1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#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
}
if ( activator->client ) {
if ( ( ent->spawnflags & 1 ) &&
activator->client->sess.sessionTeam != TEAM_RED ) {
return;
}
if ( ( ent->spawnflags & 2 ) &&
activator->client->sess.sessionTeam != TEAM_BLUE ) {
return;
}
}
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;
}
BG_TouchJumpPad( &other->client->ps, &self->s );
}
/*
=================
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;
}
|