ref: 0e037180474abd0d37e2d87a878378e83dd06895
dir: /qw/progs/doors.qc/
float DOOR_START_OPEN = 1; float DOOR_DONT_LINK = 4; float DOOR_GOLD_KEY = 8; float DOOR_SILVER_KEY = 16; float DOOR_TOGGLE = 32; /* 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_go_down; void() door_go_up; void() door_blocked = { other.deathtype = "squish"; T_Damage (other, self, self.goalentity, 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_NO_PHS_ADD+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_NO_PHS_ADD+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 = { local entity oself; local entity starte; 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 { self.goalentity = activator; // Who fired us door_go_up (); self = self.enemy; } while ( (self != starte) && (self != world) ); self = oself; }; void() door_use = { local entity oself; 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 = { local entity oself; 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 ) { if (self.owner.items == IT_KEY1) { if (world.worldtype == 2) { centerprint (other, "You need the silver keycard"); sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); } else if (world.worldtype == 1) { centerprint (other, "You need the silver runekey"); sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); } else if (world.worldtype == 0) { centerprint (other, "You need the silver key"); sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); } } else { if (world.worldtype == 2) { centerprint (other, "You need the gold keycard"); sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); } else if (world.worldtype == 1) { centerprint (other, "You need the gold runekey"); sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); } else if (world.worldtype == 0) { centerprint (other, "You need the gold key"); sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); } } 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 = { local entity trigger; local vector t1, t2; 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 = { local entity t, starte; local vector cmins, cmaxs; 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 */ void() func_door = { if (world.worldtype == 0) { precache_sound ("doors/medtry.wav"); precache_sound ("doors/meduse.wav"); self.noise3 = "doors/medtry.wav"; self.noise4 = "doors/meduse.wav"; } else if (world.worldtype == 1) { precache_sound ("doors/runetry.wav"); precache_sound ("doors/runeuse.wav"); self.noise3 = "doors/runetry.wav"; self.noise4 = "doors/runeuse.wav"; } else if (world.worldtype == 2) { precache_sound ("doors/basetry.wav"); precache_sound ("doors/baseuse.wav"); self.noise3 = "doors/basetry.wav"; self.noise4 = "doors/baseuse.wav"; } else { dprint ("no worldtype set!\n"); } 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 ============================================================================= */ void() fd_secret_move1; void() fd_secret_move2; void() fd_secret_move3; void() fd_secret_move4; void() fd_secret_move5; void() fd_secret_move6; void() fd_secret_done; float SECRET_OPEN_ONCE = 1; // stays open float SECRET_1ST_LEFT = 2; // 1st move is left of arrow float SECRET_1ST_DOWN = 4; // 1st move is down from arrow float SECRET_NO_SHOOT = 8; // only opened by trigger float SECRET_YES_SHOOT = 16; // shootable even if targeted void () fd_secret_use = { local float temp; 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)) { self.th_pain = SUB_Null; 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); }; // 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; self.th_pain = fd_secret_use; self.th_die = fd_secret_use; } sound(self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM); }; void () secret_blocked = { if (time < self.attack_finished) return; self.attack_finished = time + 0.5; other.deathtype = "squish"; 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; self.th_pain = fd_secret_use; } self.oldorigin = self.origin; if (!self.wait) self.wait = 5; // 5 seconds before closing };