261 lines
5.7 KiB
C
261 lines
5.7 KiB
C
/*
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OpenCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (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.
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See the 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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*/
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/*
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=================
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func_door_rotating Spawnflags
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=================
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*/
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#define SF_ROT_OPEN 1
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#define SF_ROT_REVERSE 2
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#define SF_ROT_UNLINK 4
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#define SF_ROT_ONEWAY 16
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#define SF_ROT_TOGGLE 32
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#define SF_ROT_XAXIS 64
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#define SF_ROT_YAXIS 128
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#define SF_ROT_USE 256
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void FuncDoorRotate_RotateAway( void );
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void FuncDoorRotate_RotateBack( void );
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void FuncDoorRotate_Touch( void );
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.float distance;
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/*
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=================
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FuncDoorRotate_Arrived
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=================
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*/
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void FuncDoorRotate_Arrived( void ) {
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self.state = STATE_RAISED;
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if( self.stopsnd > 0 && self.stopsnd <= 8 ) {
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sound( self, CHAN_VOICE, sprintf( "doors/doorstop%d.wav", self.stopsnd ), 1.0, ATTN_NORM );
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} else {
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sound( self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM );
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}
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if ( !(self.spawnflags & SF_ROT_USE) ) {
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self.touch = FuncDoorRotate_Touch;
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}
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if ( self.wait < 0 ) {
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return;
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}
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self.think = FuncDoorRotate_RotateBack;
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self.nextthink = ( self.ltime + self.wait );
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}
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/*
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=================
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FuncDoorRotate_Returned
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=================
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*/
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void FuncDoorRotate_Returned( void ) {
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if ( !(self.spawnflags & SF_ROT_USE) ) {
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self.touch = FuncDoorRotate_Touch;
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}
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self.state = STATE_LOWERED;
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}
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/*
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=================
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FuncDoorRotate_RotateBack
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=================
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*/
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void FuncDoorRotate_RotateBack( void ) {
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if( self.movesnd > 0 && self.movesnd <= 10 ) {
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sound( self, CHAN_VOICE, sprintf( "doors/doormove%d.wav", self.movesnd ), 1.0, ATTN_NORM );
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} else {
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sound( self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM );
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}
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if ( !(self.spawnflags & SF_ROT_USE) ) {
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self.touch = __NULL__;
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}
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self.state = STATE_DOWN;
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Entities_RotateToDestination( self.pos1, self.speed, FuncDoorRotate_Returned );
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}
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/*
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=================
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FuncDoorRotate_Away
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=================
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*/
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void FuncDoorRotate_RotateAway( void ) {
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float fDirection = 1.0;
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if ( self.state == STATE_UP ) {
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return;
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}
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if( self.movesnd > 0 && self.movesnd <= 10 ) {
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sound( self, CHAN_VOICE, sprintf( "doors/doormove%d.wav", self.movesnd ), 1.0, ATTN_NORM );
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} else {
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sound( self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM );
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}
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if ( self.state == STATE_RAISED ) {
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self.nextthink = ( self.ltime + self.wait );
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return;
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}
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self.state = STATE_UP;
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if ( !( self.spawnflags & SF_ROT_ONEWAY ) ) {
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vector vDifference = eActivator.origin - self.origin;
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vector vAngles = eActivator.angles;
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vAngles_x = vAngles_z = 0;
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makevectors( vAngles );
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vector vNext = ( eActivator.origin + ( v_forward * 10 ) ) - self.origin;
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if ( ( ( vDifference_x * vNext_y ) - ( vDifference_y * vNext_x ) ) < 0 ) {
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fDirection = -1.0;
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}
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}
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Entities_RotateToDestination( self.pos2 * fDirection, self.speed, FuncDoorRotate_Arrived );
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}
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/*
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=================
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brush_rotate_trigger - What happens when you +use the brush or trigger it
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=================
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*/
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void FuncDoorRotate_Trigger( void ) {
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if ( self.fAttackFinished > time ) {
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return;
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}
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self.fAttackFinished = self.ltime + self.wait;
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if ( ( self.state == STATE_UP ) || ( self.state == STATE_RAISED ) ) {
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FuncDoorRotate_RotateBack();
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return;
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}
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FuncDoorRotate_RotateAway();
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if ( self.delay ) {
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Entities_UseTargets_Delay( self.delay );
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} else {
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Entities_UseTargets();
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}
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}
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/*
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=================
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FuncDoorRotate_Touch
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=================
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*/
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void FuncDoorRotate_Touch( void ) {
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if ( other.classname == "player" ) {
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eActivator = other;
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FuncDoorRotate_Trigger();
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if( !( self.spawnflags & SF_ROT_USE ) ) {
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self.touch = __NULL__;
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}
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}
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}
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/*
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=================
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FuncDoorRotate_Blocked
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=================
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*/
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void FuncDoorRotate_Blocked( void ) {
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if( self.dmg ) {
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Damage_Apply( other, self, self.dmg, other.origin );
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}
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if ( self.wait >= 0 ) {
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if ( self.state == STATE_DOWN ) {
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FuncDoorRotate_RotateAway ();
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} else {
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FuncDoorRotate_RotateBack ();
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}
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}
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}
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/*
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=================
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BrushRotate
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Brush entity that rotates into a specific direction. Has the ability to trigger an object once touched, used or triggered otherwise.
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=================
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*/
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void func_door_rotating( void ) {
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FuncDoor_PrecacheSounds();
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Entities_SetMovementDirection();
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setorigin( self, self.origin );
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setmodel( self, self.model );
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self.blocked = FuncDoorRotate_Blocked;
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self.vUse = FuncDoorRotate_Trigger;
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self.touch = FuncDoorRotate_Touch;
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self.iUsable = TRUE;
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if ( !self.speed ) {
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self.speed = 100;
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}
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if( self.wait == 0 ) {
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self.wait = 4;
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}
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self.pos1 = self.angles;
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// Only do X
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if ( self.spawnflags & SF_ROT_XAXIS ) {
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self.pos2_x = self.pos1_x + self.distance;
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}
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// Only do Y
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if ( self.spawnflags & SF_ROT_YAXIS ) {
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self.pos2_y = self.pos1_y + self.distance;
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}
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// ...only do Y by default?
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if ( !( self.spawnflags & SF_ROT_YAXIS ) && !( self.spawnflags & SF_ROT_XAXIS ) ) {
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self.pos2_y = self.pos1_y + self.distance;
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}
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if ( self.spawnflags & SF_ROT_OPEN ) {
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vector vTemp = self.pos2;
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self.pos2 = self.pos1;
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self.pos1 = vTemp;
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self.angles = self.pos1;
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}
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self.state = STATE_LOWERED;
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Entities_RenderSetup();
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}
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