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1.1 root 1: #include "g_local.h"
2:
3: /*
4: =========================================================
5:
6: PLATS
7:
8: movement options:
9:
10: linear
11: smooth start, hard stop
12: smooth start, smooth stop
13:
14: start
15: end
16: acceleration
17: speed
18: deceleration
19: begin sound
20: end sound
21: target fired when reaching end
22: wait at end
23:
24: object characteristics that use move segments
25: ---------------------------------------------
26: movetype_push, or movetype_stop
27: action when touched
28: action when blocked
29: action when used
30: disabled?
31: auto trigger spawning
32:
33:
34: =========================================================
35: */
36:
37: #define PLAT_LOW_TRIGGER 1
38:
39: #define STATE_TOP 0
40: #define STATE_BOTTOM 1
41: #define STATE_UP 2
42: #define STATE_DOWN 3
43:
44: #define DOOR_START_OPEN 1
45: #define DOOR_REVERSE 2
46: #define DOOR_CRUSHER 4
47: #define DOOR_NOMONSTER 8
48: #define DOOR_TOGGLE 32
49: #define DOOR_X_AXIS 64
50: #define DOOR_Y_AXIS 128
51:
52:
53: //
54: // Support routines for movement (changes in origin using velocity)
55: //
56:
57: void Move_Done (edict_t *ent)
58: {
59: VectorClear (ent->velocity);
60: ent->moveinfo.endfunc (ent);
61: }
62:
63: void Move_Final (edict_t *ent)
64: {
65: if (ent->moveinfo.remaining_distance == 0)
66: {
67: Move_Done (ent);
68: return;
69: }
70:
71: VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity);
72:
73: ent->think = Move_Done;
74: ent->nextthink = level.time + FRAMETIME;
75: }
76:
77: void Move_Begin (edict_t *ent)
78: {
79: float frames;
80:
81: if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance)
82: {
83: Move_Final (ent);
84: return;
85: }
86: VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);
87: frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME);
88: ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME;
89: ent->nextthink = level.time + (frames * FRAMETIME);
90: ent->think = Move_Final;
91: }
92:
93: void Think_AccelMove (edict_t *ent);
94:
95: void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*))
96: {
97: VectorClear (ent->velocity);
98: VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);
99: ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);
100: ent->moveinfo.endfunc = func;
101:
102: if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel)
103: {
104: if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
105: {
106: Move_Begin (ent);
107: }
108: else
109: {
110: ent->nextthink = level.time + FRAMETIME;
111: ent->think = Move_Begin;
112: }
113: }
114: else
115: {
116: // accelerative
117: ent->moveinfo.current_speed = 0;
118: ent->think = Think_AccelMove;
119: ent->nextthink = level.time + FRAMETIME;
120: }
121: }
122:
123:
124: //
125: // Support routines for angular movement (changes in angle using avelocity)
126: //
127:
128: void AngleMove_Done (edict_t *ent)
129: {
130: VectorClear (ent->avelocity);
131: ent->moveinfo.endfunc (ent);
132: }
133:
134: void AngleMove_Final (edict_t *ent)
135: {
136: vec3_t move;
137:
138: if (ent->moveinfo.state == STATE_UP)
139: VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move);
140: else
141: VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move);
142:
143: if (VectorCompare (move, vec3_origin))
144: {
145: AngleMove_Done (ent);
146: return;
147: }
148:
149: VectorScale (move, 1.0/FRAMETIME, ent->avelocity);
150:
151: ent->think = AngleMove_Done;
152: ent->nextthink = level.time + FRAMETIME;
153: }
154:
155: void AngleMove_Begin (edict_t *ent)
156: {
157: vec3_t destdelta;
158: float len;
159: float traveltime;
160: float frames;
161:
162: // set destdelta to the vector needed to move
163: if (ent->moveinfo.state == STATE_UP)
164: VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);
165: else
166: VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);
167:
168: // calculate length of vector
169: len = VectorLength (destdelta);
170:
171: // divide by speed to get time to reach dest
172: traveltime = len / ent->moveinfo.speed;
173:
174: if (traveltime < FRAMETIME)
175: {
176: AngleMove_Final (ent);
177: return;
178: }
179:
180: frames = floor(traveltime / FRAMETIME);
181:
182: // scale the destdelta vector by the time spent traveling to get velocity
183: VectorScale (destdelta, 1.0 / traveltime, ent->avelocity);
184:
185: // set nextthink to trigger a think when dest is reached
186: ent->nextthink = level.time + frames * FRAMETIME;
187: ent->think = AngleMove_Final;
188: }
189:
190: void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*))
191: {
192: VectorClear (ent->avelocity);
193: ent->moveinfo.endfunc = func;
194: if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
195: {
196: AngleMove_Begin (ent);
197: }
198: else
199: {
200: ent->nextthink = level.time + FRAMETIME;
201: ent->think = AngleMove_Begin;
202: }
203: }
204:
205:
206: /*
207: ==============
208: Think_AccelMove
209:
210: The team has completed a frame of movement, so
211: change the speed for the next frame
212: ==============
213: */
214: #define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
215:
216: void plat_CalcAcceleratedMove(moveinfo_t *moveinfo)
217: {
218: float accel_dist;
219: float decel_dist;
220:
221: moveinfo->move_speed = moveinfo->speed;
222:
223: if (moveinfo->remaining_distance < moveinfo->accel)
224: {
225: moveinfo->current_speed = moveinfo->remaining_distance;
226: return;
227: }
228:
229: accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);
230: decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel);
231:
232: if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)
233: {
234: float f;
235:
236: f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);
237: moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);
238: decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);
239: }
240:
241: moveinfo->decel_distance = decel_dist;
242: };
243:
244: void plat_Accelerate (moveinfo_t *moveinfo)
245: {
246: // are we decelerating?
247: if (moveinfo->remaining_distance <= moveinfo->decel_distance)
248: {
249: if (moveinfo->remaining_distance < moveinfo->decel_distance)
250: {
251: if (moveinfo->next_speed)
252: {
253: moveinfo->current_speed = moveinfo->next_speed;
254: moveinfo->next_speed = 0;
255: return;
256: }
257: if (moveinfo->current_speed > moveinfo->decel)
258: moveinfo->current_speed -= moveinfo->decel;
259: }
260: return;
261: }
262:
263: // are we at full speed and need to start decelerating during this move?
264: if (moveinfo->current_speed == moveinfo->move_speed)
265: if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)
266: {
267: float p1_distance;
268: float p2_distance;
269: float distance;
270:
271: p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
272: p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));
273: distance = p1_distance + p2_distance;
274: moveinfo->current_speed = moveinfo->move_speed;
275: moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
276: return;
277: }
278:
279: // are we accelerating?
280: if (moveinfo->current_speed < moveinfo->speed)
281: {
282: float old_speed;
283: float p1_distance;
284: float p1_speed;
285: float p2_distance;
286: float distance;
287:
288: old_speed = moveinfo->current_speed;
289:
290: // figure simple acceleration up to move_speed
291: moveinfo->current_speed += moveinfo->accel;
292: if (moveinfo->current_speed > moveinfo->speed)
293: moveinfo->current_speed = moveinfo->speed;
294:
295: // are we accelerating throughout this entire move?
296: if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)
297: return;
298:
299: // during this move we will accelrate from current_speed to move_speed
300: // and cross over the decel_distance; figure the average speed for the
301: // entire move
302: p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
303: p1_speed = (old_speed + moveinfo->move_speed) / 2.0;
304: p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));
305: distance = p1_distance + p2_distance;
306: moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));
307: moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
308: return;
309: }
310:
311: // we are at constant velocity (move_speed)
312: return;
313: };
314:
315: void Think_AccelMove (edict_t *ent)
316: {
317: ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed;
318:
319: if (ent->moveinfo.current_speed == 0) // starting or blocked
320: plat_CalcAcceleratedMove(&ent->moveinfo);
321:
322: plat_Accelerate (&ent->moveinfo);
323:
324: // will the entire move complete on next frame?
325: if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)
326: {
327: Move_Final (ent);
328: return;
329: }
330:
331: VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);
332: ent->nextthink = level.time + FRAMETIME;
333: ent->think = Think_AccelMove;
334: }
335:
336:
337: void plat_go_down (edict_t *ent);
338:
339: void plat_hit_top (edict_t *ent)
340: {
341: if (!(ent->flags & FL_TEAMSLAVE))
342: {
343: if (ent->moveinfo.sound_end)
344: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
345: ent->s.sound = 0;
346: }
347: ent->moveinfo.state = STATE_TOP;
348:
349: ent->think = plat_go_down;
350: ent->nextthink = level.time + 3;
351: }
352:
353: void plat_hit_bottom (edict_t *ent)
354: {
355: if (!(ent->flags & FL_TEAMSLAVE))
356: {
357: if (ent->moveinfo.sound_end)
358: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
359: ent->s.sound = 0;
360: }
361: ent->moveinfo.state = STATE_BOTTOM;
362: }
363:
364: void plat_go_down (edict_t *ent)
365: {
366: if (!(ent->flags & FL_TEAMSLAVE))
367: {
368: if (ent->moveinfo.sound_start)
369: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
370: ent->s.sound = ent->moveinfo.sound_middle;
371: }
372: ent->moveinfo.state = STATE_DOWN;
373: Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);
374: }
375:
376: void plat_go_up (edict_t *ent)
377: {
378: if (!(ent->flags & FL_TEAMSLAVE))
379: {
380: if (ent->moveinfo.sound_start)
381: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
382: ent->s.sound = ent->moveinfo.sound_middle;
383: }
384: ent->moveinfo.state = STATE_UP;
385: Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);
386: }
387:
388: void plat_blocked (edict_t *self, edict_t *other)
389: {
390: if (!(other->svflags & SVF_MONSTER) && (!other->client) )
391: {
392: // give it a chance to go away on it's own terms (like gibs)
393: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
394: // if it's still there, nuke it
395: if (other)
396: BecomeExplosion1 (other);
397: return;
398: }
399:
400: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
401:
402: if (self->moveinfo.state == STATE_UP)
403: plat_go_down (self);
404: else if (self->moveinfo.state == STATE_DOWN)
405: plat_go_up (self);
406: }
407:
408:
409: void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator)
410: {
411: if (ent->think)
412: return; // already down
413: plat_go_down (ent);
414: }
415:
416:
417: void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
418: {
419: if (!other->client)
420: return;
421:
422: if (other->health <= 0)
423: return;
424:
425: ent = ent->enemy; // now point at the plat, not the trigger
426: if (ent->moveinfo.state == STATE_BOTTOM)
427: plat_go_up (ent);
428: else if (ent->moveinfo.state == STATE_TOP)
429: ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down
430: }
431:
432: void plat_spawn_inside_trigger (edict_t *ent)
433: {
434: edict_t *trigger;
435: vec3_t tmin, tmax;
436:
437: //
438: // middle trigger
439: //
440: trigger = G_Spawn();
441: trigger->touch = Touch_Plat_Center;
442: trigger->movetype = MOVETYPE_NONE;
443: trigger->solid = SOLID_TRIGGER;
444: trigger->enemy = ent;
445:
446: tmin[0] = ent->mins[0] + 25;
447: tmin[1] = ent->mins[1] + 25;
448: tmin[2] = ent->mins[2];
449:
450: tmax[0] = ent->maxs[0] - 25;
451: tmax[1] = ent->maxs[1] - 25;
452: tmax[2] = ent->maxs[2] + 8;
453:
454: tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);
455:
456: if (ent->spawnflags & PLAT_LOW_TRIGGER)
457: tmax[2] = tmin[2] + 8;
458:
459: if (tmax[0] - tmin[0] <= 0)
460: {
461: tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;
462: tmax[0] = tmin[0] + 1;
463: }
464: if (tmax[1] - tmin[1] <= 0)
465: {
466: tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;
467: tmax[1] = tmin[1] + 1;
468: }
469:
470: VectorCopy (tmin, trigger->mins);
471: VectorCopy (tmax, trigger->maxs);
472:
473: gi.linkentity (trigger);
474: }
475:
476:
477: /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
478: speed default 150
479:
480: Plats are always drawn in the extended position, so they will light correctly.
481:
482: If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
483:
484: "speed" overrides default 200.
485: "accel" overrides default 500
486: "lip" overrides default 8 pixel lip
487:
488: If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
489:
490: Set "sounds" to one of the following:
491: 1) base fast
492: 2) chain slow
493: */
494: void SP_func_plat (edict_t *ent)
495: {
496: VectorClear (ent->s.angles);
497: ent->solid = SOLID_BSP;
498: ent->movetype = MOVETYPE_PUSH;
499:
500: gi.setmodel (ent, ent->model);
501:
502: ent->blocked = plat_blocked;
503:
504: if (!ent->speed)
505: ent->speed = 20;
506: else
507: ent->speed *= 0.1;
508:
509: if (!ent->accel)
510: ent->accel = 5;
511: else
512: ent->accel *= 0.1;
513:
514: if (!ent->decel)
515: ent->decel = 5;
516: else
517: ent->decel *= 0.1;
518:
519: if (!ent->dmg)
520: ent->dmg = 2;
521:
522: if (!st.lip)
523: st.lip = 8;
524:
525: // pos1 is the top position, pos2 is the bottom
526: VectorCopy (ent->s.origin, ent->pos1);
527: VectorCopy (ent->s.origin, ent->pos2);
528: if (st.height)
529: ent->pos2[2] -= st.height;
530: else
531: ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
532:
533: ent->use = Use_Plat;
534:
535: plat_spawn_inside_trigger (ent); // the "start moving" trigger
536:
537: if (ent->targetname)
538: {
539: ent->moveinfo.state = STATE_UP;
540: }
541: else
542: {
543: VectorCopy (ent->pos2, ent->s.origin);
544: gi.linkentity (ent);
545: ent->moveinfo.state = STATE_BOTTOM;
546: }
547:
548: ent->moveinfo.speed = ent->speed;
549: ent->moveinfo.accel = ent->accel;
550: ent->moveinfo.decel = ent->decel;
551: ent->moveinfo.wait = ent->wait;
552: VectorCopy (ent->pos1, ent->moveinfo.start_origin);
553: VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
554: VectorCopy (ent->pos2, ent->moveinfo.end_origin);
555: VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
556:
557: ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
558: ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
559: ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
560: }
561:
562: //====================================================================
563:
564: /*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
565: You need to have an origin brush as part of this entity. The center of that brush will be
566: the point around which it is rotated. It will rotate around the Z axis by default. You can
567: check either the X_AXIS or Y_AXIS box to change that.
568:
569: "speed" determines how fast it moves; default value is 100.
570: "dmg" damage to inflict when blocked (2 default)
571:
572: REVERSE will cause the it to rotate in the opposite direction.
573: STOP mean it will stop moving instead of pushing entities
574: */
575:
576: void rotating_blocked (edict_t *self, edict_t *other)
577: {
578: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
579: }
580:
581: void rotating_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
582: {
583: if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2])
584: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
585: }
586:
587: void rotating_use (edict_t *self, edict_t *other, edict_t *activator)
588: {
589: if (!VectorCompare (self->avelocity, vec3_origin))
590: {
591: self->s.sound = 0;
592: VectorClear (self->avelocity);
593: self->touch = NULL;
594: }
595: else
596: {
597: self->s.sound = self->moveinfo.sound_middle;
598: VectorScale (self->movedir, self->speed, self->avelocity);
599: if (self->spawnflags & 16)
600: self->touch = rotating_touch;
601: }
602: }
603:
604: void SP_func_rotating (edict_t *ent)
605: {
606: ent->solid = SOLID_BSP;
607: if (ent->spawnflags & 32)
608: ent->movetype = MOVETYPE_STOP;
609: else
610: ent->movetype = MOVETYPE_PUSH;
611:
612: // set the axis of rotation
613: VectorClear(ent->movedir);
614: if (ent->spawnflags & 4)
615: ent->movedir[2] = 1.0;
616: else if (ent->spawnflags & 8)
617: ent->movedir[0] = 1.0;
618: else // Z_AXIS
619: ent->movedir[1] = 1.0;
620:
621: // check for reverse rotation
622: if (ent->spawnflags & 2)
623: VectorNegate (ent->movedir, ent->movedir);
624:
625: if (!ent->speed)
626: ent->speed = 100;
627: if (!ent->dmg)
628: ent->dmg = 2;
629:
630: // ent->moveinfo.sound_middle = "doors/hydro1.wav";
631:
632: ent->use = rotating_use;
633: if (ent->dmg)
634: ent->blocked = rotating_blocked;
635:
636: if (ent->spawnflags & 1)
637: ent->use (ent, NULL, NULL);
638:
639: if (ent->spawnflags & 64)
640: ent->s.effects |= EF_ANIM_ALL;
641: if (ent->spawnflags & 128)
642: ent->s.effects |= EF_ANIM_ALLFAST;
643:
644: gi.setmodel (ent, ent->model);
645: gi.linkentity (ent);
646: }
647:
648: /*
649: ======================================================================
650:
651: BUTTONS
652:
653: ======================================================================
654: */
655:
656: /*QUAKED func_button (0 .5 .8) ?
657: When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
658:
659: "angle" determines the opening direction
660: "target" all entities with a matching targetname will be used
661: "speed" override the default 40 speed
662: "wait" override the default 1 second wait (-1 = never return)
663: "lip" override the default 4 pixel lip remaining at end of move
664: "health" if set, the button must be killed instead of touched
665: "sounds"
666: 1) silent
667: 2) steam metal
668: 3) wooden clunk
669: 4) metallic click
670: 5) in-out
671: */
672:
673: void button_done (edict_t *self)
674: {
675: self->moveinfo.state = STATE_BOTTOM;
676: self->s.effects &= ~EF_ANIM23;
677: self->s.effects |= EF_ANIM01;
678: }
679:
680: void button_return (edict_t *self)
681: {
682: self->moveinfo.state = STATE_DOWN;
683:
684: Move_Calc (self, self->moveinfo.start_origin, button_done);
685:
686: self->s.frame = 0;
687:
688: if (self->health)
689: self->takedamage = DAMAGE_YES;
690: }
691:
692: void button_wait (edict_t *self)
693: {
694: self->moveinfo.state = STATE_TOP;
695: self->s.effects &= ~EF_ANIM01;
696: self->s.effects |= EF_ANIM23;
697:
698: G_UseTargets (self, self->activator);
699: self->s.frame = 1;
700: if (self->moveinfo.wait >= 0)
701: {
702: self->nextthink = level.time + self->moveinfo.wait;
703: self->think = button_return;
704: }
705: }
706:
707: void button_fire (edict_t *self)
708: {
709: if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
710: return;
711:
712: self->moveinfo.state = STATE_UP;
713: if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
714: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
715: Move_Calc (self, self->moveinfo.end_origin, button_wait);
716: }
717:
718: void button_use (edict_t *self, edict_t *other, edict_t *activator)
719: {
720: self->activator = activator;
721: button_fire (self);
722: }
723:
724: void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
725: {
726: if (!other->client)
727: return;
728:
729: if (other->health <= 0)
730: return;
731:
732: self->activator = other;
733: button_fire (self);
734: }
735:
736: void button_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
737: {
738: self->activator = attacker;
739: self->health = self->max_health;
740: self->takedamage = DAMAGE_NO;
741: button_fire (self);
742: }
743:
744: void SP_func_button (edict_t *ent)
745: {
746: vec3_t abs_movedir;
747: float dist;
748:
749: G_SetMovedir (ent->s.angles, ent->movedir);
750: ent->movetype = MOVETYPE_STOP;
751: ent->solid = SOLID_BSP;
752: gi.setmodel (ent, ent->model);
753:
754: if (ent->sounds != 1)
755: ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
756:
757: if (!ent->speed)
758: ent->speed = 40;
759: if (!ent->accel)
760: ent->accel = ent->speed;
761: if (!ent->decel)
762: ent->decel = ent->speed;
763:
764: if (!ent->wait)
765: ent->wait = 3;
766: if (!st.lip)
767: st.lip = 4;
768:
769: VectorCopy (ent->s.origin, ent->pos1);
770: abs_movedir[0] = fabs(ent->movedir[0]);
771: abs_movedir[1] = fabs(ent->movedir[1]);
772: abs_movedir[2] = fabs(ent->movedir[2]);
773: dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
774: VectorMA (ent->pos1, dist, ent->movedir, ent->pos2);
775:
776: ent->use = button_use;
777: ent->s.effects |= EF_ANIM01;
778:
779: if (ent->health)
780: {
781: ent->max_health = ent->health;
782: ent->die = button_killed;
783: ent->takedamage = DAMAGE_YES;
784: }
785: else if (! ent->targetname)
786: ent->touch = button_touch;
787:
788: ent->moveinfo.state = STATE_BOTTOM;
789:
790: ent->moveinfo.speed = ent->speed;
791: ent->moveinfo.accel = ent->accel;
792: ent->moveinfo.decel = ent->decel;
793: ent->moveinfo.wait = ent->wait;
794: VectorCopy (ent->pos1, ent->moveinfo.start_origin);
795: VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
796: VectorCopy (ent->pos2, ent->moveinfo.end_origin);
797: VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
798:
799: gi.linkentity (ent);
800: }
801:
802: /*
803: ======================================================================
804:
805: DOORS
806:
807: spawn a trigger surrounding the entire team unless it is
808: already targeted by another
809:
810: ======================================================================
811: */
812:
813: /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
814: TOGGLE wait in both the start and end states for a trigger event.
815: START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
816: NOMONSTER monsters will not trigger this door
817:
818: "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
819: "angle" determines the opening direction
820: "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
821: "health" if set, door must be shot open
822: "speed" movement speed (100 default)
823: "wait" wait before returning (3 default, -1 = never return)
824: "lip" lip remaining at end of move (8 default)
825: "dmg" damage to inflict when blocked (2 default)
826: "sounds"
827: 1) silent
828: 2) light
829: 3) medium
830: 4) heavy
831: */
832:
833: void door_use_areaportals (edict_t *self, qboolean open)
834: {
835: edict_t *t = NULL;
836:
837: if (!self->target)
838: return;
839:
840: while ((t = G_Find (t, FOFS(targetname), self->target)))
841: {
842: if (Q_stricmp(t->classname, "func_areaportal") == 0)
843: {
844: gi.SetAreaPortalState (t->style, open);
845: }
846: }
847: }
848:
849: void door_go_down (edict_t *self);
850:
851: void door_hit_top (edict_t *self)
852: {
853: if (!(self->flags & FL_TEAMSLAVE))
854: {
855: if (self->moveinfo.sound_end)
856: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
857: self->s.sound = 0;
858: }
859: self->moveinfo.state = STATE_TOP;
860: if (self->spawnflags & DOOR_TOGGLE)
861: return;
862: if (self->moveinfo.wait >= 0)
863: {
864: self->think = door_go_down;
865: self->nextthink = level.time + self->moveinfo.wait;
866: }
867: }
868:
869: void door_hit_bottom (edict_t *self)
870: {
871: if (!(self->flags & FL_TEAMSLAVE))
872: {
873: if (self->moveinfo.sound_end)
874: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
875: self->s.sound = 0;
876: }
877: self->moveinfo.state = STATE_BOTTOM;
878: door_use_areaportals (self, false);
879: }
880:
881: void door_go_down (edict_t *self)
882: {
883: if (!(self->flags & FL_TEAMSLAVE))
884: {
885: if (self->moveinfo.sound_start)
886: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
887: self->s.sound = self->moveinfo.sound_middle;
888: }
889: if (self->max_health)
890: {
891: self->takedamage = DAMAGE_YES;
892: self->health = self->max_health;
893: }
894:
895: self->moveinfo.state = STATE_DOWN;
896: if (strcmp(self->classname, "func_door") == 0)
897: Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom);
898: else if (strcmp(self->classname, "func_door_rotating") == 0)
899: AngleMove_Calc (self, door_hit_bottom);
900: }
901:
902: void door_go_up (edict_t *self, edict_t *activator)
903: {
904: if (self->moveinfo.state == STATE_UP)
905: return; // already going up
906:
907: if (self->moveinfo.state == STATE_TOP)
908: { // reset top wait time
909: if (self->moveinfo.wait >= 0)
910: self->nextthink = level.time + self->moveinfo.wait;
911: return;
912: }
913:
914: if (!(self->flags & FL_TEAMSLAVE))
915: {
916: if (self->moveinfo.sound_start)
917: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
918: self->s.sound = self->moveinfo.sound_middle;
919: }
920: self->moveinfo.state = STATE_UP;
921: if (strcmp(self->classname, "func_door") == 0)
922: Move_Calc (self, self->moveinfo.end_origin, door_hit_top);
923: else if (strcmp(self->classname, "func_door_rotating") == 0)
924: AngleMove_Calc (self, door_hit_top);
925:
926: G_UseTargets (self, activator);
927: door_use_areaportals (self, true);
928: }
929:
930: void door_use (edict_t *self, edict_t *other, edict_t *activator)
931: {
932: edict_t *ent;
933:
934: if (self->flags & FL_TEAMSLAVE)
935: return;
936:
937: if (self->spawnflags & DOOR_TOGGLE)
938: {
939: if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
940: {
941: // trigger all paired doors
942: for (ent = self ; ent ; ent = ent->teamchain)
943: {
944: ent->message = NULL;
945: ent->touch = NULL;
946: door_go_down (ent);
947: }
948: return;
949: }
950: }
951:
952: // trigger all paired doors
953: for (ent = self ; ent ; ent = ent->teamchain)
954: {
955: ent->message = NULL;
956: ent->touch = NULL;
957: door_go_up (ent, activator);
958: }
959: };
960:
961: void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
962: {
963: if (other->health <= 0)
964: return;
965:
966: if (!(other->svflags & SVF_MONSTER) && (!other->client))
967: return;
968:
969: if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER))
970: return;
971:
972: if (level.time < self->touch_debounce_time)
973: return;
974: self->touch_debounce_time = level.time + 1.0;
975:
976: door_use (self->owner, other, other);
977: }
978:
979: void Think_CalcMoveSpeed (edict_t *self)
980: {
981: edict_t *ent;
982: float min;
983: float time;
984: float newspeed;
985: float ratio;
986: float dist;
987:
988: if (self->flags & FL_TEAMSLAVE)
989: return; // only the team master does this
990:
991: // find the smallest distance any member of the team will be moving
992: min = fabs(self->moveinfo.distance);
993: for (ent = self->teamchain; ent; ent = ent->teamchain)
994: {
995: dist = fabs(ent->moveinfo.distance);
996: if (dist < min)
997: min = dist;
998: }
999:
1000: time = min / self->moveinfo.speed;
1001:
1002: // adjust speeds so they will all complete at the same time
1003: for (ent = self; ent; ent = ent->teamchain)
1004: {
1005: newspeed = fabs(ent->moveinfo.distance) / time;
1006: ratio = newspeed / ent->moveinfo.speed;
1007: if (ent->moveinfo.accel == ent->moveinfo.speed)
1008: ent->moveinfo.accel = newspeed;
1009: else
1010: ent->moveinfo.accel *= ratio;
1011: if (ent->moveinfo.decel == ent->moveinfo.speed)
1012: ent->moveinfo.decel = newspeed;
1013: else
1014: ent->moveinfo.decel *= ratio;
1015: ent->moveinfo.speed = newspeed;
1016: }
1017: }
1018:
1019: void Think_SpawnDoorTrigger (edict_t *ent)
1020: {
1021: edict_t *other;
1022: vec3_t mins, maxs;
1023:
1024: if (ent->flags & FL_TEAMSLAVE)
1025: return; // only the team leader spawns a trigger
1026:
1027: VectorCopy (ent->absmin, mins);
1028: VectorCopy (ent->absmax, maxs);
1029:
1030: for (other = ent->teamchain ; other ; other=other->teamchain)
1031: {
1032: AddPointToBounds (other->absmin, mins, maxs);
1033: AddPointToBounds (other->absmax, mins, maxs);
1034: }
1035:
1036: // expand
1037: mins[0] -= 60;
1038: mins[1] -= 60;
1039: maxs[0] += 60;
1040: maxs[1] += 60;
1041:
1042: other = G_Spawn ();
1043: VectorCopy (mins, other->mins);
1044: VectorCopy (maxs, other->maxs);
1045: other->owner = ent;
1046: other->solid = SOLID_TRIGGER;
1047: other->movetype = MOVETYPE_NONE;
1048: other->touch = Touch_DoorTrigger;
1049: gi.linkentity (other);
1050:
1051: if (ent->spawnflags & DOOR_START_OPEN)
1052: door_use_areaportals (ent, true);
1053:
1054: Think_CalcMoveSpeed (ent);
1055: }
1056:
1057: void door_blocked (edict_t *self, edict_t *other)
1058: {
1059: edict_t *ent;
1060:
1061: if (!(other->svflags & SVF_MONSTER) && (!other->client) )
1062: {
1063: // give it a chance to go away on it's own terms (like gibs)
1064: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
1065: // if it's still there, nuke it
1066: if (other)
1067: BecomeExplosion1 (other);
1068: return;
1069: }
1070:
1071: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
1072:
1073: if (self->spawnflags & DOOR_CRUSHER)
1074: return;
1075:
1076:
1077: // if a door has a negative wait, it would never come back if blocked,
1078: // so let it just squash the object to death real fast
1079: if (self->moveinfo.wait >= 0)
1080: {
1081: if (self->moveinfo.state == STATE_DOWN)
1082: {
1083: for (ent = self->teammaster ; ent ; ent = ent->teamchain)
1084: door_go_up (ent, ent->activator);
1085: }
1086: else
1087: {
1088: for (ent = self->teammaster ; ent ; ent = ent->teamchain)
1089: door_go_down (ent);
1090: }
1091: }
1092: }
1093:
1094: void door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
1095: {
1096: edict_t *ent;
1097:
1098: for (ent = self->teammaster ; ent ; ent = ent->teamchain)
1099: {
1100: ent->health = ent->max_health;
1101: ent->takedamage = DAMAGE_NO;
1102: }
1103: door_use (self->teammaster, attacker, attacker);
1104: }
1105:
1106: void door_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
1107: {
1108: if (!other->client)
1109: return;
1110:
1111: if (level.time < self->touch_debounce_time)
1112: return;
1113: self->touch_debounce_time = level.time + 5.0;
1114:
1115: gi.centerprintf (other, "%s", self->message);
1116: gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
1117: }
1118:
1119: void SP_func_door (edict_t *ent)
1120: {
1121: vec3_t abs_movedir;
1122:
1123: if (ent->sounds != 1)
1124: {
1125: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
1126: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
1127: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
1128: }
1129:
1130: G_SetMovedir (ent->s.angles, ent->movedir);
1131: ent->movetype = MOVETYPE_PUSH;
1132: ent->solid = SOLID_BSP;
1133: gi.setmodel (ent, ent->model);
1134:
1135: ent->blocked = door_blocked;
1136: ent->use = door_use;
1137:
1138: if (!ent->speed)
1139: ent->speed = 100;
1140: if (deathmatch->value)
1141: ent->speed *= 2;
1142:
1143: if (!ent->accel)
1144: ent->accel = ent->speed;
1145: if (!ent->decel)
1146: ent->decel = ent->speed;
1147:
1148: if (!ent->wait)
1149: ent->wait = 3;
1150: if (!st.lip)
1151: st.lip = 8;
1152: if (!ent->dmg)
1153: ent->dmg = 2;
1154:
1155: // calculate second position
1156: VectorCopy (ent->s.origin, ent->pos1);
1157: abs_movedir[0] = fabs(ent->movedir[0]);
1158: abs_movedir[1] = fabs(ent->movedir[1]);
1159: abs_movedir[2] = fabs(ent->movedir[2]);
1160: ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
1161: VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
1162:
1163: // if it starts open, switch the positions
1164: if (ent->spawnflags & DOOR_START_OPEN)
1165: {
1166: VectorCopy (ent->pos2, ent->s.origin);
1167: VectorCopy (ent->pos1, ent->pos2);
1168: VectorCopy (ent->s.origin, ent->pos1);
1169: }
1170:
1171: ent->moveinfo.state = STATE_BOTTOM;
1172:
1173: if (ent->health)
1174: {
1175: ent->takedamage = DAMAGE_YES;
1176: ent->die = door_killed;
1177: ent->max_health = ent->health;
1178: }
1179: else if (ent->targetname && ent->message)
1180: {
1181: gi.soundindex ("misc/talk.wav");
1182: ent->touch = door_touch;
1183: }
1184:
1185: ent->moveinfo.speed = ent->speed;
1186: ent->moveinfo.accel = ent->accel;
1187: ent->moveinfo.decel = ent->decel;
1188: ent->moveinfo.wait = ent->wait;
1189: VectorCopy (ent->pos1, ent->moveinfo.start_origin);
1190: VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
1191: VectorCopy (ent->pos2, ent->moveinfo.end_origin);
1192: VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
1193:
1194: if (ent->spawnflags & 16)
1195: ent->s.effects |= EF_ANIM_ALL;
1196: if (ent->spawnflags & 64)
1197: ent->s.effects |= EF_ANIM_ALLFAST;
1198:
1199: // to simplify logic elsewhere, make non-teamed doors into a team of one
1200: if (!ent->team)
1201: ent->teammaster = ent;
1202:
1203: gi.linkentity (ent);
1204:
1205: ent->nextthink = level.time + FRAMETIME;
1206: if (ent->health || ent->targetname)
1207: ent->think = Think_CalcMoveSpeed;
1208: else
1209: ent->think = Think_SpawnDoorTrigger;
1210: }
1211:
1212:
1213: /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
1214: TOGGLE causes the door to wait in both the start and end states for a trigger event.
1215:
1216: START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
1217: NOMONSTER monsters will not trigger this door
1218:
1219: You need to have an origin brush as part of this entity. The center of that brush will be
1220: the point around which it is rotated. It will rotate around the Z axis by default. You can
1221: check either the X_AXIS or Y_AXIS box to change that.
1222:
1223: "distance" is how many degrees the door will be rotated.
1224: "speed" determines how fast the door moves; default value is 100.
1225:
1226: REVERSE will cause the door to rotate in the opposite direction.
1227:
1228: "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
1229: "angle" determines the opening direction
1230: "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
1231: "health" if set, door must be shot open
1232: "speed" movement speed (100 default)
1233: "wait" wait before returning (3 default, -1 = never return)
1234: "dmg" damage to inflict when blocked (2 default)
1235: "sounds"
1236: 1) silent
1237: 2) light
1238: 3) medium
1239: 4) heavy
1240: */
1241:
1242: void SP_func_door_rotating (edict_t *ent)
1243: {
1244: VectorClear (ent->s.angles);
1245:
1246: // set the axis of rotation
1247: VectorClear(ent->movedir);
1248: if (ent->spawnflags & DOOR_X_AXIS)
1249: ent->movedir[2] = 1.0;
1250: else if (ent->spawnflags & DOOR_Y_AXIS)
1251: ent->movedir[0] = 1.0;
1252: else // Z_AXIS
1253: ent->movedir[1] = 1.0;
1254:
1255: // check for reverse rotation
1256: if (ent->spawnflags & DOOR_REVERSE)
1257: VectorNegate (ent->movedir, ent->movedir);
1258:
1259: if (!st.distance)
1260: {
1261: gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
1262: st.distance = 90;
1263: }
1264:
1265: VectorCopy (ent->s.angles, ent->pos1);
1266: VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
1267: ent->moveinfo.distance = st.distance;
1268:
1269: ent->movetype = MOVETYPE_PUSH;
1270: ent->solid = SOLID_BSP;
1271: gi.setmodel (ent, ent->model);
1272:
1273: ent->blocked = door_blocked;
1274: ent->use = door_use;
1275:
1276: if (!ent->speed)
1277: ent->speed = 100;
1278: if (!ent->accel)
1279: ent->accel = ent->speed;
1280: if (!ent->decel)
1281: ent->decel = ent->speed;
1282:
1283: if (!ent->wait)
1284: ent->wait = 3;
1285: if (!ent->dmg)
1286: ent->dmg = 2;
1287:
1288: if (ent->sounds != 1)
1289: {
1290: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
1291: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
1292: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
1293: }
1294:
1295: // if it starts open, switch the positions
1296: if (ent->spawnflags & DOOR_START_OPEN)
1297: {
1298: VectorCopy (ent->pos2, ent->s.angles);
1299: VectorCopy (ent->pos1, ent->pos2);
1300: VectorCopy (ent->s.angles, ent->pos1);
1301: VectorNegate (ent->movedir, ent->movedir);
1302: }
1303:
1304: if (ent->health)
1305: {
1306: ent->takedamage = DAMAGE_YES;
1307: ent->die = door_killed;
1308: ent->max_health = ent->health;
1309: }
1310:
1311: if (ent->targetname && ent->message)
1312: {
1313: gi.soundindex ("misc/talk.wav");
1314: ent->touch = door_touch;
1315: }
1316:
1317: ent->moveinfo.state = STATE_BOTTOM;
1318: ent->moveinfo.speed = ent->speed;
1319: ent->moveinfo.accel = ent->accel;
1320: ent->moveinfo.decel = ent->decel;
1321: ent->moveinfo.wait = ent->wait;
1322: VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
1323: VectorCopy (ent->pos1, ent->moveinfo.start_angles);
1324: VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
1325: VectorCopy (ent->pos2, ent->moveinfo.end_angles);
1326:
1327: if (ent->spawnflags & 16)
1328: ent->s.effects |= EF_ANIM_ALL;
1329:
1330: // to simplify logic elsewhere, make non-teamed doors into a team of one
1331: if (!ent->team)
1332: ent->teammaster = ent;
1333:
1334: gi.linkentity (ent);
1335:
1336: ent->nextthink = level.time + FRAMETIME;
1337: if (ent->health || ent->targetname)
1338: ent->think = Think_CalcMoveSpeed;
1339: else
1340: ent->think = Think_SpawnDoorTrigger;
1341: }
1342:
1343:
1344: /*QUAKED func_water (0 .5 .8) ? START_OPEN
1345: func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
1346:
1347: START_OPEN causes the water to move to its destination when spawned and operate in reverse.
1348:
1349: "angle" determines the opening direction (up or down only)
1350: "speed" movement speed (25 default)
1351: "wait" wait before returning (-1 default, -1 = TOGGLE)
1352: "lip" lip remaining at end of move (0 default)
1353: "sounds" (yes, these need to be changed)
1354: 0) no sound
1355: 1) water
1356: 2) lava
1357: */
1358:
1359: void SP_func_water (edict_t *self)
1360: {
1361: vec3_t abs_movedir;
1362:
1363: G_SetMovedir (self->s.angles, self->movedir);
1364: self->movetype = MOVETYPE_PUSH;
1365: self->solid = SOLID_BSP;
1366: gi.setmodel (self, self->model);
1367:
1368: switch (self->sounds)
1369: {
1370: default:
1371: break;
1372:
1373: case 1: // water
1374: self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
1375: self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
1376: break;
1377:
1378: case 2: // lava
1379: self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
1380: self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
1381: break;
1382: }
1383:
1384: // calculate second position
1385: VectorCopy (self->s.origin, self->pos1);
1386: abs_movedir[0] = fabs(self->movedir[0]);
1387: abs_movedir[1] = fabs(self->movedir[1]);
1388: abs_movedir[2] = fabs(self->movedir[2]);
1389: self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
1390: VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
1391:
1392: // if it starts open, switch the positions
1393: if (self->spawnflags & DOOR_START_OPEN)
1394: {
1395: VectorCopy (self->pos2, self->s.origin);
1396: VectorCopy (self->pos1, self->pos2);
1397: VectorCopy (self->s.origin, self->pos1);
1398: }
1399:
1400: VectorCopy (self->pos1, self->moveinfo.start_origin);
1401: VectorCopy (self->s.angles, self->moveinfo.start_angles);
1402: VectorCopy (self->pos2, self->moveinfo.end_origin);
1403: VectorCopy (self->s.angles, self->moveinfo.end_angles);
1404:
1405: self->moveinfo.state = STATE_BOTTOM;
1406:
1407: if (!self->speed)
1408: self->speed = 25;
1409: self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
1410:
1411: if (!self->wait)
1412: self->wait = -1;
1413: self->moveinfo.wait = self->wait;
1414:
1415: self->use = door_use;
1416:
1417: if (self->wait == -1)
1418: self->spawnflags |= DOOR_TOGGLE;
1419:
1420: self->classname = "func_door";
1421:
1422: gi.linkentity (self);
1423: }
1424:
1425:
1426: #define TRAIN_START_ON 1
1427: #define TRAIN_TOGGLE 2
1428: #define TRAIN_BLOCK_STOPS 4
1429:
1430: /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
1431: Trains are moving platforms that players can ride.
1432: The targets origin specifies the min point of the train at each corner.
1433: The train spawns at the first target it is pointing at.
1434: If the train is the target of a button or trigger, it will not begin moving until activated.
1435: speed default 100
1436: dmg default 2
1437: noise looping sound to play when the train is in motion
1438:
1439: */
1440: void train_next (edict_t *self);
1441:
1442: void train_blocked (edict_t *self, edict_t *other)
1443: {
1444: if (!(other->svflags & SVF_MONSTER) && (!other->client) )
1445: {
1446: // give it a chance to go away on it's own terms (like gibs)
1447: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
1448: // if it's still there, nuke it
1449: if (other)
1450: BecomeExplosion1 (other);
1451: return;
1452: }
1453:
1454: if (level.time < self->touch_debounce_time)
1455: return;
1456:
1457: if (!self->dmg)
1458: return;
1459: self->touch_debounce_time = level.time + 0.5;
1460: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
1461: }
1462:
1463: void train_wait (edict_t *self)
1464: {
1465: if (self->target_ent->pathtarget)
1466: {
1467: char *savetarget;
1468: edict_t *ent;
1469:
1470: ent = self->target_ent;
1471: savetarget = ent->target;
1472: ent->target = ent->pathtarget;
1473: G_UseTargets (ent, self->activator);
1474: ent->target = savetarget;
1475:
1476: // make sure we didn't get killed by a killtarget
1477: if (!self->inuse)
1478: return;
1479: }
1480:
1481: if (self->moveinfo.wait)
1482: {
1483: if (self->moveinfo.wait > 0)
1484: {
1485: self->nextthink = level.time + self->moveinfo.wait;
1486: self->think = train_next;
1487: }
1488: else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0
1489: {
1490: train_next (self);
1491: self->spawnflags &= ~TRAIN_START_ON;
1492: VectorClear (self->velocity);
1493: self->nextthink = 0;
1494: }
1495:
1496: if (!(self->flags & FL_TEAMSLAVE))
1497: {
1498: if (self->moveinfo.sound_end)
1499: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
1500: self->s.sound = 0;
1501: }
1502: }
1503: else
1504: {
1505: train_next (self);
1506: }
1507:
1508: }
1509:
1510: void train_next (edict_t *self)
1511: {
1512: edict_t *ent;
1513: vec3_t dest;
1514: qboolean first;
1515:
1516: first = true;
1517: again:
1518: if (!self->target)
1519: {
1520: // gi.dprintf ("train_next: no next target\n");
1521: return;
1522: }
1523:
1524: ent = G_PickTarget (self->target);
1525: if (!ent)
1526: {
1527: gi.dprintf ("train_next: bad target %s\n", self->target);
1528: return;
1529: }
1530:
1531: self->target = ent->target;
1532:
1533: // check for a teleport path_corner
1534: if (ent->spawnflags & 1)
1535: {
1536: if (!first)
1537: {
1538: gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
1539: return;
1540: }
1541: first = false;
1542: VectorSubtract (ent->s.origin, self->mins, self->s.origin);
1543: VectorCopy (self->s.origin, self->s.old_origin);
1.1.1.2 ! root 1544: self->s.event = EV_OTHER_TELEPORT;
1.1 root 1545: gi.linkentity (self);
1546: goto again;
1547: }
1548:
1549: self->moveinfo.wait = ent->wait;
1550: self->target_ent = ent;
1551:
1552: if (!(self->flags & FL_TEAMSLAVE))
1553: {
1554: if (self->moveinfo.sound_start)
1555: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
1556: self->s.sound = self->moveinfo.sound_middle;
1557: }
1558:
1559: VectorSubtract (ent->s.origin, self->mins, dest);
1560: self->moveinfo.state = STATE_TOP;
1561: VectorCopy (self->s.origin, self->moveinfo.start_origin);
1562: VectorCopy (dest, self->moveinfo.end_origin);
1563: Move_Calc (self, dest, train_wait);
1564: self->spawnflags |= TRAIN_START_ON;
1565: }
1566:
1567: void train_resume (edict_t *self)
1568: {
1569: edict_t *ent;
1570: vec3_t dest;
1571:
1572: ent = self->target_ent;
1573:
1574: VectorSubtract (ent->s.origin, self->mins, dest);
1575: self->moveinfo.state = STATE_TOP;
1576: VectorCopy (self->s.origin, self->moveinfo.start_origin);
1577: VectorCopy (dest, self->moveinfo.end_origin);
1578: Move_Calc (self, dest, train_wait);
1579: self->spawnflags |= TRAIN_START_ON;
1580: }
1581:
1582: void func_train_find (edict_t *self)
1583: {
1584: edict_t *ent;
1585:
1586: if (!self->target)
1587: {
1588: gi.dprintf ("train_find: no target\n");
1589: return;
1590: }
1591: ent = G_PickTarget (self->target);
1592: if (!ent)
1593: {
1594: gi.dprintf ("train_find: target %s not found\n", self->target);
1595: return;
1596: }
1597: self->target = ent->target;
1598:
1599: VectorSubtract (ent->s.origin, self->mins, self->s.origin);
1600: gi.linkentity (self);
1601:
1602: // if not triggered, start immediately
1603: if (!self->targetname)
1604: self->spawnflags |= TRAIN_START_ON;
1605:
1606: if (self->spawnflags & TRAIN_START_ON)
1607: {
1608: self->nextthink = level.time + FRAMETIME;
1609: self->think = train_next;
1610: self->activator = self;
1611: }
1612: }
1613:
1614: void train_use (edict_t *self, edict_t *other, edict_t *activator)
1615: {
1616: self->activator = activator;
1617:
1618: if (self->spawnflags & TRAIN_START_ON)
1619: {
1620: if (!(self->spawnflags & TRAIN_TOGGLE))
1621: return;
1622: self->spawnflags &= ~TRAIN_START_ON;
1623: VectorClear (self->velocity);
1624: self->nextthink = 0;
1625: }
1626: else
1627: {
1628: if (self->target_ent)
1629: train_resume(self);
1630: else
1631: train_next(self);
1632: }
1633: }
1634:
1635: void SP_func_train (edict_t *self)
1636: {
1637: self->movetype = MOVETYPE_PUSH;
1638:
1639: VectorClear (self->s.angles);
1640: self->blocked = train_blocked;
1641: if (self->spawnflags & TRAIN_BLOCK_STOPS)
1642: self->dmg = 0;
1643: else
1644: {
1645: if (!self->dmg)
1646: self->dmg = 100;
1647: }
1648: self->solid = SOLID_BSP;
1649: gi.setmodel (self, self->model);
1650:
1651: if (st.noise)
1652: self->moveinfo.sound_middle = gi.soundindex (st.noise);
1653:
1654: if (!self->speed)
1655: self->speed = 100;
1656:
1657: self->moveinfo.speed = self->speed;
1658: self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
1659:
1660: self->use = train_use;
1661:
1662: gi.linkentity (self);
1663:
1664: if (self->target)
1665: {
1666: // start trains on the second frame, to make sure their targets have had
1667: // a chance to spawn
1668: self->nextthink = level.time + FRAMETIME;
1669: self->think = func_train_find;
1670: }
1671: else
1672: {
1673: gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
1674: }
1675: }
1676:
1677:
1678: /*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
1679: */
1680: void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator)
1681: {
1682: edict_t *target;
1683:
1684: if (self->movetarget->nextthink)
1685: {
1686: // gi.dprintf("elevator busy\n");
1687: return;
1688: }
1689:
1690: if (!other->pathtarget)
1691: {
1692: gi.dprintf("elevator used with no pathtarget\n");
1693: return;
1694: }
1695:
1696: target = G_PickTarget (other->pathtarget);
1697: if (!target)
1698: {
1699: gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
1700: return;
1701: }
1702:
1703: self->movetarget->target_ent = target;
1704: train_resume (self->movetarget);
1705: }
1706:
1707: void trigger_elevator_init (edict_t *self)
1708: {
1709: if (!self->target)
1710: {
1711: gi.dprintf("trigger_elevator has no target\n");
1712: return;
1713: }
1714: self->movetarget = G_PickTarget (self->target);
1715: if (!self->movetarget)
1716: {
1717: gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
1718: return;
1719: }
1720: if (strcmp(self->movetarget->classname, "func_train") != 0)
1721: {
1722: gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
1723: return;
1724: }
1725:
1726: self->use = trigger_elevator_use;
1727: self->svflags = SVF_NOCLIENT;
1728:
1729: }
1730:
1731: void SP_trigger_elevator (edict_t *self)
1732: {
1733: self->think = trigger_elevator_init;
1734: self->nextthink = level.time + FRAMETIME;
1735: }
1736:
1737:
1738: /*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
1739: "wait" base time between triggering all targets, default is 1
1740: "random" wait variance, default is 0
1741:
1742: so, the basic time between firing is a random time between
1743: (wait - random) and (wait + random)
1744:
1745: "delay" delay before first firing when turned on, default is 0
1746:
1747: "pausetime" additional delay used only the very first time
1748: and only if spawned with START_ON
1749:
1750: These can used but not touched.
1751: */
1752: void func_timer_think (edict_t *self)
1753: {
1754: G_UseTargets (self, self->activator);
1755: self->nextthink = level.time + self->wait + crandom() * self->random;
1756: }
1757:
1758: void func_timer_use (edict_t *self, edict_t *other, edict_t *activator)
1759: {
1760: self->activator = activator;
1761:
1762: // if on, turn it off
1763: if (self->nextthink)
1764: {
1765: self->nextthink = 0;
1766: return;
1767: }
1768:
1769: // turn it on
1770: if (self->delay)
1771: self->nextthink = level.time + self->delay;
1772: else
1773: func_timer_think (self);
1774: }
1775:
1776: void SP_func_timer (edict_t *self)
1777: {
1778: if (!self->wait)
1779: self->wait = 1.0;
1780:
1781: self->use = func_timer_use;
1782: self->think = func_timer_think;
1783:
1784: if (self->random >= self->wait)
1785: {
1786: self->random = self->wait - FRAMETIME;
1787: gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
1788: }
1789:
1790: if (self->spawnflags & 1)
1791: {
1792: self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
1793: self->activator = self;
1794: }
1795:
1796: self->svflags = SVF_NOCLIENT;
1797: }
1798:
1799:
1800: /*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
1801: Conveyors are stationary brushes that move what's on them.
1802: The brush should be have a surface with at least one current content enabled.
1803: speed default 100
1804: */
1805:
1806: void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator)
1807: {
1808: if (self->spawnflags & 1)
1809: {
1810: self->speed = 0;
1811: self->spawnflags &= ~1;
1812: }
1813: else
1814: {
1815: self->speed = self->count;
1816: self->spawnflags |= 1;
1817: }
1818:
1819: if (!(self->spawnflags & 2))
1820: self->count = 0;
1821: }
1822:
1823: void SP_func_conveyor (edict_t *self)
1824: {
1825: if (!self->speed)
1826: self->speed = 100;
1827:
1828: if (!(self->spawnflags & 1))
1829: {
1830: self->count = self->speed;
1831: self->speed = 0;
1832: }
1833:
1834: self->use = func_conveyor_use;
1835:
1836: gi.setmodel (self, self->model);
1837: self->solid = SOLID_BSP;
1838: gi.linkentity (self);
1839: }
1840:
1841:
1842: /*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
1843: A secret door. Slide back and then to the side.
1844:
1845: open_once doors never closes
1846: 1st_left 1st move is left of arrow
1847: 1st_down 1st move is down from arrow
1848: always_shoot door is shootebale even if targeted
1849:
1850: "angle" determines the direction
1851: "dmg" damage to inflic when blocked (default 2)
1852: "wait" how long to hold in the open position (default 5, -1 means hold)
1853: */
1854:
1855: #define SECRET_ALWAYS_SHOOT 1
1856: #define SECRET_1ST_LEFT 2
1857: #define SECRET_1ST_DOWN 4
1858:
1859: void door_secret_move1 (edict_t *self);
1860: void door_secret_move2 (edict_t *self);
1861: void door_secret_move3 (edict_t *self);
1862: void door_secret_move4 (edict_t *self);
1863: void door_secret_move5 (edict_t *self);
1864: void door_secret_move6 (edict_t *self);
1865: void door_secret_done (edict_t *self);
1866:
1867: void door_secret_use (edict_t *self, edict_t *other, edict_t *activator)
1868: {
1869: // make sure we're not already moving
1870: if (!VectorCompare(self->s.origin, vec3_origin))
1871: return;
1872:
1873: Move_Calc (self, self->pos1, door_secret_move1);
1874: door_use_areaportals (self, true);
1875: }
1876:
1877: void door_secret_move1 (edict_t *self)
1878: {
1879: self->nextthink = level.time + 1.0;
1880: self->think = door_secret_move2;
1881: }
1882:
1883: void door_secret_move2 (edict_t *self)
1884: {
1885: Move_Calc (self, self->pos2, door_secret_move3);
1886: }
1887:
1888: void door_secret_move3 (edict_t *self)
1889: {
1890: if (self->wait == -1)
1891: return;
1892: self->nextthink = level.time + self->wait;
1893: self->think = door_secret_move4;
1894: }
1895:
1896: void door_secret_move4 (edict_t *self)
1897: {
1898: Move_Calc (self, self->pos1, door_secret_move5);
1899: }
1900:
1901: void door_secret_move5 (edict_t *self)
1902: {
1903: self->nextthink = level.time + 1.0;
1904: self->think = door_secret_move6;
1905: }
1906:
1907: void door_secret_move6 (edict_t *self)
1908: {
1909: Move_Calc (self, vec3_origin, door_secret_done);
1910: }
1911:
1912: void door_secret_done (edict_t *self)
1913: {
1914: if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
1915: {
1916: self->health = 0;
1917: self->takedamage = DAMAGE_YES;
1918: }
1919: door_use_areaportals (self, false);
1920: }
1921:
1922: void door_secret_blocked (edict_t *self, edict_t *other)
1923: {
1924: if (!(other->svflags & SVF_MONSTER) && (!other->client) )
1925: {
1926: // give it a chance to go away on it's own terms (like gibs)
1927: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
1928: // if it's still there, nuke it
1929: if (other)
1930: BecomeExplosion1 (other);
1931: return;
1932: }
1933:
1934: if (level.time < self->touch_debounce_time)
1935: return;
1936: self->touch_debounce_time = level.time + 0.5;
1937:
1938: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
1939: }
1940:
1941: void door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
1942: {
1943: self->takedamage = DAMAGE_NO;
1944: door_secret_use (self, attacker, attacker);
1945: }
1946:
1947: void SP_func_door_secret (edict_t *ent)
1948: {
1949: vec3_t forward, right, up;
1950: float side;
1951: float width;
1952: float length;
1953:
1954: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
1955: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
1956: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
1957:
1958: ent->movetype = MOVETYPE_PUSH;
1959: ent->solid = SOLID_BSP;
1960: gi.setmodel (ent, ent->model);
1961:
1962: ent->blocked = door_secret_blocked;
1963: ent->use = door_secret_use;
1964:
1965: if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
1966: {
1967: ent->health = 0;
1968: ent->takedamage = DAMAGE_YES;
1969: ent->die = door_secret_die;
1970: }
1971:
1972: if (!ent->dmg)
1973: ent->dmg = 2;
1974:
1975: if (!ent->wait)
1976: ent->wait = 5;
1977:
1978: ent->moveinfo.accel =
1979: ent->moveinfo.decel =
1980: ent->moveinfo.speed = 50;
1981:
1982: // calculate positions
1983: AngleVectors (ent->s.angles, forward, right, up);
1984: VectorClear (ent->s.angles);
1985: side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
1986: if (ent->spawnflags & SECRET_1ST_DOWN)
1987: width = fabs(DotProduct(up, ent->size));
1988: else
1989: width = fabs(DotProduct(right, ent->size));
1990: length = fabs(DotProduct(forward, ent->size));
1991: if (ent->spawnflags & SECRET_1ST_DOWN)
1992: VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
1993: else
1994: VectorMA (ent->s.origin, side * width, right, ent->pos1);
1995: VectorMA (ent->pos1, length, forward, ent->pos2);
1996:
1997: if (ent->health)
1998: {
1999: ent->takedamage = DAMAGE_YES;
2000: ent->die = door_killed;
2001: ent->max_health = ent->health;
2002: }
2003: else if (ent->targetname && ent->message)
2004: {
2005: gi.soundindex ("misc/talk.wav");
2006: ent->touch = door_touch;
2007: }
2008:
2009: ent->classname = "func_door";
2010:
2011: gi.linkentity (ent);
2012: }
2013:
2014:
2015: /*QUAKED func_killbox (1 0 0) ?
2016: Kills everything inside when fired, irrespective of protection.
2017: */
2018: void use_killbox (edict_t *self, edict_t *other, edict_t *activator)
2019: {
2020: KillBox (self);
2021: }
2022:
2023: void SP_func_killbox (edict_t *ent)
2024: {
2025: gi.setmodel (ent, ent->model);
2026: ent->use = use_killbox;
2027: ent->svflags = SVF_NOCLIENT;
2028: }
2029:
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