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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: //====
40: //PGM
41: #define PLAT2_TOGGLE 2
42: #define PLAT2_TOP 4
43: #define PLAT2_TRIGGER_TOP 8
44: #define PLAT2_TRIGGER_BOTTOM 16
45: #define PLAT2_BOX_LIFT 32
46:
47: void plat2_spawn_danger_area (edict_t *ent);
48: void plat2_kill_danger_area (edict_t *ent);
49:
50: //PGM
51: //====
52:
53: #define STATE_TOP 0
54: #define STATE_BOTTOM 1
55: #define STATE_UP 2
56: #define STATE_DOWN 3
57:
58: #define DOOR_START_OPEN 1
59: #define DOOR_REVERSE 2
60: #define DOOR_CRUSHER 4
61: #define DOOR_NOMONSTER 8
62: #define DOOR_TOGGLE 32
63: #define DOOR_X_AXIS 64
64: #define DOOR_Y_AXIS 128
65: // !easy 256
66: // !med 512
67: // !hard 1024
68: // !dm 2048
69: // !coop 4096
70: #define DOOR_INACTIVE 8192
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: //PGM accelerate as needed
182: if(ent->moveinfo.speed < ent->speed)
183: {
184: ent->moveinfo.speed += ent->accel;
185: if(ent->moveinfo.speed > ent->speed)
186: ent->moveinfo.speed = ent->speed;
187: }
188: //PGM
189:
190: // set destdelta to the vector needed to move
191: if (ent->moveinfo.state == STATE_UP)
192: VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);
193: else
194: VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);
195:
196: // calculate length of vector
197: len = VectorLength (destdelta);
198:
199: // divide by speed to get time to reach dest
200: traveltime = len / ent->moveinfo.speed;
201:
202: if (traveltime < FRAMETIME)
203: {
204: AngleMove_Final (ent);
205: return;
206: }
207:
208: frames = floor(traveltime / FRAMETIME);
209:
210: // scale the destdelta vector by the time spent traveling to get velocity
211: VectorScale (destdelta, 1.0 / traveltime, ent->avelocity);
212:
213: //PGM
214: // if we're done accelerating, act as a normal rotation
215: if(ent->moveinfo.speed >= ent->speed)
216: {
217: // set nextthink to trigger a think when dest is reached
218: ent->nextthink = level.time + frames * FRAMETIME;
219: ent->think = AngleMove_Final;
220: }
221: else
222: {
223: ent->nextthink = level.time + FRAMETIME;
224: ent->think = AngleMove_Begin;
225: }
226: //PGM
227: }
228:
229: void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*))
230: {
231: VectorClear (ent->avelocity);
232: ent->moveinfo.endfunc = func;
233:
234: //PGM
235: // if we're supposed to accelerate, this will tell anglemove_begin to do so
236: if(ent->accel != ent->speed)
237: ent->moveinfo.speed = 0;
238: //PGM
239:
240: if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
241: {
242: AngleMove_Begin (ent);
243: }
244: else
245: {
246: ent->nextthink = level.time + FRAMETIME;
247: ent->think = AngleMove_Begin;
248: }
249: }
250:
251:
252: /*
253: ==============
254: Think_AccelMove
255:
256: The team has completed a frame of movement, so
257: change the speed for the next frame
258: ==============
259: */
260: #define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
261:
262: void plat_CalcAcceleratedMove(moveinfo_t *moveinfo)
263: {
264: float accel_dist;
265: float decel_dist;
266:
267: moveinfo->move_speed = moveinfo->speed;
268:
269: if (moveinfo->remaining_distance < moveinfo->accel)
270: {
271: moveinfo->current_speed = moveinfo->remaining_distance;
272: return;
273: }
274:
275: accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);
276: decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel);
277:
278: if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)
279: {
280: float f;
281:
282: f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);
283: moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);
284: decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);
285: }
286:
287: moveinfo->decel_distance = decel_dist;
288: };
289:
290: void plat_Accelerate (moveinfo_t *moveinfo)
291: {
292: // are we decelerating?
293: if (moveinfo->remaining_distance <= moveinfo->decel_distance)
294: {
295: if (moveinfo->remaining_distance < moveinfo->decel_distance)
296: {
297: if (moveinfo->next_speed)
298: {
299: moveinfo->current_speed = moveinfo->next_speed;
300: moveinfo->next_speed = 0;
301: return;
302: }
303: if (moveinfo->current_speed > moveinfo->decel)
304: moveinfo->current_speed -= moveinfo->decel;
305: }
306: return;
307: }
308:
309: // are we at full speed and need to start decelerating during this move?
310: if (moveinfo->current_speed == moveinfo->move_speed)
311: if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)
312: {
313: float p1_distance;
314: float p2_distance;
315: float distance;
316:
317: p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
318: p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));
319: distance = p1_distance + p2_distance;
320: moveinfo->current_speed = moveinfo->move_speed;
321: moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
322: return;
323: }
324:
325: // are we accelerating?
326: if (moveinfo->current_speed < moveinfo->speed)
327: {
328: float old_speed;
329: float p1_distance;
330: float p1_speed;
331: float p2_distance;
332: float distance;
333:
334: old_speed = moveinfo->current_speed;
335:
336: // figure simple acceleration up to move_speed
337: moveinfo->current_speed += moveinfo->accel;
338: if (moveinfo->current_speed > moveinfo->speed)
339: moveinfo->current_speed = moveinfo->speed;
340:
341: // are we accelerating throughout this entire move?
342: if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)
343: return;
344:
345: // during this move we will accelrate from current_speed to move_speed
346: // and cross over the decel_distance; figure the average speed for the
347: // entire move
348: p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
349: p1_speed = (old_speed + moveinfo->move_speed) / 2.0;
350: p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));
351: distance = p1_distance + p2_distance;
352: moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));
353: moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
354: return;
355: }
356:
357: // we are at constant velocity (move_speed)
358: return;
359: };
360:
361: void Think_AccelMove (edict_t *ent)
362: {
363: ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed;
364:
365: // PGM 04/21/98 - this should fix sthoms' sinking drop pod. Hopefully it wont break stuff.
366: // if (ent->moveinfo.current_speed == 0) // starting or blocked
367: plat_CalcAcceleratedMove(&ent->moveinfo);
368:
369: plat_Accelerate (&ent->moveinfo);
370:
371: // will the entire move complete on next frame?
372: if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)
373: {
374: Move_Final (ent);
375: return;
376: }
377:
378: VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);
379: ent->nextthink = level.time + FRAMETIME;
380: ent->think = Think_AccelMove;
381: }
382:
383:
384: void plat_go_down (edict_t *ent);
385:
386: void plat_hit_top (edict_t *ent)
387: {
388: if (!(ent->flags & FL_TEAMSLAVE))
389: {
390: if (ent->moveinfo.sound_end)
391: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
392: ent->s.sound = 0;
393: }
394: ent->moveinfo.state = STATE_TOP;
395:
396: ent->think = plat_go_down;
397: ent->nextthink = level.time + 3;
398: }
399:
400: void plat_hit_bottom (edict_t *ent)
401: {
402: if (!(ent->flags & FL_TEAMSLAVE))
403: {
404: if (ent->moveinfo.sound_end)
405: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
406: ent->s.sound = 0;
407: }
408: ent->moveinfo.state = STATE_BOTTOM;
409:
410: plat2_kill_danger_area (ent); // PGM
411: }
412:
413: void plat_go_down (edict_t *ent)
414: {
415: if (!(ent->flags & FL_TEAMSLAVE))
416: {
417: if (ent->moveinfo.sound_start)
418: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
419: ent->s.sound = ent->moveinfo.sound_middle;
420: }
421: ent->moveinfo.state = STATE_DOWN;
422: Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);
423: }
424:
425: void plat_go_up (edict_t *ent)
426: {
427: if (!(ent->flags & FL_TEAMSLAVE))
428: {
429: if (ent->moveinfo.sound_start)
430: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
431: ent->s.sound = ent->moveinfo.sound_middle;
432: }
433: ent->moveinfo.state = STATE_UP;
434: Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);
435:
436: plat2_spawn_danger_area(ent); // PGM
437: }
438:
439: void plat_blocked (edict_t *self, edict_t *other)
440: {
441: if (!(other->svflags & SVF_MONSTER) && (!other->client) )
442: {
443: // give it a chance to go away on it's own terms (like gibs)
444: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
445: // if it's still there, nuke it
446: if (other && other->inuse) // PGM
447: BecomeExplosion1 (other);
448: return;
449: }
450:
451: //PGM
452: // gib dead things
453: if(other->health < 1)
454: {
455: T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, 100, 1, 0, MOD_CRUSH);
456: }
457: //PGM
458:
459: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
460:
461: if (self->moveinfo.state == STATE_UP)
462: plat_go_down (self);
463: else if (self->moveinfo.state == STATE_DOWN)
464: plat_go_up (self);
465: }
466:
467:
468: void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator)
469: {
470: //======
471: //ROGUE
472: // if a monster is using us, then allow the activity when stopped.
473: if (other->svflags & SVF_MONSTER)
474: {
475: if (ent->moveinfo.state == STATE_TOP)
476: plat_go_down (ent);
477: else if (ent->moveinfo.state == STATE_BOTTOM)
478: plat_go_up (ent);
479:
480: return;
481: }
482: //ROGUE
483: //======
484:
485: if (ent->think)
486: return; // already down
487: plat_go_down (ent);
488: }
489:
490:
491: void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
492: {
493: if (!other->client)
494: return;
495:
496: if (other->health <= 0)
497: return;
498:
499: ent = ent->enemy; // now point at the plat, not the trigger
500: if (ent->moveinfo.state == STATE_BOTTOM)
501: plat_go_up (ent);
502: else if (ent->moveinfo.state == STATE_TOP)
503: ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down
504: }
505:
506: // PGM - plat2's change the trigger field
507: //void plat_spawn_inside_trigger (edict_t *ent)
508: edict_t *plat_spawn_inside_trigger (edict_t *ent)
509: {
510: edict_t *trigger;
511: vec3_t tmin, tmax;
512:
513: //
514: // middle trigger
515: //
516: trigger = G_Spawn();
517: trigger->touch = Touch_Plat_Center;
518: trigger->movetype = MOVETYPE_NONE;
519: trigger->solid = SOLID_TRIGGER;
520: trigger->enemy = ent;
521:
522: tmin[0] = ent->mins[0] + 25;
523: tmin[1] = ent->mins[1] + 25;
524: tmin[2] = ent->mins[2];
525:
526: tmax[0] = ent->maxs[0] - 25;
527: tmax[1] = ent->maxs[1] - 25;
528: tmax[2] = ent->maxs[2] + 8;
529:
530: tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);
531:
532: if (ent->spawnflags & PLAT_LOW_TRIGGER)
533: tmax[2] = tmin[2] + 8;
534:
535: if (tmax[0] - tmin[0] <= 0)
536: {
537: tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;
538: tmax[0] = tmin[0] + 1;
539: }
540: if (tmax[1] - tmin[1] <= 0)
541: {
542: tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;
543: tmax[1] = tmin[1] + 1;
544: }
545:
546: VectorCopy (tmin, trigger->mins);
547: VectorCopy (tmax, trigger->maxs);
548:
549: gi.linkentity (trigger);
550:
551: return trigger; // PGM 11/17/97
552: }
553:
554:
555: /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
556: speed default 150
557:
558: Plats are always drawn in the extended position, so they will light correctly.
559:
560: 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.
561:
562: "speed" overrides default 200.
563: "accel" overrides default 500
564: "lip" overrides default 8 pixel lip
565:
566: If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
567:
568: Set "sounds" to one of the following:
569: 1) base fast
570: 2) chain slow
571: */
572: void SP_func_plat (edict_t *ent)
573: {
574: VectorClear (ent->s.angles);
575: ent->solid = SOLID_BSP;
576: ent->movetype = MOVETYPE_PUSH;
577:
578: gi.setmodel (ent, ent->model);
579:
580: ent->blocked = plat_blocked;
581:
582: if (!ent->speed)
583: ent->speed = 20;
584: else
585: ent->speed *= 0.1;
586:
587: if (!ent->accel)
588: ent->accel = 5;
589: else
590: ent->accel *= 0.1;
591:
592: if (!ent->decel)
593: ent->decel = 5;
594: else
595: ent->decel *= 0.1;
596:
597: if (!ent->dmg)
598: ent->dmg = 2;
599:
600: if (!st.lip)
601: st.lip = 8;
602:
603: // pos1 is the top position, pos2 is the bottom
604: VectorCopy (ent->s.origin, ent->pos1);
605: VectorCopy (ent->s.origin, ent->pos2);
606: if (st.height)
607: ent->pos2[2] -= st.height;
608: else
609: ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
610:
611: ent->use = Use_Plat;
612:
613: plat_spawn_inside_trigger (ent); // the "start moving" trigger
614:
615: if (ent->targetname)
616: {
617: ent->moveinfo.state = STATE_UP;
618: }
619: else
620: {
621: VectorCopy (ent->pos2, ent->s.origin);
622: gi.linkentity (ent);
623: ent->moveinfo.state = STATE_BOTTOM;
624: }
625:
626: ent->moveinfo.speed = ent->speed;
627: ent->moveinfo.accel = ent->accel;
628: ent->moveinfo.decel = ent->decel;
629: ent->moveinfo.wait = ent->wait;
630: VectorCopy (ent->pos1, ent->moveinfo.start_origin);
631: VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
632: VectorCopy (ent->pos2, ent->moveinfo.end_origin);
633: VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
634:
635: ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
636: ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
637: ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
638: }
639:
640: // ==========================================
641: // PLAT 2
642: // ==========================================
643: #define PLAT2_CALLED 1
644: #define PLAT2_MOVING 2
645: #define PLAT2_WAITING 4
646:
647: void plat2_go_down (edict_t *ent);
648: void plat2_go_up (edict_t *ent);
649:
650: void plat2_spawn_danger_area (edict_t *ent)
651: {
652: vec3_t mins, maxs;
653:
654: VectorCopy(ent->mins, mins);
655: VectorCopy(ent->maxs, maxs);
656: maxs[2] = ent->mins[2] + 64;
657:
658: SpawnBadArea(mins, maxs, 0, ent);
659: }
660:
661: void plat2_kill_danger_area (edict_t *ent)
662: {
663: edict_t *t;
664:
665: t = NULL;
666: while ((t = G_Find (t, FOFS(classname), "bad_area")))
667: {
668: if(t->owner == ent)
669: G_FreeEdict(t);
670: }
671: }
672:
673: void plat2_hit_top (edict_t *ent)
674: {
675: if (!(ent->flags & FL_TEAMSLAVE))
676: {
677: if (ent->moveinfo.sound_end)
678: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
679: ent->s.sound = 0;
680: }
681: ent->moveinfo.state = STATE_TOP;
682:
683: if(ent->plat2flags & PLAT2_CALLED)
684: {
685: ent->plat2flags = PLAT2_WAITING;
686: if(!(ent->spawnflags & PLAT2_TOGGLE))
687: {
688: ent->think = plat2_go_down;
689: ent->nextthink = level.time + 5.0;
690: }
691: if(deathmatch->value)
692: ent->last_move_time = level.time - 1.0;
693: else
694: ent->last_move_time = level.time - 2.0;
695: }
696: else if(!(ent->spawnflags & PLAT2_TOP) && !(ent->spawnflags & PLAT2_TOGGLE))
697: {
698: ent->plat2flags = 0;
699: ent->think = plat2_go_down;
700: ent->nextthink = level.time + 2.0;
701: ent->last_move_time = level.time;
702: }
703: else
704: {
705: ent->plat2flags = 0;
706: ent->last_move_time = level.time;
707: }
708:
709: G_UseTargets (ent, ent);
710: }
711:
712: void plat2_hit_bottom (edict_t *ent)
713: {
714: if (!(ent->flags & FL_TEAMSLAVE))
715: {
716: if (ent->moveinfo.sound_end)
717: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
718: ent->s.sound = 0;
719: }
720: ent->moveinfo.state = STATE_BOTTOM;
721:
722: if(ent->plat2flags & PLAT2_CALLED)
723: {
724: ent->plat2flags = PLAT2_WAITING;
725: if(!(ent->spawnflags & PLAT2_TOGGLE))
726: {
727: ent->think = plat2_go_up;
728: ent->nextthink = level.time + 5.0;
729: }
730: if(deathmatch->value)
731: ent->last_move_time = level.time - 1.0;
732: else
733: ent->last_move_time = level.time - 2.0;
734: }
735: else if ((ent->spawnflags & PLAT2_TOP) && !(ent->spawnflags & PLAT2_TOGGLE))
736: {
737: ent->plat2flags = 0;
738: ent->think = plat2_go_up;
739: ent->nextthink = level.time + 2.0;
740: ent->last_move_time = level.time;
741: }
742: else
743: {
744: ent->plat2flags = 0;
745: ent->last_move_time = level.time;
746: }
747:
748: plat2_kill_danger_area (ent);
749: G_UseTargets (ent, ent);
750: }
751:
752: void plat2_go_down (edict_t *ent)
753: {
754: if (!(ent->flags & FL_TEAMSLAVE))
755: {
756: if (ent->moveinfo.sound_start)
757: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
758: ent->s.sound = ent->moveinfo.sound_middle;
759: }
760: ent->moveinfo.state = STATE_DOWN;
761: ent->plat2flags |= PLAT2_MOVING;
762:
763: Move_Calc (ent, ent->moveinfo.end_origin, plat2_hit_bottom);
764: }
765:
766: void plat2_go_up (edict_t *ent)
767: {
768: if (!(ent->flags & FL_TEAMSLAVE))
769: {
770: if (ent->moveinfo.sound_start)
771: gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
772: ent->s.sound = ent->moveinfo.sound_middle;
773: }
774: ent->moveinfo.state = STATE_UP;
775: ent->plat2flags |= PLAT2_MOVING;
776:
777: plat2_spawn_danger_area(ent);
778:
779: Move_Calc (ent, ent->moveinfo.start_origin, plat2_hit_top);
780: }
781:
782: void plat2_operate (edict_t *ent, edict_t *other)
783: {
784: int otherState;
785: float pauseTime;
786: float platCenter;
787: edict_t *trigger;
788:
789: trigger = ent;
790: ent = ent->enemy; // now point at the plat, not the trigger
791:
792: if (ent->plat2flags & PLAT2_MOVING)
793: return;
794:
795: if ((ent->last_move_time + 2) > level.time)
796: return;
797:
798: platCenter = (trigger->absmin[2] + trigger->absmax[2]) / 2;
799:
800: if(ent->moveinfo.state == STATE_TOP)
801: {
802: otherState = STATE_TOP;
803: if(ent->spawnflags & PLAT2_BOX_LIFT)
804: {
805: if(platCenter > other->s.origin[2])
806: otherState = STATE_BOTTOM;
807: }
808: else
809: {
810: if(trigger->absmax[2] > other->s.origin[2])
811: otherState = STATE_BOTTOM;
812: }
813: }
814: else
815: {
816: otherState = STATE_BOTTOM;
817: if(other->s.origin[2] > platCenter)
818: otherState = STATE_TOP;
819: }
820:
821: ent->plat2flags = PLAT2_MOVING;
822:
823: if(deathmatch->value)
824: pauseTime = 0.3;
825: else
826: pauseTime = 0.5;
827:
828: if(ent->moveinfo.state != otherState)
829: {
830: ent->plat2flags |= PLAT2_CALLED;
831: pauseTime = 0.1;
832: }
833:
834: ent->last_move_time = level.time;
835:
836: if(ent->moveinfo.state == STATE_BOTTOM)
837: {
838: ent->think = plat2_go_up;
839: ent->nextthink = level.time + pauseTime;
840: }
841: else
842: {
843: ent->think = plat2_go_down;
844: ent->nextthink = level.time + pauseTime;
845: }
846: }
847:
848: void Touch_Plat_Center2 (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
849: {
850: // this requires monsters to actively trigger plats, not just step on them.
851:
852: //FIXME - commented out for E3
853: //if (!other->client)
854: // return;
855:
856: if (other->health <= 0)
857: return;
858:
859: // PMM - don't let non-monsters activate plat2s
860: if ((!(other->svflags & SVF_MONSTER)) && (!other->client))
861: return;
862:
863: plat2_operate(ent, other);
864: }
865:
866: void plat2_blocked (edict_t *self, edict_t *other)
867: {
868: if (!(other->svflags & SVF_MONSTER) && (!other->client))
869: {
870: // give it a chance to go away on it's own terms (like gibs)
871: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
872: // if it's still there, nuke it
873: if(other && other->inuse)
874: BecomeExplosion1 (other);
875: return;
876: }
877:
878: // gib dead things
879: if(other->health < 1)
880: {
881: T_Damage(other, self, self, vec3_origin, other->s.origin, vec3_origin, 100, 1, 0, MOD_CRUSH);
882: }
883:
884: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
885:
886: if (self->moveinfo.state == STATE_UP)
887: plat2_go_down (self);
888: else if (self->moveinfo.state == STATE_DOWN)
889: plat2_go_up (self);
890: }
891:
892: void Use_Plat2 (edict_t *ent, edict_t *other, edict_t *activator)
893: {
894: edict_t *trigger;
895: int i;
896:
897: if(ent->moveinfo.state > STATE_BOTTOM)
898: return;
899: if((ent->last_move_time + 2) > level.time)
900: return;
901:
902: for (i = 1, trigger = g_edicts + 1; i < globals.num_edicts; i++, trigger++)
903: {
904: if (!trigger->inuse)
905: continue;
906: if (trigger->touch == Touch_Plat_Center2)
907: {
908: if (trigger->enemy == ent)
909: {
910: // Touch_Plat_Center2 (trigger, activator, NULL, NULL);
911: plat2_operate (trigger, activator);
912: return;
913: }
914: }
915: }
916: }
917:
918: void plat2_activate (edict_t *ent, edict_t *other, edict_t *activator)
919: {
920: edict_t *trigger;
921:
922: // if(ent->targetname)
923: // ent->targetname[0] = 0;
924:
925: ent->use = Use_Plat2;
926:
927: trigger = plat_spawn_inside_trigger (ent); // the "start moving" trigger
928:
929: trigger->maxs[0]+=10;
930: trigger->maxs[1]+=10;
931: trigger->mins[0]-=10;
932: trigger->mins[1]-=10;
933:
934: gi.linkentity (trigger);
935:
936: trigger->touch = Touch_Plat_Center2; // Override trigger touch function
937:
938: plat2_go_down(ent);
939: }
940:
941: /*QUAKED func_plat2 (0 .5 .8) ? PLAT_LOW_TRIGGER PLAT2_TOGGLE PLAT2_TOP PLAT2_TRIGGER_TOP PLAT2_TRIGGER_BOTTOM BOX_LIFT
942: speed default 150
943:
944: PLAT_LOW_TRIGGER - creates a short trigger field at the bottom
945: PLAT2_TOGGLE - plat will not return to default position.
946: PLAT2_TOP - plat's default position will the the top.
947: PLAT2_TRIGGER_TOP - plat will trigger it's targets each time it hits top
948: PLAT2_TRIGGER_BOTTOM - plat will trigger it's targets each time it hits bottom
949: BOX_LIFT - this indicates that the lift is a box, rather than just a platform
950:
951: Plats are always drawn in the extended position, so they will light correctly.
952:
953: 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.
954:
955: "speed" overrides default 200.
956: "accel" overrides default 500
957: "lip" no default
958:
959: If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
960:
961: */
962: void SP_func_plat2 (edict_t *ent)
963: {
964: edict_t *trigger;
965:
966: VectorClear (ent->s.angles);
967: ent->solid = SOLID_BSP;
968: ent->movetype = MOVETYPE_PUSH;
969:
970: gi.setmodel (ent, ent->model);
971:
972: ent->blocked = plat2_blocked;
973:
974: if (!ent->speed)
975: ent->speed = 20;
976: else
977: ent->speed *= 0.1;
978:
979: if (!ent->accel)
980: ent->accel = 5;
981: else
982: ent->accel *= 0.1;
983:
984: if (!ent->decel)
985: ent->decel = 5;
986: else
987: ent->decel *= 0.1;
988:
989: if (deathmatch->value)
990: {
991: ent->speed *= 2;
992: ent->accel *= 2;
993: ent->decel *= 2;
994: }
995:
996:
997: //PMM Added to kill things it's being blocked by
998: if (!ent->dmg)
999: ent->dmg = 2;
1000:
1001: // if (!st.lip)
1002: // st.lip = 8;
1003:
1004: // pos1 is the top position, pos2 is the bottom
1005: VectorCopy (ent->s.origin, ent->pos1);
1006: VectorCopy (ent->s.origin, ent->pos2);
1007:
1008: if (st.height)
1009: ent->pos2[2] -= (st.height - st.lip);
1010: else
1011: ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
1012:
1013: ent->moveinfo.state = STATE_TOP;
1014:
1015: if(ent->targetname)
1016: {
1017: ent->use = plat2_activate;
1018: }
1019: else
1020: {
1021: ent->use = Use_Plat2;
1022:
1023: trigger = plat_spawn_inside_trigger (ent); // the "start moving" trigger
1024:
1025: // PGM - debugging??
1026: trigger->maxs[0]+=10;
1027: trigger->maxs[1]+=10;
1028: trigger->mins[0]-=10;
1029: trigger->mins[1]-=10;
1030:
1031: gi.linkentity (trigger);
1032:
1033: trigger->touch = Touch_Plat_Center2; // Override trigger touch function
1034:
1035: if(!(ent->spawnflags & PLAT2_TOP))
1036: {
1037: VectorCopy (ent->pos2, ent->s.origin);
1038: ent->moveinfo.state = STATE_BOTTOM;
1039: }
1040: }
1041:
1042: gi.linkentity (ent);
1043:
1044: ent->moveinfo.speed = ent->speed;
1045: ent->moveinfo.accel = ent->accel;
1046: ent->moveinfo.decel = ent->decel;
1047: ent->moveinfo.wait = ent->wait;
1048: VectorCopy (ent->pos1, ent->moveinfo.start_origin);
1049: VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
1050: VectorCopy (ent->pos2, ent->moveinfo.end_origin);
1051: VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
1052:
1053: ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
1054: ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
1055: ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
1056: }
1057:
1058:
1059: //====================================================================
1060:
1061: /*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST EAST MED HARD DM COOP ACCEL
1062: You need to have an origin brush as part of this entity. The center of that brush will be
1063: the point around which it is rotated. It will rotate around the Z axis by default. You can
1064: check either the X_AXIS or Y_AXIS box to change that.
1065:
1066: func_rotating will use it's targets when it stops and starts.
1067:
1068: "speed" determines how fast it moves; default value is 100.
1069: "dmg" damage to inflict when blocked (2 default)
1070: "accel" if specified, is how much the rotation speed will increase per .1sec.
1071:
1072: REVERSE will cause the it to rotate in the opposite direction.
1073: STOP mean it will stop moving instead of pushing entities
1074: ACCEL means it will accelerate to it's final speed and decelerate when shutting down.
1075: */
1076:
1077: //============
1078: //PGM
1079: void rotating_accel (edict_t *self)
1080: {
1081: float current_speed;
1082:
1083: current_speed = VectorLength (self->avelocity);
1084: if(current_speed >= (self->speed - self->accel)) // done
1085: {
1086: VectorScale (self->movedir, self->speed, self->avelocity);
1087: G_UseTargets (self, self);
1088: }
1089: else
1090: {
1091: current_speed += self->accel;
1092: VectorScale (self->movedir, current_speed, self->avelocity);
1093: self->think = rotating_accel;
1094: self->nextthink = level.time + FRAMETIME;
1095: }
1096: }
1097:
1098: void rotating_decel (edict_t *self)
1099: {
1100: float current_speed;
1101:
1102: current_speed = VectorLength (self->avelocity);
1103: if(current_speed <= self->decel) // done
1104: {
1105: VectorClear (self->avelocity);
1106: G_UseTargets (self, self);
1107: self->touch = NULL;
1108: }
1109: else
1110: {
1111: current_speed -= self->decel;
1112: VectorScale (self->movedir, current_speed, self->avelocity);
1113: self->think = rotating_decel;
1114: self->nextthink = level.time + FRAMETIME;
1115: }
1116: }
1117: //PGM
1118: //============
1119:
1120:
1121: void rotating_blocked (edict_t *self, edict_t *other)
1122: {
1123: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
1124: }
1125:
1126: void rotating_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
1127: {
1128: if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2])
1129: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
1130: }
1131:
1132: void rotating_use (edict_t *self, edict_t *other, edict_t *activator)
1133: {
1134: if (!VectorCompare (self->avelocity, vec3_origin))
1135: {
1136: self->s.sound = 0;
1137: //PGM
1138: if(self->spawnflags & 8192) // Decelerate
1139: rotating_decel (self);
1140: else
1141: {
1142: VectorClear (self->avelocity);
1143: G_UseTargets (self, self);
1144: self->touch = NULL;
1145: }
1146: //PGM
1147: }
1148: else
1149: {
1150: self->s.sound = self->moveinfo.sound_middle;
1151: //PGM
1152: if(self->spawnflags & 8192) // accelerate
1153: rotating_accel (self);
1154: else
1155: {
1156: VectorScale (self->movedir, self->speed, self->avelocity);
1157: G_UseTargets (self, self);
1158: }
1159: if (self->spawnflags & 16)
1160: self->touch = rotating_touch;
1161: //PGM
1162: }
1163: }
1164:
1165: void SP_func_rotating (edict_t *ent)
1166: {
1167: ent->solid = SOLID_BSP;
1168: if (ent->spawnflags & 32)
1169: ent->movetype = MOVETYPE_STOP;
1170: else
1171: ent->movetype = MOVETYPE_PUSH;
1172:
1173: // set the axis of rotation
1174: VectorClear(ent->movedir);
1175: if (ent->spawnflags & 4)
1176: ent->movedir[2] = 1.0;
1177: else if (ent->spawnflags & 8)
1178: ent->movedir[0] = 1.0;
1179: else // Z_AXIS
1180: ent->movedir[1] = 1.0;
1181:
1182: // check for reverse rotation
1183: if (ent->spawnflags & 2)
1184: VectorNegate (ent->movedir, ent->movedir);
1185:
1186: if (!ent->speed)
1187: ent->speed = 100;
1188: if (!ent->dmg)
1189: ent->dmg = 2;
1190:
1191: // ent->moveinfo.sound_middle = "doors/hydro1.wav";
1192:
1193: ent->use = rotating_use;
1194: if (ent->dmg)
1195: ent->blocked = rotating_blocked;
1196:
1197: if (ent->spawnflags & 1)
1198: ent->use (ent, NULL, NULL);
1199:
1200: if (ent->spawnflags & 64)
1201: ent->s.effects |= EF_ANIM_ALL;
1202: if (ent->spawnflags & 128)
1203: ent->s.effects |= EF_ANIM_ALLFAST;
1204:
1205: //PGM
1206: if(ent->spawnflags & 8192) // Accelerate / Decelerate
1207: {
1208: if(!ent->accel)
1209: ent->accel = 1;
1210: else if (ent->accel > ent->speed)
1211: ent->accel = ent->speed;
1212:
1213: if(!ent->decel)
1214: ent->decel = 1;
1215: else if (ent->decel > ent->speed)
1216: ent->decel = ent->speed;
1217: }
1218: //PGM
1219:
1220: gi.setmodel (ent, ent->model);
1221: gi.linkentity (ent);
1222: }
1223:
1224: /*
1225: ======================================================================
1226:
1227: BUTTONS
1228:
1229: ======================================================================
1230: */
1231:
1232: /*QUAKED func_button (0 .5 .8) ?
1233: 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.
1234:
1235: "angle" determines the opening direction
1236: "target" all entities with a matching targetname will be used
1237: "speed" override the default 40 speed
1238: "wait" override the default 1 second wait (-1 = never return)
1239: "lip" override the default 4 pixel lip remaining at end of move
1240: "health" if set, the button must be killed instead of touched
1241: "sounds"
1242: 1) silent
1243: 2) steam metal
1244: 3) wooden clunk
1245: 4) metallic click
1246: 5) in-out
1247: */
1248:
1249: void button_done (edict_t *self)
1250: {
1251: self->moveinfo.state = STATE_BOTTOM;
1252: self->s.effects &= ~EF_ANIM23;
1253: self->s.effects |= EF_ANIM01;
1254: }
1255:
1256: void button_return (edict_t *self)
1257: {
1258: self->moveinfo.state = STATE_DOWN;
1259:
1260: Move_Calc (self, self->moveinfo.start_origin, button_done);
1261:
1262: self->s.frame = 0;
1263:
1264: if (self->health)
1265: self->takedamage = DAMAGE_YES;
1266: }
1267:
1268: void button_wait (edict_t *self)
1269: {
1270: self->moveinfo.state = STATE_TOP;
1271: self->s.effects &= ~EF_ANIM01;
1272: self->s.effects |= EF_ANIM23;
1273:
1274: G_UseTargets (self, self->activator);
1275: self->s.frame = 1;
1276: if (self->moveinfo.wait >= 0)
1277: {
1278: self->nextthink = level.time + self->moveinfo.wait;
1279: self->think = button_return;
1280: }
1281: }
1282:
1283: void button_fire (edict_t *self)
1284: {
1285: if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
1286: return;
1287:
1288: self->moveinfo.state = STATE_UP;
1289: if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
1290: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
1291: Move_Calc (self, self->moveinfo.end_origin, button_wait);
1292: }
1293:
1294: void button_use (edict_t *self, edict_t *other, edict_t *activator)
1295: {
1296: self->activator = activator;
1297: button_fire (self);
1298: }
1299:
1300: void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
1301: {
1302: if (!other->client)
1303: return;
1304:
1305: if (other->health <= 0)
1306: return;
1307:
1308: self->activator = other;
1309: button_fire (self);
1310: }
1311:
1312: void button_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
1313: {
1314: self->activator = attacker;
1315: self->health = self->max_health;
1316: self->takedamage = DAMAGE_NO;
1317: button_fire (self);
1318: }
1319:
1320: void SP_func_button (edict_t *ent)
1321: {
1322: vec3_t abs_movedir;
1323: float dist;
1324:
1325: G_SetMovedir (ent->s.angles, ent->movedir);
1326: ent->movetype = MOVETYPE_STOP;
1327: ent->solid = SOLID_BSP;
1328: gi.setmodel (ent, ent->model);
1329:
1330: if (ent->sounds != 1)
1331: ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
1332:
1333: if (!ent->speed)
1334: ent->speed = 40;
1335: if (!ent->accel)
1336: ent->accel = ent->speed;
1337: if (!ent->decel)
1338: ent->decel = ent->speed;
1339:
1340: if (!ent->wait)
1341: ent->wait = 3;
1342: if (!st.lip)
1343: st.lip = 4;
1344:
1345: VectorCopy (ent->s.origin, ent->pos1);
1346: abs_movedir[0] = fabs(ent->movedir[0]);
1347: abs_movedir[1] = fabs(ent->movedir[1]);
1348: abs_movedir[2] = fabs(ent->movedir[2]);
1349: dist = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
1350: VectorMA (ent->pos1, dist, ent->movedir, ent->pos2);
1351:
1352: ent->use = button_use;
1353: ent->s.effects |= EF_ANIM01;
1354:
1355: if (ent->health)
1356: {
1357: ent->max_health = ent->health;
1358: ent->die = button_killed;
1359: ent->takedamage = DAMAGE_YES;
1360: }
1361: else if (! ent->targetname)
1362: ent->touch = button_touch;
1363:
1364: ent->moveinfo.state = STATE_BOTTOM;
1365:
1366: ent->moveinfo.speed = ent->speed;
1367: ent->moveinfo.accel = ent->accel;
1368: ent->moveinfo.decel = ent->decel;
1369: ent->moveinfo.wait = ent->wait;
1370: VectorCopy (ent->pos1, ent->moveinfo.start_origin);
1371: VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
1372: VectorCopy (ent->pos2, ent->moveinfo.end_origin);
1373: VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
1374:
1375: gi.linkentity (ent);
1376: }
1377:
1378: /*
1379: ======================================================================
1380:
1381: DOORS
1382:
1383: spawn a trigger surrounding the entire team unless it is
1384: already targeted by another
1385:
1386: ======================================================================
1387: */
1388:
1389: /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
1390: TOGGLE wait in both the start and end states for a trigger event.
1391: 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).
1392: NOMONSTER monsters will not trigger this door
1393:
1394: "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
1395: "angle" determines the opening direction
1396: "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
1397: "health" if set, door must be shot open
1398: "speed" movement speed (100 default)
1399: "wait" wait before returning (3 default, -1 = never return)
1400: "lip" lip remaining at end of move (8 default)
1401: "dmg" damage to inflict when blocked (2 default)
1402: "sounds"
1403: 1) silent
1404: 2) light
1405: 3) medium
1406: 4) heavy
1407: */
1408:
1409: void door_use_areaportals (edict_t *self, qboolean open)
1410: {
1411: edict_t *t = NULL;
1412:
1413: if (!self->target)
1414: return;
1415:
1416: while ((t = G_Find (t, FOFS(targetname), self->target)))
1417: {
1418: if (Q_stricmp(t->classname, "func_areaportal") == 0)
1419: {
1420: gi.SetAreaPortalState (t->style, open);
1421: }
1422: }
1423: }
1424:
1425: void door_go_down (edict_t *self);
1426:
1427: void door_hit_top (edict_t *self)
1428: {
1429: if (!(self->flags & FL_TEAMSLAVE))
1430: {
1431: if (self->moveinfo.sound_end)
1432: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
1433: self->s.sound = 0;
1434: }
1435: self->moveinfo.state = STATE_TOP;
1436: if (self->spawnflags & DOOR_TOGGLE)
1437: return;
1438: if (self->moveinfo.wait >= 0)
1439: {
1440: self->think = door_go_down;
1441: self->nextthink = level.time + self->moveinfo.wait;
1442: }
1443: }
1444:
1445: void door_hit_bottom (edict_t *self)
1446: {
1447: if (!(self->flags & FL_TEAMSLAVE))
1448: {
1449: if (self->moveinfo.sound_end)
1450: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
1451: self->s.sound = 0;
1452: }
1453: self->moveinfo.state = STATE_BOTTOM;
1454: door_use_areaportals (self, false);
1455: }
1456:
1457: void door_go_down (edict_t *self)
1458: {
1459: if (!(self->flags & FL_TEAMSLAVE))
1460: {
1461: if (self->moveinfo.sound_start)
1462: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
1463: self->s.sound = self->moveinfo.sound_middle;
1464: }
1465: if (self->max_health)
1466: {
1467: self->takedamage = DAMAGE_YES;
1468: self->health = self->max_health;
1469: }
1470:
1471: self->moveinfo.state = STATE_DOWN;
1472: if (strcmp(self->classname, "func_door") == 0)
1473: Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom);
1474: else if (strcmp(self->classname, "func_door_rotating") == 0)
1475: AngleMove_Calc (self, door_hit_bottom);
1476: }
1477:
1478: void door_go_up (edict_t *self, edict_t *activator)
1479: {
1480: if (self->moveinfo.state == STATE_UP)
1481: return; // already going up
1482:
1483: if (self->moveinfo.state == STATE_TOP)
1484: { // reset top wait time
1485: if (self->moveinfo.wait >= 0)
1486: self->nextthink = level.time + self->moveinfo.wait;
1487: return;
1488: }
1489:
1490: if (!(self->flags & FL_TEAMSLAVE))
1491: {
1492: if (self->moveinfo.sound_start)
1493: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
1494: self->s.sound = self->moveinfo.sound_middle;
1495: }
1496: self->moveinfo.state = STATE_UP;
1497: if (strcmp(self->classname, "func_door") == 0)
1498: Move_Calc (self, self->moveinfo.end_origin, door_hit_top);
1499: else if (strcmp(self->classname, "func_door_rotating") == 0)
1500: AngleMove_Calc (self, door_hit_top);
1501:
1502: G_UseTargets (self, activator);
1503: door_use_areaportals (self, true);
1504: }
1505:
1506: //======
1507: //PGM
1508: void smart_water_go_up (edict_t *self)
1509: {
1510: float distance;
1511: edict_t *lowestPlayer;
1512: edict_t *ent;
1513: float lowestPlayerPt;
1514: int i;
1515:
1516: if (self->moveinfo.state == STATE_TOP)
1517: { // reset top wait time
1518: if (self->moveinfo.wait >= 0)
1519: self->nextthink = level.time + self->moveinfo.wait;
1520: return;
1521: }
1522:
1523: if (self->health)
1524: {
1525: if(self->absmax[2] >= self->health)
1526: {
1527: gi.dprintf("smart water stopping at %0.1f\n", self->absmax[2]);
1528: VectorClear (self->velocity);
1529: self->nextthink = 0;
1530: self->moveinfo.state = STATE_TOP;
1531: return;
1532: }
1533: }
1534:
1535: if (!(self->flags & FL_TEAMSLAVE))
1536: {
1537: if (self->moveinfo.sound_start)
1538: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
1539: self->s.sound = self->moveinfo.sound_middle;
1540: }
1541:
1542: // find the lowest player point.
1543: lowestPlayerPt = 999999;
1544: lowestPlayer = NULL;
1545: for (i=0 ; i<game.maxclients ; i++)
1546: {
1547: ent = &g_edicts[1+i];
1548: if(ent->absmin[2] < lowestPlayerPt)
1549: {
1550: lowestPlayerPt = ent->absmin[2];
1551: lowestPlayer = ent;
1552: }
1553: }
1554:
1555: if(!lowestPlayer)
1556: {
1557: gi.dprintf("smart water without enemy!\n");
1558: return;
1559: }
1560:
1561: distance = lowestPlayerPt - self->absmax[2];
1562:
1563: // for the calculations, make sure we intend to go up at least a little.
1564: if(distance < 20)
1565: {
1566: distance = 100;
1567: self->moveinfo.speed = 5;
1568: }
1569: else
1570: self->moveinfo.speed = distance / 20;
1571:
1572: if(self->moveinfo.speed < 5)
1573: self->moveinfo.speed = 5;
1574: else if(self->moveinfo.speed > self->speed)
1575: self->moveinfo.speed = self->speed;
1576:
1577: // FIXME - should this allow any movement other than straight up?
1578: VectorSet(self->moveinfo.dir, 0, 0, 1);
1579: VectorScale (self->moveinfo.dir, self->moveinfo.speed, self->velocity);
1580: self->moveinfo.remaining_distance = distance;
1581:
1582: if(self->moveinfo.state != STATE_UP)
1583: {
1584: G_UseTargets (self, lowestPlayer);
1585: door_use_areaportals (self, true);
1586: self->moveinfo.state = STATE_UP;
1587: }
1588:
1589: self->think = smart_water_go_up;
1590: self->nextthink = level.time + FRAMETIME;
1591: }
1592: //PGM
1593: //======
1594:
1595: void door_use (edict_t *self, edict_t *other, edict_t *activator)
1596: {
1597: edict_t *ent;
1598: vec3_t center; //PGM
1599:
1600: if (self->flags & FL_TEAMSLAVE)
1601: return;
1602:
1603: if (self->spawnflags & DOOR_TOGGLE)
1604: {
1605: if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
1606: {
1607: // trigger all paired doors
1608: for (ent = self ; ent ; ent = ent->teamchain)
1609: {
1610: ent->message = NULL;
1611: ent->touch = NULL;
1612: door_go_down (ent);
1613: }
1614: return;
1615: }
1616: }
1617:
1618: //PGM
1619: // smart water is different
1620: VectorAdd(self->mins, self->maxs, center);
1621: VectorScale(center, 0.5, center);
1622: if ((gi.pointcontents (center) & MASK_WATER) && self->spawnflags & 2)
1623: {
1624: self->message = NULL;
1625: self->touch = NULL;
1626: self->enemy = activator;
1627: smart_water_go_up (self);
1628: return;
1629: }
1630: //PGM
1631:
1632: // trigger all paired doors
1633: for (ent = self ; ent ; ent = ent->teamchain)
1634: {
1635: ent->message = NULL;
1636: ent->touch = NULL;
1637: door_go_up (ent, activator);
1638: }
1639: };
1640:
1641: void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
1642: {
1643: if (other->health <= 0)
1644: return;
1645:
1646: if (!(other->svflags & SVF_MONSTER) && (!other->client))
1647: return;
1648:
1649: if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER))
1650: return;
1651:
1652: if (level.time < self->touch_debounce_time)
1653: return;
1654: self->touch_debounce_time = level.time + 1.0;
1655:
1656: door_use (self->owner, other, other);
1657: }
1658:
1659: void Think_CalcMoveSpeed (edict_t *self)
1660: {
1661: edict_t *ent;
1662: float min;
1663: float time;
1664: float newspeed;
1665: float ratio;
1666: float dist;
1667:
1668: if (self->flags & FL_TEAMSLAVE)
1669: return; // only the team master does this
1670:
1671: // find the smallest distance any member of the team will be moving
1672: min = fabs(self->moveinfo.distance);
1673: for (ent = self->teamchain; ent; ent = ent->teamchain)
1674: {
1675: dist = fabs(ent->moveinfo.distance);
1676: if (dist < min)
1677: min = dist;
1678: }
1679:
1680: time = min / self->moveinfo.speed;
1681:
1682: // adjust speeds so they will all complete at the same time
1683: for (ent = self; ent; ent = ent->teamchain)
1684: {
1685: newspeed = fabs(ent->moveinfo.distance) / time;
1686: ratio = newspeed / ent->moveinfo.speed;
1687: if (ent->moveinfo.accel == ent->moveinfo.speed)
1688: ent->moveinfo.accel = newspeed;
1689: else
1690: ent->moveinfo.accel *= ratio;
1691: if (ent->moveinfo.decel == ent->moveinfo.speed)
1692: ent->moveinfo.decel = newspeed;
1693: else
1694: ent->moveinfo.decel *= ratio;
1695: ent->moveinfo.speed = newspeed;
1696: }
1697: }
1698:
1699: void Think_SpawnDoorTrigger (edict_t *ent)
1700: {
1701: edict_t *other;
1702: vec3_t mins, maxs;
1703:
1704: if (ent->flags & FL_TEAMSLAVE)
1705: return; // only the team leader spawns a trigger
1706:
1707: VectorCopy (ent->absmin, mins);
1708: VectorCopy (ent->absmax, maxs);
1709:
1710: for (other = ent->teamchain ; other ; other=other->teamchain)
1711: {
1712: AddPointToBounds (other->absmin, mins, maxs);
1713: AddPointToBounds (other->absmax, mins, maxs);
1714: }
1715:
1716: // expand
1717: mins[0] -= 60;
1718: mins[1] -= 60;
1719: maxs[0] += 60;
1720: maxs[1] += 60;
1721:
1722: other = G_Spawn ();
1723: VectorCopy (mins, other->mins);
1724: VectorCopy (maxs, other->maxs);
1725: other->owner = ent;
1726: other->solid = SOLID_TRIGGER;
1727: other->movetype = MOVETYPE_NONE;
1728: other->touch = Touch_DoorTrigger;
1729: gi.linkentity (other);
1730:
1731: if (ent->spawnflags & DOOR_START_OPEN)
1732: door_use_areaportals (ent, true);
1733:
1734: Think_CalcMoveSpeed (ent);
1735: }
1736:
1737: void door_blocked (edict_t *self, edict_t *other)
1738: {
1739: edict_t *ent;
1740:
1741: if (!(other->svflags & SVF_MONSTER) && (!other->client) )
1742: {
1743: // give it a chance to go away on it's own terms (like gibs)
1744: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
1745: // if it's still there, nuke it
1746: if (other && other->inuse)
1747: BecomeExplosion1 (other);
1748: return;
1749: }
1750:
1751: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
1752:
1753: if (self->spawnflags & DOOR_CRUSHER)
1754: return;
1755:
1756:
1757: // if a door has a negative wait, it would never come back if blocked,
1758: // so let it just squash the object to death real fast
1759: if (self->moveinfo.wait >= 0)
1760: {
1761: if (self->moveinfo.state == STATE_DOWN)
1762: {
1763: for (ent = self->teammaster ; ent ; ent = ent->teamchain)
1764: door_go_up (ent, ent->activator);
1765: }
1766: else
1767: {
1768: for (ent = self->teammaster ; ent ; ent = ent->teamchain)
1769: door_go_down (ent);
1770: }
1771: }
1772: }
1773:
1774: void door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
1775: {
1776: edict_t *ent;
1777:
1778: for (ent = self->teammaster ; ent ; ent = ent->teamchain)
1779: {
1780: ent->health = ent->max_health;
1781: ent->takedamage = DAMAGE_NO;
1782: }
1783: door_use (self->teammaster, attacker, attacker);
1784: }
1785:
1786: void door_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
1787: {
1788: if (!other->client)
1789: return;
1790:
1791: if (level.time < self->touch_debounce_time)
1792: return;
1793: self->touch_debounce_time = level.time + 5.0;
1794:
1795: gi.centerprintf (other, "%s", self->message);
1796: gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
1797: }
1798:
1799: void SP_func_door (edict_t *ent)
1800: {
1801: vec3_t abs_movedir;
1802:
1803: if (ent->sounds != 1)
1804: {
1805: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
1806: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
1807: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
1808: }
1809:
1810: G_SetMovedir (ent->s.angles, ent->movedir);
1811: ent->movetype = MOVETYPE_PUSH;
1812: ent->solid = SOLID_BSP;
1813: gi.setmodel (ent, ent->model);
1814:
1815: ent->blocked = door_blocked;
1816: ent->use = door_use;
1817:
1818: if (!ent->speed)
1819: ent->speed = 100;
1820: if (deathmatch->value)
1821: ent->speed *= 2;
1822:
1823: if (!ent->accel)
1824: ent->accel = ent->speed;
1825: if (!ent->decel)
1826: ent->decel = ent->speed;
1827:
1828: if (!ent->wait)
1829: ent->wait = 3;
1830: if (!st.lip)
1831: st.lip = 8;
1832: if (!ent->dmg)
1833: ent->dmg = 2;
1834:
1835: // calculate second position
1836: VectorCopy (ent->s.origin, ent->pos1);
1837: abs_movedir[0] = fabs(ent->movedir[0]);
1838: abs_movedir[1] = fabs(ent->movedir[1]);
1839: abs_movedir[2] = fabs(ent->movedir[2]);
1840: ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
1841: VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
1842:
1843: // if it starts open, switch the positions
1844: if (ent->spawnflags & DOOR_START_OPEN)
1845: {
1846: VectorCopy (ent->pos2, ent->s.origin);
1847: VectorCopy (ent->pos1, ent->pos2);
1848: VectorCopy (ent->s.origin, ent->pos1);
1849: }
1850:
1851: ent->moveinfo.state = STATE_BOTTOM;
1852:
1853: if (ent->health)
1854: {
1855: ent->takedamage = DAMAGE_YES;
1856: ent->die = door_killed;
1857: ent->max_health = ent->health;
1858: }
1859: else if (ent->targetname && ent->message)
1860: {
1861: gi.soundindex ("misc/talk.wav");
1862: ent->touch = door_touch;
1863: }
1864:
1865: ent->moveinfo.speed = ent->speed;
1866: ent->moveinfo.accel = ent->accel;
1867: ent->moveinfo.decel = ent->decel;
1868: ent->moveinfo.wait = ent->wait;
1869: VectorCopy (ent->pos1, ent->moveinfo.start_origin);
1870: VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
1871: VectorCopy (ent->pos2, ent->moveinfo.end_origin);
1872: VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
1873:
1874: if (ent->spawnflags & 16)
1875: ent->s.effects |= EF_ANIM_ALL;
1876: if (ent->spawnflags & 64)
1877: ent->s.effects |= EF_ANIM_ALLFAST;
1878:
1879: // to simplify logic elsewhere, make non-teamed doors into a team of one
1880: if (!ent->team)
1881: ent->teammaster = ent;
1882:
1883: gi.linkentity (ent);
1884:
1885: ent->nextthink = level.time + FRAMETIME;
1886: if (ent->health || ent->targetname)
1887: ent->think = Think_CalcMoveSpeed;
1888: else
1889: ent->think = Think_SpawnDoorTrigger;
1890: }
1891:
1892: //PGM
1893: void Door_Activate (edict_t *self, edict_t *other, edict_t *activator)
1894: {
1895: self->use = NULL;
1896:
1897: if (self->health)
1898: {
1899: self->takedamage = DAMAGE_YES;
1900: self->die = door_killed;
1901: self->max_health = self->health;
1902: }
1903:
1904: if (self->health)
1905: self->think = Think_CalcMoveSpeed;
1906: else
1907: self->think = Think_SpawnDoorTrigger;
1908: self->nextthink = level.time + FRAMETIME;
1909:
1910: }
1911: //PGM
1912:
1913: /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS EASY MED HARD DM COOP INACTIVE
1914: TOGGLE causes the door to wait in both the start and end states for a trigger event.
1915:
1916: 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).
1917: NOMONSTER monsters will not trigger this door
1918:
1919: You need to have an origin brush as part of this entity. The center of that brush will be
1920: the point around which it is rotated. It will rotate around the Z axis by default. You can
1921: check either the X_AXIS or Y_AXIS box to change that.
1922:
1923: "distance" is how many degrees the door will be rotated.
1924: "speed" determines how fast the door moves; default value is 100.
1925: "accel" if specified,is how much the rotation speed will increase each .1 sec. (default: no accel)
1926:
1927: REVERSE will cause the door to rotate in the opposite direction.
1928: INACTIVE will cause the door to be inactive until triggered.
1929:
1930: "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
1931: "angle" determines the opening direction
1932: "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
1933: "health" if set, door must be shot open
1934: "speed" movement speed (100 default)
1935: "wait" wait before returning (3 default, -1 = never return)
1936: "dmg" damage to inflict when blocked (2 default)
1937: "sounds"
1938: 1) silent
1939: 2) light
1940: 3) medium
1941: 4) heavy
1942: */
1943:
1944: void SP_func_door_rotating (edict_t *ent)
1945: {
1946: VectorClear (ent->s.angles);
1947:
1948: // set the axis of rotation
1949: VectorClear(ent->movedir);
1950: if (ent->spawnflags & DOOR_X_AXIS)
1951: ent->movedir[2] = 1.0;
1952: else if (ent->spawnflags & DOOR_Y_AXIS)
1953: ent->movedir[0] = 1.0;
1954: else // Z_AXIS
1955: ent->movedir[1] = 1.0;
1956:
1957: // check for reverse rotation
1958: if (ent->spawnflags & DOOR_REVERSE)
1959: VectorNegate (ent->movedir, ent->movedir);
1960:
1961: if (!st.distance)
1962: {
1963: gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
1964: st.distance = 90;
1965: }
1966:
1967: VectorCopy (ent->s.angles, ent->pos1);
1968: VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
1969: ent->moveinfo.distance = st.distance;
1970:
1971: ent->movetype = MOVETYPE_PUSH;
1972: ent->solid = SOLID_BSP;
1973: gi.setmodel (ent, ent->model);
1974:
1975: ent->blocked = door_blocked;
1976: ent->use = door_use;
1977:
1978: if (!ent->speed)
1979: ent->speed = 100;
1980: if (!ent->accel)
1981: ent->accel = ent->speed;
1982: if (!ent->decel)
1983: ent->decel = ent->speed;
1984:
1985: if (!ent->wait)
1986: ent->wait = 3;
1987: if (!ent->dmg)
1988: ent->dmg = 2;
1989:
1990: if (ent->sounds != 1)
1991: {
1992: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
1993: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
1994: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
1995: }
1996:
1997: // if it starts open, switch the positions
1998: if (ent->spawnflags & DOOR_START_OPEN)
1999: {
2000: VectorCopy (ent->pos2, ent->s.angles);
2001: VectorCopy (ent->pos1, ent->pos2);
2002: VectorCopy (ent->s.angles, ent->pos1);
2003: VectorNegate (ent->movedir, ent->movedir);
2004: }
2005:
2006: if (ent->health)
2007: {
2008: ent->takedamage = DAMAGE_YES;
2009: ent->die = door_killed;
2010: ent->max_health = ent->health;
2011: }
2012:
2013: if (ent->targetname && ent->message)
2014: {
2015: gi.soundindex ("misc/talk.wav");
2016: ent->touch = door_touch;
2017: }
2018:
2019: ent->moveinfo.state = STATE_BOTTOM;
2020: ent->moveinfo.speed = ent->speed;
2021: ent->moveinfo.accel = ent->accel;
2022: ent->moveinfo.decel = ent->decel;
2023: ent->moveinfo.wait = ent->wait;
2024: VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
2025: VectorCopy (ent->pos1, ent->moveinfo.start_angles);
2026: VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
2027: VectorCopy (ent->pos2, ent->moveinfo.end_angles);
2028:
2029: if (ent->spawnflags & 16)
2030: ent->s.effects |= EF_ANIM_ALL;
2031:
2032: // to simplify logic elsewhere, make non-teamed doors into a team of one
2033: if (!ent->team)
2034: ent->teammaster = ent;
2035:
2036: gi.linkentity (ent);
2037:
2038: ent->nextthink = level.time + FRAMETIME;
2039: if (ent->health || ent->targetname)
2040: ent->think = Think_CalcMoveSpeed;
2041: else
2042: ent->think = Think_SpawnDoorTrigger;
2043:
2044: //PGM
2045: if (ent->spawnflags & DOOR_INACTIVE)
2046: {
2047: ent->takedamage = DAMAGE_NO;
2048: ent->die = NULL;
2049: ent->think = NULL;
2050: ent->nextthink = 0;
2051: ent->use = Door_Activate;
2052: }
2053: //PGM
2054: }
2055:
2056:
2057: /*QUAKED func_water (0 .5 .8) ? START_OPEN SMART
2058: func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
2059:
2060: START_OPEN causes the water to move to its destination when spawned and operate in reverse.
2061: SMART causes the water to adjust its speed depending on distance to player. (speed = distance/20, min 5, max self->speed)
2062:
2063: "health" maximum height of this water brush
2064: "angle" determines the opening direction (up or down only)
2065: "speed" movement speed (25 default)
2066: "wait" wait before returning (-1 default, -1 = TOGGLE)
2067: "lip" lip remaining at end of move (0 default)
2068: "sounds" (yes, these need to be changed)
2069: 0) no sound
2070: 1) water
2071: 2) lava
2072: */
2073:
2074: void SP_func_water (edict_t *self)
2075: {
2076: vec3_t abs_movedir;
2077:
2078: G_SetMovedir (self->s.angles, self->movedir);
2079: self->movetype = MOVETYPE_PUSH;
2080: self->solid = SOLID_BSP;
2081: gi.setmodel (self, self->model);
2082:
2083: switch (self->sounds)
2084: {
2085: default:
2086: break;
2087:
2088: case 1: // water
2089: self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
2090: self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
2091: break;
2092:
2093: case 2: // lava
2094: self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
2095: self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
2096: break;
2097: }
2098:
2099: // calculate second position
2100: VectorCopy (self->s.origin, self->pos1);
2101: abs_movedir[0] = fabs(self->movedir[0]);
2102: abs_movedir[1] = fabs(self->movedir[1]);
2103: abs_movedir[2] = fabs(self->movedir[2]);
2104: self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
2105: VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
2106:
2107: // if it starts open, switch the positions
2108: if (self->spawnflags & DOOR_START_OPEN)
2109: {
2110: VectorCopy (self->pos2, self->s.origin);
2111: VectorCopy (self->pos1, self->pos2);
2112: VectorCopy (self->s.origin, self->pos1);
2113: }
2114:
2115: VectorCopy (self->pos1, self->moveinfo.start_origin);
2116: VectorCopy (self->s.angles, self->moveinfo.start_angles);
2117: VectorCopy (self->pos2, self->moveinfo.end_origin);
2118: VectorCopy (self->s.angles, self->moveinfo.end_angles);
2119:
2120: self->moveinfo.state = STATE_BOTTOM;
2121:
2122: if (!self->speed)
2123: self->speed = 25;
2124: self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
2125:
2126: if (!self->wait)
2127: self->wait = -1;
2128: self->moveinfo.wait = self->wait;
2129:
2130: self->use = door_use;
2131:
2132: if (self->wait == -1)
2133: self->spawnflags |= DOOR_TOGGLE;
2134:
2135: self->classname = "func_door";
2136:
2137: gi.linkentity (self);
2138: }
2139:
2140:
2141: #define TRAIN_START_ON 1
2142: #define TRAIN_TOGGLE 2
2143: #define TRAIN_BLOCK_STOPS 4
2144:
2145: /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
2146: Trains are moving platforms that players can ride.
2147: The targets origin specifies the min point of the train at each corner.
2148: The train spawns at the first target it is pointing at.
2149: If the train is the target of a button or trigger, it will not begin moving until activated.
2150: speed default 100
2151: dmg default 2
2152: noise looping sound to play when the train is in motion
2153:
2154: To have other entities move with the train, set all the piece's team value to the same thing. They will move in unison.
2155: */
2156: void train_next (edict_t *self);
2157:
2158: void train_blocked (edict_t *self, edict_t *other)
2159: {
2160: if (!(other->svflags & SVF_MONSTER) && (!other->client) )
2161: {
2162: // give it a chance to go away on it's own terms (like gibs)
2163: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
2164: // if it's still there, nuke it
2165: if (other && other->inuse)
2166: BecomeExplosion1 (other);
2167: return;
2168: }
2169:
2170: if (level.time < self->touch_debounce_time)
2171: return;
2172:
2173: if (!self->dmg)
2174: return;
2175: self->touch_debounce_time = level.time + 0.5;
2176: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
2177: }
2178:
2179: void train_wait (edict_t *self)
2180: {
2181: if (self->target_ent->pathtarget)
2182: {
2183: char *savetarget;
2184: edict_t *ent;
2185:
2186: ent = self->target_ent;
2187: savetarget = ent->target;
2188: ent->target = ent->pathtarget;
2189: G_UseTargets (ent, self->activator);
2190: ent->target = savetarget;
2191:
2192: // make sure we didn't get killed by a killtarget
2193: if (!self->inuse)
2194: return;
2195: }
2196:
2197: if (self->moveinfo.wait)
2198: {
2199: if (self->moveinfo.wait > 0)
2200: {
2201: self->nextthink = level.time + self->moveinfo.wait;
2202: self->think = train_next;
2203: }
2204: else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0
2205: {
2206: // PMM - clear target_ent, let train_next get called when we get used
2207: // train_next (self);
2208: self->target_ent = NULL;
2209: // pmm
2210: self->spawnflags &= ~TRAIN_START_ON;
2211: VectorClear (self->velocity);
2212: self->nextthink = 0;
2213: }
2214:
2215: if (!(self->flags & FL_TEAMSLAVE))
2216: {
2217: if (self->moveinfo.sound_end)
2218: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
2219: self->s.sound = 0;
2220: }
2221: }
2222: else
2223: {
2224: train_next (self);
2225: }
2226:
2227: }
2228:
2229: //PGM
2230: void train_piece_wait (edict_t *self)
2231: {
2232: }
2233: //PGM
2234:
2235: void train_next (edict_t *self)
2236: {
2237: edict_t *ent;
2238: vec3_t dest;
2239: qboolean first;
2240:
2241: first = true;
2242: again:
2243: if (!self->target)
2244: {
2245: // gi.dprintf ("train_next: no next target\n");
2246: return;
2247: }
2248:
2249: ent = G_PickTarget (self->target);
2250: if (!ent)
2251: {
2252: gi.dprintf ("train_next: bad target %s\n", self->target);
2253: return;
2254: }
2255:
2256: self->target = ent->target;
2257:
2258: // check for a teleport path_corner
2259: if (ent->spawnflags & 1)
2260: {
2261: if (!first)
2262: {
2263: gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
2264: return;
2265: }
2266: first = false;
2267: VectorSubtract (ent->s.origin, self->mins, self->s.origin);
2268: VectorCopy (self->s.origin, self->s.old_origin);
2269: self->s.event = EV_OTHER_TELEPORT;
2270: gi.linkentity (self);
2271: goto again;
2272: }
2273:
2274: //PGM
2275: if (ent->speed)
2276: {
2277: self->speed = ent->speed;
2278: self->moveinfo.speed = ent->speed;
2279: if(ent->accel)
2280: self->moveinfo.accel = ent->accel;
2281: else
2282: self->moveinfo.accel = ent->speed;
2283: if(ent->decel)
2284: self->moveinfo.decel = ent->decel;
2285: else
2286: self->moveinfo.decel = ent->speed;
2287: self->moveinfo.current_speed = 0;
2288: }
2289: //PGM
2290:
2291: self->moveinfo.wait = ent->wait;
2292: self->target_ent = ent;
2293:
2294: if (!(self->flags & FL_TEAMSLAVE))
2295: {
2296: if (self->moveinfo.sound_start)
2297: gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
2298: self->s.sound = self->moveinfo.sound_middle;
2299: }
2300:
2301: VectorSubtract (ent->s.origin, self->mins, dest);
2302: self->moveinfo.state = STATE_TOP;
2303: VectorCopy (self->s.origin, self->moveinfo.start_origin);
2304: VectorCopy (dest, self->moveinfo.end_origin);
2305: Move_Calc (self, dest, train_wait);
2306: self->spawnflags |= TRAIN_START_ON;
2307:
2308: //PGM
2309: if(self->team)
2310: {
2311: edict_t *e;
2312: vec3_t dir, dst;
2313:
2314: VectorSubtract (dest, self->s.origin, dir);
2315: for (e=self->teamchain; e ; e = e->teamchain)
2316: {
2317: VectorAdd(dir, e->s.origin, dst);
2318: VectorCopy(e->s.origin, e->moveinfo.start_origin);
2319: VectorCopy(dst, e->moveinfo.end_origin);
2320:
2321: e->moveinfo.state = STATE_TOP;
2322: e->speed = self->speed;
2323: e->moveinfo.speed = self->moveinfo.speed;
2324: e->moveinfo.accel = self->moveinfo.accel;
2325: e->moveinfo.decel = self->moveinfo.decel;
2326: e->movetype = MOVETYPE_PUSH;
2327: Move_Calc (e, dst, train_piece_wait);
2328: }
2329:
2330: }
2331: //PGM
2332: }
2333:
2334: void train_resume (edict_t *self)
2335: {
2336: edict_t *ent;
2337: vec3_t dest;
2338:
2339: ent = self->target_ent;
2340:
2341: VectorSubtract (ent->s.origin, self->mins, dest);
2342: self->moveinfo.state = STATE_TOP;
2343: VectorCopy (self->s.origin, self->moveinfo.start_origin);
2344: VectorCopy (dest, self->moveinfo.end_origin);
2345: Move_Calc (self, dest, train_wait);
2346: self->spawnflags |= TRAIN_START_ON;
2347: }
2348:
2349: void func_train_find (edict_t *self)
2350: {
2351: edict_t *ent;
2352:
2353: if (!self->target)
2354: {
2355: gi.dprintf ("train_find: no target\n");
2356: return;
2357: }
2358: ent = G_PickTarget (self->target);
2359: if (!ent)
2360: {
2361: gi.dprintf ("train_find: target %s not found\n", self->target);
2362: return;
2363: }
2364: self->target = ent->target;
2365:
2366: VectorSubtract (ent->s.origin, self->mins, self->s.origin);
2367: gi.linkentity (self);
2368:
2369: // if not triggered, start immediately
2370: if (!self->targetname)
2371: self->spawnflags |= TRAIN_START_ON;
2372:
2373: if (self->spawnflags & TRAIN_START_ON)
2374: {
2375: self->nextthink = level.time + FRAMETIME;
2376: self->think = train_next;
2377: self->activator = self;
2378: }
2379: }
2380:
2381: void train_use (edict_t *self, edict_t *other, edict_t *activator)
2382: {
2383: self->activator = activator;
2384:
2385: if (self->spawnflags & TRAIN_START_ON)
2386: {
2387: if (!(self->spawnflags & TRAIN_TOGGLE))
2388: return;
2389: self->spawnflags &= ~TRAIN_START_ON;
2390: VectorClear (self->velocity);
2391: self->nextthink = 0;
2392: }
2393: else
2394: {
2395: if (self->target_ent)
2396: train_resume(self);
2397: else
2398: train_next(self);
2399: }
2400: }
2401:
2402: void SP_func_train (edict_t *self)
2403: {
2404: self->movetype = MOVETYPE_PUSH;
2405:
2406: VectorClear (self->s.angles);
2407: self->blocked = train_blocked;
2408: if (self->spawnflags & TRAIN_BLOCK_STOPS)
2409: self->dmg = 0;
2410: else
2411: {
2412: if (!self->dmg)
2413: self->dmg = 100;
2414: }
2415: self->solid = SOLID_BSP;
2416: gi.setmodel (self, self->model);
2417:
2418: if (st.noise)
2419: self->moveinfo.sound_middle = gi.soundindex (st.noise);
2420:
2421: if (!self->speed)
2422: self->speed = 100;
2423:
2424: self->moveinfo.speed = self->speed;
2425: self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
2426:
2427: self->use = train_use;
2428:
2429: gi.linkentity (self);
2430:
2431: if (self->target)
2432: {
2433: // start trains on the second frame, to make sure their targets have had
2434: // a chance to spawn
2435: self->nextthink = level.time + FRAMETIME;
2436: self->think = func_train_find;
2437: }
2438: else
2439: {
2440: gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
2441: }
2442: }
2443:
2444:
2445: /*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
2446: */
2447: void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator)
2448: {
2449: edict_t *target;
2450:
2451: if (self->movetarget->nextthink)
2452: {
2453: // gi.dprintf("elevator busy\n");
2454: return;
2455: }
2456:
2457: if (!other->pathtarget)
2458: {
2459: gi.dprintf("elevator used with no pathtarget\n");
2460: return;
2461: }
2462:
2463: target = G_PickTarget (other->pathtarget);
2464: if (!target)
2465: {
2466: gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
2467: return;
2468: }
2469:
2470: self->movetarget->target_ent = target;
2471: train_resume (self->movetarget);
2472: }
2473:
2474: void trigger_elevator_init (edict_t *self)
2475: {
2476: if (!self->target)
2477: {
2478: gi.dprintf("trigger_elevator has no target\n");
2479: return;
2480: }
2481: self->movetarget = G_PickTarget (self->target);
2482: if (!self->movetarget)
2483: {
2484: gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
2485: return;
2486: }
2487: if (strcmp(self->movetarget->classname, "func_train") != 0)
2488: {
2489: gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
2490: return;
2491: }
2492:
2493: self->use = trigger_elevator_use;
2494: self->svflags = SVF_NOCLIENT;
2495:
2496: }
2497:
2498: void SP_trigger_elevator (edict_t *self)
2499: {
2500: self->think = trigger_elevator_init;
2501: self->nextthink = level.time + FRAMETIME;
2502: }
2503:
2504:
2505: /*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
2506: "wait" base time between triggering all targets, default is 1
2507: "random" wait variance, default is 0
2508:
2509: so, the basic time between firing is a random time between
2510: (wait - random) and (wait + random)
2511:
2512: "delay" delay before first firing when turned on, default is 0
2513:
2514: "pausetime" additional delay used only the very first time
2515: and only if spawned with START_ON
2516:
2517: These can used but not touched.
2518: */
2519: void func_timer_think (edict_t *self)
2520: {
2521: G_UseTargets (self, self->activator);
2522: self->nextthink = level.time + self->wait + crandom() * self->random;
2523: }
2524:
2525: void func_timer_use (edict_t *self, edict_t *other, edict_t *activator)
2526: {
2527: self->activator = activator;
2528:
2529: // if on, turn it off
2530: if (self->nextthink)
2531: {
2532: self->nextthink = 0;
2533: return;
2534: }
2535:
2536: // turn it on
2537: if (self->delay)
2538: self->nextthink = level.time + self->delay;
2539: else
2540: func_timer_think (self);
2541: }
2542:
2543: void SP_func_timer (edict_t *self)
2544: {
2545: if (!self->wait)
2546: self->wait = 1.0;
2547:
2548: self->use = func_timer_use;
2549: self->think = func_timer_think;
2550:
2551: if (self->random >= self->wait)
2552: {
2553: self->random = self->wait - FRAMETIME;
2554: gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
2555: }
2556:
2557: if (self->spawnflags & 1)
2558: {
2559: self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
2560: self->activator = self;
2561: }
2562:
2563: self->svflags = SVF_NOCLIENT;
2564: }
2565:
2566:
2567: /*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
2568: Conveyors are stationary brushes that move what's on them.
2569: The brush should be have a surface with at least one current content enabled.
2570: speed default 100
2571: */
2572:
2573: void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator)
2574: {
2575: if (self->spawnflags & 1)
2576: {
2577: self->speed = 0;
2578: self->spawnflags &= ~1;
2579: }
2580: else
2581: {
2582: self->speed = self->count;
2583: self->spawnflags |= 1;
2584: }
2585:
2586: if (!(self->spawnflags & 2))
2587: self->count = 0;
2588: }
2589:
2590: void SP_func_conveyor (edict_t *self)
2591: {
2592: if (!self->speed)
2593: self->speed = 100;
2594:
2595: if (!(self->spawnflags & 1))
2596: {
2597: self->count = self->speed;
2598: self->speed = 0;
2599: }
2600:
2601: self->use = func_conveyor_use;
2602:
2603: gi.setmodel (self, self->model);
2604: self->solid = SOLID_BSP;
2605: gi.linkentity (self);
2606: }
2607:
2608:
2609: /*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
2610: A secret door. Slide back and then to the side.
2611:
2612: open_once doors never closes
2613: 1st_left 1st move is left of arrow
2614: 1st_down 1st move is down from arrow
2615: always_shoot door is shootebale even if targeted
2616:
2617: "angle" determines the direction
2618: "dmg" damage to inflic when blocked (default 2)
2619: "wait" how long to hold in the open position (default 5, -1 means hold)
2620: */
2621:
2622: #define SECRET_ALWAYS_SHOOT 1
2623: #define SECRET_1ST_LEFT 2
2624: #define SECRET_1ST_DOWN 4
2625:
2626: void door_secret_move1 (edict_t *self);
2627: void door_secret_move2 (edict_t *self);
2628: void door_secret_move3 (edict_t *self);
2629: void door_secret_move4 (edict_t *self);
2630: void door_secret_move5 (edict_t *self);
2631: void door_secret_move6 (edict_t *self);
2632: void door_secret_done (edict_t *self);
2633:
2634: void door_secret_use (edict_t *self, edict_t *other, edict_t *activator)
2635: {
2636: // make sure we're not already moving
2637: if (!VectorCompare(self->s.origin, vec3_origin))
2638: return;
2639:
2640: Move_Calc (self, self->pos1, door_secret_move1);
2641: door_use_areaportals (self, true);
2642: }
2643:
2644: void door_secret_move1 (edict_t *self)
2645: {
2646: self->nextthink = level.time + 1.0;
2647: self->think = door_secret_move2;
2648: }
2649:
2650: void door_secret_move2 (edict_t *self)
2651: {
2652: Move_Calc (self, self->pos2, door_secret_move3);
2653: }
2654:
2655: void door_secret_move3 (edict_t *self)
2656: {
2657: if (self->wait == -1)
2658: return;
2659: self->nextthink = level.time + self->wait;
2660: self->think = door_secret_move4;
2661: }
2662:
2663: void door_secret_move4 (edict_t *self)
2664: {
2665: Move_Calc (self, self->pos1, door_secret_move5);
2666: }
2667:
2668: void door_secret_move5 (edict_t *self)
2669: {
2670: self->nextthink = level.time + 1.0;
2671: self->think = door_secret_move6;
2672: }
2673:
2674: void door_secret_move6 (edict_t *self)
2675: {
2676: Move_Calc (self, vec3_origin, door_secret_done);
2677: }
2678:
2679: void door_secret_done (edict_t *self)
2680: {
2681: if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
2682: {
2683: self->health = 0;
2684: self->takedamage = DAMAGE_YES;
2685: }
2686: door_use_areaportals (self, false);
2687: }
2688:
2689: void door_secret_blocked (edict_t *self, edict_t *other)
2690: {
2691: if (!(other->svflags & SVF_MONSTER) && (!other->client) )
2692: {
2693: // give it a chance to go away on it's own terms (like gibs)
2694: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
2695: // if it's still there, nuke it
2696: if (other && other->inuse)
2697: BecomeExplosion1 (other);
2698: return;
2699: }
2700:
2701: if (level.time < self->touch_debounce_time)
2702: return;
2703: self->touch_debounce_time = level.time + 0.5;
2704:
2705: T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
2706: }
2707:
2708: void door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
2709: {
2710: self->takedamage = DAMAGE_NO;
2711: door_secret_use (self, attacker, attacker);
2712: }
2713:
2714: void SP_func_door_secret (edict_t *ent)
2715: {
2716: vec3_t forward, right, up;
2717: float side;
2718: float width;
2719: float length;
2720:
2721: ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
2722: ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
2723: ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
2724:
2725: ent->movetype = MOVETYPE_PUSH;
2726: ent->solid = SOLID_BSP;
2727: gi.setmodel (ent, ent->model);
2728:
2729: ent->blocked = door_secret_blocked;
2730: ent->use = door_secret_use;
2731:
2732: if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
2733: {
2734: ent->health = 0;
2735: ent->takedamage = DAMAGE_YES;
2736: ent->die = door_secret_die;
2737: }
2738:
2739: if (!ent->dmg)
2740: ent->dmg = 2;
2741:
2742: if (!ent->wait)
2743: ent->wait = 5;
2744:
2745: ent->moveinfo.accel =
2746: ent->moveinfo.decel =
2747: ent->moveinfo.speed = 50;
2748:
2749: // calculate positions
2750: AngleVectors (ent->s.angles, forward, right, up);
2751: VectorClear (ent->s.angles);
2752: side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
2753: if (ent->spawnflags & SECRET_1ST_DOWN)
2754: width = fabs(DotProduct(up, ent->size));
2755: else
2756: width = fabs(DotProduct(right, ent->size));
2757: length = fabs(DotProduct(forward, ent->size));
2758: if (ent->spawnflags & SECRET_1ST_DOWN)
2759: VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
2760: else
2761: VectorMA (ent->s.origin, side * width, right, ent->pos1);
2762: VectorMA (ent->pos1, length, forward, ent->pos2);
2763:
2764: if (ent->health)
2765: {
2766: ent->takedamage = DAMAGE_YES;
2767: ent->die = door_killed;
2768: ent->max_health = ent->health;
2769: }
2770: else if (ent->targetname && ent->message)
2771: {
2772: gi.soundindex ("misc/talk.wav");
2773: ent->touch = door_touch;
2774: }
2775:
2776: ent->classname = "func_door";
2777:
2778: gi.linkentity (ent);
2779: }
2780:
2781:
2782: /*QUAKED func_killbox (1 0 0) ?
2783: Kills everything inside when fired, irrespective of protection.
2784: */
2785: void use_killbox (edict_t *self, edict_t *other, edict_t *activator)
2786: {
2787: KillBox (self);
2788: }
2789:
2790: void SP_func_killbox (edict_t *ent)
2791: {
2792: gi.setmodel (ent, ent->model);
2793: ent->use = use_killbox;
2794: ent->svflags = SVF_NOCLIENT;
2795: }
2796:
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