mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-12 05:10:52 +01:00
2225 lines
54 KiB
C++
2225 lines
54 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== plats.cpp ========================================================
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spawn, think, and touch functions for trains, etc
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "trains.h"
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#include "saverestore.h"
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static void PlatSpawnInsideTrigger(entvars_t* pevPlatform);
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#define SF_PLAT_TOGGLE 0x0001
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class CBasePlatTrain : public CBaseToggle
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{
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public:
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virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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void KeyValue( KeyValueData* pkvd);
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void Precache( void );
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// This is done to fix spawn flag collisions between this class and a derived class
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virtual BOOL IsTogglePlat( void ) { return ( pev->spawnflags & SF_PLAT_TOGGLE ) ? TRUE : FALSE; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BYTE m_bMoveSnd; // sound a plat makes while moving
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BYTE m_bStopSnd; // sound a plat makes when it stops
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float m_volume; // Sound volume
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};
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TYPEDESCRIPTION CBasePlatTrain::m_SaveData[] =
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{
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DEFINE_FIELD( CBasePlatTrain, m_bMoveSnd, FIELD_CHARACTER ),
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DEFINE_FIELD( CBasePlatTrain, m_bStopSnd, FIELD_CHARACTER ),
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DEFINE_FIELD( CBasePlatTrain, m_volume, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CBasePlatTrain, CBaseToggle )
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void CBasePlatTrain::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "lip" ) )
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{
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m_flLip = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "wait" ) )
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{
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m_flWait = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "height" ) )
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{
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m_flHeight = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "rotation" ) )
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{
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m_vecFinalAngle.x = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "movesnd" ) )
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{
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m_bMoveSnd = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "stopsnd" ) )
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{
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m_bStopSnd = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "volume" ) )
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{
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m_volume = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseToggle::KeyValue( pkvd );
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}
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#define noiseMoving noise
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#define noiseArrived noise1
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void CBasePlatTrain::Precache( void )
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{
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const char *pszSound;
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BOOL NullSound = FALSE;
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// set the plat's "in-motion" sound
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switch( m_bMoveSnd )
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{
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case 1:
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pszSound = "plats/bigmove1.wav";
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break;
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case 2:
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pszSound = "plats/bigmove2.wav";
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break;
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case 3:
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pszSound = "plats/elevmove1.wav";
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break;
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case 4:
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pszSound = "plats/elevmove2.wav";
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break;
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case 5:
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pszSound = "plats/elevmove3.wav";
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break;
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case 6:
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pszSound = "plats/freightmove1.wav";
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break;
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case 7:
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pszSound = "plats/freightmove2.wav";
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break;
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case 8:
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pszSound = "plats/heavymove1.wav";
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break;
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case 9:
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pszSound = "plats/rackmove1.wav";
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break;
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case 10:
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pszSound = "plats/railmove1.wav";
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break;
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case 11:
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pszSound = "plats/squeekmove1.wav";
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break;
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case 12:
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pszSound = "plats/talkmove1.wav";
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break;
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case 13:
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pszSound = "plats/talkmove2.wav";
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break;
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case 0:
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default:
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pszSound = "common/null.wav";
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NullSound = TRUE;
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break;
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}
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if( !NullSound )
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PRECACHE_SOUND( pszSound );
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pev->noiseMoving = MAKE_STRING( pszSound );
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NullSound = FALSE;
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// set the plat's 'reached destination' stop sound
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switch( m_bStopSnd )
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{
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case 1:
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pszSound = "plats/bigstop1.wav";
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break;
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case 2:
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pszSound = "plats/bigstop2.wav";
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break;
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case 3:
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pszSound = "plats/freightstop1.wav";
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break;
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case 4:
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pszSound = "plats/heavystop2.wav";
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break;
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case 5:
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pszSound = "plats/rackstop1.wav";
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break;
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case 6:
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pszSound = "plats/railstop1.wav";
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break;
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case 7:
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pszSound = "plats/squeekstop1.wav";
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break;
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case 8:
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pszSound = "plats/talkstop1.wav";
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break;
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case 0:
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default:
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pszSound = "common/null.wav";
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NullSound = TRUE;
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break;
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}
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if( !NullSound )
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PRECACHE_SOUND( pszSound );
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pev->noiseArrived = MAKE_STRING( pszSound );
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}
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//
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//====================== PLAT code ====================================================
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//
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#define noiseMovement noise
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#define noiseStopMoving noise1
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class CFuncPlat : public CBasePlatTrain
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{
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public:
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void Spawn( void );
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void Precache( void );
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void Setup( void );
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virtual void Blocked( CBaseEntity *pOther );
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void EXPORT PlatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT CallGoDown( void ) { GoDown(); }
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void EXPORT CallHitTop( void ) { HitTop(); }
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void EXPORT CallHitBottom( void ) { HitBottom(); }
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virtual void GoUp( void );
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virtual void GoDown( void );
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virtual void HitTop( void );
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virtual void HitBottom( void );
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};
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LINK_ENTITY_TO_CLASS( func_plat, CFuncPlat )
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// UNDONE: Need to save this!!! It needs class & linkage
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class CPlatTrigger : public CBaseEntity
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{
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public:
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virtual int ObjectCaps( void ) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
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void SpawnInsideTrigger( CFuncPlat *pPlatform );
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void Touch( CBaseEntity *pOther );
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EHANDLE m_hPlatform;
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};
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/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
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speed default 150
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Plats are always drawn in the extended position, so they will light correctly.
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If the plat is the target of another trigger or button, it will start out disabled in
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the extended position until it is trigger, when it will lower and become a normal plat.
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If the "height" key is set, that will determine the amount the plat moves, instead of
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being implicitly determined by the model's height.
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Set "sounds" to one of the following:
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1) base fast
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2) chain slow
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*/
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void CFuncPlat::Setup( void )
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{
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//pev->noiseMovement = MAKE_STRING( "plats/platmove1.wav" );
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//pev->noiseStopMoving = MAKE_STRING( "plats/platstop1.wav" );
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if( m_flTLength == 0 )
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m_flTLength = 80;
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if( m_flTWidth == 0 )
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m_flTWidth = 10;
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pev->angles = g_vecZero;
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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UTIL_SetOrigin( pev, pev->origin ); // set size and link into world
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UTIL_SetSize( pev, pev->mins, pev->maxs );
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SET_MODEL( ENT( pev), STRING( pev->model ) );
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// vecPosition1 is the top position, vecPosition2 is the bottom
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m_vecPosition1 = pev->origin;
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m_vecPosition2 = pev->origin;
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if( m_flHeight != 0 )
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m_vecPosition2.z = pev->origin.z - m_flHeight;
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else
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m_vecPosition2.z = pev->origin.z - pev->size.z + 8;
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if( pev->speed == 0 )
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pev->speed = 150;
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if( m_volume == 0 )
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m_volume = 0.85;
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}
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void CFuncPlat::Precache()
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{
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CBasePlatTrain::Precache();
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//PRECACHE_SOUND( "plats/platmove1.wav" );
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//PRECACHE_SOUND( "plats/platstop1.wav" );
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if( !IsTogglePlat() )
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PlatSpawnInsideTrigger( pev ); // the "start moving" trigger
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}
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void CFuncPlat::Spawn()
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{
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Setup();
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Precache();
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// If this platform is the target of some button, it starts at the TOP position,
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// and is brought down by that button. Otherwise, it starts at BOTTOM.
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if( !FStringNull( pev->targetname ) )
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{
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UTIL_SetOrigin( pev, m_vecPosition1 );
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m_toggle_state = TS_AT_TOP;
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SetUse( &CFuncPlat::PlatUse );
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}
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else
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{
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UTIL_SetOrigin( pev, m_vecPosition2 );
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m_toggle_state = TS_AT_BOTTOM;
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}
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}
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static void PlatSpawnInsideTrigger( entvars_t *pevPlatform )
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{
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GetClassPtr( (CPlatTrigger *)NULL )->SpawnInsideTrigger( GetClassPtr( (CFuncPlat *)pevPlatform ) );
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}
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//
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// Create a trigger entity for a platform.
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//
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void CPlatTrigger::SpawnInsideTrigger( CFuncPlat *pPlatform )
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{
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m_hPlatform = pPlatform;
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// Create trigger entity, "point" it at the owning platform, give it a touch method
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pev->solid = SOLID_TRIGGER;
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pev->movetype = MOVETYPE_NONE;
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pev->origin = pPlatform->pev->origin;
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// Establish the trigger field's size
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Vector vecTMin = pPlatform->pev->mins + Vector( 25, 25, 0 );
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Vector vecTMax = pPlatform->pev->maxs + Vector( 25, 25, 8 );
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vecTMin.z = vecTMax.z - ( pPlatform->m_vecPosition1.z - pPlatform->m_vecPosition2.z + 8 );
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if( pPlatform->pev->size.x <= 50 )
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{
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vecTMin.x = ( pPlatform->pev->mins.x + pPlatform->pev->maxs.x ) / 2;
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vecTMax.x = vecTMin.x + 1;
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}
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if( pPlatform->pev->size.y <= 50 )
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{
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vecTMin.y = ( pPlatform->pev->mins.y + pPlatform->pev->maxs.y ) / 2;
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vecTMax.y = vecTMin.y + 1;
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}
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UTIL_SetSize( pev, vecTMin, vecTMax );
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}
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//
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// When the platform's trigger field is touched, the platform ???
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//
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void CPlatTrigger::Touch( CBaseEntity *pOther )
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{
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// Ignore touches by non-players
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entvars_t *pevToucher = pOther->pev;
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if( !FClassnameIs( pevToucher, "player" ) )
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return;
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CFuncPlat *pPlatform = (CFuncPlat*)(CBaseEntity*)m_hPlatform;
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if( !pPlatform )
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{
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// The target platform has been removed, remove myself as well. - Solokiller
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UTIL_Remove( this );
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return;
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}
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// Ignore touches by corpses
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if( !pOther->IsAlive() )
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return;
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// Make linked platform go up/down.
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if( pPlatform->m_toggle_state == TS_AT_BOTTOM )
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pPlatform->GoUp();
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else if( pPlatform->m_toggle_state == TS_AT_TOP )
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pPlatform->pev->nextthink = pPlatform->pev->ltime + 1;// delay going down
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}
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//
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// Used by SUB_UseTargets, when a platform is the target of a button.
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// Start bringing platform down.
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//
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void CFuncPlat::PlatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( IsTogglePlat() )
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{
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// Top is off, bottom is on
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BOOL on = ( m_toggle_state == TS_AT_BOTTOM ) ? TRUE : FALSE;
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if( !ShouldToggle( useType, on ) )
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return;
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if( m_toggle_state == TS_AT_TOP )
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GoDown();
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else if( m_toggle_state == TS_AT_BOTTOM )
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GoUp();
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}
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else
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{
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SetUse( NULL );
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if( m_toggle_state == TS_AT_TOP )
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GoDown();
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}
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}
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//
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// Platform is at top, now starts moving down.
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//
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void CFuncPlat::GoDown( void )
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{
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if( pev->noiseMovement )
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMovement ), m_volume, ATTN_NORM );
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ASSERT( m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP );
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m_toggle_state = TS_GOING_DOWN;
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SetMoveDone( &CFuncPlat::CallHitBottom );
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LinearMove( m_vecPosition2, pev->speed );
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}
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//
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// Platform has hit bottom. Stops and waits forever.
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//
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void CFuncPlat::HitBottom( void )
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{
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if( pev->noiseMovement )
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STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMovement ) );
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if( pev->noiseStopMoving )
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM );
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ASSERT( m_toggle_state == TS_GOING_DOWN );
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m_toggle_state = TS_AT_BOTTOM;
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}
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//
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// Platform is at bottom, now starts moving up
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//
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void CFuncPlat::GoUp( void )
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{
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if( pev->noiseMovement )
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMovement ), m_volume, ATTN_NORM );
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ASSERT( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN );
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m_toggle_state = TS_GOING_UP;
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SetMoveDone( &CFuncPlat::CallHitTop );
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LinearMove(m_vecPosition1, pev->speed);
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}
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//
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// Platform has hit top. Pauses, then starts back down again.
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//
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void CFuncPlat::HitTop( void )
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{
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if( pev->noiseMovement )
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STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMovement ) );
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if( pev->noiseStopMoving )
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM );
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ASSERT( m_toggle_state == TS_GOING_UP );
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m_toggle_state = TS_AT_TOP;
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if( !IsTogglePlat() )
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{
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// After a delay, the platform will automatically start going down again.
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SetThink( &CFuncPlat::CallGoDown );
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pev->nextthink = pev->ltime + 3;
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}
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}
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void CFuncPlat::Blocked( CBaseEntity *pOther )
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{
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ALERT( at_aiconsole, "%s Blocked by %s\n", STRING( pev->classname ), STRING( pOther->pev->classname ) );
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// Hurt the blocker a little
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pOther->TakeDamage( pev, pev, 1, DMG_CRUSH );
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if( pev->noiseMovement )
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STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMovement ) );
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// Send the platform back where it came from
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ASSERT( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN );
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if( m_toggle_state == TS_GOING_UP )
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GoDown();
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else if( m_toggle_state == TS_GOING_DOWN )
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GoUp ();
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}
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class CFuncPlatRot : public CFuncPlat
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{
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public:
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void Spawn( void );
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void SetupRotation( void );
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virtual void GoUp( void );
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virtual void GoDown( void );
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virtual void HitTop( void );
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virtual void HitBottom( void );
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void RotMove( Vector &destAngle, float time );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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Vector m_end, m_start;
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};
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|
|
|
LINK_ENTITY_TO_CLASS( func_platrot, CFuncPlatRot )
|
|
TYPEDESCRIPTION CFuncPlatRot::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CFuncPlatRot, m_end, FIELD_VECTOR ),
|
|
DEFINE_FIELD( CFuncPlatRot, m_start, FIELD_VECTOR ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CFuncPlatRot, CFuncPlat )
|
|
|
|
void CFuncPlatRot::SetupRotation( void )
|
|
{
|
|
if( m_vecFinalAngle.x != 0 ) // This plat rotates too!
|
|
{
|
|
CBaseToggle::AxisDir( pev );
|
|
m_start = pev->angles;
|
|
m_end = pev->angles + pev->movedir * m_vecFinalAngle.x;
|
|
}
|
|
else
|
|
{
|
|
m_start = g_vecZero;
|
|
m_end = g_vecZero;
|
|
}
|
|
if( !FStringNull( pev->targetname ) ) // Start at top
|
|
{
|
|
pev->angles = m_end;
|
|
}
|
|
}
|
|
|
|
void CFuncPlatRot::Spawn( void )
|
|
{
|
|
CFuncPlat::Spawn();
|
|
SetupRotation();
|
|
}
|
|
|
|
void CFuncPlatRot::GoDown( void )
|
|
{
|
|
CFuncPlat::GoDown();
|
|
RotMove( m_start, pev->nextthink - pev->ltime );
|
|
}
|
|
|
|
//
|
|
// Platform has hit bottom. Stops and waits forever.
|
|
//
|
|
void CFuncPlatRot::HitBottom( void )
|
|
{
|
|
CFuncPlat::HitBottom();
|
|
pev->avelocity = g_vecZero;
|
|
pev->angles = m_start;
|
|
}
|
|
|
|
//
|
|
// Platform is at bottom, now starts moving up
|
|
//
|
|
void CFuncPlatRot::GoUp( void )
|
|
{
|
|
CFuncPlat::GoUp();
|
|
RotMove( m_end, pev->nextthink - pev->ltime );
|
|
}
|
|
|
|
//
|
|
// Platform has hit top. Pauses, then starts back down again.
|
|
//
|
|
void CFuncPlatRot::HitTop( void )
|
|
{
|
|
CFuncPlat::HitTop();
|
|
pev->avelocity = g_vecZero;
|
|
pev->angles = m_end;
|
|
}
|
|
|
|
void CFuncPlatRot::RotMove( Vector &destAngle, float time )
|
|
{
|
|
// set destdelta to the vector needed to move
|
|
Vector vecDestDelta = destAngle - pev->angles;
|
|
|
|
// Travel time is so short, we're practically there already; so make it so.
|
|
if( time >= 0.1 )
|
|
pev->avelocity = vecDestDelta / time;
|
|
else
|
|
{
|
|
pev->avelocity = vecDestDelta;
|
|
pev->nextthink = pev->ltime + 1;
|
|
}
|
|
}
|
|
|
|
//
|
|
//====================== TRAIN code ==================================================
|
|
//
|
|
class CFuncTrain : public CBasePlatTrain
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void Activate( void );
|
|
void OverrideReset( void );
|
|
|
|
void Blocked( CBaseEntity *pOther );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
void EXPORT Wait( void );
|
|
void EXPORT Next( void );
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
entvars_t *m_pevCurrentTarget;
|
|
int m_sounds;
|
|
BOOL m_activated;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_train, CFuncTrain )
|
|
|
|
TYPEDESCRIPTION CFuncTrain::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CFuncTrain, m_sounds, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CFuncTrain, m_pevCurrentTarget, FIELD_EVARS ),
|
|
DEFINE_FIELD( CFuncTrain, m_activated, FIELD_BOOLEAN ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CFuncTrain, CBasePlatTrain )
|
|
|
|
void CFuncTrain::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "sounds" ) )
|
|
{
|
|
m_sounds = atoi( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBasePlatTrain::KeyValue( pkvd );
|
|
}
|
|
|
|
void CFuncTrain::Blocked( CBaseEntity *pOther )
|
|
{
|
|
if( gpGlobals->time < m_flActivateFinished )
|
|
return;
|
|
|
|
m_flActivateFinished = gpGlobals->time + 0.5;
|
|
|
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
|
|
}
|
|
|
|
void CFuncTrain::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER )
|
|
{
|
|
// Move toward my target
|
|
pev->spawnflags &= ~SF_TRAIN_WAIT_RETRIGGER;
|
|
Next();
|
|
}
|
|
else
|
|
{
|
|
pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER;
|
|
// Pop back to last target if it's available
|
|
if( pev->enemy )
|
|
pev->target = pev->enemy->v.targetname;
|
|
pev->nextthink = 0;
|
|
pev->velocity = g_vecZero;
|
|
if( pev->noiseStopMoving )
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM );
|
|
}
|
|
}
|
|
|
|
void CFuncTrain::Wait( void )
|
|
{
|
|
// Fire the pass target if there is one
|
|
if( m_pevCurrentTarget->message )
|
|
{
|
|
FireTargets( STRING( m_pevCurrentTarget->message ), this, this, USE_TOGGLE, 0 );
|
|
if( FBitSet( m_pevCurrentTarget->spawnflags, SF_CORNER_FIREONCE ) )
|
|
m_pevCurrentTarget->message = 0;
|
|
}
|
|
|
|
// need pointer to LAST target.
|
|
if( FBitSet( m_pevCurrentTarget->spawnflags, SF_TRAIN_WAIT_RETRIGGER ) || ( pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER ) )
|
|
{
|
|
pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER;
|
|
|
|
// clear the sound channel.
|
|
if( pev->noiseMovement )
|
|
STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noiseMovement ) );
|
|
if( pev->noiseStopMoving )
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM );
|
|
pev->nextthink = 0;
|
|
return;
|
|
}
|
|
|
|
// ALERT( at_console, "%f\n", m_flWait );
|
|
if( m_flWait != 0 )
|
|
{
|
|
// -1 wait will wait forever!
|
|
pev->nextthink = pev->ltime + m_flWait;
|
|
if( pev->noiseMovement )
|
|
STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noiseMovement ) );
|
|
if( pev->noiseStopMoving )
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM );
|
|
SetThink( &CFuncTrain::Next );
|
|
}
|
|
else
|
|
{
|
|
Next();// do it RIGHT now!
|
|
}
|
|
}
|
|
|
|
//
|
|
// Train next - path corner needs to change to next target
|
|
//
|
|
void CFuncTrain::Next( void )
|
|
{
|
|
CBaseEntity *pTarg;
|
|
|
|
// now find our next target
|
|
pTarg = GetNextTarget();
|
|
|
|
if( !pTarg )
|
|
{
|
|
if( pev->noiseMovement )
|
|
STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noiseMovement ) );
|
|
// Play stop sound
|
|
if( pev->noiseStopMoving )
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM );
|
|
return;
|
|
}
|
|
|
|
// Save last target in case we need to find it again
|
|
pev->message = pev->target;
|
|
|
|
pev->target = pTarg->pev->target;
|
|
m_flWait = pTarg->GetDelay();
|
|
|
|
if( m_pevCurrentTarget && m_pevCurrentTarget->speed != 0 )
|
|
{
|
|
// don't copy speed from target if it is 0 (uninitialized)
|
|
pev->speed = m_pevCurrentTarget->speed;
|
|
ALERT( at_aiconsole, "Train %s speed to %4.2f\n", STRING( pev->targetname ), pev->speed );
|
|
}
|
|
m_pevCurrentTarget = pTarg->pev;// keep track of this since path corners change our target for us.
|
|
|
|
pev->enemy = pTarg->edict();//hack
|
|
|
|
if( FBitSet( m_pevCurrentTarget->spawnflags, SF_CORNER_TELEPORT ) )
|
|
{
|
|
// Path corner has indicated a teleport to the next corner.
|
|
SetBits( pev->effects, EF_NOINTERP );
|
|
UTIL_SetOrigin( pev, pTarg->pev->origin - ( pev->mins + pev->maxs ) * 0.5 );
|
|
Wait(); // Get on with doing the next path corner.
|
|
}
|
|
else
|
|
{
|
|
// Normal linear move.
|
|
|
|
// CHANGED this from CHAN_VOICE to CHAN_STATIC around OEM beta time because trains should
|
|
// use CHAN_STATIC for their movement sounds to prevent sound field problems.
|
|
// this is not a hack or temporary fix, this is how things should be. (sjb).
|
|
if( pev->noiseMovement )
|
|
{
|
|
STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noiseMovement ) );
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMovement ), m_volume, ATTN_NORM );
|
|
}
|
|
|
|
ClearBits( pev->effects, EF_NOINTERP );
|
|
SetMoveDone( &CFuncTrain::Wait );
|
|
LinearMove( pTarg->pev->origin - ( pev->mins + pev->maxs )* 0.5, pev->speed );
|
|
}
|
|
}
|
|
|
|
void CFuncTrain::Activate( void )
|
|
{
|
|
// Not yet active, so teleport to first target
|
|
if( !m_activated )
|
|
{
|
|
m_activated = TRUE;
|
|
entvars_t *pevTarg = VARS( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) );
|
|
|
|
pev->target = pevTarg->target;
|
|
m_pevCurrentTarget = pevTarg;// keep track of this since path corners change our target for us.
|
|
|
|
UTIL_SetOrigin( pev, pevTarg->origin - ( pev->mins + pev->maxs ) * 0.5 );
|
|
|
|
if( FStringNull( pev->targetname ) )
|
|
{ // not triggered, so start immediately
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
SetThink( &CFuncTrain::Next );
|
|
}
|
|
else
|
|
pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER;
|
|
}
|
|
}
|
|
|
|
/*QUAKED func_train (0 .5 .8) ?
|
|
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
|
|
sounds
|
|
1) ratchet metal
|
|
*/
|
|
void CFuncTrain::Spawn( void )
|
|
{
|
|
Precache();
|
|
if( pev->speed == 0 )
|
|
pev->speed = 100;
|
|
|
|
if( FStringNull(pev->target) )
|
|
ALERT( at_console, "FuncTrain with no target" );
|
|
|
|
if( pev->dmg == 0 )
|
|
pev->dmg = 2;
|
|
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
|
|
if( FBitSet( pev->spawnflags, SF_TRACKTRAIN_PASSABLE ) )
|
|
pev->solid = SOLID_NOT;
|
|
else
|
|
pev->solid = SOLID_BSP;
|
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
m_activated = FALSE;
|
|
|
|
if( m_volume == 0 )
|
|
m_volume = 0.85;
|
|
}
|
|
|
|
void CFuncTrain::Precache( void )
|
|
{
|
|
CBasePlatTrain::Precache();
|
|
#if 0 // obsolete
|
|
// otherwise use preset sound
|
|
switch( m_sounds )
|
|
{
|
|
case 0:
|
|
pev->noise = 0;
|
|
pev->noise1 = 0;
|
|
break;
|
|
case 1:
|
|
PRECACHE_SOUND( "plats/train2.wav" );
|
|
PRECACHE_SOUND( "plats/train1.wav" );
|
|
pev->noise = MAKE_STRING( "plats/train2.wav" );
|
|
pev->noise1 = MAKE_STRING( "plats/train1.wav" );
|
|
break;
|
|
case 2:
|
|
PRECACHE_SOUND( "plats/platmove1.wav" );
|
|
PRECACHE_SOUND( "plats/platstop1.wav" );
|
|
pev->noise = MAKE_STRING( "plats/platstop1.wav" );
|
|
pev->noise1 = MAKE_STRING( "plats/platmove1.wav" );
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CFuncTrain::OverrideReset( void )
|
|
{
|
|
CBaseEntity *pTarg;
|
|
|
|
// Are we moving?
|
|
if( pev->velocity != g_vecZero && pev->nextthink != 0 )
|
|
{
|
|
pev->target = pev->message;
|
|
// now find our next target
|
|
pTarg = GetNextTarget();
|
|
if( !pTarg )
|
|
{
|
|
pev->nextthink = 0;
|
|
pev->velocity = g_vecZero;
|
|
}
|
|
else // Keep moving for 0.1 secs, then find path_corner again and restart
|
|
{
|
|
SetThink( &CFuncTrain::Next );
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
//
|
|
// Track Train
|
|
//
|
|
// ---------------------------------------------------------------------
|
|
|
|
TYPEDESCRIPTION CFuncTrackTrain::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CFuncTrackTrain, m_ppath, FIELD_CLASSPTR ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_length, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_height, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_speed, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_dir, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_startSpeed, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_controlMins, FIELD_VECTOR ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_controlMaxs, FIELD_VECTOR ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_sounds, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_flVolume, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_flBank, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CFuncTrackTrain, m_oldSpeed, FIELD_FLOAT ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CFuncTrackTrain, CBaseEntity )
|
|
LINK_ENTITY_TO_CLASS( func_tracktrain, CFuncTrackTrain )
|
|
|
|
void CFuncTrackTrain::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "wheels" ) )
|
|
{
|
|
m_length = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "height" ) )
|
|
{
|
|
m_height = atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "startspeed" ) )
|
|
{
|
|
m_startSpeed = atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "sounds" ) )
|
|
{
|
|
m_sounds = atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "volume" ) )
|
|
{
|
|
m_flVolume = (float)atoi( pkvd->szValue );
|
|
m_flVolume *= 0.1;
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "bank" ) )
|
|
{
|
|
m_flBank = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseEntity::KeyValue( pkvd );
|
|
}
|
|
|
|
void CFuncTrackTrain::NextThink( float thinkTime, BOOL alwaysThink )
|
|
{
|
|
if( alwaysThink )
|
|
pev->flags |= FL_ALWAYSTHINK;
|
|
else
|
|
pev->flags &= ~FL_ALWAYSTHINK;
|
|
|
|
pev->nextthink = thinkTime;
|
|
}
|
|
|
|
void CFuncTrackTrain::Blocked( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevOther = pOther->pev;
|
|
|
|
// Blocker is on-ground on the train
|
|
if( FBitSet( pevOther->flags, FL_ONGROUND ) && VARS( pevOther->groundentity ) == pev )
|
|
{
|
|
float deltaSpeed = fabs( pev->speed );
|
|
if( deltaSpeed > 50 )
|
|
deltaSpeed = 50;
|
|
if( !pevOther->velocity.z )
|
|
pevOther->velocity.z += deltaSpeed;
|
|
return;
|
|
}
|
|
else
|
|
pevOther->velocity = ( pevOther->origin - pev->origin ).Normalize() * pev->dmg;
|
|
|
|
ALERT( at_aiconsole, "TRAIN(%s): Blocked by %s (dmg:%.2f)\n", STRING( pev->targetname ), STRING( pOther->pev->classname ), pev->dmg );
|
|
if( pev->dmg <= 0 )
|
|
return;
|
|
// we can't hurt this thing, so we're not concerned with it
|
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
|
|
}
|
|
|
|
void CFuncTrackTrain::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( useType != USE_SET )
|
|
{
|
|
if( !ShouldToggle( useType, ( pev->speed != 0 ) ) )
|
|
return;
|
|
|
|
if( pev->speed == 0 )
|
|
{
|
|
pev->speed = m_speed * m_dir;
|
|
|
|
Next();
|
|
}
|
|
else
|
|
{
|
|
pev->speed = 0;
|
|
pev->velocity = g_vecZero;
|
|
pev->avelocity = g_vecZero;
|
|
StopSound();
|
|
SetThink( NULL );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float delta = value;
|
|
|
|
delta = ( (int)( pev->speed * 4 ) / (int)m_speed )*0.25 + 0.25 * delta;
|
|
if( delta > 1 )
|
|
delta = 1;
|
|
else if ( delta < -1 )
|
|
delta = -1;
|
|
if( pev->spawnflags & SF_TRACKTRAIN_FORWARDONLY )
|
|
{
|
|
if( delta < 0 )
|
|
delta = 0;
|
|
}
|
|
pev->speed = m_speed * delta;
|
|
Next();
|
|
ALERT( at_aiconsole, "TRAIN(%s), speed to %.2f\n", STRING( pev->targetname ), pev->speed );
|
|
}
|
|
}
|
|
|
|
static float Fix( float angle )
|
|
{
|
|
while( angle < 0 )
|
|
angle += 360;
|
|
while( angle > 360 )
|
|
angle -= 360;
|
|
|
|
return angle;
|
|
}
|
|
|
|
static void FixupAngles( Vector &v )
|
|
{
|
|
v.x = Fix( v.x );
|
|
v.y = Fix( v.y );
|
|
v.z = Fix( v.z );
|
|
}
|
|
|
|
#define TRAIN_STARTPITCH 60
|
|
#define TRAIN_MAXPITCH 200
|
|
#define TRAIN_MAXSPEED 1000 // approx max speed for sound pitch calculation
|
|
|
|
void CFuncTrackTrain::StopSound( void )
|
|
{
|
|
// if sound playing, stop it
|
|
if( m_soundPlaying && pev->noise )
|
|
{
|
|
unsigned short us_encode;
|
|
unsigned short us_sound = ( (unsigned short)( m_sounds ) & 0x0007 ) << 12;
|
|
|
|
us_encode = us_sound;
|
|
|
|
PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_UPDATE, edict(), m_usAdjustPitch, 0.0,
|
|
(float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, us_encode, 0, 1, 0 );
|
|
/*
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noise ) );
|
|
*/
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "plats/ttrain_brake1.wav", m_flVolume, ATTN_NORM, 0, 100 );
|
|
}
|
|
|
|
m_soundPlaying = 0;
|
|
}
|
|
|
|
// update pitch based on speed, start sound if not playing
|
|
// NOTE: when train goes through transition, m_soundPlaying should go to 0,
|
|
// which will cause the looped sound to restart.
|
|
void CFuncTrackTrain::UpdateSound( void )
|
|
{
|
|
float flpitch;
|
|
|
|
if( !pev->noise )
|
|
return;
|
|
|
|
flpitch = TRAIN_STARTPITCH + ( fabs( pev->speed ) * ( TRAIN_MAXPITCH - TRAIN_STARTPITCH ) / TRAIN_MAXSPEED );
|
|
|
|
if( !m_soundPlaying )
|
|
{
|
|
// play startup sound for train
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "plats/ttrain_start1.wav", m_flVolume, ATTN_NORM, 0, 100 );
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noise ), m_flVolume, ATTN_NORM, 0, (int)flpitch );
|
|
m_soundPlaying = 1;
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
// update pitch
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noise ), m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, (int)flpitch );
|
|
*/
|
|
// volume 0.0 - 1.0 - 6 bits
|
|
// m_sounds 3 bits
|
|
// flpitch = 6 bits
|
|
// 15 bits total
|
|
|
|
unsigned short us_encode;
|
|
unsigned short us_sound = ( ( unsigned short )( m_sounds ) & 0x0007 ) << 12;
|
|
unsigned short us_pitch = ( ( unsigned short )( flpitch / 10.0 ) & 0x003f ) << 6;
|
|
unsigned short us_volume = ( ( unsigned short )( m_flVolume * 40.0 ) & 0x003f );
|
|
|
|
us_encode = us_sound | us_pitch | us_volume;
|
|
|
|
PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_UPDATE, edict(), m_usAdjustPitch, 0.0,
|
|
(float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, us_encode, 0, 0, 0 );
|
|
}
|
|
}
|
|
|
|
void CFuncTrackTrain::Next( void )
|
|
{
|
|
float time = 0.5;
|
|
|
|
if( !pev->speed )
|
|
{
|
|
ALERT( at_aiconsole, "TRAIN(%s): Speed is 0\n", STRING( pev->targetname ) );
|
|
StopSound();
|
|
return;
|
|
}
|
|
|
|
//if( !m_ppath )
|
|
// m_ppath = CPathTrack::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) );
|
|
if( !m_ppath )
|
|
{
|
|
ALERT( at_aiconsole, "TRAIN(%s): Lost path\n", STRING( pev->targetname ) );
|
|
StopSound();
|
|
return;
|
|
}
|
|
|
|
UpdateSound();
|
|
|
|
Vector nextPos = pev->origin;
|
|
|
|
nextPos.z -= m_height;
|
|
CPathTrack *pnext = m_ppath->LookAhead( &nextPos, pev->speed * 0.1, 1 );
|
|
nextPos.z += m_height;
|
|
|
|
pev->velocity = ( nextPos - pev->origin ) * 10;
|
|
Vector nextFront = pev->origin;
|
|
|
|
nextFront.z -= m_height;
|
|
if( m_length > 0 )
|
|
m_ppath->LookAhead( &nextFront, m_length, 0 );
|
|
else
|
|
m_ppath->LookAhead( &nextFront, 100, 0 );
|
|
nextFront.z += m_height;
|
|
|
|
Vector delta = nextFront - pev->origin;
|
|
Vector angles = UTIL_VecToAngles( delta );
|
|
// The train actually points west
|
|
angles.y += 180;
|
|
|
|
// !!! All of this crap has to be done to make the angles not wrap around, revisit this.
|
|
FixupAngles( angles );
|
|
FixupAngles( pev->angles );
|
|
|
|
if( !pnext || ( delta.x == 0 && delta.y == 0 ) )
|
|
angles = pev->angles;
|
|
|
|
float vy, vx;
|
|
if( !( pev->spawnflags & SF_TRACKTRAIN_NOPITCH ) )
|
|
vx = UTIL_AngleDistance( angles.x, pev->angles.x );
|
|
else
|
|
vx = 0;
|
|
vy = UTIL_AngleDistance( angles.y, pev->angles.y );
|
|
|
|
pev->avelocity.y = vy * 10;
|
|
pev->avelocity.x = vx * 10;
|
|
|
|
if( m_flBank != 0 )
|
|
{
|
|
if( pev->avelocity.y < -5 )
|
|
pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( -m_flBank, pev->angles.z, m_flBank * 2 ), pev->angles.z );
|
|
else if( pev->avelocity.y > 5 )
|
|
pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( m_flBank, pev->angles.z, m_flBank * 2 ), pev->angles.z );
|
|
else
|
|
pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( 0, pev->angles.z, m_flBank * 4 ), pev->angles.z ) * 4;
|
|
}
|
|
|
|
if( pnext )
|
|
{
|
|
if( pnext != m_ppath )
|
|
{
|
|
CPathTrack *pFire;
|
|
if( pev->speed >= 0 )
|
|
pFire = pnext;
|
|
else
|
|
pFire = m_ppath;
|
|
|
|
m_ppath = pnext;
|
|
// Fire the pass target if there is one
|
|
if( pFire->pev->message )
|
|
{
|
|
FireTargets( STRING( pFire->pev->message ), this, this, USE_TOGGLE, 0 );
|
|
if( FBitSet( pFire->pev->spawnflags, SF_PATH_FIREONCE ) )
|
|
pFire->pev->message = 0;
|
|
}
|
|
|
|
if( pFire->pev->spawnflags & SF_PATH_DISABLE_TRAIN )
|
|
pev->spawnflags |= SF_TRACKTRAIN_NOCONTROL;
|
|
|
|
// Don't override speed if under user control
|
|
if( pev->spawnflags & SF_TRACKTRAIN_NOCONTROL )
|
|
{
|
|
if( pFire->pev->speed != 0 )
|
|
{
|
|
// don't copy speed from target if it is 0 (uninitialized)
|
|
pev->speed = pFire->pev->speed;
|
|
ALERT( at_aiconsole, "TrackTrain %s speed to %4.2f\n", STRING( pev->targetname ), pev->speed );
|
|
}
|
|
}
|
|
|
|
}
|
|
SetThink( &CFuncTrackTrain::Next );
|
|
NextThink( pev->ltime + time, TRUE );
|
|
}
|
|
else // end of path, stop
|
|
{
|
|
StopSound();
|
|
pev->velocity = nextPos - pev->origin;
|
|
pev->avelocity = g_vecZero;
|
|
float distance = pev->velocity.Length();
|
|
m_oldSpeed = pev->speed;
|
|
|
|
pev->speed = 0;
|
|
|
|
// Move to the dead end
|
|
|
|
// Are we there yet?
|
|
if( distance > 0 )
|
|
{
|
|
// no, how long to get there?
|
|
time = distance / m_oldSpeed;
|
|
pev->velocity = pev->velocity * ( m_oldSpeed / distance );
|
|
SetThink( &CFuncTrackTrain::DeadEnd );
|
|
NextThink( pev->ltime + time, FALSE );
|
|
}
|
|
else
|
|
{
|
|
DeadEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CFuncTrackTrain::DeadEnd( void )
|
|
{
|
|
// Fire the dead-end target if there is one
|
|
CPathTrack *pTrack, *pNext;
|
|
|
|
pTrack = m_ppath;
|
|
|
|
ALERT( at_aiconsole, "TRAIN(%s): Dead end ", STRING( pev->targetname ) );
|
|
// Find the dead end path node
|
|
// HACKHACK -- This is bugly, but the train can actually stop moving at a different node depending on it's speed
|
|
// so we have to traverse the list to it's end.
|
|
if( pTrack )
|
|
{
|
|
if( m_oldSpeed < 0 )
|
|
{
|
|
do
|
|
{
|
|
pNext = pTrack->ValidPath( pTrack->GetPrevious(), TRUE );
|
|
if( pNext )
|
|
pTrack = pNext;
|
|
} while( pNext );
|
|
}
|
|
else
|
|
{
|
|
do
|
|
{
|
|
pNext = pTrack->ValidPath( pTrack->GetNext(), TRUE );
|
|
if( pNext )
|
|
pTrack = pNext;
|
|
} while( pNext );
|
|
}
|
|
}
|
|
|
|
pev->velocity = g_vecZero;
|
|
pev->avelocity = g_vecZero;
|
|
if( pTrack )
|
|
{
|
|
ALERT( at_aiconsole, "at %s\n", STRING( pTrack->pev->targetname ) );
|
|
if( pTrack->pev->netname )
|
|
FireTargets( STRING( pTrack->pev->netname ), this, this, USE_TOGGLE, 0 );
|
|
}
|
|
else
|
|
ALERT( at_aiconsole, "\n" );
|
|
}
|
|
|
|
void CFuncTrackTrain::SetControls( entvars_t *pevControls )
|
|
{
|
|
Vector offset = pevControls->origin - pev->oldorigin;
|
|
|
|
m_controlMins = pevControls->mins + offset;
|
|
m_controlMaxs = pevControls->maxs + offset;
|
|
}
|
|
|
|
BOOL CFuncTrackTrain::OnControls( entvars_t *pevTest )
|
|
{
|
|
Vector offset = pevTest->origin - pev->origin;
|
|
|
|
if( pev->spawnflags & SF_TRACKTRAIN_NOCONTROL )
|
|
return FALSE;
|
|
|
|
// Transform offset into local coordinates
|
|
UTIL_MakeVectors( pev->angles );
|
|
Vector local;
|
|
local.x = DotProduct( offset, gpGlobals->v_forward );
|
|
local.y = -DotProduct( offset, gpGlobals->v_right );
|
|
local.z = DotProduct( offset, gpGlobals->v_up );
|
|
|
|
if( local.x >= m_controlMins.x && local.y >= m_controlMins.y && local.z >= m_controlMins.z &&
|
|
local.x <= m_controlMaxs.x && local.y <= m_controlMaxs.y && local.z <= m_controlMaxs.z )
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
void CFuncTrackTrain::Find( void )
|
|
{
|
|
m_ppath = CPathTrack::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) );
|
|
if( !m_ppath )
|
|
return;
|
|
|
|
entvars_t *pevTarget = m_ppath->pev;
|
|
if( !FClassnameIs( pevTarget, "path_track" ) )
|
|
{
|
|
ALERT( at_error, "func_track_train must be on a path of path_track\n" );
|
|
m_ppath = NULL;
|
|
return;
|
|
}
|
|
|
|
Vector nextPos = pevTarget->origin;
|
|
nextPos.z += m_height;
|
|
|
|
Vector look = nextPos;
|
|
look.z -= m_height;
|
|
m_ppath->LookAhead( &look, m_length, 0 );
|
|
look.z += m_height;
|
|
|
|
pev->angles = UTIL_VecToAngles( look - nextPos );
|
|
// The train actually points west
|
|
pev->angles.y += 180;
|
|
|
|
if( pev->spawnflags & SF_TRACKTRAIN_NOPITCH )
|
|
pev->angles.x = 0;
|
|
UTIL_SetOrigin( pev, nextPos );
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncTrackTrain::Next );
|
|
pev->speed = m_startSpeed;
|
|
|
|
UpdateSound();
|
|
}
|
|
|
|
void CFuncTrackTrain::NearestPath( void )
|
|
{
|
|
CBaseEntity *pTrack = NULL;
|
|
CBaseEntity *pNearest = NULL;
|
|
float dist, closest;
|
|
|
|
closest = 1024;
|
|
|
|
while( ( pTrack = UTIL_FindEntityInSphere( pTrack, pev->origin, 1024 ) ) != NULL )
|
|
{
|
|
// filter out non-tracks
|
|
if( !( pTrack->pev->flags & ( FL_CLIENT | FL_MONSTER ) ) && FClassnameIs( pTrack->pev, "path_track" ) )
|
|
{
|
|
dist = ( pev->origin - pTrack->pev->origin ).Length();
|
|
if( dist < closest )
|
|
{
|
|
closest = dist;
|
|
pNearest = pTrack;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !pNearest )
|
|
{
|
|
ALERT( at_console, "Can't find a nearby track !!!\n" );
|
|
SetThink( NULL );
|
|
return;
|
|
}
|
|
|
|
ALERT( at_aiconsole, "TRAIN: %s, Nearest track is %s\n", STRING( pev->targetname ), STRING( pNearest->pev->targetname ) );
|
|
// If I'm closer to the next path_track on this path, then it's my real path
|
|
pTrack = ( (CPathTrack *)pNearest )->GetNext();
|
|
if( pTrack )
|
|
{
|
|
if( ( pev->origin - pTrack->pev->origin ).Length() < ( pev->origin - pNearest->pev->origin ).Length() )
|
|
pNearest = pTrack;
|
|
}
|
|
|
|
m_ppath = (CPathTrack *)pNearest;
|
|
|
|
if( pev->speed != 0 )
|
|
{
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncTrackTrain::Next );
|
|
}
|
|
}
|
|
|
|
void CFuncTrackTrain::OverrideReset( void )
|
|
{
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncTrackTrain::NearestPath );
|
|
}
|
|
|
|
CFuncTrackTrain *CFuncTrackTrain::Instance( edict_t *pent )
|
|
{
|
|
if( FClassnameIs( pent, "func_tracktrain" ) )
|
|
return (CFuncTrackTrain *)GET_PRIVATE( pent );
|
|
return NULL;
|
|
}
|
|
|
|
/*QUAKED func_train (0 .5 .8) ?
|
|
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
|
|
sounds
|
|
1) ratchet metal
|
|
*/
|
|
|
|
void CFuncTrackTrain::Spawn( void )
|
|
{
|
|
if( pev->speed == 0 )
|
|
m_speed = 100;
|
|
else
|
|
m_speed = pev->speed;
|
|
|
|
pev->speed = 0;
|
|
pev->velocity = g_vecZero;
|
|
pev->avelocity = g_vecZero;
|
|
pev->impulse = (int)m_speed;
|
|
|
|
m_dir = 1;
|
|
|
|
if( FStringNull( pev->target ) )
|
|
ALERT( at_console, "FuncTrain with no target" );
|
|
|
|
if( pev->spawnflags & SF_TRACKTRAIN_PASSABLE )
|
|
pev->solid = SOLID_NOT;
|
|
else
|
|
pev->solid = SOLID_BSP;
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
|
|
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
// Cache off placed origin for train controls
|
|
pev->oldorigin = pev->origin;
|
|
|
|
m_controlMins = pev->mins;
|
|
m_controlMaxs = pev->maxs;
|
|
m_controlMaxs.z += 72;
|
|
|
|
// start trains on the next frame, to make sure their targets have had
|
|
// a chance to spawn/activate
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncTrackTrain::Find );
|
|
Precache();
|
|
}
|
|
|
|
void CFuncTrackTrain::Precache( void )
|
|
{
|
|
const char *pszSound;
|
|
|
|
if( m_flVolume == 0.0 )
|
|
m_flVolume = 1.0;
|
|
|
|
switch( m_sounds )
|
|
{
|
|
default:
|
|
// no sound
|
|
pszSound = NULL;
|
|
break;
|
|
case 1:
|
|
pszSound = "plats/ttrain1.wav";
|
|
break;
|
|
case 2:
|
|
pszSound = "plats/ttrain2.wav";
|
|
break;
|
|
case 3:
|
|
pszSound = "plats/ttrain3.wav";
|
|
break;
|
|
case 4:
|
|
pszSound = "plats/ttrain4.wav";
|
|
break;
|
|
case 5:
|
|
pszSound = "plats/ttrain6.wav";
|
|
break;
|
|
case 6:
|
|
pszSound = "plats/ttrain7.wav";
|
|
break;
|
|
}
|
|
|
|
if( pszSound )
|
|
{
|
|
PRECACHE_SOUND( pszSound );
|
|
pev->noise = MAKE_STRING( pszSound );
|
|
}
|
|
else
|
|
pev->noise = 0;
|
|
|
|
PRECACHE_SOUND( "plats/ttrain_brake1.wav" );
|
|
PRECACHE_SOUND( "plats/ttrain_start1.wav" );
|
|
|
|
m_usAdjustPitch = PRECACHE_EVENT( 1, "events/train.sc" );
|
|
}
|
|
|
|
// This class defines the volume of space that the player must stand in to control the train
|
|
class CFuncTrainControls : public CBaseEntity
|
|
{
|
|
public:
|
|
virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
void Spawn( void );
|
|
void EXPORT Find( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_traincontrols, CFuncTrainControls )
|
|
|
|
void CFuncTrainControls::Find( void )
|
|
{
|
|
edict_t *pTarget = NULL;
|
|
|
|
do
|
|
{
|
|
pTarget = FIND_ENTITY_BY_TARGETNAME( pTarget, STRING( pev->target ) );
|
|
} while( !FNullEnt(pTarget) && !FClassnameIs( pTarget, "func_tracktrain" ) );
|
|
|
|
if( FNullEnt( pTarget ) )
|
|
{
|
|
ALERT( at_console, "No train %s\n", STRING( pev->target ) );
|
|
return;
|
|
}
|
|
|
|
CFuncTrackTrain *ptrain = CFuncTrackTrain::Instance( pTarget );
|
|
ptrain->SetControls( pev );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
void CFuncTrainControls::Spawn( void )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
pev->movetype = MOVETYPE_NONE;
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
|
|
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
SetThink( &CFuncTrainControls::Find );
|
|
pev->nextthink = gpGlobals->time;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
//
|
|
// Track changer / Train elevator
|
|
//
|
|
// ----------------------------------------------------------------------------
|
|
#define SF_TRACK_ACTIVATETRAIN 0x00000001
|
|
#define SF_TRACK_RELINK 0x00000002
|
|
#define SF_TRACK_ROTMOVE 0x00000004
|
|
#define SF_TRACK_STARTBOTTOM 0x00000008
|
|
#define SF_TRACK_DONT_MOVE 0x00000010
|
|
|
|
//
|
|
// This entity is a rotating/moving platform that will carry a train to a new track.
|
|
// It must be larger in X-Y planar area than the train, since it must contain the
|
|
// train within these dimensions in order to operate when the train is near it.
|
|
//
|
|
typedef enum
|
|
{
|
|
TRAIN_SAFE,
|
|
TRAIN_BLOCKING,
|
|
TRAIN_FOLLOWING
|
|
}TRAIN_CODE;
|
|
|
|
class CFuncTrackChange : public CFuncPlatRot
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
|
|
//virtual void Blocked( void );
|
|
virtual void EXPORT GoUp( void );
|
|
virtual void EXPORT GoDown( void );
|
|
|
|
void KeyValue( KeyValueData* pkvd );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void EXPORT Find( void );
|
|
TRAIN_CODE EvaluateTrain( CPathTrack *pcurrent );
|
|
void UpdateTrain( Vector &dest );
|
|
virtual void HitBottom( void );
|
|
virtual void HitTop( void );
|
|
void Touch( CBaseEntity *pOther );
|
|
virtual void UpdateAutoTargets( int toggleState );
|
|
virtual BOOL IsTogglePlat( void ) { return TRUE; }
|
|
|
|
void DisableUse( void ) { m_use = 0; }
|
|
void EnableUse( void ) { m_use = 1; }
|
|
int UseEnabled( void ) { return m_use; }
|
|
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
virtual void OverrideReset( void );
|
|
|
|
CPathTrack *m_trackTop;
|
|
CPathTrack *m_trackBottom;
|
|
|
|
CFuncTrackTrain *m_train;
|
|
|
|
string_t m_trackTopName;
|
|
string_t m_trackBottomName;
|
|
string_t m_trainName;
|
|
TRAIN_CODE m_code;
|
|
int m_targetState;
|
|
int m_use;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_trackchange, CFuncTrackChange )
|
|
|
|
TYPEDESCRIPTION CFuncTrackChange::m_SaveData[] =
|
|
{
|
|
DEFINE_GLOBAL_FIELD( CFuncTrackChange, m_trackTop, FIELD_CLASSPTR ),
|
|
DEFINE_GLOBAL_FIELD( CFuncTrackChange, m_trackBottom, FIELD_CLASSPTR ),
|
|
DEFINE_GLOBAL_FIELD( CFuncTrackChange, m_train, FIELD_CLASSPTR ),
|
|
DEFINE_GLOBAL_FIELD( CFuncTrackChange, m_trackTopName, FIELD_STRING ),
|
|
DEFINE_GLOBAL_FIELD( CFuncTrackChange, m_trackBottomName, FIELD_STRING ),
|
|
DEFINE_GLOBAL_FIELD( CFuncTrackChange, m_trainName, FIELD_STRING ),
|
|
DEFINE_FIELD( CFuncTrackChange, m_code, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CFuncTrackChange, m_targetState, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CFuncTrackChange, m_use, FIELD_INTEGER ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CFuncTrackChange, CFuncPlatRot )
|
|
|
|
void CFuncTrackChange::Spawn( void )
|
|
{
|
|
Setup();
|
|
if( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) )
|
|
m_vecPosition2.z = pev->origin.z;
|
|
|
|
SetupRotation();
|
|
|
|
if( FBitSet( pev->spawnflags, SF_TRACK_STARTBOTTOM ) )
|
|
{
|
|
UTIL_SetOrigin( pev, m_vecPosition2 );
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
pev->angles = m_start;
|
|
m_targetState = TS_AT_TOP;
|
|
}
|
|
else
|
|
{
|
|
UTIL_SetOrigin( pev, m_vecPosition1 );
|
|
m_toggle_state = TS_AT_TOP;
|
|
pev->angles = m_end;
|
|
m_targetState = TS_AT_BOTTOM;
|
|
}
|
|
|
|
EnableUse();
|
|
pev->nextthink = pev->ltime + 2.0;
|
|
SetThink( &CFuncTrackChange::Find );
|
|
Precache();
|
|
}
|
|
|
|
void CFuncTrackChange::Precache( void )
|
|
{
|
|
// Can't trigger sound
|
|
PRECACHE_SOUND( "buttons/button11.wav" );
|
|
|
|
CFuncPlatRot::Precache();
|
|
}
|
|
|
|
// UNDONE: Filter touches before re-evaluating the train.
|
|
void CFuncTrackChange::Touch( CBaseEntity *pOther )
|
|
{
|
|
#if 0
|
|
TRAIN_CODE code;
|
|
entvars_t *pevToucher = pOther->pev;
|
|
#endif
|
|
}
|
|
|
|
void CFuncTrackChange::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "train" ) )
|
|
{
|
|
m_trainName = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "toptrack" ) )
|
|
{
|
|
m_trackTopName = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "bottomtrack" ) )
|
|
{
|
|
m_trackBottomName = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
{
|
|
CFuncPlatRot::KeyValue( pkvd ); // Pass up to base class
|
|
}
|
|
}
|
|
|
|
void CFuncTrackChange::OverrideReset( void )
|
|
{
|
|
pev->nextthink = pev->ltime + 1.0;
|
|
SetThink( &CFuncTrackChange::Find );
|
|
}
|
|
|
|
void CFuncTrackChange::Find( void )
|
|
{
|
|
// Find track entities
|
|
edict_t *target;
|
|
|
|
target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trackTopName ) );
|
|
if( !FNullEnt( target ) )
|
|
{
|
|
m_trackTop = CPathTrack::Instance( target );
|
|
target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trackBottomName ) );
|
|
if( !FNullEnt( target ) )
|
|
{
|
|
m_trackBottom = CPathTrack::Instance( target );
|
|
target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trainName ) );
|
|
if( !FNullEnt( target ) )
|
|
{
|
|
m_train = CFuncTrackTrain::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trainName ) ) );
|
|
if( !m_train )
|
|
{
|
|
ALERT( at_error, "Can't find train for track change! %s\n", STRING( m_trainName ) );
|
|
return;
|
|
}
|
|
Vector center = ( pev->absmin + pev->absmax ) * 0.5;
|
|
m_trackBottom = m_trackBottom->Nearest( center );
|
|
m_trackTop = m_trackTop->Nearest( center );
|
|
UpdateAutoTargets( m_toggle_state );
|
|
SetThink( NULL );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ALERT( at_error, "Can't find train for track change! %s\n", STRING( m_trainName ) );
|
|
target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trainName ) );
|
|
}
|
|
}
|
|
else
|
|
ALERT( at_error, "Can't find bottom track for track change! %s\n", STRING( m_trackBottomName ) );
|
|
}
|
|
else
|
|
ALERT( at_error, "Can't find top track for track change! %s\n", STRING( m_trackTopName ) );
|
|
}
|
|
|
|
TRAIN_CODE CFuncTrackChange::EvaluateTrain( CPathTrack *pcurrent )
|
|
{
|
|
// Go ahead and work, we don't have anything to switch, so just be an elevator
|
|
if( !pcurrent || !m_train )
|
|
return TRAIN_SAFE;
|
|
|
|
if( m_train->m_ppath == pcurrent || ( pcurrent->m_pprevious && m_train->m_ppath == pcurrent->m_pprevious ) ||
|
|
( pcurrent->m_pnext && m_train->m_ppath == pcurrent->m_pnext ) )
|
|
{
|
|
if( m_train->pev->speed != 0 )
|
|
return TRAIN_BLOCKING;
|
|
|
|
Vector dist = pev->origin - m_train->pev->origin;
|
|
float length = dist.Length2D();
|
|
if( length < m_train->m_length ) // Empirically determined close distance
|
|
return TRAIN_FOLLOWING;
|
|
else if( length > ( 150 + m_train->m_length ) )
|
|
return TRAIN_SAFE;
|
|
|
|
return TRAIN_BLOCKING;
|
|
}
|
|
|
|
return TRAIN_SAFE;
|
|
}
|
|
|
|
void CFuncTrackChange::UpdateTrain( Vector &dest )
|
|
{
|
|
float time = ( pev->nextthink - pev->ltime );
|
|
|
|
m_train->pev->velocity = pev->velocity;
|
|
m_train->pev->avelocity = pev->avelocity;
|
|
m_train->NextThink( m_train->pev->ltime + time, FALSE );
|
|
|
|
// Attempt at getting the train to rotate properly around the origin of the trackchange
|
|
if( time <= 0 )
|
|
return;
|
|
|
|
Vector offset = m_train->pev->origin - pev->origin;
|
|
Vector delta = dest - pev->angles;
|
|
// Transform offset into local coordinates
|
|
UTIL_MakeInvVectors( delta, gpGlobals );
|
|
Vector local;
|
|
local.x = DotProduct( offset, gpGlobals->v_forward );
|
|
local.y = DotProduct( offset, gpGlobals->v_right );
|
|
local.z = DotProduct( offset, gpGlobals->v_up );
|
|
|
|
local = local - offset;
|
|
m_train->pev->velocity = pev->velocity + ( local * ( 1.0 / time ) );
|
|
}
|
|
|
|
void CFuncTrackChange::GoDown( void )
|
|
{
|
|
if( m_code == TRAIN_BLOCKING )
|
|
return;
|
|
|
|
// HitBottom may get called during CFuncPlat::GoDown(), so set up for that
|
|
// before you call GoDown()
|
|
|
|
UpdateAutoTargets( TS_GOING_DOWN );
|
|
// If ROTMOVE, move & rotate
|
|
if( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) )
|
|
{
|
|
SetMoveDone( &CFuncPlat::CallHitBottom );
|
|
m_toggle_state = TS_GOING_DOWN;
|
|
AngularMove( m_start, pev->speed );
|
|
}
|
|
else
|
|
{
|
|
CFuncPlat::GoDown();
|
|
SetMoveDone( &CFuncPlat::CallHitBottom );
|
|
RotMove( m_start, pev->nextthink - pev->ltime );
|
|
}
|
|
// Otherwise, rotate first, move second
|
|
|
|
// If the train is moving with the platform, update it
|
|
if( m_code == TRAIN_FOLLOWING )
|
|
{
|
|
UpdateTrain( m_start );
|
|
m_train->m_ppath = NULL;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Platform is at bottom, now starts moving up
|
|
//
|
|
void CFuncTrackChange::GoUp( void )
|
|
{
|
|
if( m_code == TRAIN_BLOCKING )
|
|
return;
|
|
|
|
// HitTop may get called during CFuncPlat::GoUp(), so set up for that
|
|
// before you call GoUp();
|
|
UpdateAutoTargets( TS_GOING_UP );
|
|
if( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) )
|
|
{
|
|
m_toggle_state = TS_GOING_UP;
|
|
SetMoveDone( &CFuncPlat::CallHitTop );
|
|
AngularMove( m_end, pev->speed );
|
|
}
|
|
else
|
|
{
|
|
// If ROTMOVE, move & rotate
|
|
CFuncPlat::GoUp();
|
|
SetMoveDone( &CFuncPlat::CallHitTop );
|
|
RotMove( m_end, pev->nextthink - pev->ltime );
|
|
}
|
|
|
|
// Otherwise, move first, rotate second
|
|
|
|
// If the train is moving with the platform, update it
|
|
if( m_code == TRAIN_FOLLOWING )
|
|
{
|
|
UpdateTrain( m_end );
|
|
m_train->m_ppath = NULL;
|
|
}
|
|
}
|
|
|
|
// Normal track change
|
|
void CFuncTrackChange::UpdateAutoTargets( int toggleState )
|
|
{
|
|
if( !m_trackTop || !m_trackBottom )
|
|
return;
|
|
|
|
if( toggleState == TS_AT_TOP )
|
|
ClearBits( m_trackTop->pev->spawnflags, SF_PATH_DISABLED );
|
|
else
|
|
SetBits( m_trackTop->pev->spawnflags, SF_PATH_DISABLED );
|
|
|
|
if( toggleState == TS_AT_BOTTOM )
|
|
ClearBits( m_trackBottom->pev->spawnflags, SF_PATH_DISABLED );
|
|
else
|
|
SetBits( m_trackBottom->pev->spawnflags, SF_PATH_DISABLED );
|
|
}
|
|
|
|
void CFuncTrackChange::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( m_toggle_state != TS_AT_TOP && m_toggle_state != TS_AT_BOTTOM )
|
|
return;
|
|
|
|
// If train is in "safe" area, but not on the elevator, play alarm sound
|
|
if( m_toggle_state == TS_AT_TOP )
|
|
m_code = EvaluateTrain( m_trackTop );
|
|
else if( m_toggle_state == TS_AT_BOTTOM )
|
|
m_code = EvaluateTrain( m_trackBottom );
|
|
else
|
|
m_code = TRAIN_BLOCKING;
|
|
if( m_code == TRAIN_BLOCKING )
|
|
{
|
|
// Play alarm and return
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/button11.wav", 1, ATTN_NORM );
|
|
return;
|
|
}
|
|
|
|
// Otherwise, it's safe to move
|
|
// If at top, go down
|
|
// at bottom, go up
|
|
DisableUse();
|
|
if( m_toggle_state == TS_AT_TOP )
|
|
GoDown();
|
|
else
|
|
GoUp();
|
|
}
|
|
|
|
//
|
|
// Platform has hit bottom. Stops and waits forever.
|
|
//
|
|
void CFuncTrackChange::HitBottom( void )
|
|
{
|
|
CFuncPlatRot::HitBottom();
|
|
if( m_code == TRAIN_FOLLOWING )
|
|
{
|
|
//UpdateTrain();
|
|
m_train->SetTrack( m_trackBottom );
|
|
}
|
|
SetThink( NULL );
|
|
pev->nextthink = -1;
|
|
|
|
UpdateAutoTargets( m_toggle_state );
|
|
|
|
EnableUse();
|
|
}
|
|
|
|
//
|
|
// Platform has hit bottom. Stops and waits forever.
|
|
//
|
|
void CFuncTrackChange::HitTop( void )
|
|
{
|
|
CFuncPlatRot::HitTop();
|
|
if( m_code == TRAIN_FOLLOWING )
|
|
{
|
|
//UpdateTrain();
|
|
m_train->SetTrack( m_trackTop );
|
|
}
|
|
|
|
// Don't let the plat go back down
|
|
SetThink( NULL );
|
|
pev->nextthink = -1;
|
|
UpdateAutoTargets( m_toggle_state );
|
|
EnableUse();
|
|
}
|
|
|
|
class CFuncTrackAuto : public CFuncTrackChange
|
|
{
|
|
public:
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
virtual void UpdateAutoTargets( int toggleState );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_trackautochange, CFuncTrackAuto )
|
|
|
|
// Auto track change
|
|
void CFuncTrackAuto::UpdateAutoTargets( int toggleState )
|
|
{
|
|
CPathTrack *pTarget, *pNextTarget;
|
|
|
|
if( !m_trackTop || !m_trackBottom )
|
|
return;
|
|
|
|
if( m_targetState == TS_AT_TOP )
|
|
{
|
|
pTarget = m_trackTop->GetNext();
|
|
pNextTarget = m_trackBottom->GetNext();
|
|
}
|
|
else
|
|
{
|
|
pTarget = m_trackBottom->GetNext();
|
|
pNextTarget = m_trackTop->GetNext();
|
|
}
|
|
if( pTarget )
|
|
{
|
|
ClearBits( pTarget->pev->spawnflags, SF_PATH_DISABLED );
|
|
if( m_code == TRAIN_FOLLOWING && m_train && m_train->pev->speed == 0 )
|
|
m_train->Use( this, this, USE_ON, 0 );
|
|
}
|
|
|
|
if( pNextTarget )
|
|
SetBits( pNextTarget->pev->spawnflags, SF_PATH_DISABLED );
|
|
}
|
|
|
|
void CFuncTrackAuto::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
CPathTrack *pTarget;
|
|
|
|
if( !UseEnabled() )
|
|
return;
|
|
|
|
if( m_toggle_state == TS_AT_TOP )
|
|
pTarget = m_trackTop;
|
|
else if( m_toggle_state == TS_AT_BOTTOM )
|
|
pTarget = m_trackBottom;
|
|
else
|
|
pTarget = NULL;
|
|
|
|
if( FClassnameIs( pActivator->pev, "func_tracktrain" ) )
|
|
{
|
|
m_code = EvaluateTrain( pTarget );
|
|
|
|
// Safe to fire?
|
|
if( m_code == TRAIN_FOLLOWING && m_toggle_state != m_targetState )
|
|
{
|
|
DisableUse();
|
|
if( m_toggle_state == TS_AT_TOP )
|
|
GoDown();
|
|
else
|
|
GoUp();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( pTarget )
|
|
pTarget = pTarget->GetNext();
|
|
if( pTarget && m_train->m_ppath != pTarget && ShouldToggle( useType, m_targetState ) )
|
|
{
|
|
if( m_targetState == TS_AT_TOP )
|
|
m_targetState = TS_AT_BOTTOM;
|
|
else
|
|
m_targetState = TS_AT_TOP;
|
|
}
|
|
|
|
UpdateAutoTargets( m_targetState );
|
|
}
|
|
}
|
|
|
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// ----------------------------------------------------------
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//
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//
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// pev->speed is the travel speed
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// pev->health is current health
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// pev->max_health is the amount to reset to each time it starts
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#define FGUNTARGET_START_ON 0x0001
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class CGunTarget : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Activate( void );
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void EXPORT Next( void );
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void EXPORT Start( void );
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void EXPORT Wait( void );
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void Stop( void );
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int BloodColor( void ) { return DONT_BLEED; }
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int Classify( void ) { return CLASS_MACHINE; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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Vector BodyTarget( const Vector &posSrc ) { return pev->origin; }
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virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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private:
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BOOL m_on;
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};
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LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget )
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TYPEDESCRIPTION CGunTarget::m_SaveData[] =
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{
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DEFINE_FIELD( CGunTarget, m_on, FIELD_BOOLEAN ),
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};
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IMPLEMENT_SAVERESTORE( CGunTarget, CBaseMonster )
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void CGunTarget::Spawn( void )
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{
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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UTIL_SetOrigin( pev, pev->origin );
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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if( pev->speed == 0 )
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pev->speed = 100;
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// Don't take damage until "on"
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pev->takedamage = DAMAGE_NO;
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pev->flags |= FL_MONSTER;
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m_on = FALSE;
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pev->max_health = pev->health;
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if( pev->spawnflags & FGUNTARGET_START_ON )
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{
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SetThink( &CGunTarget::Start );
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pev->nextthink = pev->ltime + 0.3;
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}
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}
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void CGunTarget::Activate( void )
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{
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CBaseEntity *pTarg;
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// now find our next target
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pTarg = GetNextTarget();
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if( pTarg )
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{
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m_hTargetEnt = pTarg;
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UTIL_SetOrigin( pev, pTarg->pev->origin - ( pev->mins + pev->maxs ) * 0.5 );
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}
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}
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void CGunTarget::Start( void )
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{
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Use( this, this, USE_ON, 0 );
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}
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void CGunTarget::Next( void )
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{
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SetThink( NULL );
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m_hTargetEnt = GetNextTarget();
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CBaseEntity *pTarget = m_hTargetEnt;
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if( !pTarget )
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{
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Stop();
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return;
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}
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SetMoveDone( &CGunTarget::Wait );
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LinearMove( pTarget->pev->origin - ( pev->mins + pev->maxs ) * 0.5, pev->speed );
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}
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void CGunTarget::Wait( void )
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{
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CBaseEntity *pTarget = m_hTargetEnt;
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if( !pTarget )
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{
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Stop();
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return;
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}
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// Fire the pass target if there is one
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if( pTarget->pev->message )
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{
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FireTargets( STRING(pTarget->pev->message), this, this, USE_TOGGLE, 0 );
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if( FBitSet( pTarget->pev->spawnflags, SF_CORNER_FIREONCE ) )
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pTarget->pev->message = 0;
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}
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m_flWait = pTarget->GetDelay();
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pev->target = pTarget->pev->target;
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SetThink( &CGunTarget::Next );
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if( m_flWait != 0 )
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{
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// -1 wait will wait forever!
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pev->nextthink = pev->ltime + m_flWait;
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}
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else
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{
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Next();// do it RIGHT now!
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}
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}
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void CGunTarget::Stop( void )
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{
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pev->velocity = g_vecZero;
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pev->nextthink = 0;
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pev->takedamage = DAMAGE_NO;
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}
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int CGunTarget::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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if( pev->health > 0 )
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{
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pev->health -= flDamage;
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if( pev->health <= 0 )
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{
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pev->health = 0;
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Stop();
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if( pev->message )
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FireTargets( STRING( pev->message ), this, this, USE_TOGGLE, 0 );
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}
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}
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return 0;
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}
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void CGunTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( !ShouldToggle( useType, m_on ) )
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return;
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if( m_on )
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{
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Stop();
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}
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else
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{
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pev->takedamage = DAMAGE_AIM;
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m_hTargetEnt = GetNextTarget();
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if( m_hTargetEnt == 0 )
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return;
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pev->health = pev->max_health;
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Next();
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}
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}
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