#include "train.qh" .float train_wait_turning; .entity future_target; void train_next(entity this); #ifdef SVQC void train_use(entity this, entity actor, entity trigger); #endif void train_wait(entity this) { SUB_UseTargets(this.enemy, NULL, NULL); this.enemy = NULL; // if turning is enabled, the train will turn toward the next point while waiting if(this.platmovetype_turn && !this.train_wait_turning) { entity targ, cp; vector ang; targ = this.future_target; if((this.spawnflags & 1) && targ.curvetarget) cp = find(NULL, targetname, targ.curvetarget); else cp = NULL; if(cp) // bezier curves movement ang = cp.origin - (this.origin - this.view_ofs); // use the origin of the control point of the next path_corner else // linear movement ang = targ.origin - (this.origin - this.view_ofs); // use the origin of the next path_corner ang = vectoangles(ang); ang_x = -ang_x; // flip up / down orientation if(this.wait > 0) // slow turning SUB_CalcAngleMove(this, ang, TSPEED_TIME, this.ltime - time + this.wait, train_wait); else // instant turning SUB_CalcAngleMove(this, ang, TSPEED_TIME, 0.0000001, train_wait); this.train_wait_turning = true; return; } #ifdef SVQC if(this.noise != "") stopsoundto(MSG_BROADCAST, this, CH_TRIGGER_SINGLE); // send this as unreliable only, as the train will resume operation shortly anyway #endif #ifdef SVQC entity tg = this.future_target; if(tg.spawnflags & 4) { this.use = train_use; setthink(this, func_null); this.nextthink = 0; } else #endif if(this.wait < 0 || this.train_wait_turning) // no waiting or we already waited while turning { this.train_wait_turning = false; train_next(this); } else { setthink(this, train_next); this.nextthink = this.ltime + this.wait; } } entity train_next_find(entity this) { if(this.target_random) { RandomSelection_Init(); for(entity t = NULL; (t = find(t, targetname, this.target));) { RandomSelection_AddEnt(t, 1, 0); } return RandomSelection_chosen_ent; } else { return find(NULL, targetname, this.target); } } void train_next(entity this) { entity targ = NULL, cp = NULL; vector cp_org = '0 0 0'; targ = this.future_target; this.target = targ.target; this.target_random = targ.target_random; this.future_target = train_next_find(targ); if (this.spawnflags & 1) { if(targ.curvetarget) { cp = find(NULL, targetname, targ.curvetarget); // get its second target (the control point) cp_org = cp.origin - this.view_ofs; // no control point found, assume a straight line to the destination } } if (this.target == "") objerror(this, "train_next: no next target"); this.wait = targ.wait; if (!this.wait) this.wait = 0.1; if(targ.platmovetype) { // this path_corner contains a movetype overrider, apply it this.platmovetype_start = targ.platmovetype_start; this.platmovetype_end = targ.platmovetype_end; } else { // this path_corner doesn't contain a movetype overrider, use the train's defaults this.platmovetype_start = this.platmovetype_start_default; this.platmovetype_end = this.platmovetype_end_default; } if (targ.speed) { if (cp) SUB_CalcMove_Bezier(this, cp_org, targ.origin - this.view_ofs, TSPEED_LINEAR, targ.speed, train_wait); else SUB_CalcMove(this, targ.origin - this.view_ofs, TSPEED_LINEAR, targ.speed, train_wait); } else { if (cp) SUB_CalcMove_Bezier(this, cp_org, targ.origin - this.view_ofs, TSPEED_LINEAR, this.speed, train_wait); else SUB_CalcMove(this, targ.origin - this.view_ofs, TSPEED_LINEAR, this.speed, train_wait); } if(this.noise != "") _sound(this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE); } REGISTER_NET_LINKED(ENT_CLIENT_TRAIN) #ifdef SVQC float train_send(entity this, entity to, float sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_TRAIN); WriteByte(MSG_ENTITY, sf); if(sf & SF_TRIGGER_INIT) { WriteString(MSG_ENTITY, this.platmovetype); WriteByte(MSG_ENTITY, this.platmovetype_turn); WriteByte(MSG_ENTITY, this.spawnflags); WriteString(MSG_ENTITY, this.model); trigger_common_write(this, true); WriteString(MSG_ENTITY, this.curvetarget); WriteCoord(MSG_ENTITY, this.pos1_x); WriteCoord(MSG_ENTITY, this.pos1_y); WriteCoord(MSG_ENTITY, this.pos1_z); WriteCoord(MSG_ENTITY, this.pos2_x); WriteCoord(MSG_ENTITY, this.pos2_y); WriteCoord(MSG_ENTITY, this.pos2_z); WriteCoord(MSG_ENTITY, this.size_x); WriteCoord(MSG_ENTITY, this.size_y); WriteCoord(MSG_ENTITY, this.size_z); WriteCoord(MSG_ENTITY, this.view_ofs_x); WriteCoord(MSG_ENTITY, this.view_ofs_y); WriteCoord(MSG_ENTITY, this.view_ofs_z); WriteAngle(MSG_ENTITY, this.mangle_x); WriteAngle(MSG_ENTITY, this.mangle_y); WriteAngle(MSG_ENTITY, this.mangle_z); WriteShort(MSG_ENTITY, this.speed); WriteShort(MSG_ENTITY, this.height); WriteByte(MSG_ENTITY, this.lip); WriteByte(MSG_ENTITY, this.state); WriteByte(MSG_ENTITY, this.wait); WriteShort(MSG_ENTITY, this.dmg); WriteByte(MSG_ENTITY, this.dmgtime); } if(sf & SF_TRIGGER_RESET) { // used on client } return true; } void train_link(entity this) { //Net_LinkEntity(this, 0, false, train_send); } void train_use(entity this, entity actor, entity trigger) { this.nextthink = this.ltime + 1; setthink(this, train_next); this.use = func_null; // not again if(trigger.target2 && trigger.target2 != "") this.future_target = find(NULL, targetname, trigger.target2); } void func_train_find(entity this) { entity targ = train_next_find(this); this.target = targ.target; this.target_random = targ.target_random; // save the future target for later this.future_target = train_next_find(targ); if (this.target == "") objerror(this, "func_train_find: no next target"); setorigin(this, targ.origin - this.view_ofs); if(!(this.spawnflags & 4)) { this.nextthink = this.ltime + 1; setthink(this, train_next); } train_link(this); } #endif /*QUAKED spawnfunc_func_train (0 .5 .8) ? Ridable platform, targets spawnfunc_path_corner path to follow. speed : speed the train moves (can be overridden by each spawnfunc_path_corner) target : targetname of first spawnfunc_path_corner (starts here) */ #ifdef SVQC spawnfunc(func_train) { if (this.noise != "") precache_sound(this.noise); if (this.target == "") objerror(this, "func_train without a target"); if (!this.speed) this.speed = 100; if (!InitMovingBrushTrigger(this)) return; this.effects |= EF_LOWPRECISION; if(this.spawnflags & 4) this.use = train_use; if (this.spawnflags & 2) { this.platmovetype_turn = true; this.view_ofs = '0 0 0'; // don't offset a rotating train, origin works differently now } else this.view_ofs = this.mins; // wait for targets to spawn InitializeEntity(this, func_train_find, INITPRIO_FINDTARGET); setblocked(this, generic_plat_blocked); if(this.dmg && (this.message == "")) this.message = " was squished"; if(this.dmg && (this.message2 == "")) this.message2 = "was squished by"; if(this.dmg && (!this.dmgtime)) this.dmgtime = 0.25; this.dmgtime2 = time; if(!set_platmovetype(this, this.platmovetype)) return; this.platmovetype_start_default = this.platmovetype_start; this.platmovetype_end_default = this.platmovetype_end; // TODO make a reset function for this one } #elif defined(CSQC) void train_draw(entity this) { //Movetype_Physics_NoMatchServer(); Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy); } NET_HANDLE(ENT_CLIENT_TRAIN, bool isnew) { float sf = ReadByte(); if(sf & SF_TRIGGER_INIT) { this.platmovetype = strzone(ReadString()); this.platmovetype_turn = ReadByte(); this.spawnflags = ReadByte(); this.model = strzone(ReadString()); _setmodel(this, this.model); trigger_common_read(this, true); this.curvetarget = strzone(ReadString()); this.pos1_x = ReadCoord(); this.pos1_y = ReadCoord(); this.pos1_z = ReadCoord(); this.pos2_x = ReadCoord(); this.pos2_y = ReadCoord(); this.pos2_z = ReadCoord(); this.size_x = ReadCoord(); this.size_y = ReadCoord(); this.size_z = ReadCoord(); this.view_ofs_x = ReadCoord(); this.view_ofs_y = ReadCoord(); this.view_ofs_z = ReadCoord(); this.mangle_x = ReadAngle(); this.mangle_y = ReadAngle(); this.mangle_z = ReadAngle(); this.speed = ReadShort(); this.height = ReadShort(); this.lip = ReadByte(); this.state = ReadByte(); this.wait = ReadByte(); this.dmg = ReadShort(); this.dmgtime = ReadByte(); this.classname = "func_train"; this.solid = SOLID_BSP; set_movetype(this, MOVETYPE_PUSH); this.drawmask = MASK_NORMAL; this.draw = train_draw; if (isnew) IL_PUSH(g_drawables, this); this.entremove = trigger_remove_generic; if(set_platmovetype(this, this.platmovetype)) { this.platmovetype_start_default = this.platmovetype_start; this.platmovetype_end_default = this.platmovetype_end; } // everything is set up by the time the train is linked, we shouldn't need this //func_train_find(); // but we will need these train_next(this); set_movetype(this, MOVETYPE_PUSH); this.move_time = time; } if(sf & SF_TRIGGER_RESET) { // TODO: make a reset function for trains } return true; } #endif