when it should have been on bit 4
/* make old maps work because I messed up on flag assignments here
triggered was on bit 1 when it should have been on bit 4 */
if (ent->spawnflags & 1)
{
vec3_t v;
VectorMA (ent->mins, 0.5, ent->size, v);
VectorMA(ent->mins, 0.5, ent->size, v);
ent->spawnflags &= ~1;
ent->spawnflags |= 4;
gi.dprintf("fixed TRIGGERED flag on %s at %s\n", ent->classname, vtos(v));
}
ent->wait = -1;
SP_trigger_multiple (ent);
SP_trigger_multiple(ent);
}
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
*/
void trigger_relay_use (edict_t *self, edict_t *other, edict_t *activator)
/*
* QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
* This fixed size trigger cannot be touched, it can only be fired by other events.
*/
void
trigger_relay_use(edict_t *self, edict_t *other, edict_t *activator)
{
G_UseTargets (self, activator);
G_UseTargets(self, activator);
}
void SP_trigger_relay (edict_t *self)
void
SP_trigger_relay(edict_t *self)
{
self->use = trigger_relay_use;
}
/*
* ==============================================================================
*
* trigger_key
*
* ==============================================================================
*/
/*
==============================================================================
trigger_key
==============================================================================
*/
/*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
A relay trigger that only fires it's targets if player has the proper key.
Use "item" to specify the required key, for example "key_data_cd"
*/
void trigger_key_use (edict_t *self, edict_t *other, edict_t *activator)
* QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
* A relay trigger that only fires it's targets if player has the proper key.
* Use "item" to specify the required key, for example "key_data_cd"
*/
void
trigger_key_use(edict_t *self, edict_t *other, edict_t *activator)
{
int index;
if (!self->item)
return;
if (!activator->client)
return;
index = ITEM_INDEX(self->item);
if (!activator->client->pers.inventory[index])
{
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 5.0;
gi.centerprintf (activator, "You need the %s", self->item->pickup_name);
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keytry.wav"), 1, ATTN_NORM, 0);
return;
}
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0);
if (!activator->client)
{
return;
}
index = ITEM_INDEX(self->item);
if (!activator->client->pers.inventory[index])
{
if (level.time < self->touch_debounce_time)
{
return;
}
self->touch_debounce_time = level.time + 5.0;
gi.centerprintf(activator, "You need the %s", self->item->pickup_name);
gi.sound(activator, CHAN_AUTO, gi.soundindex("misc/keytry.wav"), 1, ATTN_NORM, 0);
return;
}
gi.sound(activator, CHAN_AUTO, gi.soundindex("misc/keyuse.wav"), 1, ATTN_NORM, 0);
if (coop->value)
{
int player;
@ -240,15 +294,27 @@ void trigger_key_use (edict_t *self, edict_t *other, edict_t *activator)
int cube;
for (cube = 0; cube < 8; cube++)
{
if (activator->client->pers.power_cubes & (1 << cube))
{
break;
}
}
for (player = 1; player <= game.maxclients; player++)
{
ent = &g_edicts[player];
if (!ent->inuse)
{
continue;
}
if (!ent->client)
{
continue;
}
if (ent->client->pers.power_cubes & (1 << cube))
{
ent->client->pers.inventory[index]--;
@ -261,10 +327,17 @@ void trigger_key_use (edict_t *self, edict_t *other, edict_t *activator)
for (player = 1; player <= game.maxclients; player++)
{
ent = &g_edicts[player];
if (!ent->inuse)
{
continue;
}
if (!ent->client)
{
continue;
}
ent->client->pers.inventory[index] = 0;
}
}
@ -274,324 +347,409 @@ void trigger_key_use (edict_t *self, edict_t *other, edict_t *activator)
activator->client->pers.inventory[index]--;
}
G_UseTargets (self, activator);
G_UseTargets(self, activator);
self->use = NULL;
}
void SP_trigger_key (edict_t *self)
void
SP_trigger_key(edict_t *self)
{
if (!st.item)
{
gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));
return;
}
self->item = FindItemByClassname (st.item);
self->item = FindItemByClassname(st.item);
if (!self->item)
{
gi.dprintf("item %s not found for trigger_key at %s\n", st.item, vtos(self->s.origin));
gi.dprintf("item %s not found for trigger_key at %s\n", st.item,
vtos(self->s.origin));
return;
}
if (!self->target)
{
gi.dprintf("%s at %s has no target\n", self->classname, vtos(self->s.origin));
gi.dprintf("%s at %s has no target\n", self->classname,
vtos(self->s.origin));
return;
}
gi.soundindex ("misc/keytry.wav");
gi.soundindex ("misc/keyuse.wav");
gi.soundindex("misc/keytry.wav");
gi.soundindex("misc/keyuse.wav");
self->use = trigger_key_use;
}
/*
* ==============================================================================
*
* trigger_counter
*
* ==============================================================================
*/
/*
==============================================================================
trigger_counter
==============================================================================
*/
/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/
void trigger_counter_use(edict_t *self, edict_t *other, edict_t *activator)
* QUAKED trigger_counter (.5 .5 .5) ? nomessage
* Acts as an intermediary for an action that takes multiple inputs.
*
* If nomessage is not set, t will print "1 more.. " etc when triggered
* and "sequence complete" when finished.
*
* After the counter has been triggered "count" times (default 2), it
* will fire all of it's targets and remove itself.
*/
void
trigger_counter_use(edict_t *self, edict_t *other, edict_t *activator)
{
if (self->count == 0)
{
return;
}
self->count--;
if (self->count)
{
if (! (self->spawnflags & 1))
if (!(self->spawnflags & 1))
{
gi.centerprintf(activator, "%i more to go...", self->count);
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
gi.sound(activator, CHAN_AUTO, gi.soundindex("misc/talk1.wav"), 1, ATTN_NORM, 0);
}
return;
}
if (! (self->spawnflags & 1))
if (!(self->spawnflags & 1))
{
gi.centerprintf(activator, "Sequence completed!");
gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
gi.sound(activator, CHAN_AUTO, gi.soundindex("misc/talk1.wav"), 1, ATTN_NORM, 0);
}
self->activator = activator;
multi_trigger (self);
multi_trigger(self);
}
void SP_trigger_counter (edict_t *self)
void
SP_trigger_counter(edict_t *self)
{
self->wait = -1;
if (!self->count)
{
self->count = 2;
}
self->use = trigger_counter_use;
}
/*
* ==============================================================================
*
* trigger_always
*
* ==============================================================================
*/
/*
==============================================================================
trigger_always
==============================================================================
*/
/*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 (edict_t *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(edict_t *ent)
{
// we must have some delay to make sure our use targets are present
/* we must have some delay to make sure our use targets are present */
if (ent->delay < 0.2)
{
ent->delay = 0.2;
}
G_UseTargets(ent, ent);
}
/*
==============================================================================
trigger_push
==============================================================================
*/
* ==============================================================================
*
* trigger_push
*
* ==============================================================================
*/
#define PUSH_ONCE 1
static int windsound;
void trigger_push_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
void
trigger_push_touch(edict_t *self, edict_t *other, cplane_t *plane,
csurface_t *surf)
{
if (strcmp(other->classname, "grenade") == 0)
{
VectorScale (self->movedir, self->speed * 10, other->velocity);
VectorScale(self->movedir, self->speed * 10, other->velocity);
}
else if (other->health > 0)
{
VectorScale (self->movedir, self->speed * 10, other->velocity);
VectorScale(self->movedir, self->speed * 10, other->velocity);
if (other->client)
{
// don't take falling damage immediately from this
VectorCopy (other->velocity, other->client->oldvelocity);
/* don't take falling damage immediately from this */
VectorCopy(other->velocity, other->client->oldvelocity);
if (other->fly_sound_debounce_time < level.time)
{
other->fly_sound_debounce_time = level.time + 1.5;
gi.sound (other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
gi.sound(other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
}
}
}
if (self->spawnflags & PUSH_ONCE)
G_FreeEdict (self);
{
G_FreeEdict(self);
}
}
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
Pushes the player
"speed" defaults to 1000
*/
void SP_trigger_push (edict_t *self)
{
InitTrigger (self);
windsound = gi.soundindex ("misc/windfly.wav");
self->touch = trigger_push_touch;
if (!self->speed)
self->speed = 1000;
gi.linkentity (self);
}
/*
==============================================================================
trigger_hurt
==============================================================================
*/
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage
"dmg" default 5 (whole numbers only)
*/
void hurt_use (edict_t *self, edict_t *other, edict_t *activator)
* QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
* Pushes the player
* "speed" defaults to 1000
*/
void
SP_trigger_push(edict_t *self)
{
if (self->solid == SOLID_NOT)
self->solid = SOLID_TRIGGER;
else
self->solid = SOLID_NOT;
gi.linkentity (self);
InitTrigger(self);
windsound = gi.soundindex("misc/windfly.wav");
self->touch = trigger_push_touch;
if (!(self->spawnflags & 2))
self->use = NULL;
if (!self->speed)
{
self->speed = 1000;
}
gi.linkentity(self);
}
/*
* ==============================================================================
*
* trigger_hurt
*
* ==============================================================================
*/
void hurt_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
/*
* QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
* Any entity that touches this will be hurt.
*
* It does dmg points of damage each server frame
*
* SILENT supresses playing the sound
* SLOW changes the damage rate to once per second
* NO_PROTECTION *nothing* stops the damage
*
* "dmg" default 5 (whole numbers only)
*
*/
void
hurt_use(edict_t *self, edict_t *other, edict_t *activator)
{
if (self->solid == SOLID_NOT)
{
self->solid = SOLID_TRIGGER;
}
else
{
self->solid = SOLID_NOT;
}
gi.linkentity(self);
if (!(self->spawnflags & 2))
{
self->use = NULL;
}
}
void
hurt_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int dflags;
if (!other->takedamage)
{
return;
}
if (self->timestamp > level.time)
{
return;
}
if (self->spawnflags & 16)
{
self->timestamp = level.time + 1;
}
else
{
self->timestamp = level.time + FRAMETIME;
}
if (!(self->spawnflags & 4))
{
if ((level.framenum % 10) == 0)
gi.sound (other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
{
gi.sound(other, CHAN_AUTO, self->noise_index, 1, ATTN_NORM, 0);
}
}
if (self->spawnflags & 8)
{
dflags = DAMAGE_NO_PROTECTION;
}
else
{
dflags = 0;
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT);
}
T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin,
self->dmg, self->dmg, dflags, MOD_TRIGGER_HURT);
}
void SP_trigger_hurt (edict_t *self)
void
SP_trigger_hurt(edict_t *self)
{
InitTrigger (self);
InitTrigger(self);
self->noise_index = gi.soundindex ("world/electro.wav");
self->noise_index = gi.soundindex("world/electro.wav");
self->touch = hurt_touch;
if (!self->dmg)
{
self->dmg = 5;
}
if (self->spawnflags & 1)
{
self->solid = SOLID_NOT;
}
else
{
self->solid = SOLID_TRIGGER;
}
if (self->spawnflags & 2)
{
self->use = hurt_use;
}
gi.linkentity (self);
gi.linkentity(self);
}
/*
* ==============================================================================
*
* trigger_gravity
*
* ==============================================================================
*/
/*
==============================================================================
* QUAKED trigger_gravity (.5 .5 .5) ?
* Changes the touching entites gravity to
* the value of "gravity". 1.0 is standard
* gravity for the level.
*/
trigger_gravity
==============================================================================
*/
/*QUAKED trigger_gravity (.5 .5 .5) ?
Changes the touching entites gravity to
the value of "gravity". 1.0 is standard
gravity for the level.
*/
void trigger_gravity_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
void
trigger_gravity_touch(edict_t *self, edict_t *other, cplane_t *plane,
csurface_t *surf)
{
other->gravity = self->gravity;
}
void SP_trigger_gravity (edict_t *self)
void
SP_trigger_gravity(edict_t *self)
{
if (st.gravity == 0)
{
gi.dprintf("trigger_gravity without gravity set at %s\n", vtos(self->s.origin));
G_FreeEdict (self);
G_FreeEdict(self);
return;
}
InitTrigger (self);
InitTrigger(self);
self->gravity = atoi(st.gravity);
self->touch = trigger_gravity_touch;
}
/*
* ==============================================================================
*
* trigger_monsterjump
*
* ==============================================================================
*/
/*
==============================================================================
trigger_monsterjump
==============================================================================
*/
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/
void trigger_monsterjump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
* QUAKED trigger_monsterjump (.5 .5 .5) ?
* Walking monsters that touch this will jump in the direction of the trigger's angle
* "speed" default to 200, the speed thrown forward
* "height" default to 200, the speed thrown upwards
*/
void
trigger_monsterjump_touch(edict_t *self, edict_t *other, cplane_t *plane,
csurface_t *surf)
{
if (other->flags & (FL_FLY | FL_SWIM) )
return;
if (other->svflags & SVF_DEADMONSTER)
return;
if ( !(other->svflags & SVF_MONSTER))
if (other->flags & (FL_FLY | FL_SWIM))
{
return;
}
// set XY even if not on ground, so the jump will clear lips
if (other->svflags & SVF_DEADMONSTER)
{
return;
}
if (!(other->svflags & SVF_MONSTER))
{
return;
}
/* set XY even if not on ground, so the jump will clear lips */
other->velocity[0] = self->movedir[0] * self->speed;
other->velocity[1] = self->movedir[1] * self->speed;
if (!other->groundentity)
{
return;
}
other->groundentity = NULL;
other->velocity[2] = self->movedir[2];
}
void SP_trigger_monsterjump (edict_t *self)
void
SP_trigger_monsterjump(edict_t *self)
{
if (!self->speed)
{
self->speed = 200;
}
if (!st.height)
{
st.height = 200;
}
if (self->s.angles[YAW] == 0)
{
self->s.angles[YAW] = 360;
InitTrigger (self);
}
InitTrigger(self);
self->touch = trigger_monsterjump_touch;
self->movedir[2] = st.height;
}