mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-10 07:22:06 +00:00
1140 lines
27 KiB
C++
1140 lines
27 KiB
C++
|
/* Copyright (C) 1996-2022 id Software LLC
|
||
|
|
||
|
This program 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.
|
||
|
|
||
|
This program 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 this program; if not, write to the Free Software
|
||
|
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||
|
|
||
|
See file, 'COPYING', for details.
|
||
|
*/
|
||
|
|
||
|
/* Rotate QuickC program
|
||
|
By Jim Dose' 10/17/96
|
||
|
*/
|
||
|
|
||
|
float STATE_ACTIVE = 0;
|
||
|
float STATE_INACTIVE = 1;
|
||
|
float STATE_SPEEDINGUP = 2;
|
||
|
float STATE_SLOWINGDOWN = 3;
|
||
|
|
||
|
float STATE_CLOSED = 4;
|
||
|
float STATE_OPEN = 5;
|
||
|
float STATE_OPENING = 6;
|
||
|
float STATE_CLOSING = 7;
|
||
|
|
||
|
float STATE_WAIT = 0;
|
||
|
float STATE_MOVE = 1;
|
||
|
float STATE_STOP = 2;
|
||
|
float STATE_FIND = 3;
|
||
|
float STATE_NEXT = 4;
|
||
|
|
||
|
float OBJECT_ROTATE = 0;
|
||
|
float OBJECT_MOVEWALL = 1;
|
||
|
float OBJECT_SETORIGIN = 2;
|
||
|
|
||
|
float TOGGLE = 1;
|
||
|
float START_ON = 2;
|
||
|
|
||
|
float ROTATION = 1;
|
||
|
float ANGLES = 2;
|
||
|
float STOP = 4;
|
||
|
float NO_ROTATE = 8;
|
||
|
float DAMAGE = 16;
|
||
|
float MOVETIME = 32;
|
||
|
float SET_DAMAGE = 64;
|
||
|
|
||
|
float VISIBLE = 1;
|
||
|
float TOUCH = 2;
|
||
|
float NONBLOCKING = 4;
|
||
|
|
||
|
float STAYOPEN = 1;
|
||
|
|
||
|
/*QUAKED info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||
|
Used as the point of rotation for rotatable objects.
|
||
|
*/
|
||
|
void() info_rotate =
|
||
|
{
|
||
|
// remove self after a little while, to make sure that entities that
|
||
|
// have targeted it have had a chance to spawn
|
||
|
self.nextthink = time + 2;
|
||
|
self.think = SUB_Remove;
|
||
|
};
|
||
|
|
||
|
void() RotateTargets =
|
||
|
{
|
||
|
local entity ent;
|
||
|
local vector vx;
|
||
|
local vector vy;
|
||
|
local vector vz;
|
||
|
local vector org;
|
||
|
|
||
|
makevectors (self.angles);
|
||
|
|
||
|
ent = find( world, targetname, self.target);
|
||
|
while( ent )
|
||
|
{
|
||
|
if ( ent.rotate_type == OBJECT_SETORIGIN )
|
||
|
{
|
||
|
org = ent.oldorigin;
|
||
|
vx = ( v_forward * org_x );
|
||
|
vy = ( v_right * org_y );
|
||
|
vy = vy * -1;
|
||
|
vz = ( v_up * org_z );
|
||
|
ent.neworigin = vx + vy + vz;
|
||
|
setorigin( ent, ent.neworigin + self.origin );
|
||
|
}
|
||
|
else if ( ent.rotate_type == OBJECT_ROTATE )
|
||
|
{
|
||
|
ent.angles = self.angles;
|
||
|
org = ent.oldorigin;
|
||
|
vx = ( v_forward * org_x );
|
||
|
vy = ( v_right * org_y );
|
||
|
vy = vy * -1;
|
||
|
vz = ( v_up * org_z );
|
||
|
ent.neworigin = vx + vy + vz;
|
||
|
setorigin( ent, ent.neworigin + self.origin );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
org = ent.oldorigin;
|
||
|
vx = ( v_forward * org_x );
|
||
|
vy = ( v_right * org_y );
|
||
|
vy = vy * -1;
|
||
|
vz = ( v_up * org_z );
|
||
|
ent.neworigin = vx + vy + vz;
|
||
|
ent.neworigin = self.origin - self.oldorigin + (ent.neworigin - ent.oldorigin);
|
||
|
ent.velocity = (ent.neworigin-ent.origin)*25;
|
||
|
}
|
||
|
ent = find( ent, targetname, self.target);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() RotateTargetsFinal =
|
||
|
{
|
||
|
local entity ent;
|
||
|
|
||
|
ent = find( world, targetname, self.target);
|
||
|
while( ent )
|
||
|
{
|
||
|
ent.velocity = '0 0 0';
|
||
|
if ( ent.rotate_type == OBJECT_ROTATE )
|
||
|
{
|
||
|
ent.angles = self.angles;
|
||
|
}
|
||
|
ent = find( ent, targetname, self.target);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() SetTargetOrigin =
|
||
|
{
|
||
|
local entity ent;
|
||
|
|
||
|
ent = find( world, targetname, self.target);
|
||
|
while( ent )
|
||
|
{
|
||
|
if ( ent.rotate_type == OBJECT_MOVEWALL )
|
||
|
{
|
||
|
setorigin( ent, self.origin - self.oldorigin +
|
||
|
(ent.neworigin - ent.oldorigin) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setorigin( ent, ent.neworigin + self.origin );
|
||
|
}
|
||
|
ent = find( ent, targetname, self.target);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() LinkRotateTargets =
|
||
|
{
|
||
|
local entity ent;
|
||
|
local vector tempvec;
|
||
|
|
||
|
self.oldorigin = self.origin;
|
||
|
ent = find( world, targetname, self.target);
|
||
|
while( ent )
|
||
|
{
|
||
|
if ( ent.classname == "rotate_object" )
|
||
|
{
|
||
|
ent.rotate_type = OBJECT_ROTATE;
|
||
|
ent.oldorigin = ent.origin - self.oldorigin;
|
||
|
ent.neworigin = ent.origin - self.oldorigin;
|
||
|
ent.owner = self;
|
||
|
}
|
||
|
else if ( ent.classname == "func_movewall" )
|
||
|
{
|
||
|
ent.rotate_type = OBJECT_MOVEWALL;
|
||
|
tempvec = ( ent.absmin + ent.absmax ) * 0.5;
|
||
|
ent.oldorigin = tempvec - self.oldorigin;
|
||
|
ent.neworigin = ent.oldorigin;
|
||
|
ent.owner = self;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent.rotate_type = OBJECT_SETORIGIN;
|
||
|
ent.oldorigin = ent.origin - self.oldorigin;
|
||
|
ent.neworigin = ent.origin - self.oldorigin;
|
||
|
}
|
||
|
ent = find (ent, targetname, self.target);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void( float amount ) SetDamageOnTargets =
|
||
|
{
|
||
|
local entity ent;
|
||
|
|
||
|
ent = find( world, targetname, self.target);
|
||
|
while( ent )
|
||
|
{
|
||
|
if ( ent.classname == "trigger_hurt" )
|
||
|
{
|
||
|
hurt_setdamage( ent, amount );
|
||
|
}
|
||
|
else if ( ent.classname == "func_movewall" )
|
||
|
{
|
||
|
ent.dmg = amount;
|
||
|
}
|
||
|
ent = find( ent, targetname, self.target);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
//************************************************
|
||
|
//
|
||
|
// Simple continual rotatation
|
||
|
//
|
||
|
//************************************************
|
||
|
|
||
|
void() rotate_entity_think =
|
||
|
{
|
||
|
local float t;
|
||
|
|
||
|
t = time - self.ltime;
|
||
|
self.ltime = time;
|
||
|
|
||
|
if ( self.state == STATE_SPEEDINGUP )
|
||
|
{
|
||
|
self.count = self.count + self.cnt * t;
|
||
|
if ( self.count > 1 )
|
||
|
{
|
||
|
self.count = 1;
|
||
|
}
|
||
|
|
||
|
// get rate of rotation
|
||
|
t = t * self.count;
|
||
|
}
|
||
|
else if ( self.state == STATE_SLOWINGDOWN )
|
||
|
{
|
||
|
self.count = self.count - self.cnt * t;
|
||
|
if ( self.count < 0 )
|
||
|
{
|
||
|
RotateTargetsFinal();
|
||
|
self.state = STATE_INACTIVE;
|
||
|
self.think = SUB_Null;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// get rate of rotation
|
||
|
t = t * self.count;
|
||
|
}
|
||
|
|
||
|
self.angles = self.angles + ( self.rotate * t );
|
||
|
self.angles = SUB_NormalizeAngles( self.angles );
|
||
|
RotateTargets();
|
||
|
self.nextthink = time + 0.02;
|
||
|
};
|
||
|
|
||
|
void() rotate_entity_use =
|
||
|
{
|
||
|
// change to alternate textures
|
||
|
self.frame = 1 - self.frame;
|
||
|
|
||
|
if ( self.state == STATE_ACTIVE )
|
||
|
{
|
||
|
if ( self.spawnflags & TOGGLE )
|
||
|
{
|
||
|
if ( self.speed )
|
||
|
{
|
||
|
self.count = 1;
|
||
|
self.state = STATE_SLOWINGDOWN;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.state = STATE_INACTIVE;
|
||
|
self.think = SUB_Null;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( self.state == STATE_INACTIVE )
|
||
|
{
|
||
|
self.think = rotate_entity_think;
|
||
|
self.nextthink = time + 0.02;
|
||
|
self.ltime = time;
|
||
|
if ( self.speed )
|
||
|
{
|
||
|
self.count = 0;
|
||
|
self.state = STATE_SPEEDINGUP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.state = STATE_ACTIVE;
|
||
|
}
|
||
|
}
|
||
|
else if ( self.state == STATE_SPEEDINGUP )
|
||
|
{
|
||
|
if ( self.spawnflags & TOGGLE )
|
||
|
{
|
||
|
self.state = STATE_SLOWINGDOWN;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.state = STATE_SPEEDINGUP;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() rotate_entity_firstthink =
|
||
|
{
|
||
|
LinkRotateTargets();
|
||
|
if ( self.spawnflags & START_ON )
|
||
|
{
|
||
|
self.state = STATE_ACTIVE;
|
||
|
self.think = rotate_entity_think;
|
||
|
self.nextthink = time + 0.02;
|
||
|
self.ltime = time;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.state = STATE_INACTIVE;
|
||
|
self.think = SUB_Null;
|
||
|
}
|
||
|
self.use = rotate_entity_use;
|
||
|
};
|
||
|
|
||
|
/*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON
|
||
|
Creates an entity that continually rotates. Can be toggled on and
|
||
|
off if targeted.
|
||
|
|
||
|
TOGGLE = allows the rotation to be toggled on/off
|
||
|
|
||
|
START_ON = wether the entity is spinning when spawned. If TOGGLE is 0, entity can be turned on, but not off.
|
||
|
|
||
|
If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.
|
||
|
|
||
|
"rotate" is the rate to rotate.
|
||
|
"target" is the center of rotation.
|
||
|
"speed" is how long the entity takes to go from standing still to full speed and vice-versa.
|
||
|
*/
|
||
|
|
||
|
void() func_rotate_entity =
|
||
|
{
|
||
|
self.solid = SOLID_NOT;
|
||
|
self.movetype = MOVETYPE_NONE;
|
||
|
|
||
|
setmodel (self, self.model);
|
||
|
setsize( self, self.mins, self.maxs );
|
||
|
|
||
|
if ( self.speed != 0 )
|
||
|
{
|
||
|
self.cnt = 1 / self.speed;
|
||
|
}
|
||
|
|
||
|
self.think = rotate_entity_firstthink;
|
||
|
self.nextthink = time + 0.1;
|
||
|
self.ltime = time;
|
||
|
};
|
||
|
|
||
|
//************************************************
|
||
|
//
|
||
|
// Train with rotation functionality
|
||
|
//
|
||
|
//************************************************
|
||
|
|
||
|
/*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
|
||
|
Path for rotate_train.
|
||
|
|
||
|
ROTATION tells train to rotate at rate specified by "rotate". Use '0 0 0' to stop rotation.
|
||
|
|
||
|
ANGLES tells train to rotate to the angles specified by "angles" while traveling to this path_rotate. Use values < 0 or > 360 to guarantee that it turns in a certain direction. Having this flag set automatically clears any rotation.
|
||
|
|
||
|
STOP tells the train to stop and wait to be retriggered.
|
||
|
|
||
|
NO_ROTATE tells the train to stop rotating when waiting to be triggered.
|
||
|
|
||
|
DAMAGE tells the train to cause damage based on "dmg".
|
||
|
|
||
|
MOVETIME tells the train to interpret "speed" as the length of time to take moving from one corner to another.
|
||
|
|
||
|
SET_DAMAGE tells the train to set all targets damage to "dmg"
|
||
|
|
||
|
"noise" contains the name of the sound to play when train stops.
|
||
|
"noise1" contains the name of the sound to play when train moves.
|
||
|
"event" is a target to trigger when train arrives at path_rotate.
|
||
|
*/
|
||
|
void() path_rotate =
|
||
|
{
|
||
|
if ( self.noise )
|
||
|
{
|
||
|
precache_sound( self.noise );
|
||
|
}
|
||
|
if ( self.noise1 )
|
||
|
{
|
||
|
precache_sound( self.noise1 );
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
void() rotate_train;
|
||
|
void() rotate_train_next;
|
||
|
void() rotate_train_find;
|
||
|
|
||
|
void() rotate_train_think =
|
||
|
{
|
||
|
local float t;
|
||
|
local float timeelapsed;
|
||
|
|
||
|
t = time - self.ltime;
|
||
|
self.ltime = time;
|
||
|
|
||
|
if ( ( self.endtime ) && ( time >= self.endtime ) )
|
||
|
{
|
||
|
self.endtime = 0;
|
||
|
if ( self.state == STATE_MOVE )
|
||
|
{
|
||
|
setorigin(self, self.finaldest);
|
||
|
self.velocity = '0 0 0';
|
||
|
}
|
||
|
|
||
|
if (self.think1)
|
||
|
self.think1();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
timeelapsed = (time - self.cnt) * self.duration;
|
||
|
if ( timeelapsed > 1 )
|
||
|
timeelapsed = 1;
|
||
|
setorigin( self, self.dest1 + ( self.dest2 * timeelapsed ) );
|
||
|
}
|
||
|
|
||
|
self.angles = self.angles + ( self.rotate * t );
|
||
|
self.angles = SUB_NormalizeAngles( self.angles );
|
||
|
RotateTargets();
|
||
|
|
||
|
self.nextthink = time + 0.02;
|
||
|
};
|
||
|
|
||
|
void() rotate_train_use =
|
||
|
{
|
||
|
if (self.think1 != rotate_train_find)
|
||
|
{
|
||
|
if ( self.velocity != '0 0 0' )
|
||
|
return; // already activated
|
||
|
if ( self.think1 )
|
||
|
{
|
||
|
self.think1();
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() rotate_train_wait =
|
||
|
{
|
||
|
self.state = STATE_WAIT;
|
||
|
|
||
|
if ( self.goalentity.noise )
|
||
|
{
|
||
|
sound (self, CHAN_VOICE, self.goalentity.noise, 1, ATTN_NORM);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||
|
}
|
||
|
if ( self.goalentity.spawnflags & ANGLES )
|
||
|
{
|
||
|
self.rotate = '0 0 0';
|
||
|
self.angles = self.finalangle;
|
||
|
}
|
||
|
if ( self.goalentity.spawnflags & NO_ROTATE )
|
||
|
{
|
||
|
self.rotate = '0 0 0';
|
||
|
}
|
||
|
self.endtime = self.ltime + self.goalentity.wait;
|
||
|
self.think1 = rotate_train_next;
|
||
|
};
|
||
|
|
||
|
void() rotate_train_stop =
|
||
|
{
|
||
|
self.state = STATE_STOP;
|
||
|
|
||
|
if ( self.goalentity.noise )
|
||
|
{
|
||
|
sound (self, CHAN_VOICE, self.goalentity.noise, 1, ATTN_NORM);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||
|
}
|
||
|
if ( self.goalentity.spawnflags & ANGLES )
|
||
|
{
|
||
|
self.rotate = '0 0 0';
|
||
|
self.angles = self.finalangle;
|
||
|
}
|
||
|
if ( self.goalentity.spawnflags & NO_ROTATE )
|
||
|
{
|
||
|
self.rotate = '0 0 0';
|
||
|
}
|
||
|
|
||
|
self.dmg = 0;
|
||
|
self.think1 = rotate_train_next;
|
||
|
};
|
||
|
|
||
|
void() rotate_train_next =
|
||
|
{
|
||
|
local entity targ;
|
||
|
local entity current;
|
||
|
local vector vdestdelta;
|
||
|
local float len, traveltime, div;
|
||
|
local string temp;
|
||
|
|
||
|
self.state = STATE_NEXT;
|
||
|
|
||
|
current = self.goalentity;
|
||
|
targ = find (world, targetname, self.path );
|
||
|
if ( targ.classname != "path_rotate" )
|
||
|
objerror( "Next target is not path_rotate" );
|
||
|
|
||
|
if ( self.goalentity.noise1 )
|
||
|
{
|
||
|
self.noise1 = self.goalentity.noise1;
|
||
|
}
|
||
|
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||
|
|
||
|
self.goalentity = targ;
|
||
|
self.path = targ.target;
|
||
|
if (!self.path )
|
||
|
objerror ("rotate_train_next: no next target");
|
||
|
|
||
|
if ( targ.spawnflags & STOP )
|
||
|
{
|
||
|
self.think1 = rotate_train_stop;
|
||
|
}
|
||
|
else if (targ.wait)
|
||
|
{
|
||
|
self.think1 = rotate_train_wait;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.think1 = rotate_train_next;
|
||
|
}
|
||
|
|
||
|
if ( current.event )
|
||
|
{
|
||
|
// Trigger any events that should happen at the corner.
|
||
|
temp = self.target;
|
||
|
self.target = current.event;
|
||
|
self.message = current.message;
|
||
|
SUB_UseTargets();
|
||
|
self.target = temp;
|
||
|
self.message = string_null;
|
||
|
}
|
||
|
|
||
|
if ( current.spawnflags & ANGLES )
|
||
|
{
|
||
|
self.rotate = '0 0 0';
|
||
|
self.angles = self.finalangle;
|
||
|
}
|
||
|
|
||
|
if ( current.spawnflags & ROTATION )
|
||
|
{
|
||
|
self.rotate = current.rotate;
|
||
|
}
|
||
|
|
||
|
if ( current.spawnflags & DAMAGE )
|
||
|
{
|
||
|
self.dmg = current.dmg;
|
||
|
}
|
||
|
|
||
|
if ( current.spawnflags & SET_DAMAGE )
|
||
|
{
|
||
|
SetDamageOnTargets( current.dmg );
|
||
|
}
|
||
|
|
||
|
if ( current.speed == -1 )
|
||
|
{
|
||
|
// Warp to the next path_corner
|
||
|
setorigin( self, targ.origin );
|
||
|
self.endtime = self.ltime + 0.01;
|
||
|
SetTargetOrigin();
|
||
|
|
||
|
if ( targ.spawnflags & ANGLES )
|
||
|
{
|
||
|
self.angles = targ.angles;
|
||
|
}
|
||
|
|
||
|
self.duration = 1; // 1 / duration
|
||
|
self.cnt = time; // start time
|
||
|
self.dest2 = '0 0 0'; // delta
|
||
|
self.dest1 = self.origin; // original position
|
||
|
self.finaldest = self.origin;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.state = STATE_MOVE;
|
||
|
|
||
|
self.finaldest = targ.origin;
|
||
|
if (self.finaldest == self.origin)
|
||
|
{
|
||
|
self.velocity = '0 0 0';
|
||
|
self.endtime = self.ltime + 0.1;
|
||
|
|
||
|
self.duration = 1; // 1 / duration
|
||
|
self.cnt = time; // start time
|
||
|
self.dest2 = '0 0 0'; // delta
|
||
|
self.dest1 = self.origin; // original position
|
||
|
self.finaldest = self.origin;
|
||
|
return;
|
||
|
}
|
||
|
// set destdelta to the vector needed to move
|
||
|
vdestdelta = self.finaldest - self.origin;
|
||
|
|
||
|
// calculate length of vector
|
||
|
len = vlen (vdestdelta);
|
||
|
|
||
|
if ( current.spawnflags & MOVETIME )
|
||
|
{
|
||
|
traveltime = current.speed;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// check if there's a speed change
|
||
|
if (current.speed>0)
|
||
|
self.speed = current.speed;
|
||
|
|
||
|
if (!self.speed)
|
||
|
objerror("No speed is defined!");
|
||
|
|
||
|
// divide by speed to get time to reach dest
|
||
|
traveltime = len / self.speed;
|
||
|
}
|
||
|
|
||
|
if (traveltime < 0.1)
|
||
|
{
|
||
|
self.velocity = '0 0 0';
|
||
|
self.endtime = self.ltime + 0.1;
|
||
|
if ( targ.spawnflags & ANGLES )
|
||
|
{
|
||
|
self.angles = targ.angles;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// qcc won't take vec/float
|
||
|
div = 1 / traveltime;
|
||
|
|
||
|
if ( targ.spawnflags & ANGLES )
|
||
|
{
|
||
|
self.finalangle = SUB_NormalizeAngles( targ.angles );
|
||
|
self.rotate = ( targ.angles - self.angles ) * div;
|
||
|
}
|
||
|
|
||
|
// set endtime to trigger a think when dest is reached
|
||
|
self.endtime = self.ltime + traveltime;
|
||
|
|
||
|
// scale the destdelta vector by the time spent traveling to get velocity
|
||
|
self.velocity = vdestdelta * div;
|
||
|
|
||
|
self.duration = div; // 1 / duration
|
||
|
self.cnt = time; // start time
|
||
|
self.dest2 = vdestdelta; // delta
|
||
|
self.dest1 = self.origin; // original position
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() rotate_train_find =
|
||
|
{
|
||
|
local entity targ;
|
||
|
|
||
|
self.state = STATE_FIND;
|
||
|
|
||
|
LinkRotateTargets();
|
||
|
|
||
|
// the first target is the point of rotation.
|
||
|
// the second target is the path.
|
||
|
targ = find ( world, targetname, self.path);
|
||
|
if ( targ.classname != "path_rotate" )
|
||
|
objerror( "Next target is not path_rotate" );
|
||
|
|
||
|
// Save the current entity
|
||
|
self.goalentity = targ;
|
||
|
|
||
|
if ( targ.spawnflags & ANGLES )
|
||
|
{
|
||
|
self.angles = targ.angles;
|
||
|
self.finalangle = SUB_NormalizeAngles( targ.angles );
|
||
|
}
|
||
|
|
||
|
self.path = targ.target;
|
||
|
setorigin (self, targ.origin );
|
||
|
SetTargetOrigin();
|
||
|
RotateTargetsFinal();
|
||
|
self.think1 = rotate_train_next;
|
||
|
if (!self.targetname)
|
||
|
{
|
||
|
// not triggered, so start immediately
|
||
|
self.endtime = self.ltime + 0.1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.endtime = 0;
|
||
|
}
|
||
|
|
||
|
self.duration = 1; // 1 / duration
|
||
|
self.cnt = time; // start time
|
||
|
self.dest2 = '0 0 0'; // delta
|
||
|
self.dest1 = self.origin; // original position
|
||
|
};
|
||
|
|
||
|
/*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||
|
In path_rotate, set speed to be the new speed of the train after it reaches
|
||
|
the path change. If speed is -1, the train will warp directly to the next
|
||
|
path change after the specified wait time. If MOVETIME is set on the
|
||
|
path_rotate, the train to interprets "speed" as the length of time to
|
||
|
take moving from one corner to another.
|
||
|
|
||
|
"noise" contains the name of the sound to play when train stops.
|
||
|
"noise1" contains the name of the sound to play when train moves.
|
||
|
Both "noise" and "noise1" defaults depend upon "sounds" variable and
|
||
|
can be overridden by the "noise" and "noise1" variable in path_rotate.
|
||
|
|
||
|
Also in path_rotate, if STOP is set, the train will wait until it is
|
||
|
retriggered before moving on to the next goal.
|
||
|
|
||
|
Trains are moving platforms that players can ride.
|
||
|
"path" specifies the first path_rotate and is the starting position.
|
||
|
If the train is the target of a button or trigger, it will not begin moving until activated.
|
||
|
The func_rotate_train entity is the center of rotation of all objects targeted by it.
|
||
|
|
||
|
If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.
|
||
|
|
||
|
speed default 100
|
||
|
dmg default 0
|
||
|
sounds
|
||
|
1) ratchet metal
|
||
|
*/
|
||
|
|
||
|
void() rotate_train =
|
||
|
{
|
||
|
objerror ("rotate_train entities should be changed to rotate_object with\nfunc_rotate_train controllers\n");
|
||
|
};
|
||
|
|
||
|
void() func_rotate_train =
|
||
|
{
|
||
|
if (!self.speed)
|
||
|
self.speed = 100;
|
||
|
if (!self.target)
|
||
|
objerror ("rotate_train without a target");
|
||
|
|
||
|
if ( !self.noise )
|
||
|
{
|
||
|
if (self.sounds == 0)
|
||
|
{
|
||
|
self.noise = ("misc/null.wav");
|
||
|
}
|
||
|
|
||
|
if (self.sounds == 1)
|
||
|
{
|
||
|
self.noise = ("plats/train2.wav");
|
||
|
}
|
||
|
}
|
||
|
if ( !self.noise1 )
|
||
|
{
|
||
|
if (self.sounds == 0)
|
||
|
{
|
||
|
self.noise1 = ("misc/null.wav");
|
||
|
}
|
||
|
if (self.sounds == 1)
|
||
|
{
|
||
|
self.noise1 = ("plats/train1.wav");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
precache_sound( self.noise );
|
||
|
precache_sound( self.noise1 );
|
||
|
|
||
|
self.cnt = 1;
|
||
|
self.solid = SOLID_NOT;
|
||
|
self.movetype = MOVETYPE_STEP;
|
||
|
self.use = rotate_train_use;
|
||
|
|
||
|
setmodel (self, self.model);
|
||
|
setsize (self, self.mins, self.maxs);
|
||
|
setorigin (self, self.origin);
|
||
|
|
||
|
// start trains on the second frame, to make sure their targets have had
|
||
|
// a chance to spawn
|
||
|
self.ltime = time;
|
||
|
self.nextthink = self.ltime + 0.1;
|
||
|
self.endtime = self.ltime + 0.1;
|
||
|
self.think = rotate_train_think;
|
||
|
self.think1 = rotate_train_find;
|
||
|
self.state = STATE_FIND;
|
||
|
|
||
|
self.duration = 1; // 1 / duration
|
||
|
self.cnt = 0.1; // start time
|
||
|
self.dest2 = '0 0 0'; // delta
|
||
|
self.dest1 = self.origin; // original position
|
||
|
|
||
|
|
||
|
self.flags = self.flags | FL_ONGROUND;
|
||
|
};
|
||
|
|
||
|
//************************************************
|
||
|
//
|
||
|
// Moving clip walls
|
||
|
//
|
||
|
//************************************************
|
||
|
|
||
|
void() rotate_door_reversedirection;
|
||
|
void() rotate_door_group_reversedirection;
|
||
|
|
||
|
void() movewall_touch =
|
||
|
{
|
||
|
if (time < self.owner.attack_finished)
|
||
|
return;
|
||
|
|
||
|
if ( self.dmg )
|
||
|
{
|
||
|
T_Damage (other, self, self.owner, self.dmg);
|
||
|
self.owner.attack_finished = time + 0.5;
|
||
|
}
|
||
|
else if ( self.owner.dmg )
|
||
|
{
|
||
|
T_Damage (other, self, self.owner, self.owner.dmg);
|
||
|
self.owner.attack_finished = time + 0.5;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() movewall_blocked =
|
||
|
{
|
||
|
local entity temp;
|
||
|
|
||
|
if (time < self.owner.attack_finished)
|
||
|
return;
|
||
|
|
||
|
self.owner.attack_finished = time + 0.5;
|
||
|
|
||
|
if ( self.owner.classname == "func_rotate_door" )
|
||
|
{
|
||
|
temp = self;
|
||
|
self = self.owner;
|
||
|
rotate_door_group_reversedirection();
|
||
|
self = temp;
|
||
|
}
|
||
|
|
||
|
if ( self.dmg )
|
||
|
{
|
||
|
T_Damage (other, self, self.owner, self.dmg);
|
||
|
self.owner.attack_finished = time + 0.5;
|
||
|
}
|
||
|
else if ( self.owner.dmg )
|
||
|
{
|
||
|
T_Damage (other, self, self.owner, self.owner.dmg);
|
||
|
self.owner.attack_finished = time + 0.5;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() movewall_think =
|
||
|
{
|
||
|
self.ltime = time;
|
||
|
self.nextthink = time + 0.02;
|
||
|
};
|
||
|
|
||
|
/*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING
|
||
|
Used to emulate collision on rotating objects.
|
||
|
|
||
|
VISIBLE causes brush to be displayed.
|
||
|
|
||
|
TOUCH specifies whether to cause damage when touched by player.
|
||
|
|
||
|
NONBLOCKING makes the brush non-solid. This is useless if VISIBLE is set.
|
||
|
|
||
|
"dmg" specifies the damage to cause when touched or blocked.
|
||
|
*/
|
||
|
void() func_movewall =
|
||
|
{
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = MOVETYPE_PUSH;
|
||
|
if ( self.spawnflags & NONBLOCKING )
|
||
|
{
|
||
|
self.solid = SOLID_NOT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.solid = SOLID_BSP;
|
||
|
self.blocked = movewall_blocked;
|
||
|
}
|
||
|
if ( self.spawnflags & TOUCH )
|
||
|
{
|
||
|
self.touch = movewall_touch;
|
||
|
}
|
||
|
setmodel (self,self.model);
|
||
|
if ( !( self.spawnflags & VISIBLE ) )
|
||
|
{
|
||
|
self.model = string_null;
|
||
|
}
|
||
|
self.think = movewall_think;
|
||
|
self.nextthink = time + 0.02;
|
||
|
self.ltime = time;
|
||
|
};
|
||
|
|
||
|
/*QUAKED rotate_object (0 .5 .8) ?
|
||
|
This defines an object to be rotated. Used as the target of func_rotate_door.
|
||
|
*/
|
||
|
void() rotate_object =
|
||
|
{
|
||
|
self.classname = "rotate_object";
|
||
|
self.solid = SOLID_NOT;
|
||
|
self.movetype = MOVETYPE_NONE;
|
||
|
setmodel (self,self.model);
|
||
|
setsize( self, self.mins, self.maxs );
|
||
|
self.think = SUB_Null;
|
||
|
};
|
||
|
|
||
|
//************************************************
|
||
|
//
|
||
|
// Rotating doors
|
||
|
//
|
||
|
//************************************************
|
||
|
|
||
|
void() rotate_door_think2 =
|
||
|
{
|
||
|
local float t;
|
||
|
|
||
|
t = time - self.ltime;
|
||
|
self.ltime = time;
|
||
|
|
||
|
// change to alternate textures
|
||
|
self.frame = 1 - self.frame;
|
||
|
|
||
|
self.angles = self.dest;
|
||
|
|
||
|
if ( self.state == STATE_OPENING )
|
||
|
{
|
||
|
self.state = STATE_OPEN;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( self.spawnflags & STAYOPEN )
|
||
|
{
|
||
|
rotate_door_group_reversedirection();
|
||
|
return;
|
||
|
}
|
||
|
self.state = STATE_CLOSED;
|
||
|
}
|
||
|
|
||
|
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||
|
self.think = SUB_Null;
|
||
|
|
||
|
RotateTargetsFinal();
|
||
|
};
|
||
|
|
||
|
void() rotate_door_think =
|
||
|
{
|
||
|
local float t;
|
||
|
|
||
|
t = time - self.ltime;
|
||
|
self.ltime = time;
|
||
|
|
||
|
if ( time < self.endtime )
|
||
|
{
|
||
|
self.angles = self.angles + ( self.rotate * t );
|
||
|
RotateTargets();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.angles = self.dest;
|
||
|
RotateTargets();
|
||
|
self.think = rotate_door_think2;
|
||
|
}
|
||
|
|
||
|
self.nextthink = time + 0.01;
|
||
|
};
|
||
|
|
||
|
void() rotate_door_reversedirection =
|
||
|
{
|
||
|
local vector start;
|
||
|
|
||
|
// change to alternate textures
|
||
|
self.frame = 1 - self.frame;
|
||
|
|
||
|
if ( self.state == STATE_CLOSING )
|
||
|
{
|
||
|
start = self.dest1;
|
||
|
self.dest = self.dest2;
|
||
|
self.state = STATE_OPENING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
start = self.dest2;
|
||
|
self.dest = self.dest1;
|
||
|
self.state = STATE_CLOSING;
|
||
|
}
|
||
|
|
||
|
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||
|
|
||
|
self.rotate = ( self.dest - start ) * ( 1 / self.speed );
|
||
|
self.think = rotate_door_think;
|
||
|
self.nextthink = time + 0.02;
|
||
|
self.endtime = time + self.speed - ( self.endtime - time );
|
||
|
self.ltime = time;
|
||
|
};
|
||
|
|
||
|
void() rotate_door_group_reversedirection =
|
||
|
{
|
||
|
local string name;
|
||
|
|
||
|
// tell all associated rotaters to reverse direction
|
||
|
if ( self.group )
|
||
|
{
|
||
|
name = self.group;
|
||
|
self = find( world, group, name);
|
||
|
while( self )
|
||
|
{
|
||
|
rotate_door_reversedirection();
|
||
|
self = find( self, group, name);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rotate_door_reversedirection();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() rotate_door_use =
|
||
|
{
|
||
|
local entity t;
|
||
|
local vector start;
|
||
|
|
||
|
if ( ( self.state != STATE_OPEN ) && ( self.state != STATE_CLOSED ) )
|
||
|
return;
|
||
|
|
||
|
if ( !self.cnt )
|
||
|
{
|
||
|
self.cnt = 1;
|
||
|
LinkRotateTargets();
|
||
|
}
|
||
|
|
||
|
// change to alternate textures
|
||
|
self.frame = 1 - self.frame;
|
||
|
|
||
|
if ( self.state == STATE_CLOSED )
|
||
|
{
|
||
|
start = self.dest1;
|
||
|
self.dest = self.dest2;
|
||
|
self.state = STATE_OPENING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
start = self.dest2;
|
||
|
self.dest = self.dest1;
|
||
|
self.state = STATE_CLOSING;
|
||
|
}
|
||
|
|
||
|
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||
|
|
||
|
self.rotate = ( self.dest - start ) * ( 1 / self.speed );
|
||
|
self.think = rotate_door_think;
|
||
|
self.nextthink = time + 0.01;
|
||
|
self.endtime = time + self.speed;
|
||
|
self.ltime = time;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
|
||
|
Creates a door that rotates between two positions around a point of
|
||
|
rotation each time it's triggered.
|
||
|
|
||
|
STAYOPEN tells the door to reopen after closing. This prevents a trigger-
|
||
|
once door from closing again when it's blocked.
|
||
|
|
||
|
"dmg" specifies the damage to cause when blocked. Defaults to 2. Negative numbers indicate no damage.
|
||
|
"speed" specifies how the time it takes to rotate
|
||
|
|
||
|
"sounds"
|
||
|
1) medieval (default)
|
||
|
2) metal
|
||
|
3) base
|
||
|
*/
|
||
|
|
||
|
void() func_rotate_door =
|
||
|
{
|
||
|
if (!self.target)
|
||
|
{
|
||
|
objerror( "rotate_door without target." );
|
||
|
}
|
||
|
|
||
|
self.dest1 = '0 0 0';
|
||
|
self.dest2 = self.angles;
|
||
|
self.angles = self.dest1;
|
||
|
|
||
|
// default to 2 seconds
|
||
|
if ( !self.speed )
|
||
|
{
|
||
|
self.speed = 2;
|
||
|
}
|
||
|
|
||
|
self.cnt = 0;
|
||
|
|
||
|
if (!self.dmg)
|
||
|
self.dmg = 2;
|
||
|
else if ( self.dmg < 0 )
|
||
|
{
|
||
|
self.dmg = 0;
|
||
|
}
|
||
|
|
||
|
if (self.sounds == 0)
|
||
|
self.sounds = 1;
|
||
|
if (self.sounds == 1)
|
||
|
{
|
||
|
precache_sound ("doors/latch2.wav");
|
||
|
precache_sound ("doors/winch2.wav");
|
||
|
precache_sound ("doors/drclos4.wav");
|
||
|
self.noise1 = "doors/latch2.wav";
|
||
|
self.noise2 = "doors/winch2.wav";
|
||
|
self.noise3 = "doors/drclos4.wav";
|
||
|
}
|
||
|
if (self.sounds == 2)
|
||
|
{
|
||
|
precache_sound ("doors/airdoor1.wav");
|
||
|
precache_sound ("doors/airdoor2.wav");
|
||
|
self.noise2 = "doors/airdoor1.wav";
|
||
|
self.noise1 = "doors/airdoor2.wav";
|
||
|
self.noise3 = "doors/airdoor2.wav";
|
||
|
}
|
||
|
if (self.sounds == 3)
|
||
|
{
|
||
|
precache_sound ("doors/basesec1.wav");
|
||
|
precache_sound ("doors/basesec2.wav");
|
||
|
self.noise2 = "doors/basesec1.wav";
|
||
|
self.noise1 = "doors/basesec2.wav";
|
||
|
self.noise3 = "doors/basesec2.wav";
|
||
|
}
|
||
|
|
||
|
self.solid = SOLID_NOT;
|
||
|
self.movetype = MOVETYPE_NONE;
|
||
|
setmodel (self, self.model);
|
||
|
setorigin( self, self.origin );
|
||
|
setsize( self, self.mins, self.maxs );
|
||
|
self.state = STATE_CLOSED;
|
||
|
self.use = rotate_door_use;
|
||
|
self.think = SUB_Null;
|
||
|
};
|