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https://github.com/ioquake/jedi-academy.git
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975 lines
27 KiB
C++
975 lines
27 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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// RAVEN SOFTWARE - STAR WARS: JK II
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// (c) 2002 Activision
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//
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// Rail System
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//
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// The rail system is intended to provide a means for generating moving entities along
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// tracks of varying speed and direction. The entities are pulled from the map based
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// upon their targets and recycled in random positions and order
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#include "g_headers.h"
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////////////////////////////////////////////////////////////////////////////////////////
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// Externs & Fwd Decl.
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////////////////////////////////////////////////////////////////////////////////////////
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//extern cvar_t* g_nav1;
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extern void G_SoundAtSpot( vec3_t org, int soundIndex, qboolean broadcast );
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class CRailTrack;
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class CRailLane;
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class CRailMover;
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////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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////////////////////////////////////////////////////////////////////////////////////////
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#include "b_local.h"
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#if !defined(RATL_ARRAY_VS_INC)
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#include "../Ratl/array_vs.h"
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#endif
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#if !defined(RATL_VECTOR_VS_INC)
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#include "../Ratl/vector_vs.h"
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#endif
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#if !defined(RAVL_VEC_INC)
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#include "../Ravl/CVec.h"
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#endif
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#if !defined(RUFL_HSTRING_INC)
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#include "../Rufl/hstring.h"
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#endif
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#if !defined(RATL_GRID_VS_INC)
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#include "../Ratl/grid_vs.h"
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#endif
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#if !defined(RATL_POOL_VS_INC)
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#include "../Ratl/pool_vs.h"
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#endif
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#ifdef _XBOX
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using dllNamespace::hstring;
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#endif
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////////////////////////////////////////////////////////////////////////////////////////
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// Constants
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////////////////////////////////////////////////////////////////////////////////////////
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#define MAX_TRACKS 4
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#define MAX_LANES 8
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#define MAX_MOVERS 150
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#define MAX_MOVER_ENTS 10
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#define MAX_MOVERS_TRACK 80
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#define MAX_COLS 32
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#define MAX_ROWS 96
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#define MAX_ROW_HISTORY 10
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#define WOOSH_DEBUG 0
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#define WOOSH_ALL_RANGE 1500.0f
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#define WOOSH_SUPPORT_RANGE 2500.0f
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#define WOOSH_TUNNEL_RANGE 3000.0f
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bool mRailSystemActive = false;
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////////////////////////////////////////////////////////////////////////////////////////
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// The Rail Track
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//
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// Tracks are the central component to the rails system. They provide the master
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// repositry of all movers and maintain the list of available movers as well as
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//
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////////////////////////////////////////////////////////////////////////////////////////
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class CRailTrack
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{
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public:
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void Setup(gentity_t *ent)
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{
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mName = ent->targetname;
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mSpeedGridCellsPerSecond = ent->speed;
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mNumMoversPerRow = ent->count;
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mMins = ent->mins;
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mMaxs = ent->maxs;
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mStartTime = ent->delay + level.time;
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mGridCellSize = (ent->radius!=0.0f)?(ent->radius):(1.0f);
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mVertical = (ent->s.angles[1]==90.0f || ent->s.angles[1]==270.0f);
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mNegative = (ent->s.angles[1]==180.0f || ent->s.angles[1]==270.0f); // From Maxs To Mins
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mWAxis = (mVertical)?(0):(1);
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mHAxis = (mVertical)?(1):(0);
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mTravelDistanceUnits = ent->maxs[mHAxis] - ent->mins[mHAxis];
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mRow = 0;
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mNextUpdateTime = 0;
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mCenterLocked = false;
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SnapVectorToGrid(mMins);
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SnapVectorToGrid(mMaxs);
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// Calculate Number Of Rows And Columns
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//--------------------------------------
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mRows = ((mMaxs[mHAxis] - mMins[mHAxis]) / mGridCellSize);
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mCols = ((mMaxs[mWAxis] - mMins[mWAxis]) / mGridCellSize);
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// Calculate Grid Center
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//-----------------------
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mGridCenter = ((mMins+mMaxs)*0.5f);
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SnapVectorToGrid(mGridCenter);
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// Calculate Speed & Velocity
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//----------------------------
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mSpeedUnitsPerMillisecond = mSpeedGridCellsPerSecond * mGridCellSize / 1000.0f;
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mTravelTimeMilliseconds = mTravelDistanceUnits / mSpeedUnitsPerMillisecond;
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AngleVectors(ent->s.angles, mDirection.v, 0, 0);
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mDirection.SafeNorm();
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mVelocity = mDirection;
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mVelocity *= (mSpeedGridCellsPerSecond * mGridCellSize);
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mNextUpdateDelay = 1000.0f / (float)(mSpeedGridCellsPerSecond);
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// Calculate Bottom Left Corner
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//------------------------------
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mGridBottomLeftCorner = ent->mins;
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if (ent->s.angles[1]==180.0f)
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{
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mGridBottomLeftCorner[0] = mMaxs[0];
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}
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else if (ent->s.angles[1]==270.0f)
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{
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mGridBottomLeftCorner[1] = mMaxs[1];
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}
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SnapVectorToGrid(mGridBottomLeftCorner);
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mCells.set_size(mCols/*xSize*/, mRows/*ySize*/);
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mCells.init(0);
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mMovers.clear();
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if (!mNumMoversPerRow)
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{
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mNumMoversPerRow = 3;
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}
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// Safe Clamp Number Of Rows & Cols
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//----------------------------------
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if (mRows>(MAX_ROWS-1))
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{
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mRows = (MAX_ROWS-1);
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assert(0);
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}
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if (mCols>(MAX_COLS-1))
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{
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mCols = (MAX_COLS-1);
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assert(0);
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}
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}
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void SnapVectorToGrid(CVec3& Vec)
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{
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SnapFloatToGrid(Vec[0]);
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SnapFloatToGrid(Vec[1]);
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}
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void SnapFloatToGrid(float& f)
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{
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f = (int)(f);
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bool fNeg = (f<0);
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if (fNeg)
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{
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f *= -1; // Temporarly make it positive
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}
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int Offset = ((int)(f) % (int)(mGridCellSize));
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int OffsetAbs = abs(Offset);
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if (OffsetAbs>(mGridCellSize/2))
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{
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Offset = (mGridCellSize - OffsetAbs) * -1;
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}
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f -= Offset;
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if (fNeg)
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{
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f *= -1; // Put It Back To Negative
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}
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f = (int)(f);
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assert(((int)(f)%(int)(mGridCellSize)) == 0);
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}
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void Update();
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bool TestMoverInCells(CRailMover* mover, int atCol);
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void InsertMoverInCells(CRailMover* mover, int atCol);
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void RandomizeTestCols(int startCol, int stopCol);
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public:
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hstring mName;
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int mRow;
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int mNumMoversPerRow;
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int mNextUpdateTime;
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int mNextUpdateDelay;
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int mStartTime;
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int mRows;
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int mCols;
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bool mVertical;
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bool mNegative;
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int mHAxis;
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int mWAxis;
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int mSpeedGridCellsPerSecond;
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float mSpeedUnitsPerMillisecond;
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int mTravelTimeMilliseconds;
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float mTravelDistanceUnits;
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CVec3 mDirection;
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CVec3 mVelocity;
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CVec3 mMins;
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CVec3 mMaxs;
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CVec3 mGridBottomLeftCorner;
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CVec3 mGridCenter;
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float mGridCellSize;
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bool mCenterLocked;
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ratl::grid2_vs<CRailMover*, MAX_COLS, MAX_ROWS> mCells;
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ratl::vector_vs<CRailMover*, MAX_MOVERS_TRACK> mMovers;
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ratl::vector_vs<int, MAX_ROWS> mTestCols;
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};
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ratl::vector_vs<CRailTrack, MAX_TRACKS> mRailTracks;
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////////////////////////////////////////////////////////////////////////////////////////
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/*QUAKED rail_track (0 .5 .8) ? x x x x x x x x
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A rail track determines what location and direction rail_mover entities go. Don't bother with any origin brushes. Make sure to set:
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"radius" Number of units to break down into grid size
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"speed" Number of grid sized units per second rail_movers will go at
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"angle" The direction rail_movers will go
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"count" The number of mover ents the track will try to add per row
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"delay" How long the ent will wait from the start of the level before placing movers
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*/
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////////////////////////////////////////////////////////////////////////////////////////
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void SP_rail_track(gentity_t *ent)
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{
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gi.SetBrushModel(ent, ent->model);
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G_SpawnInt("delay", "0", &ent->delay);
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mRailTracks.push_back().Setup(ent);
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G_FreeEntity(ent);
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mRailSystemActive = true;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// The Rail Lane
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//
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//
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//
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////////////////////////////////////////////////////////////////////////////////////////
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class CRailLane
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////
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// From Entity Setup Spawn
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////////////////////////////////////////////////////////////////////////////////////
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void Setup(gentity_t* ent)
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{
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mName = ent->targetname;
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mNameTrack = ent->target;
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mMins = ent->mins;
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mMaxs = ent->maxs;
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mStartTime = ent->delay + level.time;
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}
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hstring mName;
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hstring mNameTrack;
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CVec3 mMins;
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CVec3 mMaxs;
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int mStartTime;
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public:
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////////////////////////////////////////////////////////////////////////////////////
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// Initialize
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//
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// This function scans through the list of tracks and hooks itself up with the
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// track
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////////////////////////////////////////////////////////////////////////////////////
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void Initialize()
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{
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mTrack = 0;
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mMinCol = 0;
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mMaxCol = 0;
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// int dummy;
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for (int i=0; i<mRailTracks.size(); i++)
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{
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if (mRailTracks[i].mName==mNameTrack)
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{
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mTrack = &(mRailTracks[i]);
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mTrack->SnapVectorToGrid(mMins);
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mTrack->SnapVectorToGrid(mMaxs);
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mMinCol = (int)((mMins[mTrack->mWAxis] - mTrack->mMins[mTrack->mWAxis])/mTrack->mGridCellSize);
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mMaxCol = (int)((mMaxs[mTrack->mWAxis] - mTrack->mMins[mTrack->mWAxis] - (mTrack->mGridCellSize/2.0f))/mTrack->mGridCellSize);
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//if (mTrack->mNegative)
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//{
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// mMinCol = (mTrack->mCols - mMinCol - 1);
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// mMaxCol = (mTrack->mCols - mMaxCol - 1);
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//}
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// mTrack->mCells.get_cell_coords(mMins[mTrack->mWAxis], 0, mMinCol, dummy);
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// mTrack->mCells.get_cell_coords((mMaxs[mTrack->mWAxis]-10.0f), 0, mMaxCol, dummy);
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break;
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}
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}
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assert(mTrack!=0);
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}
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CRailTrack* mTrack;
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int mMinCol;
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int mMaxCol;
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};
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ratl::vector_vs<CRailLane, MAX_LANES> mRailLanes;
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////////////////////////////////////////////////////////////////////////////////////////
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/*QUAKED rail_lane (0 .5 .8) ? x x x x x x x x
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Use rail lanes to split up tracks. Just target it to a track that you want to break up into pieces
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"delay" How long the ent will wait from the start of the level before placing movers
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*/
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////////////////////////////////////////////////////////////////////////////////////////
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void SP_rail_lane(gentity_t *ent)
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{
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gi.SetBrushModel(ent, ent->model);
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G_SpawnInt("delay", "0", &ent->delay);
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mRailLanes.push_back().Setup(ent);
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G_FreeEntity(ent);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////////////
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class CRailMover
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////
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// From Entity Setup Spawn
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////////////////////////////////////////////////////////////////////////////////////
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void Setup(gentity_t* ent)
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{
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mEnt = ent;
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mCenter = (ent->spawnflags&1);
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mSoundPlayed = false;
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mOriginOffset = ent->mins;
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mOriginOffset += ent->maxs;
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mOriginOffset *= 0.5f;
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mOriginOffset[2] = 0;//((ent->maxs[2] - ent->mins[2]) * 0.5);
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ent->e_ReachedFunc = reachedF_NULL;
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ent->moverState = MOVER_POS1;
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ent->svFlags = SVF_USE_CURRENT_ORIGIN;
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ent->s.eType = ET_MOVER;
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ent->s.eFlags |= EF_NODRAW;
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ent->contents = 0;
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ent->clipmask = 0;
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ent->s.pos.trType = TR_STATIONARY;
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ent->s.pos.trDuration = 0;
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ent->s.pos.trTime = 0;
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VectorCopy( ent->pos1, ent->currentOrigin );
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VectorCopy( ent->pos1, ent->s.pos.trBase );
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gi.linkentity(ent);
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}
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gentity_t* mEnt;
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bool mCenter;
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CVec3 mOriginOffset;
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bool mSoundPlayed;
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bool Active()
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{
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assert(mEnt!=0);
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return (level.time<(mEnt->s.pos.trDuration + mEnt->s.pos.trTime));
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}
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public:
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////////////////////////////////////////////////////////////////////////////////////
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// Initialize
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//
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// This function scans through the list of tracks and hooks itself up with the
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// track (and possibly lane)
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////////////////////////////////////////////////////////////////////////////////////
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void Initialize()
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{
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mTrack = 0;
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mLane = 0;
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mCols = 0;
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mRows = 0;
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hstring target = mEnt->target;
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for (int track=0; track<mRailTracks.size(); track++)
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{
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if (mRailTracks[track].mName==target)
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{
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mTrack = &(mRailTracks[track]);
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break;
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}
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}
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if (mTrack==0)
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{
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for (int lane=0; lane<mRailLanes.size(); lane++)
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{
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if (mRailLanes[lane].mName==target)
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{
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mLane = &(mRailLanes[lane]);
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mTrack = mLane->mTrack;
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break;
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}
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}
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}
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assert(mTrack!=0);
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if (mTrack)
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{
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mTrack->mMovers.push_back(this);
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mCols = (int)((mEnt->maxs[mTrack->mWAxis] - mEnt->mins[mTrack->mWAxis]) / mTrack->mGridCellSize) + 1;
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mRows = (int)((mEnt->maxs[mTrack->mHAxis] - mEnt->mins[mTrack->mHAxis]) / mTrack->mGridCellSize) + 1;
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// Make Sure The Mover Fits In The Track And Lane
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//------------------------------------------------
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if (mRows>mTrack->mRows)
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{
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// assert(0);
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mRows = mTrack->mRows;
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}
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if (mCols>mTrack->mCols)
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{
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// assert(0);
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mCols = mTrack->mCols;
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}
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if (mLane && mCols>(mLane->mMaxCol - mLane->mMinCol + 1))
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{
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// assert(0);
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mCols = (mLane->mMaxCol - mLane->mMinCol + 1);
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}
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}
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}
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CRailTrack* mTrack;
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CRailLane* mLane;
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int mCols;
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int mRows;
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};
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ratl::vector_vs<CRailMover, MAX_MOVERS> mRailMovers;
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////////////////////////////////////////////////////////////////////////////////////////
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/*QUAKED rail_mover (0 .5 .8) ? CENTER x x x x x x x
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Rail Mover will go along the track and lane of your choice. Just target it to either a track or a lane. Don't bother with any origin brushes.
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CENTER Will force this mover to attempt to center in the track or lane
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"target" The track or lane you want this entity to move through
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"model" A model you wish to use, not necessary - can be just a brush
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"angle" Random angle rotation allowable on this thing
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*/
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////////////////////////////////////////////////////////////////////////////////////////
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void SP_rail_mover(gentity_t *ent)
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{
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gi.SetBrushModel(ent, ent->model);
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mRailMovers.push_back().Setup(ent);
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}
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ratl::vector_vs<int, 20> mWooshSml; // Small Building
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ratl::vector_vs<int, 20> mWooshMed; // Medium Building
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ratl::vector_vs<int, 10> mWooshLar; // Large Building
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ratl::vector_vs<int, 10> mWooshSup; // Track Support
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ratl::vector_vs<int, 3> mWooshTun; // Tunnel
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////////////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////////////
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void Rail_Reset()
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{
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mRailSystemActive = false;
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mRailTracks.clear();
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mRailLanes.clear();
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mRailMovers.clear();
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mWooshSml.clear();
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mWooshMed.clear();
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mWooshLar.clear();
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mWooshSup.clear();
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mWooshTun.clear();
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}
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////////////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////////////
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void Rail_Initialize()
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{
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for (int lane=0; lane<mRailLanes.size(); lane++)
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{
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mRailLanes[lane].Initialize();
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}
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for (int mover=0; mover<mRailMovers.size(); mover++)
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{
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mRailMovers[mover].Initialize();
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}
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// Precache All The Woosh Sounds
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//-------------------------------
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if (!mRailMovers.empty())
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{
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh1"));
|
|
mWooshSml.push_back(G_SoundIndex("sound/effects/woosh2"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh3"));
|
|
mWooshSml.push_back(G_SoundIndex("sound/effects/woosh4"));
|
|
mWooshLar.push_back(G_SoundIndex("sound/effects/woosh5"));
|
|
mWooshSml.push_back(G_SoundIndex("sound/effects/woosh6"));
|
|
mWooshSup.push_back(G_SoundIndex("sound/effects/woosh7"));
|
|
mWooshSup.push_back(G_SoundIndex("sound/effects/woosh8"));
|
|
mWooshSup.push_back(G_SoundIndex("sound/effects/woosh9"));
|
|
mWooshLar.push_back(G_SoundIndex("sound/effects/woosh10"));
|
|
mWooshLar.push_back(G_SoundIndex("sound/effects/woosh11"));
|
|
mWooshLar.push_back(G_SoundIndex("sound/effects/woosh12"));
|
|
mWooshSml.push_back(G_SoundIndex("sound/effects/woosh13"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh14"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh15"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh16"));
|
|
mWooshSml.push_back(G_SoundIndex("sound/effects/woosh17"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh18"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh19"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh20"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh21"));
|
|
mWooshLar.push_back(G_SoundIndex("sound/effects/woosh22"));
|
|
mWooshLar.push_back(G_SoundIndex("sound/effects/woosh23"));
|
|
mWooshSup.push_back(G_SoundIndex("sound/effects/woosh24"));
|
|
mWooshSup.push_back(G_SoundIndex("sound/effects/woosh25"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh26"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh27"));
|
|
mWooshMed.push_back(G_SoundIndex("sound/effects/woosh28"));
|
|
mWooshLar.push_back(G_SoundIndex("sound/effects/woosh29"));
|
|
mWooshTun.push_back(G_SoundIndex("sound/effects/whoosh_tunnel"));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
void Rail_Update()
|
|
{
|
|
if (mRailSystemActive)// && false)
|
|
{
|
|
for (int track=0; track<mRailTracks.size(); track++)
|
|
{
|
|
if (level.time>mRailTracks[track].mNextUpdateTime && !mRailTracks[track].mMovers.empty())
|
|
{
|
|
mRailTracks[track].Update();
|
|
}
|
|
}
|
|
|
|
// Is The Player Outside?
|
|
//------------------------
|
|
if (player && gi.WE_IsOutside(player->currentOrigin))
|
|
{
|
|
int wooshSound;
|
|
vec3_t wooshSoundPos;
|
|
vec3_t moverOrigin;
|
|
vec3_t playerToMover;
|
|
float playerToMoverDistance;
|
|
float playerToMoverDistanceFraction;
|
|
|
|
// Iterate Over All The Movers
|
|
//-----------------------------
|
|
for (int moverIndex=0; moverIndex<mRailMovers.size(); moverIndex++)
|
|
{
|
|
CRailMover& mover = mRailMovers[moverIndex];
|
|
|
|
// Is It Active, And Has The Sound Already Played On It?
|
|
//--------------------------------------------------------
|
|
if (mover.Active() && !mover.mSoundPlayed)
|
|
{
|
|
VectorAdd(mover.mEnt->currentOrigin, mover.mOriginOffset.v, moverOrigin);
|
|
VectorSubtract(moverOrigin, player->currentOrigin, playerToMover);
|
|
playerToMover[2] = 0.0f;
|
|
playerToMoverDistance = VectorNormalize(playerToMover);
|
|
|
|
|
|
// Is It Close Enough?
|
|
//---------------------
|
|
if ((( mover.mLane || !mover.mCenter) && // Not Center Track
|
|
(playerToMoverDistance<WOOSH_ALL_RANGE) && // And Close Enough
|
|
(DotProduct(playerToMover, mover.mTrack->mDirection.v)>-0.45f)) // And On The Side
|
|
|| //OR
|
|
((!mover.mLane && mover.mCenter) && // Is Center Track
|
|
(playerToMoverDistance<WOOSH_SUPPORT_RANGE || // And Close Enough for Support
|
|
(playerToMoverDistance<WOOSH_TUNNEL_RANGE && mover.mRows>10)) // Or Close Enough For Tunnel
|
|
))
|
|
{
|
|
mover.mSoundPlayed = true;
|
|
wooshSound = 0;
|
|
|
|
// The Centered Entities Play Right On The Player's Head For Full Volume
|
|
//-----------------------------------------------------------------------
|
|
if (mover.mCenter && !mover.mLane)
|
|
{
|
|
VectorCopy(player->currentOrigin, wooshSoundPos);
|
|
wooshSoundPos[2] += 50;
|
|
|
|
// If It Is Very Long, Play The Tunnel Sound
|
|
//-------------------------------------------
|
|
if (mover.mRows>10)
|
|
{
|
|
wooshSound = mWooshTun[Q_irand(0, mWooshTun.size()-1)];
|
|
}
|
|
|
|
// Otherwise It Is A Support
|
|
//---------------------------
|
|
else
|
|
{
|
|
wooshSound = mWooshSup[Q_irand(0, mWooshSup.size()-1)];
|
|
}
|
|
}
|
|
|
|
// All Other Entities Play At A Fraction Of Their Normal Range
|
|
//-------------------------------------------------------------
|
|
else
|
|
{
|
|
// Scale The Play Pos By The Square Of The Distance
|
|
//--------------------------------------------------
|
|
playerToMoverDistanceFraction = playerToMoverDistance/WOOSH_ALL_RANGE;
|
|
playerToMoverDistanceFraction *= playerToMoverDistanceFraction;
|
|
playerToMoverDistanceFraction *= 0.6f;
|
|
playerToMoverDistance *= playerToMoverDistanceFraction;
|
|
VectorMA(player->currentOrigin, playerToMoverDistance, playerToMover, wooshSoundPos);
|
|
|
|
// Large Building
|
|
//----------------
|
|
if (mover.mRows>4)
|
|
{
|
|
wooshSound = mWooshLar[Q_irand(0, mWooshLar.size()-1)];
|
|
}
|
|
|
|
// Medium Building
|
|
//-----------------
|
|
else if (mover.mRows>2)
|
|
{
|
|
wooshSound = mWooshMed[Q_irand(0, mWooshMed.size()-1)];
|
|
}
|
|
|
|
// Small Building
|
|
//----------------
|
|
else
|
|
{
|
|
wooshSound = mWooshSml[Q_irand(0, mWooshSml.size()-1)];
|
|
}
|
|
}
|
|
|
|
// If A Woosh Sound Was Selected, Play It Now
|
|
//--------------------------------------------
|
|
if (wooshSound)
|
|
{
|
|
G_SoundAtSpot(wooshSoundPos, wooshSound, qfalse);
|
|
if (WOOSH_DEBUG)
|
|
{
|
|
CG_DrawEdge(player->currentOrigin, wooshSoundPos, EDGE_WHITE_TWOSECOND);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
void Rail_LockCenterOfTrack(const char* trackName)
|
|
{
|
|
hstring name = trackName;
|
|
for (int track=0; track<mRailTracks.size(); track++)
|
|
{
|
|
if (mRailTracks[track].mName==name)
|
|
{
|
|
mRailTracks[track].mCenterLocked = true;
|
|
return;
|
|
}
|
|
}
|
|
assert(0);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
void Rail_UnLockCenterOfTrack(const char* trackName)
|
|
{
|
|
hstring name = trackName;
|
|
for (int track=0; track<mRailTracks.size(); track++)
|
|
{
|
|
if (mRailTracks[track].mName==name)
|
|
{
|
|
mRailTracks[track].mCenterLocked = false;
|
|
return;
|
|
}
|
|
}
|
|
assert(0);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
void CRailTrack::Update()
|
|
{
|
|
mNextUpdateTime = level.time + mNextUpdateDelay;
|
|
|
|
|
|
// Now, Attempt To Add A Number Of Movers To The Track
|
|
//-----------------------------------------------------
|
|
int attempt;
|
|
int startCol;
|
|
int stopCol;
|
|
int atCol;
|
|
int testColIndex;
|
|
|
|
for (attempt=0; attempt<mNumMoversPerRow; attempt++)
|
|
{
|
|
// Randomly Select A Mover And Test To See If It Is Active
|
|
//---------------------------------------------------------
|
|
CRailMover* mover = mMovers[Q_irand(0, mMovers.size()-1)];
|
|
if (mover->Active())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Don't Spawn Until Start Time Has Expired
|
|
//------------------------------------------
|
|
if (level.time < ((mover->mLane)?(mover->mLane->mStartTime):(mStartTime)))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If Center Locked, Stop Spawning Center Track Movers
|
|
//-----------------------------------------------------
|
|
if (mover->mCenter && mCenterLocked)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
// Restrict It To A Lane
|
|
//-----------------------
|
|
if (mover->mLane)
|
|
{
|
|
startCol = mover->mLane->mMinCol;
|
|
stopCol = mover->mLane->mMaxCol+1;
|
|
}
|
|
|
|
// Or Let It Go Anywhere On The Track
|
|
//------------------------------------
|
|
else
|
|
{
|
|
startCol = 0;
|
|
stopCol = mCols;
|
|
}
|
|
stopCol -= (mover->mCols-1);
|
|
|
|
|
|
// If The Mover Is Too Big To Fit In The Lane, Go On To Next Attempt
|
|
//-------------------------------------------------------------------
|
|
if (stopCol<=startCol)
|
|
{
|
|
assert(0); // Should Not Happen
|
|
continue;
|
|
}
|
|
|
|
// Force It To Center
|
|
//--------------------
|
|
if (mover->mCenter && stopCol!=(startCol+1))
|
|
{
|
|
startCol = ((mCols/2) - (mover->mCols/2));
|
|
stopCol = startCol+1;
|
|
}
|
|
|
|
|
|
// Construct A List Of Columns To Test For Insertion
|
|
//---------------------------------------------------
|
|
mTestCols.clear();
|
|
for (int i=startCol; i<stopCol; i++)
|
|
{
|
|
mTestCols.push_back(i);
|
|
}
|
|
|
|
// Now Try All The Cols To See If The Building Can Fit
|
|
//-----------------------------------------------------
|
|
while (!mTestCols.empty())
|
|
{
|
|
// Randomly Pick A Column, Then Remove It From The Vector
|
|
//--------------------------------------------------------
|
|
testColIndex = Q_irand(0, mTestCols.size()-1);
|
|
atCol = mTestCols[testColIndex];
|
|
mTestCols.erase_swap(testColIndex);
|
|
|
|
if (TestMoverInCells(mover, atCol))
|
|
{
|
|
// Ok, We've Found A Safe Column To Insert This Mover
|
|
//----------------------------------------------------
|
|
InsertMoverInCells(mover, atCol);
|
|
|
|
// Now Transport The Actual Mover Entity Into Position, Link It & Send It Off
|
|
//----------------------------------------------------------------------------
|
|
CVec3 StartPos(mGridBottomLeftCorner);
|
|
StartPos[mWAxis] += ((atCol * mGridCellSize) + ((mover->mCols/2.0f) * mGridCellSize));
|
|
StartPos[mHAxis] += (((mover->mRows/2.0f) * mGridCellSize) * ((mNegative)?(1):(-1)));
|
|
StartPos[2] = 0;
|
|
|
|
// If Centered, Actually Put It At EXACTLY The Right Position On The Width Axis
|
|
//------------------------------------------------------------------------------
|
|
if (mover->mCenter)
|
|
{
|
|
StartPos[mWAxis] = mGridCenter[mWAxis];
|
|
float deltaOffset = mGridCenter[mWAxis] - mover->mOriginOffset[mWAxis];
|
|
if (deltaOffset<(mGridCellSize*0.5f) )
|
|
{
|
|
StartPos[mWAxis] -= deltaOffset;
|
|
}
|
|
}
|
|
|
|
StartPos -= mover->mOriginOffset;
|
|
G_SetOrigin(mover->mEnt, StartPos.v);
|
|
|
|
// Start It Moving
|
|
//-----------------
|
|
VectorCopy(StartPos.v, mover->mEnt->s.pos.trBase);
|
|
VectorCopy(mVelocity.v, mover->mEnt->s.pos.trDelta);
|
|
mover->mEnt->s.pos.trTime = level.time;
|
|
mover->mEnt->s.pos.trDuration = mTravelTimeMilliseconds + (mNextUpdateDelay*mover->mRows);
|
|
mover->mEnt->s.pos.trType = TR_LINEAR_STOP;
|
|
mover->mEnt->s.eFlags &= ~EF_NODRAW;
|
|
|
|
mover->mSoundPlayed = false;
|
|
|
|
|
|
// Successfully Inserted This Mover. Now Move On To The Next Mover
|
|
//------------------------------------------------------------------
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Incriment The Current Row
|
|
//---------------------------
|
|
mRow++;
|
|
if (mRow>=mRows)
|
|
{
|
|
mRow = 0;
|
|
}
|
|
|
|
// Erase The Erase Row
|
|
//---------------------
|
|
int EraseRow = mRow - MAX_ROW_HISTORY;
|
|
if (EraseRow<0)
|
|
{
|
|
EraseRow += mRows;
|
|
}
|
|
for (int col=0; col<mCols; col++)
|
|
{
|
|
mCells.get(col, EraseRow) = 0;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
void CRailTrack::RandomizeTestCols(int startCol, int stopCol)
|
|
{
|
|
int numCols = (stopCol - startCol);
|
|
int swapA;
|
|
int swapB;
|
|
|
|
|
|
|
|
for (int swapNum=0; swapNum<numCols; swapNum++)
|
|
{
|
|
swapA = Q_irand(0, numCols-1);
|
|
swapB = Q_irand(0, numCols-1);
|
|
if (swapA!=swapB)
|
|
{
|
|
mTestCols.swap(swapA, swapB);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
bool CRailTrack::TestMoverInCells(CRailMover* mover, int atCol)
|
|
{
|
|
//for (int moverRow=0; (moverRow<mover->mRows); moverRow++)
|
|
//{
|
|
for (int moverCol=0; (moverCol<mover->mCols); moverCol++)
|
|
{
|
|
if (mCells.get(atCol+moverCol, mRow/*+moverRow*/)!=0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
//}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
void CRailTrack::InsertMoverInCells(CRailMover* mover, int atCol)
|
|
{
|
|
for (int moverCol=0; (moverCol<mover->mCols); moverCol++)
|
|
{
|
|
int col = atCol+moverCol;
|
|
for (int moverRow=0; (moverRow<mover->mRows); moverRow++)
|
|
{
|
|
int row = mRow+moverRow;
|
|
if (row>=mRows)
|
|
{
|
|
row -= mRows;
|
|
}
|
|
assert(mCells.get(col, row)==0);
|
|
mCells.get(col, row) = mover;
|
|
}
|
|
}
|
|
}
|
|
|