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Xash3DArchive/server/ents/g_func.c

4450 lines
120 KiB
C

#include "g_local.h"
// Lazarus: universal change to all sound-playing pushers. If s.sound is 0, then sound_end is NOT
// played. Only way s.sound might be 0 is if pusher was blocked in physics code, since
// all enitities that have a sound_end also have a sound_middle.
void bob_init (edict_t *self);
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define PLAT_LOW_TRIGGER 1
#define DOOR_START_OPEN 1
#define DOOR_REVERSE 2
#define DOOR_CRUSHER 4
#define DOOR_NOMONSTER 8
#define DOOR_TOGGLE 32
#define DOOR_X_AXIS 64
#define DOOR_Y_AXIS 128
#define SF_DOOR_DESTROY 2048
void Move_Done (edict_t *ent);
void train_blocked (edict_t *self, edict_t *other);
void set_child_movement(edict_t *self)
{
edict_t *e;
edict_t *parent;
vec3_t forward, right, up;
vec3_t angles, amove;
vec3_t offset;
vec3_t delta_angles;
bool is_monster;
if(!self->inuse)
return;
e = self->movewith_next;
parent = self;
while(e != NULL)
{
restart:
if(!e->inuse) break;
VectorSubtract(self->s.angles,e->parent_attach_angles,delta_angles);
AngleVectors(delta_angles,forward,right,up);
VectorNegate(right,right);
// remove gibbed monsters from the chain
if(e->svflags & SVF_MONSTER) {
if(e->health <= e->gib_health) {
parent->movewith_next = e->movewith_next;
e = e->movewith_next;
if(e)
goto restart;
else
break;
}
is_monster = true;
} else
is_monster = false;
// For all but func_button and func_door, move origin and match velocities
if( (e->class_id != ENTITY_FUNC_DOOR) && (e->class_id != ENTITY_FUNC_BUTTON)) {
VectorMA(self->s.origin, e->movewith_offset[0], forward, e->s.origin);
VectorMA(e->s.origin, e->movewith_offset[1], right, e->s.origin);
VectorMA(e->s.origin, e->movewith_offset[2], up, e->s.origin);
VectorCopy(self->velocity,e->velocity);
}
// If parent is spinning, add appropriate velocities
VectorSubtract(e->s.origin,self->s.origin,offset);
if(self->avelocity[PITCH] != 0) {
e->velocity[2] -= offset[0] * self->avelocity[PITCH] * M_PI / 180;
e->velocity[0] += offset[2] * self->avelocity[PITCH] * M_PI / 180;
}
if(self->avelocity[YAW] != 0) {
e->velocity[0] -= offset[1] * self->avelocity[YAW] * M_PI / 180.;
e->velocity[1] += offset[0] * self->avelocity[YAW] * M_PI / 180.;
}
if(self->avelocity[ROLL] != 0) {
e->velocity[1] -= offset[2] * self->avelocity[ROLL] * M_PI / 180;
e->velocity[2] += offset[1] * self->avelocity[ROLL] * M_PI / 180;
}
VectorScale(self->avelocity,FRAMETIME,amove);
if(self->turn_rider) {
// Match angular velocities
if(e->class_id == ENTITY_FUNC_ROTATING) {
float cr, sr;
float cy, sy;
cy = cos((e->s.angles[1]-delta_angles[1])*M_PI/180);
sy = sin((e->s.angles[1]-delta_angles[1])*M_PI/180);
cr = cos((e->s.angles[2]-delta_angles[2])*M_PI/180);
sr = sin((e->s.angles[2]-delta_angles[2])*M_PI/180);
if(e->movedir[0] > 0) {
e->s.angles[1] = delta_angles[1];
} else if(e->movedir[1] > 0) {
e->s.angles[1] += amove[1];
e->s.angles[2] = delta_angles[2]*cy;
e->s.angles[0] = -delta_angles[2]*sy;
} else if(e->movedir[2] > 0) {
e->s.angles[1] = delta_angles[0]*-sy;
}
}
else if( !is_monster )
{ // Not a monster/actor. We want monsters/actors to be able to turn on
// their own.
if( !e->do_not_rotate )
{
if( (e->class_id == ENTITY_TURRET_BREACH) || (e->class_id == ENTITY_TURRET_BASE) )
{
VectorCopy(self->avelocity,e->avelocity);
}
else if(e->class_id == ENTITY_FUNC_DOOR_ROTATING)
{
VectorCopy(self->avelocity,e->avelocity);
VectorCopy(delta_angles,e->pos1);
VectorMA (e->pos1, e->moveinfo.distance, e->movedir, e->pos2);
if(e->moveinfo.state == STATE_TOP)
{
VectorCopy (e->pos2, e->s.angles);
}
else
{
VectorCopy (e->pos1, e->s.angles);
}
VectorCopy (e->s.origin, e->moveinfo.start_origin);
VectorCopy (e->pos1, e->moveinfo.start_angles);
VectorCopy (e->s.origin, e->moveinfo.end_origin);
VectorCopy (e->pos2, e->moveinfo.end_angles);
}
else if(e->solid == SOLID_BSP)
{
// Brush models always start out with angles=0,0,0 (after
// G_SetMoveDir). Use more accuracy here
VectorCopy(self->avelocity,e->avelocity);
VectorCopy(delta_angles,e->s.angles);
}
else if(e->movetype == MOVETYPE_NONE)
{
VectorCopy(self->avelocity,e->avelocity);
VectorCopy(delta_angles,e->s.angles);
}
else
{
// For point entities, best we can do is apply a delta to
// the angles. This may result in foulups if anything
// gets blocked
VectorAdd(e->s.angles,amove,e->s.angles);
}
}
}
}
// Special cases:
// Func_door/func_button and trigger fields
if( (e->class_id == ENTITY_FUNC_DOOR) || (e->class_id == ENTITY_FUNC_BUTTON) )
{
VectorAdd(e->s.angles,e->org_angles,angles);
G_SetMovedir (angles, e->movedir);
VectorMA(self->s.origin, e->movewith_offset[0], forward, e->pos1);
VectorMA(e->pos1, e->movewith_offset[1], right, e->pos1);
VectorMA(e->pos1, e->movewith_offset[2], up, e->pos1);
VectorMA (e->pos1, e->moveinfo.distance, e->movedir, e->pos2);
VectorCopy(e->pos1, e->moveinfo.start_origin);
VectorCopy(e->s.angles, e->moveinfo.start_angles);
VectorCopy(e->pos2, e->moveinfo.end_origin);
VectorCopy(e->s.angles, e->moveinfo.end_angles);
if(e->moveinfo.state == STATE_BOTTOM || e->moveinfo.state == STATE_TOP)
{
// Velocities for door/button movement are handled in normal
// movement routines
VectorCopy(self->velocity,e->velocity);
// Sanity insurance:
if(e->moveinfo.state == STATE_BOTTOM)
{
VectorCopy(e->pos1, e->s.origin);
}
else
{
VectorCopy(e->pos2, e->s.origin);
}
}
}
if(amove[YAW])
{
// Cross fingers here... move bounding boxes of doors and buttons
if( (e->class_id == ENTITY_FUNC_DOOR) ||
(e->class_id == ENTITY_FUNC_BUTTON) ||
(e->solid == SOLID_TRIGGER) )
{
float ca, sa, yaw;
vec3_t p00, p01, p10, p11;
// Adjust bounding box for yaw
yaw = e->s.angles[YAW] * M_PI / 180.;
ca = cos(yaw);
sa = sin(yaw);
p00[0] = e->org_mins[0]*ca - e->org_mins[1]*sa;
p00[1] = e->org_mins[1]*ca + e->org_mins[0]*sa;
p01[0] = e->org_mins[0]*ca - e->org_maxs[1]*sa;
p01[1] = e->org_maxs[1]*ca + e->org_mins[0]*sa;
p10[0] = e->org_maxs[0]*ca - e->org_mins[1]*sa;
p10[1] = e->org_mins[1]*ca + e->org_maxs[0]*sa;
p11[0] = e->org_maxs[0]*ca - e->org_maxs[1]*sa;
p11[1] = e->org_maxs[1]*ca + e->org_maxs[0]*sa;
e->mins[0] = p00[0];
e->mins[0] = min(e->mins[0],p01[0]);
e->mins[0] = min(e->mins[0],p10[0]);
e->mins[0] = min(e->mins[0],p11[0]);
e->mins[1] = p00[1];
e->mins[1] = min(e->mins[1],p01[1]);
e->mins[1] = min(e->mins[1],p10[1]);
e->mins[1] = min(e->mins[1],p11[1]);
e->maxs[0] = p00[0];
e->maxs[0] = max(e->maxs[0],p01[0]);
e->maxs[0] = max(e->maxs[0],p10[0]);
e->maxs[0] = max(e->maxs[0],p11[0]);
e->maxs[1] = p00[1];
e->maxs[1] = max(e->maxs[1],p01[1]);
e->maxs[1] = max(e->maxs[1],p10[1]);
e->maxs[1] = max(e->maxs[1],p11[1]);
}
}
// FMOD
if(e->class_id == ENTITY_TARGET_PLAYBACK)
FMOD_UpdateSpeakerPos(e);
e->s.event = self->s.event;
gi.linkentity(e);
parent = e;
e = e->movewith_next;
}
}
void movewith_update(edict_t *self)
{
if(self->moveinfo.state == STATE_BOTTOM) {
VectorCopy(self->s.origin,self->pos1);
VectorMA(self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
} else if(self->moveinfo.state == STATE_TOP) {
VectorCopy(self->s.origin,self->pos2);
VectorMA(self->pos2, -self->moveinfo.distance, self->movedir, self->pos1);
}
VectorCopy(self->pos1, self->moveinfo.start_origin);
VectorCopy(self->pos2, self->moveinfo.end_origin);
}
void spline_calc (edict_t *train, vec3_t p1, vec3_t p2, vec3_t a1, vec3_t a2, float m, vec3_t p, vec3_t a)
{
/* p1, p2 = origins of path_* ents
a1, a2 = angles from path_* ents
m = decimal position along curve */
vec3_t v1, v2; // direction vectors
vec3_t c1, c2; // control-point coords
vec3_t d, v; // temps
float s; // vector scale
// these greatly simplify/speed up equations
// (make sure m is already assigned a value)
float n = 1.0 - m;
float m2 = m * m;
float m3 = m2 * m;
float n2 = n * n;
float n3 = n2 * n;
float mn2_3 = m * n2 * 3;
float m2n_3 = m2 * n * 3;
float mn_2 = m * n * 2;
// Beziers need two control-points to define the shape of the curve.
// These can be created from the available data. They are offset a
// specific distance from the endpoints (path_*s), in the direction
// of the endpoints' angle vectors (the 2nd control-point is offset in
// the opposite direction). The distance used is a fraction of the total
// distance between the endpoints, ensuring it's scaled proportionally.
// The factor of 0.4 is simply based on experimentation, as a value that
// yields nice even curves.
AngleVectors(a1, v1, NULL, NULL);
AngleVectors(a2, v2, NULL, NULL);
VectorSubtract(p2, p1, d);
s = sqrt(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]) * 0.4;
VectorMA(p1, s, v1, c1);
VectorMA(p2, -s, v2, c2);
// cubic interpolation of the four points
// gives the position along the curve
p[0] = n3 * p1[0] + mn2_3 * c1[0] + m2n_3 * c2[0] + m3 * p2[0];
p[1] = n3 * p1[1] + mn2_3 * c1[1] + m2n_3 * c2[1] + m3 * p2[1];
p[2] = n3 * p1[2] + mn2_3 * c1[2] + m2n_3 * c2[2] + m3 * p2[2];
// should be optional:
// first derivative of bezier formula provides direction vector
// along the curve (equation simplified in terms of m & n)
v[0] = (n2 * p1[0] - (n2 - mn_2) * c1[0] - (mn_2 - m2) * c2[0] - m2 * p2[0]) / -s;
v[1] = (n2 * p1[1] - (n2 - mn_2) * c1[1] - (mn_2 - m2) * c2[1] - m2 * p2[1]) / -s;
v[2] = (n2 * p1[2] - (n2 - mn_2) * c1[2] - (mn_2 - m2) * c2[2] - m2 * p2[2]) / -s;
vectoangles2(v, a);
a[ROLL] = a1[ROLL] + m*(a2[ROLL] - a1[ROLL]);
}
void train_wait (edict_t *self);
void train_spline (edict_t *self)
{
edict_t *train;
vec3_t p;
vec3_t a;
train = self->enemy;
if(!train || !train->inuse)
return;
if( (train->from != train->to) && !train->moveinfo.is_blocked && (train->spawnflags & TRAIN_START_ON))
{
spline_calc (train, train->from->s.origin, train->to->s.origin,
train->from->s.angles, train->to->s.angles,
train->moveinfo.ratio, p, a);
VectorSubtract(p,train->mins,p);
VectorSubtract(p,train->s.origin,train->velocity);
VectorScale(train->velocity,10,train->velocity);
VectorSubtract(a,train->s.angles,train->avelocity);
VectorScale(train->avelocity,10,train->avelocity);
if(train->pitch_speed < 0)
train->avelocity[PITCH] = 0;
if(train->yaw_speed < 0)
train->avelocity[YAW] = 0;
gi.linkentity(train);
train->moveinfo.ratio += train->moveinfo.speed * FRAMETIME / train->moveinfo.distance;
if(train->movewith_next && (train->movewith_next->movewith_ent == train))
set_child_movement(train);
if(train->moveinfo.ratio >= 1.0)
{
train->moveinfo.endfunc = NULL;
train->think = train_wait;
train->nextthink = level.time + FRAMETIME;
}
}
self->nextthink = level.time + FRAMETIME;
}
void check_reverse_rotation (edict_t *self, vec3_t point)
{
vec3_t vec;
vec3_t vnext;
vec_t rotation;
vec_t cross;
if(!(self->flags & FL_REVERSIBLE))
return;
VectorSubtract(point,self->s.origin,vec);
VectorCopy(self->move_origin,vnext);
VectorNormalize(vec);
VectorNormalize(vnext);
if(self->spawnflags & DOOR_X_AXIS)
{
rotation = self->moveinfo.distance * self->movedir[ROLL];
cross = vec[1]*vnext[2] - vec[2]*vnext[1];
}
else if(self->spawnflags & DOOR_Y_AXIS)
{
rotation = self->moveinfo.distance * self->movedir[PITCH];
cross = vec[2]*vnext[0] - vec[0]*vnext[2];
}
else
{
rotation = self->moveinfo.distance * self->movedir[YAW];
cross = vec[0]*vnext[1] - vec[1]*vnext[0];
}
if((self->spawnflags & 1) && (DotProduct(vec,vnext) < 0))
cross = -cross;
if( (cross < 0) && (rotation > 0) )
{
VectorNegate (self->movedir, self->movedir);
VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
VectorCopy (self->pos2, self->moveinfo.end_angles);
}
else if((cross > 0) && (rotation < 0))
{
VectorNegate (self->movedir, self->movedir);
VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
VectorCopy (self->pos2, self->moveinfo.end_angles);
}
}
/*
=========================================================
PLATS
movement options:
linear
smooth start, hard stop
smooth start, smooth stop
start
end
acceleration
speed
deceleration
begin sound
end sound
target fired when reaching end
wait at end
object characteristics that use move segments
---------------------------------------------
movetype_push, or movetype_stop
action when touched
action when blocked
action when used
disabled?
auto trigger spawning
=========================================================
*/
//
// Support routines for movement (changes in origin using velocity)
//
void Move_Done (edict_t *ent)
{
VectorClear (ent->velocity);
if(ent->movewith)
VectorCopy(ent->movewith_ent->velocity,ent->velocity);
if(ent->moveinfo.endfunc)
ent->moveinfo.endfunc (ent);
if(ent->movewith_next && (ent->movewith_next->movewith_ent == ent))
set_child_movement(ent);
}
void Move_Final (edict_t *ent)
{
if (ent->moveinfo.remaining_distance == 0 || ent->smooth_movement)
{
Move_Done (ent);
return;
}
VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity);
if(ent->movewith)
VectorAdd(ent->movewith_ent->velocity,ent->velocity,ent->velocity);
ent->think = Move_Done;
ent->nextthink = level.time + FRAMETIME;
if(ent->movewith_next && (ent->movewith_next->movewith_ent == ent))
set_child_movement(ent);
}
void Move_Begin (edict_t *ent)
{
float frames;
if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance)
{
Move_Final (ent);
return;
}
VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);
if(ent->movewith)
{
VectorAdd(ent->movewith_ent->velocity,ent->velocity,ent->velocity);
ent->moveinfo.remaining_distance -= ent->moveinfo.speed * FRAMETIME;
ent->nextthink = level.time + FRAMETIME;
ent->think = Move_Begin;
}
else
{
//if func_train is moving toward a moving path_corner
if ( (ent->class_id == ENTITY_FUNC_TRAIN) && ent->target_ent->movewith)
{
vec3_t dest;
VectorSubtract (ent->target_ent->s.origin, ent->mins, dest);
VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
VectorCopy (dest, ent->moveinfo.end_origin);
if (ent->spawnflags & TRAIN_ROTATE && !(ent->target_ent->spawnflags & 2))
{
vec3_t v, angles;
VectorAdd(ent->s.origin,ent->mins,v);
VectorSubtract(ent->target_ent->s.origin,v,v);
vectoangles2(v,angles);
ent->ideal_yaw = angles[YAW];
ent->ideal_pitch = angles[PITCH];
if(ent->ideal_pitch < 0) ent->ideal_pitch += 360;
VectorClear(ent->movedir);
ent->movedir[1] = 1.0;
}
VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);
ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);
VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);
ent->nextthink = level.time + FRAMETIME;
ent->think = Move_Begin;
}
else
{
frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME);
ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME;
ent->nextthink = level.time + (frames * FRAMETIME);
ent->think = Move_Final;
}
}
if(ent->movewith_next && (ent->movewith_next->movewith_ent == ent))
set_child_movement(ent);
}
void Think_AccelMove (edict_t *ent);
void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*))
{
VectorClear (ent->velocity);
VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);
ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);
ent->moveinfo.endfunc = func;
if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel)
{
if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
{
Move_Begin (ent);
}
else if (ent->movewith) {
Move_Begin (ent);
}
else
{
ent->nextthink = level.time + FRAMETIME;
ent->think = Move_Begin;
}
}
else
{
// accelerative
ent->moveinfo.current_speed = 0;
ent->think = Think_AccelMove;
ent->nextthink = level.time + FRAMETIME;
}
}
//
// Support routines for angular movement (changes in angle using avelocity)
//
void AngleMove_Done (edict_t *ent)
{
VectorClear (ent->avelocity);
if(ent->moveinfo.endfunc)
ent->moveinfo.endfunc (ent);
}
void AngleMove_Final (edict_t *ent)
{
vec3_t move;
if (ent->moveinfo.state == STATE_UP)
{
VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move);
}
else
{
VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move);
}
if (VectorCompare (move, vec3_origin))
{
AngleMove_Done (ent);
return;
}
VectorScale (move, 1.0/FRAMETIME, ent->avelocity);
ent->think = AngleMove_Done;
ent->nextthink = level.time + FRAMETIME;
}
void AngleMove_Begin (edict_t *ent)
{
vec3_t destdelta;
float len;
float traveltime;
float frames;
// set destdelta to the vector needed to move
if (ent->moveinfo.state == STATE_UP)
{
VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);
}
else
{
VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);
}
// calculate length of vector
len = VectorLength (destdelta);
// divide by speed to get time to reach dest
traveltime = len / ent->moveinfo.speed;
if (traveltime < FRAMETIME)
{
AngleMove_Final (ent);
return;
}
frames = floor(traveltime / FRAMETIME);
// scale the destdelta vector by the time spent traveling to get velocity
VectorScale (destdelta, 1.0 / traveltime, ent->avelocity);
// set nextthink to trigger a think when dest is reached
ent->nextthink = level.time + frames * FRAMETIME;
ent->think = AngleMove_Final;
}
void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*))
{
VectorClear (ent->avelocity);
ent->moveinfo.endfunc = func;
if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))
{
AngleMove_Begin (ent);
}
else
{
ent->nextthink = level.time + FRAMETIME;
ent->think = AngleMove_Begin;
}
}
/*
==============
Think_AccelMove
The team has completed a frame of movement, so
change the speed for the next frame
==============
*/
#define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
void plat_CalcAcceleratedMove(moveinfo_t *moveinfo)
{
float accel_dist;
float decel_dist;
moveinfo->move_speed = moveinfo->speed;
if (moveinfo->remaining_distance < moveinfo->accel)
{
moveinfo->current_speed = moveinfo->remaining_distance;
return;
}
accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);
decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel);
if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)
{
float f;
f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);
moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);
decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);
}
moveinfo->decel_distance = decel_dist;
};
void plat_Accelerate (moveinfo_t *moveinfo)
{
// are we decelerating?
if (moveinfo->remaining_distance <= moveinfo->decel_distance)
{
if (moveinfo->remaining_distance < moveinfo->decel_distance)
{
if (moveinfo->next_speed)
{
moveinfo->current_speed = moveinfo->next_speed;
moveinfo->next_speed = 0;
return;
}
if (moveinfo->current_speed > moveinfo->decel)
moveinfo->current_speed -= moveinfo->decel;
}
return;
}
// are we at full speed and need to start decelerating during this move?
if (moveinfo->current_speed == moveinfo->move_speed)
if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)
{
float p1_distance;
float p2_distance;
float distance;
p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));
distance = p1_distance + p2_distance;
moveinfo->current_speed = moveinfo->move_speed;
moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
return;
}
// are we accelerating?
if (moveinfo->current_speed < moveinfo->speed)
{
float old_speed;
float p1_distance;
float p1_speed;
float p2_distance;
float distance;
old_speed = moveinfo->current_speed;
// figure simple acceleration up to move_speed
moveinfo->current_speed += moveinfo->accel;
if (moveinfo->current_speed > moveinfo->speed)
moveinfo->current_speed = moveinfo->speed;
// are we accelerating throughout this entire move?
if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)
return;
// during this move we will accelrate from current_speed to move_speed
// and cross over the decel_distance; figure the average speed for the
// entire move
p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;
p1_speed = (old_speed + moveinfo->move_speed) / 2.0;
p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));
distance = p1_distance + p2_distance;
moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));
moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);
return;
}
// we are at constant velocity (move_speed)
return;
};
void Think_AccelMove (edict_t *ent)
{
ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed;
if (ent->moveinfo.current_speed == 0) // starting or blocked
plat_CalcAcceleratedMove(&ent->moveinfo);
plat_Accelerate (&ent->moveinfo);
// will the entire move complete on next frame?
if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)
{
Move_Final (ent);
return;
}
VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);
if(ent->movewith)
VectorAdd(ent->movewith_ent->velocity,ent->velocity,ent->velocity);
ent->nextthink = level.time + FRAMETIME;
ent->think = Think_AccelMove;
if(ent->movewith_next && (ent->movewith_next->movewith_ent == ent))
set_child_movement(ent);
}
void plat_go_down (edict_t *ent);
void plat_hit_top (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->s.sound && ent->moveinfo.sound_end)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
ent->s.sound = 0;
}
ent->moveinfo.state = STATE_TOP;
ent->think = plat_go_down;
ent->nextthink = level.time + 3;
}
void plat_hit_bottom (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->s.sound && ent->moveinfo.sound_end)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);
ent->s.sound = 0;
}
ent->moveinfo.state = STATE_BOTTOM;
}
void plat_go_down (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_start)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
ent->s.sound = ent->moveinfo.sound_middle;
}
ent->moveinfo.state = STATE_DOWN;
Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);
}
void plat_go_up (edict_t *ent)
{
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_start)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
ent->s.sound = ent->moveinfo.sound_middle;
}
ent->moveinfo.state = STATE_UP;
Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);
}
void plat_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other)
{
// Lazarus: Some of our ents don't have origin near the model
vec3_t save;
VectorCopy(other->s.origin,save);
VectorMA (other->absmin, 0.5, other->size, other->s.origin);
BecomeExplosion1 (other);
}
return;
}
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
if (self->moveinfo.state == STATE_UP)
plat_go_down (self);
else if (self->moveinfo.state == STATE_DOWN)
plat_go_up (self);
}
void Use_Plat (edict_t *ent, edict_t *other, edict_t *activator)
{
if (ent->think)
return; // already down
plat_go_down (ent);
}
void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!other->client)
return;
if (other->health <= 0)
return;
ent = ent->enemy; // now point at the plat, not the trigger
if (ent->moveinfo.state == STATE_BOTTOM)
plat_go_up (ent);
else if (ent->moveinfo.state == STATE_TOP)
ent->nextthink = level.time + 1; // the player is still on the plat, so delay going down
}
void plat_spawn_inside_trigger (edict_t *ent)
{
edict_t *trigger;
vec3_t tmin, tmax;
//
// middle trigger
//
trigger = G_Spawn();
trigger->touch = Touch_Plat_Center;
trigger->movetype = MOVETYPE_NONE;
trigger->solid = SOLID_TRIGGER;
trigger->enemy = ent;
tmin[0] = ent->mins[0] + 25;
tmin[1] = ent->mins[1] + 25;
tmin[2] = ent->mins[2];
tmax[0] = ent->maxs[0] - 25;
tmax[1] = ent->maxs[1] - 25;
tmax[2] = ent->maxs[2] + 8;
tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip);
if (ent->spawnflags & PLAT_LOW_TRIGGER)
tmax[2] = tmin[2] + 8;
if (tmax[0] - tmin[0] <= 0)
{
tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;
tmax[0] = tmin[0] + 1;
}
if (tmax[1] - tmin[1] <= 0)
{
tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;
tmax[1] = tmin[1] + 1;
}
VectorCopy (tmin, trigger->mins);
VectorCopy (tmax, trigger->maxs);
// Lazarus:
trigger->movewith = ent->movewith;
gi.linkentity (trigger);
}
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
"speed" overrides default 200.
"accel" overrides default 500
"lip" overrides default 8 pixel lip
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
void SP_func_plat (edict_t *ent)
{
ent->class_id = ENTITY_FUNC_PLAT;
VectorClear (ent->s.angles);
ent->solid = SOLID_BSP;
ent->movetype = MOVETYPE_PUSH;
gi.setmodel (ent, ent->model);
ent->blocked = plat_blocked;
if (!ent->speed)
ent->speed = 20;
else
ent->speed *= 0.1;
if (!ent->accel)
ent->accel = 5;
else
ent->accel *= 0.1;
if (!ent->decel)
ent->decel = 5;
else
ent->decel *= 0.1;
if (!ent->dmg)
ent->dmg = 2;
if (!st.lip)
st.lip = 8;
// pos1 is the top position, pos2 is the bottom
VectorCopy (ent->s.origin, ent->pos1);
VectorCopy (ent->s.origin, ent->pos2);
if (st.height)
ent->pos2[2] -= st.height;
else
ent->pos2[2] -= (ent->maxs[2] - ent->mins[2]) - st.lip;
ent->use = Use_Plat;
plat_spawn_inside_trigger (ent); // the "start moving" trigger
if (ent->targetname)
{
ent->moveinfo.state = STATE_UP;
}
else
{
VectorCopy (ent->pos2, ent->s.origin);
gi.linkentity (ent);
ent->moveinfo.state = STATE_BOTTOM;
}
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->pos1, ent->moveinfo.start_origin);
VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
VectorCopy (ent->pos2, ent->moveinfo.end_origin);
VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
ent->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
}
//====================================================================
/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
REVERSE will cause the it to rotate in the opposite direction.
STOP mean it will stop moving instead of pushing entities
*/
void rotating_accel (edict_t *self)
{
float current_speed;
current_speed = VectorLength (self->avelocity);
if(current_speed >= (self->speed - self->accel)) // done
{
VectorScale (self->movedir, self->speed, self->avelocity);
G_UseTargets (self, self);
}
else
{
current_speed += self->accel;
VectorScale (self->movedir, current_speed, self->avelocity);
self->think = rotating_accel;
self->nextthink = level.time + FRAMETIME;
}
}
void rotating_decel (edict_t *self)
{
float current_speed;
current_speed = VectorLength (self->avelocity);
if(current_speed <= self->decel) // done
{
VectorClear (self->avelocity);
G_UseTargets (self, self);
self->touch = NULL;
}
else
{
current_speed -= self->decel;
VectorScale (self->movedir, current_speed, self->avelocity);
self->think = rotating_decel;
self->nextthink = level.time + FRAMETIME;
}
}
//PGM
void rotating_blocked (edict_t *self, edict_t *other)
{
/* // Lazarus: This was added to do damage to pickup items, but may break
// existing maps.
if (!(other->svflags & SVF_MONSTER) && (!other->client) ) {
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other) {
// Lazarus: Some of our ents don't have origin near the model
vec3_t save;
VectorCopy(other->s.origin,save);
VectorMA (other->absmin, 0.5, other->size, other->s.origin);
BecomeExplosion1 (other);
}
return;
} */
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void rotating_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (self->avelocity[0] || self->avelocity[1] || self->avelocity[2])
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void rotating_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (!VectorCompare (self->avelocity, vec3_origin))
{
self->s.sound = 0;
//PGM
if(self->spawnflags & 8192) // Decelerate
rotating_decel (self);
else
{
VectorClear (self->avelocity);
G_UseTargets (self, self);
self->touch = NULL;
}
//PGM
}
else
{
self->s.sound = self->moveinfo.sound_middle;
//PGM
if(self->spawnflags & 8192) // accelerate
rotating_accel (self);
else
{
VectorScale (self->movedir, self->speed, self->avelocity);
G_UseTargets (self, self);
}
if (self->spawnflags & 16)
self->touch = rotating_touch;
//PGM
}
}
void SP_func_rotating (edict_t *ent)
{
ent->class_id = ENTITY_FUNC_ROTATING;
ent->solid = SOLID_BSP;
if (ent->spawnflags & 32)
ent->movetype = MOVETYPE_STOP;
else
ent->movetype = MOVETYPE_PUSH;
// set the axis of rotation
VectorClear(ent->movedir);
if (ent->spawnflags & 4)
ent->movedir[2] = 1.0;
else if (ent->spawnflags & 8)
ent->movedir[0] = 1.0;
else // Z_AXIS
ent->movedir[1] = 1.0;
// check for reverse rotation
if (ent->spawnflags & 2)
VectorNegate (ent->movedir, ent->movedir);
if (!ent->speed)
ent->speed = 100;
if (!ent->dmg)
ent->dmg = 2;
// Lazarus: Why was this removed? Dunno, but we're gonna use
// our own sound anyway
// ent->moveinfo.sound_middle = "doors/hydro1.wav";
if (st.noise)
ent->moveinfo.sound_middle = gi.soundindex (st.noise);
ent->use = rotating_use;
if (ent->dmg)
ent->blocked = rotating_blocked;
if (ent->spawnflags & 1)
ent->use (ent, NULL, NULL);
if (ent->spawnflags & 64)
ent->s.effects |= EF_ANIM_ALL;
if (ent->spawnflags & 128)
ent->s.effects |= EF_ANIM_ALLFAST;
//PGM
if(ent->spawnflags & 8192) // Accelerate / Decelerate
{
if(!ent->accel)
ent->accel = 1;
else if (ent->accel > ent->speed)
ent->accel = ent->speed;
if(!ent->decel)
ent->decel = 1;
else if (ent->decel > ent->speed)
ent->decel = ent->speed;
}
//PGM
gi.setmodel (ent, ent->model);
gi.linkentity (ent);
}
/* Lazarus: SP_func_rotating_dh is identical to func_rotating, but allows you
to build the model in a separate location (as with func_train, to
get the lighting the way you'd like) then move at runtime to the
origin of the "pathtarget". */
void func_rotating_dh_init (edict_t *ent) {
edict_t *new_origin;
new_origin = G_Find (NULL, FOFS(targetname), ent->pathtarget);
if(new_origin)
VectorCopy(new_origin->s.origin,ent->s.origin);
SP_func_rotating (ent);
}
void SP_func_rotating_dh (edict_t *ent)
{
if( !ent->pathtarget ) {
SP_func_rotating(ent);
return;
}
// Wait a few frames so that we're sure pathtarget has been parsed.
ent->think = func_rotating_dh_init;
ent->nextthink = level.time + 2*FRAMETIME;
gi.linkentity(ent);
}
/*
======================================================================
BUTTONS
======================================================================
*/
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
1) silent
2) steam metal
3) wooden clunk
4) metallic click
5) in-out
*/
void button_done (edict_t *self)
{
self->moveinfo.state = STATE_BOTTOM;
self->s.effects &= ~EF_ANIM23;
self->s.effects |= EF_ANIM01;
}
void button_return (edict_t *self)
{
if(self->movewith)
movewith_update(self);
self->moveinfo.state = STATE_DOWN;
Move_Calc (self, self->moveinfo.start_origin, button_done);
self->s.frame = 0;
if (self->health)
self->takedamage = DAMAGE_YES;
}
void button_wait (edict_t *self)
{
self->moveinfo.state = STATE_TOP;
self->s.effects &= ~EF_ANIM01;
self->s.effects |= EF_ANIM23;
G_UseTargets (self, self->activator);
self->s.frame = 1;
if (self->moveinfo.wait >= 0)
{
self->nextthink = level.time + self->moveinfo.wait;
self->think = button_return;
}
}
void button_fire (edict_t *self)
{
if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
return;
if(self->movewith)
movewith_update(self);
self->moveinfo.state = STATE_UP;
if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
Move_Calc (self, self->moveinfo.end_origin, button_wait);
}
void button_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
button_fire (self);
}
void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
// Lazarus: allow robot actors to touch buttons
if (!other->client && !(other->flags & FL_ROBOT))
return;
if (other->health <= 0)
return;
if((self->spawnflags & 1) && (LookingAt(other,0,NULL,NULL) != self))
return;
self->activator = other;
button_fire (self);
}
void button_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->activator = attacker;
self->health = self->max_health;
self->takedamage = DAMAGE_NO;
button_fire (self);
}
void SP_func_button (edict_t *ent)
{
vec3_t abs_movedir;
ent->class_id = ENTITY_FUNC_BUTTON;
G_SetMovedir (ent->s.angles, ent->movedir);
if(ent->movewith) {
ent->movetype = MOVETYPE_PUSH;
ent->blocked = train_blocked;
} else
ent->movetype = MOVETYPE_STOP;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
if (ent->sounds != 1)
ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
if (!ent->speed)
ent->speed = 40;
if (!ent->accel)
ent->accel = ent->speed;
if (!ent->decel)
ent->decel = ent->speed;
if (!ent->wait)
ent->wait = 3;
if (!st.lip)
st.lip = 4;
VectorCopy (ent->s.origin, ent->pos1);
abs_movedir[0] = fabs(ent->movedir[0]);
abs_movedir[1] = fabs(ent->movedir[1]);
abs_movedir[2] = fabs(ent->movedir[2]);
ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
ent->use = button_use;
ent->s.effects |= EF_ANIM01;
if (ent->health)
{
ent->max_health = ent->health;
ent->die = button_killed;
ent->takedamage = DAMAGE_YES;
}
else if (! ent->targetname)
ent->touch = button_touch;
ent->moveinfo.state = STATE_BOTTOM;
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->pos1, ent->moveinfo.start_origin);
VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
VectorCopy (ent->pos2, ent->moveinfo.end_origin);
VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
gi.linkentity (ent);
}
//====================================================================
//
// SP_func_trainbutton is a button linked to a func_train with the
// "movewith" key. The button itself does NOT move relative to the
// train, but the effect can be simulated with animations and sounds
//
// Spawnflags 1 = can be activated by looking at it and pressing +attack
// 2 = can NOT be activated by touching - must use +attack
//
//====================================================================
void trainbutton_done (edict_t *self)
{
self->moveinfo.state = STATE_BOTTOM;
self->s.effects &= ~EF_ANIM23;
self->s.effects |= EF_ANIM01;
}
void trainbutton_return (edict_t *self)
{
self->moveinfo.state = STATE_DOWN;
self->s.frame = 0;
self->s.effects &= ~EF_ANIM23;
self->s.effects |= EF_ANIM01;
if (self->health)
self->takedamage = DAMAGE_YES;
}
void trainbutton_wait (edict_t *self)
{
self->moveinfo.state = STATE_TOP;
self->s.effects &= ~EF_ANIM01;
self->s.effects |= EF_ANIM23;
G_UseTargets (self, self->activator);
self->s.frame = 1;
if (self->moveinfo.wait >= 0)
{
self->nextthink = level.time + self->moveinfo.wait;
self->think = trainbutton_return;
}
}
void trainbutton_fire (edict_t *self)
{
if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
return;
self->moveinfo.state = STATE_UP;
if (self->moveinfo.sound_start && !(self->flags & FL_TEAMSLAVE))
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
trainbutton_wait(self);
}
void trainbutton_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
trainbutton_fire (self);
}
void trainbutton_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!other->client)
return;
if (other->health <= 0)
return;
self->activator = other;
trainbutton_fire (self);
}
void trainbutton_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->activator = attacker;
self->health = self->max_health;
self->takedamage = DAMAGE_NO;
trainbutton_fire (self);
}
void movewith_init (edict_t *ent)
{
edict_t *e, *child;
// Unnamed entities can't be movewith parents
if(!ent->targetname) return;
child = G_Find(NULL,FOFS(movewith),ent->targetname);
e = ent;
while(child)
{
child->movewith_ent = ent;
// Copy parent's current angles to the child. They SHOULD be 0,0,0 at this point
// for all currently supported parents, but ya never know.
VectorCopy(ent->s.angles,child->parent_attach_angles);
if(child->org_movetype < 0)
child->org_movetype = child->movetype;
if(child->movetype != MOVETYPE_NONE)
child->movetype = MOVETYPE_PUSH;
VectorCopy(child->mins,child->org_mins);
VectorCopy(child->maxs,child->org_maxs);
VectorSubtract(child->s.origin,ent->s.origin,child->movewith_offset);
e->movewith_next = child;
e = child;
child = G_Find(child,FOFS(movewith),ent->targetname);
}
}
void SP_func_trainbutton(edict_t *ent)
{
if(!ent->movewith)
{
SP_func_button(ent);
ent->class_id = ENTITY_FUNC_TRAINBUTTON;
return;
}
ent->class_id = ENTITY_FUNC_TRAINBUTTON;
G_SetMovedir (ent->s.angles, ent->movedir);
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
if (ent->sounds != 1)
ent->moveinfo.sound_start = gi.soundindex ("switches/butn2.wav");
if (!ent->wait)
ent->wait = 3;
ent->use = trainbutton_use;
ent->s.effects |= EF_ANIM01;
ent->blocked = train_blocked;
ent->moveinfo.state = STATE_BOTTOM;
ent->moveinfo.wait = ent->wait;
if (!ent->targetname && !(ent->spawnflags & 2))
ent->touch = trainbutton_touch;
gi.linkentity (ent);
}
/*
======================================================================
DOORS
spawn a trigger surrounding the entire team unless it is
already targeted by another
======================================================================
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
TOGGLE wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
"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"
1) silent
2) light
3) medium
4) heavy
*/
void door_use_areaportals (edict_t *self, bool open)
{
edict_t *t = NULL;
if (!self->target)
return;
while ((t = G_Find (t, FOFS(targetname), self->target)))
{
if (t->class_id == ENTITY_FUNC_AREAPORTAL)
{
gi.SetAreaPortalState (t->style, open);
}
}
}
void door_go_down (edict_t *self);
void swinging_door_reset (edict_t *self)
{
self->moveinfo.state = STATE_BOTTOM;
self->health = self->max_health;
if(self->die)
self->takedamage = DAMAGE_YES;
VectorCopy (self->pos2, self->pos1);
VectorMA (self->s.angles, self->moveinfo.distance, self->movedir, self->pos2);
VectorCopy (self->pos1, self->moveinfo.start_angles);
VectorCopy (self->pos2, self->moveinfo.end_angles);
vectoangles2(self->move_origin,self->move_origin);
VectorMA(self->move_origin,self->moveinfo.distance,self->movedir,self->move_origin);
AngleVectors(self->move_origin,self->move_origin,NULL,NULL);
}
void door_hit_top (edict_t *self)
{
self->do_not_rotate = false;
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->s.sound && self->moveinfo.sound_end)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
self->s.sound = 0;
}
self->moveinfo.state = STATE_TOP;
if(self->flags & FL_REVOLVING)
{
self->think = swinging_door_reset;
if(self->moveinfo.wait > 0)
self->nextthink = level.time + self->moveinfo.wait;
else
self->think(self);
return;
}
if (self->spawnflags & DOOR_TOGGLE)
{
if(self->flags & FL_BOB)
{
self->think = bob_init;
self->nextthink = level.time + FRAMETIME;
}
return;
}
if (self->moveinfo.wait >= 0)
{
self->think = door_go_down;
self->nextthink = level.time + self->moveinfo.wait;
}
else if(self->flags & FL_BOB)
{
self->think = bob_init;
self->nextthink = level.time + FRAMETIME;
}
}
void door_hit_bottom (edict_t *self)
{
self->do_not_rotate = false;
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->s.sound && self->moveinfo.sound_end)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
self->s.sound = 0;
}
self->moveinfo.state = STATE_BOTTOM;
door_use_areaportals (self, false);
if(self->flags & FL_BOB)
{
self->think = bob_init;
self->nextthink = level.time + FRAMETIME;
}
}
void door_go_down (edict_t *self)
{
self->do_not_rotate = true;
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_start)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
self->s.sound = self->moveinfo.sound_middle;
}
if (self->max_health)
{
self->takedamage = DAMAGE_YES;
self->health = self->max_health;
}
if (self->class_id == ENTITY_FUNC_DOOR_ROTATING) {
self->moveinfo.state = STATE_DOWN;
AngleMove_Calc (self, door_hit_bottom);
}
else
{
if(self->movewith)
movewith_update(self);
self->moveinfo.state = STATE_DOWN;
Move_Calc (self, self->moveinfo.start_origin, door_hit_bottom);
}
}
void door_go_up (edict_t *self, edict_t *activator)
{
self->do_not_rotate = true;
if (self->moveinfo.state == STATE_UP)
return; // already going up
if (self->moveinfo.state == STATE_TOP)
{ // reset top wait time
if (self->moveinfo.wait >= 0)
self->nextthink = level.time + self->moveinfo.wait;
return;
}
if ((self->flags & FL_REVERSIBLE) && activator)
check_reverse_rotation(self,activator->s.origin);
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_start)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
self->s.sound = self->moveinfo.sound_middle;
}
if (self->class_id == ENTITY_FUNC_DOOR_ROTATING) {
self->moveinfo.state = STATE_UP;
AngleMove_Calc (self, door_hit_top);
}
else
{
if(self->movewith)
movewith_update(self);
self->moveinfo.state = STATE_UP;
Move_Calc (self, self->moveinfo.end_origin, door_hit_top);
}
G_UseTargets (self, activator);
door_use_areaportals (self, true);
}
void door_use (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *ent;
if (self->flags & FL_TEAMSLAVE)
return;
if (self->spawnflags & DOOR_TOGGLE)
{
if (self->moveinfo.state == STATE_UP || self->moveinfo.state == STATE_TOP)
{
// trigger all paired doors
for (ent = self ; ent ; ent = ent->teamchain)
{
ent->message = NULL;
ent->touch = NULL;
door_go_down (ent);
}
return;
}
}
// trigger all paired doors
for (ent = self ; ent ; ent = ent->teamchain)
{
ent->message = NULL;
ent->touch = NULL;
door_go_up (ent, activator);
}
// Lazarus
if(other->client && (world->effects & FX_WORLDSPAWN_ALERTSOUNDS) && (skill->value > 0))
PlayerNoise(other,other->s.origin,PNOISE_SELF);
};
void Touch_DoorTrigger (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other->health <= 0)
return;
if (!(other->svflags & SVF_MONSTER) && (!other->client))
return;
// Lazarus: allow robots to open NOMONSTER doors
if ((self->owner->spawnflags & DOOR_NOMONSTER) && (other->svflags & SVF_MONSTER) && !(other->flags & FL_ROBOT))
return;
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 1.0;
door_use (self->owner, other, other);
}
void Think_CalcMoveSpeed (edict_t *self)
{
edict_t *ent;
float min;
float time;
float newspeed;
float ratio;
float dist;
if (self->flags & FL_TEAMSLAVE)
return; // only the team master does this
// find the smallest distance any member of the team will be moving
min = fabs(self->moveinfo.distance);
for (ent = self->teamchain; ent; ent = ent->teamchain)
{
dist = fabs(ent->moveinfo.distance);
if (dist < min)
min = dist;
}
time = min / self->moveinfo.speed;
// adjust speeds so they will all complete at the same time
for (ent = self; ent; ent = ent->teamchain)
{
newspeed = fabs(ent->moveinfo.distance) / time;
ratio = newspeed / ent->moveinfo.speed;
if (ent->moveinfo.accel == ent->moveinfo.speed)
ent->moveinfo.accel = newspeed;
else
ent->moveinfo.accel *= ratio;
if (ent->moveinfo.decel == ent->moveinfo.speed)
ent->moveinfo.decel = newspeed;
else
ent->moveinfo.decel *= ratio;
ent->moveinfo.speed = newspeed;
}
}
void Think_SpawnDoorTrigger (edict_t *ent)
{
edict_t *other;
vec3_t mins, maxs;
int expand;
if (ent->flags & FL_TEAMSLAVE)
return; // only the team leader spawns a trigger
VectorCopy (ent->absmin, mins);
VectorCopy (ent->absmax, maxs);
for (other = ent->teamchain ; other ; other=other->teamchain)
{
AddPointToBounds (other->absmin, mins, maxs);
AddPointToBounds (other->absmax, mins, maxs);
}
if(ent->movewith)
expand = 16;
else
expand = 60;
mins[0] -= expand;
mins[1] -= expand;
maxs[0] += expand;
maxs[1] += expand;
other = G_Spawn ();
VectorCopy (mins, other->mins);
VectorCopy (maxs, other->maxs);
other->owner = ent;
other->solid = SOLID_TRIGGER;
other->movetype = MOVETYPE_NONE;
other->touch = Touch_DoorTrigger;
gi.linkentity (other);
// Lazarus movewith
if(ent->movewith) {
other->movewith = ent->movewith;
VectorCopy(ent->s.origin,other->s.origin);
VectorSubtract(other->mins,other->s.origin,other->mins);
VectorSubtract(other->maxs,other->s.origin,other->maxs);
if(ent->movewith_ent) {
// Uh-oh... movewith_init was already called.. no harm in calling it again
movewith_init(ent->movewith_ent);
}
}
if (ent->spawnflags & DOOR_START_OPEN)
door_use_areaportals (ent, true);
Think_CalcMoveSpeed (ent);
}
void door_blocked (edict_t *self, edict_t *other)
{
edict_t *ent;
if (!(other->svflags & SVF_MONSTER) && (!other->client) ) {
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other) {
// Lazarus: Some of our ents don't have origin near the model
vec3_t save;
VectorCopy(other->s.origin,save);
VectorMA (other->absmin, 0.5, other->size, other->s.origin);
BecomeExplosion1 (other);
}
return;
}
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
if (self->spawnflags & DOOR_CRUSHER)
return;
// 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->moveinfo.wait >= 0) {
if (self->moveinfo.state == STATE_DOWN) {
for (ent = self->teammaster ; ent ; ent = ent->teamchain)
door_go_up (ent, ent->activator);
}
else {
for (ent = self->teammaster ; ent ; ent = ent->teamchain)
door_go_down (ent);
}
}
}
void func_explosive_explode (edict_t *self);
void door_destroyed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if (self->moveinfo.state == STATE_DOWN || self->moveinfo.state == STATE_BOTTOM)
door_use_areaportals(self,true);
self->dmg = 0;
func_explosive_explode(self);
}
void door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *ent;
for (ent = self->teammaster ; ent ; ent = ent->teamchain)
{
ent->health = ent->max_health;
ent->takedamage = DAMAGE_NO;
}
door_use (self->teammaster, attacker, attacker);
}
void door_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
// Lazarus: Allows robot usage
if (!other->client && !(other->flags & FL_ROBOT))
return;
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 5.0;
gi.centerprintf (other, "%s", self->message);
gi.sound (other, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
}
void SP_func_door (edict_t *ent)
{
vec3_t abs_movedir;
ent->class_id = ENTITY_FUNC_DOOR;
if (ent->sounds != 1)
{
ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
}
G_SetMovedir (ent->s.angles, ent->movedir);
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
ent->blocked = door_blocked;
ent->use = door_use;
if (!ent->speed)
ent->speed = 100;
if (deathmatch->value)
ent->speed *= 2;
if (!ent->accel)
ent->accel = ent->speed;
if (!ent->decel)
ent->decel = ent->speed;
if (!ent->wait)
ent->wait = 3;
if (!st.lip)
st.lip = 8;
if (!ent->dmg)
ent->dmg = 2;
// calculate second position
VectorCopy (ent->s.origin, ent->pos1);
abs_movedir[0] = fabs(ent->movedir[0]);
abs_movedir[1] = fabs(ent->movedir[1]);
abs_movedir[2] = fabs(ent->movedir[2]);
ent->moveinfo.distance = abs_movedir[0] * ent->size[0] + abs_movedir[1] * ent->size[1] + abs_movedir[2] * ent->size[2] - st.lip;
VectorMA (ent->pos1, ent->moveinfo.distance, ent->movedir, ent->pos2);
// if it starts open, switch the positions
if (ent->spawnflags & DOOR_START_OPEN)
{
VectorCopy (ent->pos2, ent->s.origin);
VectorCopy (ent->pos1, ent->pos2);
VectorCopy (ent->s.origin, ent->pos1);
}
ent->moveinfo.state = STATE_BOTTOM;
if (ent->health > 0)
{
ent->takedamage = DAMAGE_YES;
ent->die = door_killed;
}
else
{
if (ent->health < 0)
{
// Lazarus: negative health means "damage kills me" rather than "damage opens me"
ent->takedamage = DAMAGE_YES;
PrecacheDebris(ent->gib_type);
ent->die = door_destroyed;
ent->health = -ent->health;
}
if (ent->targetname && ent->message)
{
gi.soundindex ("misc/talk.wav");
ent->touch = door_touch;
}
}
ent->max_health = ent->health;
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->pos1, ent->moveinfo.start_origin);
VectorCopy (ent->s.angles, ent->moveinfo.start_angles);
VectorCopy (ent->pos2, ent->moveinfo.end_origin);
VectorCopy (ent->s.angles, ent->moveinfo.end_angles);
if (ent->spawnflags & 16)
ent->s.effects |= EF_ANIM_ALL;
if (ent->spawnflags & 64)
ent->s.effects |= EF_ANIM_ALLFAST;
// to simplify logic elsewhere, make non-teamed doors into a team of one
if (!ent->team)
ent->teammaster = ent;
gi.linkentity (ent);
ent->nextthink = level.time + FRAMETIME;
if ((ent->health > 0) || ent->targetname )
ent->think = Think_CalcMoveSpeed;
else
ent->think = Think_SpawnDoorTrigger;
}
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.
REVERSE will cause the door to rotate in the opposite direction.
"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)
"dmg" damage to inflict when blocked (2 default)
"sounds"
1) silent
2) light
3) medium
4) heavy
*/
void SP_func_door_rotating (edict_t *ent)
{
ent->class_id = ENTITY_FUNC_DOOR_ROTATING;
VectorClear (ent->s.angles);
// set the axis of rotation
VectorClear(ent->movedir);
if (ent->spawnflags & DOOR_X_AXIS)
ent->movedir[2] = 1.0;
else if (ent->spawnflags & DOOR_Y_AXIS)
ent->movedir[0] = 1.0;
else // Z_AXIS
ent->movedir[1] = 1.0;
// check for reverse rotation
if (ent->spawnflags & DOOR_REVERSE)
VectorNegate (ent->movedir, ent->movedir);
if (!st.distance)
{
gi.dprintf("%s at %s with no distance set\n", ent->classname, vtos(ent->s.origin));
st.distance = 90;
}
VectorCopy (ent->s.angles, ent->pos1);
VectorMA (ent->s.angles, st.distance, ent->movedir, ent->pos2);
ent->moveinfo.distance = st.distance;
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
ent->blocked = door_blocked;
ent->use = door_use;
if (!ent->speed)
ent->speed = 100;
if (!ent->accel)
ent->accel = ent->speed;
if (!ent->decel)
ent->decel = ent->speed;
if (!ent->wait && !(ent->flags & FL_REVOLVING)) // OK for revolving doors to have 0 wait
ent->wait = 3;
if (!ent->dmg)
ent->dmg = 2;
if (ent->sounds != 1)
{
ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
}
// if it starts open, switch the positions
if (ent->spawnflags & DOOR_START_OPEN)
{
VectorCopy (ent->pos2, ent->s.angles);
VectorCopy (ent->pos1, ent->pos2);
VectorCopy (ent->s.angles, ent->pos1);
VectorNegate (ent->movedir, ent->movedir);
}
if (ent->health)
{
ent->takedamage = DAMAGE_YES;
ent->die = door_killed;
ent->max_health = ent->health;
}
else
{
if(ent->health < 0)
{
// Lazarus: negative health means "damage kills me" rather than "damage opens me"
ent->takedamage = DAMAGE_YES;
PrecacheDebris(ent->gib_type);
ent->die = door_destroyed;
ent->health = -ent->health;
ent->max_health = ent->health;
}
if (ent->targetname && ent->message)
{
gi.soundindex ("misc/talk.wav");
ent->touch = door_touch;
}
}
ent->moveinfo.state = STATE_BOTTOM;
ent->moveinfo.speed = ent->speed;
ent->moveinfo.accel = ent->accel;
ent->moveinfo.decel = ent->decel;
ent->moveinfo.wait = ent->wait;
VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
VectorCopy (ent->pos1, ent->moveinfo.start_angles);
VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
VectorCopy (ent->pos2, ent->moveinfo.end_angles);
if (ent->spawnflags & 16)
ent->s.effects |= EF_ANIM_ALL;
// to simplify logic elsewhere, make non-teamed doors into a team of one
if (!ent->team)
ent->teammaster = ent;
gi.linkentity (ent);
ent->nextthink = level.time + FRAMETIME;
if ((ent->health > 0) || ent->targetname)
ent->think = Think_CalcMoveSpeed;
else
ent->think = Think_SpawnDoorTrigger;
}
/* Lazarus: SP_func_door_rot_dh is identical to func_door_rotating, but allows you
to build the model in a separate location (as with func_train, to
get the lighting the way you'd like) then move at runtime to the
origin of the "pathtarget". */
void func_door_rot_dh_init (edict_t *ent) {
edict_t *new_origin;
new_origin = G_Find (NULL, FOFS(targetname), ent->pathtarget);
if(new_origin) {
VectorCopy(new_origin->s.origin,ent->s.origin);
VectorCopy (ent->s.origin, ent->moveinfo.start_origin);
VectorCopy (ent->s.origin, ent->moveinfo.end_origin);
gi.linkentity(ent);
}
ent->nextthink = level.time + FRAMETIME;
if ((ent->health > 0) || ent->targetname)
ent->think = Think_CalcMoveSpeed;
else
ent->think = Think_SpawnDoorTrigger;
}
void SP_func_door_rot_dh (edict_t *ent)
{
SP_func_door_rotating(ent);
if(!ent->pathtarget) return;
// Wait a few frames so that we're sure pathtarget has been parsed.
ent->think = func_door_rot_dh_init;
ent->nextthink = level.time + 2*FRAMETIME;
gi.linkentity(ent);
}
/*QUAKED func_water (0 .5 .8) ? START_OPEN MUD
func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
START_OPEN causes the water to move to its destination when spawned and operate in reverse.
MUD turns the water to mud - difficult to move through, swallows players
"angle" determines the opening direction (up or down only)
"speed" movement speed (25 default)
"wait" wait before returning (-1 default, -1 = TOGGLE)
"lip" lip remaining at end of move (0 default)
"sounds" (yes, these need to be changed)
0) no sound
1) water
2) lava
*/
void SP_func_water (edict_t *self)
{
vec3_t abs_movedir;
self->class_id = ENTITY_FUNC_WATER;
G_SetMovedir (self->s.angles, self->movedir);
self->movetype = MOVETYPE_PUSH;
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
if(self->spawnflags & 2)
{
level.mud_puddles++;
self->svflags |= SVF_MUD;
}
switch (self->sounds)
{
default:
break;
case 1: // water
self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
break;
case 2: // lava
self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
break;
}
// calculate second position
VectorCopy (self->s.origin, self->pos1);
abs_movedir[0] = fabs(self->movedir[0]);
abs_movedir[1] = fabs(self->movedir[1]);
abs_movedir[2] = fabs(self->movedir[2]);
self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
// if it starts open, switch the positions
if (self->spawnflags & DOOR_START_OPEN)
{
VectorCopy (self->pos2, self->s.origin);
VectorCopy (self->pos1, self->pos2);
VectorCopy (self->s.origin, self->pos1);
}
VectorCopy (self->pos1, self->moveinfo.start_origin);
VectorCopy (self->s.angles, self->moveinfo.start_angles);
VectorCopy (self->pos2, self->moveinfo.end_origin);
VectorCopy (self->s.angles, self->moveinfo.end_angles);
self->moveinfo.state = STATE_BOTTOM;
if (!self->speed)
self->speed = 25;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
if (!self->wait)
self->wait = -1;
self->moveinfo.wait = self->wait;
self->use = door_use;
if (self->wait == -1)
self->spawnflags |= DOOR_TOGGLE;
self->classname = "func_door";
gi.linkentity (self);
}
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
noise looping sound to play when the train is in motion
*/
// Lazarus: Added health key to func_train
void train_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *e, *next;
if(self->deathtarget)
{
self->target = self->deathtarget;
G_UseTargets (self, attacker);
}
e = self->movewith_next;
while(e) {
next = e->movewith_next;
e->nextthink = 0;
if(e->takedamage)
T_Damage (e, self, self, vec3_origin, e->s.origin, vec3_origin, 100000, 1, DAMAGE_NO_PROTECTION, MOD_CRUSH);
else if(e->die)
e->die(e,self,self,100000,e->s.origin);
else if(e->solid == SOLID_NOT)
G_FreeEdict(e);
else
BecomeExplosion1 (e);
e = next;
}
BecomeExplosion1 (self);
}
void train_next (edict_t *self);
void train_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other)
{
// Lazarus: Some of our ents don't have origin near the model
vec3_t save;
VectorCopy(other->s.origin,save);
VectorMA (other->absmin, 0.5, other->size, other->s.origin);
BecomeExplosion1 (other);
}
return;
}
if (level.time < self->touch_debounce_time)
return;
if (!self->dmg)
return;
self->touch_debounce_time = level.time + 0.5;
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void train_wait (edict_t *self)
{
if (self->target_ent->pathtarget)
{
char *savetarget;
edict_t *ent;
ent = self->target_ent;
savetarget = ent->target;
ent->target = ent->pathtarget;
G_UseTargets (ent, self->activator);
ent->target = savetarget;
// make sure we didn't get killed by a killtarget
if (!self->inuse)
return;
}
// Lazarus: rotating trains
if(self->target_ent) {
if(self->target_ent->speed) {
self->speed = self->target_ent->speed;
self->moveinfo.speed = self->speed;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
}
if(self->spawnflags & TRAIN_ROTATE) {
if(self->target_ent->pitch_speed)
self->pitch_speed = self->target_ent->pitch_speed;
if(self->target_ent->yaw_speed)
self->yaw_speed = self->target_ent->yaw_speed;
if(self->target_ent->roll_speed)
self->roll_speed = self->target_ent->roll_speed;
} else if(self->spawnflags & TRAIN_ROTATE_CONSTANT) {
if(self->target_ent->pitch_speed)
self->pitch_speed += self->target_ent->pitch_speed;
if(self->target_ent->yaw_speed)
self->yaw_speed += self->target_ent->yaw_speed;
if(self->target_ent->roll_speed)
self->roll_speed += self->target_ent->roll_speed;
}
}
if (self->moveinfo.wait)
{
// Spline trains stop rotating when waiting
if(self->spawnflags & TRAIN_SPLINE)
{
VectorClear(self->avelocity);
VectorClear(self->velocity);
if(self->movewith_next && (self->movewith_next->movewith_ent == self))
set_child_movement(self);
}
if (self->moveinfo.wait > 0)
{
// Lazarus: turn off animation for stationary trains
self->s.effects &= ~(EF_ANIM_ALL | EF_ANIM_ALLFAST);
self->nextthink = level.time + self->moveinfo.wait;
self->think = train_next;
}
else if (self->spawnflags & TRAIN_TOGGLE) // && wait < 0
{
train_next (self);
self->spawnflags &= ~TRAIN_START_ON;
VectorClear (self->velocity);
// Lazarus: turn off animation for stationary trains
self->s.effects &= ~(EF_ANIM_ALL | EF_ANIM_ALLFAST);
self->nextthink = 0;
}
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->s.sound && self->moveinfo.sound_end)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_end, 1, ATTN_STATIC, 0);
self->s.sound = 0;
}
}
else
{
train_next (self);
}
}
// Rroff's rotating train stuff, with quite a few changes
void train_yaw (edict_t *self);
void train_spline (edict_t *self);
void train_children_think(edict_t *self)
{
if(!self->enemy) return;
if(self->enemy->spawnflags & TRAIN_ROTATE)
{
// The the train was changed from TRAIN_ROTATE_CONSTANT to TRAIN_ROTATE
// by a target_change... get da hell outta here.
self->think = train_yaw;
self->think(self);
return;
}
if(self->enemy->movewith_next && (self->enemy->movewith_next->movewith_ent == self->enemy))
{
set_child_movement(self->enemy);
self->nextthink = level.time + FRAMETIME;
}
else if(level.time < 2)
self->nextthink = level.time + FRAMETIME;
}
void train_yaw (edict_t *self)
{
float cur_yaw, idl_yaw, cur_pitch, idl_pitch, cur_roll, idl_roll;
float yaw_vel, pitch_vel, roll_vel;
float Dist_1, Dist_2, Distance;
if(!self->enemy || !self->enemy->inuse)
return;
if(self->enemy->spawnflags & TRAIN_ROTATE_CONSTANT)
{
// The the train was changed from TRAIN_ROTATE to TRAIN_ROTATE_CONSTANT
// by a target_change... get da hell outta here.
self->think = train_children_think;
self->think(self);
return;
}
cur_yaw = self->enemy->s.angles[YAW];
idl_yaw = self->enemy->ideal_yaw;
cur_pitch = self->enemy->s.angles[PITCH];
idl_pitch = self->enemy->ideal_pitch;
cur_roll = self->enemy->s.angles[ROLL];
idl_roll = self->enemy->ideal_roll;
// gi.dprintf("current angles=%g %g %g, ideal angles=%g %g %g\n",
// cur_pitch,cur_yaw,cur_roll,idl_pitch,idl_yaw,idl_roll);
yaw_vel = self->enemy->yaw_speed;
pitch_vel = self->enemy->pitch_speed;
roll_vel = self->enemy->roll_speed;
if (cur_yaw == idl_yaw)
self->enemy->avelocity[YAW] = 0;
if (cur_pitch == idl_pitch)
self->enemy->avelocity[PITCH] = 0;
if (cur_roll == idl_roll)
self->enemy->avelocity[ROLL] = 0;
if ((cur_yaw == idl_yaw) && (cur_pitch == idl_pitch) && (cur_roll == idl_roll) ) {
self->nextthink = level.time + FRAMETIME;
if(self->enemy->movewith_next && (self->enemy->movewith_next->movewith_ent == self->enemy))
set_child_movement(self->enemy);
return;
}
if (cur_yaw != idl_yaw) {
if (cur_yaw < idl_yaw)
{
Dist_1 = (idl_yaw - cur_yaw)*10;
Dist_2 = ((360 - idl_yaw) + cur_yaw)*10;
if (Dist_1 < Dist_2)
{
Distance = Dist_1;
if (Distance < yaw_vel)
yaw_vel = Distance;
self->enemy->avelocity[YAW] = yaw_vel;
}
else
{
Distance = Dist_2;
if (Distance < yaw_vel)
yaw_vel = Distance;
self->enemy->avelocity[YAW] = -yaw_vel;
}
}
else
{
Dist_1 = (cur_yaw - idl_yaw)*10;
Dist_2 = ((360 - cur_yaw) + idl_yaw)*10;
if (Dist_1 < Dist_2)
{
Distance = Dist_1;
if (Distance < yaw_vel)
yaw_vel = Distance;
self->enemy->avelocity[YAW] = -yaw_vel;
}
else
{
Distance = Dist_2;
if (Distance < yaw_vel)
yaw_vel = Distance;
self->enemy->avelocity[YAW] = yaw_vel;
}
}
// gi.dprintf ("train cy: %g iy: %g ys: %g\n", cur_yaw, idl_yaw, self->enemy->avelocity[1]);
if (self->enemy->s.angles[YAW] < 0)
self->enemy->s.angles[YAW] += 360;
if (self->enemy->s.angles[YAW] >= 360)
self->enemy->s.angles[YAW] -= 360;
}
if (cur_pitch != idl_pitch) {
if (cur_pitch < idl_pitch)
{
Dist_1 = (idl_pitch - cur_pitch)*10;
Dist_2 = ((360 - idl_pitch) + cur_pitch)*10;
if (Dist_1 < Dist_2)
{
Distance = Dist_1;
if (Distance < pitch_vel)
pitch_vel = Distance;
self->enemy->avelocity[PITCH] = pitch_vel;
}
else
{
Distance = Dist_2;
if (Distance < pitch_vel)
pitch_vel = Distance;
self->enemy->avelocity[PITCH] = -pitch_vel;
}
}
else
{
Dist_1 = (cur_pitch - idl_pitch)*10;
Dist_2 = ((360 - cur_pitch) + idl_pitch)*10;
if (Dist_1 < Dist_2)
{
Distance = Dist_1;
if (Distance < pitch_vel)
pitch_vel = Distance;
self->enemy->avelocity[PITCH] = -pitch_vel;
}
else
{
Distance = Dist_2;
if (Distance < pitch_vel)
pitch_vel = Distance;
self->enemy->avelocity[PITCH] = pitch_vel;
}
}
if (self->enemy->s.angles[PITCH] < 0)
self->enemy->s.angles[PITCH] += 360;
if (self->enemy->s.angles[PITCH] >= 360)
self->enemy->s.angles[PITCH] -= 360;
}
if (cur_roll != idl_roll) {
if (cur_roll < idl_roll)
{
Dist_1 = (idl_roll - cur_roll)*10;
Dist_2 = ((360 - idl_roll) + cur_roll)*10;
if (Dist_1 < Dist_2)
{
Distance = Dist_1;
if (Distance < roll_vel)
roll_vel = Distance;
self->enemy->avelocity[ROLL] = roll_vel;
}
else
{
Distance = Dist_2;
if (Distance < roll_vel)
roll_vel = Distance;
self->enemy->avelocity[ROLL] = -roll_vel;
}
}
else
{
Dist_1 = (cur_roll - idl_roll)*10;
Dist_2 = ((360 - cur_roll) + idl_roll)*10;
if (Dist_1 < Dist_2)
{
Distance = Dist_1;
if (Distance < roll_vel)
roll_vel = Distance;
self->enemy->avelocity[ROLL] = -roll_vel;
}
else
{
Distance = Dist_2;
if (Distance < roll_vel)
roll_vel = Distance;
self->enemy->avelocity[ROLL] = roll_vel;
}
}
if (self->enemy->s.angles[ROLL] < 0)
self->enemy->s.angles[ROLL] += 360;
if (self->enemy->s.angles[ROLL] >= 360)
self->enemy->s.angles[ROLL] -= 360;
}
if(self->enemy->movewith_next && (self->enemy->movewith_next->movewith_ent == self->enemy))
set_child_movement(self->enemy);
self->nextthink = level.time + FRAMETIME;
}
void train_next (edict_t *self)
{
edict_t *ent;
vec3_t dest;
bool first;
vec3_t angles,v;
first = true;
again:
if (!self->target)
{
// gi.dprintf ("train_next: no next target\n");
self->s.sound = 0;
return;
}
ent = G_PickTarget (self->target);
if (!ent)
{
gi.dprintf ("train_next: bad target %s\n", self->target);
return;
}
self->target = ent->target;
// Rroff: path_corners can control train speed
// DHW: This shouldn't go here... we're one path_corner behind.
// Set speed before train_next is called
/*if(ent->speed)
self->speed = ent->speed;
self->moveinfo.speed = self->speed; */
// check for a teleport path_corner
if (ent->spawnflags & 1)
{
if (!first)
{
gi.dprintf ("connected teleport path_corners, see %s at %s\n", ent->classname, vtos(ent->s.origin));
return;
}
first = false;
VectorSubtract (ent->s.origin, self->mins, self->s.origin);
VectorCopy (self->s.origin, self->s.old_origin);
self->s.event = EV_OTHER_TELEPORT;
gi.linkentity (self);
if(self->movewith_next && (self->movewith_next->movewith_ent == self))
set_child_movement(self);
goto again;
}
self->moveinfo.wait = ent->wait;
self->target_ent = ent;
if (!(self->flags & FL_TEAMSLAVE))
{
if (self->moveinfo.sound_start)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self->moveinfo.sound_start, 1, ATTN_STATIC, 0);
self->s.sound = self->moveinfo.sound_middle;
}
VectorSubtract (ent->s.origin, self->mins, dest);
self->moveinfo.state = STATE_TOP;
VectorCopy (self->s.origin, self->moveinfo.start_origin);
VectorCopy (dest, self->moveinfo.end_origin);
if(self->spawnflags & TRAIN_SPLINE)
{
float speed;
int frames;
self->from = self->to;
self->to = ent;
self->moveinfo.ratio = 0.0;
VectorSubtract(dest,self->s.origin,v);
self->moveinfo.distance = VectorLength(v);
frames = (int)(10 * self->moveinfo.distance/self->speed);
if(frames < 1) frames = 1;
speed = (10*self->moveinfo.distance)/(float)frames;
self->moveinfo.speed = speed;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
}
// Rroff rotating
if (self->spawnflags & TRAIN_ROTATE && !(ent->spawnflags & 2))
{
// Lazarus: No no no :-). This is measuring from the center
// of the func_train to the path_corner. Should
// be path_corner to path_corner.
//VectorSubtract (ent->s.origin, self->s.origin, v);
VectorAdd(self->s.origin,self->mins,v);
VectorSubtract(ent->s.origin,v,v);
vectoangles2(v,angles);
self->ideal_yaw = angles[YAW];
self->ideal_pitch = angles[PITCH];
if(self->ideal_pitch < 0) self->ideal_pitch += 360;
self->ideal_roll = ent->roll;
VectorClear(self->movedir);
self->movedir[1] = 1.0;
}
/* Lazarus: We don't want to do this... this would give an
// instantaneous change in pitch and roll and look
// pretty goofy. Instead we'll set the new ideal_pitch
// to the path_corner's angles[PITCH], and move to that
// angle at pitch_speed. Roll changes? Can't do it (yet)
if (ent->count)
if (ent->count >= 0 && ent->count <= 360)
self->s.angles[PITCH] = ent->count;
if (ent->sounds)
if (ent->sounds >= 0 && ent->sounds <= 360)
self->s.angles[ROLL] = ent->sounds;
*/
// end Rroff
// Lazarus:
if(self->spawnflags & TRAIN_ROTATE_CONSTANT)
{
self->avelocity[PITCH] = self->pitch_speed;
self->avelocity[YAW] = self->yaw_speed;
self->avelocity[ROLL] = self->roll_speed;
}
Move_Calc (self, dest, train_wait);
self->spawnflags |= TRAIN_START_ON;
}
void train_resume (edict_t *self)
{
edict_t *ent;
vec3_t dest;
ent = self->target_ent;
VectorSubtract (ent->s.origin, self->mins, dest);
self->moveinfo.state = STATE_TOP;
VectorCopy (self->s.origin, self->moveinfo.start_origin);
VectorCopy (dest, self->moveinfo.end_origin);
Move_Calc (self, dest, train_wait);
self->spawnflags |= TRAIN_START_ON;
// Lazarus:
if(self->spawnflags & TRAIN_ROTATE_CONSTANT)
{
self->avelocity[PITCH] = self->pitch_speed;
self->avelocity[YAW] = self->yaw_speed;
self->avelocity[ROLL] = self->roll_speed;
}
}
void func_train_find (edict_t *self)
{
edict_t *ent;
if (!self->target)
{
gi.dprintf ("train_find: no target\n");
return;
}
ent = G_PickTarget (self->target);
if (!ent)
{
gi.dprintf ("train_find: target %s not found\n", self->target);
return;
}
// Lazarus: trains can change speed at path_corners
if(ent->speed) {
self->speed = ent->speed;
self->moveinfo.speed = self->speed;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
}
if(ent->pitch_speed)
self->pitch_speed = ent->pitch_speed;
if(ent->yaw_speed)
self->yaw_speed = ent->yaw_speed;
if(ent->roll_speed)
self->roll_speed = ent->roll_speed;
// Lazarus: spline stuff
self->from = self->to = ent;
// end spline stuff
self->target = ent->target;
if( self->spawnflags & TRAIN_ROTATE )
ent->think = train_yaw;
else if (self->spawnflags & TRAIN_SPLINE )
ent->think = train_spline;
else
ent->think = train_children_think;
ent->enemy = self;
ent->nextthink = level.time + FRAMETIME;
VectorSubtract(ent->s.origin, self->mins, self->s.origin);
gi.linkentity (self);
// if not triggered, start immediately
if (!self->targetname)
self->spawnflags |= TRAIN_START_ON;
if (self->spawnflags & TRAIN_START_ON)
{
// Lazarus: animated trains
if (self->spawnflags & TRAIN_ANIMATE)
self->s.effects |= EF_ANIM_ALL;
else if (self->spawnflags & TRAIN_ANIMATE_FAST)
self->s.effects |= EF_ANIM_ALLFAST;
self->nextthink = level.time + FRAMETIME;
self->think = train_next;
self->activator = self;
}
}
void train_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
if (self->spawnflags & TRAIN_START_ON)
{
if (!(self->spawnflags & TRAIN_TOGGLE))
return;
self->spawnflags &= ~TRAIN_START_ON;
VectorClear (self->velocity);
VectorClear (self->avelocity);
self->s.effects &= ~(EF_ANIM_ALL | EF_ANIM_ALLFAST);
self->nextthink = 0;
}
else
{
if (self->spawnflags & TRAIN_ANIMATE)
self->s.effects |= EF_ANIM_ALL;
else if (self->spawnflags & TRAIN_ANIMATE_FAST)
self->s.effects |= EF_ANIM_ALLFAST;
if(self->spawnflags & TRAIN_SPLINE)
{
// Back up a step
self->moveinfo.ratio -= self->moveinfo.speed * FRAMETIME / self->moveinfo.distance;
if(self->moveinfo.ratio < 0.)
self->moveinfo.ratio = 0.;
}
if (self->target_ent)
train_resume(self);
else
train_next(self);
}
}
void SP_func_train (edict_t *self)
{
self->class_id = ENTITY_FUNC_TRAIN;
self->movetype = MOVETYPE_PUSH;
if( (self->spawnflags & (TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT)) == (TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT))
{
self->spawnflags &= ~(TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT);
self->spawnflags |= TRAIN_SPLINE;
}
VectorClear (self->s.angles);
self->blocked = train_blocked;
if (self->spawnflags & TRAIN_BLOCK_STOPS)
self->dmg = 0;
else
{
if (!self->dmg)
self->dmg = 100;
}
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
if (st.noise)
self->moveinfo.sound_middle = gi.soundindex (st.noise);
if (!self->speed)
self->speed = 100;
// Lazarus: Do NOT set default values for rotational speeds - if they're 0, then they're 0.
self->moveinfo.speed = self->speed;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
self->use = train_use;
// Lazarus: damageable
if (self->health) {
self->die = train_die;
self->takedamage = DAMAGE_YES;
} else {
self->die = NULL;
self->takedamage = DAMAGE_NO;
}
gi.linkentity (self);
if (self->target)
{
// start trains on the second frame, to make sure their targets have had
// a chance to spawn
self->nextthink = level.time + FRAMETIME;
self->think = func_train_find;
}
else
{
gi.dprintf ("func_train without a target at %s\n", vtos(self->absmin));
}
// Lazarus: TRAIN_SMOOTH forces trains to go directly to Move_Done from
// Move_Final rather than slowing down (if necessary) for one
// frame.
if (self->spawnflags & TRAIN_SMOOTH)
self->smooth_movement = true;
else
self->smooth_movement = false;
// Lazarus: make noise field work w/o origin brush
// ver. 1.3 change - do this for ALL trains
// if(st.noise && !VectorLength(self->s.origin) )
if(st.noise)
{
edict_t *speaker;
self->noise_index = self->moveinfo.sound_middle;
self->moveinfo.sound_middle = 0;
speaker = G_Spawn();
speaker->classname = "moving_speaker";
speaker->s.sound = 0;
speaker->volume = 1;
speaker->attenuation = 1;
speaker->owner = self;
speaker->think = Moving_Speaker_Think;
speaker->nextthink = level.time + 2*FRAMETIME;
speaker->spawnflags = 7; // owner must be moving to play
self->speaker = speaker;
if(VectorLength(self->s.origin))
{
VectorCopy(self->s.origin,speaker->s.origin);
}
else
{
VectorAdd(self->absmin,self->absmax,speaker->s.origin);
VectorScale(speaker->s.origin,0.5,speaker->s.origin);
}
VectorSubtract(speaker->s.origin,self->s.origin,speaker->offset);
}
}
/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/
void trigger_elevator_use (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *target;
if (self->movetarget->nextthink)
{
// gi.dprintf("elevator busy\n");
return;
}
if (!other->pathtarget)
{
gi.dprintf("elevator used with no pathtarget\n");
return;
}
target = G_PickTarget (other->pathtarget);
if (!target)
{
gi.dprintf("elevator used with bad pathtarget: %s\n", other->pathtarget);
return;
}
self->movetarget->target_ent = target;
train_resume (self->movetarget);
}
void trigger_elevator_init (edict_t *self)
{
if (!self->target)
{
gi.dprintf("trigger_elevator has no target\n");
return;
}
self->movetarget = G_PickTarget (self->target);
if (!self->movetarget)
{
gi.dprintf("trigger_elevator unable to find target %s\n", self->target);
return;
}
if (self->movetarget->class_id != ENTITY_FUNC_TRAIN)
{
gi.dprintf("trigger_elevator target %s is not a train\n", self->target);
return;
}
self->use = trigger_elevator_use;
self->svflags = SVF_NOCLIENT;
}
void SP_trigger_elevator (edict_t *self)
{
self->class_id = ENTITY_TRIGGER_ELEVATOR;
self->think = trigger_elevator_init;
self->nextthink = level.time + FRAMETIME;
}
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"wait" base time between triggering all targets, default is 1
"random" wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
"delay" delay before first firing when turned on, default is 0
"pausetime" additional delay used only the very first time
and only if spawned with START_ON
These can used but not touched.
*/
void func_timer_think (edict_t *self)
{
G_UseTargets (self, self->activator);
self->nextthink = level.time + self->wait + crandom() * self->random;
}
void func_timer_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
// if on, turn it off
if (self->nextthink)
{
self->count--;
if(!self->count) {
self->think = G_FreeEdict;
self->nextthink = level.time + 1;
} else {
self->nextthink = 0;
}
return;
}
// turn it on
if (self->delay)
self->nextthink = level.time + self->delay;
else
func_timer_think (self);
}
void SP_func_timer (edict_t *self)
{
self->class_id = ENTITY_FUNC_TIMER;
if (!self->wait)
self->wait = 1.0;
self->use = func_timer_use;
self->think = func_timer_think;
if (self->random >= self->wait)
{
self->random = self->wait - FRAMETIME;
gi.dprintf("func_timer at %s has random >= wait\n", vtos(self->s.origin));
}
if (self->spawnflags & 1)
{
self->nextthink = level.time + 1.0 + st.pausetime + self->delay + self->wait + crandom() * self->random;
self->activator = self;
}
self->svflags = SVF_NOCLIENT;
}
/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed default 100
Lazarus: Pretty much gutted this whole thing, which never came close to
working in the original game. Movement is handled in g_phys.c in the applicable
physics routines - search in g_phys.c for MOVETYPE_CONVEYOR.
*/
void func_conveyor_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & 1)
{
self->spawnflags &= ~1;
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
}
else
{
self->spawnflags |= 1;
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
KillBox (self);
}
gi.linkentity(self);
if (!(self->spawnflags & 2))
self->use = NULL;
}
void SP_func_conveyor (edict_t *self)
{
self->class_id = ENTITY_FUNC_CONVEYOR;
if (!self->speed)
self->speed = 100;
self->use = func_conveyor_use;
gi.setmodel (self, self->model);
// Lazarus changes:
self->movetype = MOVETYPE_CONVEYOR;
G_SetMovedir(self->s.angles,self->movedir);
if(self->spawnflags & 1)
self->solid = SOLID_BSP;
else {
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
}
gi.linkentity (self);
}
/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door. Slide back and then to the side.
open_once doors never closes
1st_left 1st move is left of arrow
1st_down 1st move is down from arrow
always_shoot door is shootebale even if targeted
"angle" determines the direction
"dmg" damage to inflic when blocked (default 2)
"wait" how long to hold in the open position (default 5, -1 means hold)
*/
#define SECRET_ALWAYS_SHOOT 1
#define SECRET_1ST_LEFT 2
#define SECRET_1ST_DOWN 4
void door_secret_move1 (edict_t *self);
void door_secret_move2 (edict_t *self);
void door_secret_move3 (edict_t *self);
void door_secret_move4 (edict_t *self);
void door_secret_move5 (edict_t *self);
void door_secret_move6 (edict_t *self);
void door_secret_done (edict_t *self);
void door_secret_use (edict_t *self, edict_t *other, edict_t *activator)
{
// make sure we're not already moving
if (!VectorCompare(self->s.origin, vec3_origin))
return;
Move_Calc (self, self->pos1, door_secret_move1);
door_use_areaportals (self, true);
}
void door_secret_move1 (edict_t *self)
{
self->nextthink = level.time + 1.0;
self->think = door_secret_move2;
}
void door_secret_move2 (edict_t *self)
{
Move_Calc (self, self->pos2, door_secret_move3);
}
void door_secret_move3 (edict_t *self)
{
if (self->wait == -1)
return;
self->nextthink = level.time + self->wait;
self->think = door_secret_move4;
}
void door_secret_move4 (edict_t *self)
{
Move_Calc (self, self->pos1, door_secret_move5);
}
void door_secret_move5 (edict_t *self)
{
self->nextthink = level.time + 1.0;
self->think = door_secret_move6;
}
void door_secret_move6 (edict_t *self)
{
Move_Calc (self, vec3_origin, door_secret_done);
}
void door_secret_done (edict_t *self)
{
if (!(self->targetname) || (self->spawnflags & SECRET_ALWAYS_SHOOT))
{
self->health = 0;
self->takedamage = DAMAGE_YES;
}
door_use_areaportals (self, false);
}
void door_secret_blocked (edict_t *self, edict_t *other)
{
if (!(other->svflags & SVF_MONSTER) && (!other->client) )
{
// give it a chance to go away on it's own terms (like gibs)
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other)
{
// Lazarus: Some of our ents don't have origin near the model
vec3_t save;
VectorCopy(other->s.origin,save);
VectorMA (other->absmin, 0.5, other->size, other->s.origin);
BecomeExplosion1 (other);
}
return;
}
if (level.time < self->touch_debounce_time)
return;
self->touch_debounce_time = level.time + 0.5;
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void door_secret_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
door_secret_use (self, attacker, attacker);
}
void SP_func_door_secret (edict_t *ent)
{
vec3_t forward, right, up;
float side;
float width;
float length;
ent->class_id = ENTITY_FUNC_DOOR_SECRET;
ent->moveinfo.sound_start = gi.soundindex ("doors/dr1_strt.wav");
ent->moveinfo.sound_middle = gi.soundindex ("doors/dr1_mid.wav");
ent->moveinfo.sound_end = gi.soundindex ("doors/dr1_end.wav");
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
gi.setmodel (ent, ent->model);
ent->blocked = door_secret_blocked;
ent->use = door_secret_use;
if (!(ent->targetname) || (ent->spawnflags & SECRET_ALWAYS_SHOOT))
{
ent->health = 0;
ent->takedamage = DAMAGE_YES;
ent->die = door_secret_die;
}
if (!ent->dmg)
ent->dmg = 2;
if (!ent->wait)
ent->wait = 5;
ent->moveinfo.accel =
ent->moveinfo.decel =
ent->moveinfo.speed = 50;
// calculate positions
AngleVectors (ent->s.angles, forward, right, up);
VectorClear (ent->s.angles);
side = 1.0 - (ent->spawnflags & SECRET_1ST_LEFT);
if (ent->spawnflags & SECRET_1ST_DOWN)
width = fabs(DotProduct(up, ent->size));
else
width = fabs(DotProduct(right, ent->size));
length = fabs(DotProduct(forward, ent->size));
if (ent->spawnflags & SECRET_1ST_DOWN)
VectorMA (ent->s.origin, -1 * width, up, ent->pos1);
else
VectorMA (ent->s.origin, side * width, right, ent->pos1);
VectorMA (ent->pos1, length, forward, ent->pos2);
if (ent->health)
{
ent->takedamage = DAMAGE_YES;
ent->die = door_killed;
ent->max_health = ent->health;
}
else if (ent->targetname && ent->message)
{
gi.soundindex ("misc/talk.wav");
ent->touch = door_touch;
}
ent->classname = "func_door";
gi.linkentity (ent);
}
/*QUAKED func_killbox (1 0 0) ?
Kills everything inside when fired, irrespective of protection.
*/
void use_killbox (edict_t *self, edict_t *other, edict_t *activator)
{
KillBox (self);
self->count--;
if(!self->count) {
self->think = G_FreeEdict;
self->nextthink = level.time + 1;
}
}
void SP_func_killbox (edict_t *ent)
{
ent->class_id = ENTITY_FUNC_KILLBOX;
gi.setmodel (ent, ent->model);
ent->use = use_killbox;
ent->svflags = SVF_NOCLIENT;
}
//===================================================================
// LAZARUS additions
//===================================================================
//
// func_pushable
// Moveable crate. Similar to misc_explobox, but:
// 1) Uses a brush model rather than a .md2 model. Model can be ANY
// shape, but the func_pushable uses the bounding box to determine
// whether it is being touched or not, so cubes are generally best.
// 2) Can be pushed off a ledge and damaged by falling
// 3) Default dmg = 0 (no fireball) and health = 0 (indestructible)
// 4) Plays a sound when moving
//
// targetname - If triggered, pushable object self-destructs, throwing
// debris chunks and (if dmg>0) exploding
// health - Damage sustained by object before it "dies". On death,
// object throws debris and (if dmg>0) explodes. func_pushable
// can be damaged by shooting (inapplicable in Tremor) or
// by falling damage or by being crushed by a func_door,
// func_train, etc. Set health=0 for a func_pushable that
// cannot be damaged by falling or weapon fire. Set health=-1
// for func_pushable that will block MOVETYPE_PUSH entities
// (func_door, etc.)
// dmg - Radius damage due to object explosion. Set to 0 for
// no fireball
// mass - Weight of the object. Heavier objects are harder to push.
// Default = 400.
// sounds - Sound played when moved.
// 0 = none
// 1 = tank/thud.wav
// 2 = weapons/rg_hum.wav
// 3 = weapons/rockfly.wav
//
// SF=1 - Trigger spawn. Func_pushable is invisible and non-solid until triggered.
// 2 - No knockback. Not moved by weapon fire (invulnerable func_pushables aren't
// affected by weapon fire in either case)
//
//=============
// box_movestep
//
// Similar to SV_movestep in monster code, but handles falling
// objects, and doesn't balk at water/lava/slime
//=============
//
bool box_movestep (edict_t *ent, vec3_t move, bool relink)
{
vec3_t oldorg, neworg, end;
trace_t trace;
float stepsize;
vec3_t maxs, mins, origin;
// try the move
VectorAdd (ent->s.origin, ent->origin_offset, origin);
VectorCopy (origin, oldorg);
VectorAdd (origin, move, neworg);
VectorCopy (ent->size, maxs);
VectorScale (maxs, 0.5, maxs);
VectorNegate (maxs, mins);
// push down from a step height above the wished position
stepsize = 1;
neworg[2] += stepsize;
VectorCopy (neworg, end);
end[2] -= stepsize*2;
trace = gi.trace (neworg, mins, maxs, end, ent, MASK_MONSTERSOLID);
if (trace.allsolid)
return false;
if (trace.startsolid)
{
neworg[2] -= stepsize;
trace = gi.trace (neworg, mins, maxs, end, ent, MASK_MONSTERSOLID);
if (trace.allsolid || trace.startsolid)
return false;
}
if (trace.fraction == 1)
{
// if box had the ground pulled out, go ahead and fall
VectorAdd (ent->s.origin, move, ent->s.origin);
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
ent->groundentity = NULL;
return true;
}
VectorCopy (trace.endpos, origin);
VectorSubtract (origin, ent->origin_offset, ent->s.origin);
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
// the move is ok
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
return true;
}
void box_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if(self->deathtarget)
{
self->target = self->deathtarget;
if(self->activator)
G_UseTargets (self, self->activator);
else
G_UseTargets (self, attacker);
self->target = NULL;
}
func_explosive_die (self, inflictor, attacker, damage, point);
}
void box_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->activator = activator;
box_die(self, self, other, self->health, vec3_origin);
}
//
//===============
//box_walkmove
// similar to M_walkmove, but:
// 1) works with entities not on the ground
// 2) calls moving box-specific box_movestep, which allows
// boxes to fall
//===============
//
bool box_walkmove (edict_t *ent, float yaw, float dist)
{
vec3_t move;
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
return false;
yaw = yaw*M_PI*2 / 360;
move[0] = cos(yaw)*dist;
move[1] = sin(yaw)*dist;
move[2] = 0;
return box_movestep(ent, move, true);
}
void box_water_friction(edict_t *ent)
{
int i;
float speed, newspeed, control;
if (!(ent->flags & FL_SWIM)) return; // should not be here
if (ent->waterlevel==0) return; // likewise
if (ent->crane_control) return; // currently under control of a crane
if ((ent->velocity[0]==0) && (ent->velocity[1]==0))
{
ent->nextthink = 0;
return;
}
for(i=0; i<2; i++)
{
if(ent->velocity[i] != 0)
{
speed = fabs(ent->velocity[i]);
control = speed < 100 ? 100 : speed;
newspeed = speed - (FRAMETIME * control * ent->waterlevel);
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
ent->velocity[i] *= newspeed;
}
}
ent->nextthink = level.time + FRAMETIME;
gi.linkentity(ent);
}
edict_t *CrateOnTop (edict_t *from, edict_t *ent);
void box_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
float e; // coefficient of restitution
float m;
float ratio;
float v11, v12, v21, v22;
int axis;
vec3_t v1, v2, v;
vec3_t origin;
edict_t *bottom, *top;
// if other is another func_pushable, AND self is in
// water, move in proportion to relative masses
if (other->movetype == MOVETYPE_PUSHABLE)
{
int damage;
float delta;
float vslide;
vec3_t dir, impact_v;
// Check for impact damage first
if(self->health > 0) {
VectorSubtract(other->velocity,self->velocity,impact_v);
delta = VectorLength(impact_v);
delta = delta*delta*0.0001;
if (delta > 30)
{
damage = (float)(other->mass)/(float)(self->mass) * ( (delta-30)/2 );
if (damage > 0)
{
VectorSubtract(self->s.origin,other->s.origin,dir);
VectorNormalize(dir);
T_Damage (self, other, other, dir, self->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
if(self->health <= 0) return;
}
}
}
if(self->waterlevel==0) return;
// 06/03/00 change: If either func_pushable is currently being moved
// by crane, bail out.
if(self->crane_control) return;
if(other->crane_control) return;
// Since func_pushables have a bounding box, impact will ALWAYS be on one of the
// planes of the bounding box. The "plane" argument isn't always used, but since
// all entities involved use a parallelepiped bounding box we can rely on offsets
// to centers to figure out which side the impact is on.
VectorAdd (self->absmax,self->absmin,v1);
VectorScale(v1,0.5,v1);
VectorAdd (other->absmax,other->absmin,v2);
VectorScale(v2,0.5,v2);
VectorSubtract(v1,v2,v);
VectorNormalize(v);
axis = 0;
if(fabs(v[1]) > fabs(v[axis])) axis = 1;
if(fabs(v[2]) > fabs(v[axis])) axis = 2;
e = 0.5; // coefficient of restitution
m = (float)(other->mass)/(float)(self->mass);
v11 = self->velocity[axis];
v21 = other->velocity[axis];
v22 = ( e*(v11-v21) + v11 + m*v21 ) / (1.0 + m);
v12 = v22 + e*(v21-v11);
self->velocity[axis] = v12;
other->velocity[axis] = v22;
// Assuming frictionless surfaces, momentum of crate is conserved in
// other two directions (so velocity doesn't change)... BUT we want
// to get the bottom crate out from underneath the other one,
// so we're gonna be a little "creative"
if(axis==2) {
if(v[2] > 0)
{
bottom = other;
top = self;
VectorNegate(v,v);
} else {
bottom = self;
top = other;
}
v[2] = 0;
VectorNormalize(v);
if(!VectorLength(v)) {
v[0] = crandom();
v[1] = sqrt(1.0 - v[0]*v[0]);
}
vslide = 10;
if(fabs(bottom->velocity[0]) < 50)
bottom->velocity[0] += v[0] * vslide;
if(fabs(bottom->velocity[1]) < 50)
bottom->velocity[1] += v[1] * vslide;
top->velocity[0] = -bottom->velocity[0]/2;
top->velocity[1] = -bottom->velocity[1]/2;
other->think = box_water_friction;
other->nextthink = level.time + 0.2;
gi.linkentity(other);
self->think = box_water_friction;
self->nextthink = level.time + 0.2;
} else {
// Frictionless horizontal motion for 1 second
self->think = box_water_friction;
self->nextthink = level.time + 1.0;
}
// Override oldvelocity
VectorCopy(self->velocity,self->oldvelocity);
gi.linkentity(self);
return;
}
// if other is a monster or a player and box is on other's head and moving down,
// do impact damage
VectorAdd(self->s.origin,self->origin_offset,origin);
if( other->client || (other->svflags & SVF_MONSTER) )
{
VectorAdd (self->absmax,self->absmin,v1);
VectorScale(v1,0.5,v1);
VectorSubtract(v1,other->s.origin,v);
VectorNormalize(v);
axis = 0;
if(fabs(v[1]) > fabs(v[axis])) axis = 1;
if(fabs(v[2]) > fabs(v[axis])) axis = 2;
if(axis == 2 && v[axis] > 0) {
v11 = VectorLength(self->velocity);
VectorCopy(self->velocity,v);
VectorNormalize(v);
if(!other->groundentity) {
other->velocity[2] = self->velocity[2];
gi.linkentity(other);
} else if((v11 > 0) && (v[2] < -0.7)) {
int damage;
float delta;
vec3_t dir, impact_v;
VectorSubtract(other->velocity,self->velocity,impact_v);
delta = VectorLength(impact_v);
delta = delta*delta*0.001;
damage = (float)(self->mass)/(float)(other->mass) * delta;
// always do some minimum amount of damage, or we get boxes on
// heads, which looks awfully damn odd
damage = max(2,damage);
VectorSubtract(self->s.origin,other->s.origin,dir);
VectorNormalize(dir);
T_Damage (other, self, self, dir, other->s.origin, vec3_origin, damage, 0, 0, MOD_CRUSH);
self->bounce_me = 1;
return;
}
} else if( (other->groundentity == self) && (self->velocity[2] > 0)) {
self->bounce_me = 2;
other->velocity[2] = self->velocity[2];
gi.linkentity(other);
return;
}
}
// if not a player return
if (!other->client) return;
// if func_pushable is on ground and has a mass > 1000, go away
if (self->groundentity && self->mass > 1000) return;
// if player not pressing use key, do nothing
if (!other->client->use) {
if(self->activator == other) self->activator = NULL;
return;
}
// if player in contact with this func_pushable is already pushing
// something else, return
if ((other->client->push != NULL) && (other->client->push != self)) {
if(self->activator == other) self->activator = NULL;
return;
}
// if another player got here first, he maintains control
if (self->activator) {
if (self->activator->client) {
if (self->activator != other) {
return;
}
}
}
VectorAdd (self->absmax,self->absmin,v1);
VectorScale(v1,0.5,v1);
// if func_pushable isn't in front of pusher, do nothing
if (!point_infront(other,v1)) {
if(self->activator == other) self->activator = NULL;
return;
}
// if player isn't on solid ground AND object isn't in water,
// OR if player is standing on this box, do nothing
if ( ((!other->groundentity) && (self->waterlevel==0)) || (other->groundentity == self) ) {
if(self->activator == other) self->activator = NULL;
return;
}
// if this box has another box stacked on top, balk
if( CrateOnTop (NULL, self) ) {
if(self->activator == other) self->activator = NULL;
return;
}
// Give object a little nudge to give us some clearance
VectorSubtract (v1, other->s.origin, v);
box_walkmove (self, vectoyaw(v), 4);
// Now get the offset from the player to the object,
// and preserve that offset in ClientThink by shifting
// object as needed.
VectorSubtract(other->s.origin,self->s.origin,self->offset);
self->offset[2] = 0;
self->activator = other;
other->client->push = self;
ratio = (float)other->mass / (float)self->mass;
other->client->maxvelocity = 20. * ratio;
if(tpp_auto->value && !other->client->chasetoggle)
Cmd_Chasecam_Toggle(other);
}
void func_pushable_spawn (edict_t *self, edict_t *other, edict_t *activator)
{
self->solid = SOLID_BSP;
self->movetype = MOVETYPE_PUSHABLE;
self->svflags &= ~SVF_NOCLIENT;
self->use = box_use;
self->clipmask = MASK_PLAYERSOLID|MASK_MONSTERSOLID;
self->touch = box_touch;
}
void SP_func_pushable (edict_t *self)
{
// vec3_t border = {2,2,2};
vec3_t border = {1,1,1};
self->class_id = ENTITY_FUNC_PUSHABLE;
PrecacheDebris(self->gib_type);
gi.setmodel (self, self->model);
/* Game places a 2 unit border around brush model absmin and absmax */
VectorAdd(self->mins,border,self->mins);
VectorSubtract(self->maxs,border,self->maxs);
VectorAdd(self->absmin,border,self->absmin);
VectorSubtract(self->absmax,border,self->absmax);
if (!self->mass)
self->mass = 400;
self->flags = FL_SWIM;
if (self->health > 0)
{
self->die = box_die;
self->takedamage = DAMAGE_YES;
}
else
{
self->die = NULL;
self->takedamage = DAMAGE_NO;
}
if (self->spawnflags & 2)
{
// trigger spawn
self->solid = SOLID_NOT;
self->movetype = MOVETYPE_NONE;
self->use = func_pushable_spawn;
self->svflags |= SVF_NOCLIENT;
} else {
self->solid = SOLID_BSP;
self->movetype = MOVETYPE_PUSHABLE;
self->use = box_use;
self->clipmask = MASK_PLAYERSOLID|MASK_MONSTERSOLID;
self->touch = box_touch;
self->think = M_droptofloor;
self->nextthink = level.time + 2 * FRAMETIME;
}
if (self->spawnflags & 4)
self->flags |= FL_NO_KNOCKBACK;
switch (self->sounds)
{
case 1:
self->noise_index = gi.soundindex ("tank/thud.wav");
break;
case 2:
self->noise_index = gi.soundindex ("weapons/rg_hum.wav");
break;
case 3:
self->noise_index = gi.soundindex ("weapons/rockfly.wav");
break;
}
if(self->sounds && !VectorLength(self->s.origin) )
{
edict_t *speaker;
speaker = G_Spawn();
speaker->classname = "moving_speaker";
speaker->s.sound = 0;
speaker->volume = 1;
speaker->attenuation = 1;
speaker->owner = self;
speaker->think = Moving_Speaker_Think;
speaker->nextthink = level.time + 2*FRAMETIME;
speaker->spawnflags = 11; // owner must be moving and on ground to play
self->speaker = speaker;
VectorAdd(self->absmin,self->absmax,speaker->s.origin);
VectorScale(speaker->s.origin,0.5,speaker->s.origin);
VectorSubtract(speaker->s.origin,self->s.origin,speaker->offset);
}
// Move up 1 unit so that func_pushable sitting directly on a func_train
// won't block it's movement (since train has a 1 unit border)
self->s.origin[2] += 1;
gi.linkentity (self);
}
//
// Bobbing water - identical to func_water, but bobs up and down with
// amplitude specified by "bob" value and duration of one cycle specified by
// "duration"
//
void bob_think (edict_t *self)
{
float delta;
int time = self->duration*10;
float t1, t0, z0, z1;
t0 = self->bobframe%time;
t1 = (self->bobframe+1)%time;
z0 = sin(2*M_PI*t0/time);
z1 = sin(2*M_PI*t1/time);
delta = self->bob/2 * (z1-z0);
self->velocity[2] = delta/FRAMETIME;
self->nextthink = level.time + FRAMETIME;
self->bobframe = (self->bobframe+1)%time;
gi.linkentity(self);
}
void bob_init (edict_t *self)
{
self->bobframe = 0;
self->think = bob_think;
self->nextthink = level.time + FRAMETIME;
}
void SP_func_bobbingwater(edict_t *self)
{
vec3_t abs_movedir;
self->class_id = ENTITY_FUNC_BOBBINGWATER;
G_SetMovedir (self->s.angles, self->movedir);
self->movetype = MOVETYPE_PUSH;
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
if(self->spawnflags & 2)
{
level.mud_puddles++;
self->svflags |= SVF_MUD;
}
switch (self->sounds)
{
default:
break;
case 1: // water
self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
break;
case 2: // lava
self->moveinfo.sound_start = gi.soundindex ("world/mov_watr.wav");
self->moveinfo.sound_end = gi.soundindex ("world/stp_watr.wav");
break;
}
// calculate second position
VectorCopy (self->s.origin, self->pos1);
abs_movedir[0] = fabs(self->movedir[0]);
abs_movedir[1] = fabs(self->movedir[1]);
abs_movedir[2] = fabs(self->movedir[2]);
self->moveinfo.distance = abs_movedir[0] * self->size[0] + abs_movedir[1] * self->size[1] + abs_movedir[2] * self->size[2] - st.lip;
VectorMA (self->pos1, self->moveinfo.distance, self->movedir, self->pos2);
// if it starts open, switch the positions
if (self->spawnflags & DOOR_START_OPEN)
{
VectorCopy (self->pos2, self->s.origin);
VectorCopy (self->pos1, self->pos2);
VectorCopy (self->s.origin, self->pos1);
}
VectorCopy (self->pos1, self->moveinfo.start_origin);
VectorCopy (self->s.angles, self->moveinfo.start_angles);
VectorCopy (self->pos2, self->moveinfo.end_origin);
VectorCopy (self->s.angles, self->moveinfo.end_angles);
self->moveinfo.state = STATE_BOTTOM;
if (!self->speed)
self->speed = 25;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed = self->speed;
if (!self->wait)
self->wait = -1;
self->moveinfo.wait = self->wait;
self->use = door_use;
if (self->wait == -1)
self->spawnflags |= DOOR_TOGGLE;
self->classname = "func_door";
self->flags |= FL_BOB;
if(!self->bob) self->bob = 16;
if(!self->duration) self->duration = 8;
self->think = bob_init;
self->nextthink = level.time + FRAMETIME;
gi.linkentity (self);
}
//
// func_pivot - works like a see-saw
//
void pivot_blocked (edict_t *self, edict_t *other)
{
VectorCopy(vec3_origin,self->avelocity);
gi.linkentity(self);
}
void pivot_stop(edict_t *ent)
{
VectorClear(ent->avelocity);
gi.linkentity(ent);
}
void pivot_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
float time;
vec3_t offset;
vec3_t avelocity;
vec3_t delta;
if(!other->mass) return; // other is weightless
if(!other->groundentity) return; // other is in air
if(other->groundentity != ent) return; // other is not standing on ent
VectorSubtract(ent->s.origin,other->s.origin,offset);
offset[2] = 0.; // z offset is irrelevant
VectorCopy(ent->avelocity,avelocity);
if(ent->spawnflags & 1)
{
avelocity[PITCH] = -other->mass*offset[0]/400;
// if(avelocity[PITCH] = ent->avelocity[PITCH]) return;
if(offset[0] > 0)
ent->move_angles[PITCH] = ent->pos2[PITCH];
else
ent->move_angles[PITCH] = ent->pos1[PITCH];
VectorSubtract(ent->move_angles,ent->s.angles,delta);
time = delta[PITCH]/avelocity[PITCH];
}
else
{
avelocity[ROLL] = other->mass*offset[1]/400;
// if(avelocity[ROLL] = ent->avelocity[ROLL]) return;
if(offset[1] > 0)
ent->move_angles[ROLL] = ent->pos1[ROLL];
else
ent->move_angles[ROLL] = ent->pos2[ROLL];
VectorSubtract(ent->move_angles,ent->s.angles,delta);
time = delta[ROLL]/avelocity[ROLL];
}
gi.dprintf("time=%f, v=%f %f %f\n",time,avelocity[0],avelocity[1],avelocity[2]);
if(time > 0)
{
VectorCopy(avelocity,ent->avelocity);
ent->think = pivot_stop;
ent->nextthink = level.time + time;
gi.linkentity(ent);
}
else
{
VectorClear(ent->avelocity);
ent->nextthink = 0;
}
}
void pivot_init (edict_t *ent)
{
float zmin;
trace_t tr;
vec3_t start, end;
VectorClear(ent->pos1);
VectorClear(ent->pos2);
if(ent->spawnflags & 1)
{
end[0] = start[0] = ent->absmin[0];
end[1] = start[1] = (ent->absmin[1]+ent->absmax[1])/2;
start[2] = ent->absmin[2];
end[2] = ent->absmin[2] - (ent->s.origin[0]-ent->absmin[0]);
tr=gi.trace(start,NULL,NULL,end,ent,MASK_SOLID);
if(tr.fraction < 1.0)
zmin = tr.endpos[2];
else
zmin = end[2];
ent->pos2[PITCH] = asin((ent->absmin[2]-zmin)/(ent->s.origin[0]-ent->absmin[0]));
end[0] = start[0] = ent->absmax[0];
end[2] = ent->absmin[2] - (ent->absmax[0]-ent->s.origin[0]);
tr=gi.trace(start,NULL,NULL,end,ent,MASK_SOLID);
if(tr.fraction < 1.0)
zmin = tr.endpos[2];
else
zmin = end[2];
ent->pos1[PITCH] = asin((ent->absmin[2]-zmin)/(ent->absmax[0]-ent->s.origin[0]));
ent->pos1[PITCH] *= 180/M_PI;
ent->pos2[PITCH] *= -180/M_PI;
}
else
{
end[0] = start[0] = (ent->absmin[0]+ent->absmax[0])/2;
end[1] = start[1] = ent->absmin[1];
start[2] = ent->absmin[2];
end[2] = ent->absmin[2] - (ent->s.origin[1]-ent->absmin[1]);
tr=gi.trace(start,NULL,NULL,end,ent,MASK_SOLID);
if(tr.fraction < 1.0)
zmin = tr.endpos[2];
else
zmin = end[2];
ent->pos1[ROLL] = asin((ent->absmin[2]-zmin)/(ent->s.origin[1]-ent->absmin[1]));
end[1] = start[1] = ent->absmax[1];
end[2] = ent->absmin[2] - (ent->absmax[1]-ent->s.origin[1]);
tr=gi.trace(start,NULL,NULL,end,ent,MASK_SOLID);
if(tr.fraction < 1.0)
zmin = tr.endpos[2];
else
zmin = end[2];
ent->pos2[ROLL] = asin((ent->absmin[2]-zmin)/(ent->absmax[1]-ent->s.origin[1]));
ent->pos1[ROLL] *= 180/M_PI;
ent->pos2[ROLL] *= -180/M_PI;
}
VectorClear(ent->move_angles);
gi.linkentity(ent);
}
void SP_func_pivot (edict_t *ent)
{
ent->class_id = ENTITY_FUNC_PIVOT;
ent->solid = SOLID_BSP;
ent->movetype = MOVETYPE_PUSH;
if (!ent->speed)
ent->speed = 100;
if (!ent->dmg)
ent->dmg = 2;
ent->touch = pivot_touch;
ent->blocked = pivot_blocked;
ent->gravity = 0;
ent->think = pivot_init;
ent->nextthink = level.time + FRAMETIME;
gi.setmodel (ent, ent->model);
gi.linkentity (ent);
}
// ==================================================
#define FWALL_START_ON 1
void force_wall_think(edict_t *self)
{
if(!self->wait)
{
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_FORCEWALL);
WRITE_COORD (self->pos1);
WRITE_COORD (self->pos2);
WRITE_BYTE (self->style);
MESSAGE_SEND (MSG_PVS, self->offset, NULL);
}
self->think = force_wall_think;
self->nextthink = level.time + FRAMETIME;
}
void func_force_wall_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!other->takedamage)
return;
if (self->timestamp > level.time)
return;
self->timestamp = level.time + FRAMETIME;
T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_SPLASH);
}
void force_wall_use (edict_t *self, edict_t *other, edict_t *activator)
{
if(!self->wait)
{
self->wait = 1;
self->think = NULL;
self->nextthink = 0;
self->solid = SOLID_NOT;
self->touch = NULL;
gi.linkentity( self );
self->count--;
if(!self->count) {
self->think = G_FreeEdict;
self->nextthink = level.time + 1;
}
}
else
{
self->wait = 0;
self->think = force_wall_think;
self->nextthink = level.time + 0.1;
self->solid = SOLID_BSP;
if(self->dmg)
self->touch = func_force_wall_touch;
KillBox(self); // Is this appropriate?
gi.linkentity (self);
}
}
/*QUAKED func_force_wall (1 0 1) ? start_on
A vertical particle force wall. Turns on and solid when triggered.
If someone is in the force wall when it turns on, they're telefragged.
start_on - forcewall begins activated. triggering will turn it off.
style - color of particles to use.
208: green, 240: red, 241: blue, 224: orange
*/
void SP_func_force_wall(edict_t *ent)
{
ent->class_id = ENTITY_FUNC_FORCE_WALL;
gi.setmodel (ent, ent->model);
ent->offset[0] = (ent->absmax[0] + ent->absmin[0]) / 2;
ent->offset[1] = (ent->absmax[1] + ent->absmin[1]) / 2;
ent->offset[2] = (ent->absmax[2] + ent->absmin[2]) / 2;
ent->pos1[2] = ent->absmax[2];
ent->pos2[2] = ent->absmax[2];
if(ent->size[0] > ent->size[1])
{
ent->pos1[0] = ent->absmin[0];
ent->pos2[0] = ent->absmax[0];
ent->pos1[1] = ent->offset[1];
ent->pos2[1] = ent->offset[1];
}
else
{
ent->pos1[0] = ent->offset[0];
ent->pos2[0] = ent->offset[0];
ent->pos1[1] = ent->absmin[1];
ent->pos2[1] = ent->absmax[1];
}
if(!ent->style)
ent->style = 208;
ent->movetype = MOVETYPE_NONE;
if(ent->spawnflags & FWALL_START_ON)
{
ent->solid = SOLID_BSP;
if(ent->dmg)
ent->touch = func_force_wall_touch;
ent->think = force_wall_think;
ent->nextthink = level.time + FRAMETIME;
ent->wait = 0;
}
else {
ent->wait = 1;
ent->solid = SOLID_NOT;
}
ent->use = force_wall_use;
ent->svflags = SVF_NOCLIENT;
gi.linkentity(ent);
}
//
// func_door_swinging is identical to func_door_rotating, but will always open AWAY
// from whoever opens it. If opened by a trigger the normal func_door_rotating rotation
// is used.
//
void swinging_door_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
edict_t *ent;
edict_t *master;
for (ent = self->teammaster ; ent ; ent = ent->teamchain)
{
ent->health = ent->max_health;
ent->takedamage = DAMAGE_NO;
}
master = self->teammaster;
if (master->spawnflags & DOOR_TOGGLE)
{
if (master->moveinfo.state == STATE_UP || master->moveinfo.state == STATE_TOP)
{
// trigger all paired doors
for (ent = master ; ent ; ent = ent->teamchain)
{
ent->message = NULL;
ent->touch = NULL;
door_go_down (ent);
}
return;
}
}
// trigger all paired doors
for (ent = master ; ent ; ent = ent->teamchain)
{
ent->message = NULL;
ent->touch = NULL;
ent->do_not_rotate = true;
if (ent->moveinfo.state == STATE_UP)
continue; // already going up
if (ent->moveinfo.state == STATE_TOP)
{ // reset top wait time
if (ent->moveinfo.wait >= 0)
ent->nextthink = level.time + ent->moveinfo.wait;
return;
}
check_reverse_rotation(ent,point);
if (!(ent->flags & FL_TEAMSLAVE))
{
if (ent->moveinfo.sound_start)
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);
ent->s.sound = ent->moveinfo.sound_middle;
}
ent->moveinfo.state = STATE_UP;
AngleMove_Calc (ent, door_hit_top);
G_UseTargets (ent, attacker);
door_use_areaportals (ent, true);
}
}
void func_door_swinging_init (edict_t *self)
{
edict_t *new_origin;
edict_t *follow;
follow = G_Find (NULL, FOFS(targetname), self->followtarget);
if(!follow)
{
gi.dprintf("func_door_swinging at %s, followtarget not found\n",vtos(self->s.origin));
G_FreeEdict(self);
return;
}
VectorSubtract(follow->s.origin,self->s.origin,self->move_origin);
VectorNormalize(self->move_origin);
G_FreeEdict(follow);
if(self->pathtarget)
{
new_origin = G_Find (NULL, FOFS(targetname), self->pathtarget);
if(new_origin)
{
VectorCopy (new_origin->s.origin,self->s.origin);
VectorCopy (self->s.origin, self->moveinfo.start_origin);
VectorCopy (self->s.origin, self->moveinfo.end_origin);
gi.linkentity(self);
}
}
self->nextthink = level.time + FRAMETIME;
if ((self->health > 0) || self->targetname)
self->think = Think_CalcMoveSpeed;
else
self->think = Think_SpawnDoorTrigger;
}
void SP_func_door_swinging (edict_t *self)
{
int pivot;
pivot = self->spawnflags & 1; // 1 means "start open" for normal doors, so turn it
self->spawnflags &= ~1; // off temporarily until normal door initialization
// is done
if(self->spawnflags & DOOR_REVERSE)
{
self->spawnflags &= ~DOOR_REVERSE;
self->flags |= FL_REVOLVING;
}
if(!self->followtarget)
{
gi.dprintf("func_door_swinging with no followtarget at %s\n",vtos(self->s.origin));
G_FreeEdict(self);
return;
}
SP_func_door_rotating (self);
self->spawnflags |= pivot;
if( pivot && (self->health > 0) )
self->die = swinging_door_killed;
self->flags |= FL_REVERSIBLE;
strcpy(self->classname,"func_door_rotating");
// Wait a few frames so that we're sure pathtarget has been parsed.
self->think = func_door_swinging_init;
self->nextthink = level.time + 2*FRAMETIME;
gi.linkentity(self);
}