1 #include "door_rotating.qh"
2 /*QUAKED spawnfunc_func_door_rotating (0 .5 .8) ? START_OPEN BIDIR DOOR_DONT_LINK BIDIR_IN_DOWN x TOGGLE X_AXIS Y_AXIS
3 if two doors touch, they are assumed to be connected and operate as a unit.
5 TOGGLE causes the door to wait in both the start and end states for a trigger event.
7 BIDIR makes the door work bidirectional, so that the opening direction is always away from the requestor.
8 The usage of bidirectional doors requires two manually instantiated triggers (trigger_multiple), the one to open it in the other direction
9 must have set trigger_reverse to 1.
10 BIDIR_IN_DOWN will the door prevent from reopening while closing if it is triggered from the other side.
12 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).
14 "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
15 "angle" determines the destination angle for opening. negative values reverse the direction.
16 "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
17 "health" if set, door must be shot open
18 "speed" movement speed (100 default)
19 "wait" wait before returning (3 default, -1 = never return)
20 "dmg" damage to inflict when blocked (2 default)
27 FIXME: only one sound set available at the time being
31 void door_rotating_hit_top(entity this)
33 if (this.noise1 != "")
34 _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
35 this.state = STATE_TOP;
36 if (this.spawnflags & DOOR_TOGGLE)
37 return; // don't come down automatically
38 setthink(this, door_rotating_go_down);
39 this.nextthink = this.ltime + this.wait;
42 void door_rotating_hit_bottom(entity this)
44 if (this.noise1 != "")
45 _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
46 if (this.lip==666) // this.lip is used to remember reverse opening direction for door_rotating
48 this.pos2 = '0 0 0' - this.pos2;
51 this.state = STATE_BOTTOM;
54 void door_rotating_go_down(entity this)
56 if (this.noise2 != "")
57 _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
60 this.takedamage = DAMAGE_YES;
61 this.health = this.max_health;
64 this.state = STATE_DOWN;
65 SUB_CalcAngleMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
68 void door_rotating_go_up(entity this, entity oth)
70 if (this.state == STATE_UP)
71 return; // already going up
73 if (this.state == STATE_TOP)
74 { // reset top wait time
75 this.nextthink = this.ltime + this.wait;
78 if (this.noise2 != "")
79 _sound (this, CH_TRIGGER_SINGLE, this.noise2, VOL_BASE, ATTEN_NORM);
80 this.state = STATE_UP;
81 SUB_CalcAngleMove (this, this.pos2, TSPEED_LINEAR, this.speed, door_rotating_hit_top);
84 oldmessage = this.message;
86 SUB_UseTargets(this, NULL, oth); // TODO: is oth needed here?
87 this.message = oldmessage;
92 void door_rotating_reset(entity this)
94 this.angles = this.pos1;
95 this.avelocity = '0 0 0';
96 this.state = STATE_BOTTOM;
97 setthink(this, func_null);
101 void door_rotating_init_startopen(entity this)
103 this.angles = this.movedir;
105 this.pos1 = this.movedir;
108 spawnfunc(func_door_rotating)
110 // possible TODO: support for Quake1 keys (like func_door)
111 // however SPAWNFLAGS_GOLD_KEY (==8) has the same value as BIDIR_IN_DOWN
113 //if (!this.deathtype) // map makers can override this
114 // this.deathtype = " got in the way";
116 // I abuse "movedir" for denoting the axis for now
117 if (this.spawnflags & DOOR_ROTATING_XAXIS)
118 this.movedir = '0 0 1';
119 else if (this.spawnflags & DOOR_ROTATING_YAXIS)
120 this.movedir = '1 0 0';
122 this.movedir = '0 1 0';
124 if (this.angles_y==0) this.angles_y = 90;
126 this.movedir = this.movedir * this.angles_y;
127 this.angles = '0 0 0';
129 this.max_health = this.health;
130 this.avelocity = this.movedir;
131 if (!InitMovingBrushTrigger(this))
133 this.velocity = '0 0 0';
134 //this.effects |= EF_LOWPRECISION;
135 this.classname = "door_rotating";
137 setblocked(this, door_blocked);
140 if(this.dmg && (this.message == ""))
141 this.message = "was squished";
142 if(this.dmg && (this.message2 == ""))
143 this.message2 = "was squished by";
147 this.noise2 = "plats/medplat1.wav";
148 this.noise1 = "plats/medplat2.wav";
150 if(this.noise1 && this.noise1 != "")
152 precache_sound(this.noise1);
154 if(this.noise2 && this.noise2 != "")
156 precache_sound(this.noise2);
163 this.lip = 0; // this.lip is used to remember reverse opening direction for door_rotating
166 this.pos2 = this.movedir;
168 // DOOR_START_OPEN is to allow an entity to be lighted in the closed position
169 // but spawn in the open position
170 if (this.spawnflags & DOOR_START_OPEN)
171 InitializeEntity(this, door_rotating_init_startopen, INITPRIO_SETLOCATION);
173 this.state = STATE_BOTTOM;
177 //this.canteamdamage = true; // TODO
178 this.takedamage = DAMAGE_YES;
179 this.event_damage = door_damage;
185 settouch(this, door_touch);
187 // LinkDoors can't be done until all of the doors have been spawned, so
188 // the sizes can be detected properly.
189 InitializeEntity(this, LinkDoors, INITPRIO_LINKDOORS);
191 this.reset = door_rotating_reset;