thirtyflightsofloving/game/g_tracktrain.c
Knightmare66 45a81cf57b Fixed shootable func_door_secret not working in default Lazarus and missionpack DLLs.
Cleaned up strig handling functions in game DLLs.
Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
2021-01-26 00:08:08 -05:00

2139 lines
55 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
#define RFAST -3
#define RMEDIUM -2
#define RSLOW -1
#define STOP 0
#define SLOW 1
#define MEDIUM 2
#define FAST 3
// func_tracktrain spawnflags
#define SF_TRACKTRAIN_NOPITCH 0x0001 // yaw only (maybe roll)
#define SF_TRACKTRAIN_NOCONTROL 0x0002 // no player control
#define SF_TRACKTRAIN_ONEWAY 0x0004 // cannot back up
#define SF_TRACKTRAIN_OTHERMAP 0x0008 // "parent" train resides in another map
#define SF_TRACKTRAIN_NOHUD 0x0010 // do not display speed on HUD
#define SF_TRACKTRAIN_INDICATOR 0x0020 // train has an animated speed indicator
#define SF_TRACKTRAIN_ANIMATED 0x0040 // normal animation
#define SF_TRACKTRAIN_STARTOFF 0x0080 // starts disabled
#define SF_TRACKTRAIN_DISABLED 0x1000 // internal use only
#define SF_TRACKTRAIN_ROLLSPEED 0x2000 // internal use only - roll is a function of speed
#define SF_TRACKTRAIN_SLOWSTOP 0x4000 // internal use only - train slows to stop after driver death
#define SF_TRACKTRAIN_ANIMMASK (SF_TRACKTRAIN_INDICATOR | SF_TRACKTRAIN_ANIMATED)
// path_track spawnflags
#define SF_PATH_ALTPATH 0x0001 // branch point
#define SF_PATH_DISABLED 0x0002
#define SF_PATH_FIREONCE 0x0004 // pathtarget fired only once
#define SF_PATH_DISABLE_TRAIN 0x0008 // player loses control of train
#define SF_PATH_ABS_SPEED 0x0010 // speed modifier is absolute rather than a multiplier
void tracktrain_next (edict_t *self);
void tracktrain_reach_dest (edict_t *self);
//=============================================================================
static float track_AngleMod (float in)
{
float out;
if (in < 0)
out = in + 360 * ((int)(in / 360)+1);
else if (in >= 360)
out = in - 360 * ((int)(in / 360));
return out;
}
static float track_ApproachAngle (float targAngle, float inAngle, float speed)
{
float deltaAngle, out;
targAngle = track_AngleMod (targAngle);
out = track_AngleMod (targAngle);
deltaAngle = targAngle - out;
// fix speed to be non-negative
if (speed < 0)
speed *= -1;
if (deltaAngle < -180)
deltaAngle += 360;
else if (deltaAngle > 180)
deltaAngle -= 360;
if (deltaAngle > speed)
out += speed;
else if (deltaAngle < -speed)
out -= speed;
else
out = targAngle;
return out;
}
static float track_AngleDistance (float nextAngle, float curAngle)
{
float deltaAngle;
deltaAngle = nextAngle - curAngle;
if (deltaAngle < -180)
deltaAngle += 360;
else if (deltaAngle > 180)
deltaAngle -= 360;
return deltaAngle;
}
/*=============================================================================
PATH_TRACK
target: next path_track
target2: alternate path
speed: new tracktrain speed
pathtarget: entity to trigger when touched
deathtarget: entity to trigger at dead end
==============================================================================*/
void path_track_use (edict_t *self, edict_t *other, edict_t *activator)
{
char *temp;
if (self->spawnflags & SF_PATH_ALTPATH)
{
temp = self->target;
self->target = self->target2;
self->target2 = temp;
}
else
{
// toggle enabled/disabled
self->spawnflags ^= SF_PATH_DISABLED;
}
}
void SP_path_track (edict_t *self)
{
if (!self->targetname)
{
gi.dprintf ("%s with no targetname at %s\n", self->classname,vtos(self->s.origin));
G_FreeEdict (self);
return;
}
self->class_id = ENTITY_PATH_TRACK;
self->solid = SOLID_TRIGGER;
self->use = path_track_use;
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
self->svflags |= SVF_NOCLIENT;
if (!self->count) self->count = -1;
gi.linkentity (self);
}
/* ============================================================
FUNC_TRACKCHANGE
height = Travel altitude (viewheight)
distance = Rotation amount, degrees (moveinfo.distance)
target = Name of train
pathtarget = Top path_track
combattarget = Bottom path_track
speed = Move/Rotate speed
"sounds"
0,1 default
2-99 custom sound- e.g. plats/pt02_strt.wav, plats/pt02_mid.wav, plats/pt02_end.wav
=============================================================*/
#define STATE_TOP 0
#define STATE_MOVEDOWN 1
#define STATE_BOTTOM 2
#define STATE_MOVEUP 3
#define SF_TRACK_ACTIVATETRAIN 0x0001
#define SF_TRACK_STARTBOTTOM 0x0008
#define SF_TRACK_XAXIS 0x0040
#define SF_TRACK_YAXIS 0x0080
void trackchange_done (edict_t *self)
{
edict_t *train = self->target_ent;
VectorClear(self->velocity);
VectorClear(self->avelocity);
if (self->s.sound && self->moveinfo.sound_end)
gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->moveinfo.sound_end, 1, self->attenuation, 0); // was ATTN_NORM
self->s.sound = 0;
if (train)
{
VectorClear(train->velocity);
VectorClear(train->avelocity);
train->spawnflags &= ~SF_TRACKTRAIN_DISABLED;
if (self->spawnflags & SF_TRACK_ACTIVATETRAIN)
{
train->moveinfo.state = train->moveinfo.prevstate;
if (train->moveinfo.state && (train->sounds > 0)) {
train->s.sound = gi.soundindex(va("%sspeed%d.wav",train->source,abs(train->moveinfo.state)));
#ifdef LOOP_SOUND_ATTENUATION
train->s.attenuation = train->attenuation;
#endif
}
train->moveinfo.next_speed = train->moveinfo.state * train->moveinfo.speed/3;
}
else
{ // A little redundant, but clear
train->moveinfo.state = STOP;
train->moveinfo.next_speed = 0;
}
if (self->moveinfo.state == STATE_MOVEUP)
train->target = self->pathtarget;
else
train->target = self->combattarget;
train->target_ent = G_PickTarget(train->target);
// If map is constructed properly, train
// SHOULD be at the target path_track now. But
// physics may have caused lift to outrun train,
// so force it:
VectorCopy(train->target_ent->s.origin,train->s.origin);
train->s.origin[2] += train->viewheight;
gi.linkentity(train);
tracktrain_next(train);
}
if (self->moveinfo.state == STATE_MOVEDOWN)
self->moveinfo.state = STATE_BOTTOM;
else
self->moveinfo.state = STATE_TOP;
gi.linkentity(self);
}
void trackchange_use (edict_t *self, edict_t *other, edict_t *activator)
{
float time, tt, tr;
float tspeed, rspeed;
if ((self->moveinfo.state != STATE_TOP) && (self->moveinfo.state != STATE_BOTTOM))
{
// already moving
return;
}
if (self->target)
{
edict_t *track;
self->target_ent = G_PickTarget(self->target);
if (self->target_ent)
{
// Make sure this sucker is at the path_track it's supposed to
// be at
if (self->moveinfo.state == STATE_BOTTOM)
track = G_PickTarget(self->combattarget);
else
track = G_PickTarget(self->pathtarget);
if (!track || (self->target_ent->target_ent != track))
self->target_ent = NULL;
else
{
vec3_t v;
VectorSubtract(track->s.origin,self->target_ent->s.origin,v);
if (VectorLength(v) > self->target_ent->moveinfo.distance)
self->target_ent = NULL;
}
}
}
else
self->target_ent = NULL;
if (self->target_ent)
self->target_ent->s.sound = 0;
// Adjust speed so that "distance" rotation and "height" movement are achieved
// simultaneously.
tt = fabs(self->viewheight) / self->speed;
tr = fabs(self->moveinfo.distance) / self->speed;
time = max(tt,tr);
time = 0.1 * ((int)(10.*time-0.5)+1);
tspeed = -self->viewheight / time;
rspeed = self->moveinfo.distance / time;
if (self->moveinfo.state == STATE_BOTTOM)
{
tspeed = -tspeed;
rspeed = -rspeed;
}
VectorClear (self->velocity);
VectorClear (self->avelocity);
if (self->spawnflags & SF_TRACK_XAXIS)
self->velocity[0] = tspeed;
else if (self->spawnflags & SF_TRACK_YAXIS)
self->velocity[1] = tspeed;
else
self->velocity[2] = tspeed;
VectorScale (self->movedir, rspeed, self->avelocity);
if (self->target_ent)
{
VectorCopy (self->velocity, self->target_ent->velocity);
VectorCopy (self->avelocity, self->target_ent->avelocity);
self->target_ent->spawnflags |= SF_TRACKTRAIN_DISABLED;
gi.linkentity (self->target_ent);
}
if (self->moveinfo.state == STATE_TOP)
self->moveinfo.state = STATE_MOVEDOWN;
else
self->moveinfo.state = STATE_MOVEUP;
if (self->moveinfo.sound_start)
gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->moveinfo.sound_start, 1, self->attenuation, 0); // was ATTN_NORM
self->s.sound = self->moveinfo.sound_middle;
#ifdef LOOP_SOUND_ATTENUATION
self->s.attenuation = self->attenuation;
#endif
self->think = trackchange_done;
self->nextthink = level.time + time;
gi.linkentity(self);
}
void SP_func_trackchange (edict_t *self)
{
self->class_id = ENTITY_FUNC_TRACKCHANGE;
self->movetype = MOVETYPE_PUSH;
VectorClear (self->s.angles);
// set the axis of rotation
VectorClear(self->movedir);
if (self->spawnflags & SF_TRACK_XAXIS)
self->movedir[2] = 1.0;
else if (self->spawnflags & SF_TRACK_YAXIS)
self->movedir[0] = 1.0;
else // Z_AXIS
self->movedir[1] = 1.0;
// Rotation
self->moveinfo.distance = st.distance;
// Travel height
self->viewheight = st.height;
// Max rotation/translation speed
if (!self->speed)
self->speed = 100;
VectorCopy (self->s.origin, self->pos1);
VectorCopy (self->pos1, self->pos2);
if (self->spawnflags & SF_TRACK_XAXIS)
self->pos2[0] -= self->viewheight;
else if (self->spawnflags & SF_TRACK_YAXIS)
self->pos2[1] -= self->viewheight;
else
self->pos2[2] -= self->viewheight;
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
self->use = trackchange_use;
#ifdef POSTTHINK_CHILD_MOVEMENT
self->postthink = set_child_movement; // Knightmare- supports movewith
#endif // POSTTHINK_CHILD_MOVEMENT
// bottom starters:
if (self->spawnflags & SF_TRACK_STARTBOTTOM)
{
vec3_t temp;
VectorCopy(self->pos1,temp);
VectorCopy(self->pos2,self->pos1);
VectorCopy(temp,self->pos2);
VectorCopy(self->pos1,self->s.origin);
VectorMA(self->s.angles,self->moveinfo.distance,self->movedir,self->s.angles);
self->moveinfo.state = STATE_BOTTOM;
}
else
self->moveinfo.state = STATE_TOP;
if (self->sounds > 1 && self->sounds < 100) // custom sounds
{
self->moveinfo.sound_start = gi.soundindex (va("plats/pt%02i_strt.wav", self->sounds));
self->moveinfo.sound_middle = gi.soundindex (va("plats/pt%02i_mid.wav", self->sounds));
self->moveinfo.sound_end = gi.soundindex (va("plats/pt%02i_end.wav", self->sounds));
}
else
{
self->moveinfo.sound_start = gi.soundindex ("plats/pt1_strt.wav");
self->moveinfo.sound_middle = gi.soundindex ("plats/pt1_mid.wav");
self->moveinfo.sound_end = gi.soundindex ("plats/pt1_end.wav");
}
if (self->attenuation <= 0)
self->attenuation = ATTN_IDLE;
gi.linkentity(self);
}
/*=====================================================================================
func_tracktrain
target first path_track stop
dmg damage applied to blocker
speed max. speed, default=64
sounds currently unused
distance wheelbase, determines turn rate. default=50
height height of origin above path_tracks, default=4
roll roll angle while turning, default=0
*/
void tracktrain_think (edict_t *self);
void tracktrain_drive (edict_t *train, edict_t *other )
{
vec3_t angles, offset;
vec3_t f1, l1, u1;
vec3_t forward, left;
if (!(other->svflags & SVF_MONSTER))
return;
if (train->spawnflags & (SF_TRACKTRAIN_NOCONTROL | SF_TRACKTRAIN_STARTOFF))
return;
// See if monster is in driving position
VectorCopy(train->s.angles,angles);
VectorNegate(angles,angles);
AngleVectors(angles,f1,l1,u1);
VectorSubtract(other->s.origin,train->s.origin,offset);
VectorScale(f1, offset[0],f1);
VectorScale(l1,-offset[1],l1);
VectorScale(u1, offset[2],u1);
VectorCopy(f1,offset);
VectorAdd(offset,l1,offset);
VectorAdd(offset,u1,offset);
// Relax the constraints on driving position just a bit for monsters
if (offset[0] < train->bleft[0] - 16)
return;
if (offset[1] < train->bleft[1] - 16)
return;
if (offset[2] < train->bleft[2] - 16)
return;
if (offset[0] > train->tright[0] + 16)
return;
if (offset[1] > train->tright[1] + 16)
return;
if (offset[2] > train->tright[2] + 16)
return;
train->owner = other;
other->vehicle = train;
// Store the offset and later keep driver at same relative position
// (with height adjustments for pitch)
AngleVectors(train->s.angles, forward, left, NULL);
VectorSubtract(other->s.origin,train->s.origin,train->offset);
VectorScale(forward,train->offset[0],f1);
VectorScale(left,train->offset[1],l1);
VectorCopy(f1,train->offset);
VectorAdd(train->offset,l1,train->offset);
train->offset[1] = -train->offset[1];
train->offset[2] = other->s.origin[2] - train->s.origin[2];
gi.linkentity(other);
gi.linkentity(train);
other->monsterinfo.pausetime = level.time + 100000000;
other->monsterinfo.aiflags |= AI_STAND_GROUND;
other->monsterinfo.stand (other);
train->moveinfo.state = FAST;
train->moveinfo.next_speed = train->moveinfo.speed;
if (train->sounds) {
train->s.sound = gi.soundindex(va("%sspeed%d.wav",train->source,abs(train->moveinfo.state)));
#ifdef LOOP_SOUND_ATTENUATION
train->s.attenuation = train->attenuation;
#endif
}
else
train->s.sound = 0;
train->think = tracktrain_think;
train->think(train);
}
void tracktrain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if (self->deathtarget)
{
self->target = self->deathtarget;
G_UseTargets (self, attacker);
}
BecomeExplosion1 (self);
}
void tracktrain_disengage (edict_t *train)
{
edict_t *driver;
driver = train->owner;
if (!driver) return;
if (driver->client)
{
vec3_t forward, left, up, f1, l1, u1;
driver->movetype = MOVETYPE_WALK;
AngleVectors(train->s.angles, forward, left, up);
VectorScale(forward,train->offset[0],f1);
VectorScale(left,-train->offset[1],l1);
VectorScale(up,train->offset[2],u1);
VectorAdd(train->s.origin,f1,driver->s.origin);
VectorAdd(driver->s.origin,l1,driver->s.origin);
VectorAdd(driver->s.origin,u1,driver->s.origin);
driver->s.origin[2] += 16 * ( fabs(up[0]) + fabs(up[1]) );
VectorCopy(train->velocity,driver->velocity);
driver->client->vehicle_framenum = level.framenum;
// turn ON client side prediction for this player
driver->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
}
else
{
if (train->moveinfo.state != STOP)
{
train->spawnflags |= SF_TRACKTRAIN_SLOWSTOP;
train->moveinfo.state = STOP;
train->moveinfo.next_speed = 0;
train->s.sound = gi.soundindex(va("%sspeed1.wav",train->source));
#ifdef LOOP_SOUND_ATTENUATION
train->s.attenuation = train->attenuation;
#endif
}
driver->movetype = MOVETYPE_STEP;
if (driver->health > 0)
VectorCopy(train->velocity,driver->velocity);
else
VectorClear(driver->velocity);
driver->monsterinfo.pausetime = 0;
driver->monsterinfo.aiflags &= ~AI_STAND_GROUND;
}
gi.linkentity (driver);
train->owner = NULL;
driver->vehicle = NULL;
}
void tracktrain_hide (edict_t *self)
{
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
gi.linkentity(self);
}
void tracktrain_think (edict_t *self)
{
float distance, speed, time;
float yaw, pitch;
vec3_t forward, left, up, f1, l1, u1, v;
int i;
edict_t *ent;
if (self->spawnflags & SF_TRACKTRAIN_OTHERMAP)
{
if ( (self->spawnflags & SF_TRACKTRAIN_INDICATOR) && !(self->spawnflags & SF_TRACKTRAIN_ANIMATED))
self->s.frame = 6;
else
self->s.effects &= ~(EF_ANIM_ALL | EF_ANIM_ALLFAST);
self->spawnflags |= SF_TRACKTRAIN_DISABLED;
self->think = tracktrain_hide;
self->nextthink = level.time + FRAMETIME;
VectorClear(self->velocity);
VectorClear(self->avelocity);
self->moveinfo.state = self->moveinfo.prevstate = STOP;
self->s.sound = 0;
self->moveinfo.current_speed = 0;
self->owner = NULL;
gi.linkentity(self);
return;
}
self->nextthink = level.time + FRAMETIME;
if (!self->owner && (self->spawnflags & SF_TRACKTRAIN_DISABLED))
return;
if (self->spawnflags & SF_TRACKTRAIN_ANIMATED)
{
if (self->moveinfo.state)
{
if (self->spawnflags & SF_TRACKTRAIN_INDICATOR)
self->s.effects |= EF_ANIM_ALLFAST;
else
self->s.effects |= EF_ANIM_ALL;
}
else
self->s.effects &= ~(EF_ANIM_ALL | EF_ANIM_ALLFAST);
}
else if (self->spawnflags & SF_TRACKTRAIN_INDICATOR)
{
if ((self->moveinfo.state == STOP) && !self->owner)
{
if (self->spawnflags & SF_TRACKTRAIN_STARTOFF)
self->s.frame = 14;
else
self->s.frame = 6;
}
else if ((level.framenum % 5) == 0)
self->s.frame = (self->moveinfo.state - RFAST)*2 + (1 - (self->s.frame % 2));
}
AngleVectors(self->s.angles, forward, left, up);
if (!(self->spawnflags & SF_TRACKTRAIN_DISABLED))
{
VectorCopy(self->velocity,v);
speed = VectorLength(v);
if (self->moveinfo.state < STOP)
speed = -speed;
self->moveinfo.current_speed = speed;
if (self->moveinfo.state != STOP)
self->moveinfo.prevstate = self->moveinfo.state;
}
if (self->owner)
{
edict_t *driver = self->owner;
// ... then we have a driver
if ((driver->health <= 0) || (driver->movetype == MOVETYPE_NOCLIP))
{
tracktrain_disengage(self);
return;
}
if (driver->client)
{
if (driver->client->use)
{
// if he's pressing the use key, and he didn't just
// get on or off, disengage
if (level.framenum - driver->client->vehicle_framenum > 2)
{
VectorCopy(self->velocity,driver->velocity);
tracktrain_disengage(self);
return;
}
}
if ( (driver->client->ucmd.sidemove < -199) || (driver->client->ucmd.sidemove > 199) || (driver->client->ucmd.upmove > 0) )
{
VectorCopy(self->velocity,driver->velocity);
tracktrain_disengage(self);
return;
}
}
if (!(self->spawnflags & SF_TRACKTRAIN_DISABLED))
{
if (driver->client)
{
if ((driver->client->ucmd.forwardmove > -199) && (driver->client->ucmd.forwardmove < 199))
self->moveinfo.wait = 0;
else if (!self->moveinfo.wait)
{
if (driver->client->ucmd.forwardmove > 0)
{
if (self->moveinfo.state < FAST)
{
self->moveinfo.state++;
self->moveinfo.next_speed = self->moveinfo.state * self->moveinfo.speed/3;
self->moveinfo.wait = 1;
if ((self->spawnflags & SF_TRACKTRAIN_ANIMMASK) == SF_TRACKTRAIN_INDICATOR)
self->s.frame = (self->moveinfo.state - RFAST)*2 + (1 - (self->s.frame % 2));
if (self->moveinfo.state && (self->sounds > 0)) {
self->s.sound = gi.soundindex(va("%sspeed%d.wav",self->source,abs(self->moveinfo.state)));
#ifdef LOOP_SOUND_ATTENUATION
self->s.attenuation = self->attenuation;
#endif
}
else
self->s.sound = 0;
}
}
else
{
if ( (self->moveinfo.state > STOP) ||
((self->moveinfo.state > RFAST) && !(self->spawnflags & SF_TRACKTRAIN_ONEWAY)))
{
self->moveinfo.state--;
self->moveinfo.next_speed = self->moveinfo.state * self->moveinfo.speed/3;
self->moveinfo.wait = 1;
if ((self->spawnflags & SF_TRACKTRAIN_ANIMMASK) == SF_TRACKTRAIN_INDICATOR)
self->s.frame = (self->moveinfo.state - RFAST)*2 + (1 - (self->s.frame % 2));
if (self->moveinfo.state && (self->sounds > 0)) {
self->s.sound = gi.soundindex(va("%sspeed%d.wav",self->source,abs(self->moveinfo.state)));
#ifdef LOOP_SOUND_ATTENUATION
self->s.attenuation = self->attenuation;
#endif
}
else
self->s.sound = 0;
}
}
}
}
else
{
// Driver is monster.
if (driver->enemy && driver->enemy->inuse)
{
qboolean vis;
vis = visible(driver,driver->enemy);
if (vis)
self->monsterinfo.search_time = 0;
if (self->monsterinfo.search_time == 0)
{
float dot, r;
vec3_t vec;
if (vis)
VectorSubtract(driver->enemy->s.origin,driver->s.origin,vec);
else
VectorSubtract(driver->monsterinfo.last_sighting,driver->s.origin,vec);
r = VectorNormalize(vec);
dot = DotProduct(vec,forward);
if ((r > 2000) && (dot < 0))
{
self->moveinfo.state = -self->moveinfo.state;
self->moveinfo.next_speed = self->moveinfo.state * self->moveinfo.speed/3;
self->monsterinfo.search_time = level.time;
tracktrain_next(self);
return;
}
}
}
}
// Check for change in direction
if ( self->moveinfo.prevstate < STOP && self->moveinfo.state > STOP )
{
self->moveinfo.prevstate = self->moveinfo.state;
tracktrain_next(self);
return;
}
else if (self->moveinfo.prevstate > STOP && self->moveinfo.state < STOP)
{
self->moveinfo.prevstate = self->moveinfo.state;
tracktrain_next(self);
return;
}
if (self->moveinfo.current_speed < self->moveinfo.next_speed)
{
speed = self->moveinfo.current_speed + self->moveinfo.accel/10;
if (speed > self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
}
else if (self->moveinfo.current_speed > self->moveinfo.next_speed)
{
speed = self->moveinfo.current_speed - self->moveinfo.decel/10;
if (speed < self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
}
VectorSubtract(self->moveinfo.end_origin,self->s.origin,v);
distance = VectorLength(v);
if (speed != 0)
{
time = distance/fabs(speed);
time = 0.1 * ((int)(10*time - 0.5)+1);
if ( (time > 0) && (distance > 0) )
speed = distance/time;
}
else
time = 100000;
VectorNormalize(v);
VectorScale(v,fabs(speed),self->velocity);
// gi.dprintf("distance to %s=%g, time=%g\n",
// self->target_ent->targetname,distance,time);
gi.linkentity(self);
}
// Set driver velocity, position, and angles
VectorCopy(self->velocity,driver->velocity);
VectorScale(forward,self->offset[0],f1);
VectorScale(left,-self->offset[1],l1);
VectorScale(up,self->offset[2],u1);
VectorAdd(self->s.origin,f1,driver->s.origin);
VectorAdd(driver->s.origin,l1,driver->s.origin);
VectorAdd(driver->s.origin,u1,driver->s.origin);
driver->s.origin[2] += 16 * ( fabs(up[0]) + fabs(up[1]) );
yaw = self->avelocity[YAW]*FRAMETIME;
if (yaw != 0)
{
driver->s.angles[YAW] += yaw;
if (driver->client)
{
driver->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(yaw);
driver->client->ps.viewangles[YAW] += yaw;
}
}
pitch = self->avelocity[PITCH]*FRAMETIME;
if (pitch != 0)
{
float delta_yaw;
delta_yaw = driver->s.angles[YAW] - self->s.angles[YAW];
delta_yaw *= M_PI / 180.;
pitch *= cos(delta_yaw);
if (driver->client)
{
driver->client->ps.pmove.delta_angles[PITCH] += ANGLE2SHORT(pitch);
driver->client->ps.viewangles[PITCH] += pitch;
}
}
if ((self->moveinfo.state != STOP) || (yaw != 0) || (pitch != 0))
if (driver->client)
driver->client->ps.pmove.pm_type = PM_FREEZE;
gi.linkentity(driver);
}
else if (self->spawnflags & (SF_TRACKTRAIN_NOCONTROL | SF_TRACKTRAIN_STARTOFF))
{
// No driver, either can't be controlled or is "off"
if (!(self->spawnflags & SF_TRACKTRAIN_DISABLED))
{
self->moveinfo.next_speed = self->moveinfo.state * self->moveinfo.speed/3;
if (self->moveinfo.current_speed < self->moveinfo.next_speed)
{
speed = self->moveinfo.current_speed + self->moveinfo.accel/10;
if (speed > self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
}
else if (self->moveinfo.current_speed > self->moveinfo.next_speed)
{
speed = self->moveinfo.current_speed - self->moveinfo.decel/10;
if (speed < self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
}
if (speed != 0)
{
VectorSubtract(self->moveinfo.end_origin,self->s.origin,v);
distance = VectorLength(v);
time = distance/fabs(speed);
time = 0.1 * ((int)(10*time - 0.5)+1);
if ( (time > 0) && (distance > 0) )
speed = distance/time;
VectorNormalize(v);
VectorScale(v,fabs(speed),self->velocity);
gi.linkentity(self);
}
if ( !(self->spawnflags & SF_TRACKTRAIN_NOCONTROL) &&
(self->spawnflags & SF_TRACKTRAIN_STARTOFF) &&
self->viewmessage )
{
vec3_t angles, offset;
// Check for player entering bleft/tright field of train
VectorCopy(self->s.angles,angles);
VectorNegate(angles,angles);
AngleVectors(angles,f1,l1,u1);
for (i=1, ent=&g_edicts[1] ; i<=maxclients->value ; i++, ent++)
{
if (!ent->inuse) continue;
if (ent->movetype == MOVETYPE_NOCLIP) continue;
VectorSubtract(ent->s.origin,self->s.origin,offset);
VectorScale(f1, offset[0],f1);
VectorScale(l1,-offset[1],l1);
VectorScale(u1, offset[2],u1);
VectorCopy(f1,offset);
VectorAdd(offset,l1,offset);
VectorAdd(offset,u1,offset);
if (offset[0] < self->bleft[0])
continue;
if (offset[1] < self->bleft[1])
continue;
if (offset[2] < self->bleft[2])
continue;
if (offset[0] > self->tright[0])
continue;
if (offset[1] > self->tright[1])
continue;
if (offset[2] > self->tright[2])
continue;
safe_centerprintf(ent,"%s",self->viewmessage);
self->viewmessage = NULL;
}
}
if (!speed)
{
if (self->viewmessage)
time = 100000;
else
{
VectorClear(self->avelocity);
VectorClear(self->avelocity);
self->nextthink = 0;
#ifndef POSTTHINK_CHILD_MOVEMENT
if (self->movewith_next && (self->movewith_next->movewith_ent == self))
set_child_movement (self);
#endif // POSTTHINK_CHILD_MOVEMENT
gi.linkentity(self);
return;
}
}
}
}
else
{
//
// No driver, CAN be controlled and isn't currently turned off
//
self->moveinfo.next_speed = self->moveinfo.state * self->moveinfo.speed/3;
if (self->moveinfo.current_speed < self->moveinfo.next_speed)
{
if (self->spawnflags & SF_TRACKTRAIN_SLOWSTOP)
speed = self->moveinfo.current_speed + self->moveinfo.accel/25;
else
speed = self->moveinfo.current_speed + self->moveinfo.accel/10;
if (speed > self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
}
else if (self->moveinfo.current_speed > self->moveinfo.next_speed)
{
if (self->spawnflags & SF_TRACKTRAIN_SLOWSTOP)
speed = self->moveinfo.current_speed - self->moveinfo.decel/25;
else
speed = self->moveinfo.current_speed - self->moveinfo.decel/10;
if (speed < self->moveinfo.next_speed) speed = self->moveinfo.next_speed;
}
if ( speed != 0 )
{
VectorSubtract(self->moveinfo.end_origin,self->s.origin,v);
distance = VectorNormalize(v);
time = distance/fabs(speed);
time = 0.1 * ((int)(10*time - 0.5)+1);
if ( (time > 0) && (distance > 0) )
speed = distance/time;
VectorScale(v,fabs(speed),self->velocity);
gi.linkentity(self);
}
else if (self->moveinfo.current_speed != 0)
{
VectorClear(self->velocity);
self->s.sound = 0;
gi.linkentity(self);
time = 100000;
}
else
{
self->spawnflags &= ~SF_TRACKTRAIN_SLOWSTOP;
time = 100000;
}
if (!(self->spawnflags & SF_TRACKTRAIN_NOCONTROL))
{
vec3_t angles, offset;
// Check if a player is in driving position (monsters handled elsewhere)
VectorCopy(self->s.angles,angles);
VectorNegate(angles,angles);
AngleVectors(angles,f1,l1,u1);
// find a player
for (i=1, ent=&g_edicts[1] ; i<=maxclients->value ; i++, ent++) {
if (!ent->inuse) continue;
if (ent->movetype == MOVETYPE_NOCLIP) continue;
if (!ent->client->use && !self->message) continue;
if (level.framenum - ent->client->vehicle_framenum <= 2) continue;
VectorSubtract(ent->s.origin,self->s.origin,offset);
VectorScale(f1, offset[0],f1);
VectorScale(l1,-offset[1],l1);
VectorScale(u1, offset[2],u1);
VectorCopy(f1,offset);
VectorAdd(offset,l1,offset);
VectorAdd(offset,u1,offset);
// gi.dprintf("offset=%g %g %g\n",offset[0],offset[1],offset[2]);
if (offset[0] < self->bleft[0])
continue;
if (offset[1] < self->bleft[1])
continue;
if (offset[2] < self->bleft[2])
continue;
if (offset[0] > self->tright[0])
continue;
if (offset[1] > self->tright[1])
continue;
if (offset[2] > self->tright[2])
continue;
if (self->message)
{
safe_centerprintf(ent,"%s",self->message);
self->message = NULL;
}
if (!ent->client->use) continue;
// Got a driver!
ent->client->vehicle_framenum = level.framenum;
self->owner = ent;
ent->vehicle = self;
// turn off client side prediction for this player
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
// Store the offset and later keep driver at same relative position
// (with height adjustments for pitch)
VectorSubtract(ent->s.origin,self->s.origin,self->offset);
VectorScale(forward,self->offset[0],f1);
VectorScale(left,self->offset[1],l1);
VectorCopy(f1,self->offset);
VectorAdd(self->offset,l1,self->offset);
self->offset[1] = -self->offset[1];
self->offset[2] = ent->s.origin[2] - self->s.origin[2];
gi.linkentity(ent);
self->moveinfo.wait = 1;
gi.linkentity(self);
}
}
}
#ifndef POSTTHINK_CHILD_MOVEMENT
if (self->movewith_next && (self->movewith_next->movewith_ent == self))
set_child_movement (self);
#endif // POSTTHINK_CHILD_MOVEMENT
if ( (time < 1.5*FRAMETIME) && !(self->spawnflags & SF_TRACKTRAIN_DISABLED))
self->think = tracktrain_reach_dest;
}
void tracktrain_blocked (edict_t *self, edict_t *other)
{
vec3_t dir;
int knockback;
// Correct owner's velocity
if (self->owner)
{
edict_t *driver = self->owner;
vec3_t forward, left, up;
vec3_t f1, l1, u1;
VectorCopy(self->velocity, driver->velocity);
AngleVectors(self->s.angles,forward,left,up);
VectorScale(forward,self->offset[0],f1);
VectorScale(left,-self->offset[1],l1);
VectorScale(up,self->offset[2],u1);
VectorAdd(self->s.origin,f1,driver->s.origin);
VectorAdd(driver->s.origin,l1,driver->s.origin);
VectorAdd(driver->s.origin,u1,driver->s.origin);
driver->s.origin[2] += 16 * ( fabs(up[0]) + fabs(up[1]) );
gi.linkentity(driver);
}
VectorSubtract(other->s.origin,self->s.origin,dir);
dir[2] += 16;
VectorNormalize(dir);
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, dir, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);
// if it's still there, nuke it
if (other)
{
// 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;
if (other->client && (other->groundentity == self))
{
// Don't cream riders who've become embedded - just do minor damage
// and *maybe* help them get unstuck by pushing them up.
knockback = 2;
VectorSet(dir,0,0,1);
T_Damage (other, self, self, dir, other->s.origin, vec3_origin, 1, knockback, 0, MOD_CRUSH);
}
else
{
knockback = (int)(fabs(self->moveinfo.current_speed) * other->mass / 300.);
T_Damage (other, self, self, dir, other->s.origin, vec3_origin, self->dmg, knockback, 0, MOD_CRUSH);
}
self->touch_debounce_time = level.time + 0.5;
}
void tracktrain_reach_dest (edict_t *self)
{
edict_t *path = self->target_ent;
if (path && path->pathtarget)
{
char *savetarget;
savetarget = path->target;
path->target = path->pathtarget;
if (self->owner)
G_UseTargets (path, self->owner);
else
G_UseTargets (path, self);
path->target = savetarget;
// make sure we didn't get killed by a killtarget
if (!self->inuse)
return;
if (path->spawnflags & SF_PATH_FIREONCE)
path->pathtarget = NULL;
}
if (path && (path->spawnflags & SF_PATH_DISABLE_TRAIN))
{
self->spawnflags |= SF_TRACKTRAIN_NOCONTROL;
if (self->owner)
tracktrain_disengage(self);
}
if (path && path->speed)
{
if (path->spawnflags & SF_PATH_ABS_SPEED)
{
self->moveinfo.speed = path->speed;
self->moveinfo.next_speed = self->moveinfo.speed;
self->moveinfo.state = (self->moveinfo.state >= STOP ? FAST : RFAST);
}
else
{
self->moveinfo.speed = path->speed * self->speed;
self->moveinfo.next_speed = self->moveinfo.state * self->moveinfo.speed/3;
}
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
}
tracktrain_next (self);
}
qboolean is_backing_up (edict_t *train)
{
vec3_t forward, v_norm;
VectorCopy(train->velocity,v_norm);
VectorNormalize(v_norm);
AngleVectors(train->s.angles,forward,NULL,NULL);
if (DotProduct(forward,v_norm) < 0.)
return true;
else
return false;
}
edict_t *NextPathTrack(edict_t *train, edict_t *path)
{
edict_t *next=NULL;
vec3_t forward;
vec3_t to_next;
qboolean in_reverse;
AngleVectors(train->s.angles,forward,NULL,NULL);
if ( (train->moveinfo.prevstate < STOP && train->moveinfo.state > STOP) ||
(train->moveinfo.prevstate > STOP && train->moveinfo.state < STOP) )
{
next = path->prevpath;
if (next)
{
VectorSubtract(next->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
if ((train->moveinfo.state > STOP) && (DotProduct(forward,to_next) < 0))
next = NULL;
else if ((train->moveinfo.state < STOP) && (DotProduct(forward,to_next) > 0))
next = NULL;
else
{
next->prevpath = path;
return next;
}
}
}
if (train->moveinfo.state == STOP)
{
if (is_backing_up(train))
in_reverse = true;
else
in_reverse = false;
}
else
in_reverse = (train->moveinfo.state < STOP ? true : false);
if (in_reverse)
{
if (path->spawnflags & SF_PATH_ALTPATH)
{
next = G_PickTarget (path->target);
if (next)
{
VectorSubtract(next->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
if (DotProduct(forward,to_next) > 0)
next = NULL;
}
}
if (!next)
{
next = path->prevpath;
if (next)
{
// Ensure we don't flipflop
VectorSubtract(next->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
if (DotProduct(forward,to_next) > 0)
next = NULL;
}
if (!next)
{
// Find path_track whose target or target2 is set to
// the current path_track
edict_t *e;
int i;
for (i=maxclients->value; i<globals.num_edicts && !next; i++)
{
e = &g_edicts[i];
if (!e->inuse)
continue;
if (e==path)
continue;
if (!e->classname)
continue;
if (Q_stricmp(e->classname,"path_track"))
continue;
if (e->target && !Q_stricmp(e->target,path->targetname))
{
next = e;
VectorSubtract(next->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
if (DotProduct(forward,to_next) > 0)
next = NULL;
// else
// path->prevpath = next;
}
if (!next && e->target2 && !Q_stricmp(e->target2,path->targetname))
{
next = e;
VectorSubtract(next->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
if (DotProduct(forward,to_next) > 0)
next = NULL;
// else
// path->prevpath = next;
}
}
}
if (!next)
{
float dot;
// Finally, check this path_track's target and target2
if (path->target)
{
next = G_PickTarget (path->target);
if (next)
{
VectorSubtract(next->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
dot = DotProduct(forward,to_next);
if (dot > 0)
next = NULL;
}
}
if (path->target2 && !(path->spawnflags & SF_PATH_ALTPATH))
{
edict_t *next2;
float dot2;
next2 = G_PickTarget (path->target2);
if ( next2 == path )
next2 = NULL;
if (next2)
{
VectorSubtract(next2->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
dot2 = DotProduct(forward,to_next);
if (dot2 > 0)
next2 = NULL;
else if (!next)
{
next = next2;
next2 = NULL;
}
}
if ((next && next2) && (dot2 < dot))
next = next2;
}
}
}
}
else // Moving forward
{
float dot;
if (path->target)
{
next = G_PickTarget (path->target);
if (next)
{
VectorSubtract(next->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
dot = DotProduct(forward,to_next);
if (dot < 0)
next = NULL;
}
}
if (path->target2 && !(path->spawnflags & SF_PATH_ALTPATH))
{
edict_t *next2;
float dot2;
next2 = G_PickTarget (path->target2);
if ( next2 == path )
next2 = NULL;
if (next2)
{
VectorSubtract(next2->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
dot2 = DotProduct(forward,to_next);
if (dot2 < 0)
next2 = NULL;
else if (!next)
{
next = next2;
next2 = NULL;
}
}
if ((next && next2) && (dot2 > dot))
next = next2;
}
if (next == path)
next = NULL;
if (!next)
{ // Check for path_tracks that target (or target2) this path_track.
edict_t *e;
int i;
for (i=maxclients->value; i<globals.num_edicts && !next; i++)
{
e = &g_edicts[i];
if (!e->inuse)
continue;
if (e==path)
continue;
if (!e->classname)
continue;
if (Q_stricmp(e->classname,"path_track"))
continue;
if (e->target && !Q_stricmp(e->target,path->targetname))
{
next = e;
VectorSubtract(next->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
dot = DotProduct(forward,to_next);
if (dot < 0)
next = NULL;
}
if (e->target2 && !Q_stricmp(e->target2,path->targetname))
{
edict_t *next2;
float dot2;
next2 = e;
VectorSubtract(next2->s.origin,path->s.origin,to_next);
VectorNormalize(to_next);
dot2 = DotProduct(forward,to_next);
if (dot2 < 0)
next2 = NULL;
else if (!next)
{
next = next2;
next2 = NULL;
}
if ((next && next2) && (dot2 > dot))
next = next2;
}
}
}
// if (next)
// next->prevpath = path;
}
if (developer->value)
gi.dprintf("prev=%s, current=%s, next=%s\n",
(path->prevpath ? path->prevpath->targetname : "nada"),
path->targetname,
(next ? next->targetname : "nada"));
if (next)
next->prevpath = path;
return next;
}
void LookAhead( edict_t *train, vec3_t point, float dist )
{
float originalDist = dist;
float length;
vec3_t v;
edict_t *path;
int n=0;
path = train->target_ent;
if (!path || dist < 0)
return;
while ( dist > 0 )
{
n++;
if (n>20)
{
gi.dprintf("WTF??? n=%d\n",n);
return;
}
VectorSubtract(path->s.origin,point,v);
length = VectorLength(v);
if (length >= dist)
{
VectorMA(point,dist/length,v,point);
return;
}
dist -= length;
VectorCopy(path->s.origin,point);
// Don't go past a switch
/* if (path->spawnflags & SF_PATH_ALTPATH)
{
return;
} */
path = NextPathTrack(train,path);
if (!path)
return;
}
}
void train_angles(edict_t *train)
{
vec3_t v, angles;
VectorCopy(train->s.origin,v);
v[2] -= train->viewheight;
LookAhead(train,v,train->moveinfo.distance);
v[2] += train->viewheight;
VectorSubtract (v, train->s.origin, v);
if ( (train->moveinfo.state < STOP) || (train->moveinfo.state==STOP && is_backing_up(train)) )
VectorNegate(v,v);
// gi.dprintf("v = %g, %g, %g\n",v[0],v[1],v[2]);
if (VectorLength(v))
{
vectoangles2(v,angles);
train->ideal_yaw = angles[YAW];
train->ideal_pitch = angles[PITCH];
if (train->ideal_pitch < 0) train->ideal_pitch += 360;
}
else
{
train->ideal_pitch = train->s.angles[PITCH];
train->ideal_yaw = train->s.angles[YAW];
}
// determine angular velocitys from wheelbase and target angles
// gi.dprintf("tracktrain_next: target_ent=%s, ideal_yaw=%g, ideal_pitch=%g\n",
// (train->target_ent ? train->target_ent->targetname : "none"),
// train->ideal_yaw, train->ideal_pitch);
angles[PITCH] = train->ideal_pitch - train->s.angles[PITCH];
angles[YAW] = train->ideal_yaw - train->s.angles[YAW];
AnglesNormalize(angles);
// If yaw angle is > 90, we're about to flipflop (there's no way ideal_yaw
// can be more than 90 because the path_track selection code doesn't
// allow that
if ( (angles[YAW] > 90) || (angles[YAW] < -90) )
{
angles[YAW] += 180;
if (angles[PITCH] != 0)
angles[PITCH] += 180;
AnglesNormalize(angles);
}
train->pitch_speed = fabs(angles[PITCH])*10;
train->yaw_speed = fabs(angles[YAW])*10;
}
void tracktrain_turn (edict_t *self)
{
edict_t *train;
float cur_yaw, idl_yaw, cur_pitch, idl_pitch;
float yaw_vel, pitch_vel;
float Dist_1, Dist_2, Distance;
float new_speed;
train = self->enemy;
if (!train || !train->inuse)
return;
self->nextthink = level.time + FRAMETIME;
if (train->spawnflags & (SF_TRACKTRAIN_DISABLED | SF_TRACKTRAIN_OTHERMAP))
return;
// Train doesn't turn if at a complete stop
if ((train->velocity[0]==0.) && (train->velocity[1]==0.) && (train->velocity[2]==0.))
{
VectorClear(train->avelocity);
gi.linkentity(train);
return;
}
train_angles(train);
cur_yaw = train->s.angles[YAW];
idl_yaw = train->ideal_yaw;
cur_pitch = train->s.angles[PITCH];
idl_pitch = train->ideal_pitch;
// gi.dprintf("current angles=%g %g, ideal angles=%g %g\n",
// cur_pitch,cur_yaw,idl_pitch,idl_yaw);
yaw_vel = train->yaw_speed;
pitch_vel = train->pitch_speed;
if (train->spawnflags & SF_TRACKTRAIN_NOPITCH)
idl_pitch = cur_pitch;
if (cur_yaw == idl_yaw)
train->avelocity[YAW] = 0;
else
{
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;
new_speed = yaw_vel;
}
else
{
Distance = Dist_2;
if (Distance < yaw_vel)
yaw_vel = Distance;
new_speed = -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;
new_speed = -yaw_vel;
}
else
{
Distance = Dist_2;
if (Distance < yaw_vel)
yaw_vel = Distance;
new_speed = yaw_vel;
}
}
train->avelocity[YAW] = new_speed;
// if (developer->value)
// gi.dprintf ("current yaw: %g ideal yaw: %g yaw speed: %g\n", cur_yaw, idl_yaw, self->enemy->avelocity[1]);
if (train->s.angles[YAW] < 0)
train->s.angles[YAW] += 360;
if (train->s.angles[YAW] >= 360)
train->s.angles[YAW] -= 360;
}
if ( train->roll != 0 )
{
float roll;
if (train->moveinfo.state < STOP)
roll = -train->roll;
else
roll = train->roll;
if (train->spawnflags & SF_TRACKTRAIN_ROLLSPEED)
roll *= VectorLength(train->velocity)/train->moveinfo.speed;
if ( train->avelocity[YAW] < -5 )
train->avelocity[ROLL] = track_AngleDistance( track_ApproachAngle( -roll, train->s.angles[ROLL], roll*2 ), train->s.angles[ROLL]);
else if ( train->avelocity[YAW] > 5 )
train->avelocity[ROLL] = track_AngleDistance( track_ApproachAngle( roll, train->s.angles[ROLL], roll*2 ), train->s.angles[ROLL]);
else
train->avelocity[ROLL] = track_AngleDistance( track_ApproachAngle( 0, train->s.angles[ROLL], roll*4 ), train->s.angles[ROLL]) * 4;
}
if (cur_pitch == idl_pitch)
train->avelocity[PITCH] = 0;
else
{
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;
new_speed = pitch_vel;
}
else
{
Distance = Dist_2;
if (Distance < pitch_vel)
pitch_vel = Distance;
new_speed = -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;
new_speed = -pitch_vel;
}
else
{
Distance = Dist_2;
if (Distance < pitch_vel)
pitch_vel = Distance;
new_speed = pitch_vel;
}
}
train->avelocity[PITCH] = new_speed;
if (train->s.angles[PITCH] < 0)
train->s.angles[PITCH] += 360;
if (train->s.angles[PITCH] >= 360)
train->s.angles[PITCH] -= 360;
}
gi.linkentity(train);
}
void tracktrain_next (edict_t *self)
{
edict_t *ent=NULL;
vec3_t dest;
if (!self->target_ent)
{
self->s.sound = 0;
return;
}
ent = NextPathTrack(self,self->target_ent);
if (ent && (ent->spawnflags & SF_PATH_DISABLED))
ent = NULL;
if (!ent)
{
// Dead end
if (self->owner && (self->owner->svflags & SVF_MONSTER) && !self->target_ent->deathtarget )
{
// For monster drivers, immediately reverse course at
// dead ends (but NOT at dead ends that have a "deathtarget",
// which is usually an indication of a trackchange
self->moveinfo.prevstate = self->moveinfo.state;
self->moveinfo.state = -self->moveinfo.state;
self->moveinfo.next_speed = self->moveinfo.state * self->moveinfo.speed/3;
self->think = tracktrain_think;
self->think(self);
self->monsterinfo.search_time = level.time;
return;
}
VectorClear(self->velocity);
VectorClear(self->avelocity);
self->moveinfo.prevstate = self->moveinfo.state;
self->moveinfo.state = STOP;
self->s.sound = 0;
self->moveinfo.current_speed = 0;
self->moveinfo.next_speed = 0;
gi.linkentity(self);
if (self->owner)
{
VectorClear(self->owner->velocity);
gi.linkentity(self->owner);
}
if (self->target_ent->deathtarget)
{
char *temp;
temp = self->target_ent->target;
self->target_ent->target = self->target_ent->deathtarget;
G_UseTargets(self->target_ent,self);
self->target_ent->target = temp;
}
self->think = tracktrain_think;
self->think(self);
return;
}
self->target_ent = ent;
self->target = ent->targetname;
VectorCopy (ent->s.origin, dest);
dest[2] += self->viewheight;
VectorCopy (dest, self->moveinfo.end_origin);
train_angles(self);
if (!(self->spawnflags & SF_TRACKTRAIN_NOCONTROL) || !(self->spawnflags & SF_TRACKTRAIN_STARTOFF))
{
self->think = tracktrain_think;
self->think(self);
}
}
void func_tracktrain_find (edict_t *self)
{
edict_t *ent;
edict_t *next;
vec3_t vec;
vec3_t daoldorigin;
if (!self->target)
{
gi.dprintf ("tracktrain_find: no target\n");
return;
}
ent = G_PickTarget (self->target);
if (!ent)
{
gi.dprintf ("tracktrain_find: target %s not found\n", self->target);
return;
}
if (ent->speed) {
self->moveinfo.speed = ent->speed * self->speed;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
self->moveinfo.next_speed = self->moveinfo.state * self->moveinfo.speed/3;
}
self->target_ent = ent;
// Get angles to next path_track
next = G_PickTarget (ent->target);
if (!next)
{
gi.dprintf ("tracktrain_find: next target %s not found\n", ent->target);
return;
}
VectorSubtract (next->s.origin, ent->s.origin, vec);
vectoangles2(vec,self->s.angles);
ent->think = tracktrain_turn;
ent->enemy = self;
ent->nextthink = level.time + FRAMETIME;
VectorCopy (self->s.origin, daoldorigin); // Knightmare- copy old orgin for reference
VectorCopy (ent->s.origin, self->s.origin);
self->s.origin[2] += self->viewheight;
// Knightmare- move movewith pieces to spawning point
if (self->movewith_next && (self->movewith_next->movewith_ent == self))
{
edict_t *e = NULL;
vec3_t dir;
VectorSubtract (self->s.origin, daoldorigin, dir);
for (e = self->movewith_next; e; e = e->movewith_next)
{
if (!e->inuse)
break;
if (!e->classname)
continue;
// Knightmare- save distance moved for turret_breach to add to its firing point
if (!strcmp(e->classname, "turret_breach") || !strcmp(e->classname, "model_turret"))
VectorCopy (dir, e->offset);
VectorAdd (dir, e->s.origin, e->s.origin);
VectorCopy (e->s.origin, e->s.old_origin);
// This is now the child's original position
if ( (e->solid == SOLID_BSP) && strcmp(e->classname,"func_rotating")
&& strcmp(e->classname,"func_door_rotating"))
ReInitialize_Entity(e);
gi.linkentity (e);
}
}
if (self->spawnflags & SF_TRACKTRAIN_OTHERMAP)
{
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
self->spawnflags |= SF_TRACKTRAIN_DISABLED;
self->nextthink = 0;
}
else
{
self->nextthink = level.time + FRAMETIME;
self->think = tracktrain_next;
}
gi.linkentity (self);
}
void tracktrain_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & SF_TRACKTRAIN_STARTOFF)
{
if (self->spawnflags & SF_TRACKTRAIN_NOCONTROL)
{
self->moveinfo.state = FAST;
self->moveinfo.next_speed = self->moveinfo.speed;
if (self->sounds) {
self->s.sound = gi.soundindex(va("%sspeed%d.wav",self->source,abs(self->moveinfo.state)));
#ifdef LOOP_SOUND_ATTENUATION
self->s.attenuation = self->attenuation;
#endif
}
else
self->s.sound = 0;
}
self->spawnflags &= ~SF_TRACKTRAIN_STARTOFF;
self->think = tracktrain_think;
self->think(self);
}
else
{
if (self->owner)
tracktrain_disengage(self);
self->moveinfo.state = STOP;
self->moveinfo.next_speed = 0;
self->s.sound = 0;
self->think = NULL;
self->nextthink = 0;
self->spawnflags |= SF_TRACKTRAIN_STARTOFF;
}
}
void SP_func_tracktrain (edict_t *self)
{
self->class_id = ENTITY_FUNC_TRACKTRAIN;
self->movetype = MOVETYPE_PUSH;
self->flags |= FL_TRACKTRAIN;
VectorClear (self->s.angles);
self->blocked = tracktrain_blocked;
if (!self->dmg)
self->dmg = 100;
// Wheelbase determines angular velocities
if (st.distance)
self->moveinfo.distance = st.distance;
else
self->moveinfo.distance = 50;
// Origin rides by "height" above path_tracks
if (st.height)
self->viewheight = st.height;
else
self->viewheight = 4;
// Default mass for collisions:
self->mass = 2000;
// Driving position
if ( (VectorLength(self->bleft) == 0) && (VectorLength(self->tright) == 0))
{
VectorSet(self->bleft,-8,-8,-8);
VectorSet(self->tright,8,8,8);
}
VectorAdd(self->bleft,self->tright,self->move_origin);
VectorScale(self->move_origin,0.5,self->move_origin);
self->solid = SOLID_BSP;
gi.setmodel (self, self->model);
// usermodel (for alias model trains) goes on modelindex2
if (self->usermodel && strlen(self->usermodel)) {
char modelname[256];
// check for "models/" already in path
if ( !strncmp(self->usermodel, "models/", 7) )
Com_sprintf (modelname, sizeof(modelname), "%s", self->usermodel);
else
Com_sprintf (modelname, sizeof(modelname), "models/%s", self->usermodel);
self->s.modelindex2 = gi.modelindex (modelname);
}
if (!self->speed)
self->speed = 100;
self->moveinfo.speed = self->speed;
self->moveinfo.accel = self->moveinfo.decel = self->moveinfo.speed;
if (self->roll_speed)
{
self->roll = self->roll_speed;
self->roll_speed = 0;
self->spawnflags |= SF_TRACKTRAIN_ROLLSPEED;
}
if (self->health) {
self->die = tracktrain_die;
self->takedamage = DAMAGE_YES;
}
else {
self->die = NULL;
self->takedamage = DAMAGE_NO;
}
self->spawnflags &= ~SF_TRACKTRAIN_DISABLED; // insurance
if (self->spawnflags & SF_TRACKTRAIN_NOCONTROL)
self->spawnflags |= SF_TRACKTRAIN_STARTOFF;
self->use = tracktrain_use;
self->moveinfo.current_speed = 0;
self->moveinfo.state = STOP;
self->moveinfo.prevstate = STOP+1; // Assumed, so that initial reverse works correctly
self->s.sound = 0;
self->turn_rider = 1;
VectorClear(self->s.angles);
#ifdef POSTTHINK_CHILD_MOVEMENT
self->postthink = set_child_movement; // Knightmare- supports movewith
#endif // POSTTHINK_CHILD_MOVEMENT
if (self->target)
{
self->nextthink = level.time + FRAMETIME;
self->think = func_tracktrain_find;
}
else if (!(self->spawnflags & SF_TRACKTRAIN_OTHERMAP))
{
gi.dprintf ("func_tracktrain without a target at %s\n", vtos(self->absmin));
G_FreeEdict(self);
return;
}
if (!self->sounds)
self->sounds = 1;
if (self->sounds > 0)
{
if (self->sounds > 9)
self->sounds = 9;
self->source = gi.TagMalloc(10,TAG_LEVEL);
Com_sprintf (self->source, 10, "train/%d/",self->sounds);
gi.soundindex(va("%sspeed1.wav",self->source));
gi.soundindex(va("%sspeed2.wav",self->source));
gi.soundindex(va("%sspeed3.wav",self->source));
}
if (self->attenuation <= 0)
self->attenuation = ATTN_IDLE;
gi.linkentity (self);
}
void find_tracktrain (edict_t *self)
{
edict_t *train;
qboolean train_found=false;
vec3_t forward;
// This gives game a chance to put player in place before
// restarting train
if (!g_edicts[1].linkcount)
{
self->nextthink = level.time + FRAMETIME;
return;
}
train = G_Find(NULL,FOFS(targetname),self->targetname);
while (train && !train_found)
{
if (!Q_stricmp(train->classname,"func_tracktrain"))
train_found = true;
else
train = G_Find(train,FOFS(targetname),self->targetname);
}
if (!train_found)
{
gi.dprintf("find_tracktrain: no matching func_tracktrain with targetname=%s\n",
self->targetname);
G_FreeEdict(self);
return;
}
train->solid = SOLID_BSP;
train->svflags &= ~SVF_NOCLIENT;
train->spawnflags = self->spawnflags;
train->spawnflags &= ~(SF_TRACKTRAIN_OTHERMAP | SF_TRACKTRAIN_DISABLED);
VectorCopy(self->s.origin,train->s.origin);
VectorCopy(self->s.angles,train->s.angles);
VectorCopy(self->bleft, train->bleft);
VectorCopy(self->tright, train->tright);
VectorClear(train->avelocity);
train->viewheight = self->viewheight;
train->speed = self->speed;
train->moveinfo.distance = self->radius;
train->moveinfo.accel = train->moveinfo.decel = train->moveinfo.speed = train->speed;
train->moveinfo.state = train->moveinfo.prevstate = self->count;
train->sounds = self->sounds;
if (train->sounds > 0)
{
train->source = gi.TagMalloc(10,TAG_LEVEL);
Com_sprintf (train->source, 10, "train/%d/",train->sounds);
}
if (train->moveinfo.state && (train->sounds > 0)) {
train->s.sound = gi.soundindex(va("%sspeed%d.wav",train->source,abs(train->moveinfo.state)));
#ifdef LOOP_SOUND_ATTENUATION
train->s.attenuation = train->attenuation;
#endif
}
else
train->s.sound = 0;
train->moveinfo.next_speed = train->moveinfo.state * train->moveinfo.speed/3;
// Assume train was already at it's "next_speed" when the level change occurred
AngleVectors(train->s.angles,forward,NULL,NULL);
VectorScale(forward,train->moveinfo.next_speed,train->velocity);
// Force a wait before taking player input
train->moveinfo.wait = 1;
if (self->style && (self->style <= game.maxclients) && &g_edicts[self->style].inuse)
{
train->owner = &g_edicts[self->style];
train->owner->vehicle = train;
if (train->owner->client)
{
train->owner->client->vehicle_framenum = level.framenum;
train->owner->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
}
VectorCopy(self->offset,train->offset);
}
else
train->owner = NULL;
gi.linkentity(train);
if (self->target)
{
vec3_t dest;
train->target = self->target;
train->target_ent = G_Find(NULL,FOFS(targetname),train->target);
VectorCopy (train->target_ent->s.origin, dest);
dest[2] += train->viewheight;
VectorCopy (dest, train->moveinfo.end_origin);
train_angles(train);
if (!(train->spawnflags & SF_TRACKTRAIN_NOCONTROL) || !(train->spawnflags & SF_TRACKTRAIN_STARTOFF))
{
train->think = tracktrain_think;
train->think(train);
}
}
else
gi.dprintf("info_train_start with no target\n");
G_FreeEdict(self);
}
void SP_info_train_start (edict_t *self)
{
if (!self->targetname)
{
gi.dprintf("crosslevel train with no targetname\n");
G_FreeEdict(self);
}
self->class_id = ENTITY_INFO_TRAIN_START;
self->think = find_tracktrain;
self->nextthink = level.time + 1;
}