예제 #1
0
        public void use(Entity self, Entity other, Entity activator) {
          if (self.solid == Constants.SOLID_NOT) self.solid = Constants.SOLID_TRIGGER;
          else self.solid = Constants.SOLID_NOT;
          World.SV_LinkEdict(self);

          if (0 == (self.spawnflags & 2)) self.use = null;
        }
예제 #2
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 /*
  * QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE Pushes the player "speed"
  * defaults to 1000
  */
 public static void SP_trigger_push(Entity self) {
   InitTrigger(self);
   windsound = ServerInit.SV_SoundIndex("misc/windfly.wav");
   self.touch = trigger_push_touch;
   if (0 == self.speed) self.speed = 1000;
   World.SV_LinkEdict(self);
 }
예제 #3
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        public void touch(Entity self, Entity other, Plane plane, Surface surf) {
          int dflags;

          if (other.takedamage == 0) return;

          if (self.timestamp > GameBase.level.time) return;

          if ((self.spawnflags & 16) != 0) self.timestamp = GameBase.level.time + 1;
          else self.timestamp = GameBase.level.time + Constants.FRAMETIME;

          if (0 == (self.spawnflags & 4)) {
            if ((GameBase.level.framenum % 10) == 0)
              ServerGame.PF_StartSound(
                  other,
                  Constants.CHAN_AUTO,
                  self.noise_index,
                  (float) 1,
                  (float) Constants.ATTN_NORM,
                  (float) 0);
          }

          if ((self.spawnflags & 8) != 0) dflags = Constants.DAMAGE_NO_PROTECTION;
          else dflags = 0;
          GameCombat.T_Damage(
              other,
              self,
              self,
              Globals.vec3_origin,
              other.s.origin,
              Globals.vec3_origin,
              self.dmg,
              self.dmg,
              dflags,
              Constants.MOD_TRIGGER_HURT);
        }
예제 #4
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  public static void SP_trigger_key(Entity self) {
    if (GameBase.st.item == null) {
      ServerGame.PF_dprintf("no key item for trigger_key at " + Lib.vtos(self.s.origin) + "\n");
      return;
    }
    self.item = GameItems.FindItemByClassname(GameBase.st.item);

    if (null == self.item) {
      ServerGame.PF_dprintf(
          "item "
              + GameBase.st.item
              + " not found for trigger_key at "
              + Lib.vtos(self.s.origin)
              + "\n");
      return;
    }

    if (self.target == null) {
      ServerGame.PF_dprintf(self.classname + " at " + Lib.vtos(self.s.origin) + " has no target\n");
      return;
    }

    ServerInit.SV_SoundIndex("misc/keytry.wav");
    ServerInit.SV_SoundIndex("misc/keyuse.wav");

    self.use = trigger_key_use;
  }
예제 #5
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 public static void SP_trigger_monsterjump(Entity self) {
   if (0 == self.speed) self.speed = 200;
   if (0 == GameBase.st.height) GameBase.st.height = 200;
   if (self.s.angles[Constants.YAW] == 0) self.s.angles[Constants.YAW] = 360;
   InitTrigger(self);
   self.touch = trigger_monsterjump_touch;
   self.movedir[2] = GameBase.st.height;
 }
예제 #6
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  public static void InitTrigger(Entity self) {
    if (!Math3D.VectorEquals(self.s.angles, Globals.vec3_origin))
      GameBase.G_SetMovedir(self.s.angles, self.movedir);

    self.solid = Constants.SOLID_TRIGGER;
    self.movetype = Constants.MOVETYPE_NONE;
    ServerGame.PF_setmodel(self, self.model);
    self.svflags = Constants.SVF_NOCLIENT;
  }
예제 #7
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  public static void SP_trigger_gravity(Entity self) {
    if (GameBase.st.gravity == null) {
      ServerGame.PF_dprintf(
          "trigger_gravity without gravity set at " + Lib.vtos(self.s.origin) + "\n");
      GameUtil.G_FreeEdict(self);
      return;
    }

    InitTrigger(self);
    self.gravity = Lib.atoi(GameBase.st.gravity);
    self.touch = trigger_gravity_touch;
  }
예제 #8
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        public void use(Entity self, Entity other, Entity activator) {
          if (self.count == 0) return;

          self.count--;

          if (self.count != 0) {
            if (0 == (self.spawnflags & 1)) {
              ServerGame.PF_centerprintf(activator, self.count + " more to go...");
              ServerGame.PF_StartSound(
                  activator,
                  Constants.CHAN_AUTO,
                  ServerInit.SV_SoundIndex("misc/talk1.wav"),
                  (float) 1,
                  (float) Constants.ATTN_NORM,
                  (float) 0);
            }
            return;
          }

          if (0 == (self.spawnflags & 1)) {
            ServerGame.PF_centerprintf(activator, "Sequence completed!");
            ServerGame.PF_StartSound(
                activator,
                Constants.CHAN_AUTO,
                ServerInit.SV_SoundIndex("misc/talk1.wav"),
                (float) 1,
                (float) Constants.ATTN_NORM,
                (float) 0);
          }
          self.activator = activator;
          multi_trigger(self);
        }
예제 #9
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  // 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(Entity ent) {
    if (ent.nextthink != 0) return; // already been triggered

    GameUtil.G_UseTargets(ent, ent.activator);

    if (ent.wait > 0) {
      ent.think = multi_wait;
      ent.nextthink = GameBase.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 = GameBase.level.time + Constants.FRAMETIME;
      ent.think = GameUtil.G_FreeEdictA;
    }
  }
예제 #10
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  /**
   * 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".
   *
   * <p>If TRIGGERED, this trigger must be triggered before it is live.
   *
   * <p>sounds 1) secret 2) beep beep 3) large switch 4)
   *
   * <p>"message" string to be displayed when triggered
   */
  public static void SP_trigger_once(Entity 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};

      Math3D.VectorMA(ent.mins, 0.5f, ent.size, v);
      ent.spawnflags &= ~1;
      ent.spawnflags |= 4;
      ServerGame.PF_dprintf(
          "fixed TRIGGERED flag on " + ent.classname + " at " + Lib.vtos(v) + "\n");
    }

    ent.wait = -1;
    SP_trigger_multiple(ent);
  }
예제 #11
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        public void touch(Entity self, Entity other, Plane plane, Surface surf) {
          if ((other.flags & (Constants.FL_FLY | Constants.FL_SWIM)) != 0) return;
          if ((other.svflags & Constants.SVF_DEADMONSTER) != 0) return;
          if (0 == (other.svflags & Constants.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];
        }
예제 #12
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        public void touch(Entity self, Entity other, Plane plane, Surface surf) {
          if (other.client != null) {
            if ((self.spawnflags & 2) != 0) return;
          } else if ((other.svflags & Constants.SVF_MONSTER) != 0) {
            if (0 == (self.spawnflags & 1)) return;
          } else return;

          if (!Math3D.VectorEquals(self.movedir, Globals.vec3_origin)) {
            float[] forward = {0, 0, 0};

            Math3D.AngleVectors(other.s.angles, forward, null, null);
            if (Math3D.DotProduct(forward, self.movedir) < 0) return;
          }

          self.activator = other;
          multi_trigger(self);
        }
예제 #13
0
  public static void SP_trigger_hurt(Entity self) {
    InitTrigger(self);

    self.noise_index = ServerInit.SV_SoundIndex("world/electro.wav");
    self.touch = hurt_touch;

    if (0 == self.dmg) self.dmg = 5;

    if ((self.spawnflags & 1) != 0) self.solid = Constants.SOLID_NOT;
    else self.solid = Constants.SOLID_TRIGGER;

    if ((self.spawnflags & 2) != 0) self.use = hurt_use;

    World.SV_LinkEdict(self);
  }
예제 #14
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        public void touch(Entity self, Entity other, Plane plane, Surface surf) {
          if (Lib.strcmp(other.classname, "grenade") == 0) {
            Math3D.VectorScale(self.movedir, self.speed * 10, other.velocity);
          } else if (other.health > 0) {
            Math3D.VectorScale(self.movedir, self.speed * 10, other.velocity);

            if (other.client != null) {
              // don't take falling damage immediately from this
              Math3D.VectorCopy(other.velocity, other.client.oldvelocity);
              if (other.fly_sound_debounce_time < GameBase.level.time) {
                other.fly_sound_debounce_time = GameBase.level.time + 1.5f;
                ServerGame.PF_StartSound(
                    other,
                    Constants.CHAN_AUTO,
                    windsound,
                    (float) 1,
                    (float) Constants.ATTN_NORM,
                    (float) 0);
              }
            }
          }
          if ((self.spawnflags & PUSH_ONCE) != 0) GameUtil.G_FreeEdict(self);
        }
예제 #15
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  public static void SP_trigger_multiple(Entity ent) {
    if (ent.sounds == 1) ent.noise_index = ServerInit.SV_SoundIndex("misc/secret.wav");
    else if (ent.sounds == 2) ent.noise_index = ServerInit.SV_SoundIndex("misc/talk.wav");
    else if (ent.sounds == 3) ent.noise_index = ServerInit.SV_SoundIndex("misc/trigger1.wav");

    if (ent.wait == 0) ent.wait = 0.2f;

    ent.touch = Touch_Multi;
    ent.movetype = Constants.MOVETYPE_NONE;
    ent.svflags |= Constants.SVF_NOCLIENT;

    if ((ent.spawnflags & 4) != 0) {
      ent.solid = Constants.SOLID_NOT;
      ent.use = trigger_enable;
    } else {
      ent.solid = Constants.SOLID_TRIGGER;
      ent.use = Use_Multi;
    }

    if (!Math3D.VectorEquals(ent.s.angles, Globals.vec3_origin))
      GameBase.G_SetMovedir(ent.s.angles, ent.movedir);

    ServerGame.PF_setmodel(ent, ent.model);
    World.SV_LinkEdict(ent);
  }
예제 #16
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  public static void SP_trigger_counter(Entity self) {
    self.wait = -1;
    if (0 == self.count) self.count = 2;

    self.use = trigger_counter_use;
  }
예제 #17
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 public void touch(Entity self, Entity other, Plane plane, Surface surf) {
   other.gravity = self.gravity;
 }
예제 #18
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 /*
  * 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(Entity ent) {
   // we must have some delay to make sure our use targets are present
   if (ent.delay < 0.2f) ent.delay = 0.2f;
   GameUtil.G_UseTargets(ent, ent);
 }
예제 #19
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        public boolean think(Entity ent) {

          ent.nextthink = 0;
          return true;
        }
예제 #20
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 public void use(Entity ent, Entity other, Entity activator) {
   ent.activator = activator;
   multi_trigger(ent);
 }
예제 #21
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 public static void SP_trigger_relay(Entity self) {
   self.use = trigger_relay_use;
 }
예제 #22
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        public void use(Entity self, Entity other, Entity activator) {
          int index;

          if (self.item == null) return;
          if (activator.client == null) return;

          index = GameItems.ITEM_INDEX(self.item);
          if (activator.client.pers.inventory[index] == 0) {
            if (GameBase.level.time < self.touch_debounce_time) return;
            self.touch_debounce_time = GameBase.level.time + 5.0f;
            ServerGame.PF_centerprintf(activator, "You need the " + self.item.pickup_name);
            ServerGame.PF_StartSound(
                activator,
                Constants.CHAN_AUTO,
                ServerInit.SV_SoundIndex("misc/keytry.wav"),
                (float) 1,
                (float) Constants.ATTN_NORM,
                (float) 0);
            return;
          }

          ServerGame.PF_StartSound(
              activator,
              Constants.CHAN_AUTO,
              ServerInit.SV_SoundIndex("misc/keyuse.wav"),
              (float) 1,
              (float) Constants.ATTN_NORM,
              (float) 0);
          if (GameBase.coop.value != 0) {
            int player;
            Entity ent;

            if (Lib.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 <= GameBase.game.maxclients; player++) {
                ent = GameBase.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 <= GameBase.game.maxclients; player++) {
                ent = GameBase.g_edicts[player];
                if (!ent.inuse) continue;
                if (ent.client == null) continue;
                ent.client.pers.inventory[index] = 0;
              }
            }
          } else {
            activator.client.pers.inventory[index]--;
          }

          GameUtil.G_UseTargets(self, activator);

          self.use = null;
        }
예제 #23
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 public void use(Entity self, Entity other, Entity activator) {
   self.solid = Constants.SOLID_TRIGGER;
   self.use = Use_Multi;
   World.SV_LinkEdict(self);
 }