nuclide/Source/Server/FuncDoorRotating.c

278 lines
6.2 KiB
C
Executable File

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
/*
=================
func_door_rotating Spawnflags
=================
*/
enumflags {
SF_ROT_OPEN,
SF_ROT_REVERSE,
SF_ROT_UNLINK,
SF_ROT_ONEWAY,
SF_ROT_TOGGLE,
SF_ROT_XAXIS,
SF_ROT_YAXIS,
SF_ROT_USE
};
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 = time + 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 ( self.spawnflags & SF_ROT_TOGGLE ) {
return;
}
if ( other.movetype == MOVETYPE_WALK ) {
if ( other.absmin_z <= self.maxs_z - 2 ) {
eActivator = other;
FuncDoorRotate_Trigger();
}
}
}
/*
=================
FuncDoorRotate_Blocked
=================
*/
void FuncDoorRotate_Blocked( void ) {
if ( self.dmg ) {
Damage_Apply( other, self, self.dmg, other.origin, FALSE );
}
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 ) {
static void func_door_rotating_respawn( void ) {
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin( self, self.origin );
setmodel( self, self.model );
self.blocked = FuncDoorRotate_Blocked;
self.vUse = FuncDoorRotate_Trigger;
if ( self.spawnflags & SF_ROT_USE ) {
self.iUsable = TRUE;
} else {
self.touch = FuncDoorRotate_Touch;
}
if ( !self.speed ) {
self.speed = 100;
}
if ( self.wait == 0 ) {
self.wait = 4;
}
self.state = STATE_LOWERED;
self.pos1 = self.angles;
// Only do Y
if ( self.spawnflags & SF_ROT_XAXIS ) {
self.pos2_y = self.pos1_y + self.distance;
}
// Only do X
if ( self.spawnflags & SF_ROT_YAXIS ) {
self.pos2_x = self.pos1_x + 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;
}
}
FuncDoor_PrecacheSounds();
Entities_SetMovementDirection();
func_door_rotating_respawn();
Entities_InitRespawnable( func_door_rotating_respawn );
Entities_RenderSetup();
}