/* * 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. * */ #include "g_local.h" void InitTrigger(edict_t * self) { 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) { 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->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, edict_t * activator) { ent->activator = activator; multi_trigger(ent); } void Touch_Multi(edict_t * self, edict_t * other, cplane_t * plane, csurface_t * surf) { 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, edict_t * activator) { self->solid = SOLID_TRIGGER; self->use = Use_Multi; gi.linkentity(self); } void SP_trigger_multiple(edict_t * ent) { 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 4) * * "message" string to be displayed when triggered */ 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 */ 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, edict_t * activator) { G_UseTargets(self, activator); } void SP_trigger_relay(edict_t * self) { self->use = trigger_relay_use; } /* * * ============================================================================ * == * * 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) { 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; #ifdef WITH_ACEBOT safe_centerprintf #else gi.centerprintf #endif (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 (!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; } /* * * ============================================================================ * == * * 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) { if (self->count == 0) return; self->count--; if (self->count) { if (!(self->spawnflags & 1)) { #ifdef WITH_ACEBOT safe_centerprintf #else gi.centerprintf #endif (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)) { #ifdef WITH_ACEBOT safe_centerprintf #else gi.centerprintf #endif (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) { self->wait = -1; if (!self->count) self->count = 2; self->use = trigger_counter_use; } /* * * ============================================================================ * == * * 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) { /* 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 * * ============ * ================================================================= */ #define PUSH_ONCE 1 static int windsound; 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); } 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" * efaults 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 * hanges 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); } 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 SP_trigger_hurt(edict_t * self) { 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); } /* * * ============================================================================ * == * * 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) { other->gravity = self->gravity; } 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); return; } InitTrigger(self); self->gravity = atoi(st.gravity); self->touch = trigger_gravity_touch; } /* * * ============================================================================ * == * * 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) { 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->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; }