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+/*
+Copyright (C) 1997-2001 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 the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+
+// Created on 27.12.2003 by RST.
+// $Id: GameTrigger.java,v 1.1 2004-07-07 19:59:03 hzi Exp $
+
+package jake2.game;
+
+import jake2.*;
+import jake2.client.*;
+import jake2.qcommon.*;
+import jake2.render.*;
+import jake2.server.*;
+import jake2.util.Math3D;
+
+public class GameTrigger extends GamePWeapon {
+
+ public static void InitTrigger(edict_t self) {
+ if (Math3D.VectorCompare(self.s.angles, vec3_origin) != 0)
+ G_SetMovedir(self.s.angles, self.movedir);
+
+ self.solid = SOLID_TRIGGER;
+ self.movetype = MOVETYPE_NONE;
+ gi.setmodel(self, self.model);
+ self.svflags = SVF_NOCLIENT;
+ }
+
+ // the wait time has passed, so set back up for another activation
+ public static EntThinkAdapter multi_wait = new EntThinkAdapter() {
+ public boolean think(edict_t ent) {
+
+ ent.nextthink = 0;
+ return true;
+ }
+ };
+
+ // the trigger was just activated
+ // ent.activator should be set to the activator so it can be held through a delay
+ // so wait for the delay time before firing
+ public static void multi_trigger(edict_t ent) {
+ if (ent.nextthink != 0)
+ return; // already been triggered
+
+ G_UseTargets(ent, ent.activator);
+
+ if (ent.wait > 0) {
+ ent.think = multi_wait;
+ ent.nextthink = level.time + ent.wait;
+ }
+ else { // we can't just remove (self) here, because this is a touch function
+ // called while looping through area links...
+ ent.touch = null;
+ ent.nextthink = level.time + FRAMETIME;
+ ent.think = G_FreeEdictA;
+ }
+ }
+
+ static EntUseAdapter Use_Multi = new EntUseAdapter() {
+ public void use(edict_t ent, edict_t other, edict_t activator) {
+ ent.activator = activator;
+ multi_trigger(ent);
+ }
+ };
+
+ static EntTouchAdapter Touch_Multi = new EntTouchAdapter() {
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) {
+ if (other.client != null) {
+ if ((self.spawnflags & 2) != 0)
+ return;
+ }
+ else if ((other.svflags & SVF_MONSTER) != 0) {
+ if (0 == (self.spawnflags & 1))
+ return;
+ }
+ else
+ return;
+
+ if (0 == VectorCompare(self.movedir, vec3_origin)) {
+ float[] forward = { 0, 0, 0 };
+
+ AngleVectors(other.s.angles, forward, null, null);
+ if (DotProduct(forward, self.movedir) < 0)
+ return;
+ }
+
+ self.activator = other;
+ multi_trigger(self);
+ }
+ };
+
+ /*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
+ Variable sized repeatable trigger. Must be targeted at one or more entities.
+ If "delay" is set, the trigger waits some time after activating before firing.
+ "wait" : Seconds between triggerings. (.2 default)
+ sounds
+ 1) secret
+ 2) beep beep
+ 3) large switch
+ 4)
+ set "message" to text string
+ */
+ static EntUseAdapter trigger_enable = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ self.solid = SOLID_TRIGGER;
+ self.use = Use_Multi;
+ gi.linkentity(self);
+ }
+ };
+ public static void SP_trigger_multiple(edict_t ent) {
+ if (ent.sounds == 1)
+ ent.noise_index = gi.soundindex("misc/secret.wav");
+ else if (ent.sounds == 2)
+ ent.noise_index = gi.soundindex("misc/talk.wav");
+ else if (ent.sounds == 3)
+ ent.noise_index = gi.soundindex("misc/trigger1.wav");
+
+ if (ent.wait == 0)
+ ent.wait = 0.2f;
+
+ ent.touch = Touch_Multi;
+ ent.movetype = MOVETYPE_NONE;
+ ent.svflags |= SVF_NOCLIENT;
+
+ if ((ent.spawnflags & 4) != 0) {
+ ent.solid = SOLID_NOT;
+ ent.use = trigger_enable;
+ }
+ else {
+ ent.solid = SOLID_TRIGGER;
+ ent.use = Use_Multi;
+ }
+
+ if (0 == Math3D.VectorCompare(ent.s.angles, vec3_origin))
+ G_SetMovedir(ent.s.angles, ent.movedir);
+
+ gi.setmodel(ent, ent.model);
+ gi.linkentity(ent);
+ }
+
+ /*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
+ 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 TRIGGERED, this trigger must be triggered before it is live.
+
+ sounds
+ 1) secret
+ 2) beep beep
+ 3) large switch
+ 4)
+
+ "message" string to be displayed when triggered
+ */
+
+ public static void SP_trigger_once(edict_t ent) {
+ // make old maps work because I messed up on flag assignments here
+ // triggered was on bit 1 when it should have been on bit 4
+ if ((ent.spawnflags & 1) != 0) {
+ float[] v = { 0, 0, 0 };
+
+ VectorMA(ent.mins, 0.5f, ent.size, v);
+ ent.spawnflags &= ~1;
+ ent.spawnflags |= 4;
+ gi.dprintf("fixed TRIGGERED flag on " + ent.classname + " at " + vtos(v) + "\n");
+ }
+
+ ent.wait = -1;
+ SP_trigger_multiple(ent);
+ }
+
+ /*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.
+ */
+ public static EntUseAdapter trigger_relay_use = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ G_UseTargets(self, activator);
+ }
+ };
+
+ public static void SP_trigger_relay(edict_t self) {
+ self.use = trigger_relay_use;
+ }
+
+ /*
+ ==============================================================================
+
+ trigger_key
+
+ ==============================================================================
+ */
+
+ /*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
+ A relay trigger that only fires it's targets if player has the proper key.
+ Use "item" to specify the required key, for example "key_data_cd"
+ */
+
+ static EntUseAdapter trigger_key_use = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ int index;
+
+ if (self.item == null)
+ return;
+ if (activator.client == null)
+ return;
+
+ index = ITEM_INDEX(self.item);
+ if (activator.client.pers.inventory[index] == 0) {
+ if (level.time < self.touch_debounce_time)
+ return;
+ self.touch_debounce_time = level.time + 5.0f;
+ gi.centerprintf(activator, "You need the " + self.item.pickup_name);
+ gi.sound(activator, CHAN_AUTO, gi.soundindex("misc/keytry.wav"), 1, ATTN_NORM, 0);
+ return;
+ }
+
+ gi.sound(activator, CHAN_AUTO, gi.soundindex("misc/keyuse.wav"), 1, ATTN_NORM, 0);
+ if (coop.value != 0) {
+ int player;
+ edict_t ent;
+
+ if (strcmp(self.item.classname, "key_power_cube") == 0) {
+ int cube;
+
+ for (cube = 0; cube < 8; cube++)
+ if ((activator.client.pers.power_cubes & (1 << cube)) != 0)
+ break;
+ for (player = 1; player <= game.maxclients; player++) {
+ ent = g_edicts[player];
+ if (!ent.inuse)
+ continue;
+ if (null == ent.client)
+ continue;
+ if ((ent.client.pers.power_cubes & (1 << cube)) != 0) {
+ ent.client.pers.inventory[index]--;
+ ent.client.pers.power_cubes &= ~(1 << cube);
+ }
+ }
+ }
+ else {
+ for (player = 1; player <= game.maxclients; player++) {
+ ent = g_edicts[player];
+ if (!ent.inuse)
+ continue;
+ if (ent.client == null)
+ continue;
+ ent.client.pers.inventory[index] = 0;
+ }
+ }
+ }
+ else {
+ activator.client.pers.inventory[index]--;
+ }
+
+ G_UseTargets(self, activator);
+
+ self.use = null;
+ }
+ };
+
+ public static void SP_trigger_key(edict_t self) {
+ if (st.item == null) {
+ gi.dprintf("no key item for trigger_key at " + vtos(self.s.origin) + "\n");
+ return;
+ }
+ self.item = FindItemByClassname(st.item);
+
+ if (null == self.item) {
+ gi.dprintf("item " + st.item + " not found for trigger_key at " + vtos(self.s.origin) + "\n");
+ return;
+ }
+
+ if (self.target == null) {
+ gi.dprintf(self.classname + " at " + vtos(self.s.origin) + " has no target\n");
+ return;
+ }
+
+ gi.soundindex("misc/keytry.wav");
+ gi.soundindex("misc/keyuse.wav");
+
+ self.use = trigger_key_use;
+ }
+
+ /*
+ ==============================================================================
+
+ trigger_counter
+
+ ==============================================================================
+ */
+
+ /*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.
+ */
+ static EntUseAdapter trigger_counter_use = new EntUseAdapter() {
+
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ if (self.count == 0)
+ return;
+
+ self.count--;
+
+ if (self.count == 0) {
+ if (0 == (self.spawnflags & 1)) {
+ gi.centerprintf(activator, self.count + " more to go...");
+ gi.sound(activator, CHAN_AUTO, gi.soundindex("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+ return;
+ }
+
+ if (0 == (self.spawnflags & 1)) {
+ gi.centerprintf(activator, "Sequence completed!");
+ gi.sound(activator, CHAN_AUTO, gi.soundindex("misc/talk1.wav"), 1, ATTN_NORM, 0);
+ }
+ self.activator = activator;
+ multi_trigger(self);
+ }
+ };
+
+ public static void SP_trigger_counter(edict_t self) {
+ self.wait = -1;
+ if (0 == self.count)
+ self.count = 2;
+
+ self.use = trigger_counter_use;
+ }
+
+ /*
+ ==============================================================================
+
+ trigger_always
+
+ ==============================================================================
+ */
+
+ /*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
+ This trigger will always fire. It is activated by the world.
+ */
+ public static void SP_trigger_always(edict_t ent) {
+ // we must have some delay to make sure our use targets are present
+ if (ent.delay < 0.2f)
+ ent.delay = 0.2f;
+ G_UseTargets(ent, ent);
+ }
+
+ /*
+ ==============================================================================
+
+ trigger_push
+
+ ==============================================================================
+ */
+
+ public static final int PUSH_ONCE = 1;
+
+ public static int windsound;
+
+ static EntTouchAdapter trigger_push_touch = new EntTouchAdapter() {
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) {
+ if (strcmp(other.classname, "grenade") == 0) {
+ VectorScale(self.movedir, self.speed * 10, other.velocity);
+ }
+ else if (other.health > 0) {
+ VectorScale(self.movedir, self.speed * 10, other.velocity);
+
+ if (other.client != null) {
+ // don't take falling damage immediately from this
+ VectorCopy(other.velocity, other.client.oldvelocity);
+ if (other.fly_sound_debounce_time < level.time) {
+ other.fly_sound_debounce_time = level.time + 1.5f;
+ gi.sound(other, CHAN_AUTO, windsound, 1, ATTN_NORM, 0);
+ }
+ }
+ }
+ if ((self.spawnflags & PUSH_ONCE) != 0)
+ G_FreeEdict(self);
+ }
+ };
+
+ /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
+ Pushes the player
+ "speed" defaults to 1000
+ */
+ public static void SP_trigger_push(edict_t self) {
+ InitTrigger(self);
+ windsound = gi.soundindex("misc/windfly.wav");
+ self.touch = trigger_push_touch;
+ if (0 == self.speed)
+ self.speed = 1000;
+ gi.linkentity(self);
+ }
+
+ /*
+ ==============================================================================
+
+ trigger_hurt
+
+ ==============================================================================
+ */
+
+ /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
+ Any entity that touches this will be hurt.
+
+ It does dmg points of damage each server frame
+
+ SILENT supresses playing the sound
+ SLOW changes the damage rate to once per second
+ NO_PROTECTION *nothing* stops the damage
+
+ "dmg" default 5 (whole numbers only)
+
+ */
+ static EntUseAdapter hurt_use = new EntUseAdapter() {
+
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ if (self.solid == SOLID_NOT)
+ self.solid = SOLID_TRIGGER;
+ else
+ self.solid = SOLID_NOT;
+ gi.linkentity(self);
+
+ if (0 == (self.spawnflags & 2))
+ self.use = null;
+ }
+ };
+ static EntTouchAdapter hurt_touch = new EntTouchAdapter() {
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) {
+ int dflags;
+
+ if (other.takedamage == 0)
+ return;
+
+ if (self.timestamp > level.time)
+ return;
+
+ if ((self.spawnflags & 16) != 0)
+ self.timestamp = level.time + 1;
+ else
+ self.timestamp = level.time + FRAMETIME;
+
+ if (0 == (self.spawnflags & 4)) {
+ if ((level.framenum % 10) == 0)
+ gi.sound(other, CHAN_AUTO, self.noise_index, 1, ATTN_NORM, 0);
+ }
+
+ if ((self.spawnflags & 8) != 0)
+ dflags = DAMAGE_NO_PROTECTION;
+ else
+ dflags = 0;
+ T_Damage(other, self, self, vec3_origin, other.s.origin, vec3_origin, self.dmg, self.dmg, dflags, MOD_TRIGGER_HURT);
+ }
+ };
+
+ public static void SP_trigger_hurt(edict_t self) {
+ InitTrigger(self);
+
+ self.noise_index = gi.soundindex("world/electro.wav");
+ self.touch = hurt_touch;
+
+ if (0 == self.dmg)
+ self.dmg = 5;
+
+ if ((self.spawnflags & 1) != 0)
+ self.solid = SOLID_NOT;
+ else
+ self.solid = SOLID_TRIGGER;
+
+ if ((self.spawnflags & 2) != 0)
+ self.use = hurt_use;
+
+ gi.linkentity(self);
+ }
+
+ /*
+ ==============================================================================
+
+ trigger_gravity
+
+ ==============================================================================
+ */
+
+ /*QUAKED trigger_gravity (.5 .5 .5) ?
+ Changes the touching entites gravity to
+ the value of "gravity". 1.0 is standard
+ gravity for the level.
+ */
+
+ static EntTouchAdapter trigger_gravity_touch = new EntTouchAdapter() {
+
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) {
+ other.gravity = self.gravity;
+ }
+ };
+
+ public static void SP_trigger_gravity(edict_t self) {
+ if (st.gravity == null) {
+ gi.dprintf("trigger_gravity without gravity set at " + vtos(self.s.origin) + "\n");
+ G_FreeEdict(self);
+ return;
+ }
+
+ InitTrigger(self);
+ self.gravity = atoi(st.gravity);
+ self.touch = trigger_gravity_touch;
+ }
+
+ /*
+ ==============================================================================
+
+ trigger_monsterjump
+
+ ==============================================================================
+ */
+
+ /*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
+ */
+
+ static EntTouchAdapter trigger_monsterjump_touch = new EntTouchAdapter() {
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) {
+ if ((other.flags & (FL_FLY | FL_SWIM)) != 0)
+ return;
+ if ((other.svflags & SVF_DEADMONSTER) != 0)
+ return;
+ if (0 == (other.svflags & SVF_MONSTER))
+ return;
+
+ // set XY even if not on ground, so the jump will clear lips
+ other.velocity[0] = self.movedir[0] * self.speed;
+ other.velocity[1] = self.movedir[1] * self.speed;
+
+ if (other.groundentity != null)
+ return;
+
+ other.groundentity = null;
+ other.velocity[2] = self.movedir[2];
+ }
+ };
+
+ public static void SP_trigger_monsterjump(edict_t self) {
+ if (0 == self.speed)
+ self.speed = 200;
+ if (0 == st.height)
+ st.height = 200;
+ if (self.s.angles[YAW] == 0)
+ self.s.angles[YAW] = 360;
+ InitTrigger(self);
+ self.touch = trigger_monsterjump_touch;
+ self.movedir[2] = st.height;
+ }
+
+}