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- /* Copyright (C) 1996-2022 id Software LLC
- 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 the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- See file, 'COPYING', for details.
- */
- void() plat_center_touch;
- void() plat_outside_touch;
- void() plat_trigger_use;
- void() plat_go_up;
- void() plat_go_down;
- void() plat_crush;
- float PLAT_LOW_TRIGGER = 1;
- void() plat_spawn_inside_trigger =
- {
- local entity trigger;
- local vector tmin, tmax;
- //
- // middle trigger
- //
- trigger = spawn();
- trigger.touch = plat_center_touch;
- trigger.movetype = MOVETYPE_NONE;
- trigger.solid = SOLID_TRIGGER;
- trigger.enemy = self;
-
- tmin = self.mins + '25 25 0';
- tmax = self.maxs - '25 25 -8';
- tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
- if (self.spawnflags & PLAT_LOW_TRIGGER)
- tmax_z = tmin_z + 8;
-
- if (self.size_x <= 50)
- {
- tmin_x = (self.mins_x + self.maxs_x) / 2;
- tmax_x = tmin_x + 1;
- }
- if (self.size_y <= 50)
- {
- tmin_y = (self.mins_y + self.maxs_y) / 2;
- tmax_y = tmin_y + 1;
- }
-
- setsize (trigger, tmin, tmax);
- };
- void() plat_hit_top =
- {
- sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
- self.state = STATE_TOP;
- self.think = plat_go_down;
- self.nextthink = self.ltime + 3;
- };
- void() plat_hit_bottom =
- {
- sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
- self.state = STATE_BOTTOM;
- };
- void() plat_go_down =
- {
- sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
- self.state = STATE_DOWN;
- SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
- };
- void() plat_go_up =
- {
- sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
- self.state = STATE_UP;
- SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
- };
- void() plat_center_touch =
- {
- if (other.classname != "player")
- return;
-
- if (other.health <= 0)
- return;
- self = self.enemy;
- if (self.state == STATE_BOTTOM)
- plat_go_up ();
- else if (self.state == STATE_TOP)
- self.nextthink = self.ltime + 1; // delay going down
- };
- void() plat_outside_touch =
- {
- if (other.classname != "player")
- return;
- if (other.health <= 0)
- return;
-
- self = self.enemy;
- if (self.state == STATE_TOP)
- plat_go_down ();
- };
- void() plat_trigger_use =
- {
- if (self.think)
- return; // allready activated
- plat_go_down();
- };
- void() plat_crush =
- {
- T_Damage (other, self, self, 1);
-
- if (self.state == STATE_UP)
- plat_go_down ();
- else if (self.state == STATE_DOWN)
- plat_go_up ();
- else
- objerror ("plat_crush: bad self.state\n");
- };
- void() plat_use =
- {
- self.use = SUB_Null;
- if (self.state != STATE_UP)
- objerror ("plat_use: not in up state");
- plat_go_down();
- };
- /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
- speed default 150
- Plats are always drawn in the extended position, so they will light correctly.
- 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.
- If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
- Set "sounds" to one of the following:
- 1) base fast
- 2) chain slow
- */
- void() func_plat =
- {
- if (!self.t_length)
- self.t_length = 80;
- if (!self.t_width)
- self.t_width = 10;
- if (self.sounds == 0)
- self.sounds = 2;
- // FIX THIS TO LOAD A GENERIC PLAT SOUND
- if (self.sounds == 1)
- {
- precache_sound ("plats/plat1.wav");
- precache_sound ("plats/plat2.wav");
- self.noise = "plats/plat1.wav";
- self.noise1 = "plats/plat2.wav";
- }
- if (self.sounds == 2)
- {
- precache_sound ("plats/medplat1.wav");
- precache_sound ("plats/medplat2.wav");
- self.noise = "plats/medplat1.wav";
- self.noise1 = "plats/medplat2.wav";
- }
- self.mangle = self.angles;
- self.angles = '0 0 0';
- self.classname = "func_plat";
- self.solid = SOLID_BSP;
- self.movetype = MOVETYPE_PUSH;
- setorigin (self, self.origin);
- setmodel (self, self.model);
- setsize (self, self.mins , self.maxs);
- self.blocked = plat_crush;
- if (!self.speed)
- self.speed = 150;
- // pos1 is the top position, pos2 is the bottom
- self.pos1 = self.origin;
- self.pos2 = self.origin;
- if (self.height)
- self.pos2_z = self.origin_z - self.height;
- else
- self.pos2_z = self.origin_z - self.size_z + 8;
- self.use = plat_trigger_use;
- plat_spawn_inside_trigger (); // the "start moving" trigger
- if (self.targetname != string_null)
- {
- self.state = STATE_UP;
- self.use = plat_use;
- }
- else
- {
- setorigin (self, self.pos2);
- self.state = STATE_BOTTOM;
- }
- };
- //============================================================================
- void() train_next;
- void() func_train_find;
- void() train_blocked =
- {
- if (time < self.attack_finished)
- return;
- self.attack_finished = time + 0.5;
- T_Damage (other, self, self, self.dmg);
- };
- void() train_use =
- {
- if (self.think != func_train_find)
- return; // already activated
- train_next();
- };
- void() train_wait =
- {
- if (self.wait)
- {
- self.nextthink = self.ltime + self.wait;
- sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
- }
- else
- self.nextthink = self.ltime + 0.1;
-
- self.think = train_next;
- };
- void() train_next =
- {
- local entity targ;
- targ = find (world, targetname, self.target);
- self.target = targ.target;
- if (!self.target)
- objerror ("train_next: no next target");
- if (targ.wait)
- self.wait = targ.wait;
- else
- self.wait = 0;
- sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
- SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
- };
- void() func_train_find =
- {
- local entity targ;
- targ = find (world, targetname, self.target);
- self.target = targ.target;
- setorigin (self, targ.origin - self.mins);
- if (!self.targetname)
- { // not triggered, so start immediately
- self.nextthink = self.ltime + 0.1;
- self.think = train_next;
- }
- };
- /*QUAKED func_train (0 .5 .8) ?
- Trains are moving platforms that players can ride.
- The targets origin specifies the min point of the train at each corner.
- The train spawns at the first target it is pointing at.
- If the train is the target of a button or trigger, it will not begin moving until activated.
- speed default 100
- dmg default 2
- sounds
- 1) ratchet metal
- */
- void() func_train =
- {
- if (!self.speed)
- self.speed = 100;
- if (!self.target)
- objerror ("func_train without a target");
- if (!self.dmg)
- self.dmg = 2;
- if (self.sounds == 0)
- {
- self.noise = ("misc/null.wav");
- precache_sound ("misc/null.wav");
- self.noise1 = ("misc/null.wav");
- precache_sound ("misc/null.wav");
- }
- if (self.sounds == 1)
- {
- self.noise = ("plats/train2.wav");//stop sound
- precache_sound ("plats/train2.wav");
- self.noise1 = ("plats/train1.wav");//move sound
- precache_sound ("plats/train1.wav");
- }
- self.cnt = 1;
- self.solid = SOLID_BSP;
- self.movetype = MOVETYPE_PUSH;
- self.blocked = train_blocked;
- self.use = train_use;
- self.classname = "train";
- setmodel (self, self.model);
- setsize (self, self.mins , self.maxs);
- setorigin (self, self.origin);
- // start trains on the second frame, to make sure their targets have had
- // a chance to spawn
- self.nextthink = self.ltime + 0.1;
- self.think = func_train_find;
- };
- /*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
- This is used for the final bos
- */
- void() misc_teleporttrain =
- {
- if (!self.speed)
- self.speed = 100;
- if (!self.target)
- objerror ("func_train without a target");
- self.cnt = 1;
- self.solid = SOLID_NOT;
- self.movetype = MOVETYPE_PUSH;
- self.blocked = train_blocked;
- self.use = train_use;
- self.avelocity = '100 200 300';
- self.noise = ("misc/null.wav");
- precache_sound ("misc/null.wav");
- self.noise1 = ("misc/null.wav");
- precache_sound ("misc/null.wav");
- precache_model2 ("progs/teleport.mdl");
- setmodel (self, "progs/teleport.mdl");
- setsize (self, self.mins , self.maxs);
- setorigin (self, self.origin);
- // start trains on the second frame, to make sure their targets have had
- // a chance to spawn
- self.nextthink = self.ltime + 0.1;
- self.think = func_train_find;
- };
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