/* triggers.qc trigger functions Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ void trigger_reactivate () { self.solid = SOLID_TRIGGER; } //============================================================================= const float SPAWNFLAG_NOMESSAGE = 1; const float SPAWNFLAG_NOTOUCH = 1; // the wait time has passed, so set back up for another activation void multi_wait () { if (self.max_health) { self.health = self.max_health; self.takedamage = DAMAGE_YES; self.solid = SOLID_BBOX; } } // the trigger was just touched/killed/used // self.enemy should be set to the activator so it can be held through a delay // so wait for the delay time before firing void multi_trigger () { if (self.nextthink > time) { return; // already been triggered } if (self.classname == "trigger_secret") { if (self.enemy.classname != "player") return; found_secrets = found_secrets + 1; WriteByte (MSG_ALL, SVC_FOUNDSECRET); } if (self.noise) sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); // don't trigger again until reset self.takedamage = DAMAGE_NO; activator = self.enemy; SUB_UseTargets(); if (self.wait > 0) { self.think = multi_wait; self.nextthink = time + self.wait; } else { // we can't just remove (self) here, because this is a touch function // called wheil C code is looping through area links... self.touch = SUB_Null; self.nextthink = time + 0.1; self.think = SUB_Remove; } } void multi_killed () { self.enemy = damage_attacker; multi_trigger(); } void multi_use () { self.enemy = activator; multi_trigger(); } void multi_touch () { if (other.classname != "player") return; // if the trigger has an angles field, check player's facing direction if (self.movedir != VEC_ORIGIN) { makevectors (other.angles); if (v_forward * self.movedir < 0) return; // not facing the right way } self.enemy = other; multi_trigger (); } /*QUAKED trigger_multiple (.5 .5 .5) ? notouch Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. If "delay" is set, the trigger waits some time after activating before firing. "wait" : Seconds between triggerings. (.2 default) If notouch is set, the trigger is only fired by other entities, not by touching. NOTOUCH has been obsoleted by trigger_relay! sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string */ void trigger_multiple () { if (self.sounds == 1) { precache_sound ("misc/secret.wav"); self.noise = "misc/secret.wav"; } else if (self.sounds == 2) { precache_sound ("misc/talk.wav"); self.noise = "misc/talk.wav"; } else if (self.sounds == 3) { precache_sound ("misc/trigger1.wav"); self.noise = "misc/trigger1.wav"; } if (!self.wait) self.wait = 0.2; self.use = multi_use; InitTrigger (); if (self.health) { if (self.spawnflags & SPAWNFLAG_NOTOUCH) objerror ("health and notouch don't make sense\n"); self.max_health = self.health; self.th_die = multi_killed; self.takedamage = DAMAGE_YES; self.solid = SOLID_BBOX; setorigin (self, self.origin); // make sure it links into the world } else { if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) ) { self.touch = multi_touch; } } } /*QUAKED trigger_once (.5 .5 .5) ? notouch Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". If "health" is set, the trigger must be killed to activate. If notouch is set, the trigger is only fired by other entities, not by touching. if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0. sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string */ void trigger_once () { self.wait = -1; trigger_multiple(); } //============================================================================= /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages. */ void trigger_relay () { self.use = SUB_UseTargets; } //============================================================================= /*QUAKED trigger_secret (.5 .5 .5) ? secret counter trigger sounds 1) secret 2) beep beep 3) 4) set "message" to text string */ void trigger_secret () { total_secrets = total_secrets + 1; self.wait = -1; if (!self.message) self.message = "You found a secret area!"; if (!self.sounds) self.sounds = 1; if (self.sounds == 1) { precache_sound ("misc/secret.wav"); self.noise = "misc/secret.wav"; } else if (self.sounds == 2) { precache_sound ("misc/talk.wav"); self.noise = "misc/talk.wav"; } trigger_multiple (); } //============================================================================= void counter_use () { self.count = self.count - 1; if (self.count < 0) return; if (self.count != 0) { if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) { if (self.count >= 4) centerprint (activator, "There are more to go..."); else if (self.count == 3) centerprint (activator, "Only 3 more to go..."); else if (self.count == 2) centerprint (activator, "Only 2 more to go..."); else centerprint (activator, "Only 1 more to go..."); } return; } if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) centerprint(activator, "Sequence completed!"); self.enemy = activator; multi_trigger (); } /*QUAKED trigger_counter (.5 .5 .5) ? nomessage Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times (default 2), it will fire all of its targets and remove itself. */ void trigger_counter () { self.wait = -1; if (!self.count) self.count = 2; self.use = counter_use; } /* ============================================================================== TELEPORT TRIGGERS ============================================================================== */ const float PLAYER_ONLY = 1; const float SILENT = 2; // no ambient hum void play_teleport (entity ent) { float v; string tmpstr; v = random() * 5; if (v < 1) tmpstr = "misc/r_tele1.wav"; else if (v < 2) tmpstr = "misc/r_tele2.wav"; else if (v < 3) tmpstr = "misc/r_tele3.wav"; else if (v < 4) tmpstr = "misc/r_tele4.wav"; else tmpstr = "misc/r_tele5.wav"; sound (ent, CHAN_VOICE, tmpstr, 1, ATTN_NORM); } void spawn_tfog (vector org) { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_TELEPORT); WriteCoord (MSG_MULTICAST, org_x); WriteCoord (MSG_MULTICAST, org_y); WriteCoord (MSG_MULTICAST, org_z); multicast (org, MULTICAST_PVS); } void tdeath_touch () { entity other2; if (other == self.owner) return; // frag anyone who teleports in on top of an invincible player if (other.classname == "player") { if (other.invincible_finished > time && self.owner.invincible_finished > time) { self.classname = "teledeath3"; other.invincible_finished = 0; self.owner.invincible_finished = 0; T_Damage (other, self, self, 50000); other2 = self.owner; self.owner = other; T_Damage (other2, self, self, 50000); } if (other.invincible_finished > time) { self.classname = "teledeath2"; T_Damage (self.owner, self, self, 50000); return; } if (self.owner.classname != "player") { // monsters explode themselves T_Damage (self.owner, self, self, 50000); return; } } if (other.health) { T_Damage (other, self, self, 50000); } } void spawn_tdeath (vector org, entity death_owner) { entity death; death = spawn(); death.classname = "teledeath"; death.movetype = MOVETYPE_NONE; death.solid = SOLID_TRIGGER; death.angles = VEC_ORIGIN; setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1'); setorigin (death, org); death.touch = tdeath_touch; death.nextthink = time + 0.2; death.think = SUB_Remove; death.owner = death_owner; force_retouch = 2; // make sure even still objects get hit } void teleport_touch () { entity t; vector oldorg; entity e; if (self.targetname) { if (self.nextthink < time) { return; // not fired yet } } if (self.spawnflags & PLAYER_ONLY) { if (other.classname != "player") return; } // only teleport living creatures if (other.health <= 0 || other.solid != SOLID_SLIDEBOX) return; t = find (world, targetname, self.target); if (!t) { // objerror ("couldn't find target"); return; } SUB_UseTargets (); // calc v_forward makevectors (t.mangle); // spawn teledeath spawn_tdeath(t.origin, other); // save origin for teleport sound and tfog oldorg = other.origin; // move the player setorigin (other, t.origin); other.angles = t.mangle; other.flags = other.flags - (other.flags & FL_ONGROUND); if (other.classname == "player") { other.fixangle = 1; // turn this way immediately other.velocity = v_forward * 300; } // play teleport sound where the player was e = spawn (); setorigin (e, oldorg); e.think = SUB_Remove; e.nextthink = time + 0.2; play_teleport (e); // spawn a tfog where the player was spawn_tfog (oldorg); // play teleport sound at destination play_teleport (other); // spawn a tfog flash in front of the destination spawn_tfog (t.origin + 32 * v_forward); } /*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32) This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field. */ void info_teleport_destination () { // this does nothing, just serves as a target spot self.mangle = self.angles; self.angles = VEC_ORIGIN; self.model = ""; self.origin = self.origin + '0 0 27'; if (!self.targetname) objerror ("no targetname"); } void teleport_use () { self.nextthink = time + 0.2; force_retouch = 2; // make sure even still objects get hit self.think = SUB_Null; } /*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches. If the trigger_teleport has a targetname, it will only teleport entities when it has been fired. */ void trigger_teleport () { vector o; InitTrigger (); self.touch = teleport_touch; // find the destination if (!self.target) objerror ("no target"); self.use = teleport_use; if (!(self.spawnflags & SILENT)) { precache_sound ("ambience/hum1.wav"); o = (self.mins + self.maxs)*0.5; ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC); } } /* ============================================================================== trigger_setskill ============================================================================== */ void trigger_skill_touch () { if (other.classname != "player") return; cvar_set ("skill", self.message); } /*QUAKED trigger_setskill (.5 .5 .5) ? sets skill level to the value of "message". Only used on start map. */ void trigger_setskill () { if (deathmatch) { remove (self); return; } InitTrigger (); self.touch = trigger_skill_touch; } /* ============================================================================== ONLY REGISTERED TRIGGERS ============================================================================== */ void trigger_onlyregistered_touch () { if (other.classname != "player") return; if (self.attack_finished > time) return; self.attack_finished = time + 2; if (cvar("registered")) { self.message = ""; SUB_UseTargets (); remove (self); } else { if (self.message != "") { centerprint (other, self.message); sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); } } } /*QUAKED trigger_onlyregistered (.5 .5 .5) ? Only fires if playing the registered version, otherwise prints the message */ void trigger_onlyregistered () { precache_sound ("misc/talk.wav"); InitTrigger (); self.touch = trigger_onlyregistered_touch; } //============================================================================ void hurt_on () { self.solid = SOLID_TRIGGER; self.nextthink = -1; } void hurt_touch () { if (other.takedamage) { self.solid = SOLID_NOT; T_Damage (other, self, self, self.dmg); self.think = hurt_on; self.nextthink = time + 1; } return; } /*QUAKED trigger_hurt (.5 .5 .5) ? Any object touching this will be hurt set dmg to damage amount defalt dmg = 5 */ void trigger_hurt () { InitTrigger (); self.touch = hurt_touch; if (!self.dmg) self.dmg = 5; } //============================================================================ const float PUSH_ONCE = 1; void trigger_push_touch () { if (other.classname == "grenade") other.velocity = self.speed * self.movedir * 10; else if (other.health > 0) { other.velocity = self.speed * self.movedir * 10; if (other.classname == "player") { if (other.fly_sound < time) { other.fly_sound = time + 1.5; sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM); } } } if (self.spawnflags & PUSH_ONCE) remove(self); } /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE Pushes the player */ void trigger_push () { InitTrigger (); precache_sound ("ambience/windfly.wav"); self.touch = trigger_push_touch; if (!self.speed) self.speed = 1000; } //============================================================================ void trigger_monsterjump_touch () { if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER ) return; // set XY even if not on ground, so the jump will clear lips other.velocity_x = self.movedir_x * self.speed; other.velocity_y = self.movedir_y * self.speed; if ( !(other.flags & FL_ONGROUND) ) return; other.flags = other.flags - FL_ONGROUND; other.velocity_z = self.height; } /*QUAKED trigger_monsterjump (.5 .5 .5) ? Walking monsters that touch this will jump in the direction of the trigger's angle "speed" default to 200, the speed thrown forward "height" default to 200, the speed thrown upwards */ void trigger_monsterjump () { if (!self.speed) self.speed = 200; if (!self.height) self.height = 200; if (self.angles == VEC_ORIGIN) self.angles = '0 360 0'; InitTrigger (); self.touch = trigger_monsterjump_touch; }