--- /dev/null
+#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 & TRAIN_CURVE) && 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 & TRAIN_NEEDACTIVATION)
+ {
+ 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 & TRAIN_CURVE)
+ {
+ 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);
+
+ WriteVector(MSG_ENTITY, this.pos1);
+ WriteVector(MSG_ENTITY, this.pos2);
+
+ WriteVector(MSG_ENTITY, this.size);
+
+ WriteVector(MSG_ENTITY, this.view_ofs);
+
+ 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, 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 = 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 & TRAIN_NEEDACTIVATION))
+ {
+ 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 & TRAIN_NEEDACTIVATION)
+ this.use = train_use;
+
+ 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
+ }
+ 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 = ReadVector();
+ this.pos2 = ReadVector();
+
+ this.size = ReadVector();
+
+ this.view_ofs = ReadVector();
+
+ 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