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#include <u.h>#include <libc.h>#include <stdio.h>#include "../dat.h"#include "../fns.h" /*=========================================================   PLATS   movement options:   linear  smooth start, hard stop  smooth start, smooth stop   start  end  acceleration  speed  deceleration  begin sound  end sound  target fired when reaching end  wait at end   object characteristics that use move segments  ---------------------------------------------  movetype_push, or movetype_stop  action when touched  action when blocked  action when used	disabled?  auto trigger spawning  =========================================================*/ #define PLAT_LOW_TRIGGER	1 #define	STATE_TOP			0#define	STATE_BOTTOM		1#define STATE_UP			2#define STATE_DOWN			3 #define DOOR_START_OPEN		1#define DOOR_REVERSE		2#define DOOR_CRUSHER		4#define DOOR_NOMONSTER		8#define DOOR_TOGGLE			32#define DOOR_X_AXIS			64#define DOOR_Y_AXIS			128  //// Support routines for movement (changes in origin using velocity)// void Move_Done (edict_t *ent){	VectorClear (ent->velocity);	ent->moveinfo.endfunc (ent);} void Move_Final (edict_t *ent){	if (ent->moveinfo.remaining_distance == 0)	{		Move_Done (ent);		return;	} 	VectorScale (ent->moveinfo.dir, ent->moveinfo.remaining_distance / FRAMETIME, ent->velocity); 	ent->think = Move_Done;	ent->nextthink = level.time + FRAMETIME;} void Move_Begin (edict_t *ent){	float	frames; 	if ((ent->moveinfo.speed * FRAMETIME) >= ent->moveinfo.remaining_distance)	{		Move_Final (ent);		return;	}	VectorScale (ent->moveinfo.dir, ent->moveinfo.speed, ent->velocity);	frames = floor((ent->moveinfo.remaining_distance / ent->moveinfo.speed) / FRAMETIME);	ent->moveinfo.remaining_distance -= frames * ent->moveinfo.speed * FRAMETIME;	ent->nextthink = level.time + (frames * FRAMETIME);	ent->think = Move_Final;} void Think_AccelMove (edict_t *ent); void Move_Calc (edict_t *ent, vec3_t dest, void(*func)(edict_t*)){	VectorClear (ent->velocity);	VectorSubtract (dest, ent->s.origin, ent->moveinfo.dir);	ent->moveinfo.remaining_distance = VectorNormalize (ent->moveinfo.dir);	ent->moveinfo.endfunc = func; 	if (ent->moveinfo.speed == ent->moveinfo.accel && ent->moveinfo.speed == ent->moveinfo.decel)	{		if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))		{			Move_Begin (ent);		}		else		{			ent->nextthink = level.time + FRAMETIME;			ent->think = Move_Begin;		}	}	else	{		// accelerative		ent->moveinfo.current_speed = 0;		ent->think = Think_AccelMove;		ent->nextthink = level.time + FRAMETIME;	}}  //// Support routines for angular movement (changes in angle using avelocity)// void AngleMove_Done (edict_t *ent){	VectorClear (ent->avelocity);	ent->moveinfo.endfunc (ent);} void AngleMove_Final (edict_t *ent){	vec3_t	move; 	if (ent->moveinfo.state == STATE_UP)		VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, move);	else		VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, move); 	if (VectorCompare (move, vec3_origin))	{		AngleMove_Done (ent);		return;	} 	VectorScale (move, 1.0/FRAMETIME, ent->avelocity); 	ent->think = AngleMove_Done;	ent->nextthink = level.time + FRAMETIME;} void AngleMove_Begin (edict_t *ent){	vec3_t	destdelta;	float	len;	float	traveltime;	float	frames; 	// set destdelta to the vector needed to move	if (ent->moveinfo.state == STATE_UP)		VectorSubtract (ent->moveinfo.end_angles, ent->s.angles, destdelta);	else		VectorSubtract (ent->moveinfo.start_angles, ent->s.angles, destdelta);		// calculate length of vector	len = VectorLength (destdelta);		// divide by speed to get time to reach dest	traveltime = len / ent->moveinfo.speed; 	if (traveltime < FRAMETIME)	{		AngleMove_Final (ent);		return;	} 	frames = floor(traveltime / FRAMETIME); 	// scale the destdelta vector by the time spent traveling to get velocity	VectorScale (destdelta, 1.0 / traveltime, ent->avelocity); 	// set nextthink to trigger a think when dest is reached	ent->nextthink = level.time + frames * FRAMETIME;	ent->think = AngleMove_Final;} void AngleMove_Calc (edict_t *ent, void(*func)(edict_t*)){	VectorClear (ent->avelocity);	ent->moveinfo.endfunc = func;	if (level.current_entity == ((ent->flags & FL_TEAMSLAVE) ? ent->teammaster : ent))	{		AngleMove_Begin (ent);	}	else	{		ent->nextthink = level.time + FRAMETIME;		ent->think = AngleMove_Begin;	}}  /*==============Think_AccelMove The team has completed a frame of movement, sochange the speed for the next frame==============*/#define AccelerationDistance(target, rate)	(target * ((target / rate) + 1) / 2) void plat_CalcAcceleratedMove(moveinfo_t *moveinfo){	float	accel_dist;	float	decel_dist; 	moveinfo->move_speed = moveinfo->speed; 	if (moveinfo->remaining_distance < moveinfo->accel)	{		moveinfo->current_speed = moveinfo->remaining_distance;		return;	} 	accel_dist = AccelerationDistance (moveinfo->speed, moveinfo->accel);	decel_dist = AccelerationDistance (moveinfo->speed, moveinfo->decel); 	if ((moveinfo->remaining_distance - accel_dist - decel_dist) < 0)	{		float	f; 		f = (moveinfo->accel + moveinfo->decel) / (moveinfo->accel * moveinfo->decel);		moveinfo->move_speed = (-2 + sqrt(4 - 4 * f * (-2 * moveinfo->remaining_distance))) / (2 * f);		decel_dist = AccelerationDistance (moveinfo->move_speed, moveinfo->decel);	} 	moveinfo->decel_distance = decel_dist;}; void plat_Accelerate (moveinfo_t *moveinfo){	// are we decelerating?	if (moveinfo->remaining_distance <= moveinfo->decel_distance)	{		if (moveinfo->remaining_distance < moveinfo->decel_distance)		{			if (moveinfo->next_speed)			{				moveinfo->current_speed = moveinfo->next_speed;				moveinfo->next_speed = 0;				return;			}			if (moveinfo->current_speed > moveinfo->decel)				moveinfo->current_speed -= moveinfo->decel;		}		return;	} 	// are we at full speed and need to start decelerating during this move?	if (moveinfo->current_speed == moveinfo->move_speed)		if ((moveinfo->remaining_distance - moveinfo->current_speed) < moveinfo->decel_distance)		{			float	p1_distance;			float	p2_distance;			float	distance; 			p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;			p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / moveinfo->move_speed));			distance = p1_distance + p2_distance;			moveinfo->current_speed = moveinfo->move_speed;			moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);			return;		} 	// are we accelerating?	if (moveinfo->current_speed < moveinfo->speed)	{		float	old_speed;		float	p1_distance;		float	p1_speed;		float	p2_distance;		float	distance; 		old_speed = moveinfo->current_speed; 		// figure simple acceleration up to move_speed		moveinfo->current_speed += moveinfo->accel;		if (moveinfo->current_speed > moveinfo->speed)			moveinfo->current_speed = moveinfo->speed; 		// are we accelerating throughout this entire move?		if ((moveinfo->remaining_distance - moveinfo->current_speed) >= moveinfo->decel_distance)			return; 		// during this move we will accelrate from current_speed to move_speed		// and cross over the decel_distance; figure the average speed for the		// entire move		p1_distance = moveinfo->remaining_distance - moveinfo->decel_distance;		p1_speed = (old_speed + moveinfo->move_speed) / 2.0;		p2_distance = moveinfo->move_speed * (1.0 - (p1_distance / p1_speed));		distance = p1_distance + p2_distance;		moveinfo->current_speed = (p1_speed * (p1_distance / distance)) + (moveinfo->move_speed * (p2_distance / distance));		moveinfo->next_speed = moveinfo->move_speed - moveinfo->decel * (p2_distance / distance);		return;	} 	// we are at constant velocity (move_speed)	return;}; void Think_AccelMove (edict_t *ent){	ent->moveinfo.remaining_distance -= ent->moveinfo.current_speed; 	if (ent->moveinfo.current_speed == 0)		// starting or blocked		plat_CalcAcceleratedMove(&ent->moveinfo); 	plat_Accelerate (&ent->moveinfo); 	// will the entire move complete on next frame?	if (ent->moveinfo.remaining_distance <= ent->moveinfo.current_speed)	{		Move_Final (ent);		return;	} 	VectorScale (ent->moveinfo.dir, ent->moveinfo.current_speed*10, ent->velocity);	ent->nextthink = level.time + FRAMETIME;	ent->think = Think_AccelMove;}  void plat_go_down (edict_t *ent); void plat_hit_top (edict_t *ent){	if (!(ent->flags & FL_TEAMSLAVE))	{		if (ent->moveinfo.sound_end)			gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);		ent->s.sound = 0;	}	ent->moveinfo.state = STATE_TOP; 	ent->think = plat_go_down;	ent->nextthink = level.time + 3;} void plat_hit_bottom (edict_t *ent){	if (!(ent->flags & FL_TEAMSLAVE))	{		if (ent->moveinfo.sound_end)			gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_end, 1, ATTN_STATIC, 0);		ent->s.sound = 0;	}	ent->moveinfo.state = STATE_BOTTOM;} void plat_go_down (edict_t *ent){	if (!(ent->flags & FL_TEAMSLAVE))	{		if (ent->moveinfo.sound_start)			gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);		ent->s.sound = ent->moveinfo.sound_middle;	}	ent->moveinfo.state = STATE_DOWN;	Move_Calc (ent, ent->moveinfo.end_origin, plat_hit_bottom);} void plat_go_up (edict_t *ent){	if (!(ent->flags & FL_TEAMSLAVE))	{		if (ent->moveinfo.sound_start)			gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, ent->moveinfo.sound_start, 1, ATTN_STATIC, 0);		ent->s.sound = ent->moveinfo.sound_middle;	}	ent->moveinfo.state = STATE_UP;	Move_Calc (ent, ent->moveinfo.start_origin, plat_hit_top);} void plat_blocked (edict_t *self, edict_t *other){	if (!(other->svflags & SVF_MONSTER) && (!other->client) )	{		// give it a chance to go away on it's own terms (like gibs)		T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, 100000, 1, 0, MOD_CRUSH);		// if it's still there, nuke it		if (other)			BecomeExplosion1 (other);		return;	} 	T_Damage (other, self, self, vec3_origin, other->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH); 	if (self->moveinfo.state == STATE_UP)		plat_go_down (self);	else if (self->moveinfo.state == STATE_DOWN)		plat_go_up (self);}  void Use_Plat (edict_t *ent, edict_t */*other*/, edict_t */*activator*/){ 	if (ent->think)		return;		// already down	plat_go_down (ent);}  void Touch_Plat_Center (edict_t *ent, edict_t *other, cplane_t */*plane*/, csurface_t */*surf*/){	if (!other->client)		return;			if (other->health <= 0)		return; 	ent = ent->enemy;	// now point at the plat, not the trigger	if (ent->moveinfo.state == STATE_BOTTOM)		plat_go_up (ent);	else if (ent->moveinfo.state == STATE_TOP)		ent->nextthink = level.time + 1;	// the player is still on the plat, so delay going down} void plat_spawn_inside_trigger (edict_t *ent){	edict_t	*trigger;	vec3_t	tmin, tmax; //// middle trigger//		trigger = G_Spawn();	trigger->touch = Touch_Plat_Center;	trigger->movetype = MOVETYPE_NONE;	trigger->solid = SOLID_TRIGGER;	trigger->enemy = ent;		tmin[0] = ent->mins[0] + 25;	tmin[1] = ent->mins[1] + 25;	tmin[2] = ent->mins[2]; 	tmax[0] = ent->maxs[0] - 25;	tmax[1] = ent->maxs[1] - 25;	tmax[2] = ent->maxs[2] + 8; 	tmin[2] = tmax[2] - (ent->pos1[2] - ent->pos2[2] + st.lip); 	if (ent->spawnflags & PLAT_LOW_TRIGGER)		tmax[2] = tmin[2] + 8;		if (tmax[0] - tmin[0] <= 0)	{		tmin[0] = (ent->mins[0] + ent->maxs[0]) *0.5;		tmax[0] = tmin[0] + 1;	}	if (tmax[1] - tmin[1] <= 0)	{		tmin[1] = (ent->mins[1] + ent->maxs[1]) *0.5;		tmax[1] = tmin[1] + 1;	}		VectorCopy (tmin, trigger->mins);	VectorCopy (tmax, trigger->maxs); 	gi.linkentity (trigger);}  /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGERspeed	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. "speed"	overrides default 200."accel" overrides default 500"lip"	overrides default 8 pixel lip If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height. Set "sounds" to one of the following:1) base fast2) chain slow*/void SP_func_plat (edict_t *ent){	VectorClear (ent->s.angles);

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