#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL TYPEDESCRIPTION CBasePlatTrain::m_SaveData[] = { DEFINE_FIELD(CBasePlatTrain, m_bMoveSnd, FIELD_CHARACTER), DEFINE_FIELD(CBasePlatTrain, m_bStopSnd, FIELD_CHARACTER), DEFINE_FIELD(CBasePlatTrain, m_volume, FIELD_FLOAT), }; TYPEDESCRIPTION CFuncPlatRot::m_SaveData[] = { DEFINE_FIELD(CFuncPlatRot, m_end, FIELD_VECTOR), DEFINE_FIELD(CFuncPlatRot, m_start, FIELD_VECTOR), }; TYPEDESCRIPTION CFuncTrain::m_SaveData[] = { DEFINE_FIELD(CFuncTrain, m_sounds, FIELD_INTEGER), DEFINE_FIELD(CFuncTrain, m_pevCurrentTarget, FIELD_EVARS), DEFINE_FIELD(CFuncTrain, m_activated, FIELD_BOOLEAN), }; TYPEDESCRIPTION CFuncTrackTrain::m_SaveData[] = { DEFINE_FIELD(CFuncTrackTrain, m_ppath, FIELD_CLASSPTR), DEFINE_FIELD(CFuncTrackTrain, m_length, FIELD_FLOAT), DEFINE_FIELD(CFuncTrackTrain, m_height, FIELD_FLOAT), DEFINE_FIELD(CFuncTrackTrain, m_speed, FIELD_FLOAT), DEFINE_FIELD(CFuncTrackTrain, m_dir, FIELD_FLOAT), DEFINE_FIELD(CFuncTrackTrain, m_startSpeed, FIELD_FLOAT), DEFINE_FIELD(CFuncTrackTrain, m_controlMins, FIELD_VECTOR), DEFINE_FIELD(CFuncTrackTrain, m_controlMaxs, FIELD_VECTOR), DEFINE_FIELD(CFuncTrackTrain, m_sounds, FIELD_INTEGER), DEFINE_FIELD(CFuncTrackTrain, m_flVolume, FIELD_FLOAT), DEFINE_FIELD(CFuncTrackTrain, m_flBank, FIELD_FLOAT), DEFINE_FIELD(CFuncTrackTrain, m_oldSpeed, FIELD_FLOAT), }; TYPEDESCRIPTION CFuncTrackChange::m_SaveData[] = { DEFINE_GLOBAL_FIELD(CFuncTrackChange, m_trackTop, FIELD_CLASSPTR), DEFINE_GLOBAL_FIELD(CFuncTrackChange, m_trackBottom, FIELD_CLASSPTR), DEFINE_GLOBAL_FIELD(CFuncTrackChange, m_train, FIELD_CLASSPTR), DEFINE_GLOBAL_FIELD(CFuncTrackChange, m_trackTopName, FIELD_STRING), DEFINE_GLOBAL_FIELD(CFuncTrackChange, m_trackBottomName, FIELD_STRING), DEFINE_GLOBAL_FIELD(CFuncTrackChange, m_trainName, FIELD_STRING), DEFINE_FIELD(CFuncTrackChange, m_code, FIELD_INTEGER), DEFINE_FIELD(CFuncTrackChange, m_targetState, FIELD_INTEGER), DEFINE_FIELD(CFuncTrackChange, m_use, FIELD_INTEGER), }; TYPEDESCRIPTION CGunTarget::m_SaveData[] = { DEFINE_FIELD(CGunTarget, m_on, FIELD_BOOLEAN), }; #endif // HOOK_GAMEDLL IMPLEMENT_SAVERESTORE(CBasePlatTrain, CBaseToggle); void CBasePlatTrain::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "lip")) { m_flLip = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "wait")) { m_flWait = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "height")) { m_flHeight = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "rotation")) { m_vecFinalAngle.x = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "movesnd")) { m_bMoveSnd = byte(Q_atof(pkvd->szValue)); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "stopsnd")) { m_bStopSnd = byte(Q_atof(pkvd->szValue)); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "volume")) { m_volume = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue(pkvd); } #define noiseMoving noise #define noiseArrived noise1 void CBasePlatTrain::__MAKE_VHOOK(Precache)() { // set the plat's "in-motion" sound switch (m_bMoveSnd) { case 0: pev->noiseMoving = MAKE_STRING("common/null.wav"); break; case 1: PRECACHE_SOUND("plats/bigmove1.wav"); pev->noiseMoving = MAKE_STRING("plats/bigmove1.wav"); break; case 2: PRECACHE_SOUND("plats/bigmove2.wav"); pev->noiseMoving = MAKE_STRING("plats/bigmove2.wav"); break; case 3: PRECACHE_SOUND("plats/elevmove1.wav"); pev->noiseMoving = MAKE_STRING("plats/elevmove1.wav"); break; case 4: PRECACHE_SOUND("plats/elevmove2.wav"); pev->noiseMoving = MAKE_STRING("plats/elevmove2.wav"); break; case 5: PRECACHE_SOUND("plats/elevmove3.wav"); pev->noiseMoving = MAKE_STRING("plats/elevmove3.wav"); break; case 6: PRECACHE_SOUND("plats/freightmove1.wav"); pev->noiseMoving = MAKE_STRING("plats/freightmove1.wav"); break; case 7: PRECACHE_SOUND("plats/freightmove2.wav"); pev->noiseMoving = MAKE_STRING("plats/freightmove2.wav"); break; case 8: PRECACHE_SOUND("plats/heavymove1.wav"); pev->noiseMoving = MAKE_STRING("plats/heavymove1.wav"); break; case 9: PRECACHE_SOUND("plats/rackmove1.wav"); pev->noiseMoving = MAKE_STRING("plats/rackmove1.wav"); break; case 10: PRECACHE_SOUND("plats/railmove1.wav"); pev->noiseMoving = MAKE_STRING("plats/railmove1.wav"); break; case 11: PRECACHE_SOUND("plats/squeekmove1.wav"); pev->noiseMoving = MAKE_STRING("plats/squeekmove1.wav"); break; case 12: PRECACHE_SOUND("plats/talkmove1.wav"); pev->noiseMoving = MAKE_STRING("plats/talkmove1.wav"); break; case 13: PRECACHE_SOUND("plats/talkmove2.wav"); pev->noiseMoving = MAKE_STRING("plats/talkmove2.wav"); break; default: pev->noiseMoving = MAKE_STRING("common/null.wav"); break; } // set the plat's 'reached destination' stop sound switch (m_bStopSnd) { case 0: pev->noiseArrived = MAKE_STRING("common/null.wav"); break; case 1: PRECACHE_SOUND("plats/bigstop1.wav"); pev->noiseArrived = MAKE_STRING("plats/bigstop1.wav"); break; case 2: PRECACHE_SOUND("plats/bigstop2.wav"); pev->noiseArrived = MAKE_STRING("plats/bigstop2.wav"); break; case 3: PRECACHE_SOUND("plats/freightstop1.wav"); pev->noiseArrived = MAKE_STRING("plats/freightstop1.wav"); break; case 4: PRECACHE_SOUND("plats/heavystop2.wav"); pev->noiseArrived = MAKE_STRING("plats/heavystop2.wav"); break; case 5: PRECACHE_SOUND("plats/rackstop1.wav"); pev->noiseArrived = MAKE_STRING("plats/rackstop1.wav"); break; case 6: PRECACHE_SOUND("plats/railstop1.wav"); pev->noiseArrived = MAKE_STRING("plats/railstop1.wav"); break; case 7: PRECACHE_SOUND("plats/squeekstop1.wav"); pev->noiseArrived = MAKE_STRING("plats/squeekstop1.wav"); break; case 8: PRECACHE_SOUND("plats/talkstop1.wav"); pev->noiseArrived = MAKE_STRING("plats/talkstop1.wav"); break; default: pev->noiseArrived = MAKE_STRING("common/null.wav"); break; } } void CFuncPlat::CallGoDown() { GoDown(); } void CFuncPlat::CallHitTop() { HitTop(); } void CFuncPlat::CallHitBottom() { HitBottom(); } LINK_ENTITY_TO_CLASS(func_plat, CFuncPlat); #define noiseMovement noise #define noiseStopMoving noise1 // QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER // speed default 150 // Plats are always drawn in the extended position, so they will light correctly. // If the plat is the target of another trigger or button, it will start out disabled in // the extended position until it is trigger, when it will lower and become a normal plat. // If the "height" key is set, that will determine the amount the plat moves, instead of // being implicitly determined by the model's height. // Set "sounds" to one of the following: // 1) base fast // 2) chain slow void CFuncPlat::Setup() { if (m_flTLength == 0) m_flTLength = 80; if (m_flTWidth == 0) m_flTWidth = 10; pev->angles = g_vecZero; pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; // set size and link into world UTIL_SetOrigin(pev, pev->origin); UTIL_SetSize(pev, pev->mins, pev->maxs); SET_MODEL(ENT(pev), STRING(pev->model)); // vecPosition1 is the top position, vecPosition2 is the bottom m_vecPosition1 = pev->origin; m_vecPosition2 = pev->origin; if (m_flHeight != 0) { m_vecPosition2.z = pev->origin.z - m_flHeight; } else { m_vecPosition2.z = pev->origin.z - pev->size.z + 8; } if (pev->speed == 0.0f) { pev->speed = 150.0f; } if (m_volume == 0.0f) { m_volume = 0.85f; } } void CFuncPlat::__MAKE_VHOOK(Precache)() { CBasePlatTrain::Precache(); if (!IsTogglePlat()) { // the "start moving" trigger PlatSpawnInsideTrigger(pev); } } void CFuncPlat::__MAKE_VHOOK(Spawn)() { Setup(); Precache(); // If this platform is the target of some button, it starts at the TOP position, // and is brought down by that button. Otherwise, it starts at BOTTOM. if (!FStringNull(pev->targetname)) { UTIL_SetOrigin(pev, m_vecPosition1); m_toggle_state = TS_AT_TOP; SetUse(&CFuncPlat::PlatUse); } else { UTIL_SetOrigin(pev, m_vecPosition2); m_toggle_state = TS_AT_BOTTOM; } } void PlatSpawnInsideTrigger(entvars_t *pevPlatform) { GetClassPtr((CPlatTrigger *)NULL)->SpawnInsideTrigger(GetClassPtr((CFuncPlat *)pevPlatform)); } // Create a trigger entity for a platform. void CPlatTrigger::SpawnInsideTrigger(CFuncPlat *pPlatform) { m_pPlatform = pPlatform; // Create trigger entity, "point" it at the owning platform, give it a touch method pev->solid = SOLID_TRIGGER; pev->movetype = MOVETYPE_NONE; pev->origin = pPlatform->pev->origin; // Establish the trigger field's size Vector vecTMin = m_pPlatform->pev->mins + Vector(25, 25, 0); Vector vecTMax = m_pPlatform->pev->maxs + Vector(25, 25, 8); vecTMin.z = vecTMax.z - (m_pPlatform->m_vecPosition1.z - m_pPlatform->m_vecPosition2.z + 8); if (m_pPlatform->pev->size.x <= 50) { vecTMin.x = (m_pPlatform->pev->mins.x + m_pPlatform->pev->maxs.x) / 2; vecTMax.x = vecTMin.x + 1; } if (m_pPlatform->pev->size.y <= 50) { vecTMin.y = (m_pPlatform->pev->mins.y + m_pPlatform->pev->maxs.y) / 2; vecTMax.y = vecTMin.y + 1; } UTIL_SetSize(pev, vecTMin, vecTMax); } void CPlatTrigger::__MAKE_VHOOK(Touch)(CBaseEntity *pOther) { // Ignore touches by non-players entvars_t *pevToucher = pOther->pev; if (!FClassnameIs(pevToucher, "player")) { return; } // Ignore touches by corpses if (!pOther->IsAlive()) return; // Make linked platform go up/down. if (m_pPlatform->m_toggle_state == TS_AT_BOTTOM) { m_pPlatform->GoUp(); } else if (m_pPlatform->m_toggle_state == TS_AT_TOP) { // delay going down m_pPlatform->pev->nextthink = m_pPlatform->pev->ltime + 1.0f; } } // Used by SUB_UseTargets, when a platform is the target of a button. // Start bringing platform down. void CFuncPlat::PlatUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (IsTogglePlat()) { // Top is off, bottom is on BOOL on = (m_toggle_state == TS_AT_BOTTOM) ? TRUE : FALSE; if (!ShouldToggle(useType, on)) return; if (m_toggle_state == TS_AT_TOP) { GoDown(); } else if (m_toggle_state == TS_AT_BOTTOM) { GoUp(); } } else { SetUse(NULL); if (m_toggle_state == TS_AT_TOP) { GoDown(); } } } // Platform is at top, now starts moving down. void CFuncPlat::__MAKE_VHOOK(GoDown)() { if (pev->noiseMovement) { EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMovement), m_volume, ATTN_NORM); } assert(m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP); m_toggle_state = TS_GOING_DOWN; SetMoveDone(&CFuncPlat::CallHitBottom); LinearMove(m_vecPosition2, pev->speed); } // Platform has hit bottom. Stops and waits forever. void CFuncPlat::__MAKE_VHOOK(HitBottom)() { if (pev->noiseMovement) { STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMovement)); } if (pev->noiseStopMoving) { EMIT_SOUND(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); } assert(m_toggle_state == TS_GOING_DOWN); m_toggle_state = TS_AT_BOTTOM; } // Platform is at bottom, now starts moving up void CFuncPlat::__MAKE_VHOOK(GoUp)() { if (pev->noiseMovement) { EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMovement), m_volume, ATTN_NORM); } assert(m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN); m_toggle_state = TS_GOING_UP; SetMoveDone(&CFuncPlat::CallHitTop); LinearMove(m_vecPosition1, pev->speed); } // Platform has hit top. Pauses, then starts back down again. void CFuncPlat::__MAKE_VHOOK(HitTop)() { if (pev->noiseMovement) { STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMovement)); } if (pev->noiseStopMoving) { EMIT_SOUND(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); } assert(m_toggle_state == TS_GOING_UP); m_toggle_state = TS_AT_TOP; if (!IsTogglePlat()) { // After a delay, the platform will automatically start going down again. SetThink(&CFuncPlat::CallGoDown); pev->nextthink = pev->ltime + 3.0f; } } void CFuncPlat::__MAKE_VHOOK(Blocked)(CBaseEntity *pOther) { ALERT(at_aiconsole, "%s Blocked by %s\n", STRING(pev->classname), STRING(pOther->pev->classname)); // Hurt the blocker a little pOther->TakeDamage(pev, pev, 1, DMG_CRUSH); if (pev->noiseMovement) { STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMovement)); } // Send the platform back where it came from assert(m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN); if (m_toggle_state == TS_GOING_UP) { GoDown(); } else if (m_toggle_state == TS_GOING_DOWN) { GoUp(); } } LINK_ENTITY_TO_CLASS(func_platrot, CFuncPlatRot); IMPLEMENT_SAVERESTORE(CFuncPlatRot, CFuncPlat); void CFuncPlatRot::SetupRotation() { // This plat rotates too! if (m_vecFinalAngle.x != 0) { CBaseToggle::AxisDir(pev); m_start = pev->angles; m_end = pev->angles + pev->movedir * m_vecFinalAngle.x; } else { m_start = g_vecZero; m_end = g_vecZero; } // Start at top if (!FStringNull(pev->targetname)) { pev->angles = m_end; } } void CFuncPlatRot::__MAKE_VHOOK(Spawn)() { CFuncPlat::Spawn(); SetupRotation(); } void CFuncPlatRot::__MAKE_VHOOK(GoDown)() { CFuncPlat::GoDown(); RotMove(m_start, pev->nextthink - pev->ltime); } // Platform has hit bottom. Stops and waits forever. void CFuncPlatRot::__MAKE_VHOOK(HitBottom)() { CFuncPlat::HitBottom(); pev->avelocity = g_vecZero; pev->angles = m_start; } // Platform is at bottom, now starts moving up void CFuncPlatRot::__MAKE_VHOOK(GoUp)() { CFuncPlat::GoUp(); RotMove(m_end, pev->nextthink - pev->ltime); } // Platform has hit top. Pauses, then starts back down again. void CFuncPlatRot::__MAKE_VHOOK(HitTop)() { CFuncPlat::HitTop(); pev->avelocity = g_vecZero; pev->angles = m_end; } void CFuncPlatRot::RotMove(Vector &destAngle, float time) { // set destdelta to the vector needed to move Vector vecDestDelta = destAngle - pev->angles; // Travel time is so short, we're practically there already; so make it so. if (time >= 0.1f) { pev->avelocity = vecDestDelta / time; } else { pev->avelocity = vecDestDelta; pev->nextthink = pev->ltime + 1.0f; } } LINK_ENTITY_TO_CLASS(func_train, CFuncTrain); IMPLEMENT_SAVERESTORE(CFuncTrain, CBasePlatTrain); void CFuncTrain::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "sounds")) { m_sounds = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBasePlatTrain::KeyValue(pkvd); } void CFuncTrain::__MAKE_VHOOK(Blocked)(CBaseEntity *pOther) { if (gpGlobals->time < m_flActivateFinished) return; m_flActivateFinished = gpGlobals->time + 0.5f; pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH); } void CFuncTrain::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER) { // Move toward my target pev->spawnflags &= ~SF_TRAIN_WAIT_RETRIGGER; Next(); } else { pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER; // Pop back to last target if it's available if (pev->enemy) { pev->target = pev->enemy->v.targetname; } pev->nextthink = 0; pev->velocity = g_vecZero; if (pev->noiseStopMoving) { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); } } } void CFuncTrain::Wait() { if (m_pevCurrentTarget != NULL) { // Fire the pass target if there is one if (m_pevCurrentTarget->message) { FireTargets(STRING(m_pevCurrentTarget->message), this, this, USE_TOGGLE, 0); if (m_pevCurrentTarget->spawnflags & SF_CORNER_FIREONCE) { m_pevCurrentTarget->message = 0; } } // need pointer to LAST target. if ((m_pevCurrentTarget->spawnflags & SF_TRAIN_WAIT_RETRIGGER) || (pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER)) { pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER; // clear the sound channel. if (pev->noiseMovement) { STOP_SOUND(edict(), CHAN_STATIC, (char *)STRING(pev->noiseMovement)); } if (pev->noiseStopMoving) { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); } pev->nextthink = 0; return; } } if (m_flWait != 0) { // -1 wait will wait forever! pev->nextthink = pev->ltime + m_flWait; if (pev->noiseMovement) { STOP_SOUND(edict(), CHAN_STATIC, (char *)STRING(pev->noiseMovement)); } if (pev->noiseStopMoving) { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); } SetThink(&CFuncTrain::Next); } else { // do it RIGHT now! Next(); } } // Train next - path corner needs to change to next target void CFuncTrain::Next() { CBaseEntity *pTarg; // now find our next target pTarg = GetNextTarget(); if (!pTarg) { if (pev->noiseMovement) { STOP_SOUND(edict(), CHAN_STATIC, (char *)STRING(pev->noiseMovement)); } // Play stop sound if (pev->noiseStopMoving) { EMIT_SOUND(ENT(pev), CHAN_VOICE, (char *)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); } return; } // Save last target in case we need to find it again pev->message = pev->target; pev->target = pTarg->pev->target; m_flWait = pTarg->GetDelay(); if (m_pevCurrentTarget != NULL && m_pevCurrentTarget->speed != 0) { // don't copy speed from target if it is 0 (uninitialized) pev->speed = m_pevCurrentTarget->speed; ALERT(at_aiconsole, "Train %s speed to %4.2f\n", STRING(pev->targetname), pev->speed); } // keep track of this since path corners change our target for us. m_pevCurrentTarget = pTarg->pev; // hack pev->enemy = pTarg->edict(); if (m_pevCurrentTarget->spawnflags & SF_CORNER_TELEPORT) { // Path corner has indicated a teleport to the next corner. pev->effects |= EF_NOINTERP; UTIL_SetOrigin(pev, pTarg->pev->origin - (pev->mins + pev->maxs) * 0.5f); // Get on with doing the next path corner. Wait(); } else { // Normal linear move. // CHANGED this from CHAN_VOICE to CHAN_STATIC around OEM beta time because trains should // use CHAN_STATIC for their movement sounds to prevent sound field problems. // this is not a hack or temporary fix, this is how things should be. (sjb). if (pev->noiseMovement) { STOP_SOUND(edict(), CHAN_STATIC, (char *)STRING(pev->noiseMovement)); } if (pev->noiseMovement) { EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMovement), m_volume, ATTN_NORM); } pev->effects &= ~EF_NOINTERP; SetMoveDone(&CFuncTrain::Wait); LinearMove(pTarg->pev->origin - (pev->mins + pev->maxs) * 0.5, pev->speed); } } void CFuncTrain::__MAKE_VHOOK(Activate)() { // Not yet active, so teleport to first target if (!m_activated) { m_activated = TRUE; entvars_t *pevTarg = VARS(FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->target))); pev->target = pevTarg->target; // keep track of this since path corners change our target for us. m_pevCurrentTarget = pevTarg; UTIL_SetOrigin(pev, pevTarg->origin - (pev->mins + pev->maxs) * 0.5f); if (FStringNull(pev->targetname)) { // not triggered, so start immediately pev->nextthink = pev->ltime + 0.1f; SetThink(&CFuncTrain::Next); } else pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER; } } // QUAKED func_train (0 .5 .8) ? // Trains are moving platforms that players can ride. // The targets origin specifies the min point of the train at each corner. // The train spawns at the first target it is pointing at. // If the train is the target of a button or trigger, it will not begin moving until activated. // speed default 100 // dmg default 2 // sounds // 1) ratchet metal void CFuncTrain::__MAKE_VHOOK(Spawn)() { Precache(); if (pev->speed == 0) pev->speed = 100; if (FStringNull(pev->target)) { ALERT(at_console, "FuncTrain with no target"); } m_pevFirstTarget = m_pevCurrentTarget; m_vStartPosition = pev->origin; if (pev->dmg == 0) pev->dmg = 2; pev->movetype = MOVETYPE_PUSH; if (pev->spawnflags & SF_TRACKTRAIN_PASSABLE) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; SET_MODEL(ENT(pev), STRING(pev->model)); UTIL_SetSize(pev, pev->mins, pev->maxs); UTIL_SetOrigin(pev, pev->origin); m_activated = FALSE; if (m_volume == 0.0f) m_volume = 0.85f; } void CFuncTrain::__MAKE_VHOOK(Restart)() { if (pev->speed == 0) pev->speed = 100; if (pev->dmg == 0) pev->dmg = 2; pev->movetype = MOVETYPE_PUSH; m_pevCurrentTarget = m_pevFirstTarget; UTIL_SetOrigin(pev, m_vStartPosition); m_activated = FALSE; if (m_volume == 0.0f) m_volume = 0.85f; } void CFuncTrain::__MAKE_VHOOK(Precache)() { CBasePlatTrain::Precache(); } void CFuncTrain::__MAKE_VHOOK(OverrideReset)() { CBaseEntity *pTarg; // Are we moving? if (pev->velocity != g_vecZero && pev->nextthink != 0) { pev->target = pev->message; // now find our next target pTarg = GetNextTarget(); if (!pTarg) { pev->nextthink = 0; pev->velocity = g_vecZero; } else // Keep moving for 0.1 secs, then find path_corner again and restart { SetThink(&CFuncTrain::Next); pev->nextthink = pev->ltime + 0.1f; } } } IMPLEMENT_SAVERESTORE(CFuncTrackTrain, CBaseEntity); LINK_ENTITY_TO_CLASS(func_tracktrain, CFuncTrackTrain); void CFuncTrackTrain::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "wheels")) { m_length = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "height")) { m_height = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "startspeed")) { m_startSpeed = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "sounds")) { m_sounds = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "volume")) { // rounding values to integer m_flVolume = Q_atoi(pkvd->szValue); m_flVolume *= 0.1f; pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "bank")) { m_flBank = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue(pkvd); } void CFuncTrackTrain::NextThink(float thinkTime, BOOL alwaysThink) { if (alwaysThink) pev->flags |= FL_ALWAYSTHINK; else pev->flags &= ~FL_ALWAYSTHINK; pev->nextthink = thinkTime; } void CFuncTrackTrain::__MAKE_VHOOK(Blocked)(CBaseEntity *pOther) { entvars_t *pevOther = pOther->pev; // Blocker is on-ground on the train if ((pevOther->flags & FL_ONGROUND) && VARS(pevOther->groundentity) == pev) { float_precision deltaSpeed = Q_fabs(float_precision(pev->speed)); if (deltaSpeed > 50) { deltaSpeed = 50; } if (!pevOther->velocity.z) { pevOther->velocity.z += deltaSpeed; } return; } else pevOther->velocity = (pevOther->origin - pev->origin).Normalize() * pev->dmg; ALERT(at_aiconsole, "TRAIN(%s): Blocked by %s (dmg:%.2f)\n", STRING(pev->targetname), STRING(pOther->pev->classname), pev->dmg); // TODO: is missing? #if 0 if (pev->dmg <= 0) return; // we can't hurt this thing, so we're not concerned with it pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH); #endif } void CFuncTrackTrain::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (useType != USE_SET) { if (!ShouldToggle(useType, (pev->speed != 0))) return; if (pev->speed == 0) { pev->speed = m_speed * m_dir; Next(); } else { pev->speed = 0; pev->velocity = g_vecZero; pev->avelocity = g_vecZero; StopSound(); SetThink(NULL); } } else { float_precision delta = (int(pev->speed * 4.0f) / int(m_speed)) * 0.25 + 0.25 * value; if (delta > 1) delta = 1; else if (delta < -1) delta = -1; if (pev->spawnflags & SF_TRACKTRAIN_FORWARDONLY) { if (delta < 0) delta = 0; } pev->speed = m_speed * delta; Next(); ALERT(at_aiconsole, "TRAIN(%s), speed to %.2f\n", STRING(pev->targetname), pev->speed); } } float_precision Fix(float_precision v) { float_precision angle = v; while (angle < 0) angle += 360; while (angle > 360) angle -= 360; return angle; } void FixupAngles(Vector &v) { v.x = Fix(v.x); v.y = Fix(v.y); v.z = Fix(v.z); } void CFuncTrackTrain::StopSound() { // if sound playing, stop it if (m_soundPlaying && pev->noise) { unsigned short us_encode; unsigned short us_sound = ((unsigned short)(m_sounds) & 0x0007) << 12; us_encode = us_sound; PLAYBACK_EVENT_FULL(FEV_RELIABLE | FEV_UPDATE, edict(), m_usAdjustPitch, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, us_encode, 0, 1, 0); EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "plats/ttrain_brake1.wav", m_flVolume, ATTN_NORM, 0, 100); } m_soundPlaying = 0; } void CFuncTrackTrain::UpdateSound() { float flpitch; if (!pev->noise) return; flpitch = TRAIN_STARTPITCH + (Q_abs(int(pev->speed)) * (TRAIN_MAXPITCH - TRAIN_STARTPITCH) / TRAIN_MAXSPEED); if (!m_soundPlaying) { // play startup sound for train EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "plats/ttrain_start1.wav", m_flVolume, ATTN_NORM, 0, 100); EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noise), m_flVolume, ATTN_NORM, 0, int(flpitch)); m_soundPlaying = 1; } else { // update pitch // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noise), m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, int(flpitch)); // volume 0.0 - 1.0 - 6 bits // m_sounds 3 bits // flpitch = 6 bits // 15 bits total unsigned short us_encode; unsigned short us_sound = ((unsigned short)(m_sounds) & 0x0007) << 12; unsigned short us_pitch = ((unsigned short)(flpitch / 10.0) & 0x003f) << 6; unsigned short us_volume = ((unsigned short)(m_flVolume * 40.0) & 0x003f); us_encode = us_sound | us_pitch | us_volume; PLAYBACK_EVENT_FULL(FEV_RELIABLE | FEV_UPDATE, edict(), m_usAdjustPitch, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, us_encode, 0, 0, 0); } } void CFuncTrackTrain::Next() { float time = 0.5f; if (!pev->speed) { ALERT(at_aiconsole, "TRAIN(%s): Speed is 0\n", STRING(pev->targetname)); StopSound(); return; } if (!m_ppath) { ALERT(at_aiconsole, "TRAIN(%s): Lost path\n", STRING(pev->targetname)); StopSound(); return; } UpdateSound(); Vector nextPos = pev->origin; nextPos.z -= m_height; CPathTrack *pnext = m_ppath->LookAhead(&nextPos, pev->speed * 0.1, 1); nextPos.z += m_height; #ifndef PLAY_GAMEDLL pev->velocity = (nextPos - pev->origin) * 10; #else // TODO: fix test demo pev->velocity.x = (float_precision(nextPos.x - pev->origin.x) * 10.0f); pev->velocity.y = (float_precision(nextPos.y - pev->origin.y) * 10.0f); pev->velocity.z = ((nextPos.z - pev->origin.z) * 10.0f); #endif Vector nextFront = pev->origin; nextFront.z -= m_height; if (m_length > 0) m_ppath->LookAhead(&nextFront, m_length, 0); else m_ppath->LookAhead(&nextFront, 100, 0); nextFront.z += m_height; Vector delta = nextFront - pev->origin; Vector angles = UTIL_VecToAngles(delta); float_precision fixAngleY = angles.y + 180.0f; // The train actually points west angles.y += fixAngleY; // TODO: All of this crap has to be done to make the angles not wrap around, revisit this. #ifndef PLAY_GAMEDLL FixupAngles(angles); FixupAngles(pev->angles); #else angles.x = Fix(angles.x); angles.y = Fix(fixAngleY); // TODO: fix test demo angles.z = Fix(angles.z); FixupAngles(pev->angles); #endif if (!pnext || (delta.x == 0 && delta.y == 0)) angles = pev->angles; float vy, vx; if (!(pev->spawnflags & SF_TRACKTRAIN_NOPITCH)) vx = UTIL_AngleDistance(angles.x, pev->angles.x); else vx = 0; vy = UTIL_AngleDistance(angles.y, pev->angles.y); pev->avelocity.y = vy * 10; pev->avelocity.x = vx * 10; if (m_flBank != 0) { if (pev->avelocity.y < -5) { pev->avelocity.z = UTIL_AngleDistance(UTIL_ApproachAngle(-m_flBank, pev->angles.z, m_flBank * 2), pev->angles.z); } else if (pev->avelocity.y > 5) { pev->avelocity.z = UTIL_AngleDistance(UTIL_ApproachAngle(m_flBank, pev->angles.z, m_flBank * 2), pev->angles.z); } else { pev->avelocity.z = UTIL_AngleDistance(UTIL_ApproachAngle(0, pev->angles.z, m_flBank * 4), pev->angles.z) * 4; } } if (pnext != NULL) { if (pnext != m_ppath) { CPathTrack *pFire; if (pev->speed >= 0) pFire = pnext; else pFire = m_ppath; m_ppath = pnext; // Fire the pass target if there is one if (!FStringNull(pFire->pev->message)) { FireTargets(STRING(pFire->pev->message), this, this, USE_TOGGLE, 0); if (pFire->pev->spawnflags & SF_PATH_FIREONCE) { pFire->pev->message = 0; } } if (pFire->pev->spawnflags & SF_PATH_DISABLE_TRAIN) { pev->spawnflags |= SF_TRACKTRAIN_NOCONTROL; } // Don't override speed if under user control if (pev->spawnflags & SF_TRACKTRAIN_NOCONTROL) { if (pFire->pev->speed != 0) { // don't copy speed from target if it is 0 (uninitialized) pev->speed = pFire->pev->speed; ALERT(at_aiconsole, "TrackTrain %s speed to %4.2f\n", STRING(pev->targetname), pev->speed); } } } SetThink(&CFuncTrackTrain::Next); NextThink(pev->ltime + time, TRUE); } else // end of path, stop { StopSound(); pev->velocity = (nextPos - pev->origin); pev->avelocity = g_vecZero; float distance = pev->velocity.Length(); m_oldSpeed = pev->speed; pev->speed = 0; // Move to the dead end // Are we there yet? if (distance > 0) { // no, how long to get there? time = distance / m_oldSpeed; pev->velocity = pev->velocity * (m_oldSpeed / distance); SetThink(&CFuncTrackTrain::DeadEnd); NextThink(pev->ltime + time, FALSE); } else { DeadEnd(); } } } void CFuncTrackTrain::DeadEnd() { // Fire the dead-end target if there is one CPathTrack *pTrack, *pNext; pTrack = m_ppath; ALERT(at_aiconsole, "TRAIN(%s): Dead end ", STRING(pev->targetname)); // Find the dead end path node // HACKHACK -- This is bugly, but the train can actually stop moving at a different node depending on it's speed // so we have to traverse the list to it's end. if (pTrack != NULL) { if (m_oldSpeed < 0) { do { pNext = pTrack->ValidPath(pTrack->GetPrevious(), TRUE); if (pNext) { pTrack = pNext; } } while (pNext != NULL); } else { do { pNext = pTrack->ValidPath(pTrack->GetNext(), TRUE); if (pNext != NULL) { pTrack = pNext; } } while (pNext != NULL); } } pev->velocity = g_vecZero; pev->avelocity = g_vecZero; if (pTrack != NULL) { ALERT(at_aiconsole, "at %s\n", STRING(pTrack->pev->targetname)); if (!FStringNull(pTrack->pev->netname)) { FireTargets(STRING(pTrack->pev->netname), this, this, USE_TOGGLE, 0); } } else ALERT(at_aiconsole, "\n"); } void CFuncTrackTrain::SetControls(entvars_t *pevControls) { Vector offset = pevControls->origin - pev->oldorigin; m_controlMins = pevControls->mins + offset; m_controlMaxs = pevControls->maxs + offset; } BOOL CFuncTrackTrain::__MAKE_VHOOK(OnControls)(entvars_t *pevTest) { Vector offset = pevTest->origin - pev->origin; if (pev->spawnflags & SF_TRACKTRAIN_NOCONTROL) return FALSE; // Transform offset into local coordinates UTIL_MakeVectors(pev->angles); Vector local; local.x = DotProduct(offset, gpGlobals->v_forward); local.y = -DotProduct(offset, gpGlobals->v_right); local.z = DotProduct(offset, gpGlobals->v_up); if (local.x >= m_controlMins.x && local.y >= m_controlMins.y && local.z >= m_controlMins.z && local.x <= m_controlMaxs.x && local.y <= m_controlMaxs.y && local.z <= m_controlMaxs.z) return TRUE; return FALSE; } void CFuncTrackTrain::Find() { m_ppath = CPathTrack::Instance(FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->target))); if (!m_ppath) { return; } entvars_t *pevTarget = m_ppath->pev; if (!FClassnameIs(pevTarget, "path_track")) { ALERT(at_error, "func_track_train must be on a path of path_track\n"); m_ppath = NULL; return; } Vector nextPos = pevTarget->origin; nextPos.z += m_height; Vector look = nextPos; look.z -= m_height; m_ppath->LookAhead(&look, m_length, 0); look.z += m_height; pev->angles = UTIL_VecToAngles(look - nextPos); // The train actually points west pev->angles.y += 180; if (pev->spawnflags & SF_TRACKTRAIN_NOPITCH) { pev->angles.x = 0; } UTIL_SetOrigin(pev, nextPos); NextThink(pev->ltime + 0.1f, FALSE); SetThink(&CFuncTrackTrain::Next); pev->speed = m_startSpeed; UpdateSound(); } void CFuncTrackTrain::NearestPath() { CBaseEntity *pTrack = NULL; CBaseEntity *pNearest = NULL; float_precision dist; float closest; closest = 1024; while ((pTrack = UTIL_FindEntityInSphere(pTrack, pev->origin, 1024)) != NULL) { // filter out non-tracks if (!(pTrack->pev->flags & (FL_CLIENT | FL_MONSTER)) && FClassnameIs(pTrack->pev, "path_track")) { dist = (pev->origin - pTrack->pev->origin).Length(); if (dist < closest) { closest = dist; pNearest = pTrack; } } } if (!pNearest) { ALERT(at_console, "Can't find a nearby track !!!\n"); SetThink(NULL); return; } ALERT(at_aiconsole, "TRAIN: %s, Nearest track is %s\n", STRING(pev->targetname), STRING(pNearest->pev->targetname)); // If I'm closer to the next path_track on this path, then it's my real path pTrack = ((CPathTrack *)pNearest)->GetNext(); if (pTrack != NULL) { if ((pev->origin - pTrack->pev->origin).Length() < (pev->origin - pNearest->pev->origin).Length()) { pNearest = pTrack; } } m_ppath = static_cast(pNearest); if (pev->speed != 0) { NextThink(pev->ltime + 0.1f, FALSE); SetThink(&CFuncTrackTrain::Next); } } void CFuncTrackTrain::__MAKE_VHOOK(OverrideReset)() { NextThink(pev->ltime + 0.1f, FALSE); SetThink(&CFuncTrackTrain::NearestPath); } CFuncTrackTrain *CFuncTrackTrain::Instance(edict_t *pent) { if (FClassnameIs(pent, "func_tracktrain")) { return (CFuncTrackTrain *)GET_PRIVATE(pent); } return NULL; } void CFuncTrackTrain::__MAKE_VHOOK(Spawn)() { if (pev->speed == 0) m_speed = 165; else m_speed = pev->speed; ALERT(at_console, "M_speed = %f\n", m_speed); pev->speed = 0; pev->velocity = g_vecZero; pev->avelocity = g_vecZero; pev->impulse = int(m_speed); m_dir = 1; if (FStringNull(pev->target)) { ALERT(at_console, "FuncTrain with no target"); } if (pev->spawnflags & SF_TRACKTRAIN_PASSABLE) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; SET_MODEL(ENT(pev), STRING(pev->model)); UTIL_SetSize(pev, pev->mins, pev->maxs); UTIL_SetOrigin(pev, pev->origin); // Cache off placed origin for train controls pev->oldorigin = pev->origin; m_controlMins = pev->mins; m_controlMaxs = pev->maxs; m_controlMaxs.z += 72; // start trains on the next frame, to make sure their targets have had // a chance to spawn/activate NextThink(pev->ltime + 0.1f, FALSE); SetThink(&CFuncTrackTrain::Find); Precache(); } void CFuncTrackTrain::__MAKE_VHOOK(Restart)() { ALERT(at_console, "M_speed = %f\n", m_speed); pev->speed = 0; pev->velocity = g_vecZero; pev->avelocity = g_vecZero; pev->impulse = int(m_speed); m_dir = 1; if (FStringNull(pev->target)) { ALERT(at_console, "FuncTrain with no target"); } UTIL_SetOrigin(pev, pev->oldorigin); NextThink(pev->ltime + 0.1f, FALSE); SetThink(&CFuncTrackTrain::Find); } void CFuncTrackTrain::__MAKE_VHOOK(Precache)() { if (m_flVolume == 0.0f) m_flVolume = 1.0f; switch (m_sounds) { default: // no sound pev->noise = 0; break; case 1: PRECACHE_SOUND("plats/ttrain1.wav"); pev->noise = MAKE_STRING("plats/ttrain1.wav"); break; case 2: PRECACHE_SOUND("plats/ttrain2.wav"); pev->noise = MAKE_STRING("plats/ttrain2.wav"); break; case 3: PRECACHE_SOUND("plats/ttrain3.wav"); pev->noise = MAKE_STRING("plats/ttrain3.wav"); break; case 4: PRECACHE_SOUND("plats/ttrain4.wav"); pev->noise = MAKE_STRING("plats/ttrain4.wav"); break; case 5: PRECACHE_SOUND("plats/ttrain6.wav"); pev->noise = MAKE_STRING("plats/ttrain6.wav"); break; case 6: PRECACHE_SOUND("plats/ttrain7.wav"); pev->noise = MAKE_STRING("plats/ttrain7.wav"); break; } PRECACHE_SOUND("plats/ttrain_brake1.wav"); PRECACHE_SOUND("plats/ttrain_start1.wav"); m_usAdjustPitch = PRECACHE_EVENT(1, "events/train.sc"); } LINK_ENTITY_TO_CLASS(func_traincontrols, CFuncTrainControls); void CFuncTrainControls::Find() { edict_t *pTarget = NULL; do { pTarget = FIND_ENTITY_BY_TARGETNAME(pTarget, STRING(pev->target)); } while (!FNullEnt(pTarget) && !FClassnameIs(pTarget, "func_tracktrain")); if (FNullEnt(pTarget)) { ALERT(at_console, "No train %s\n", STRING(pev->target)); return; } CFuncTrackTrain *ptrain = CFuncTrackTrain::Instance(pTarget); ptrain->SetControls(pev); UTIL_Remove(this); } void CFuncTrainControls::__MAKE_VHOOK(Spawn)() { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; SET_MODEL(ENT(pev), STRING(pev->model)); UTIL_SetSize(pev, pev->mins, pev->maxs); UTIL_SetOrigin(pev, pev->origin); SetThink(&CFuncTrainControls::Find); pev->nextthink = gpGlobals->time; } BOOL CFuncTrackChange::__MAKE_VHOOK(IsTogglePlat)() { return TRUE; } LINK_ENTITY_TO_CLASS(func_trackchange, CFuncTrackChange); IMPLEMENT_SAVERESTORE(CFuncTrackChange, CFuncPlatRot); void CFuncTrackChange::__MAKE_VHOOK(Spawn)() { Setup(); if (pev->spawnflags & SF_TRACK_DONT_MOVE) { m_vecPosition2.z = pev->origin.z; } SetupRotation(); if (pev->spawnflags & SF_TRACK_STARTBOTTOM) { UTIL_SetOrigin(pev, m_vecPosition2); m_toggle_state = TS_AT_BOTTOM; pev->angles = m_start; m_targetState = TS_AT_TOP; } else { UTIL_SetOrigin(pev, m_vecPosition1); m_toggle_state = TS_AT_TOP; pev->angles = m_end; m_targetState = TS_AT_BOTTOM; } EnableUse(); pev->nextthink = pev->ltime + 2.0f; SetThink(&CFuncTrackChange::Find); Precache(); } void CFuncTrackChange::__MAKE_VHOOK(Precache)() { // Can't trigger sound PRECACHE_SOUND("buttons/button11.wav"); CFuncPlatRot::Precache(); } // UNDONE: Filter touches before re-evaluating the train. void CFuncTrackChange::__MAKE_VHOOK(Touch)(CBaseEntity *pOther) { #if 0 TRAIN_CODE code; entvars_t *pevToucher = pOther->pev; #endif } void CFuncTrackChange::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "train")) { m_trainName = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "toptrack")) { m_trackTopName = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "bottomtrack")) { m_trackBottomName = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else { // Pass up to base class CFuncPlatRot::KeyValue(pkvd); } } void CFuncTrackChange::__MAKE_VHOOK(OverrideReset)() { pev->nextthink = pev->ltime + 1.0f; SetThink(&CFuncTrackChange::Find); } void CFuncTrackChange::Find() { // Find track entities edict_t *target; target = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_trackTopName)); if (!FNullEnt(target)) { m_trackTop = CPathTrack::Instance(target); target = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_trackBottomName)); if (!FNullEnt(target)) { m_trackBottom = CPathTrack::Instance(target); target = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_trainName)); if (!FNullEnt(target)) { m_train = CFuncTrackTrain::Instance(FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_trainName))); if (!m_train) { ALERT(at_error, "Can't find train for track change! %s\n", STRING(m_trainName)); return; } Vector center = (pev->absmin + pev->absmax) * 0.5f; m_trackBottom = m_trackBottom->Nearest(center); m_trackTop = m_trackTop->Nearest(center); UpdateAutoTargets(m_toggle_state); SetThink(NULL); return; } else { ALERT(at_error, "Can't find train for track change! %s\n", STRING(m_trainName)); target = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_trainName)); } } else ALERT(at_error, "Can't find bottom track for track change! %s\n", STRING(m_trackBottomName)); } else ALERT(at_error, "Can't find top track for track change! %s\n", STRING(m_trackTopName)); } TRAIN_CODE CFuncTrackChange::EvaluateTrain(CPathTrack *pcurrent) { // Go ahead and work, we don't have anything to switch, so just be an elevator if (!pcurrent || !m_train) return TRAIN_SAFE; if (m_train->m_ppath == pcurrent || (pcurrent->m_pprevious && m_train->m_ppath == pcurrent->m_pprevious) || (pcurrent->m_pnext && m_train->m_ppath == pcurrent->m_pnext)) { if (m_train->pev->speed != 0) return TRAIN_BLOCKING; Vector dist = pev->origin - m_train->pev->origin; float_precision length = dist.Length2D(); // Empirically determined close distance if (length < m_train->m_length) return TRAIN_FOLLOWING; else if (length > (150 + m_train->m_length)) return TRAIN_SAFE; return TRAIN_BLOCKING; } return TRAIN_SAFE; } void CFuncTrackChange::UpdateTrain(Vector &dest) { float_precision time = (pev->nextthink - pev->ltime); m_train->pev->velocity = pev->velocity; m_train->pev->avelocity = pev->avelocity; m_train->NextThink(m_train->pev->ltime + time, FALSE); // Attempt at getting the train to rotate properly around the origin of the trackchange if (time <= 0) return; Vector offset = m_train->pev->origin - pev->origin; Vector delta = dest - pev->angles; // Transform offset into local coordinates UTIL_MakeInvVectors(delta, gpGlobals); Vector local; local.x = DotProduct(offset, gpGlobals->v_forward); local.y = DotProduct(offset, gpGlobals->v_right); local.z = DotProduct(offset, gpGlobals->v_up); local = local - offset; m_train->pev->velocity = pev->velocity + (local * (1.0 / time)); } void CFuncTrackChange::__MAKE_VHOOK(GoDown)() { if (m_code == TRAIN_BLOCKING) return; // HitBottom may get called during CFuncPlat::GoDown(), so set up for that // before you call GoDown() UpdateAutoTargets(TS_GOING_DOWN); // If ROTMOVE, move & rotate if (pev->spawnflags & SF_TRACK_DONT_MOVE) { SetMoveDone(&CFuncTrackChange::CallHitBottom); m_toggle_state = TS_GOING_DOWN; AngularMove(m_start, pev->speed); } else { CFuncPlat::GoDown(); SetMoveDone(&CFuncTrackChange::CallHitBottom); RotMove(m_start, pev->nextthink - pev->ltime); } // Otherwise, rotate first, move second // If the train is moving with the platform, update it if (m_code == TRAIN_FOLLOWING) { UpdateTrain(m_start); m_train->m_ppath = NULL; } } // Platform is at bottom, now starts moving up void CFuncTrackChange::__MAKE_VHOOK(GoUp)() { if (m_code == TRAIN_BLOCKING) return; // HitTop may get called during CFuncPlat::GoUp(), so set up for that // before you call GoUp(); UpdateAutoTargets(TS_GOING_UP); if (pev->spawnflags & SF_TRACK_DONT_MOVE) { m_toggle_state = TS_GOING_UP; SetMoveDone(&CFuncTrackChange::CallHitTop); AngularMove(m_end, pev->speed); } else { // If ROTMOVE, move & rotate CFuncPlat::GoUp(); SetMoveDone(&CFuncTrackChange::CallHitTop); RotMove(m_end, pev->nextthink - pev->ltime); } // Otherwise, move first, rotate second // If the train is moving with the platform, update it if (m_code == TRAIN_FOLLOWING) { UpdateTrain(m_end); m_train->m_ppath = NULL; } } // Normal track change void CFuncTrackChange::__MAKE_VHOOK(UpdateAutoTargets)(int toggleState) { if (!m_trackTop || !m_trackBottom) return; if (toggleState == TS_AT_TOP) m_trackTop->pev->spawnflags &= ~SF_PATH_DISABLED; else m_trackTop->pev->spawnflags |= SF_PATH_DISABLED; if (toggleState == TS_AT_BOTTOM) m_trackBottom->pev->spawnflags &= ~SF_PATH_DISABLED; else m_trackBottom->pev->spawnflags |= SF_PATH_DISABLED; } void CFuncTrackChange::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (m_toggle_state != TS_AT_TOP && m_toggle_state != TS_AT_BOTTOM) return; // If train is in "safe" area, but not on the elevator, play alarm sound switch (m_toggle_state) { case TS_AT_TOP: m_code = EvaluateTrain(m_trackTop); break; case TS_AT_BOTTOM: m_code = EvaluateTrain(m_trackBottom); break; default: m_code = TRAIN_BLOCKING; break; } if (m_code == TRAIN_BLOCKING) { // Play alarm and return EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/button11.wav", VOL_NORM, ATTN_NORM); return; } // Otherwise, it's safe to move // If at top, go down // at bottom, go up DisableUse(); if (m_toggle_state == TS_AT_TOP) GoDown(); else GoUp(); } // Platform has hit bottom. Stops and waits forever. void CFuncTrackChange::__MAKE_VHOOK(HitBottom)() { CFuncPlatRot::HitBottom(); if (m_code == TRAIN_FOLLOWING) { //UpdateTrain(); m_train->SetTrack(m_trackBottom); } SetThink(NULL); pev->nextthink = -1; UpdateAutoTargets(m_toggle_state); EnableUse(); } // Platform has hit bottom. Stops and waits forever. void CFuncTrackChange::__MAKE_VHOOK(HitTop)() { CFuncPlatRot::HitTop(); if (m_code == TRAIN_FOLLOWING) { //UpdateTrain(); m_train->SetTrack(m_trackTop); } // Don't let the plat go back down SetThink(NULL); pev->nextthink = -1; UpdateAutoTargets(m_toggle_state); EnableUse(); } LINK_ENTITY_TO_CLASS(func_trackautochange, CFuncTrackAuto); // Auto track change void CFuncTrackAuto::__MAKE_VHOOK(UpdateAutoTargets)(int toggleState) { CPathTrack *pTarget, *pNextTarget; if (!m_trackTop || !m_trackBottom) return; if (m_targetState == TS_AT_TOP) { pTarget = m_trackTop->GetNext(); pNextTarget = m_trackBottom->GetNext(); } else { pTarget = m_trackBottom->GetNext(); pNextTarget = m_trackTop->GetNext(); } if (pTarget != NULL) { pTarget->pev->spawnflags &= ~SF_PATH_DISABLED; if (m_code == TRAIN_FOLLOWING && m_train && m_train->pev->speed == 0) { m_train->Use(this, this, USE_ON, 0); } } if (pNextTarget != NULL) { pNextTarget->pev->spawnflags |= SF_PATH_DISABLED; } } void CFuncTrackAuto::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { CPathTrack *pTarget; if (!UseEnabled()) return; switch (m_toggle_state) { case TS_AT_TOP: pTarget = m_trackTop; break; case TS_AT_BOTTOM: pTarget = m_trackBottom; break; default: pTarget = NULL; break; } if (FClassnameIs(pActivator->pev, "func_tracktrain")) { m_code = EvaluateTrain(pTarget); // Safe to fire? if (m_code == TRAIN_FOLLOWING && m_toggle_state != m_targetState) { DisableUse(); if (m_toggle_state == TS_AT_TOP) GoDown(); else GoUp(); } } else { if (pTarget != NULL) { pTarget = pTarget->GetNext(); } if (pTarget != NULL && m_train->m_ppath != pTarget && ShouldToggle(useType, m_targetState)) { if (m_targetState == TS_AT_TOP) m_targetState = TS_AT_BOTTOM; else m_targetState = TS_AT_TOP; } UpdateAutoTargets(m_targetState); } } LINK_ENTITY_TO_CLASS(func_guntarget, CGunTarget); IMPLEMENT_SAVERESTORE(CGunTarget, CBaseMonster); void CGunTarget::__MAKE_VHOOK(Spawn)() { pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; UTIL_SetOrigin(pev, pev->origin); SET_MODEL(ENT(pev), STRING(pev->model)); if (pev->speed == 0) { pev->speed = 100; } // Don't take damage until "on" pev->takedamage = DAMAGE_NO; pev->flags |= FL_MONSTER; m_on = FALSE; pev->max_health = pev->health; if (pev->spawnflags & FGUNTARGET_START_ON) { SetThink(&CGunTarget::Start); pev->nextthink = pev->ltime + 0.3f; } } void CGunTarget::__MAKE_VHOOK(Activate)() { CBaseEntity *pTarg; // now find our next target pTarg = GetNextTarget(); if (pTarg != NULL) { m_hTargetEnt = pTarg; UTIL_SetOrigin(pev, pTarg->pev->origin - (pev->mins + pev->maxs) * 0.5f); } } void CGunTarget::Start() { Use(this, this, USE_ON, 0); } void CGunTarget::Next() { SetThink(NULL); m_hTargetEnt = GetNextTarget(); CBaseEntity *pTarget = m_hTargetEnt; if (!pTarget) { Stop(); return; } SetMoveDone(&CGunTarget::Wait); LinearMove(pTarget->pev->origin - (pev->mins + pev->maxs) * 0.5, pev->speed); } void CGunTarget::Wait() { CBaseEntity *pTarget = m_hTargetEnt; if (!pTarget) { Stop(); return; } // Fire the pass target if there is one if (pTarget->pev->message) { FireTargets(STRING(pTarget->pev->message), this, this, USE_TOGGLE, 0); if (pTarget->pev->spawnflags & SF_CORNER_FIREONCE) { pTarget->pev->message = 0; } } m_flWait = pTarget->GetDelay(); pev->target = pTarget->pev->target; SetThink(&CGunTarget::Next); if (m_flWait != 0) { // -1 wait will wait forever! pev->nextthink = pev->ltime + m_flWait; } else { // do it RIGHT now! Next(); } } void CGunTarget::Stop() { pev->velocity = g_vecZero; pev->nextthink = 0; pev->takedamage = DAMAGE_NO; } int CGunTarget::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { if (pev->health > 0) { pev->health -= flDamage; if (pev->health <= 0) { pev->health = 0; Stop(); if (!FStringNull(pev->message)) { FireTargets(STRING(pev->message), this, this, USE_TOGGLE, 0); } } } return 0; } void CGunTarget::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (!ShouldToggle(useType, m_on)) return; if (m_on) { Stop(); } else { pev->takedamage = DAMAGE_AIM; m_hTargetEnt = GetNextTarget(); if (m_hTargetEnt == NULL) return; pev->health = pev->max_health; Next(); } }