nuclide/src/gs-entbase/server/func_train.cpp

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/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_train (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
"targetname" Name
"target" First node.
"killtarget" Target to kill when triggered.
"dmg" Damage to inflict upon a person blocking the way.
"snd_move" Path to sound sample which plays when it's moving.
"snd_stop" Path to sound sample which plays when it stops moving.
Moving platform following along path_corner entities, aka nodes.
Most of its behaviour is controlled by the path_corner entities it passes over.
See the entity definition for path_corner to find out more.
Upon level entry, the func_train will spawn right where its first path_corner
node is. This is so you can light the func_train somewhere else - like a lonely
box somewhere outside the playable area.
Marking the func_train with the flag TRAIN_NOTSOLID will make entities not
collide with the train. This is best used for things in the distance or for
when lasers are following this train as a sort of guide.
*/
enumflags {
TRAIN_WAIT,
TRAIN_UNUSED1,
TRAIN_UNUSED2,
TRAIN_NOTSOLID
};
string g_strTrainMoveSnd[] = {
"common/null.wav",
"plats/bigmove1.wav",
"plats/bigmove2.wav",
"plats/elevmove1.wav",
"plats/elevmove2.wav",
"plats/elevmove3.wav",
"plats/freightmove1.wav",
"plats/freightmove2.wav",
"plats/heavymove1.wav",
"plats/rackmove1.wav",
"plats/railmove1.wav",
"plats/squeekmove1.wav",
"plats/talkmove1.wav",
"plats/talkmove2.wav"
};
string g_strTrainStopSnd[] = {
"common/null.wav",
"plats/bigstop1.wav",
"plats/bigstop2.wav",
"plats/freightstop1.wav",
"plats/heavystop2.wav",
"plats/rackstop1.wav",
"plats/railstop1.wav",
"plats/squeekstop1.wav",
"plats/talkstop1.wav"
};
class func_train:CBaseTrigger
{
float m_flWait;
float m_flSpeed;
float m_flDamage;
string m_strMoveSnd;
string m_strStopSnd;
void() func_train;
virtual void() NextPath;
virtual void() GoToTarget;
virtual void() Trigger;
virtual void() Respawn;
virtual void() Blocked;
};
void
func_train::Blocked(void)
{
Damage_Apply(other, this, m_flDamage, 0, DMG_CRUSH);
}
void
func_train::GoToTarget(void)
{
entity eNode;
float flTravelTime;
vector vecVelocity;
vector vecWorldPos;
eNode = find(world, CBaseTrigger::m_strTargetName, m_strTarget);
if (!eNode) {
return;
}
vecWorldPos[0] = absmin[0] + (0.5 * (absmax[0] - absmin[0]));
vecWorldPos[1] = absmin[1] + (0.5 * (absmax[1] - absmin[1]));
vecWorldPos[2] = absmin[2] + (0.5 * (absmax[2] - absmin[2]));
vecVelocity = (eNode.origin - vecWorldPos);
flTravelTime = (vlen(vecVelocity) / m_flSpeed);
if (!flTravelTime) {
NextPath();
return;
}
/* more stuff for the ears */
if (m_strMoveSnd) {
sound(this, CHAN_VOICE, m_strMoveSnd, 1.0, ATTN_NORM);
}
velocity = (vecVelocity * (1 / flTravelTime));
think = NextPath;
nextthink = (ltime + flTravelTime);
}
void
func_train::NextPath(void)
{
path_corner eNode;
eNode = (path_corner)find(world, CBaseTrigger::m_strTargetName, m_strTarget);
if (!eNode) {
return;
}
/* fire the path_corners' target */
if (eNode.m_strMessage) {
eNode.Trigger();
}
/* stuff for the ears */
if (m_strStopSnd) {
sound(this, CHAN_BODY, m_strStopSnd, 1.0, ATTN_NORM);
}
/* make the loopy noise stop */
if (m_strMoveSnd) {
sound(this, CHAN_VOICE, "common/null.wav", 0.0, ATTN_NORM);
}
setorigin(this, eNode.origin - (mins + maxs) * 0.5);
m_flSpeed = eNode.m_flSpeed;
m_flWait = eNode.m_flWait;
m_strTarget = eNode.m_strTarget;
velocity = [0,0,0];
/* warp */
if (eNode.spawnflags & PC_TELEPORT) {
NextPath();
return;
}
/* stop until triggered again */
if (eNode.spawnflags & PC_WAIT || spawnflags & TRAIN_WAIT) {
return;
}
if (m_flWait > 0) {
think = GoToTarget;
nextthink = ltime + m_flWait;
} else {
GoToTarget();
}
}
void
func_train::Trigger(void)
{
GoToTarget();
}
void
func_train::Respawn(void)
{
solid = spawnflags & TRAIN_NOTSOLID ? SOLID_NOT : SOLID_BSP;
movetype = MOVETYPE_PUSH;
blocked = Blocked;
setmodel(this, m_oldModel);
setorigin(this, m_oldOrigin);
/* let's wait 1/4 a second to give the path_corner entities a chance to
* spawn in case they're after us in the ent lump */
think = NextPath;
nextthink = ltime + 0.25f;
}
void
func_train::func_train(void)
{
int a;
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "dmg":
m_flDamage = stof(argv(i+1));
break;
case "movesnd":
a = bound(0, stof(argv(i+1)), g_strTrainMoveSnd.length);
m_strMoveSnd = g_strTrainMoveSnd[a];
break;
case "stopsnd":
a = bound(0, stof(argv(i+1)), g_strTrainStopSnd.length);
m_strStopSnd = g_strTrainStopSnd[a];
break;
case "snd_move":
m_strMoveSnd = argv(i+1);
break;
case "snd_stop":
m_strStopSnd = argv(i+1);
break;
default:
break;
}
}
if (m_strMoveSnd) {
precache_sound(m_strMoveSnd);
}
if (m_strStopSnd) {
precache_sound(m_strStopSnd);
}
if (!m_flSpeed) {
m_flSpeed = 100;
}
CBaseTrigger::CBaseTrigger();
Respawn();
}