nuclide/Source/Server/FuncDoorRotating.c
Marco Hladik f8a1902187 Added bomb-defusing
Added progressbar on bomb defusing
Added seperators on the timer and the ammo display
Fixed some USE bugs related to doors and other ents
+use (+button6) is now something that can be toggled, whereas before it was a one-time thing
Added various sounds when buying things
Added various messages when trying to buy things you already have
Added proper radio sounds to the bombing mission type
More work done on the equipment
2016-12-11 11:10:03 +01:00

261 lines
5.7 KiB
C

/*
OpenCS Project
Copyright (C) 2015 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_rotating Spawnflags
=================
*/
#define SF_ROT_OPEN 1
#define SF_ROT_REVERSE 2
#define SF_ROT_UNLINK 4
#define SF_ROT_ONEWAY 16
#define SF_ROT_TOGGLE 32
#define SF_ROT_XAXIS 64
#define SF_ROT_YAXIS 128
#define SF_ROT_USE 256
void FuncDoorRotate_RotateAway( void );
void FuncDoorRotate_RotateBack( void );
void FuncDoorRotate_Touch( void );
.float distance;
/*
=================
FuncDoorRotate_Arrived
=================
*/
void FuncDoorRotate_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_ROT_USE) ) {
self.touch = FuncDoorRotate_Touch;
}
if ( self.wait < 0 ) {
return;
}
self.think = FuncDoorRotate_RotateBack;
self.nextthink = ( self.ltime + self.wait );
}
/*
=================
FuncDoorRotate_Returned
=================
*/
void FuncDoorRotate_Returned( void ) {
if ( !(self.spawnflags & SF_ROT_USE) ) {
self.touch = FuncDoorRotate_Touch;
}
self.state = STATE_LOWERED;
}
/*
=================
FuncDoorRotate_RotateBack
=================
*/
void FuncDoorRotate_RotateBack( 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_ROT_USE) ) {
self.touch = __NULL__;
}
self.state = STATE_DOWN;
Entities_RotateToDestination( self.pos1, self.speed, FuncDoorRotate_Returned );
}
/*
=================
FuncDoorRotate_Away
=================
*/
void FuncDoorRotate_RotateAway( void ) {
float fDirection = 1.0;
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.state == STATE_RAISED ) {
self.nextthink = ( self.ltime + self.wait );
return;
}
self.state = STATE_UP;
if ( !( self.spawnflags & SF_ROT_ONEWAY ) ) {
vector vDifference = eActivator.origin - self.origin;
vector vAngles = eActivator.angles;
vAngles_x = vAngles_z = 0;
makevectors( vAngles );
vector vNext = ( eActivator.origin + ( v_forward * 10 ) ) - self.origin;
if ( ( ( vDifference_x * vNext_y ) - ( vDifference_y * vNext_x ) ) < 0 ) {
fDirection = -1.0;
}
}
Entities_RotateToDestination( self.pos2 * fDirection, self.speed, FuncDoorRotate_Arrived );
}
/*
=================
brush_rotate_trigger - What happens when you +use the brush or trigger it
=================
*/
void FuncDoorRotate_Trigger( void ) {
if ( self.fAttackFinished > time ) {
return;
}
self.fAttackFinished = self.ltime + self.wait;
if ( ( self.state == STATE_UP ) || ( self.state == STATE_RAISED ) ) {
FuncDoorRotate_RotateBack();
return;
}
FuncDoorRotate_RotateAway();
if ( self.delay ) {
Entities_UseTargets_Delay( self.delay );
} else {
Entities_UseTargets();
}
}
/*
=================
FuncDoorRotate_Touch
=================
*/
void FuncDoorRotate_Touch( void ) {
if ( other.classname == "player" ) {
eActivator = other;
FuncDoorRotate_Trigger();
if( !( self.spawnflags & SF_ROT_USE ) ) {
self.touch = __NULL__;
}
}
}
/*
=================
FuncDoorRotate_Blocked
=================
*/
void FuncDoorRotate_Blocked( void ) {
if( self.dmg ) {
Damage_Apply( other, self, self.dmg, other.origin );
}
if ( self.wait >= 0 ) {
if ( self.state == STATE_DOWN ) {
FuncDoorRotate_RotateAway ();
} else {
FuncDoorRotate_RotateBack ();
}
}
}
/*
=================
BrushRotate
Brush entity that rotates into a specific direction. Has the ability to trigger an object once touched, used or triggered otherwise.
=================
*/
void func_door_rotating( void ) {
FuncDoor_PrecacheSounds();
Entities_SetMovementDirection();
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin( self, self.origin );
setmodel( self, self.model );
self.blocked = FuncDoorRotate_Blocked;
self.vUse = FuncDoorRotate_Trigger;
self.touch = FuncDoorRotate_Touch;
self.iUsable = TRUE;
if ( !self.speed ) {
self.speed = 100;
}
if( self.wait == 0 ) {
self.wait = 4;
}
self.pos1 = self.angles;
// Only do X
if ( self.spawnflags & SF_ROT_XAXIS ) {
self.pos2_x = self.pos1_x + self.distance;
}
// Only do Y
if ( self.spawnflags & SF_ROT_YAXIS ) {
self.pos2_y = self.pos1_y + self.distance;
}
// ...only do Y by default?
if ( !( self.spawnflags & SF_ROT_YAXIS ) && !( self.spawnflags & SF_ROT_XAXIS ) ) {
self.pos2_y = self.pos1_y + self.distance;
}
if ( self.spawnflags & SF_ROT_OPEN ) {
vector vTemp = self.pos2;
self.pos2 = self.pos1;
self.pos1 = vTemp;
self.angles = self.pos1;
}
self.state = STATE_LOWERED;
Entities_RenderSetup();
}