mirror of
https://github.com/id-Software/quake-rerelease-qc.git
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221 lines
5.4 KiB
C++
221 lines
5.4 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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/* Train QuickC program
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By Jim Dose' 9/11/96
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*/
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void() train_blocked;
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void() func_train;
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void() hip_train_next;
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void() hip_func_train_find;
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void() hip_train_use =
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{
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if (self.think != hip_func_train_find)
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{
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if ( self.velocity != '0 0 0' )
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return; // already activated
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}
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hip_train_next();
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};
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void() hip_train_wait =
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{
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if (self.wait)
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{
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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if ( self.wait != -1 )
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{
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self.nextthink = self.ltime + self.wait;
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self.wait = 0;
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}
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}
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else
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self.nextthink = self.ltime + 0.1;
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self.think = hip_train_next;
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};
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void() hip_train_next =
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{
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local entity targ;
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local float current;
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local string temp;
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// Get the speed of the current path_corner.
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// (we must save this off at each path change since
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// we don't have a pointer to the current path_corner).
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current = self.cnt;
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targ = find (world, targetname, self.target);
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// Save the speed in cnt for later use
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self.cnt = targ.speed;
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self.target = targ.target;
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if (!self.target)
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objerror ("hip_train_next: no next target");
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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self.wait = targ.wait;
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if (targ.wait)
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{
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self.think = hip_train_wait;
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}
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else
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{
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self.think = hip_train_next;
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}
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if ( self.goalentity.event )
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{
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// Trigger any events that should happen at the corner.
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temp = self.target;
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self.target = self.goalentity.event;
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self.message = self.goalentity.message;
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SUB_UseTargets();
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self.target = temp;
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self.message = string_null;
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}
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// Save the current entity
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self.goalentity = targ;
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if ( current == -1 )
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{
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// Warp to the next path_corner
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setorigin (self, targ.origin - self.mins );
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self.nextthink = self.ltime + 0.01;
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}
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else
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{
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// check if there's a speed change
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if (current>0)
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self.speed = current;
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// travel to the next path change
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SUB_CalcMove (targ.origin - self.mins, self.speed, self.think );
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}
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};
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void() hip_func_train_find =
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{
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local entity targ;
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targ = find (world, targetname, self.target);
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// Save the current entity
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self.goalentity = targ;
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// Save the speed in cnt for later use
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self.cnt = targ.speed;
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self.target = targ.target;
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setorigin (self, targ.origin - self.mins);
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if (!self.targetname)
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{ // not triggered, so start immediately
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self.nextthink = self.ltime + 0.1;
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self.think = hip_train_next;
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}
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};
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/*QUAKED func_train2 (0 .5 .8) ?
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This is a modification of the standard func_train entity.
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It is functionally equivalent, except that it removes a slight delay that
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would occur after each path entry, and it adds a speed variable to the
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path_corner entity.
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"noise" contains the name of the sound to play when train stops.
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"noise1" contains the name of the sound to play when train moves.
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Both "noise" and "noise1" defaults depend upon "sounds" variable.
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In path_corner, set speed to be the new speed of the train after it reaches
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the path change. If speed is -1, the train will warp directly to the next
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path change after the specified wait time.
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Also in path_corner, if wait is set to -1, the train will wait until it is
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retriggered before moving on to the next goal.
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Here is a reiteration of the func_train docs:
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Trains are moving platforms that players can ride.
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The targets origin specifies the min point of the train at each corner.
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The train spawns at the first target it is pointing at.
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If the train is the target of a button or trigger, it will not begin moving until activated.
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speed default 100
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dmg default 2
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sounds
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1) ratchet metal
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*/
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void() func_train2 =
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{
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if (!self.speed)
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self.speed = 100;
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if (!self.target)
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objerror ("func_train without a target");
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if (!self.dmg)
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self.dmg = 2;
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if ( !self.noise )
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{
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if (self.sounds == 0)
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{
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self.noise = ("misc/null.wav");
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}
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if (self.sounds == 1)
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{
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self.noise = ("plats/train2.wav");
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}
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}
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if ( !self.noise1 )
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{
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if (self.sounds == 0)
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{
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self.noise1 = ("misc/null.wav");
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}
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if (self.sounds == 1)
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{
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self.noise1 = ("plats/train1.wav");
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}
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}
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precache_sound( self.noise );
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precache_sound( self.noise1 );
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self.cnt = 1;
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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self.blocked = train_blocked;
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self.use = hip_train_use;
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self.classname = "train2";
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setmodel (self, self.model);
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setsize (self, self.mins , self.maxs);
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setorigin (self, self.origin);
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// start trains on the second frame, to make sure their targets have had
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// a chance to spawn
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self.nextthink = self.ltime + 0.1;
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self.think = hip_func_train_find;
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};
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