yquake2remaster/src/game/g_trigger.c
2012-06-04 09:13:28 +02:00

863 lines
14 KiB
C

/*
* 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.
*
* =======================================================================
*/
#include "header/local.h"
#define PUSH_ONCE 1
static int windsound;
void
InitTrigger(edict_t *self)
{
if (!self)
{
return;
}
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);
self->svflags = SVF_NOCLIENT;
}
/*
* The wait time has passed, so
* set back up for another activation
*/
void
multi_wait(edict_t *ent)
{
if (!ent)
{
return;
}
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)
{
if (!ent)
{
return;
}
if (ent->nextthink)
{
return; /* already been triggered */
}
G_UseTargets(ent, ent->activator);
if (ent->wait > 0)
{
ent->think = multi_wait;
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... */
ent->touch = NULL;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEdict;
}
}
void
Use_Multi(edict_t *ent, edict_t *other /* unused */, edict_t *activator)
{
if (!ent || !activator)
{
return;
}
ent->activator = activator;
multi_trigger(ent);
}
void
Touch_Multi(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
csurface_t *surf /* unused */)
{
if (!self || !other)
{
return;
}
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);
}
/*
* 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 /* unused */,
edict_t *activator /* unused */)
{
if (!self)
{
return;
}
self->solid = SOLID_TRIGGER;
self->use = Use_Multi;
gi.linkentity(self);
}
void
SP_trigger_multiple(edict_t *ent)
{
if (!ent)
{
return;
}
if (ent->sounds == 1)
{
ent->noise_index = gi.soundindex("misc/secret.wav");
}
else if (ent->sounds == 2)
{
ent->noise_index = gi.soundindex("misc/talk.wav");
}
else if (ent->sounds == 3)
{
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;
ent->use = trigger_enable;
}
else
{
ent->solid = SOLID_TRIGGER;
ent->use = Use_Multi;
}
if (!VectorCompare(ent->s.angles, vec3_origin))
{
G_SetMovedir(ent->s.angles, ent->movedir);
}
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
*
* "message" string to be displayed when triggered
*/
void
SP_trigger_once(edict_t *ent)
{
if (!ent)
{
return;
}
/* 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);
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);
}
/*
* 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 /* unused */,
edict_t *activator)
{
if (!self || !activator)
{
return;
}
G_UseTargets(self, activator);
}
void
SP_trigger_relay(edict_t *self)
{
if (!self)
{
return;
}
self->use = trigger_relay_use;
}
/*
* 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 /* unused */,
edict_t *activator)
{
int index;
if (!self || !activator)
{
return;
}
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 (coop->value)
{
int player;
edict_t *ent;
if (strcmp(self->item->classname, "key_power_cube") == 0)
{
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]--;
ent->client->pers.power_cubes &= ~(1 << cube);
}
}
}
else
{
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;
}
}
}
else
{
activator->client->pers.inventory[index]--;
}
G_UseTargets(self, activator);
self->use = NULL;
}
void
SP_trigger_key(edict_t *self)
{
if (!self)
{
return;
}
if (!st.item)
{
gi.dprintf("no key item for trigger_key at %s\n", vtos(self->s.origin));
return;
}
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));
return;
}
if (!self->target)
{
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");
self->use = trigger_key_use;
}
/*
* QUAKED trigger_counter (.5 .5 .5) ? nomessage
* Acts as an intermediary for an action that takes multiple inputs.
*
* If nomessage is not set, it 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 /* unused */,
edict_t *activator)
{
if (!self || !activator)
{
return;
}
if (self->count == 0)
{
return;
}
self->count--;
if (self->count)
{
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);
}
return;
}
if (!(self->spawnflags & 1))
{
gi.centerprintf(activator, "Sequence completed!");
gi.sound(activator, CHAN_AUTO, gi.soundindex(
"misc/talk1.wav"), 1, ATTN_NORM, 0);
}
self->activator = activator;
multi_trigger(self);
}
void
SP_trigger_counter(edict_t *self)
{
if (!self)
{
return;
}
self->wait = -1;
if (!self->count)
{
self->count = 2;
}
self->use = trigger_counter_use;
}
/*
* 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)
{
if (!ent)
{
return;
}
/* 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);
}
void
trigger_push_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
csurface_t *surf /* unused */)
{
if (!self || !other)
{
return;
}
if (strcmp(other->classname, "grenade") == 0)
{
VectorScale(self->movedir, self->speed * 10, other->velocity);
}
else if (other->health > 0)
{
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);
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);
}
}
}
if (self->spawnflags & PUSH_ONCE)
{
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)
{
if (!self)
{
return;
}
InitTrigger(self);
windsound = gi.soundindex("misc/windfly.wav");
self->touch = trigger_push_touch;
if (!self->speed)
{
self->speed = 1000;
}
gi.linkentity(self);
}
/*
* 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_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
csurface_t *surf /* unused */)
{
int dflags;
if (!self || !other)
{
return;
}
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);
}
}
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);
}
void
hurt_use(edict_t *self, edict_t *other /* unused */,
edict_t *activator /* unused */)
{
if (!self)
{
return;
}
if (self->solid == SOLID_NOT)
{
int i, num;
edict_t *touch[MAX_EDICTS], *hurtme;
self->solid = SOLID_TRIGGER;
num = gi.BoxEdicts (self->absmin, self->absmax,
touch, MAX_EDICTS, AREA_SOLID);
/* Check for idle monsters in
trigger hurt */
for (i = 0 ; i < num ; i++)
{
hurtme = touch[i];
hurt_touch (self, hurtme, NULL, NULL);
}
}
else
{
self->solid = SOLID_NOT;
}
gi.linkentity(self);
if (!(self->spawnflags & 2))
{
self->use = NULL;
}
}
void
SP_trigger_hurt(edict_t *self)
{
if (!self)
{
return;
}
InitTrigger(self);
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);
}
/*
* 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 /* unused */,
csurface_t *surf /* unused */)
{
if (!self || !other)
{
return;
}
other->gravity = self->gravity;
}
void
SP_trigger_gravity(edict_t *self)
{
if (!self)
{
return;
}
if (st.gravity == 0)
{
gi.dprintf("trigger_gravity without gravity set at %s\n",
vtos(self->s.origin));
G_FreeEdict(self);
return;
}
InitTrigger(self);
self->gravity = (int)strtol(st.gravity, (char **)NULL, 10);
self->touch = trigger_gravity_touch;
}
/*
* 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 /* unused */,
csurface_t *surf /* unused */)
{
if (!self || !other)
{
return;
}
if (other->flags & (FL_FLY | FL_SWIM))
{
return;
}
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)
{
if (!self)
{
return;
}
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);
self->touch = trigger_monsterjump_touch;
self->movedir[2] = st.height;
}