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- entity stemp, otemp, s, old;
- void() trigger_reactivate =
- {
- self.solid = SOLID_TRIGGER;
- };
- float USED_SPAWN_PARMS = 8;
- void() EncodeLevelParms =
- {
- other.items = other.items - (other.items & (IT_KEY1 | IT_KEY2) );
- if (other.health > 100)
- other.health = 100;
- parm1 = other.items;
- parm2 = other.health;
- parm3 = other.armorvalue;
- parm4 = other.ammo_shells;
- parm5 = other.ammo_nails;
- parm6 = other.ammo_rockets;
- parm7 = other.weapon;
- parm8 = other.armortype;
- };
- void() SetNewGameParms =
- {
- other = self;
-
- other.health = 100;
- other.ammo_shells = 25;
- other.ammo_nails = 0;
- other.ammo_rockets = 0;
- other.ammo_cells = 0;
- other.items = IT_SHOTGUN | IT_AXE;
- other.weapon = 1;
- other.armortype = 0;
- other.armorvalue = 0;
- EncodeLevelParms ();
- };
- void() DecodeLevelParms =
- {
- self.items = parm1;
- self.health = parm2;
- self.armorvalue = parm3;
- self.ammo_shells = parm4;
- self.ammo_nails = parm5;
- self.ammo_rockets = parm6;
- self.weapon = parm7;
- self.armortype = parm8;
- };
- void() T_changelevel =
- {
- if (other.classname != "player")
- return;
-
- self.nextthink = time + 10;
- self.think = trigger_reactivate;
- self.solid = SOLID_NOT;
-
- EncodeLevelParms ();
- bprint ("\n\n");
- bprint (other.netname);
- bprint (" killed ");
- bprint (ftos(other.killed_monsters));
- bprint (" monsters out of ");
- bprint (ftos(total_monsters));
- bprint ("\n");
-
- bprint ("And found ");
- bprint (ftos(other.found_secrets));
- bprint (" secrets out of ");
- bprint (ftos(total_secrets));
- bprint ("\n\n");
- changelevel (other, self.map, USED_SPAWN_PARMS);
- };
- /*QUAKED trigger_changelevel (0.5 0.5 0.5) ?
- When the player touches this, he gets sent to the map listed in the "map" variable.
- */
- void() trigger_changelevel =
- {
- if (!self.map)
- objerror ("chagnelevel trigger doesn't have map");
-
- self.angles = '0 0 0';
- self.solid = SOLID_TRIGGER;
- settriggermodel (self, self.model);
- self.touch = T_changelevel;
- };
- //=============================================================================
- float SPAWNFLAG_NOMESSAGE = 1;
- 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;
- }
- else
- self.solid = SOLID_TRIGGER;
- };
- // the delay time has passed, so activate all targets
- void() multi_fire =
- {
- activator = self.enemy;
-
- SUB_UseTargets();
- if (self.wait > 0)
- {
- self.think = multi_wait;
- self.nextthink = time + self.wait;
- }
- else
- self.nextthink = -1;
- };
- // 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; // allready been triggered
- }
- if (self.classname == "trigger_secret")
- {
- if (self.enemy.classname != "player")
- return;
- self.enemy.found_secrets = self.enemy.found_secrets + 1;
- WriteByte (self.enemy, SVC_FOUNDSECRET);
- }
- if (self.message)
- {
- if (self.enemy.classname == "player")
- {
- sound (self.enemy, 0, "temp/talk.wav", 1,1);
- centerprint (self.enemy, self.message);
- }
- }
-
- if (self.noise)
- sound (self, 1, self.noise, 1, 1);
- // don't trigger again until reset
- self.solid = SOLID_NOT;
- self.takedamage = DAMAGE_NO;
- // either fire now, or after a delay
- if (!self.delay)
- {
- multi_fire ();
- if (self.wait == -1)
- remove(self);
- }
- else
- {
- self.nextthink = time + self.delay;
- self.think = multi_fire;
- }
- };
- void() multi_killed =
- {
- self.enemy = damage_attacker;
- multi_trigger();
- };
- void() multi_use =
- {
- self.enemy = activator;
- multi_trigger();
- };
- void() multi_touch =
- {
- local vector for;
- if (other.classname != "player")
- return;
-
- // if the trigger has an angles field, check player's facing direction
- if (self.angles != '0 0 0')
- {
- makevectors (self.angles);
- for = v_forward;
- makevectors (other.angles);
- if (v_forward * for < 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.
- sounds
- 1) secret
- 2) beep beep
- 3) large switch
- 4)
- set "message" to text string
- */
- void() trigger_multiple =
- {
- if (self.sounds == 1)
- {
- precache_sound ("temp/secret.wav");
- self.noise = "temp/secret.wav";
- }
- else if (self.sounds == 2)
- {
- precache_sound ("temp/talk.wav");
- self.noise = "temp/talk.wav";
- }
- else if (self.sounds == 3)
- {
- precache_sound ("misc/trigger1.wav");
- self.noise = "misc/trigger1.wav";
- }
-
- // self.angles = '0 0 0';
- if (!self.wait)
- self.wait = 0.2;
- self.use = multi_use;
- 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;
- }
- else
- {
- if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
- {
- self.touch = multi_touch;
- self.solid = SOLID_TRIGGER;
- }
- }
- settriggermodel (self, self.model);
- if (!self.target)
- {
- if (!self.message)
- error ("There is no target set!");
- }
-
- };
- /*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_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;
- // self.classname = "trigger_secret";
- if (!self.message)
- self.message = "You found a secret area!";
- if (!self.sounds)
- self.sounds = 1;
-
- if (self.sounds == 1)
- {
- precache_sound ("temp/secret.wav");
- self.noise = "temp/secret.wav";
- }
- else if (self.sounds == 2)
- {
- precache_sound ("temp/talk.wav");
- self.noise = "temp/talk.wav";
- }
- trigger_multiple ();
- };
- void() counter_use =
- {
- local string junk;
- 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 mroe 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 it's targets and remove itself.
- */
- void() trigger_counter =
- {
- self.wait = -1;
- if (!self.count)
- self.count = 2;
- if (!self.target)
- error ("There is no target set!");
- self.use = counter_use;
- };
- /*
- ==============================================================================
- TELEPORT TRIGGERS
- ==============================================================================
- */
- float PLAYER_ONLY = 1;
- void() random_telesound =
- {
- local float v;
- local 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 (self, 1, tmpstr, 1, 1);
- };
- void() tfog1 = [ 0, tfog2 ] {};
- void() tfog2 = [ 1, tfog3 ] {random_telesound();};
- void() tfog3 = [ 2, tfog4 ] {};
- void() tfog4 = [ 3, tfog5 ] {};
- void() tfog5 = [ 4, tfog6 ] {};
- void() tfog6 = [ 5, tfog7 ] {};
- void() tfog7 = [ 6, tfog8 ] {};
- void() tfog8 = [ 7, tfog9 ] {};
- void() tfog9 = [ 8, tfog10 ] {};
- void() tfog10 = [ 9, tfog11 ] {};
- void() tfog11 = [ 9, tfog11 ] {remove(self);};
- void(vector org) spawn_tfog =
- {
- s = spawn ();
- s.origin = org;
- s.angles = '0 0 0';
- s.movetype = MOVETYPE_NONE;
- s.solid = SOLID_NOT;
- setmodel (s, "sprites/s_telep.spr");
- old = self;
- self = s;
- tfog1 ();
- self = old;
- };
- void() tdeath_touch =
- {
- if (other == self.owner)
- return;
- if (other.health)
- {
- self.solid = SOLID_NOT;
- T_Damage (other, self, self, 1000);
- }
- };
- void() tdeath_remove =
- {
- remove (self);
- return;
- };
- void(vector org, entity death_owner) spawn_tdeath =
- {
- local entity death;
- death = spawn();
- death.classname = "teledeath";
- death.origin = org;
- death.movetype = MOVETYPE_NONE;
- death.solid = SOLID_TRIGGER;
- death.angles = '0 0 0';
- // FIX ME (this does not set the size properly)
- setsize (death, '-20 -20 -20', '20 20 20');
- death.touch = tdeath_touch;
- death.nextthink = time + 0.1;
- death.think = tdeath_remove;
- death.owner = death_owner;
- };
- void() teleport_touch =
- {
- local entity t;
- local vector org;
- if (self.spawnflags & PLAYER_ONLY)
- {
- if (other.classname != "player")
- return;
- }
- // only teleport living creatures
- if (other.health <= 0)
- return;
- // put a tfog where the player was
- spawn_tfog (other.origin);
- // FIXME: precalc at awake time
- t = find (world, targetname, self.target);
- if (!t)
- objerror ("couldn't find target");
-
- // spawn a tfog flash in front of the destination
- makevectors (t.mangle);
- org = t.origin + 32 * v_forward;
- spawn_tfog (org);
- spawn_tdeath(t.origin, other);
- // move the player and lock him down for a little while
- if (!other.health)
- {
- other.origin = t.origin;
- other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
- return;
- }
- setorigin (other, t.origin);
- other.angles = t.mangle;
- if (other.classname == "player")
- {
- other.fixangle = 1; // turn this way immediately
- other.teleport_time = time + 0.7;
- if (other.flags & FL_ONGROUND)
- other.flags = other.flags - FL_ONGROUND;
- other.velocity = v_forward * 300;
- }
- other.flags = other.flags - other.flags & FL_ONGROUND;
- };
- /*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 = '0 0 0';
- self.model = "";
- self.origin = self.origin + '0 0 27';
- if (!self.targetname)
- objerror ("no targetname");
- };
- /*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY
- 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.
- */
- void() trigger_teleport =
- {
- self.mangle = self.angles;
- self.angles = '0 0 0';
- setsize (self, self.mins, self.maxs);
-
- self.solid = SOLID_TRIGGER;
- settriggermodel (self, self.model);
- self.touch = teleport_touch;
- self.angles = '0 0 0';
- // find the destination
- if (!self.target)
- objerror ("no target");
- };
- /*
- ==============================================================================
- 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 =
- {
- self.mangle = self.angles;
- self.angles = '0 0 0';
- setsize (self, self.mins, self.maxs);
-
- self.solid = SOLID_TRIGGER;
- settriggermodel (self, self.model);
- self.touch = trigger_skill_touch;
- self.angles = '0 0 0';
- };
- /*
- ==============================================================================
- ONLY REGISTERED TRIGGERS
- ==============================================================================
- */
- void() trigger_onlyregistered_touch =
- {
- if (self.attack_finished > time)
- return;
- self.attack_finished = time + 2;
- if (cvar("registered"))
- {
- SUB_UseTargets ();
- remove (self);
- }
- else
- {
- centerprint (other, self.message);
- sound (other, 0, "temp/talk.wav", 1,1);
- }
- };
- /*QUAKED trigger_onlyregistered (.5 .5 .5) ?
- Only fires if playing the registered version, otherwise prints the message
- */
- void() trigger_onlyregistered =
- {
- self.mangle = self.angles;
- self.angles = '0 0 0';
- setsize (self, self.mins, self.maxs);
- precache_sound ("temp/talk.wav");
-
- self.solid = SOLID_TRIGGER;
- settriggermodel (self, self.model);
- self.touch = trigger_onlyregistered_touch;
- self.angles = '0 0 0';
- };
- //============================================================================
- void() hurt_on =
- {
- self.solid = SOLID_TRIGGER;
- self.nextthink = -1;
- };
- void() hurt_touch =
- {
- if (other.health)
- {
- 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 =
- {
- self.mangle = self.angles;
- self.angles = '0 0 0';
-
- self.solid = SOLID_TRIGGER;
- settriggermodel (self, self.model);
- self.touch = hurt_touch;
- self.angles = '0 0 0';
- if (!self.dmg)
- self.dmg = 5;
- };
- /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
- Pushes the player
- */
- float PUSH_ONCE = 1;
- void() trigger_push_touch;
- void() trigger_push =
- {
-
- self.movetype = MOVETYPE_NONE;
- self.solid = SOLID_TRIGGER;
- settriggermodel (self, self.model);
- self.touch = trigger_push_touch;
- SetMovedir();
- };
- void() trigger_push_touch =
- {
- if (other.classname == "player")
- other.velocity = 1000 * self.movedir + 400 * '0 0 1';
- if (self.spawnflags & PUSH_ONCE)
- remove(self);
- };
- //============================================================================
- 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;
- self.movetype = MOVETYPE_NONE;
- self.solid = SOLID_TRIGGER;
- settriggermodel (self, self.model);
- self.touch = trigger_monsterjump_touch;
- SetMovedir();
- };
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