/* doors.qc door functions Copyright (C) 1996-1997 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ const float DOOR_START_OPEN = 1; const float DOOR_DONT_LINK = 4; const float DOOR_GOLD_KEY = 8; const float DOOR_SILVER_KEY = 16; const 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; // already 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 () { entity oself; entity starte; if (self.owner != self) objerror ("door_fire: self.owner != self"); // play use key sound using item sound channel as key item unlocks it, this // avoids the unlock sound being overwritten by the door opening sound if (self.items) sound (self, CHAN_ITEM, self.noise4, 1, ATTN_NORM); self.message = ""; // 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 () { 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; // CQ activator.show_hostile = time + 2; // CQ self = self.owner; door_use (); } void door_killed () { 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 spawn_field (vector fmins, vector fmaxs) { entity trigger; 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 EntitiesTouching (entity e1, entity e2) { 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 () { entity t, starte; 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 always 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 (); const float SECRET_OPEN_ONCE = 1; // stays open const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow const float SECRET_NO_SHOOT = 8; // only opened by trigger const float SECRET_YES_SHOOT = 16; // shootable even if targeted void fd_secret_use () { float temp; self.health = 10000; // exit if still moving around... if (self.origin != self.oldorigin) return; self.message = ""; // 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 = VEC_ORIGIN; // 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 its button 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 = VEC_ORIGIN; 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 }