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1.1.1.3 ! root 1: /* ! 2: Copyright (C) 1997-2001 Id Software, Inc. ! 3: ! 4: This program is free software; you can redistribute it and/or ! 5: modify it under the terms of the GNU General Public License ! 6: as published by the Free Software Foundation; either version 2 ! 7: of the License, or (at your option) any later version. ! 8: ! 9: This program is distributed in the hope that it will be useful, ! 10: but WITHOUT ANY WARRANTY; without even the implied warranty of ! 11: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. ! 12: ! 13: See the GNU General Public License for more details. ! 14: ! 15: You should have received a copy of the GNU General Public License ! 16: along with this program; if not, write to the Free Software ! 17: Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ! 18: ! 19: */ 1.1 root 20: #include "g_local.h" 21: 22: /* 23: ========================================================= 24: 25: PLATS 26: 27: movement options: 28: 29: linear 30: smooth start, hard stop 31: smooth start, smooth stop 32: 33: start 34: end 35: acceleration 36: speed 37: deceleration 38: begin sound 39: end sound 40: target fired when reaching end 41: wait at end 42: 43: object characteristics that use move segments 44: --------------------------------------------- 45: movetype_push, or movetype_stop 46: action when touched 47: action when blocked 48: action when used 49: disabled? 50: auto trigger spawning 51: 52: 53: ========================================================= 54: */ 55: 56: #define PLAT_LOW_TRIGGER 1 57: 58: #define STATE_TOP 0 59: #define STATE_BOTTOM 1 60: #define STATE_UP 2 61: #define STATE_DOWN 3 62: 63: #define DOOR_START_OPEN 1 64: #define DOOR_REVERSE 2 65: #define DOOR_CRUSHER 4 66: #define DOOR_NOMONSTER 8 67: #define DOOR_TOGGLE 32 68: #define DOOR_X_AXIS 64 69: #define DOOR_Y_AXIS 128 70: 71: 72: // 73: // Support routines for movement (changes in origin using velocity) 74: // 75: 76: void Move_Done (edict_t *ent) 77: { 78: VectorClear (ent->velocity); 79: ent->moveinfo.endfunc (ent); 80: } 81: 82: void Move_Final (edict_t *ent) 83: { 84: if (ent->moveinfo.remaining_distance == 0) 85: { 86: Move_Done (ent); 87: return; 88: } 89: 90: VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity); 91: 92: ent->think = Move_Done; 93: ent->nextthink = level.time + FRAMETIME; 94: } 95: 96: void Move_Begin (edict_t *ent) 97: { 98: float frames; 99: 100: if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance) 101: { 102: Move_Final (ent); 103: return; 104: } 105: VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity); 106: frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME); 107: ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME; 108: ent->nextthink = level.time + (frames * FRAMETIME); 109: ent->think = Move_Final; 110: } 111: 112: void Think_AccelMove (edict_t *ent); 113: 114: void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*)) 115: { 116: VectorClear (ent->velocity); 117: VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir); 118: ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir); 119: ent->moveinfo.endfunc = func; 120: 121: if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel) 122: { 123: if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent)) 124: { 125: Move_Begin (ent); 126: } 127: else 128: { 129: ent->nextthink = level.time + FRAMETIME; 130: ent->think = Move_Begin; 131: } 132: } 133: else 134: { 135: // accelerative 136: ent->moveinfo.current_speed = 0; 137: ent->think = Think_AccelMove; 138: ent->nextthink = level.time + FRAMETIME; 139: } 140: } 141: 142: 143: // 144: // Support routines for angular movement (changes in angle using avelocity) 145: // 146: 147: void AngleMove_Done (edict_t *ent) 148: { 149: VectorClear (ent->avelocity); 150: ent->moveinfo.endfunc (ent); 151: } 152: 153: void AngleMove_Final (edict_t *ent) 154: { 155: vec3_t move; 156: 157: if (ent->moveinfo.state == STATE_UP) 158: VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move); 159: else 160: VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move); 161: 162: if (VectorCompare (move, vec3_origin)) 163: { 164: AngleMove_Done (ent); 165: return; 166: } 167: 168: VectorScale (move, 1.0/FRAMETIME, ent->avelocity); 169: 170: ent->think = AngleMove_Done; 171: ent->nextthink = level.time + FRAMETIME; 172: } 173: 174: void AngleMove_Begin (edict_t *ent) 175: { 176: vec3_t destdelta; 177: float len; 178: float traveltime; 179: float frames; 180: 181: // set destdelta to the vector needed to move 182: if (ent->moveinfo.state == STATE_UP) 183: VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta); 184: else 185: VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta); 186: 187: // calculate length of vector 188: len = VectorLength (destdelta); 189: 190: // divide by speed to get time to reach dest 191: traveltime = len / ent->moveinfo.speed; 192: 193: if (traveltime < FRAMETIME) 194: { 195: AngleMove_Final (ent); 196: return; 197: } 198: 199: frames = floor(traveltime / FRAMETIME); 200: 201: // scale the destdelta vector by the time spent traveling to get velocity 202: VectorScale (destdelta, 1.0 / traveltime, ent->avelocity); 203: 204: // set nextthink to trigger a think when dest is reached 205: ent->nextthink = level.time + frames * FRAMETIME; 206: ent->think = AngleMove_Final; 207: } 208: 209: void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*)) 210: { 211: VectorClear (ent->avelocity); 212: ent->moveinfo.endfunc = func; 213: if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent)) 214: { 215: AngleMove_Begin (ent); 216: } 217: else 218: { 219: ent->nextthink = level.time + FRAMETIME; 220: ent->think = AngleMove_Begin; 221: } 222: } 223: 224: 225: /* 226: ============== 227: Think_AccelMove 228: 229: The team has completed a frame of movement, so 230: change the speed for the next frame 231: ============== 232: */ 233: #define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2) 234: 235: void plat_CalcAcceleratedMove(moveinfo_t *moveinfo) 236: { 237: float accel_dist; 238: float decel_dist; 239: 240: moveinfo->move_speed = moveinfo->speed; 241: 242: if (moveinfo->remaining_distance < moveinfo->accel) 243: { 244: moveinfo->current_speed = moveinfo->remaining_distance; 245: return; 246: } 247: 248: accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel); 249: decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel); 250: 251: if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0) 252: { 253: float f; 254: 255: f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel); 256: moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f); 257: decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel); 258: } 259: 260: moveinfo->decel_distance = decel_dist; 261: }; 262: 263: void plat_Accelerate (moveinfo_t *moveinfo) 264: { 265: // are we decelerating? 266: if (moveinfo->remaining_distance <= moveinfo->decel_distance) 267: { 268: if (moveinfo->remaining_distance < moveinfo->decel_distance) 269: { 270: if (moveinfo->next_speed) 271: { 272: moveinfo->current_speed = moveinfo->next_speed; 273: moveinfo->next_speed = 0; 274: return; 275: } 276: if (moveinfo->current_speed > moveinfo->decel) 277: moveinfo->current_speed -= moveinfo->decel; 278: } 279: return; 280: } 281: 282: // are we at full speed and need to start decelerating during this move? 283: if (moveinfo->current_speed == moveinfo->move_speed) 284: if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance) 285: { 286: float p1_distance; 287: float p2_distance; 288: float distance; 289: 290: p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance; 291: p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed)); 292: distance = p1_distance + p2_distance; 293: moveinfo->current_speed = moveinfo->move_speed; 294: moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance); 295: return; 296: } 297: 298: // are we accelerating? 299: if (moveinfo->current_speed < moveinfo->speed) 300: { 301: float old_speed; 302: float p1_distance; 303: float p1_speed; 304: float p2_distance; 305: float distance; 306: 307: old_speed = moveinfo->current_speed; 308: 309: // figure simple acceleration up to move_speed 310: moveinfo->current_speed += moveinfo->accel; 311: if (moveinfo->current_speed > moveinfo->speed) 312: moveinfo->current_speed = moveinfo->speed; 313: 314: // are we accelerating throughout this entire move? 315: if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance) 316: return; 317: 318: // during this move we will accelrate from current_speed to move_speed 319: // and cross over the decel_distance; figure the average speed for the 320: // entire move 321: p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance; 322: p1_speed = (old_speed + moveinfo->move_speed) / 2.0; 323: p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed)); 324: distance = p1_distance + p2_distance; 325: moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance)); 326: moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance); 327: return; 328: } 329: 330: // we are at constant velocity (move_speed) 331: return; 332: }; 333: 334: void Think_AccelMove (edict_t *ent) 335: { 336: ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed; 337: 338: if (ent->moveinfo.current_speed == 0) // starting or blocked 339: plat_CalcAcceleratedMove(&ent->moveinfo); 340: 341: plat_Accelerate (&ent->moveinfo); 342: 343: // will the entire move complete on next frame? 344: if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed) 345: { 346: Move_Final (ent); 347: return; 348: } 349: 350: VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity); 351: ent->nextthink = level.time + FRAMETIME; 352: ent->think = Think_AccelMove; 353: } 354: 355: 356: void plat_go_down (edict_t *ent); 357: 358: void plat_hit_top (edict_t *ent) 359: { 360: if (!(ent->flags & FL_TEAMSLAVE)) 361: { 362: if (ent->moveinfo.sound_end) 363: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0); 364: ent->s.sound = 0; 365: } 366: ent->moveinfo.state = STATE_TOP; 367: 368: ent->think = plat_go_down; 369: ent->nextthink = level.time + 3; 370: } 371: 372: void plat_hit_bottom (edict_t *ent) 373: { 374: if (!(ent->flags & FL_TEAMSLAVE)) 375: { 376: if (ent->moveinfo.sound_end) 377: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0); 378: ent->s.sound = 0; 379: } 380: ent->moveinfo.state = STATE_BOTTOM; 381: } 382: 383: void plat_go_down (edict_t *ent) 384: { 385: if (!(ent->flags & FL_TEAMSLAVE)) 386: { 387: if (ent->moveinfo.sound_start) 388: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0); 389: ent->s.sound = ent->moveinfo.sound_middle; 390: } 391: ent->moveinfo.state = STATE_DOWN; 392: Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom); 393: } 394: 395: void plat_go_up (edict_t *ent) 396: { 397: if (!(ent->flags & FL_TEAMSLAVE)) 398: { 399: if (ent->moveinfo.sound_start) 400: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0); 401: ent->s.sound = ent->moveinfo.sound_middle; 402: } 403: ent->moveinfo.state = STATE_UP; 404: Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top); 405: } 406: 407: void plat_blocked (edict_t *self, edict_t *other) 408: { 409: if (!(other->svflags & SVF_MONSTER) && (!other->client) ) 410: { 411: // give it a chance to go away on it's own terms (like gibs) 412: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); 413: // if it's still there, nuke it 414: if (other) 415: BecomeExplosion1 (other); 416: return; 417: } 418: 419: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); 420: 421: if (self->moveinfo.state == STATE_UP) 422: plat_go_down (self); 423: else if (self->moveinfo.state == STATE_DOWN) 424: plat_go_up (self); 425: } 426: 427: 428: void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator) 429: { 430: if (ent->think) 431: return; // already down 432: plat_go_down (ent); 433: } 434: 435: 436: void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) 437: { 438: if (!other->client) 439: return; 440: 441: if (other->health <= 0) 442: return; 443: 444: ent = ent->enemy; // now point at the plat, not the trigger 445: if (ent->moveinfo.state == STATE_BOTTOM) 446: plat_go_up (ent); 447: else if (ent->moveinfo.state == STATE_TOP) 448: ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down 449: } 450: 451: void plat_spawn_inside_trigger (edict_t *ent) 452: { 453: edict_t *trigger; 454: vec3_t tmin, tmax; 455: 456: // 457: // middle trigger 458: // 459: trigger = G_Spawn(); 460: trigger->touch = Touch_Plat_Center; 461: trigger->movetype = MOVETYPE_NONE; 462: trigger->solid = SOLID_TRIGGER; 463: trigger->enemy = ent; 464: 465: tmin[0] = ent->mins[0] + 25; 466: tmin[1] = ent->mins[1] + 25; 467: tmin[2] = ent->mins[2]; 468: 469: tmax[0] = ent->maxs[0] - 25; 470: tmax[1] = ent->maxs[1] - 25; 471: tmax[2] = ent->maxs[2] + 8; 472: 473: tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip); 474: 475: if (ent->spawnflags & PLAT_LOW_TRIGGER) 476: tmax[2] = tmin[2] + 8; 477: 478: if (tmax[0] - tmin[0] <= 0) 479: { 480: tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5; 481: tmax[0] = tmin[0] + 1; 482: } 483: if (tmax[1] - tmin[1] <= 0) 484: { 485: tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5; 486: tmax[1] = tmin[1] + 1; 487: } 488: 489: VectorCopy (tmin, trigger->mins); 490: VectorCopy (tmax, trigger->maxs); 491: 492: gi.linkentity (trigger); 493: } 494: 495: 496: /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER 497: speed default 150 498: 499: Plats are always drawn in the extended position, so they will light correctly. 500: 501: 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. 502: 503: "speed" overrides default 200. 504: "accel" overrides default 500 505: "lip" overrides default 8 pixel lip 506: 507: If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height. 508: 509: Set "sounds" to one of the following: 510: 1) base fast 511: 2) chain slow 512: */ 513: void SP_func_plat (edict_t *ent) 514: { 515: VectorClear (ent->s.angles); 516: ent->solid = SOLID_BSP; 517: ent->movetype = MOVETYPE_PUSH; 518: 519: gi.setmodel (ent, ent->model); 520: 521: ent->blocked = plat_blocked; 522: 523: if (!ent->speed) 524: ent->speed = 20; 525: else 526: ent->speed *= 0.1; 527: 528: if (!ent->accel) 529: ent->accel = 5; 530: else 531: ent->accel *= 0.1; 532: 533: if (!ent->decel) 534: ent->decel = 5; 535: else 536: ent->decel *= 0.1; 537: 538: if (!ent->dmg) 539: ent->dmg = 2; 540: 541: if (!st.lip) 542: st.lip = 8; 543: 544: // pos1 is the top position, pos2 is the bottom 545: VectorCopy (ent->s.origin, ent->pos1); 546: VectorCopy (ent->s.origin, ent->pos2); 547: if (st.height) 548: ent->pos2[2] -= st.height; 549: else 550: ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip; 551: 552: ent->use = Use_Plat; 553: 554: plat_spawn_inside_trigger (ent); // the "start moving" trigger 555: 556: if (ent->targetname) 557: { 558: ent->moveinfo.state = STATE_UP; 559: } 560: else 561: { 562: VectorCopy (ent->pos2, ent->s.origin); 563: gi.linkentity (ent); 564: ent->moveinfo.state = STATE_BOTTOM; 565: } 566: 567: ent->moveinfo.speed = ent->speed; 568: ent->moveinfo.accel = ent->accel; 569: ent->moveinfo.decel = ent->decel; 570: ent->moveinfo.wait = ent->wait; 571: VectorCopy (ent->pos1, ent->moveinfo.start_origin); 572: VectorCopy (ent->s.angles, ent->moveinfo.start_angles); 573: VectorCopy (ent->pos2, ent->moveinfo.end_origin); 574: VectorCopy (ent->s.angles, ent->moveinfo.end_angles); 575: 576: ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav"); 577: ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav"); 578: ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav"); 579: } 580: 581: //==================================================================== 582: 583: /*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST 584: You need to have an origin brush as part of this entity. The center of that brush will be 585: the point around which it is rotated. It will rotate around the Z axis by default. You can 586: check either the X_AXIS or Y_AXIS box to change that. 587: 588: "speed" determines how fast it moves; default value is 100. 589: "dmg" damage to inflict when blocked (2 default) 590: 591: REVERSE will cause the it to rotate in the opposite direction. 592: STOP mean it will stop moving instead of pushing entities 593: */ 594: 595: void rotating_blocked (edict_t *self, edict_t *other) 596: { 597: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); 598: } 599: 600: void rotating_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) 601: { 602: if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2]) 603: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); 604: } 605: 606: void rotating_use (edict_t *self, edict_t *other, edict_t *activator) 607: { 608: if (!VectorCompare (self->avelocity, vec3_origin)) 609: { 610: self->s.sound = 0; 611: VectorClear (self->avelocity); 612: self->touch = NULL; 613: } 614: else 615: { 616: self->s.sound = self->moveinfo.sound_middle; 617: VectorScale (self->movedir, self->speed, self->avelocity); 618: if (self->spawnflags & 16) 619: self->touch = rotating_touch; 620: } 621: } 622: 623: void SP_func_rotating (edict_t *ent) 624: { 625: ent->solid = SOLID_BSP; 626: if (ent->spawnflags & 32) 627: ent->movetype = MOVETYPE_STOP; 628: else 629: ent->movetype = MOVETYPE_PUSH; 630: 631: // set the axis of rotation 632: VectorClear(ent->movedir); 633: if (ent->spawnflags & 4) 634: ent->movedir[2] = 1.0; 635: else if (ent->spawnflags & 8) 636: ent->movedir[0] = 1.0; 637: else // Z_AXIS 638: ent->movedir[1] = 1.0; 639: 640: // check for reverse rotation 641: if (ent->spawnflags & 2) 642: VectorNegate (ent->movedir, ent->movedir); 643: 644: if (!ent->speed) 645: ent->speed = 100; 646: if (!ent->dmg) 647: ent->dmg = 2; 648: 649: // ent->moveinfo.sound_middle = "doors/hydro1.wav"; 650: 651: ent->use = rotating_use; 652: if (ent->dmg) 653: ent->blocked = rotating_blocked; 654: 655: if (ent->spawnflags & 1) 656: ent->use (ent, NULL, NULL); 657: 658: if (ent->spawnflags & 64) 659: ent->s.effects |= EF_ANIM_ALL; 660: if (ent->spawnflags & 128) 661: ent->s.effects |= EF_ANIM_ALLFAST; 662: 663: gi.setmodel (ent, ent->model); 664: gi.linkentity (ent); 665: } 666: 667: /* 668: ====================================================================== 669: 670: BUTTONS 671: 672: ====================================================================== 673: */ 674: 675: /*QUAKED func_button (0 .5 .8) ? 676: 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. 677: 678: "angle" determines the opening direction 679: "target" all entities with a matching targetname will be used 680: "speed" override the default 40 speed 681: "wait" override the default 1 second wait (-1 = never return) 682: "lip" override the default 4 pixel lip remaining at end of move 683: "health" if set, the button must be killed instead of touched 684: "sounds" 685: 1) silent 686: 2) steam metal 687: 3) wooden clunk 688: 4) metallic click 689: 5) in-out 690: */ 691: 692: void button_done (edict_t *self) 693: { 694: self->moveinfo.state = STATE_BOTTOM; 695: self->s.effects &= ~EF_ANIM23; 696: self->s.effects |= EF_ANIM01; 697: } 698: 699: void button_return (edict_t *self) 700: { 701: self->moveinfo.state = STATE_DOWN; 702: 703: Move_Calc (self, self->moveinfo.start_origin, button_done); 704: 705: self->s.frame = 0; 706: 707: if (self->health) 708: self->takedamage = DAMAGE_YES; 709: } 710: 711: void button_wait (edict_t *self) 712: { 713: self->moveinfo.state = STATE_TOP; 714: self->s.effects &= ~EF_ANIM01; 715: self->s.effects |= EF_ANIM23; 716: 717: G_UseTargets (self, self->activator); 718: self->s.frame = 1; 719: if (self->moveinfo.wait >= 0) 720: { 721: self->nextthink = level.time + self->moveinfo.wait; 722: self->think = button_return; 723: } 724: } 725: 726: void button_fire (edict_t *self) 727: { 728: if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP) 729: return; 730: 731: self->moveinfo.state = STATE_UP; 732: if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE)) 733: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); 734: Move_Calc (self, self->moveinfo.end_origin, button_wait); 735: } 736: 737: void button_use (edict_t *self, edict_t *other, edict_t *activator) 738: { 739: self->activator = activator; 740: button_fire (self); 741: } 742: 743: void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) 744: { 745: if (!other->client) 746: return; 747: 748: if (other->health <= 0) 749: return; 750: 751: self->activator = other; 752: button_fire (self); 753: } 754: 755: void button_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) 756: { 757: self->activator = attacker; 758: self->health = self->max_health; 759: self->takedamage = DAMAGE_NO; 760: button_fire (self); 761: } 762: 763: void SP_func_button (edict_t *ent) 764: { 765: vec3_t abs_movedir; 766: float dist; 767: 768: G_SetMovedir (ent->s.angles, ent->movedir); 769: ent->movetype = MOVETYPE_STOP; 770: ent->solid = SOLID_BSP; 771: gi.setmodel (ent, ent->model); 772: 773: if (ent->sounds != 1) 774: ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav"); 775: 776: if (!ent->speed) 777: ent->speed = 40; 778: if (!ent->accel) 779: ent->accel = ent->speed; 780: if (!ent->decel) 781: ent->decel = ent->speed; 782: 783: if (!ent->wait) 784: ent->wait = 3; 785: if (!st.lip) 786: st.lip = 4; 787: 788: VectorCopy (ent->s.origin, ent->pos1); 789: abs_movedir[0] = fabs(ent->movedir[0]); 790: abs_movedir[1] = fabs(ent->movedir[1]); 791: abs_movedir[2] = fabs(ent->movedir[2]); 792: dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip; 793: VectorMA (ent->pos1, dist, ent->movedir, ent->pos2); 794: 795: ent->use = button_use; 796: ent->s.effects |= EF_ANIM01; 797: 798: if (ent->health) 799: { 800: ent->max_health = ent->health; 801: ent->die = button_killed; 802: ent->takedamage = DAMAGE_YES; 803: } 804: else if (! ent->targetname) 805: ent->touch = button_touch; 806: 807: ent->moveinfo.state = STATE_BOTTOM; 808: 809: ent->moveinfo.speed = ent->speed; 810: ent->moveinfo.accel = ent->accel; 811: ent->moveinfo.decel = ent->decel; 812: ent->moveinfo.wait = ent->wait; 813: VectorCopy (ent->pos1, ent->moveinfo.start_origin); 814: VectorCopy (ent->s.angles, ent->moveinfo.start_angles); 815: VectorCopy (ent->pos2, ent->moveinfo.end_origin); 816: VectorCopy (ent->s.angles, ent->moveinfo.end_angles); 817: 818: gi.linkentity (ent); 819: } 820: 821: /* 822: ====================================================================== 823: 824: DOORS 825: 826: spawn a trigger surrounding the entire team unless it is 827: already targeted by another 828: 829: ====================================================================== 830: */ 831: 832: /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST 833: TOGGLE wait in both the start and end states for a trigger event. 834: 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). 835: NOMONSTER monsters will not trigger this door 836: 837: "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet 838: "angle" determines the opening direction 839: "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. 840: "health" if set, door must be shot open 841: "speed" movement speed (100 default) 842: "wait" wait before returning (3 default, -1 = never return) 843: "lip" lip remaining at end of move (8 default) 844: "dmg" damage to inflict when blocked (2 default) 845: "sounds" 846: 1) silent 847: 2) light 848: 3) medium 849: 4) heavy 850: */ 851: 852: void door_use_areaportals (edict_t *self, qboolean open) 853: { 854: edict_t *t = NULL; 855: 856: if (!self->target) 857: return; 858: 859: while ((t = G_Find (t, FOFS(targetname), self->target))) 860: { 861: if (Q_stricmp(t->classname, "func_areaportal") == 0) 862: { 863: gi.SetAreaPortalState (t->style, open); 864: } 865: } 866: } 867: 868: void door_go_down (edict_t *self); 869: 870: void door_hit_top (edict_t *self) 871: { 872: if (!(self->flags & FL_TEAMSLAVE)) 873: { 874: if (self->moveinfo.sound_end) 875: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); 876: self->s.sound = 0; 877: } 878: self->moveinfo.state = STATE_TOP; 879: if (self->spawnflags & DOOR_TOGGLE) 880: return; 881: if (self->moveinfo.wait >= 0) 882: { 883: self->think = door_go_down; 884: self->nextthink = level.time + self->moveinfo.wait; 885: } 886: } 887: 888: void door_hit_bottom (edict_t *self) 889: { 890: if (!(self->flags & FL_TEAMSLAVE)) 891: { 892: if (self->moveinfo.sound_end) 893: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); 894: self->s.sound = 0; 895: } 896: self->moveinfo.state = STATE_BOTTOM; 897: door_use_areaportals (self, false); 898: } 899: 900: void door_go_down (edict_t *self) 901: { 902: if (!(self->flags & FL_TEAMSLAVE)) 903: { 904: if (self->moveinfo.sound_start) 905: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); 906: self->s.sound = self->moveinfo.sound_middle; 907: } 908: if (self->max_health) 909: { 910: self->takedamage = DAMAGE_YES; 911: self->health = self->max_health; 912: } 913: 914: self->moveinfo.state = STATE_DOWN; 915: if (strcmp(self->classname, "func_door") == 0) 916: Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom); 917: else if (strcmp(self->classname, "func_door_rotating") == 0) 918: AngleMove_Calc (self, door_hit_bottom); 919: } 920: 921: void door_go_up (edict_t *self, edict_t *activator) 922: { 923: if (self->moveinfo.state == STATE_UP) 924: return; // already going up 925: 926: if (self->moveinfo.state == STATE_TOP) 927: { // reset top wait time 928: if (self->moveinfo.wait >= 0) 929: self->nextthink = level.time + self->moveinfo.wait; 930: return; 931: } 932: 933: if (!(self->flags & FL_TEAMSLAVE)) 934: { 935: if (self->moveinfo.sound_start) 936: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); 937: self->s.sound = self->moveinfo.sound_middle; 938: } 939: self->moveinfo.state = STATE_UP; 940: if (strcmp(self->classname, "func_door") == 0) 941: Move_Calc (self, self->moveinfo.end_origin, door_hit_top); 942: else if (strcmp(self->classname, "func_door_rotating") == 0) 943: AngleMove_Calc (self, door_hit_top); 944: 945: G_UseTargets (self, activator); 946: door_use_areaportals (self, true); 947: } 948: 949: void door_use (edict_t *self, edict_t *other, edict_t *activator) 950: { 951: edict_t *ent; 952: 953: if (self->flags & FL_TEAMSLAVE) 954: return; 955: 956: if (self->spawnflags & DOOR_TOGGLE) 957: { 958: if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP) 959: { 960: // trigger all paired doors 961: for (ent = self ; ent ; ent = ent->teamchain) 962: { 963: ent->message = NULL; 964: ent->touch = NULL; 965: door_go_down (ent); 966: } 967: return; 968: } 969: } 970: 971: // trigger all paired doors 972: for (ent = self ; ent ; ent = ent->teamchain) 973: { 974: ent->message = NULL; 975: ent->touch = NULL; 976: door_go_up (ent, activator); 977: } 978: }; 979: 980: void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) 981: { 982: if (other->health <= 0) 983: return; 984: 985: if (!(other->svflags & SVF_MONSTER) && (!other->client)) 986: return; 987: 988: if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER)) 989: return; 990: 991: if (level.time < self->touch_debounce_time) 992: return; 993: self->touch_debounce_time = level.time + 1.0; 994: 995: door_use (self->owner, other, other); 996: } 997: 998: void Think_CalcMoveSpeed (edict_t *self) 999: { 1000: edict_t *ent; 1001: float min; 1002: float time; 1003: float newspeed; 1004: float ratio; 1005: float dist; 1006: 1007: if (self->flags & FL_TEAMSLAVE) 1008: return; // only the team master does this 1009: 1010: // find the smallest distance any member of the team will be moving 1011: min = fabs(self->moveinfo.distance); 1012: for (ent = self->teamchain; ent; ent = ent->teamchain) 1013: { 1014: dist = fabs(ent->moveinfo.distance); 1015: if (dist < min) 1016: min = dist; 1017: } 1018: 1019: time = min / self->moveinfo.speed; 1020: 1021: // adjust speeds so they will all complete at the same time 1022: for (ent = self; ent; ent = ent->teamchain) 1023: { 1024: newspeed = fabs(ent->moveinfo.distance) / time; 1025: ratio = newspeed / ent->moveinfo.speed; 1026: if (ent->moveinfo.accel == ent->moveinfo.speed) 1027: ent->moveinfo.accel = newspeed; 1028: else 1029: ent->moveinfo.accel *= ratio; 1030: if (ent->moveinfo.decel == ent->moveinfo.speed) 1031: ent->moveinfo.decel = newspeed; 1032: else 1033: ent->moveinfo.decel *= ratio; 1034: ent->moveinfo.speed = newspeed; 1035: } 1036: } 1037: 1038: void Think_SpawnDoorTrigger (edict_t *ent) 1039: { 1040: edict_t *other; 1041: vec3_t mins, maxs; 1042: 1043: if (ent->flags & FL_TEAMSLAVE) 1044: return; // only the team leader spawns a trigger 1045: 1046: VectorCopy (ent->absmin, mins); 1047: VectorCopy (ent->absmax, maxs); 1048: 1049: for (other = ent->teamchain ; other ; other=other->teamchain) 1050: { 1051: AddPointToBounds (other->absmin, mins, maxs); 1052: AddPointToBounds (other->absmax, mins, maxs); 1053: } 1054: 1055: // expand 1056: mins[0] -= 60; 1057: mins[1] -= 60; 1058: maxs[0] += 60; 1059: maxs[1] += 60; 1060: 1061: other = G_Spawn (); 1062: VectorCopy (mins, other->mins); 1063: VectorCopy (maxs, other->maxs); 1064: other->owner = ent; 1065: other->solid = SOLID_TRIGGER; 1066: other->movetype = MOVETYPE_NONE; 1067: other->touch = Touch_DoorTrigger; 1068: gi.linkentity (other); 1069: 1070: if (ent->spawnflags & DOOR_START_OPEN) 1071: door_use_areaportals (ent, true); 1072: 1073: Think_CalcMoveSpeed (ent); 1074: } 1075: 1076: void door_blocked (edict_t *self, edict_t *other) 1077: { 1078: edict_t *ent; 1079: 1080: if (!(other->svflags & SVF_MONSTER) && (!other->client) ) 1081: { 1082: // give it a chance to go away on it's own terms (like gibs) 1083: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); 1084: // if it's still there, nuke it 1085: if (other) 1086: BecomeExplosion1 (other); 1087: return; 1088: } 1089: 1090: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); 1091: 1092: if (self->spawnflags & DOOR_CRUSHER) 1093: return; 1094: 1095: 1096: // if a door has a negative wait, it would never come back if blocked, 1097: // so let it just squash the object to death real fast 1098: if (self->moveinfo.wait >= 0) 1099: { 1100: if (self->moveinfo.state == STATE_DOWN) 1101: { 1102: for (ent = self->teammaster ; ent ; ent = ent->teamchain) 1103: door_go_up (ent, ent->activator); 1104: } 1105: else 1106: { 1107: for (ent = self->teammaster ; ent ; ent = ent->teamchain) 1108: door_go_down (ent); 1109: } 1110: } 1111: } 1112: 1113: void door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) 1114: { 1115: edict_t *ent; 1116: 1117: for (ent = self->teammaster ; ent ; ent = ent->teamchain) 1118: { 1119: ent->health = ent->max_health; 1120: ent->takedamage = DAMAGE_NO; 1121: } 1122: door_use (self->teammaster, attacker, attacker); 1123: } 1124: 1125: void door_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) 1126: { 1127: if (!other->client) 1128: return; 1129: 1130: if (level.time < self->touch_debounce_time) 1131: return; 1132: self->touch_debounce_time = level.time + 5.0; 1133: 1134: gi.centerprintf (other, "%s", self->message); 1135: gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0); 1136: } 1137: 1138: void SP_func_door (edict_t *ent) 1139: { 1140: vec3_t abs_movedir; 1141: 1142: if (ent->sounds != 1) 1143: { 1144: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav"); 1145: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav"); 1146: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav"); 1147: } 1148: 1149: G_SetMovedir (ent->s.angles, ent->movedir); 1150: ent->movetype = MOVETYPE_PUSH; 1151: ent->solid = SOLID_BSP; 1152: gi.setmodel (ent, ent->model); 1153: 1154: ent->blocked = door_blocked; 1155: ent->use = door_use; 1156: 1157: if (!ent->speed) 1158: ent->speed = 100; 1159: if (deathmatch->value) 1160: ent->speed *= 2; 1161: 1162: if (!ent->accel) 1163: ent->accel = ent->speed; 1164: if (!ent->decel) 1165: ent->decel = ent->speed; 1166: 1167: if (!ent->wait) 1168: ent->wait = 3; 1169: if (!st.lip) 1170: st.lip = 8; 1171: if (!ent->dmg) 1172: ent->dmg = 2; 1173: 1174: // calculate second position 1175: VectorCopy (ent->s.origin, ent->pos1); 1176: abs_movedir[0] = fabs(ent->movedir[0]); 1177: abs_movedir[1] = fabs(ent->movedir[1]); 1178: abs_movedir[2] = fabs(ent->movedir[2]); 1179: ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip; 1180: VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2); 1181: 1182: // if it starts open, switch the positions 1183: if (ent->spawnflags & DOOR_START_OPEN) 1184: { 1185: VectorCopy (ent->pos2, ent->s.origin); 1186: VectorCopy (ent->pos1, ent->pos2); 1187: VectorCopy (ent->s.origin, ent->pos1); 1188: } 1189: 1190: ent->moveinfo.state = STATE_BOTTOM; 1191: 1192: if (ent->health) 1193: { 1194: ent->takedamage = DAMAGE_YES; 1195: ent->die = door_killed; 1196: ent->max_health = ent->health; 1197: } 1198: else if (ent->targetname && ent->message) 1199: { 1200: gi.soundindex ("misc/talk.wav"); 1201: ent->touch = door_touch; 1202: } 1203: 1204: ent->moveinfo.speed = ent->speed; 1205: ent->moveinfo.accel = ent->accel; 1206: ent->moveinfo.decel = ent->decel; 1207: ent->moveinfo.wait = ent->wait; 1208: VectorCopy (ent->pos1, ent->moveinfo.start_origin); 1209: VectorCopy (ent->s.angles, ent->moveinfo.start_angles); 1210: VectorCopy (ent->pos2, ent->moveinfo.end_origin); 1211: VectorCopy (ent->s.angles, ent->moveinfo.end_angles); 1212: 1213: if (ent->spawnflags & 16) 1214: ent->s.effects |= EF_ANIM_ALL; 1215: if (ent->spawnflags & 64) 1216: ent->s.effects |= EF_ANIM_ALLFAST; 1217: 1218: // to simplify logic elsewhere, make non-teamed doors into a team of one 1219: if (!ent->team) 1220: ent->teammaster = ent; 1221: 1222: gi.linkentity (ent); 1223: 1224: ent->nextthink = level.time + FRAMETIME; 1225: if (ent->health || ent->targetname) 1226: ent->think = Think_CalcMoveSpeed; 1227: else 1228: ent->think = Think_SpawnDoorTrigger; 1229: } 1230: 1231: 1232: /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS 1233: TOGGLE causes the door to wait in both the start and end states for a trigger event. 1234: 1235: 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). 1236: NOMONSTER monsters will not trigger this door 1237: 1238: You need to have an origin brush as part of this entity. The center of that brush will be 1239: the point around which it is rotated. It will rotate around the Z axis by default. You can 1240: check either the X_AXIS or Y_AXIS box to change that. 1241: 1242: "distance" is how many degrees the door will be rotated. 1243: "speed" determines how fast the door moves; default value is 100. 1244: 1245: REVERSE will cause the door to rotate in the opposite direction. 1246: 1247: "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet 1248: "angle" determines the opening direction 1249: "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. 1250: "health" if set, door must be shot open 1251: "speed" movement speed (100 default) 1252: "wait" wait before returning (3 default, -1 = never return) 1253: "dmg" damage to inflict when blocked (2 default) 1254: "sounds" 1255: 1) silent 1256: 2) light 1257: 3) medium 1258: 4) heavy 1259: */ 1260: 1261: void SP_func_door_rotating (edict_t *ent) 1262: { 1263: VectorClear (ent->s.angles); 1264: 1265: // set the axis of rotation 1266: VectorClear(ent->movedir); 1267: if (ent->spawnflags & DOOR_X_AXIS) 1268: ent->movedir[2] = 1.0; 1269: else if (ent->spawnflags & DOOR_Y_AXIS) 1270: ent->movedir[0] = 1.0; 1271: else // Z_AXIS 1272: ent->movedir[1] = 1.0; 1273: 1274: // check for reverse rotation 1275: if (ent->spawnflags & DOOR_REVERSE) 1276: VectorNegate (ent->movedir, ent->movedir); 1277: 1278: if (!st.distance) 1279: { 1280: gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin)); 1281: st.distance = 90; 1282: } 1283: 1284: VectorCopy (ent->s.angles, ent->pos1); 1285: VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2); 1286: ent->moveinfo.distance = st.distance; 1287: 1288: ent->movetype = MOVETYPE_PUSH; 1289: ent->solid = SOLID_BSP; 1290: gi.setmodel (ent, ent->model); 1291: 1292: ent->blocked = door_blocked; 1293: ent->use = door_use; 1294: 1295: if (!ent->speed) 1296: ent->speed = 100; 1297: if (!ent->accel) 1298: ent->accel = ent->speed; 1299: if (!ent->decel) 1300: ent->decel = ent->speed; 1301: 1302: if (!ent->wait) 1303: ent->wait = 3; 1304: if (!ent->dmg) 1305: ent->dmg = 2; 1306: 1307: if (ent->sounds != 1) 1308: { 1309: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav"); 1310: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav"); 1311: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav"); 1312: } 1313: 1314: // if it starts open, switch the positions 1315: if (ent->spawnflags & DOOR_START_OPEN) 1316: { 1317: VectorCopy (ent->pos2, ent->s.angles); 1318: VectorCopy (ent->pos1, ent->pos2); 1319: VectorCopy (ent->s.angles, ent->pos1); 1320: VectorNegate (ent->movedir, ent->movedir); 1321: } 1322: 1323: if (ent->health) 1324: { 1325: ent->takedamage = DAMAGE_YES; 1326: ent->die = door_killed; 1327: ent->max_health = ent->health; 1328: } 1329: 1330: if (ent->targetname && ent->message) 1331: { 1332: gi.soundindex ("misc/talk.wav"); 1333: ent->touch = door_touch; 1334: } 1335: 1336: ent->moveinfo.state = STATE_BOTTOM; 1337: ent->moveinfo.speed = ent->speed; 1338: ent->moveinfo.accel = ent->accel; 1339: ent->moveinfo.decel = ent->decel; 1340: ent->moveinfo.wait = ent->wait; 1341: VectorCopy (ent->s.origin, ent->moveinfo.start_origin); 1342: VectorCopy (ent->pos1, ent->moveinfo.start_angles); 1343: VectorCopy (ent->s.origin, ent->moveinfo.end_origin); 1344: VectorCopy (ent->pos2, ent->moveinfo.end_angles); 1345: 1346: if (ent->spawnflags & 16) 1347: ent->s.effects |= EF_ANIM_ALL; 1348: 1349: // to simplify logic elsewhere, make non-teamed doors into a team of one 1350: if (!ent->team) 1351: ent->teammaster = ent; 1352: 1353: gi.linkentity (ent); 1354: 1355: ent->nextthink = level.time + FRAMETIME; 1356: if (ent->health || ent->targetname) 1357: ent->think = Think_CalcMoveSpeed; 1358: else 1359: ent->think = Think_SpawnDoorTrigger; 1360: } 1361: 1362: 1363: /*QUAKED func_water (0 .5 .8) ? START_OPEN 1364: func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk. 1365: 1366: START_OPEN causes the water to move to its destination when spawned and operate in reverse. 1367: 1368: "angle" determines the opening direction (up or down only) 1369: "speed" movement speed (25 default) 1370: "wait" wait before returning (-1 default, -1 = TOGGLE) 1371: "lip" lip remaining at end of move (0 default) 1372: "sounds" (yes, these need to be changed) 1373: 0) no sound 1374: 1) water 1375: 2) lava 1376: */ 1377: 1378: void SP_func_water (edict_t *self) 1379: { 1380: vec3_t abs_movedir; 1381: 1382: G_SetMovedir (self->s.angles, self->movedir); 1383: self->movetype = MOVETYPE_PUSH; 1384: self->solid = SOLID_BSP; 1385: gi.setmodel (self, self->model); 1386: 1387: switch (self->sounds) 1388: { 1389: default: 1390: break; 1391: 1392: case 1: // water 1393: self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav"); 1394: self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav"); 1395: break; 1396: 1397: case 2: // lava 1398: self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav"); 1399: self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav"); 1400: break; 1401: } 1402: 1403: // calculate second position 1404: VectorCopy (self->s.origin, self->pos1); 1405: abs_movedir[0] = fabs(self->movedir[0]); 1406: abs_movedir[1] = fabs(self->movedir[1]); 1407: abs_movedir[2] = fabs(self->movedir[2]); 1408: self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip; 1409: VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2); 1410: 1411: // if it starts open, switch the positions 1412: if (self->spawnflags & DOOR_START_OPEN) 1413: { 1414: VectorCopy (self->pos2, self->s.origin); 1415: VectorCopy (self->pos1, self->pos2); 1416: VectorCopy (self->s.origin, self->pos1); 1417: } 1418: 1419: VectorCopy (self->pos1, self->moveinfo.start_origin); 1420: VectorCopy (self->s.angles, self->moveinfo.start_angles); 1421: VectorCopy (self->pos2, self->moveinfo.end_origin); 1422: VectorCopy (self->s.angles, self->moveinfo.end_angles); 1423: 1424: self->moveinfo.state = STATE_BOTTOM; 1425: 1426: if (!self->speed) 1427: self->speed = 25; 1428: self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed; 1429: 1430: if (!self->wait) 1431: self->wait = -1; 1432: self->moveinfo.wait = self->wait; 1433: 1434: self->use = door_use; 1435: 1436: if (self->wait == -1) 1437: self->spawnflags |= DOOR_TOGGLE; 1438: 1439: self->classname = "func_door"; 1440: 1441: gi.linkentity (self); 1442: } 1443: 1444: 1445: #define TRAIN_START_ON 1 1446: #define TRAIN_TOGGLE 2 1447: #define TRAIN_BLOCK_STOPS 4 1448: 1449: /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS 1450: Trains are moving platforms that players can ride. 1451: The targets origin specifies the min point of the train at each corner. 1452: The train spawns at the first target it is pointing at. 1453: If the train is the target of a button or trigger, it will not begin moving until activated. 1454: speed default 100 1455: dmg default 2 1456: noise looping sound to play when the train is in motion 1457: 1458: */ 1459: void train_next (edict_t *self); 1460: 1461: void train_blocked (edict_t *self, edict_t *other) 1462: { 1463: if (!(other->svflags & SVF_MONSTER) && (!other->client) ) 1464: { 1465: // give it a chance to go away on it's own terms (like gibs) 1466: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); 1467: // if it's still there, nuke it 1468: if (other) 1469: BecomeExplosion1 (other); 1470: return; 1471: } 1472: 1473: if (level.time < self->touch_debounce_time) 1474: return; 1475: 1476: if (!self->dmg) 1477: return; 1478: self->touch_debounce_time = level.time + 0.5; 1479: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); 1480: } 1481: 1482: void train_wait (edict_t *self) 1483: { 1484: if (self->target_ent->pathtarget) 1485: { 1486: char *savetarget; 1487: edict_t *ent; 1488: 1489: ent = self->target_ent; 1490: savetarget = ent->target; 1491: ent->target = ent->pathtarget; 1492: G_UseTargets (ent, self->activator); 1493: ent->target = savetarget; 1494: 1495: // make sure we didn't get killed by a killtarget 1496: if (!self->inuse) 1497: return; 1498: } 1499: 1500: if (self->moveinfo.wait) 1501: { 1502: if (self->moveinfo.wait > 0) 1503: { 1504: self->nextthink = level.time + self->moveinfo.wait; 1505: self->think = train_next; 1506: } 1507: else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0 1508: { 1509: train_next (self); 1510: self->spawnflags &= ~TRAIN_START_ON; 1511: VectorClear (self->velocity); 1512: self->nextthink = 0; 1513: } 1514: 1515: if (!(self->flags & FL_TEAMSLAVE)) 1516: { 1517: if (self->moveinfo.sound_end) 1518: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0); 1519: self->s.sound = 0; 1520: } 1521: } 1522: else 1523: { 1524: train_next (self); 1525: } 1526: 1527: } 1528: 1529: void train_next (edict_t *self) 1530: { 1531: edict_t *ent; 1532: vec3_t dest; 1533: qboolean first; 1534: 1535: first = true; 1536: again: 1537: if (!self->target) 1538: { 1539: // gi.dprintf ("train_next: no next target\n"); 1540: return; 1541: } 1542: 1543: ent = G_PickTarget (self->target); 1544: if (!ent) 1545: { 1546: gi.dprintf ("train_next: bad target %s\n", self->target); 1547: return; 1548: } 1549: 1550: self->target = ent->target; 1551: 1552: // check for a teleport path_corner 1553: if (ent->spawnflags & 1) 1554: { 1555: if (!first) 1556: { 1557: gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin)); 1558: return; 1559: } 1560: first = false; 1561: VectorSubtract (ent->s.origin, self->mins, self->s.origin); 1562: VectorCopy (self->s.origin, self->s.old_origin); 1.1.1.2 root 1563: self->s.event = EV_OTHER_TELEPORT; 1.1 root 1564: gi.linkentity (self); 1565: goto again; 1566: } 1567: 1568: self->moveinfo.wait = ent->wait; 1569: self->target_ent = ent; 1570: 1571: if (!(self->flags & FL_TEAMSLAVE)) 1572: { 1573: if (self->moveinfo.sound_start) 1574: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0); 1575: self->s.sound = self->moveinfo.sound_middle; 1576: } 1577: 1578: VectorSubtract (ent->s.origin, self->mins, dest); 1579: self->moveinfo.state = STATE_TOP; 1580: VectorCopy (self->s.origin, self->moveinfo.start_origin); 1581: VectorCopy (dest, self->moveinfo.end_origin); 1582: Move_Calc (self, dest, train_wait); 1583: self->spawnflags |= TRAIN_START_ON; 1584: } 1585: 1586: void train_resume (edict_t *self) 1587: { 1588: edict_t *ent; 1589: vec3_t dest; 1590: 1591: ent = self->target_ent; 1592: 1593: VectorSubtract (ent->s.origin, self->mins, dest); 1594: self->moveinfo.state = STATE_TOP; 1595: VectorCopy (self->s.origin, self->moveinfo.start_origin); 1596: VectorCopy (dest, self->moveinfo.end_origin); 1597: Move_Calc (self, dest, train_wait); 1598: self->spawnflags |= TRAIN_START_ON; 1599: } 1600: 1601: void func_train_find (edict_t *self) 1602: { 1603: edict_t *ent; 1604: 1605: if (!self->target) 1606: { 1607: gi.dprintf ("train_find: no target\n"); 1608: return; 1609: } 1610: ent = G_PickTarget (self->target); 1611: if (!ent) 1612: { 1613: gi.dprintf ("train_find: target %s not found\n", self->target); 1614: return; 1615: } 1616: self->target = ent->target; 1617: 1618: VectorSubtract (ent->s.origin, self->mins, self->s.origin); 1619: gi.linkentity (self); 1620: 1621: // if not triggered, start immediately 1622: if (!self->targetname) 1623: self->spawnflags |= TRAIN_START_ON; 1624: 1625: if (self->spawnflags & TRAIN_START_ON) 1626: { 1627: self->nextthink = level.time + FRAMETIME; 1628: self->think = train_next; 1629: self->activator = self; 1630: } 1631: } 1632: 1633: void train_use (edict_t *self, edict_t *other, edict_t *activator) 1634: { 1635: self->activator = activator; 1636: 1637: if (self->spawnflags & TRAIN_START_ON) 1638: { 1639: if (!(self->spawnflags & TRAIN_TOGGLE)) 1640: return; 1641: self->spawnflags &= ~TRAIN_START_ON; 1642: VectorClear (self->velocity); 1643: self->nextthink = 0; 1644: } 1645: else 1646: { 1647: if (self->target_ent) 1648: train_resume(self); 1649: else 1650: train_next(self); 1651: } 1652: } 1653: 1654: void SP_func_train (edict_t *self) 1655: { 1656: self->movetype = MOVETYPE_PUSH; 1657: 1658: VectorClear (self->s.angles); 1659: self->blocked = train_blocked; 1660: if (self->spawnflags & TRAIN_BLOCK_STOPS) 1661: self->dmg = 0; 1662: else 1663: { 1664: if (!self->dmg) 1665: self->dmg = 100; 1666: } 1667: self->solid = SOLID_BSP; 1668: gi.setmodel (self, self->model); 1669: 1670: if (st.noise) 1671: self->moveinfo.sound_middle = gi.soundindex (st.noise); 1672: 1673: if (!self->speed) 1674: self->speed = 100; 1675: 1676: self->moveinfo.speed = self->speed; 1677: self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed; 1678: 1679: self->use = train_use; 1680: 1681: gi.linkentity (self); 1682: 1683: if (self->target) 1684: { 1685: // start trains on the second frame, to make sure their targets have had 1686: // a chance to spawn 1687: self->nextthink = level.time + FRAMETIME; 1688: self->think = func_train_find; 1689: } 1690: else 1691: { 1692: gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin)); 1693: } 1694: } 1695: 1696: 1697: /*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) 1698: */ 1699: void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator) 1700: { 1701: edict_t *target; 1702: 1703: if (self->movetarget->nextthink) 1704: { 1705: // gi.dprintf("elevator busy\n"); 1706: return; 1707: } 1708: 1709: if (!other->pathtarget) 1710: { 1711: gi.dprintf("elevator used with no pathtarget\n"); 1712: return; 1713: } 1714: 1715: target = G_PickTarget (other->pathtarget); 1716: if (!target) 1717: { 1718: gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget); 1719: return; 1720: } 1721: 1722: self->movetarget->target_ent = target; 1723: train_resume (self->movetarget); 1724: } 1725: 1726: void trigger_elevator_init (edict_t *self) 1727: { 1728: if (!self->target) 1729: { 1730: gi.dprintf("trigger_elevator has no target\n"); 1731: return; 1732: } 1733: self->movetarget = G_PickTarget (self->target); 1734: if (!self->movetarget) 1735: { 1736: gi.dprintf("trigger_elevator unable to find target %s\n", self->target); 1737: return; 1738: } 1739: if (strcmp(self->movetarget->classname, "func_train") != 0) 1740: { 1741: gi.dprintf("trigger_elevator target %s is not a train\n", self->target); 1742: return; 1743: } 1744: 1745: self->use = trigger_elevator_use; 1746: self->svflags = SVF_NOCLIENT; 1747: 1748: } 1749: 1750: void SP_trigger_elevator (edict_t *self) 1751: { 1752: self->think = trigger_elevator_init; 1753: self->nextthink = level.time + FRAMETIME; 1754: } 1755: 1756: 1757: /*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON 1758: "wait" base time between triggering all targets, default is 1 1759: "random" wait variance, default is 0 1760: 1761: so, the basic time between firing is a random time between 1762: (wait - random) and (wait + random) 1763: 1764: "delay" delay before first firing when turned on, default is 0 1765: 1766: "pausetime" additional delay used only the very first time 1767: and only if spawned with START_ON 1768: 1769: These can used but not touched. 1770: */ 1771: void func_timer_think (edict_t *self) 1772: { 1773: G_UseTargets (self, self->activator); 1774: self->nextthink = level.time + self->wait + crandom() * self->random; 1775: } 1776: 1777: void func_timer_use (edict_t *self, edict_t *other, edict_t *activator) 1778: { 1779: self->activator = activator; 1780: 1781: // if on, turn it off 1782: if (self->nextthink) 1783: { 1784: self->nextthink = 0; 1785: return; 1786: } 1787: 1788: // turn it on 1789: if (self->delay) 1790: self->nextthink = level.time + self->delay; 1791: else 1792: func_timer_think (self); 1793: } 1794: 1795: void SP_func_timer (edict_t *self) 1796: { 1797: if (!self->wait) 1798: self->wait = 1.0; 1799: 1800: self->use = func_timer_use; 1801: self->think = func_timer_think; 1802: 1803: if (self->random >= self->wait) 1804: { 1805: self->random = self->wait - FRAMETIME; 1806: gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin)); 1807: } 1808: 1809: if (self->spawnflags & 1) 1810: { 1811: self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random; 1812: self->activator = self; 1813: } 1814: 1815: self->svflags = SVF_NOCLIENT; 1816: } 1817: 1818: 1819: /*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE 1820: Conveyors are stationary brushes that move what's on them. 1821: The brush should be have a surface with at least one current content enabled. 1822: speed default 100 1823: */ 1824: 1825: void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator) 1826: { 1827: if (self->spawnflags & 1) 1828: { 1829: self->speed = 0; 1830: self->spawnflags &= ~1; 1831: } 1832: else 1833: { 1834: self->speed = self->count; 1835: self->spawnflags |= 1; 1836: } 1837: 1838: if (!(self->spawnflags & 2)) 1839: self->count = 0; 1840: } 1841: 1842: void SP_func_conveyor (edict_t *self) 1843: { 1844: if (!self->speed) 1845: self->speed = 100; 1846: 1847: if (!(self->spawnflags & 1)) 1848: { 1849: self->count = self->speed; 1850: self->speed = 0; 1851: } 1852: 1853: self->use = func_conveyor_use; 1854: 1855: gi.setmodel (self, self->model); 1856: self->solid = SOLID_BSP; 1857: gi.linkentity (self); 1858: } 1859: 1860: 1861: /*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down 1862: A secret door. Slide back and then to the side. 1863: 1864: open_once doors never closes 1865: 1st_left 1st move is left of arrow 1866: 1st_down 1st move is down from arrow 1867: always_shoot door is shootebale even if targeted 1868: 1869: "angle" determines the direction 1870: "dmg" damage to inflic when blocked (default 2) 1871: "wait" how long to hold in the open position (default 5, -1 means hold) 1872: */ 1873: 1874: #define SECRET_ALWAYS_SHOOT 1 1875: #define SECRET_1ST_LEFT 2 1876: #define SECRET_1ST_DOWN 4 1877: 1878: void door_secret_move1 (edict_t *self); 1879: void door_secret_move2 (edict_t *self); 1880: void door_secret_move3 (edict_t *self); 1881: void door_secret_move4 (edict_t *self); 1882: void door_secret_move5 (edict_t *self); 1883: void door_secret_move6 (edict_t *self); 1884: void door_secret_done (edict_t *self); 1885: 1886: void door_secret_use (edict_t *self, edict_t *other, edict_t *activator) 1887: { 1888: // make sure we're not already moving 1889: if (!VectorCompare(self->s.origin, vec3_origin)) 1890: return; 1891: 1892: Move_Calc (self, self->pos1, door_secret_move1); 1893: door_use_areaportals (self, true); 1894: } 1895: 1896: void door_secret_move1 (edict_t *self) 1897: { 1898: self->nextthink = level.time + 1.0; 1899: self->think = door_secret_move2; 1900: } 1901: 1902: void door_secret_move2 (edict_t *self) 1903: { 1904: Move_Calc (self, self->pos2, door_secret_move3); 1905: } 1906: 1907: void door_secret_move3 (edict_t *self) 1908: { 1909: if (self->wait == -1) 1910: return; 1911: self->nextthink = level.time + self->wait; 1912: self->think = door_secret_move4; 1913: } 1914: 1915: void door_secret_move4 (edict_t *self) 1916: { 1917: Move_Calc (self, self->pos1, door_secret_move5); 1918: } 1919: 1920: void door_secret_move5 (edict_t *self) 1921: { 1922: self->nextthink = level.time + 1.0; 1923: self->think = door_secret_move6; 1924: } 1925: 1926: void door_secret_move6 (edict_t *self) 1927: { 1928: Move_Calc (self, vec3_origin, door_secret_done); 1929: } 1930: 1931: void door_secret_done (edict_t *self) 1932: { 1933: if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT)) 1934: { 1935: self->health = 0; 1936: self->takedamage = DAMAGE_YES; 1937: } 1938: door_use_areaportals (self, false); 1939: } 1940: 1941: void door_secret_blocked (edict_t *self, edict_t *other) 1942: { 1943: if (!(other->svflags & SVF_MONSTER) && (!other->client) ) 1944: { 1945: // give it a chance to go away on it's own terms (like gibs) 1946: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH); 1947: // if it's still there, nuke it 1948: if (other) 1949: BecomeExplosion1 (other); 1950: return; 1951: } 1952: 1953: if (level.time < self->touch_debounce_time) 1954: return; 1955: self->touch_debounce_time = level.time + 0.5; 1956: 1957: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); 1958: } 1959: 1960: void door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) 1961: { 1962: self->takedamage = DAMAGE_NO; 1963: door_secret_use (self, attacker, attacker); 1964: } 1965: 1966: void SP_func_door_secret (edict_t *ent) 1967: { 1968: vec3_t forward, right, up; 1969: float side; 1970: float width; 1971: float length; 1972: 1973: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav"); 1974: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav"); 1975: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav"); 1976: 1977: ent->movetype = MOVETYPE_PUSH; 1978: ent->solid = SOLID_BSP; 1979: gi.setmodel (ent, ent->model); 1980: 1981: ent->blocked = door_secret_blocked; 1982: ent->use = door_secret_use; 1983: 1984: if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT)) 1985: { 1986: ent->health = 0; 1987: ent->takedamage = DAMAGE_YES; 1988: ent->die = door_secret_die; 1989: } 1990: 1991: if (!ent->dmg) 1992: ent->dmg = 2; 1993: 1994: if (!ent->wait) 1995: ent->wait = 5; 1996: 1997: ent->moveinfo.accel = 1998: ent->moveinfo.decel = 1999: ent->moveinfo.speed = 50; 2000: 2001: // calculate positions 2002: AngleVectors (ent->s.angles, forward, right, up); 2003: VectorClear (ent->s.angles); 2004: side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT); 2005: if (ent->spawnflags & SECRET_1ST_DOWN) 2006: width = fabs(DotProduct(up, ent->size)); 2007: else 2008: width = fabs(DotProduct(right, ent->size)); 2009: length = fabs(DotProduct(forward, ent->size)); 2010: if (ent->spawnflags & SECRET_1ST_DOWN) 2011: VectorMA (ent->s.origin, -1 * width, up, ent->pos1); 2012: else 2013: VectorMA (ent->s.origin, side * width, right, ent->pos1); 2014: VectorMA (ent->pos1, length, forward, ent->pos2); 2015: 2016: if (ent->health) 2017: { 2018: ent->takedamage = DAMAGE_YES; 2019: ent->die = door_killed; 2020: ent->max_health = ent->health; 2021: } 2022: else if (ent->targetname && ent->message) 2023: { 2024: gi.soundindex ("misc/talk.wav"); 2025: ent->touch = door_touch; 2026: } 2027: 2028: ent->classname = "func_door"; 2029: 2030: gi.linkentity (ent); 2031: } 2032: 2033: 2034: /*QUAKED func_killbox (1 0 0) ? 2035: Kills everything inside when fired, irrespective of protection. 2036: */ 2037: void use_killbox (edict_t *self, edict_t *other, edict_t *activator) 2038: { 2039: KillBox (self); 2040: } 2041: 2042: void SP_func_killbox (edict_t *ent) 2043: { 2044: gi.setmodel (ent, ent->model); 2045: ent->use = use_killbox; 2046: ent->svflags = SVF_NOCLIENT; 2047: } 2048:
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