376 lines
8.6 KiB
Plaintext
376 lines
8.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2023 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enumflags
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{
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TRAIN_WAIT,
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TRAIN_UNUSED1,
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TRAIN_UNUSED2,
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TRAIN_NOTSOLID
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};
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/*!QUAKED func_train (0 .5 .8) ? WAIT x x NOT_SOLID
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# OVERVIEW
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Moving platform following along path_corner entities, aka nodes.
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Most of its behaviour is controlled by the path_corner entities it passes over.
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See the entity definition for path_corner to find out more.
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# KEYS
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- "targetname" : Name
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- "target" : First node.
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- "killtarget" : Target to kill when triggered.
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- "dmg" : Damage to inflict upon a person blocking the way.
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- "snd_move" : Path to sound sample which plays when it's moving.
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- "snd_stop" : Path to sound sample which plays when it stops moving.
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# SPAWNFLAGS
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- WAIT (1) : Stop at each path_corner until we're triggered again.
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- NOT_SOLID (8) : Don't do collision testing against this entity.
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# NOTES
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Upon level entry, the func_train will spawn right where its first path_corner
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node is. This is so you can light the func_train somewhere else - like a lonely
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box somewhere outside the playable area.
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If no targetname is specified, the train will move on its own at map-launch.
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Marking the func_train with the spawnflag NOT_SOLID will make entities not
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collide with the train. This is best used for things in the distance or for
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when lasers are following this train as a sort of guide.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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func_train:NSRenderableEntity
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{
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float m_flWait;
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float m_flSpeed;
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float m_flDamage;
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float m_flCurrentSpeed;
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string m_strMoveSnd;
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string m_strStopSnd;
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public:
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void func_train(void);
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/* overrides */
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void SpawnKey(string,string);
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virtual void Spawned(void);
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virtual void Respawn(void);
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virtual void Trigger(entity, triggermode_t);
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nonvirtual void SoundMove(void);
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nonvirtual void SoundStop(void);
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nonvirtual void AfterSpawn(void);
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nonvirtual void PathNext(void);
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nonvirtual void PathMove(void);
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nonvirtual void PathDone(void);
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virtual void Blocked(entity);
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};
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void
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func_train::func_train(void)
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{
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m_flWait = 0.0f;
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m_flSpeed = 0.0f; /* FIXME: This is all decided by the first path_corner pretty much */
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m_flDamage = 0.0f;
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m_strMoveSnd = __NULL__;
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m_strStopSnd = __NULL__;
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}
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void
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func_train::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_flWait", m_flWait);
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SaveFloat(handle, "m_flSpeed", m_flSpeed);
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SaveFloat(handle, "m_flDamage", m_flDamage);
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SaveFloat(handle, "m_flCurrentSpeed", m_flCurrentSpeed);
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SaveString(handle, "m_strMoveSnd", m_strMoveSnd);
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SaveString(handle, "m_strStopSnd", m_strStopSnd);
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}
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void
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func_train::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_flWait":
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m_flWait = ReadFloat(strValue);
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break;
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case "m_flSpeed":
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m_flSpeed = ReadFloat(strValue);
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break;
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case "m_flDamage":
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m_flDamage = ReadFloat(strValue);
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break;
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case "m_flCurrentSpeed":
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m_flCurrentSpeed = ReadFloat(strValue);
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break;
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case "m_strMoveSnd":
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m_strMoveSnd = ReadString(strValue);
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break;
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case "m_strStopSnd":
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m_strStopSnd = ReadString(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_train::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "dmg":
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m_flDamage = stof(strValue);
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break;
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case "snd_move":
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m_strMoveSnd = strValue;
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break;
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case "snd_stop":
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m_strStopSnd = strValue;
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break;
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case "speed":
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m_flSpeed = ReadFloat(strValue);
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break;
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/* compatibility */
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case "movesnd":
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m_strMoveSnd = sprintf("func_train.move_%i", stoi(strValue) + 1i);
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break;
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case "stopsnd":
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m_strStopSnd = sprintf("func_train.stop_%i", stoi(strValue) + 1i);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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func_train::Spawned(void)
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{
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super::Spawned();
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if (m_strMoveSnd)
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Sound_Precache(m_strMoveSnd);
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if (m_strStopSnd)
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Sound_Precache(m_strStopSnd);
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}
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void
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func_train::Respawn(void)
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{
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SetSolid(HasSpawnFlags(TRAIN_NOTSOLID) ? SOLID_NOT : SOLID_BSP);
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SetMovetype(MOVETYPE_PUSH);
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SetModel(GetSpawnModel());
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SetOrigin(GetSpawnOrigin());
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/* let's wait 1/4 a second to give the path_corner entities a chance to
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* spawn in case they're after us in the ent lump */
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SetTriggerTarget(m_oldstrTarget);
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ScheduleThink(AfterSpawn, 0.25f);
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}
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void
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func_train::Blocked(entity eBlocker)
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{
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/* HACK: Make corpses gib instantly */
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if (other.solid == SOLID_CORPSE) {
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Damage_Apply(eBlocker, this, 500, 0, DMG_EXPLODE);
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return;
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}
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if (other.takedamage != DAMAGE_NO) {
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Damage_Apply(eBlocker, this, m_flDamage, 0, DMG_CRUSH);
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} else {
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remove(eBlocker);
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}
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}
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void
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func_train::SoundMove(void)
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{
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if (m_strMoveSnd) {
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StartSoundDef(m_strMoveSnd, CHAN_VOICE, true);
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}
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}
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void
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func_train::SoundStop(void)
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{
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if (m_strStopSnd) {
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StartSoundDef(m_strStopSnd, CHAN_BODY, true);
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}
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if (m_strMoveSnd) {
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sound(this, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
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}
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}
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void
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func_train::PathMove(void)
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{
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path_corner eNode;
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float flTravelTime;
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vector vecVelocity;
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vector vecWorldPos;
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if (!target)
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return;
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eNode = (path_corner)find(world, ::targetname, target);
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if (!eNode) {
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return;
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}
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vecWorldPos = WorldSpaceCenter();
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vecVelocity = (eNode.origin - vecWorldPos);
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flTravelTime = (vlen(vecVelocity) / m_flCurrentSpeed);
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if (!flTravelTime) {
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print("^1func_train::^3PathMove^7: Distance short, going next\n");
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ClearVelocity();
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ScheduleThink(PathNext, 0.0f);
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return;
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}
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SoundMove();
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EntLog("Travelling at %f up/s", m_flSpeed);
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SetVelocity(vecVelocity * (1 / flTravelTime));
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ScheduleThink(PathNext, flTravelTime);
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}
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void
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func_train::PathDone(void)
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{
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path_corner eNode = __NULL__;
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eNode = (path_corner)find(world, ::targetname, target);
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if (!eNode) {
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return;
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}
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if (HasTargetname()) {
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EntLog("func_train (id %d, name %S): Touched base with path_corner %S", num_for_edict(this), targetname, target);
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} else {
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EntLog("func_train (id %d): Touched base with path_corner %S", num_for_edict(this), target);
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}
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/* fire the path_corners' target */
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eNode.PathPassTrigger(this, TRIG_TOGGLE);
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SoundStop();
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}
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void
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func_train::PathNext(void)
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{
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path_corner eNode = __NULL__;
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/* it's not as critical here to not have a target anymore */
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if (HasTriggerTarget() == false) {
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return;
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}
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eNode = (path_corner)find(world, ::targetname, target);
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/* a little more serious, but we don't want to break the map. */
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if (eNode == __NULL__) {
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NSError("func_tracktrain (id %d) target %S does not exist.", num_for_edict(this), target);
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return;
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}
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SetOrigin(eNode.origin - (mins + maxs) * 0.5);
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PathDone();
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m_flWait = eNode.m_flWait;
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SetTriggerTarget(eNode.target);
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ClearVelocity();
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if (eNode.m_flSpeed > 0.0f) {
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m_flCurrentSpeed = eNode.m_flSpeed;
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} else {
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m_flCurrentSpeed = m_flSpeed;
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}
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/* warp */
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if (eNode.HasSpawnFlags(PC_TELEPORT)) {
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SetOrigin(eNode.origin - (mins + maxs) * 0.5);
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}
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/* stop until triggered again */
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if (eNode.HasSpawnFlags(PC_WAIT) || HasSpawnFlags(TRAIN_WAIT)) {
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SoundStop();
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return;
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}
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/* move after delay, or instantly when none is given */
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if (m_flWait > 0) {
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ScheduleThink(PathMove, m_flWait);
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} else {
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PathMove();
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}
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}
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/* TODO: Handle state? */
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void
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func_train::Trigger(entity act, triggermode_t state)
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{
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PathMove();
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}
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void
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func_train::AfterSpawn(void)
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{
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path_corner eNode = __NULL__;
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if (HasTriggerTarget() == false) {
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print(sprintf("func_tracktrain (id %d) has no target.\n", num_for_edict(this)));
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Destroy();
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return;
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}
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eNode = (path_corner)find(world, ::targetname, target);
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if (eNode == __NULL__) {
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print(sprintf("func_tracktrain (id %d) target %S does not exist.\n", num_for_edict(this), target));
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Destroy();
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return;
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}
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/* place us to the first node. */
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SetOrigin(eNode.origin - (mins + maxs) * 0.5);
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SetTriggerTarget(eNode.target);
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ClearVelocity();
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PathDone();
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/* FIXME: Is this authentic? */
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if (eNode.m_flSpeed > 0.0f) {
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m_flCurrentSpeed = eNode.m_flSpeed;
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} else {
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m_flCurrentSpeed = m_flSpeed;
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}
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/* if we're unable to be triggered by anything, begin moving */
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if (HasTargetname() == false) {
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PathMove();
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}
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}
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