/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* ================= func_door Spawnflags ================= */ void() FuncDoor_MoveAway; void() FuncDoor_MoveBack; void() FuncDoor_Touch; // TODO: Finish these #define SF_MOV_OPEN 1 #define SF_MOV_UNLINK 4 #define SF_MOV_PASSABLE 8 #define SF_MOV_TOGGLE 32 #define SF_MOV_USE 256 enum { STATE_RAISED = 0, STATE_LOWERED, STATE_UP, STATE_DOWN }; .float speed; .float lip; .float state; .vector pos1, pos2; // Not all that customizable... .float movesnd; .float stopsnd; /* ==================== FuncDoor_PrecacheSounds CS/HL have a lot of door sounds... ==================== */ void FuncDoor_PrecacheSounds( void ) { if( self.movesnd > 0 && self.movesnd <= 10 ) { precache_sound( sprintf( "doors/doormove%d.wav", self.movesnd ) ); } else { precache_sound( "common/null.wav" ); } if( self.stopsnd > 0 && self.stopsnd <= 8 ) { precache_sound( sprintf( "doors/doorstop%d.wav", self.stopsnd ) ); } else { precache_sound( "common/null.wav" ); } } /* ==================== FuncDoor_Arrived ==================== */ void FuncDoor_Arrived( void ) { self.state = STATE_RAISED; if( self.stopsnd > 0 && self.stopsnd <= 8 ) { sound( self, CHAN_VOICE, sprintf( "doors/doorstop%d.wav", self.stopsnd ), 1.0, ATTN_NORM ); } else { sound( self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM ); } if ( ( self.spawnflags & SF_MOV_USE ) ) { self.touch = FuncDoor_Touch; } if ( self.wait < 0 ) { return; } if ( !( self.spawnflags & SF_MOV_TOGGLE ) ) { self.think = FuncDoor_MoveBack; self.nextthink = ( self.ltime + self.wait ); } } /* ==================== FuncDoor_Returned ==================== */ void FuncDoor_Returned( void ) { if( self.stopsnd > 0 && self.stopsnd <= 8 ) { sound( self, CHAN_VOICE, sprintf( "doors/doorstop%d.wav", self.stopsnd ), 1.0, ATTN_NORM ); } else { sound( self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM ); } if ( ( self.spawnflags & SF_MOV_USE ) ) { self.touch = FuncDoor_Touch; } self.state = STATE_LOWERED; } /* ==================== FuncDoor_MoveBack ==================== */ void FuncDoor_MoveBack( void ) { if( self.movesnd > 0 && self.movesnd <= 10 ) { sound( self, CHAN_VOICE, sprintf( "doors/doormove%d.wav", self.movesnd ), 1.0, ATTN_NORM ); } else { sound( self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM ); } if ( ( self.spawnflags & SF_MOV_USE ) ) { self.touch = __NULL__; } self.state = STATE_DOWN; Entities_MoveToDestination ( self.pos1, self.speed, FuncDoor_Returned ); } /* ==================== FuncDoor_MoveAway ==================== */ void FuncDoor_MoveAway( void ) { if ( self.state == STATE_UP ) { return; } if( self.movesnd > 0 && self.movesnd <= 10 ) { sound( self, CHAN_VOICE, sprintf( "doors/doormove%d.wav", self.movesnd ), 1.0, ATTN_NORM ); } else { sound( self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM ); } if ( !( self.spawnflags & SF_MOV_TOGGLE ) ) { if ( self.state == STATE_RAISED ) { self.nextthink = ( self.ltime + self.wait ); return; } } self.state = STATE_UP; Entities_MoveToDestination ( self.pos2, self.speed, FuncDoor_Arrived ); } /* ==================== FuncDoor_Trigger ==================== */ void FuncDoor_Trigger( void ) { if ( self.fAttackFinished > self.ltime ) { return; } self.fAttackFinished = self.ltime + self.wait; // Only trigger stuff when we are done moving if ( ( self.state == STATE_RAISED ) || ( self.state == STATE_LOWERED ) ) { if ( self.delay > 0 ) { Entities_UseTargets_Delay( self.delay ); } else { Entities_UseTargets(); } } if ( ( self.state == STATE_UP ) || ( self.state == STATE_RAISED ) ){ FuncDoor_MoveBack(); return; } FuncDoor_MoveAway(); } /* ==================== FuncDoor_Touch ==================== */ void FuncDoor_Touch( void ) { if ( self.spawnflags & SF_MOV_TOGGLE ) { return; } if ( other.movetype == MOVETYPE_WALK ) { if ( other.absmin_z <= self.maxs_z - 2 ) { FuncDoor_Trigger(); } } } /* ==================== FuncDoor_Blocked ==================== */ void FuncDoor_Blocked( void ) { if( self.dmg ) { Damage_Apply( other, self, self.dmg, other.origin, FALSE ); } if ( self.wait >= 0 ) { if ( self.state == STATE_DOWN ) { FuncDoor_MoveAway (); } else { FuncDoor_MoveBack (); } } } /* ==================== func_door Spawn function of a moving door entity ==================== */ void func_door( void ) { static void func_door_respawn( void ) { self.solid = SOLID_BSP; self.movetype = MOVETYPE_PUSH; setorigin( self, self.origin ); setmodel( self, self.model ); self.blocked = FuncDoor_Blocked; self.vUse = FuncDoor_Trigger; if ( self.wait == -1 ) { self.spawnflags = self.spawnflags | SF_MOV_TOGGLE; } if ( !self.speed ) { self.speed = 100; } if ( !self.dmg ) { self.dmg = 2; } if ( self.spawnflags & SF_MOV_USE ) { self.iUsable = TRUE; } else { self.touch = FuncDoor_Touch; } self.state = STATE_LOWERED; self.pos1 = self.origin; self.pos2 = ( self.pos1 + self.movedir * ( fabs( self.movedir * self.size ) - self.lip ) ); if ( self.spawnflags & SF_MOV_OPEN ) { setorigin( self, self.pos2 ); self.pos2 = self.pos1; self.pos1 = self.origin; } } FuncDoor_PrecacheSounds(); Entities_SetMovementDirection(); func_door_respawn(); Entities_InitRespawnable( func_door_respawn ); Entities_RenderSetup(); }