Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
train.qc
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1#include "train.qh"
4void train_next(entity this);
5#ifdef SVQC
6void train_use(entity this, entity actor, entity trigger);
7#endif
8void train_wait(entity this)
9{
11 this.enemy = NULL;
12
13 // if turning is enabled, the train will turn toward the next point while waiting
15 {
16 entity targ, cp;
17 vector ang;
18 targ = this.future_target;
19 if((this.spawnflags & TRAIN_CURVE) && targ.curvetarget)
20 cp = find(NULL, targetname, targ.curvetarget);
21 else
22 cp = NULL;
23
24 if(cp) // bezier curves movement
25 ang = cp.origin - (this.origin - this.view_ofs); // use the origin of the control point of the next path_corner
26 else // linear movement
27 ang = targ.origin - (this.origin - this.view_ofs); // use the origin of the next path_corner
29 ang_x = -ang_x; // flip up / down orientation
30
31 if(this.wait > 0) // slow turning
33 else // instant turning
34 SUB_CalcAngleMove(this, ang, TSPEED_TIME, 0.0000001, train_wait);
35 this.train_wait_turning = true;
36 return;
37 }
38
39#ifdef SVQC
40 if(this.noise != "")
41 stopsoundto(MSG_BROADCAST, this, CH_TRIGGER_SINGLE); // send this as unreliable only, as the train will resume operation shortly anyway
42#endif
43
44#ifdef SVQC
45 entity tg = this.future_target;
46 if(tg.spawnflags & TRAIN_NEEDACTIVATION)
47 {
48 this.use = train_use;
49 setthink(this, func_null);
50 this.nextthink = 0;
51 }
52 else
53#endif
54 if(this.wait < 0 || this.train_wait_turning) // no waiting or we already waited while turning
55 {
56 this.train_wait_turning = false;
57 train_next(this);
58 }
59 else
60 {
61 setthink(this, train_next);
62 this.nextthink = this.ltime + this.wait;
63 }
64}
65
67{
68 if(this.target_random)
69 {
71 for(entity t = NULL; (t = find(t, targetname, this.target));)
72 {
74 }
76 }
77 else
78 {
79 return find(NULL, targetname, this.target);
80 }
81}
82
84{
85 entity targ = NULL, cp = NULL;
86 vector cp_org = '0 0 0';
87
88 targ = this.future_target;
89
90 this.target = targ.target;
91 this.target_random = targ.target_random;
92 this.future_target = train_next_find(targ);
93
94 if (this.spawnflags & TRAIN_CURVE)
95 {
96 if(targ.curvetarget)
97 {
98 cp = find(NULL, targetname, targ.curvetarget); // get its second target (the control point)
99 cp_org = cp.origin - this.view_ofs; // no control point found, assume a straight line to the destination
100 }
101 }
102 if (this.target == "")
103 objerror(this, "train_next: no next target");
104 this.wait = targ.wait;
105 if (!this.wait)
106 this.wait = 0.1;
107
108 if(targ.platmovetype)
109 {
110 // this path_corner contains a movetype overrider, apply it
111 this.platmovetype_start = targ.platmovetype_start;
112 this.platmovetype_end = targ.platmovetype_end;
113 }
114 else
115 {
116 // this path_corner doesn't contain a movetype overrider, use the train's defaults
119 }
120
121 if (targ.speed)
122 {
123 if (cp)
124 SUB_CalcMove_Bezier(this, cp_org, targ.origin - this.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
125 else
126 SUB_CalcMove(this, targ.origin - this.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
127 }
128 else
129 {
130 if (cp)
131 SUB_CalcMove_Bezier(this, cp_org, targ.origin - this.view_ofs, TSPEED_LINEAR, this.speed, train_wait);
132 else
133 SUB_CalcMove(this, targ.origin - this.view_ofs, TSPEED_LINEAR, this.speed, train_wait);
134 }
135
136 if(this.noise != "")
138}
139
140REGISTER_NET_LINKED(ENT_CLIENT_TRAIN)
141
142#ifdef SVQC
143float train_send(entity this, entity to, float sf)
144{
145 WriteHeader(MSG_ENTITY, ENT_CLIENT_TRAIN);
147
148 if(sf & SF_TRIGGER_INIT)
149 {
153
155
156 trigger_common_write(this, true);
157
159
160 WriteVector(MSG_ENTITY, this.pos1);
161 WriteVector(MSG_ENTITY, this.pos2);
162
163 WriteVector(MSG_ENTITY, this.size);
164
165 WriteVector(MSG_ENTITY, this.view_ofs);
166
167 WriteAngleVector(MSG_ENTITY, this.mangle);
168
171 WriteByte(MSG_ENTITY, this.lip);
174
177 }
178
179 if(sf & SF_TRIGGER_RESET)
180 {
181 // used on client
182 }
183
184 return true;
185}
186
188{
189 //Net_LinkEntity(this, 0, false, train_send);
190}
191
192void train_use(entity this, entity actor, entity trigger)
193{
194 this.nextthink = this.ltime + 1;
195 setthink(this, train_next);
196 this.use = func_null; // not again, next target can set it again if needed
197 if(trigger.target2 && trigger.target2 != "")
198 this.future_target = find(NULL, targetname, trigger.target2);
199}
200
202{
203 entity targ = train_next_find(this);
204 this.target = targ.target;
205 this.target_random = targ.target_random;
206 // save the future target for later
207 this.future_target = train_next_find(targ);
208 if (this.target == "")
209 objerror(this, "func_train_find: no next target");
210 setorigin(this, targ.origin - this.view_ofs);
211
212 if(!(this.spawnflags & TRAIN_NEEDACTIVATION))
213 {
214 this.nextthink = this.ltime + 1;
215 setthink(this, train_next);
216 }
217
218 train_link(this);
219}
220
221#endif
222
223/*QUAKED spawnfunc_func_train (0 .5 .8) ?
224Ridable platform, targets spawnfunc_path_corner path to follow.
225speed : speed the train moves (can be overridden by each spawnfunc_path_corner)
226target : targetname of first spawnfunc_path_corner (starts here)
227*/
228#ifdef SVQC
229spawnfunc(func_train)
230{
231 if (this.noise != "")
232 precache_sound(this.noise);
233
234 if (this.target == "")
235 objerror(this, "func_train without a target");
236 if (!this.speed)
237 this.speed = 100;
238
239 if (!InitMovingBrushTrigger(this))
240 return;
241 this.effects |= EF_LOWPRECISION;
242
244 this.use = train_use;
245
246 if (this.spawnflags & TRAIN_TURN)
247 {
248 this.platmovetype_turn = true;
249 this.view_ofs = '0 0 0'; // don't offset a rotating train, origin works differently now
250 }
251 else
252 this.view_ofs = this.mins;
253
254 // wait for targets to spawn
256
258 if(this.dmg && (this.message == ""))
259 this.message = " was squished";
260 if(this.dmg && (this.message2 == ""))
261 this.message2 = "was squished by";
262 if(this.dmg && (!this.dmgtime))
263 this.dmgtime = 0.25;
264 this.dmgtime2 = time;
265
266 if(!set_platmovetype(this, this.platmovetype))
267 return;
270
271 // TODO make a reset function for this one
272}
273#elif defined(CSQC)
274void train_draw(entity this)
275{
276 //Movetype_Physics_NoMatchServer();
278}
279
280NET_HANDLE(ENT_CLIENT_TRAIN, bool isnew)
281{
282 float sf = ReadByte();
283
284 if(sf & SF_TRIGGER_INIT)
285 {
288 this.spawnflags = ReadByte();
289
290 this.model = strzone(ReadString());
291 _setmodel(this, this.model);
292
293 trigger_common_read(this, true);
294
296
297 this.pos1 = ReadVector();
298 this.pos2 = ReadVector();
299
300 this.size = ReadVector();
301
302 this.view_ofs = ReadVector();
303
304 this.mangle = ReadAngleVector();
305
306 this.speed = ReadShort();
307 this.height = ReadShort();
308 this.lip = ReadByte();
309 this.state = ReadByte();
310 this.wait = ReadByte();
311
312 this.dmg = ReadShort();
313 this.dmgtime = ReadByte();
314
315 this.classname = "func_train";
316 this.solid = SOLID_BSP;
318 this.drawmask = MASK_NORMAL;
319 this.draw = train_draw;
320 if (isnew) IL_PUSH(g_drawables, this);
321 this.entremove = trigger_remove_generic;
322
323 if(set_platmovetype(this, this.platmovetype))
324 {
327 }
328
329 // everything is set up by the time the train is linked, we shouldn't need this
330 //func_train_find();
331
332 // but we will need these
333 train_next(this);
334
336 this.move_time = time;
337 }
338
339 if(sf & SF_TRIGGER_RESET)
340 {
341 // TODO: make a reset function for trains
342 }
343
344 return true;
345}
346
347#endif
float height
Definition bobbing.qc:3
float dmg
Definition breakable.qc:12
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define ReadString
string message
Definition powerups.qc:19
float wait
Definition items.qc:17
IntrusiveList g_drawables
Definition main.qh:91
int spawnflags
Definition ammo.qh:15
const int INITPRIO_FINDTARGET
Definition constants.qh:96
string classname
float drawmask
const float MASK_NORMAL
vector mins
float effects
float time
vector size
float nextthink
vector origin
const float SOLID_BSP
#define use
int state
const int SF_TRIGGER_RESET
Definition defs.qh:24
const int SF_TRIGGER_INIT
Definition defs.qh:22
float EF_LOWPRECISION
float speed
Definition dynlight.qc:9
model
Definition ent_cs.qc:139
solid
Definition ent_cs.qc:165
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
void SUB_UseTargets(entity this, entity actor, entity trigger)
Definition triggers.qc:344
#define NET_HANDLE(id, param)
Definition net.qh:15
const int MSG_ENTITY
Definition net.qh:115
#define ReadVector()
Definition net.qh:367
#define ReadAngleVector()
Definition net.qh:369
#define WriteHeader(to, id)
Definition net.qh:221
#define REGISTER_NET_LINKED(id)
Definition net.qh:55
int ReadByte()
void WriteString(string data, float dest, float desto)
entity find(entity start,.string field, string match)
void WriteShort(float data, float dest, float desto)
vector vectoangles(vector v)
string precache_sound(string sample)
void WriteByte(float data, float dest, float desto)
string strzone(string s)
float MSG_BROADCAST
Definition menudefs.qc:55
void Movetype_Physics_MatchServer(entity this, bool sloppy)
Definition movetypes.qc:817
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_PUSH
Definition movetypes.qh:136
float move_time
Definition movetypes.qh:77
float ltime
Definition net.qc:10
var void func_null()
float platmovetype_end_default
Definition platforms.qc:208
void generic_plat_blocked(entity this, entity blocker)
Definition platforms.qc:3
bool set_platmovetype(entity e, string s)
Definition platforms.qc:209
float platmovetype_start_default
Definition platforms.qc:208
float dmgtime
Definition platforms.qh:7
float dmgtime2
Definition platforms.qh:8
#define NULL
Definition post.qh:14
#define objerror
Definition pre.qh:8
vector view_ofs
Definition progsdefs.qc:151
bool autocvar_cl_projectiles_sloppy
Definition projectile.qh:5
ERASEABLE void RandomSelection_Init()
Definition random.qc:4
#define RandomSelection_AddEnt(e, weight, priority)
Definition random.qh:14
entity RandomSelection_chosen_ent
Definition random.qh:5
#define setthink(e, f)
vector
Definition self.qh:92
vector vector ang
Definition self.qh:92
#define setblocked(e, f)
const int CH_TRIGGER_SINGLE
Definition sound.qh:13
const float VOL_BASE
Definition sound.qh:36
#define _sound(e, c, s, v, a)
Definition sound.qh:43
const float ATTEN_IDLE
Definition sound.qh:32
void stopsoundto(int _dest, entity e, int chan)
Definition all.qc:84
#define spawnfunc(id)
Definition spawnfunc.qh:96
bool InitMovingBrushTrigger(entity this)
Definition subs.qc:577
void SUB_CalcAngleMove(entity this, vector destangle, float tspeedtype, float tspeed, void(entity this) func)
Definition subs.qc:347
float platmovetype_turn
Definition subs.qc:113
void SUB_CalcMove(entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func)
Definition subs.qc:267
void SUB_CalcMove_Bezier(entity this, vector tcontrol, vector tdest, float tspeedtype, float tspeed, void(entity this) func)
Definition subs.qc:204
string noise
Definition subs.qh:83
float platmovetype_start
Definition subs.qh:44
vector pos2
Definition subs.qh:50
vector mangle
Definition subs.qh:51
string curvetarget
Definition subs.qh:56
float lip
Definition subs.qh:40
float platmovetype_end
Definition subs.qh:44
vector pos1
Definition subs.qh:50
const int TSPEED_TIME
Definition subs.qh:70
const int TSPEED_LINEAR
Definition subs.qh:71
float target_random
Definition subs.qh:57
string platmovetype
Definition subs.qh:43
entity enemy
Definition sv_ctf.qh:153
float train_send(entity this, entity to, float sf)
Definition train.qc:143
void train_use(entity this, entity actor, entity trigger)
Definition train.qc:192
entity train_next_find(entity this)
Definition train.qc:66
float train_wait_turning
Definition train.qc:2
void train_wait(entity this)
Definition train.qc:8
entity future_target
Definition train.qc:3
void train_next(entity this)
Definition train.qc:83
void train_link(entity this)
Definition train.qc:187
void func_train_find(entity this)
Definition train.qc:201
const int TRAIN_CURVE
Definition train.qh:4
const int TRAIN_TURN
Definition train.qh:5
const int TRAIN_NEEDACTIVATION
Definition train.qh:6
void trigger_common_write(entity this, bool withtarget)
Definition triggers.qc:110
void trigger_remove_generic(entity this)
string message2
Definition triggers.qh:19
string targetname
Definition triggers.qh:56
void trigger_common_read(entity this, bool withtarget)
string target
Definition triggers.qh:55
void InitializeEntity(entity e, void(entity this) func, int order)
Definition world.qc:2209