+#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);
{
entity targ, cp;
vector ang;
- targ = find(NULL, targetname, this.target);
- if((this.spawnflags & 1) && targ.curvetarget)
+ targ = this.future_target;
+ if((this.spawnflags & TRAIN_CURVE) && targ.curvetarget)
cp = find(NULL, targetname, targ.curvetarget);
else
cp = NULL;
ang_x = -ang_x; // flip up / down orientation
if(this.wait > 0) // slow turning
- SUB_CalcAngleMove(this, ang, TSPEED_TIME, this.SUB_LTIME - time + this.wait, train_wait);
+ 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;
#endif
#ifdef SVQC
- entity tg = find(NULL, targetname, this.target);
- if(tg.spawnflags & 4)
+ entity tg = this.future_target;
+ if(tg.spawnflags & TRAIN_NEEDACTIVATION)
{
this.use = train_use;
- SUB_THINK(this, func_null);
- this.SUB_NEXTTHINK = 0;
+ setthink(this, func_null);
+ this.nextthink = 0;
}
else
#endif
}
else
{
- SUB_THINK(this, train_next);
- this.SUB_NEXTTHINK = this.SUB_LTIME + this.wait;
+ 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, cp = NULL;
+ entity targ = NULL, cp = NULL;
vector cp_org = '0 0 0';
- targ = find(NULL, targetname, this.target);
+ targ = this.future_target;
+
this.target = targ.target;
- if (this.spawnflags & 1)
+ this.target_random = targ.target_random;
+ this.future_target = train_next_find(targ);
+
+ if (this.spawnflags & TRAIN_CURVE)
{
if(targ.curvetarget)
{
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);
+ WriteVector(MSG_ENTITY, this.pos1);
+ WriteVector(MSG_ENTITY, this.pos2);
- WriteCoord(MSG_ENTITY, this.size_x);
- WriteCoord(MSG_ENTITY, this.size_y);
- WriteCoord(MSG_ENTITY, this.size_z);
+ WriteVector(MSG_ENTITY, this.size);
- WriteCoord(MSG_ENTITY, this.view_ofs_x);
- WriteCoord(MSG_ENTITY, this.view_ofs_y);
- WriteCoord(MSG_ENTITY, this.view_ofs_z);
+ WriteVector(MSG_ENTITY, this.view_ofs);
WriteAngle(MSG_ENTITY, this.mangle_x);
WriteAngle(MSG_ENTITY, this.mangle_y);
void train_use(entity this, entity actor, entity trigger)
{
- this.SUB_NEXTTHINK = this.SUB_LTIME + 1;
- SUB_THINK(this, train_next);
- this.use = func_null; // not again
+ this.nextthink = this.ltime + 1;
+ setthink(this, train_next);
+ this.use = func_null; // not again, next target can set it again if needed
+ if(trigger.target2 && trigger.target2 != "")
+ this.future_target = find(NULL, targetname, trigger.target2);
}
void func_train_find(entity this)
{
- entity targ;
- targ = find(NULL, targetname, this.target);
+ 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");
- SUB_SETORIGIN(this, targ.origin - this.view_ofs);
+ setorigin(this, targ.origin - this.view_ofs);
- if(!(this.spawnflags & 4))
+ if(!(this.spawnflags & TRAIN_NEEDACTIVATION))
{
- this.SUB_NEXTTHINK = this.SUB_LTIME + 1;
- SUB_THINK(this, train_next);
+ this.nextthink = this.ltime + 1;
+ setthink(this, train_next);
}
train_link(this);
return;
this.effects |= EF_LOWPRECISION;
- if(this.spawnflags & 4)
+ if(this.spawnflags & TRAIN_NEEDACTIVATION)
this.use = train_use;
- if (this.spawnflags & 2)
+ if (this.spawnflags & TRAIN_TURN)
{
this.platmovetype_turn = true;
this.view_ofs = '0 0 0'; // don't offset a rotating train, origin works differently now
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.pos1 = ReadVector();
+ this.pos2 = ReadVector();
- this.size_x = ReadCoord();
- this.size_y = ReadCoord();
- this.size_z = ReadCoord();
+ this.size = ReadVector();
- this.view_ofs_x = ReadCoord();
- this.view_ofs_y = ReadCoord();
- this.view_ofs_z = ReadCoord();
+ this.view_ofs = ReadVector();
this.mangle_x = ReadAngle();
this.mangle_y = ReadAngle();
this.classname = "func_train";
this.solid = SOLID_BSP;
- this.movetype = MOVETYPE_PUSH;
+ 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))
//func_train_find();
// but we will need these
- //this.move_nextthink = this.move_ltime + 0.1;
- //this.move_think = train_next;
train_next(this);
- this.move_movetype = MOVETYPE_PUSH;
- this.move_origin = this.origin;
- this.move_angles = this.angles;
+ set_movetype(this, MOVETYPE_PUSH);
this.move_time = time;
}