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Diffstat (limited to 'qw-qc/triggers.qc')
| -rw-r--r-- | qw-qc/triggers.qc | 672 |
1 files changed, 672 insertions, 0 deletions
diff --git a/qw-qc/triggers.qc b/qw-qc/triggers.qc new file mode 100644 index 0000000..0d31915 --- /dev/null +++ b/qw-qc/triggers.qc @@ -0,0 +1,672 @@ +/* + triggers.qc + + trigger functions + + Copyright (C) 1996-1997 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: + + Free Software Foundation, Inc. + 59 Temple Place - Suite 330 + Boston, MA 02111-1307, USA + +*/ + +entity stemp, otemp, s, old; + + +void() trigger_reactivate = +{ + self.solid = SOLID_TRIGGER; +}; + +//============================================================================= + +float SPAWNFLAG_NOMESSAGE = 1; +float SPAWNFLAG_NOTOUCH = 1; + +// the wait time has passed, so set back up for another activation +void() multi_wait = +{ + if (self.max_health) + { + self.health = self.max_health; + self.takedamage = DAMAGE_YES; + self.solid = SOLID_BBOX; + } +}; + + +// the trigger was just touched/killed/used +// self.enemy 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 = +{ + if (self.nextthink > time) + { + return; // allready been triggered + } + + if (self.classname == "trigger_secret") + { + if (self.enemy.classname != "player") + return; + found_secrets = found_secrets + 1; + WriteByte (MSG_ALL, SVC_FOUNDSECRET); + } + + if (self.noise) + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + +// don't trigger again until reset + self.takedamage = DAMAGE_NO; + + activator = self.enemy; + + SUB_UseTargets(); + + if (self.wait > 0) + { + self.think = multi_wait; + self.nextthink = time + self.wait; + } + else + { // we can't just remove (self) here, because this is a touch function + // called wheil C code is looping through area links... + self.touch = SUB_Null; + self.nextthink = time + 0.1; + self.think = SUB_Remove; + } +}; + +void() multi_killed = +{ + self.enemy = damage_attacker; + multi_trigger(); +}; + +void() multi_use = +{ + self.enemy = activator; + multi_trigger(); +}; + +void() multi_touch = +{ + if (other.classname != "player") + return; + +// if the trigger has an angles field, check player's facing direction + if (self.movedir != '0 0 0') + { + makevectors (other.angles); + if (v_forward * self.movedir < 0) + return; // not facing the right way + } + + self.enemy = other; + multi_trigger (); +}; + +/*QUAKED trigger_multiple (.5 .5 .5) ? notouch +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. +"wait" : Seconds between triggerings. (.2 default) +If notouch is set, the trigger is only fired by other entities, not by touching. +NOTOUCH has been obsoleted by trigger_relay! +sounds +1) secret +2) beep beep +3) large switch +4) +set "message" to text string +*/ +void() trigger_multiple = +{ + if (self.sounds == 1) + { + precache_sound ("misc/secret.wav"); + self.noise = "misc/secret.wav"; + } + else if (self.sounds == 2) + { + precache_sound ("misc/talk.wav"); + self.noise = "misc/talk.wav"; + } + else if (self.sounds == 3) + { + precache_sound ("misc/trigger1.wav"); + self.noise = "misc/trigger1.wav"; + } + + if (!self.wait) + self.wait = 0.2; + self.use = multi_use; + + InitTrigger (); + + if (self.health) + { + if (self.spawnflags & SPAWNFLAG_NOTOUCH) + objerror ("health and notouch don't make sense\n"); + self.max_health = self.health; + self.th_die = multi_killed; + self.takedamage = DAMAGE_YES; + self.solid = SOLID_BBOX; + setorigin (self, self.origin); // make sure it links into the world + } + else + { + if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) ) + { + self.touch = multi_touch; + } + } +}; + + +/*QUAKED trigger_once (.5 .5 .5) ? notouch +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 +"targetname". If "health" is set, the trigger must be killed to activate. +If notouch is set, the trigger is only fired by other entities, not by touching. +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. Use "360" for an angle of 0. +sounds +1) secret +2) beep beep +3) large switch +4) +set "message" to text string +*/ +void() trigger_once = +{ + self.wait = -1; + trigger_multiple(); +}; + +//============================================================================= + +/*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. It can contain killtargets, targets, delays, and messages. +*/ +void() trigger_relay = +{ + self.use = SUB_UseTargets; +}; + + +//============================================================================= + +/*QUAKED trigger_secret (.5 .5 .5) ? +secret counter trigger +sounds +1) secret +2) beep beep +3) +4) +set "message" to text string +*/ +void() trigger_secret = +{ + total_secrets = total_secrets + 1; + self.wait = -1; + if (!self.message) + self.message = "You found a secret area!"; + if (!self.sounds) + self.sounds = 1; + + if (self.sounds == 1) + { + precache_sound ("misc/secret.wav"); + self.noise = "misc/secret.wav"; + } + else if (self.sounds == 2) + { + precache_sound ("misc/talk.wav"); + self.noise = "misc/talk.wav"; + } + + trigger_multiple (); +}; + +//============================================================================= + + +void() counter_use = +{ + local string junk; + + self.count = self.count - 1; + if (self.count < 0) + return; + + if (self.count != 0) + { + if (activator.classname == "player" + && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) + { + if (self.count >= 4) + centerprint (activator, "There are more to go..."); + else if (self.count == 3) + centerprint (activator, "Only 3 more to go..."); + else if (self.count == 2) + centerprint (activator, "Only 2 more to go..."); + else + centerprint (activator, "Only 1 more to go..."); + } + return; + } + + if (activator.classname == "player" + && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) + centerprint(activator, "Sequence completed!"); + self.enemy = activator; + multi_trigger (); +}; + +/*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 = +{ + self.wait = -1; + if (!self.count) + self.count = 2; + + self.use = counter_use; +}; + + +/* +============================================================================== + +TELEPORT TRIGGERS + +============================================================================== +*/ + +float PLAYER_ONLY = 1; +float SILENT = 2; + +void() play_teleport = +{ + local float v; + local string tmpstr; + + v = random() * 5; + if (v < 1) + tmpstr = "misc/r_tele1.wav"; + else if (v < 2) + tmpstr = "misc/r_tele2.wav"; + else if (v < 3) + tmpstr = "misc/r_tele3.wav"; + else if (v < 4) + tmpstr = "misc/r_tele4.wav"; + else + tmpstr = "misc/r_tele5.wav"; + + sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM); + remove (self); +}; + +void(vector org) spawn_tfog = +{ + s = spawn (); + s.origin = org; + s.nextthink = time + 0.2; + s.think = play_teleport; + + WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); + WriteByte (MSG_MULTICAST, TE_TELEPORT); + WriteCoord (MSG_MULTICAST, org_x); + WriteCoord (MSG_MULTICAST, org_y); + WriteCoord (MSG_MULTICAST, org_z); + multicast (org, MULTICAST_PHS); +}; + + +void() tdeath_touch = +{ + local entity other2; + + if (other == self.owner) + return; + +// frag anyone who teleports in on top of an invincible player + if (other.classname == "player") + { + if (other.invincible_finished > time && + self.owner.invincible_finished > time) { + self.classname = "teledeath3"; + other.invincible_finished = 0; + self.owner.invincible_finished = 0; + T_Damage (other, self, self, 50000); + other2 = self.owner; + self.owner = other; + T_Damage (other2, self, self, 50000); + } + + if (other.invincible_finished > time) + { + self.classname = "teledeath2"; + T_Damage (self.owner, self, self, 50000); + return; + } + + } + + if (other.health) + { + T_Damage (other, self, self, 50000); + } +}; + + +void(vector org, entity death_owner) spawn_tdeath = +{ +local entity death; + + death = spawn(); + death.classname = "teledeath"; + death.movetype = MOVETYPE_NONE; + death.solid = SOLID_TRIGGER; + death.angles = '0 0 0'; + setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1'); + setorigin (death, org); + death.touch = tdeath_touch; + death.nextthink = time + 0.2; + death.think = SUB_Remove; + death.owner = death_owner; + + force_retouch = 2; // make sure even still objects get hit +}; + +void() teleport_touch = +{ +local entity t; +local vector org; + + if (self.targetname) + { + if (self.nextthink < time) + { + return; // not fired yet + } + } + + if (self.spawnflags & PLAYER_ONLY) + { + if (other.classname != "player") + return; + } + +// only teleport living creatures + if (other.health <= 0 || other.solid != SOLID_SLIDEBOX) + return; + + SUB_UseTargets (); + +// put a tfog where the player was + spawn_tfog (other.origin); + + t = find (world, targetname, self.target); + if (!t) + objerror ("couldn't find target"); + +// spawn a tfog flash in front of the destination + makevectors (t.mangle); + org = t.origin + 32 * v_forward; + + spawn_tfog (org); + spawn_tdeath(t.origin, other); + +// move the player and lock him down for a little while + if (!other.health) + { + other.origin = t.origin; + other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y); + return; + } + + setorigin (other, t.origin); + other.angles = t.mangle; + if (other.classname == "player") + { + other.fixangle = 1; // turn this way immediately + other.teleport_time = time + 0.7; + if (other.flags & FL_ONGROUND) + other.flags = other.flags - FL_ONGROUND; + other.velocity = v_forward * 300; + } + other.flags = other.flags - other.flags & FL_ONGROUND; +}; + +/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32) +This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field. +*/ +void() info_teleport_destination = +{ +// this does nothing, just serves as a target spot + self.mangle = self.angles; + self.angles = '0 0 0'; + self.model = ""; + self.origin = self.origin + '0 0 27'; + if (!self.targetname) + objerror ("no targetname"); +}; + +void() teleport_use = +{ + self.nextthink = time + 0.2; + force_retouch = 2; // make sure even still objects get hit + self.think = SUB_Null; +}; + +/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT +Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches. + +If the trigger_teleport has a targetname, it will only teleport entities when it has been fired. +*/ +void() trigger_teleport = +{ + local vector o; + + InitTrigger (); + self.touch = teleport_touch; + // find the destination + if (!self.target) + objerror ("no target"); + self.use = teleport_use; + + if (!(self.spawnflags & SILENT)) + { + precache_sound ("ambience/hum1.wav"); + o = (self.mins + self.maxs)*0.5; + ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC); + } +}; + +/* +============================================================================== + +trigger_setskill + +============================================================================== +*/ + +/*QUAKED trigger_setskill (.5 .5 .5) ? +sets skill level to the value of "message". +Only used on start map. +*/ +void() trigger_setskill = +{ + remove (self); +}; + + +/* +============================================================================== + +ONLY REGISTERED TRIGGERS + +============================================================================== +*/ + +void() trigger_onlyregistered_touch = +{ + if (other.classname != "player") + return; + if (self.attack_finished > time) + return; + + self.attack_finished = time + 2; + if (cvar("registered")) + { + self.message = ""; + SUB_UseTargets (); + remove (self); + } + else + { + if (self.message != "") + { + centerprint (other, self.message); + sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); + } + } +}; + +/*QUAKED trigger_onlyregistered (.5 .5 .5) ? +Only fires if playing the registered version, otherwise prints the message +*/ +void() trigger_onlyregistered = +{ + precache_sound ("misc/talk.wav"); + InitTrigger (); + self.touch = trigger_onlyregistered_touch; +}; + +//============================================================================ + +void() hurt_on = +{ + self.solid = SOLID_TRIGGER; + self.nextthink = -1; +}; + +void() hurt_touch = +{ + if (other.takedamage) + { + self.solid = SOLID_NOT; + T_Damage (other, self, self, self.dmg); + self.think = hurt_on; + self.nextthink = time + 1; + } + + return; +}; + +/*QUAKED trigger_hurt (.5 .5 .5) ? +Any object touching this will be hurt +set dmg to damage amount +defalt dmg = 5 +*/ +void() trigger_hurt = +{ + InitTrigger (); + self.touch = hurt_touch; + if (!self.dmg) + self.dmg = 5; +}; + +//============================================================================ + +float PUSH_ONCE = 1; + +void() trigger_push_touch = +{ + if (other.classname == "grenade") + other.velocity = self.speed * self.movedir * 10; + else if (other.health > 0) + { + other.velocity = self.speed * self.movedir * 10; + if (other.classname == "player") + { + if (other.fly_sound < time) + { + other.fly_sound = time + 1.5; + sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM); + } + } + } + if (self.spawnflags & PUSH_ONCE) + remove(self); +}; + + +/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE +Pushes the player +*/ +void() trigger_push = +{ + InitTrigger (); + precache_sound ("ambience/windfly.wav"); + self.touch = trigger_push_touch; + if (!self.speed) + self.speed = 1000; +}; + +//============================================================================ + +void() trigger_monsterjump_touch = +{ + if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER ) + return; + +// set XY even if not on ground, so the jump will clear lips + other.velocity_x = self.movedir_x * self.speed; + other.velocity_y = self.movedir_y * self.speed; + + if ( !(other.flags & FL_ONGROUND) ) + return; + + other.flags = other.flags - FL_ONGROUND; + + other.velocity_z = self.height; +}; + +/*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 = +{ + if (!self.speed) + self.speed = 200; + if (!self.height) + self.height = 200; + if (self.angles == '0 0 0') + self.angles = '0 360 0'; + InitTrigger (); + self.touch = trigger_monsterjump_touch; +}; + |
