void() door_rotating_go_up;
void door_blocked()
-{
- if((self.spawnflags & 8)
+{SELFPARAM();
+ if((self.spawnflags & 8)
#ifdef SVQC
&& (other.takedamage != DAMAGE_NO)
#elif defined(CSQC)
)
{ // KIll Kill Kill!!
#ifdef SVQC
- Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
+ Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
#endif
}
else
{
#ifdef SVQC
if((self.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
+ Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
#endif
// don't change direction for dead or dying stuff
{
//gib dying stuff just to make sure
if((self.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
+ Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
}
#endif
}
}
void door_hit_top()
-{
+{SELFPARAM();
if (self.noise1 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
}
void door_hit_bottom()
-{
+{SELFPARAM();
if (self.noise1 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_BOTTOM;
}
void door_go_down()
-{
+{SELFPARAM();
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
}
void door_go_up()
-{
+{SELFPARAM();
if (self.state == STATE_UP)
return; // already going up
}
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, door_hit_top);
=============================================================================
*/
-float door_check_keys(void)
+bool door_check_keys(entity door, entity player)
{
- local entity door;
-
-
- if (self.owner)
- door = self.owner;
- else
- door = self;
+ if(door.owner)
+ door = door.owner;
// no key needed
- if (!door.itemkeys)
+ if(!door.itemkeys)
return true;
// this door require a key
// only a player can have a key
- if (!IS_PLAYER(other))
+ if(!IS_PLAYER(player))
return false;
-#ifdef SVQC
- if (item_keys_usekey(door, other))
- {
- // some keys were used
- if (other.key_door_messagetime <= time)
- {
+ int valid = (door.itemkeys & player.itemkeys);
+ door.itemkeys &= ~valid; // only some of the needed keys were given
- play2(other, "misc/talk.wav");
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(door.itemkeys));
- other.key_door_messagetime = time + 2;
- }
+ if(!door.itemkeys)
+ {
+#ifdef SVQC
+ play2(player, SND(TALK));
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_DOOR_UNLOCKED);
+#endif
+ return true;
}
- else
+
+ if(!valid)
{
- // no keys were used
- if (other.key_door_messagetime <= time)
+#ifdef SVQC
+ if(player.key_door_messagetime <= time)
{
- play2(other, "misc/talk.wav");
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(door.itemkeys));
-
- other.key_door_messagetime = time + 2;
+ play2(player, SND(TALK));
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(door.itemkeys));
+ player.key_door_messagetime = time + 2;
}
- }
#endif
+ return false;
+ }
- if (door.itemkeys)
- {
+ // door needs keys the player doesn't have
#ifdef SVQC
- // door is now unlocked
- play2(other, "misc/talk.wav");
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_UNLOCKED);
-#endif
- return true;
+ if(player.key_door_messagetime <= time)
+ {
+ play2(player, SND(TALK));
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(door.itemkeys));
+ player.key_door_messagetime = time + 2;
}
- else
- return false;
+#endif
+
+ return false;
}
void door_fire()
-{
- entity oself;
+{SELFPARAM();
entity starte;
if (self.owner != self)
objerror ("door_fire: self.owner != self");
- oself = self;
-
if (self.spawnflags & DOOR_TOGGLE)
{
if (self.state == STATE_UP || self.state == STATE_TOP)
{
door_rotating_go_down ();
}
- self = self.enemy;
+ setself(self.enemy);
} while ( (self != starte) && (self != world) );
- self = oself;
+ setself(this);
return;
}
}
door_rotating_go_up ();
}
}
- self = self.enemy;
+ setself(self.enemy);
} while ( (self != starte) && (self != world) );
- self = oself;
+ setself(this);
}
void door_use()
-{
- entity oself;
-
+{SELFPARAM();
//dprint("door_use (model: ");dprint(self.model);dprint(")\n");
if (self.owner)
{
- oself = self;
- self = self.owner;
- door_fire ();
- self = oself;
+ WITH(entity, self, self.owner, door_fire());
}
}
void door_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
- entity oself;
+{SELFPARAM();
if(self.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
return;
if (self.health <= 0)
{
- oself = self;
- self = self.owner;
- self.health = self.max_health;
- self.takedamage = DAMAGE_NO; // wil be reset upon return
- door_use ();
- self = oself;
+ self.owner.health = self.owner.max_health;
+ self.owner.takedamage = DAMAGE_NO; // wil be reset upon return
+ WITH(entity, self, self.owner, door_use());
}
}
*/
void door_touch()
-{
+{SELFPARAM();
if (!IS_PLAYER(other))
return;
if (self.owner.attack_finished_single > time)
{
if (IS_CLIENT(other))
centerprint(other, self.owner.message);
- play2(other, "misc/talk.wav");
+ play2(other, self.owner.noise);
}
#endif
}
void door_generic_plat_blocked()
-{
+{SELFPARAM();
if((self.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
#ifdef SVQC
- Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
+ Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
#endif
}
else
#ifdef SVQC
if((self.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
+ Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
#endif
//Dont chamge direction for dead or dying stuff
{
//gib dying stuff just to make sure
if((self.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (other, self, self, 10000, DEATH_HURTTRIGGER, other.origin, '0 0 0');
+ Damage (other, self, self, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
}
#endif
}
}
void door_rotating_hit_top()
-{
+{SELFPARAM();
if (self.noise1 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
self.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
}
void door_rotating_hit_bottom()
-{
+{SELFPARAM();
if (self.noise1 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
if (self.lip==666) // self.lip is used to remember reverse opening direction for door_rotating
{
self.pos2 = '0 0 0' - self.pos2;
}
void door_rotating_go_down()
-{
+{SELFPARAM();
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
}
void door_rotating_go_up()
-{
+{SELFPARAM();
if (self.state == STATE_UP)
return; // already going up
return;
}
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
SUB_CalcAngleMove (self.pos2, TSPEED_LINEAR, self.speed, door_rotating_hit_top);
*/
void door_trigger_touch()
-{
+{SELFPARAM();
if (other.health < 1)
#ifdef SVQC
if (!((other.iscreature || (other.flags & FL_PROJECTILE)) && !PHYS_DEAD(other)))
return;
// check if door is locked
- if (!door_check_keys())
+ if (!door_check_keys(self, other))
return;
self.attack_finished_single = time + 1;
activator = other;
- self = self.owner;
+ setself(self.owner);
door_use ();
}
-void spawn_field(vector fmins, vector fmaxs)
-{
+void door_spawnfield(vector fmins, vector fmaxs)
+{SELFPARAM();
entity trigger;
vector t1 = fmins, t2 = fmaxs;
*/
entity LinkDoors_nextent(entity cur, entity near, entity pass)
-{
+{SELFPARAM();
while((cur = find(cur, classname, self.classname)) && ((cur.spawnflags & 4) || cur.enemy))
{
}
void door_link();
#endif
void LinkDoors()
-{
+{SELFPARAM();
entity t;
vector cmins, cmaxs;
if (self.items)
return;
- spawn_field(self.absmin, self.absmax);
+ door_spawnfield(self.absmin, self.absmax);
return; // don't want to link this door
}
FindConnectedComponent(self, enemy, LinkDoors_nextent, LinkDoors_isconnected, world);
// set owner, and make a loop of the chain
- dprint("LinkDoors: linking doors:");
+ LOG_TRACE("LinkDoors: linking doors:");
for(t = self; ; t = t.enemy)
{
- dprint(" ", etos(t));
+ LOG_TRACE(" ", etos(t));
t.owner = self;
if(t.enemy == world)
{
break;
}
}
- dprint("\n");
+ LOG_TRACE("\n");
// collect health, targetname, message, size
cmins = self.absmin;
if (self.items)
return;
- spawn_field(cmins, cmaxs);
+ door_spawnfield(cmins, cmaxs);
}
#ifdef SVQC
*/
float door_send(entity to, float sf)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, ENT_CLIENT_DOOR);
WriteByte(MSG_ENTITY, sf);
#endif
void door_init_startopen()
-{
+{SELFPARAM();
SUB_SETORIGIN(self, self.pos2);
self.pos2 = self.pos1;
self.pos1 = self.origin;
}
void door_reset()
-{
+{SELFPARAM();
SUB_SETORIGIN(self, self.pos1);
self.SUB_VELOCITY = '0 0 0';
self.state = STATE_BOTTOM;
#ifdef SVQC
// spawnflags require key (for now only func_door)
-void spawnfunc_func_door()
+spawnfunc(func_door)
{
// Quake 1 keys compatibility
if (self.spawnflags & SPAWNFLAGS_GOLD_KEY)
if (self.spawnflags & SPAWNFLAGS_SILVER_KEY)
self.itemkeys |= ITEM_KEY_BIT(1);
- SetMovedir ();
+ SetMovedir(self);
self.max_health = self.health;
if (!InitMovingBrushTrigger())
self.effects |= EF_LOWPRECISION;
self.classname = "door";
+ if(self.noise == "")
+ self.noise = "misc/talk.wav";
+ precache_sound(self.noise);
+
self.blocked = door_blocked;
self.use = door_use;
self.pos1 = self.SUB_ORIGIN;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
+ if(self.spawnflags & DOOR_NONSOLID)
+ self.solid = SOLID_NOT;
+
// 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)
#elif defined(CSQC)
-void door_draw()
+void door_draw(entity this)
{
Movetype_Physics_NoMatchServer();
- trigger_draw_generic();
+ trigger_draw_generic(this);
}
void ent_door()
-{
+{SELFPARAM();
float sf = ReadByte();
if(sf & SF_TRIGGER_INIT)
self.spawnflags = ReadByte();
self.mdl = strzone(ReadString());
- setmodel(self, self.mdl);
+ _setmodel(self, self.mdl);
trigger_common_read(true);