Files
quakemapping/mod_xj19/my_progs/func_doorsecret.qc
2020-01-01 23:35:17 +01:00

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/*======================================================================
SECRET DOOR FUNCTIONS
======================================================================*/
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_ALWAYS_SHOOT = 16; // shootable even if targeted
/*======================================================================
/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
A Door (bmodel) with 2 states and multiple stages
-------- KEYS --------
targetname : = "" door opens with damage, != "" requires trigger to open
if using entity state system set ALWAYS_SHOOT spawnflags to fix this problem
target : name of target(s) to trigger at the start opening sequence
angle : determines the opening direction, use "360" for angle 0
speed : movement speed (default = 50)
yaw_speed : 2nd movement speed (default = speed)
t_width : First Distance, override Width to move back (or height if going down)
t_length : Second Distance, override Length to move sideways
wait : wait before returning (default = 5)
dmg : damage to inflict when blocked. (default = 2)
message : centerprint message when touched (removed when opened)
sounds : 1 = medieval 2 = metal 3 = base(def) 4 = Silent 5 = custom
locksounds: 0 = talktalk 1 = short rattle, 2 = medium rattle, 3 = long rattle
noise : custom sound - door locked sound (targetname+message)
noise1 : custom sound - Open
noise2 : custom sound - Opening (looping)
noise3 : custom sound - Closed
_dirt : -1 = will be excluded from dirtmapping
_minlight : Minimum light level for any surface of the brush model
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
_shadow : Will cast shadows on other models and itself
_shadowself : Will cast shadows on itself
-------- SPAWNFLAGS --------
ONCE_ONLY : Stays Open
1ST_LEFT : 1st move is left of arrow
1ST_DOWN : 1st move is down from arrow
NO_SHOOT : only opened by trigger
ALWAYS_SHOOT : Always Shootable, even if targeted
STARTOFF : Starts off and waits for trigger
-------- NOTES --------
A Door (bmodel) with 2 states and multiple stages
======================================================================*/
//----------------------------------------------------------------------
// Touch message ONLY! (every 2s repeat)
//----------------------------------------------------------------------
void() func_door_secret_touch =
{
if (self.estate & ESTATE_BLOCK) return;
if ( !(other.flags & FL_CLIENT) ) return;
if (self.attack_finished > time) return;
self.attack_finished = time + 2;
if (self.message) {
centerprint (other, self.message);
sound (other, CHAN_BODY, self.noise, 1, ATTN_NORM);
}
};
//----------------------------------------------------------------------
// FINAL move back (reset door ready for use again)
//----------------------------------------------------------------------
void () func_door_secret_done =
{
self.state = STATE_BOTTOM;
if (self.estate == ESTATE_OFF) return;
// Add back takedamage if door is suppose to be shootable!
if (self.spawnflags & SECRET_ALWAYS_SHOOT) self.takedamage = DAMAGE_YES;
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
//----------------------------------------------------------------------
void () func_door_secret_move6 =
{
if (self.estate == ESTATE_OFF) return;
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest0, self.yaw_speed, func_door_secret_done);
};
//----------------------------------------------------------------------
// Wait 1 second...
void () func_door_secret_move5 =
{
if (self.estate == ESTATE_OFF) return;
self.nextthink = self.ltime + 1.0;
self.think = func_door_secret_move6;
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
//----------------------------------------------------------------------
// Move backward...
void () func_door_secret_move4 =
{
if (self.estate == ESTATE_OFF) return;
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest1, self.yaw_speed, func_door_secret_move5);
};
//----------------------------------------------------------------------
// Wait here until time to go back...
void () func_door_secret_move3 =
{
if (self.estate == ESTATE_OFF) return;
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
if (!(self.spawnflags & SECRET_OPEN_ONCE)) {
self.nextthink = self.ltime + self.wait;
self.think = func_door_secret_move4;
}
};
//----------------------------------------------------------------------
// Start moving sideways w/sound...
void () func_door_secret_move2 =
{
if (self.estate == ESTATE_OFF) return;
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest2, self.speed, func_door_secret_move3);
};
//----------------------------------------------------------------------
// Wait after first movement...
void () func_door_secret_move1 =
{
if (self.estate == ESTATE_OFF) return;
self.nextthink = self.ltime + 1.0;
self.think = func_door_secret_move2;
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
//----------------------------------------------------------------------
void () func_door_secret_use =
{
// Deal with STARTOFF functionality first
if (self.spawnflags & ENT_STARTOFF) self.estate_on();
else {
// Block USE functionality if state wrong or door moving
if (self.estate & ESTATE_BLOCK) return;
if (self.state != STATE_BOTTOM) return;
self.state = STATE_UP;
self.takedamage = DAMAGE_NO;
self.velocity = '0 0 0';
// no more touch message and fire targets
self.message = string_null;
SUB_UseTargets();
// Make a sound, wait a little...
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.nextthink = self.ltime + 0.1;
// Start FIRST move (t_width)
SUB_CalcMove(self.dest1, self.speed, func_door_secret_move1);
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
}
};
//----------------------------------------------------------------------
void() func_door_secret_killed =
{
self.health = self.max_health;
func_door_secret_use ();
};
//----------------------------------------------------------------------
void() func_door_secret_on =
{
// Stop re-triggering ON state
if (self.estate == ESTATE_ON) return;
// No longer need this spawnflag, remove it
self.spawnflags = self.spawnflags - (self.spawnflags & ENT_STARTOFF);
self.estate = ESTATE_ON;
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.mdl);
self.velocity = '0 0 0';
// trigger once doors?
if ( self.spawnflags & SECRET_OPEN_ONCE ) {
// if the door is open, do nothing
if (self.state == STATE_TOP) self.max_health = 0;
}
else {
// Reset health, state and frame back to default
setorigin(self, self.dest0);
self.state = STATE_BOTTOM;
self.think = SUB_Null;
}
// reset health and damage trigger
if (self.max_health > 0) {
self.health = self.max_health;
self.takedamage = DAMAGE_YES;
}
};
//----------------------------------------------------------------------
void() func_door_secret_off =
{
// Stop re-triggering OFF state
if (self.estate == ESTATE_OFF) return;
self.estate = ESTATE_OFF;
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, "");
self.velocity = '0 0 0';
// Reset health, position and frame back to default
sound (self, CHAN_VOICE, SOUND_EMPTY, 1, ATTN_NORM);
self.takedamage = DAMAGE_NO;
self.think = SUB_Null;
// trigger once door?
if ( self.spawnflags & SECRET_OPEN_ONCE ) {
// if the door is moving, go to final position
if (self.state == STATE_TOP) setorigin(self, self.dest2);
}
else {
// Reset back to the beginning
setorigin(self, self.dest0);
self.state = STATE_BOTTOM;
}
};
//----------------------------------------------------------------------
void() func_door_secret_disable =
{
// Block damage function
self.takedamage = DAMAGE_NO;
};
//----------------------------------------------------------------------
void() func_door_secret_reset =
{
// If the door is still OFF then leave it
if (self.spawnflags & ENT_STARTOFF) return;
// reset to original position
setorigin(self, self.dest0);
self.state = STATE_BOTTOM;
self.attack_finished = 0;
// Restore door to ON state
self.estate = ESTATE_OFF;
self.estate_on();
self.think = SUB_Null;
};
//----------------------------------------------------------------------
void () func_door_secret_blocked =
{
if (self.estate == ESTATE_OFF) return;
if (time < self.attack_finished) return;
self.attack_finished = time + 0.5;
T_Damage (other, self, self, self.dmg, DAMARMOR);
};
//----------------------------------------------------------------------
void () func_door_secret =
{
if (check_bmodel_keys()) return; // Check for bmodel errors
// Setup all empty/silent sound files first
if (self.noise == "") self.noise = SOUND_EMPTY;
if (self.noise1 == "") self.noise1 = SOUND_EMPTY;
if (self.noise2 == "") self.noise2 = SOUND_EMPTY;
if (self.noise3 == "") self.noise3 = SOUND_EMPTY;
// Default = 3 - Medieval
if (self.sounds == 0 || self.sounds == 3) {
self.noise1 = "doors/basesec2.wav";
self.noise2 = "doors/basesec1.wav";
self.noise3 = "doors/basesec2.wav";
}
else if (self.sounds == 1) {
self.noise1 = "doors/latch2.wav";
self.noise2 = "doors/winch2.wav";
self.noise3 = "doors/drclos4.wav";
}
else if (self.sounds == 2) {
self.noise1 = "doors/airdoor2.wav";
self.noise2 = "doors/airdoor1.wav";
self.noise3 = "doors/airdoor2.wav";
}
// locked sound (targetname + message)
if (self.noise == "") self.noise = SOUND_TALK;
if (self.locksounds == 1) self.noise = "doors/rattle1.wav";
else if (self.locksounds == 2) self.noise = "doors/rattle2.wav";
else if (self.locksounds == 3) self.noise = "doors/rattle6.wav";
precache_sound (self.noise);
precache_sound (self.noise1);
precache_sound (self.noise2);
precache_sound (self.noise3);
self.classtype = CT_FUNCSECDOOR;
self.classgroup = CG_FUNCMOVER;
self.bsporigin = TRUE;
self.mdl = self.model;
// Save any angle value first (original behaviour)
self.mangle = self.angles;
// Allow for angles up/down by using movedir instead
if (CheckZeroVector(self.angles)) self.angles = '0 360 0';
SetMovedir (); // Setup move direction base on angles
if(!self.speed) self.speed = 50; // Movement speed (per phase)
if(!self.yaw_speed) self.yaw_speed = self.speed;
if (!self.wait) self.wait = 5; // 5 seconds before closing
if (!self.dmg) self.dmg = 2;
self.state = STATE_BOTTOM;
// Add sec door to world to work out movement
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.mdl);
self.dest0 = self.origin;
setorigin (self, self.origin);
setsize (self, self.mins , self.maxs);
// Check for spawning conditions (nightmare, coop)
// Needs to exist after entity has been added to work for BSPorigin
if (check_nightmare() == TRUE) return;
if (check_coop() == TRUE) return;
if (self.message != "") self.touch = func_door_secret_touch;
self.blocked = func_door_secret_blocked;
// Damn annoying that the targetname is being used like this because
// there could have been a better way of doing this functionality
// == "" Secret_door can be damaged to be opened
// != "" Secret door cannot be damaged and requires trigger to work
//
if (self.targetname == "" && !(self.spawnflags & SECRET_NO_SHOOT)) {
self.spawnflags = self.spawnflags | SECRET_ALWAYS_SHOOT;
}
// Finally if the spawnflag is set, then let the shooting begin!
if (self.spawnflags & SECRET_ALWAYS_SHOOT) {
self.health = self.max_health = 1;
self.takedamage = DAMAGE_YES;
self.th_die = func_door_secret_killed;
}
// Calculate the sec door movement during spawn stage
// This was originally done when the sec door was used
self.lip = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
// Original worked out v_forward based on angle/mangle
// Using movedir instead so up/down directions can be used
// makevectors(self.mangle);
// Work out FIRST (t_width) direction to move
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.spawnflags & SECRET_1ST_DOWN) self.dest1 = self.origin - v_up * self.t_width;
else self.dest1 = self.origin + v_right * (self.t_width * self.lip);
// Work out SECOND (t_length) direction to move
// using pre-defined movedir instead of v_forward
if (!self.t_length) self.t_length = fabs(self.movedir * self.size);
self.dest2 = self.dest1 + self.movedir * self.t_length;
// Setup Entity State functionality
if (self.targetname != "") self.use = entity_state_use;
self.estate_on = func_door_secret_on;
self.estate_off = func_door_secret_off;
self.estate_use = func_door_secret_use;
self.estate_reset = func_door_secret_reset;
self.estate_disable = func_door_secret_disable;
if (self.spawnflags & ENT_STARTOFF) self.estate_off();
else self.estate_on();
};