Added func_door, func_door_rotating, env_glow.

This commit is contained in:
Marco Hladik 2016-12-05 21:32:24 +01:00
parent ba88b9e818
commit 1fd279abaa
5 changed files with 661 additions and 4 deletions

View File

@ -18,6 +18,11 @@ along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
====================
Entities_UseTargets
====================
*/
void Entities_UseTargets( void ) {
entity eFind = findchain( targetname, self.target );
@ -30,6 +35,150 @@ void Entities_UseTargets( void ) {
}
}
/*
====================
Entities_Remove
====================
*/
void Entities_Remove( void )
{
remove( self );
}
/*
====================
Entities_SetMovedir
Returns the movement direction based on angles
====================
*/
void Entities_SetMovementDirection( void )
{
if ( self.angles == '0 -1 0' ) {
self.movedir = '0 0 1';
} else if ( self.angles == '0 -2 0' ) {
self.movedir = '0 0 -1';
} else {
makevectors( self.angles );
self.movedir = v_forward;
}
self.angles = '0 0 0';
}
/*
====================
Entities_InitTrigger
Prepares an entity to have the properties of a TRIGGER
====================
*/
void Entities_InitTrigger( void ) {
if ( self.angles != '0 0 0' ) {
Entities_SetMovementDirection();
}
self.solid = SOLID_TRIGGER;
setmodel ( self, self.model );
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
}
/*
====================
Entities_MoveToDestination_End
====================
*/
.vector vFinalDestination;
.void() vThinkMove;
void Entities_MoveToDestination_End( void ) {
setorigin( self, self.vFinalDestination );
self.velocity = '0 0 0';
self.nextthink = -1;
self.vThinkMove();
}
/*
====================
Entities_MoveToDestination
Sets velocity of an ent to move to a destination at the desired speed
====================
*/
void Entities_MoveToDestination(vector vDestination, float fMoveSpeed, void() func) {
local vector vPositionDifference;
local float fTravelLength, fTravelTime;
if ( !fMoveSpeed ) {
objerror("No speed defined for moving entity! Will not divide by zero.");
}
self.vThinkMove = func;
self.vFinalDestination = vDestination;
self.think = Entities_MoveToDestination_End;
if ( vDestination == self.origin ) {
self.velocity = '0 0 0';
self.nextthink = ( self.ltime + 0.1 );
return;
}
vPositionDifference = ( vDestination - self.origin );
fTravelLength = vlen( vPositionDifference );
fTravelTime = ( fTravelLength / fMoveSpeed );
if ( fTravelTime < 0.1 ) {
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
self.nextthink = ( self.ltime + fTravelTime );
self.velocity = ( vPositionDifference * ( 1 / fTravelTime ) );
}
/*
====================
Entities_CalcAngleMoveDone
====================
*/
.vector vFinalAngle;
void Entities_RotateToDestination_End( void ) {
self.angles = self.vFinalAngle;
self.avelocity = '0 0 0';
self.nextthink = -1;
self.vThinkMove();
}
/*
====================
Entities_RotateToDestination
====================
*/
void Entities_RotateToDestination( vector vDestinationAngle, float fTravelSpeed, void() func ) {
local vector vAngleDifference;
local float fTravelLength, fTravelTime;
if ( !fTravelSpeed ) {
objerror("No speed defined for moving entity! Will not divide by zero.");
}
vAngleDifference = ( vDestinationAngle - self.angles );
fTravelLength = vlen( vAngleDifference );
fTravelTime = ( fTravelLength / fTravelSpeed );
self.nextthink = ( self.ltime + fTravelTime );
self.avelocity = ( vAngleDifference * ( 1 / fTravelTime ) );
self.vFinalAngle = vDestinationAngle;
self.vThinkMove = func;
self.think = Entities_RotateToDestination_End;
}
/*
====================
GOLDSRC-RENDERMODE STUFF
====================
*/
enum {
RENDERMODE_NORMAL = 0,
RENDERMODE_COLOR,
@ -70,10 +219,6 @@ void func_wall( void ) {
Entities_RenderSetup();
}
void func_door( void ) {
func_wall();
}
void func_button( void ) {
func_wall();
}

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@ -39,6 +39,10 @@ void cycler_sprite( void ) {
Entities_RenderSetup();
}
void env_glow( void ) {
cycler_sprite();
}
/*
=================
env_render

261
Source/Server/FuncDoor.c Normal file
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@ -0,0 +1,261 @@
/*
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 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 dmg;
.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;
}
self.think = FuncDoor_MoveBack;
self.nextthink = ( self.ltime + self.wait );
}
/*
====================
FuncDoor_Returned
====================
*/
void FuncDoor_Returned( void ) {
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 <= 8 ) {
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 <= 8 ) {
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;
Entities_MoveToDestination ( self.pos2, self.speed, FuncDoor_Arrived );
Entities_UseTargets();
}
/*
====================
FuncDoor_Trigger
====================
*/
void FuncDoor_Trigger( void ) {
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.use = FuncDoor_Trigger;
if ( !self.speed ) {
self.speed = 100;
}
if ( !self.wait ) {
self.wait = 2;
}
if ( !self.dmg ) {
self.dmg = 2;
}
if ( !self.style ) {
self.style = ATTN_NORM;
}
if ( !( self.spawnflags & SF_MOV_TOGGLE ) ) {
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();
}

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@ -0,0 +1,245 @@
/*
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 <= 8 ) {
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 <= 8 ) {
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.state == STATE_UP ) || ( self.state == STATE_RAISED ) ) {
FuncDoorRotate_RotateBack();
return;
}
FuncDoorRotate_RotateAway();
}
/*
=================
FuncDoorRotate_Touch
=================
*/
void FuncDoorRotate_Touch( void ) {
if ( other.classname == "player" ) {
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;
}
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();
}

View File

@ -51,6 +51,8 @@ FuncLadder.c
FuncHostageRescue.c
FuncBombTarget.c
FuncBuyZone.c
FuncDoor.c
FuncDoorRotating.c
Main.c
Player.c