IW4-Dump-Files/common_scripts/_elevator.gsc

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2017-07-08 11:47:21 -07:00
//#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
if ( getdvar( "scr_elevator_disabled" ) == "1" )
return;
// skip if no elevators in this level
elevator_groups = getentarray( "elevator_group", "targetname" );
if ( !isdefined( elevator_groups ) )
return;
if ( !elevator_groups.size )
return;
// Press and hold &&1 to call elevator.
precacheString( &"ELEVATOR_CALL_HINT" );
// Press and hold &&1 to use elevator.
precacheString( &"ELEVATOR_USE_HINT" );
// Press and hold &&1 to select floor.
precacheString( &"ELEVATOR_FLOOR_SELECT_HINT" );
precacheMenu( "elevator_floor_selector" );
thread elevator_update_global_dvars();
// find and build all elevators in the level
level.elevators = [];
// elevator construction dvars:
// vertical units for "call button" to link near by elevator per floor
level.elevator_callbutton_link_v = elevator_get_dvar_int( "scr_elevator_callbutton_link_v", "96" );
// horizontal units for "call button" to link near by elevator per floor
level.elevator_callbutton_link_h = elevator_get_dvar_int( "scr_elevator_callbutton_link_h", "256" );
build_elevators();
position_elevators();
elevator_call();
if ( !level.elevators.size )
return;
foreach ( elevator in level.elevators )
{
elevator thread elevator_think();
elevator thread elevator_sound_think();
}
thread elevator_debug();
}
elevator_update_global_dvars()
{
while ( 1 )
{
level.elevator_accel = elevator_get_dvar( "scr_elevator_accel", "0.2" ); // acceleration time in seconds
level.elevator_decel = elevator_get_dvar( "scr_elevator_decel", "0.2" ); // deceleration time in seconds
level.elevator_music = elevator_get_dvar_int( "scr_elevator_music", "1" ); // elevator music
level.elevator_speed = elevator_get_dvar_int( "scr_elevator_speed", "96" ); // units per second
level.elevator_innerdoorspeed = elevator_get_dvar_int( "scr_elevator_innerdoorspeed", "14" ); // inner door speed
level.elevator_outterdoorspeed = elevator_get_dvar_int( "scr_elevator_outterdoorspeed", "16" ); // outter door speed
level.elevator_return = elevator_get_dvar_int( "scr_elevator_return", "0" ); // 1: elevator returns to original floor
level.elevator_waittime = elevator_get_dvar_int( "scr_elevator_waittime", "6" ); // wait in seconds before closing door
level.elevator_aggressive_call = elevator_get_dvar_int( "scr_elevator_aggressive_call", "0" ); // calls all available elevators to floor
level.elevator_debug = elevator_get_dvar_int( "debug_elevator", "0" ); // 2: full 1: simple, 0: debug off
// mp & sp default differences:
if ( isSP() )
{
level.elevator_motion_detection = elevator_get_dvar_int( "scr_elevator_motion_detection", "0" );// calls elevators via motion detection
}
else
{
level.elevator_motion_detection = elevator_get_dvar_int( "scr_elevator_motion_detection", "1" );// calls elevators via motion detection
}
wait 1;
}
}
//==========================================================================//
// === ELEVATOR LOGIC === //
//==========================================================================//
elevator_think()
{
// self is elevator, self.e[]
self elevator_fsm( "[A]" );
}
elevator_call()
{
foreach ( callbutton in level.elevator_callbuttons )
callbutton thread monitor_callbutton();
}
floor_override( inside_trig )
{
self endon( "elevator_moving" );
self.floor_override = 0;
self.overrider = undefined;
while ( 1 )
{
inside_trig waittill( "trigger", player );
self.floor_override = 1;
self.overrider = player;
break;
}
self notify( "floor_override" );
}
elevator_fsm( state )
{
/* finite state machine
state A: rest
state B: closing doors - interrupt threaded
state C: opening doors
state D: moving elevator
?1: if not resting at initial floor
.-------delay-------.
| |
?1 V
start --> [A] --inside_trig--> [B] --delay--> [D]
^ | |
| door_trig |
| | |
| V |
'-----delay------- [C] <---delay---'
*/
/* self is elevator, self.e[] */
self.eState = state;
door_trig = self get_housing_door_trigger(); // triggers door interrupt
inside_trig = self get_housing_inside_trigger(); // presence
while ( 1 )
{
//state A: rest
if ( self.eState == "[A]" )
{
// ?1: if not resting at initial floor
if ( level.elevator_return && ( self get_curFloor() != self get_initFloor() ) )
{
self.moveto_floor = self get_initFloor();
self thread floor_override( inside_trig );
self waittill_or_timeout( "floor_override", level.elevator_waittime );
if ( self.floor_override && isdefined( self.overrider ) && isPlayer( self.overrider ) )
self get_floor( self.overrider );
self.eState = "[B]";
continue;
}
// wait for player use trigger
while ( 1 )
{
// if elevator already has destination but interrupted, it should continue previous order
if ( self.moveto_floor == self get_curFloor() )
param = inside_trig discrete_waittill( "trigger" );
else
param = "elevator_called"; // as if called onto the destination floor
// elevator call hack
if ( isString( param ) && ( param == "elevator_called" ) && ( self.moveto_floor != self get_curFloor() ) )
{
self.eState = "[B]";
break;
}
if ( isdefined( param ) && isPlayer( param ) && isAlive( param ) )
{
isTouching_trigger = ( param istouching( inside_trig ) );
isTouching_motion_trigger = ( isdefined( inside_trig.motion_trigger ) && param istouching( inside_trig.motion_trigger ) );
player_isTouching_trigger = ( isTouching_trigger || isTouching_motion_trigger );
if ( player_isTouching_trigger )
{
player = param;
self get_floor( player );
if ( self.moveto_floor == self get_curFloor() )
continue;
self.eState = "[B]";
break;
}
}
}
}
//state B: closing doors - interrupt threaded
if ( self.eState == "[B]" )
{
self thread elevator_interrupt( door_trig );
floor_num = self get_curFloor();
// call to close doors
self thread close_inner_doors();
self thread close_outer_doors( floor_num );
self waittill_any( "closed_inner_doors", "interrupted" ); // Wait for inner doors to close for the safty of our valued customers.
if ( self.elevator_interrupted )
{
self.eState = "[C]";
continue;
}
self.eState = "[D]";
continue;
}
//state C: opening doors
if ( self.eState == "[C]" )
{
floor_num = self get_curFloor();
self thread open_inner_doors();
self thread open_outer_doors( floor_num );
self waittill( "opened_floor_" + floor_num + "_outer_doors" );
if ( self.elevator_interrupted )
{
self.eState = "[B]";
continue;
}
self.eState = "[A]";
continue;
}
//state D: moving elevator
if ( self.eState == "[D]" )
{
assertex( isdefined( self.moveto_floor ), "Missing destination floor number" );
if ( self.moveto_floor != self get_curFloor() )
{
self thread elevator_move( self.moveto_floor );
self waittill( "elevator_moved" );
}
self.eState = "[C]";
continue;
}
}
}
monitor_callbutton()
{
while ( 1 )
{
// call button used by player
player = self discrete_waittill( "trigger" );
call_floor = undefined;
call_elevators = [];
// fake loop, always loop only once
foreach ( idx, linked_elevators in self.e )
{
call_floor = idx;
call_elevators = linked_elevators;
}
assert( isdefined( call_floor ) && isdefined( call_elevators ) && call_elevators.size );
elevator_called = 0;
// prefilter elevators to see if any already at this floor
foreach ( elevator in call_elevators )
{
moving = elevator elevator_floor_update();
// if in non-aggressive mode; this elevator is already stationary at the requested floor, we skip!
if ( !level.elevator_aggressive_call && !moving )
{
if ( elevator get_curFloor() == call_floor )
{
elevator_called = 1;
call_elevators = [];
break;
}
}
}
// check all elevators to see if any can be called to this floor
foreach ( elevator in call_elevators )
{
if ( elevator.eState == "[A]" )
{
// call only elevators in a state of rest [A]
elevator call_elevator( call_floor );
elevator_called = 1;
// aggressive call
if ( !level.elevator_aggressive_call )
break;
}
}
if ( elevator_called )
self playsound( "elev_bell_ding" );
}
}
call_elevator( call_floor )
{
self.moveto_floor = call_floor;
// call elevator via trigger hack
inside_trigger = self get_housing_inside_trigger();
inside_trigger notify( "trigger", "elevator_called" );
if ( level.elevator_motion_detection )
inside_trigger.motion_trigger notify( "trigger", "elevator_called" );
}
// opens menu to select floors
get_floor( player )
{
// skips popup menu if only two floors present
bifloor = self get_outer_doorsets();
if ( bifloor.size == 2 )
{
curFloor = self get_curFloor();
self.moveto_floor = !curFloor;
return;
}
player openpopupmenu( "elevator_floor_selector" );
player setClientDvar( "player_current_floor", self get_curFloor() );
while ( 1 )
{
player waittill( "menuresponse", menu, response );
if ( menu == "elevator_floor_selector" )
{
if ( response != "none" )
self.moveto_floor = int( response );
break;
}
}
}
elevator_interrupt( door_trig )
{
self notify( "interrupt_watch" );
level notify( "elevator_interior_button_pressed" );
self endon( "interrupt_watch" ); // no duplicate interrupts
self endon( "elevator_moving" );
self.elevator_interrupted = 0;
wait 0.5;// buffer time to have the door jitter...
door_trig waittill( "trigger", player );
/*while ( 1 )
{
wait 0.5; // buffer time to have the door jitter... realisticaly, im serious!
door_trig waittill( "trigger", player );
if ( isdefined( player ) && isPlayer( player ) )
break;
}*/
self notify( "interrupted" );
self.elevator_interrupted = 1;
//self elevator_fsm( "[C]" );
}
// returns if elevator is moving, also updates the floor number if not moving
elevator_floor_update()
{
mainframe = self get_housing_mainframe();
cur_pos = mainframe.origin;
moving = 1;
foreach ( idx, eFloor in self get_outer_doorsets() )
{
floor_pos = self.e[ "floor" + idx + "_pos" ];
if ( cur_pos == floor_pos )
{
self.e[ "current_floor" ] = idx;
moving = 0;
}
}
return moving;
}
elevator_sound_think()
{
// self is elevator, self.e[]
// play elevator sounds on notify of behavior
// always play musak
musak_model = self get_housing_musak_model();
if ( level.elevator_music && isdefined( musak_model ) )
musak_model playloopsound( "elev_musak_loop" );
self thread listen_for ( "closing_inner_doors" );
self thread listen_for ( "opening_inner_doors" );
self thread listen_for ( "closed_inner_doors" );
self thread listen_for ( "opened_inner_doors" );
foreach ( idx, eFloor in self get_outer_doorsets() )
{
self thread listen_for ( "closing_floor_" + idx + "_outer_doors" );
self thread listen_for ( "opening_floor_" + idx + "_outer_doors" );
self thread listen_for ( "closed_floor_" + idx + "_outer_doors" );
self thread listen_for ( "opened_floor_" + idx + "_outer_doors" );
}
self thread listen_for ( "interrupted" );
//self thread listen_for( "interrupt_watch" );
self thread listen_for ( "elevator_moving" );
self thread listen_for ( "elevator_moved" );
}
/*
-elev_musak_loop,,music/mx_musak_stolen_elev_proc1.wav,1,1,foley,1,1,120,500,effects1,,,rlooping,,all_mp
-elev_door_open,,events/elev_door_open1.wav,1,1,foley,0.95,1.05,120,2500,voice,,,,,all_mp
-elev_door_close,,events/elev_door_close1.wav,1,1,foley,0.95,1.05,120,2500,voice,,,,,all_mp
-elev_door_interupt,,events/elev_door_interupt1.wav,1,1,foley,0.95,1.05,120,2500,voice,,,,,all_mp
-elev_bell_ding,,events/elev_bell_ding1.wav,1,1,foley,1,1,120,2500,voice,,,,,all_mp
-elev_run_start,,events/elev_run_start01.wav,1,1,foley,1,1,120,500,voice,,,,,all_mp
-elev_run_loop,,events/elev_run_loop01.wav,1,1,foley,1,1,120,500,voice,,,rlooping,,all_mp
-elev_run_end,,events/elev_run_stop01.wav,1,1,foley,1,1,120,500,voice,,,,,all_mp
*/
listen_for ( msg )
{
while ( 1 )
{
self waittill( msg );
mainframe = self get_housing_mainframe();
if ( issubstr( msg, "closing_" ) )
mainframe playsound( "elev_door_close" );
if ( issubstr( msg, "opening_" ) )
mainframe playsound( "elev_door_open" );
if ( msg == "elevator_moving" )
{
mainframe playsound( "elev_run_start" );
mainframe playloopsound( "elev_run_loop" );
}
if ( msg == "interrupted" )
mainframe playsound( "elev_door_interupt" );
if ( msg == "elevator_moved" )
{
mainframe stoploopsound( "elev_run_loop" );
mainframe playsound( "elev_run_end" );
mainframe playsound( "elev_bell_ding" );
}
//if ( isdefined( level.players[0] ) && level.elevator_debug )
// level.players[0] iprintln( "(e" + self.e[ "id" ] + ") " + msg );
}
}
//==========================================================================//
// === MOVEMENTS === //
//==========================================================================//
// position elevators
position_elevators()
{
// closing all outer doors on floors elevator isnt at
foreach ( e, elevator in level.elevators )
{
elevator.moveto_floor = elevator get_curFloor();
foreach ( floor_num, outer_doorset in elevator get_outer_doorsets() )
{
if ( elevator get_curFloor() != floor_num )
elevator thread close_outer_doors( floor_num );
}
}
}
elevator_move( floor_num )
{
// self is elevator, self.e[]
self notify( "elevator_moving" );
self endon( "elevator_moving" );
mainframe = self get_housing_mainframe();
delta_vec = self.e[ "floor" + floor_num + "_pos" ] - mainframe.origin;
speed = level.elevator_speed;
dist = abs( distance( self.e[ "floor" + floor_num + "_pos" ], mainframe.origin ) );
moveTime = dist / speed;
// move housing:
mainframe moveTo( mainframe.origin + delta_vec, moveTime, moveTime * level.elevator_accel, moveTime * level.elevator_decel );
// move doors and triggers and other script models
foreach ( part in self get_housing_children() )
{
moveto_pos = part.origin + delta_vec;
if ( !issubstr( part.classname, "trigger_" ) )
part moveTo( moveto_pos, moveTime, moveTime * level.elevator_accel, moveTime * level.elevator_decel );
else
part.origin = moveto_pos;
}
// making sure elevator housing gets to destination floor
self waittill_finish_moving( mainframe, self.e[ "floor" + floor_num + "_pos" ] );
self notify( "elevator_moved" );
}
close_inner_doors()
{
// self is elevator set
self notify( "closing_inner_doors" );
self endon( "closing_inner_doors" ); // when interrupted
self endon( "opening_inner_doors" ); // when interrupted
left_door = self get_housing_leftdoor(); // ent
right_door = self get_housing_rightdoor(); // ent
mainframe = self get_housing_mainframe(); // ent
old_closed_pos = self get_housing_closedpos(); // vec
closed_pos = ( old_closed_pos[ 0 ], old_closed_pos[ 1 ], mainframe.origin[ 2 ] ); // adjusted closed position after floor change
speed = level.elevator_innerdoorspeed; // scaler
dist = abs( distance( left_door.origin, closed_pos ) ); // scaler
moveTime = dist / speed; // scaler
left_door moveTo( closed_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
right_door moveTo( closed_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
self waittill_finish_moving( left_door, closed_pos, right_door, closed_pos );
self notify( "closed_inner_doors" );
}
open_inner_doors()
{
// self is elevator set
self notify( "opening_inner_doors" );
self endon( "opening_inner_doors" ); // when interrupted
left_door = self get_housing_leftdoor(); // ent
right_door = self get_housing_rightdoor(); // ent
mainframe = self get_housing_mainframe(); // ent
old_left_opened_pos = self get_housing_leftdoor_opened_pos(); // vec
old_right_opened_pos = self get_housing_rightdoor_opened_pos(); // vec
left_opened_pos = ( old_left_opened_pos[ 0 ], old_left_opened_pos[ 1 ], mainframe.origin[ 2 ] );
right_opened_pos = ( old_right_opened_pos[ 0 ], old_right_opened_pos[ 1 ], mainframe.origin[ 2 ] );
speed = level.elevator_innerdoorspeed; // scaler
dist = abs( distance( left_opened_pos, right_opened_pos ) * 0.5 ); // scaler
moveTime = ( dist / speed ) * 0.5; // scaler
left_door moveTo( left_opened_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
right_door moveTo( right_opened_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
self waittill_finish_moving( left_door, left_opened_pos, right_door, right_opened_pos );
self notify( "opened_inner_doors" );
}
// close outer elevator doors per floor
close_outer_doors( floor_num )
{
// self is elevator set
self notify( "closing_floor_" + floor_num + "_outer_doors" );
self endon( "closing_floor_" + floor_num + "_outer_doors" ); // when interrupted
self endon( "opening_floor_" + floor_num + "_outer_doors" ); // when interrupted
left_door = self get_outer_leftdoor( floor_num ); // ent
right_door = self get_outer_rightdoor( floor_num ); // ent
left_opened_pos = self get_outer_leftdoor_openedpos( floor_num ); // vec
closed_pos = self get_outer_closedpos( floor_num ); // vec
speed = level.elevator_outterdoorspeed; // scaler
dist = abs( distance( left_opened_pos, closed_pos ) ); // scaler
moveTime = dist / speed; // scaler
left_door moveTo( closed_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
right_door moveTo( closed_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
self waittill_finish_moving( left_door, closed_pos, right_door, closed_pos );
self notify( "closed_floor_" + floor_num + "_outer_doors" );
}
// open outer elevator doors per floor
open_outer_doors( floor_num )
{
// self is elevator set
level notify( "elevator_doors_opening" );
self notify( "opening_floor_" + floor_num + "_outer_doors" );
self endon( "opening_floor_" + floor_num + "_outer_doors" ); // when interrupted
left_door = self get_outer_leftdoor( floor_num ); // ent
right_door = self get_outer_rightdoor( floor_num ); // ent
left_opened_pos = self get_outer_leftdoor_openedpos( floor_num ); // vec
right_opened_pos = self get_outer_rightdoor_openedpos( floor_num ); // vec
closed_pos = self get_outer_closedpos( floor_num ); // vec
speed = level.elevator_outterdoorspeed; // scaler
dist = abs( distance( left_opened_pos, closed_pos ) ); // scaler
moveTime = ( dist / speed ) * 0.5; // scaler
left_door moveTo( left_opened_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
right_door moveTo( right_opened_pos, moveTime, moveTime * 0.1, moveTime * 0.25 );
self waittill_finish_moving( left_door, left_opened_pos, right_door, right_opened_pos );
self notify( "opened_floor_" + floor_num + "_outer_doors" );
}
//==========================================================================//
// === BUILD ELEVATORS === //
//==========================================================================//
// builds elevators into 'level.elevators' struct array containing parts list
build_elevators()
{
// triggers that enclose elevator, to distinguish between elevators
elevator_groups = getentarray( "elevator_group", "targetname" );
assertex( isdefined( elevator_groups ) && ( elevator_groups.size ), "Radiant: Missing elevator bounding origins" );
elevator_housings = getentarray( "elevator_housing", "targetname" );
assertex( isdefined( elevator_housings ) && ( elevator_housings.size >= elevator_groups.size ), "Fail! Missing the whole elevator, script_brushmodel with [targetname = elevator_housing] must be correctly placed" );
// sets of elevator outter door prefabs placed
elevator_doorsets = getentarray( "elevator_doorset", "targetname" );
assertex( isdefined( elevator_doorsets ) && ( elevator_doorsets.size >= elevator_groups.size ), "Radiant: Missing elevator door(s)" );
// build found elevators
foreach ( elevator_bound in elevator_groups )
{
elevator_bound_end = getent( elevator_bound.target, "targetname" );
min_max_xy = [];
min_max_xy[ 0 ] = min( elevator_bound.origin[ 0 ], elevator_bound_end.origin[ 0 ] );// min_x
min_max_xy[ 1 ] = max( elevator_bound.origin[ 0 ], elevator_bound_end.origin[ 0 ] );// max_x
min_max_xy[ 2 ] = min( elevator_bound.origin[ 1 ], elevator_bound_end.origin[ 1 ] );// min_y
min_max_xy[ 3 ] = max( elevator_bound.origin[ 1 ], elevator_bound_end.origin[ 1 ] );// max_y
parts = spawnstruct();
parts.e[ "id" ] = level.elevators.size;
// === build elevator housing ===
/*
Elevator's mainframe brushmodel
script_brushmodel targeting:
"elevator_housing" -> left door -> right door -> door trigger -> inside trigger
Housing is the body that moves between floors
*/
parts.e[ "housing" ] = [];
parts.e[ "housing" ][ "mainframe" ] = [];
foreach ( elevator_housing in elevator_housings )
{
if ( elevator_housing isInbound( min_max_xy ) )
{
parts.e[ "housing" ][ "mainframe" ][ parts.e[ "housing" ][ "mainframe" ].size ] = elevator_housing;
if ( elevator_housing.classname == "script_model" )
continue;
if ( elevator_housing.code_classname == "light" )
continue;
inner_leftdoor = getent( elevator_housing.target, "targetname" );
parts.e[ "housing" ][ "left_door" ] = inner_leftdoor;
parts.e[ "housing" ][ "left_door_opened_pos" ] = inner_leftdoor.origin;
inner_rightdoor = getent( inner_leftdoor.target, "targetname" );
parts.e[ "housing" ][ "right_door" ] = inner_rightdoor;
parts.e[ "housing" ][ "right_door_opened_pos" ] = inner_rightdoor.origin;
inner_door_closed_pos = ( inner_leftdoor.origin - inner_rightdoor.origin ) * ( 0.5, 0.5, 0.5 ) + inner_rightdoor.origin;
parts.e[ "housing" ][ "door_closed_pos" ] = inner_door_closed_pos;
door_trigger = getent( inner_rightdoor.target, "targetname" );
parts.e[ "housing" ][ "door_trigger" ] = door_trigger;
inside_trigger = getent( door_trigger.target, "targetname" );
parts.e[ "housing" ][ "inside_trigger" ] = inside_trigger;
inside_trigger make_discrete_trigger();
// for motion triggers
inside_trigger.motion_trigger = spawn( "trigger_radius", elevator_housing.origin, 0, 64, 128 );
assert( isdefined( inside_trigger.motion_trigger ) );
}
}
assert( isdefined( parts.e[ "housing" ] ) );
// === build elevator outer doorsets ===
/*
Elevator's outer door sets ( per floor ) are chained together from a script_origin
targeting to the left door, then left door targets to right door
Outer door sets are bodies that only moves to open/close
*/
parts.e[ "outer_doorset" ] = [];
foreach ( elevator_doorset in elevator_doorsets )
{
if ( elevator_doorset isInbound( min_max_xy ) )
{
// closed for lighting is for compiling lighting in the closed position rather than the open position.
door_starts_closed = isdefined( elevator_doorset.script_noteworthy ) && elevator_doorset.script_noteworthy == "closed_for_lighting";
door_set_id = parts.e[ "outer_doorset" ].size;
parts.e[ "outer_doorset" ][ door_set_id ] = [];
parts.e[ "outer_doorset" ][ door_set_id ][ "door_closed_pos" ] = elevator_doorset.origin;
leftdoor = getent( elevator_doorset.target, "targetname" );
parts.e[ "outer_doorset" ][ door_set_id ][ "left_door" ] = leftdoor;
parts.e[ "outer_doorset" ][ door_set_id ][ "left_door_opened_pos" ] = leftdoor.origin;
rightdoor = getent( leftdoor.target, "targetname" );
parts.e[ "outer_doorset" ][ door_set_id ][ "right_door" ] = rightdoor;
parts.e[ "outer_doorset" ][ door_set_id ][ "right_door_opened_pos" ] = rightdoor.origin;
//put them back into the would be positions
if( door_starts_closed )
{
left_door_vec = elevator_doorset.origin - leftdoor.origin;
elevator_doorset.origin = leftdoor.origin;
leftdoor.origin += left_door_vec;
rightdoor.origin -= left_door_vec;
parts.e[ "outer_doorset" ][ door_set_id ][ "door_closed_pos" ] = elevator_doorset.origin;
parts.e[ "outer_doorset" ][ door_set_id ][ "left_door_opened_pos" ] = leftdoor.origin;
parts.e[ "outer_doorset" ][ door_set_id ][ "right_door_opened_pos" ] = rightdoor.origin;
}
}
}
assert( isdefined( parts.e[ "outer_doorset" ] ) );
// bubble sort floors
for ( i = 0; i < parts.e[ "outer_doorset" ].size - 1; i++ )
{
for ( j = 0; j < parts.e[ "outer_doorset" ].size - 1 - i; j++ )
{
if ( parts.e[ "outer_doorset" ][ j + 1 ][ "door_closed_pos" ][ 2 ] < parts.e[ "outer_doorset" ][ j ][ "door_closed_pos" ][ 2 ] )
{
//swap j-1 with j
temp_left_door = parts.e[ "outer_doorset" ][ j ][ "left_door" ];
temp_left_door_opened_pos = parts.e[ "outer_doorset" ][ j ][ "left_door_opened_pos" ];
temp_right_door = parts.e[ "outer_doorset" ][ j ][ "right_door" ];
temp_right_door_opened_pos = parts.e[ "outer_doorset" ][ j ][ "right_door_opened_pos" ];
temp_closed_pos = parts.e[ "outer_doorset" ][ j ][ "door_closed_pos" ];
parts.e[ "outer_doorset" ][ j ][ "left_door" ] = parts.e[ "outer_doorset" ][ j + 1 ][ "left_door" ];
parts.e[ "outer_doorset" ][ j ][ "left_door_opened_pos" ] = parts.e[ "outer_doorset" ][ j + 1 ][ "left_door_opened_pos" ];
parts.e[ "outer_doorset" ][ j ][ "right_door" ] = parts.e[ "outer_doorset" ][ j + 1 ][ "right_door" ];
parts.e[ "outer_doorset" ][ j ][ "right_door_opened_pos" ] = parts.e[ "outer_doorset" ][ j + 1 ][ "right_door_opened_pos" ];
parts.e[ "outer_doorset" ][ j ][ "door_closed_pos" ] = parts.e[ "outer_doorset" ][ j + 1 ][ "door_closed_pos" ];
parts.e[ "outer_doorset" ][ j + 1 ][ "left_door" ] = temp_left_door;
parts.e[ "outer_doorset" ][ j + 1 ][ "left_door_opened_pos" ] = temp_left_door_opened_pos;
parts.e[ "outer_doorset" ][ j + 1 ][ "right_door" ] = temp_right_door;
parts.e[ "outer_doorset" ][ j + 1 ][ "right_door_opened_pos" ] = temp_right_door_opened_pos;
parts.e[ "outer_doorset" ][ j + 1 ][ "door_closed_pos" ] = temp_closed_pos;
}
}
}
// === build elevator floor pos ===
floor_pos = [];
foreach ( i, doorset in parts.e[ "outer_doorset" ] )
{
mainframe = parts get_housing_mainframe();
floor_pos = ( mainframe.origin[ 0 ], mainframe.origin[ 1 ], doorset[ "door_closed_pos" ][ 2 ] );
parts.e[ "floor" + i + "_pos" ] = floor_pos;
if ( mainframe.origin == floor_pos )
{
parts.e[ "initial_floor" ] = i;
parts.e[ "current_floor" ] = i;
}
}
// === save build info ===
level.elevators[ level.elevators.size ] = parts;
// trash all script origins no longer needed
elevator_bound delete();
elevator_bound_end delete();
}
foreach ( elevator_doorset in elevator_doorsets )
elevator_doorset delete();
build_call_buttons();
if ( !level.elevator_motion_detection )
setup_hints();
// turn on all primary lights for elevators if they have em
foreach ( elevator in level.elevators )
{
pLights = elevator get_housing_primarylight();
if ( isdefined( pLights ) && pLights.size )
{
foreach ( pLight in pLights )
pLight setlightintensity( 0.75 );
}
}
}
build_call_buttons()
{
level.elevator_callbuttons = getentarray( "elevator_call", "targetname" );
assertex( isdefined( level.elevator_callbuttons ) && ( level.elevator_callbuttons.size > 1 ), "Missing or not enough elevator call buttons" );
// per call button
foreach ( callbutton in level.elevator_callbuttons )
{
callbutton.e = [];
callbutton_v_vec = ( 0, 0, callbutton.origin[ 2 ] );
callbutton_h_vec = ( callbutton.origin[ 0 ], callbutton.origin[ 1 ], 0 );
temp_elevator_list = [];
// per elevator
foreach ( e_idx, elevator in level.elevators )
{
// per floor
foreach ( f_idx, eFloor in elevator get_outer_doorsets() )
{
v_vec = ( 0, 0, elevator.e[ "floor" + f_idx + "_pos" ][ 2 ] );
h_vec = ( elevator.e[ "floor" + f_idx + "_pos" ][ 0 ], elevator.e[ "floor" + f_idx + "_pos" ][ 1 ], 0 );
if ( abs( distance( callbutton_v_vec, v_vec ) ) <= level.elevator_callbutton_link_v )
{
if ( abs( distance( callbutton_h_vec, h_vec ) ) <= level.elevator_callbutton_link_h )
{
temp_elevator_list[ temp_elevator_list.size ] = elevator; // build list of elevators linked on floor f_idx
callbutton.e[ f_idx ] = temp_elevator_list;
}
}
}
}
callbutton make_discrete_trigger();
assertex( isdefined( callbutton.e ) && callbutton.e.size, "Elevator call button at " + callbutton.origin + " failed to grab near by elevators, placed too far?" );
// build motion detection triggers for motion triggered calls
callbutton.motion_trigger = spawn( "trigger_radius", callbutton.origin + ( 0, 0, -32 ), 0, 32, 64 );
}
}
setup_hints()
{
// elevator inside use trigger hint
foreach ( elevator in level.elevators )
{
use_trig = elevator get_housing_inside_trigger();
floors = elevator get_outer_doorsets();
num_of_floors = floors.size;
use_trig SetCursorHint( "HINT_NOICON" );
if ( num_of_floors > 2 )
// Press and hold &&1 to select floor.
use_trig setHintString( &"ELEVATOR_FLOOR_SELECT_HINT" );
else
// Press and hold &&1 to use elevator.
use_trig setHintString( &"ELEVATOR_USE_HINT" );
}
// elevator call button hint
foreach ( callbutton in level.elevator_callbuttons )
{
callbutton SetCursorHint( "HINT_NOICON" );
// Press and hold &&1 to call elevator.
callbutton setHintString( &"ELEVATOR_CALL_HINT" );
}
}
//==========================================================================//
// === HELPERS === //
//==========================================================================//
// setup discrete trigger for discrete waittill
make_discrete_trigger()
{
self.enabled = 1; // enable now for disabling trigger
self disable_trigger(); // disable trigger, enable again only when waittill on
}
// trigger only exist when waittill upon
discrete_waittill( msg )
{
assert( isdefined( self.motion_trigger ) );
self enable_trigger(); // this is for disabling trigger immediately after triggering
if ( level.elevator_motion_detection )
self.motion_trigger waittill( msg, param );
else
self waittill( msg, param );
self disable_trigger();
return param;
}
enable_trigger()
{
if ( !self.enabled )
{
self.enabled = 1;
self.origin += ( 0, 0, 10000 );
if ( isdefined( self.motion_trigger ) )
self.motion_trigger.origin += ( 0, 0, 10000 );
}
}
disable_trigger()
{
self notify( "disable_trigger" );
if ( self.enabled )
self thread disable_trigger_helper();
}
disable_trigger_helper()
{
self endon( "disable_trigger" );
self.enabled = 0;
wait 1.5;
self.origin += ( 0, 0, -10000 );
if ( isdefined( self.motion_trigger ) )
self.motion_trigger.origin += ( 0, 0, -10000 );
}
// ========== OUTER DOOR SETS ===========
// returns array of outer doorsets for this floor - ent[]
get_outer_doorset( floor_num )
{
return self.e[ "outer_doorset" ][ floor_num ];
}
// returns array of floors of doorsets - int[]
get_outer_doorsets()
{
return self.e[ "outer_doorset" ];
}
// returns outer door closed position for this floor - vec
get_outer_closedpos( floor_num )
{
return self.e[ "outer_doorset" ][ floor_num ][ "door_closed_pos" ];
}
// returns left door entity for this floor - ent
get_outer_leftdoor( floor_num )
{
return self.e[ "outer_doorset" ][ floor_num ][ "left_door" ];
}
// returns right door entity for this floor - ent
get_outer_rightdoor( floor_num )
{
return self.e[ "outer_doorset" ][ floor_num ][ "right_door" ];
}
// returns left door opened position for this floor - vec
get_outer_leftdoor_openedpos( floor_num )
{
return self.e[ "outer_doorset" ][ floor_num ][ "left_door_opened_pos" ];
}
// returns right door opened position for this floor - vec
get_outer_rightdoor_openedpos( floor_num )
{
return self.e[ "outer_doorset" ][ floor_num ][ "right_door_opened_pos" ];
}
// ========= HOUSING =========
// returns all the entities that will move when the elevator moves between floors - ent[]
get_housing_children()
{
children = [];
door_trig = self get_housing_door_trigger();
use_trig = self get_housing_inside_trigger();
motion_trig = use_trig.motion_trigger;
left_door = self get_housing_leftdoor();
right_door = self get_housing_rightdoor();
children[ children.size ] = door_trig;
children[ children.size ] = use_trig;
children[ children.size ] = left_door;
children[ children.size ] = right_door;
if ( isdefined( motion_trig ) )
children[ children.size ] = motion_trig;
// append script models as children of elevator moving body
script_models = self get_housing_models();
foreach ( eModel in script_models )
children[ children.size ] = eModel;
// append primary light(s) as children of elevator moving body
primarylights = get_housing_primarylight();
foreach ( pLight in primarylights )
children[ children.size ] = pLight;
return children;
}
// returns only the mainframe script_brushmodel, there can only be one per elevator! - ent
get_housing_mainframe()
{
parts = self.e[ "housing" ][ "mainframe" ];
housing_model = undefined;
foreach ( part in parts )
{
if ( part.classname != "script_model" && part.code_classname != "light" )
{
assertex( !isdefined( housing_model ), "Fail! Found more than one elevator housing script_brushmodels per elevator" );
housing_model = part;
}
}
assertex( isdefined( housing_model ), "Epic fail! No elevator housing script_brushmodel found" );
return housing_model;
}
// returns an array of script_models used as part of the elevator prefab - ent[]
get_housing_models()
{
parts = self.e[ "housing" ][ "mainframe" ];
temp_model_array = [];
foreach ( part in parts )
{
if ( part.classname == "script_model" )
temp_model_array[ temp_model_array.size ] = part;
}
return temp_model_array;
}
// returns an array of lights - ent[]
get_housing_primarylight()
{
parts = self.e[ "housing" ][ "mainframe" ];
temp_primarylights = [];
foreach ( part in parts )
{
if ( part.code_classname == "light" )
temp_primarylights[ temp_primarylights.size ] = part;
}
return temp_primarylights;
}
// returns a single model to play elevator music on, this must exist and only one! - ent
get_housing_musak_model()
{
models = self get_housing_models();
musak_model = undefined;
foreach ( eModel in models )
{
if ( isdefined( eModel.script_noteworthy ) && eModel.script_noteworthy == "play_musak" )
musak_model = eModel;
}
//assertex( isdefined( musak_model ), "Fail! Missing script_model to play elevator music on, [script_noteworthy = play_musak]" );
return musak_model;
}
// returns interrupt trigger for elevator doors - ent trig
get_housing_door_trigger()
{
return self.e[ "housing" ][ "door_trigger" ];
}
// returns trigger for floor selection inside the elevator - ent trig
get_housing_inside_trigger()
{
return self.e[ "housing" ][ "inside_trigger" ];
}
// returns inner door's closing position - vec
get_housing_closedpos()
{
return self.e[ "housing" ][ "door_closed_pos" ];
}
// returns inner left door entity - ent
get_housing_leftdoor()
{
return self.e[ "housing" ][ "left_door" ];
}
// returns inner right door entity - ent
get_housing_rightdoor()
{
return self.e[ "housing" ][ "right_door" ];
}
// returns inner left door opened position - vec
get_housing_leftdoor_opened_pos()
{
return self.e[ "housing" ][ "left_door_opened_pos" ];
}
// returns inner right door opened position - vec
get_housing_rightdoor_opened_pos()
{
return self.e[ "housing" ][ "right_door_opened_pos" ];
}
// floor currently the elevator is on - int
get_curFloor()
{
moving = self elevator_floor_update();
return self.e[ "current_floor" ];
}
// floor elevator initially at on level load - int
get_initFloor()
{
return self.e[ "initial_floor" ];
}
waittill_finish_moving( ent1, ent1_moveto_pos, ent2, ent2_moveto_pos )
{
if ( !isdefined( ent2 ) && !isdefined( ent2_moveto_pos ) )
{
ent2 = ent1;
ent2_moveto_pos = ent1_moveto_pos;
}
while ( 1 )
{
ent1_current_pos = ent1.origin;
etn2_current_pos = ent2.origin;
if ( ent1_current_pos == ent1_moveto_pos && etn2_current_pos == ent2_moveto_pos )
break;
wait 0.05;
}
}
// return test of min max bound on xy plane, self = entity being tested - bool
isInbound( bounding_box )
{
assertex( isdefined( self ) && isdefined( self.origin ), "Fail! Can not test bounds with the entity called on" );
// the box isn't working on the angle that I have so I'm going to do it by a sphere shape.. -Nate
//special case cause I don't know if a sphere will break other levels.
if( level.script == "plaza" || level.script == "highrise_test" )
return isInBoundingSpere( bounding_box );
v_x = self.origin[ 0 ];
v_y = self.origin[ 1 ];
min_x = bounding_box[ 0 ];
max_x = bounding_box[ 1 ];
min_y = bounding_box[ 2 ];
max_y = bounding_box[ 3 ];
return ( v_x >= min_x && v_x <= max_x && v_y >= min_y && v_y <= max_y );
}
isInBoundingSpere( bounding_box )
{
v_x = self.origin[ 0 ];
v_y = self.origin[ 1 ];
min_x = bounding_box[ 0 ];
max_x = bounding_box[ 1 ];
min_y = bounding_box[ 2 ];
max_y = bounding_box[ 3 ];
mid_x = (min_x + max_x )/2;
mid_y = (min_y + max_y )/2;
radius = abs( Distance( (min_x,min_y,0 ), (mid_x,mid_y,0)) );
return( abs( distance( (v_x,v_y,0), (mid_x,mid_y,0) ) ) < radius );
}
waittill_or_timeout( msg, timer )
{
self endon( msg );
wait( timer );
}
elevator_get_dvar_int( dvar, def )
{
return int( elevator_get_dvar( dvar, def ) );
}
elevator_get_dvar( dvar, def )
{
if ( getdvar( dvar ) != "" )
return getdvarfloat( dvar );
else
{
setdvar( dvar, def );
return def;
}
}
elevator_debug()
{
if ( !level.elevator_debug )
return;
//print3d(<origin>, <text>, <color>, <alpha>, <scale>, <duration> )
while ( 1 )
{
// simple debug info:
if ( level.elevator_debug != 2 )
continue;
// full debug info:
// print all parts for all elevators
foreach ( i, elevator in level.elevators )
{
mainframe = elevator get_housing_mainframe();
musak_model = elevator get_housing_musak_model();
print3d( musak_model.origin, "[e" + i + "]musak_origin", ( 0.75, 0.75, 1.0 ), 1, 0.25, 20 );
print3d( mainframe.origin, "[e" + i + "]mainframe", ( 0.75, 0.75, 1.0 ), 1, 0.25, 20 );
print3d( elevator.e[ "housing" ][ "left_door" ].origin, "[e" + i + "]left door", ( 0.75, 0.75, 1.0 ), 1, 0.25, 20 );
print3d( elevator.e[ "housing" ][ "right_door" ].origin, "[e" + i + "]right door", ( 0.75, 0.75, 1.0 ), 1, 0.25, 20 );
print3d( elevator.e[ "housing" ][ "door_closed_pos" ], "[e" + i + "]->|<-", ( 0.75, 0.75, 1.0 ), 1, 0.25, 20 );
print3d( elevator.e[ "housing" ][ "inside_trigger" ].origin, "[e" + i + "]USE", ( 0.75, 0.75, 1.0 ), 1, 0.25, 20 );
foreach ( j, eFloor in elevator.e[ "outer_doorset" ] )
{
print3d( eFloor[ "left_door" ].origin + ( 0, 0, 8 ), "[e" + i + "][f" + j + "]left door", ( 0.75, 1.0, 0.75 ), 1, 0.25, 20 );
print3d( eFloor[ "right_door" ].origin + ( 0, 0, 8 ), "[e" + i + "][f" + j + "]right door", ( 0.75, 1.0, 0.75 ), 1, 0.25, 20 );
print3d( eFloor[ "door_closed_pos" ] + ( 0, 0, 8 ), "[e" + i + "][f" + j + "]->|<-", ( 0.75, 1.0, 0.75 ), 1, 0.25, 20 );
print3d( elevator.e[ "floor" + j + "_pos" ] + ( 0, 0, 8 ), "[e" + i + "][f" + j + "]stop", ( 1.0, 0.75, 0.75 ), 1, 0.25, 20 );
}
}
// per button
foreach ( callbutton in level.elevator_callbuttons )
{
print3d( callbutton.origin, "linked to:", ( 0.75, 0.75, 1.0 ), 1, 0.25, 20 );
// per floor
foreach ( f_idx, eFloor in callbutton.e )
{
// per elevator linked
printoffset = 0;
foreach ( e_idx, eLinked in eFloor )
{
printoffset++ ;
// e_idx is used to offset print
print_pos = callbutton.origin + ( 0, 0, ( printoffset ) * ( -4 ) );
print3d( print_pos, "[f" + f_idx + "][e" + eLinked.e[ "id" ] + "]", ( 0.75, 0.75, 1.0 ), 1, 0.25, 20 );
}
}
}
wait 0.05;
}
}