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- // Copyright (C) 1999-2000 Id Software, Inc.
- //
- #include "g_local.h"
-
-
- void InitTrigger( gentity_t *self ) {
- if (!VectorCompare (self->s.angles, vec3_origin))
- G_SetMovedir (self->s.angles, self->movedir);
-
- 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
- }
-
- G_UseTargets (ent, ent->activator);
-
- 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) ?
- "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 );
-
- 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 );
- trap_LinkEntity (ent);
- }
-
-
-
- /*
- ==============================================================================
-
- trigger_always
-
- ==============================================================================
- */
-
- void trigger_always_think( gentity_t *ent ) {
- G_UseTargets(ent, ent);
- 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 && other->client->hook)
- Weapon_HookFree(other->client->hook);
-
- 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;
-
- // make sure the client precaches this sound
- G_SoundIndex("sound/world/jumppad.wav");
-
- self->s.eType = ET_PUSH_TRIGGER;
- self->touch = trigger_push_touch;
- self->think = AimAtTarget;
- self->nextthink = level.time + FRAMETIME;
- trap_LinkEntity (self);
- }
-
-
- void Use_target_push( gentity_t *self, gentity_t *other, gentity_t *activator ) {
- if ( !activator->client ) {
- return;
- }
-
- if ( activator->client->ps.pm_type != PM_NORMAL ) {
- 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, CHAN_AUTO, self->noise_index );
- }
- }
-
- /*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad
- Pushes the activator in the direction.of angle, or towards a target apex.
- "speed" defaults to 1000
- if "bouncepad", play bounce 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/world/jumppad.wav");
- } else {
- self->noise_index = G_SoundIndex("sound/misc/windfly.wav");
- }
- 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
-
- ==============================================================================
- */
-
- void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ) {
- gentity_t *dest;
-
- if ( !other->client ) {
- return;
- }
- if ( other->client->ps.pm_type == PM_DEAD ) {
- return;
- }
- // Spectators only?
- if ( ( self->spawnflags & 1 ) &&
- other->client->sess.sessionTeam != TEAM_SPECTATOR ) {
- return;
- }
-
-
- dest = G_PickTarget( self->target );
- if (!dest) {
- G_Printf ("Couldn't find teleporter destination\n");
- return;
- }
-
- TeleportPlayer( other, dest->s.origin, dest->s.angles );
- }
-
-
- /*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR
- Allows client side prediction of teleportation events.
- Must point at a target_position, which will be the teleport destination.
-
- 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
- */
- void SP_trigger_teleport( gentity_t *self ) {
- InitTrigger (self);
-
- // unlike other triggers, we need to send this one to the client
- // unless is a spectator trigger
- if ( self->spawnflags & 1 ) {
- self->r.svFlags |= SVF_NOCLIENT;
- } else {
- self->r.svFlags &= ~SVF_NOCLIENT;
- }
-
- // make sure the client precaches this sound
- G_SoundIndex("sound/world/jumppad.wav");
-
- self->s.eType = ET_TELEPORT_TRIGGER;
- self->touch = trigger_teleporter_touch;
-
- trap_LinkEntity (self);
- }
-
-
- /*
- ==============================================================================
-
- trigger_hurt
-
- ==============================================================================
- */
-
- /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW
- 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
- SLOW changes the damage rate to once per second
- NO_PROTECTION *nothing* stops the damage
-
- "dmg" default 5 (whole numbers only)
-
- */
- void hurt_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
- if ( self->r.linked ) {
- trap_UnlinkEntity( self );
- } else {
- trap_LinkEntity( self );
- }
- }
-
- void hurt_touch( gentity_t *self, gentity_t *other, trace_t *trace ) {
- int dflags;
-
- if ( !other->takedamage ) {
- return;
- }
-
- if ( self->timestamp > level.time ) {
- 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, CHAN_AUTO, 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);
-
- 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;
- }
-
- // link in to the world if starting active
- if ( ! (self->spawnflags & 1) ) {
- trap_LinkEntity (self);
- }
- }
-
-
- /*
- ==============================================================================
-
- 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;
- }
-
-
-