367 lines
8 KiB
C++
367 lines
8 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_tracktrain (0 .5 .8) ? TRAIN_WAIT TRAIN_NOPITCH x TRAIN_NOTSOLID
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Moving platform following along path_corner entities, aka nodes.
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Most of its behaviour is controlled by the path_corner entities it passes over.
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See the entity definition for path_corner to find out more.
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-------- KEYS --------
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"targetname" : Name
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"target" : First node.
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"killtarget" : Target to kill when triggered.
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"dmg" : Damage to inflict upon a person blocking the way.
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"snd_move" : Path to sound sample which plays when it's moving.
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"snd_stop" : Path to sound sample which plays when it stops moving.
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-------- NOTES --------
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Upon level entry, the func_tracktrain will spawn right where its first path_corner
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node is. This is so you can light the func_tracktrain somewhere else - like a lonely
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box somewhere outside the playable area.
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If no targetname is specified, the train will move on its own at map-launch.
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Marking the func_tracktrain with the flag TRAIN_NOTSOLID will make entities not
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collide with the train. This is best used for things in the distance or for
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when lasers are following this train as a sort of guide.
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-------- TRIVIA --------
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This entity was introduced in Quake (1996).
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*/
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enumflags
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{
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TRAIN_WAIT,
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TRAIN_NOPITCH,
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TRAIN_UNUSED2,
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TRAIN_NOTSOLID
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};
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class func_tracktrain:NSRenderableEntity
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{
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float m_flWait;
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float m_flSpeed;
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float m_flDamage;
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float m_flHeight;
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float m_flStartSpeed;
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float m_flBank;
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string m_strMoveSnd;
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string m_strStopSnd;
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void(void) func_tracktrain;
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virtual void(void) Spawned;
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(entity, int) Trigger;
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virtual void(void) Respawn;
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virtual void(string, string) SpawnKey;
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virtual void(void) SoundMove;
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virtual void(void) SoundStop;
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virtual void(void) AfterSpawn;
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virtual void(void) PathNext;
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virtual void(void) PathMove;
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virtual void(entity) Blocked;
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};
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void
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func_tracktrain::Save(float handle)
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{
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SaveFloat(handle, "wait", m_flWait);
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SaveFloat(handle, "speed", m_flSpeed);
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SaveFloat(handle, "damage", m_flDamage);
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SaveFloat(handle, "height", m_flHeight);
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SaveFloat(handle, "startspeed", m_flStartSpeed);
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SaveString(handle, "snd_move", m_strMoveSnd);
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SaveString(handle, "snd_stop", m_strStopSnd);
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super::Save(handle);
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}
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void
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func_tracktrain::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "wait":
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m_flWait = ReadFloat(strValue);
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break;
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case "speed":
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m_flSpeed = ReadFloat(strValue);
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break;
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case "damage":
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m_flDamage = ReadFloat(strValue);
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break;
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case "height":
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m_flHeight = ReadFloat(strValue);
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break;
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case "startspeed":
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m_flStartSpeed = ReadFloat(strValue);
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break;
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case "snd_move":
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m_strMoveSnd = ReadString(strValue);
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break;
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case "snd_stop":
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m_strStopSnd = ReadString(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_tracktrain::Blocked(entity eBlocker)
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{
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/* HACK: Make corpses gib instantly */
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if (eBlocker.solid == SOLID_CORPSE) {
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Damage_Apply(eBlocker, this, 500, 0, DMG_EXPLODE);
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return;
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}
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if (eBlocker.takedamage != DAMAGE_NO) {
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Damage_Apply(eBlocker, this, m_flDamage, 0, DMG_CRUSH);
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} else {
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remove(eBlocker);
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}
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}
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void
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func_tracktrain::SoundMove(void)
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{
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if (m_strMoveSnd) {
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Sound_Play(this, CHAN_VOICE, m_strMoveSnd);
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}
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}
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void
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func_tracktrain::SoundStop(void)
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{
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if (m_strStopSnd) {
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Sound_Play(this, CHAN_BODY, m_strStopSnd);
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}
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if (m_strMoveSnd) {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
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}
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}
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void
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func_tracktrain::PathMove(void)
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{
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entity eNode;
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float flTravelTime;
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vector vecVelocity;
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vector vecWorldPos;
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eNode = find(world, ::targetname, target);
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if (!eNode) {
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return;
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}
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vecWorldPos = origin;
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vecVelocity = (eNode.origin + [0,0,m_flHeight]) - vecWorldPos;
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flTravelTime = (vlen(vecVelocity) / m_flSpeed);
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if (!flTravelTime) {
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print("^1func_tracktrain::^3PathMove^7: Distance short, going next\n");
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think = PathNext;
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nextthink = ltime;
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return;
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}
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SoundMove();
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velocity = (vecVelocity * (1 / flTravelTime));
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vector vecAngleDest;
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vector vecDiff;
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vector vecAngleDiff;
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vecDiff = eNode.origin - origin;
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/* the direction we're aiming for */
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vecAngleDest = vectoangles(vecDiff);
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vecAngleDest[1] += 180.0f; /* this is an evil hack */
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/* we only care about YAW */
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if (HasSpawnFlags(TRAIN_NOPITCH))
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vecAngleDest[0] = 0;
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else
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vecAngleDest[0] = -Math_FixDelta(vecAngleDest[0]);
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vecAngleDest[1] = Math_FixDelta(vecAngleDest[1]);
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vecAngleDest[2] = 0;
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vecAngleDiff = vecAngleDest - angles;
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vecAngleDiff[2] = 0;
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print(sprintf("vecAngleDiff: %v\n", vecAngleDiff));
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if (vecAngleDiff[1] == 0)
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angles = vecAngleDest;
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else
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avelocity = (vecAngleDiff * (1 / flTravelTime));
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if (!eNode)
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avelocity = [0,0,0];
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think = PathNext;
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nextthink = (ltime + flTravelTime);
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}
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void
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func_tracktrain::PathDone(void)
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{
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path_corner eNode;
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eNode = (path_corner)find(world, ::targetname, target);
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/* stop */
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avelocity = [0,0,0];
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if (!eNode) {
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return;
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}
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/* fire the path_corners' target */
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if (eNode.m_strMessage) {
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eNode.Trigger(this, TRIG_TOGGLE);
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}
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SoundStop();
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}
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void
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func_tracktrain::PathNext(void)
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{
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path_corner eNode;
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eNode = (path_corner)find(world, ::targetname, target);
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if (!eNode) {
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return;
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}
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SetOrigin((eNode.origin) + [0,0,m_flHeight]);
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PathDone();
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/* if speed is 0, retain current speed */
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if (eNode.m_flSpeed > 0)
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m_flSpeed = eNode.m_flSpeed;
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m_flWait = eNode.m_flWait;
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target = eNode.target;
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velocity = [0,0,0];
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/* warp */
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if (eNode.HasSpawnFlags(PC_TELEPORT)) {
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SetOrigin((eNode.origin) + [0,0,m_flHeight]);
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}
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/* stop until triggered again */
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if (eNode.HasSpawnFlags(PC_WAIT)) {
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SoundStop();
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return;
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}
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/* move after delay, or instantly when none is given */
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/*if (m_flWait > 0) {
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think = PathMove;
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nextthink = ltime + m_flWait;
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} else */ {
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PathMove();
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}
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}
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/* TODO: Handle state? */
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void
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func_tracktrain::Trigger(entity act, int state)
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{
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PathMove();
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}
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void
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func_tracktrain::AfterSpawn(void)
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{
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PathNext();
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if (!targetname) {
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PathMove();
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}
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}
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void
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func_tracktrain::Respawn(void)
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{
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SetSolid(HasSpawnFlags(TRAIN_NOTSOLID) ? SOLID_NOT : SOLID_BSP);
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SetMovetype(MOVETYPE_PUSH);
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SetModel(GetSpawnModel());
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SetOrigin(GetSpawnOrigin());
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m_flSpeed = m_flStartSpeed;
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/* let's wait 1/4 a second to give the path_corner entities a chance to
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* spawn in case they're after us in the ent lump */
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target = m_oldstrTarget;
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think = AfterSpawn;
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nextthink = ltime + 0.25f;
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}
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void
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func_tracktrain::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "startspeed":
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m_flStartSpeed = stof(strValue);
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break;
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case "height":
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m_flHeight = stof(strValue);
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break;
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case "dmg":
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m_flDamage = stof(strValue);
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break;
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case "snd_move":
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m_strMoveSnd = strValue;
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break;
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case "snd_stop":
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m_strStopSnd = strValue;
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break;
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/* compatibility */
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case "movesnd":
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m_strMoveSnd = sprintf("func_tracktrain.move_%i", stoi(strValue) + 1i);
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break;
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case "stopsnd":
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m_strStopSnd = sprintf("func_tracktrain.stop_%i", stoi(strValue) + 1i);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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func_tracktrain::Spawned(void)
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{
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super::Spawned();
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if (m_strMoveSnd)
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Sound_Precache(m_strMoveSnd);
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if (m_strStopSnd)
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Sound_Precache(m_strStopSnd);
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}
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void
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func_tracktrain::func_tracktrain(void)
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{
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/* FIXME: This is all decided by the first path_corner pretty much */
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m_flSpeed = 100;
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}
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