nuclide/Source/Server/FuncDoor.c

284 lines
5.8 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
=================
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 ( other.classname == "player" ) {
FuncDoor_Trigger();
if ( ( self.spawnflags & SF_MOV_USE ) ) {
self.touch = __NULL__;
}
}
}
/*
====================
FuncDoor_Blocked
====================
*/
void FuncDoor_Blocked( void ) {
if( self.dmg ) {
Damage_Apply( other, self, self.dmg, other.origin );
}
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 ) {
FuncDoor_PrecacheSounds();
Entities_SetMovementDirection();
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.touch = FuncDoor_Touch;
}
self.iUsable = TRUE;
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;
}
self.state = STATE_LOWERED;
Entities_RenderSetup();
}