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// doors.qc: player-triggered moving brush entities
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enum {
DOOR_START_OPEN = 1,
DOOR_DONT_LINK = 4,
DOOR_GOLD_KEY = 8,
DOOR_SILVER_KEY = 16,
DOOR_TOGGLE = 32,
};
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/*
Doors are similar to buttons, but can spawn a fat trigger field around them
to open without a touch, and they link together to form simultanious
double/quad doors.
Door.owner is the master door. If there is only one door, it points to itself.
If multiple doors, all will point to a single one.
Door.enemy chains from the master door through all doors linked in the chain.
*/
/*
=============================================================================
THINK FUNCTIONS
=============================================================================
*/
void() door_blocked = {
T_Damage(other, self, self, self.dmg);
// if a door has a negative wait, it would never come back if blocked,
// so let it just squash the object to death real fast
if(self.wait >= 0) {
if(self.state == STATE_DOWN) {
door_go_up();
} else {
door_go_down();
}
}
};
void() door_hit_top = {
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
if(self.spawnflags & DOOR_TOGGLE) {
return; // don't come down automatically
}
self.think = door_go_down;
self.nextthink = self.ltime + self.wait;
};
void() door_hit_bottom = {
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void() door_go_down = {
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
if(self.max_health) {
self.takedamage = DAMAGE_YES;
self.health = self.max_health;
}
self.state = STATE_DOWN;
SUB_CalcMove(self.pos1, self.speed, door_hit_bottom);
};
void() door_go_up = {
if(self.state == STATE_UP) {
return; // allready going up
}
if(self.state == STATE_TOP) {
// reset top wait time
self.nextthink = self.ltime + self.wait;
return;
}
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove(self.pos2, self.speed, door_hit_top);
SUB_UseTargets();
};
/*
=============================================================================
ACTIVATION FUNCTIONS
=============================================================================
*/
void() door_fire = {
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entity oself;
entity starte;
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if(self.owner != self) {
objerror("door_fire: self.owner != self");
}
// play use key sound
if(self.items) {
sound(self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
}
self.message = string_null; // no more message
oself = self;
if(self.spawnflags & DOOR_TOGGLE) {
if(self.state == STATE_UP || self.state == STATE_TOP) {
starte = self;
do {
door_go_down();
self = self.enemy;
} while((self != starte) && (self != world));
self = oself;
return;
}
}
// trigger all paired doors
starte = self;
do {
door_go_up();
self = self.enemy;
} while((self != starte) && (self != world));
self = oself;
};
void() door_use = {
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entity oself;
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self.message = ""; // door message are for touch only
self.owner.message = "";
self.enemy.message = "";
oself = self;
self = self.owner;
door_fire();
self = oself;
};
void() door_trigger_touch = {
if(other.health <= 0) {
return;
}
if(time < self.attack_finished) {
return;
}
self.attack_finished = time + 1;
activator = other;
self = self.owner;
door_use();
};
void() door_killed = {
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entity oself;
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oself = self;
self = self.owner;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
door_use();
self = oself;
};
/*
================
door_touch
Prints messages and opens key doors
================
*/
void() door_touch = {
if(other.classname != "player") {
return;
}
if(self.owner.attack_finished > time) {
return;
}
self.owner.attack_finished = time + 2;
if(self.owner.message != "") {
centerprint(other, self.owner.message);
sound(other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
// key door stuff
if(!self.items) {
return;
}
// FIXME: blink key on player's status bar
if((self.items & other.items) != self.items) {
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switch(self.owner.items) {
case IT_KEY1: centerprint(other, "You need the ", Key1Name()); break;
case IT_KEY2: centerprint(other, "You need the ", Key2Name()); break;
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}
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sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
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return;
}
other.items = other.items - self.items;
self.touch = SUB_Null;
if(self.enemy) {
self.enemy.touch = SUB_Null; // get paired door
}
door_use();
};
/*
=============================================================================
SPAWNING FUNCTIONS
=============================================================================
*/
entity(vector fmins, vector fmaxs) spawn_field = {
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entity trigger;
vector t1, t2;
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trigger = spawn();
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.owner = self;
trigger.touch = door_trigger_touch;
t1 = fmins;
t2 = fmaxs;
setsize(trigger, t1 - '60 60 8', t2 + '60 60 8');
return(trigger);
};
float(entity e1, entity e2) EntitiesTouching = {
if(e1.mins_x > e2.maxs_x) {
return FALSE;
}
if(e1.mins_y > e2.maxs_y) {
return FALSE;
}
if(e1.mins_z > e2.maxs_z) {
return FALSE;
}
if(e1.maxs_x < e2.mins_x) {
return FALSE;
}
if(e1.maxs_y < e2.mins_y) {
return FALSE;
}
if(e1.maxs_z < e2.mins_z) {
return FALSE;
}
return TRUE;
};
/*
=============
LinkDoors
=============
*/
void() LinkDoors = {
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entity t, starte;
vector cmins, cmaxs;
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if(self.enemy) {
return; // already linked by another door
}
if(self.spawnflags & 4) {
self.owner = self.enemy = self;
return; // don't want to link this door
}
cmins = self.mins;
cmaxs = self.maxs;
starte = self;
t = self;
do {
self.owner = starte; // master door
if(self.health) {
starte.health = self.health;
}
if(self.targetname) {
starte.targetname = self.targetname;
}
if(self.message != "") {
starte.message = self.message;
}
t = find(t, classname, self.classname);
if(!t) {
self.enemy = starte; // make the chain a loop
// shootable, fired, or key doors just needed the owner/enemy links,
// they don't spawn a field
self = self.owner;
if(self.health) {
return;
}
if(self.targetname) {
return;
}
if(self.items) {
return;
}
self.owner.trigger_field = spawn_field(cmins, cmaxs);
return;
}
if(EntitiesTouching(self, t)) {
if(t.enemy) {
objerror("cross connected doors");
}
self.enemy = t;
self = t;
if(t.mins_x < cmins_x) {
cmins_x = t.mins_x;
}
if(t.mins_y < cmins_y) {
cmins_y = t.mins_y;
}
if(t.mins_z < cmins_z) {
cmins_z = t.mins_z;
}
if(t.maxs_x > cmaxs_x) {
cmaxs_x = t.maxs_x;
}
if(t.maxs_y > cmaxs_y) {
cmaxs_y = t.maxs_y;
}
if(t.maxs_z > cmaxs_z) {
cmaxs_z = t.maxs_z;
}
}
} while(1);
};
/*QUAKED func_door(0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
if two doors touch, they are assumed to be connected and operate as a unit.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered(not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed(100 default)
"wait" wait before returning(3 default, -1 = never return)
"lip" lip remaining at end of move(8 default)
"dmg" damage to inflict when blocked(2 default)
"sounds"
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
*/
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void() func_door = {
switch(world.worldtype) {
case WORLD_MEDIEVAL:
precache_sound("doors/medtry.wav");
precache_sound("doors/meduse.wav");
self.noise3 = "doors/medtry.wav";
self.noise4 = "doors/meduse.wav";
break;
case WORLD_METAL:
precache_sound("doors/runetry.wav");
precache_sound("doors/runeuse.wav");
self.noise3 = "doors/runetry.wav";
self.noise4 = "doors/runeuse.wav";
break;
case WORLD_BASE:
precache_sound("doors/basetry.wav");
precache_sound("doors/baseuse.wav");
self.noise3 = "doors/basetry.wav";
self.noise4 = "doors/baseuse.wav";
break;
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}
if(self.sounds == 0) {
precache_sound("misc/null.wav");
precache_sound("misc/null.wav");
self.noise1 = "misc/null.wav";
self.noise2 = "misc/null.wav";
}
if(self.sounds == 1) {
precache_sound("doors/drclos4.wav");
precache_sound("doors/doormv1.wav");
self.noise1 = "doors/drclos4.wav";
self.noise2 = "doors/doormv1.wav";
}
if(self.sounds == 2) {
precache_sound("doors/hydro1.wav");
precache_sound("doors/hydro2.wav");
self.noise2 = "doors/hydro1.wav";
self.noise1 = "doors/hydro2.wav";
}
if(self.sounds == 3) {
precache_sound("doors/stndr1.wav");
precache_sound("doors/stndr2.wav");
self.noise2 = "doors/stndr1.wav";
self.noise1 = "doors/stndr2.wav";
}
if(self.sounds == 4) {
precache_sound("doors/ddoor1.wav");
precache_sound("doors/ddoor2.wav");
self.noise1 = "doors/ddoor2.wav";
self.noise2 = "doors/ddoor1.wav";
}
SetMovedir();
self.max_health = self.health;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin(self, self.origin);
setmodel(self, self.model);
self.classname = "door";
self.blocked = door_blocked;
self.use = door_use;
if(self.spawnflags & DOOR_SILVER_KEY) {
self.items = IT_KEY1;
}
if(self.spawnflags & DOOR_GOLD_KEY) {
self.items = IT_KEY2;
}
if(!self.speed) {
self.speed = 100;
}
if(!self.wait) {
self.wait = 3;
}
if(!self.lip) {
self.lip = 8;
}
if(!self.dmg) {
self.dmg = 2;
}
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir * (fabs(self.movedir * self.size) - self.lip);
// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
// but spawn in the open position
if(self.spawnflags & DOOR_START_OPEN) {
setorigin(self, self.pos2);
self.pos2 = self.pos1;
self.pos1 = self.origin;
}
self.state = STATE_BOTTOM;
if(self.health) {
self.takedamage = DAMAGE_YES;
self.th_die = door_killed;
}
if(self.items) {
self.wait = -1;
}
self.touch = door_touch;
// LinkDoors can't be done until all of the doors have been spawned, so
// the sizes can be detected properly.
self.think = LinkDoors;
self.nextthink = self.ltime + 0.1;
};
/*
=============================================================================
SECRET DOORS
=============================================================================
*/
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enum {
SECRET_OPEN_ONCE = 1, // stays open
SECRET_1ST_LEFT = 2, // 1st move is left of arrow
SECRET_1ST_DOWN = 4, // 1st move is down from arrow
SECRET_NO_SHOOT = 8, // only opened by trigger
SECRET_YES_SHOOT = 16, // shootable even if targeted
};
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void() fd_secret_use = {
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float temp;
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self.health = 10000;
// exit if still moving around...
if(self.origin != self.oldorigin) {
return;
}
self.message = string_null; // no more message
SUB_UseTargets(); // fire all targets / killtargets
if(!(self.spawnflags & SECRET_NO_SHOOT)) {
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self.th_pain = SUB_PainNull;
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self.takedamage = DAMAGE_NO;
}
self.velocity = '0 0 0';
// Make a sound, wait a little...
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.nextthink = self.ltime + 0.1;
temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
makevectors(self.mangle);
if(!self.t_width) {
if(self.spawnflags & SECRET_1ST_DOWN) {
self. t_width = fabs(v_up * self.size);
} else {
self. t_width = fabs(v_right * self.size);
}
}
if(!self.t_length) {
self. t_length = fabs(v_forward * self.size);
}
if(self.spawnflags & SECRET_1ST_DOWN) {
self.dest1 = self.origin - v_up * self.t_width;
} else {
self.dest1 = self.origin + v_right * (self.t_width * temp);
}
self.dest2 = self.dest1 + v_forward * self.t_length;
SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
};
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void(entity attacker, float damage) fd_secret_pain = {fd_secret_use();};
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// Wait after first movement...
void() fd_secret_move1 = {
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move2;
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
// Start moving sideways w/sound...
void() fd_secret_move2 = {
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
};
// Wait here until time to go back...
void() fd_secret_move3 = {
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
if(!(self.spawnflags & SECRET_OPEN_ONCE)) {
self.nextthink = self.ltime + self.wait;
self.think = fd_secret_move4;
}
};
// Move backward...
void() fd_secret_move4 = {
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
};
// Wait 1 second...
void() fd_secret_move5 = {
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move6;
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
void() fd_secret_move6 = {
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
};
void() fd_secret_done = {
if(!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
self.health = 10000;
self.takedamage = DAMAGE_YES;
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self.th_pain = fd_secret_pain;
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}
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
void() secret_blocked = {
if(time < self.attack_finished) {
return;
}
self.attack_finished = time + 0.5;
T_Damage(other, self, self, self.dmg);
};
/*
================
secret_touch
Prints messages
================
*/
void() secret_touch = {
if(other.classname != "player") {
return;
}
if(self.attack_finished > time) {
return;
}
self.attack_finished = time + 2;
if(self.message) {
centerprint(other, self.message);
sound(other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
}
};
/*QUAKED func_door_secret(0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
Basic secret door. Slides back, then to the side. Angle determines direction.
wait = # of seconds before coming back
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back(or height if going down)
t_length = override LENGTH to move sideways
"dmg" damage to inflict when blocked(2 default)
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
"sounds"
1) medieval
2) metal
3) base
*/
void() func_door_secret = {
if(self.sounds == 0) {
self.sounds = 3;
}
if(self.sounds == 1) {
precache_sound("doors/latch2.wav");
precache_sound("doors/winch2.wav");
precache_sound("doors/drclos4.wav");
self.noise1 = "doors/latch2.wav";
self.noise2 = "doors/winch2.wav";
self.noise3 = "doors/drclos4.wav";
}
if(self.sounds == 2) {
precache_sound("doors/airdoor1.wav");
precache_sound("doors/airdoor2.wav");
self.noise2 = "doors/airdoor1.wav";
self.noise1 = "doors/airdoor2.wav";
self.noise3 = "doors/airdoor2.wav";
}
if(self.sounds == 3) {
precache_sound("doors/basesec1.wav");
precache_sound("doors/basesec2.wav");
self.noise2 = "doors/basesec1.wav";
self.noise1 = "doors/basesec2.wav";
self.noise3 = "doors/basesec2.wav";
}
if(!self.dmg) {
self.dmg = 2;
}
// Magic formula...
self.mangle = self.angles;
self.angles = '0 0 0';
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.classname = "door";
setmodel(self, self.model);
setorigin(self, self.origin);
self.touch = secret_touch;
self.blocked = secret_blocked;
self.speed = 50;
self.use = fd_secret_use;
if(!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
self.health = 10000;
self.takedamage = DAMAGE_YES;
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self.th_pain = fd_secret_pain;
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self.th_die = fd_secret_use;
}
self.oldorigin = self.origin;
if(!self.wait) {
self.wait = 5; // 5 seconds before closing
}
};