logic_auto: Initial implementation.

NSEntity: Add support for 'SetParentAttachment', which currently supports
the keyword 'origin'. Will be extended to look for model attachments in the future.
NSEntity: Attachments now take the spawn offset into account instead of
attaching to an entity's origin. Use SetParentAttachment to override this.
This commit is contained in:
Marco Cawthorne 2022-03-24 17:59:30 -07:00
parent 9e9d5b1832
commit ed3c821175
Signed by: eukara
GPG Key ID: C196CD8BA993248A
5 changed files with 255 additions and 2 deletions

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@ -121,6 +121,9 @@ env_sun::postdraw(void)
drawpic(lens_1 - c * 0.3, "textures/sfx/flare4", FLARE_SIZE, [1,1,1] * m_flLensAlpha, 1.0f, DRAWFLAG_ADDITIVE);
drawpic(lens_1 + c * 0.4, "textures/sfx/flare2", FLARE_SIZE, [1,1,1] * m_flLensAlpha, 1.0f, DRAWFLAG_ADDITIVE);
drawpic(lens_1 - c * 0.5, "textures/sfx/flare3", FLARE_SIZE, [1,1,1] * m_flLensAlpha, 1.0f, DRAWFLAG_ADDITIVE);
float flGlare = bound(0.0, 1.0 - (vlen(c) / 400), 1.0f) * m_flLensAlpha;
drawfill(video_mins, video_res, [1,1,1], flGlare * 0.25f, DRAWFLAG_ADDITIVE);
}
void

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@ -0,0 +1,228 @@
/*
* Copyright (c) 2022 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED logic_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
Will automatically trigger its outputs when the level has spawned.
This is Source's variant of trigger_auto. If you want to talk to old-styled
targets instead, use that instead.
-------- KEYS --------
"targetname" : Name
"globalstate" : The env_global state to read before firing.
-------- INPUTS --------
"OnMapSpawn" : Triggered when the map is loaded for any reason.
"OnNewGame" : Triggered only when a new game starts on this level.
"OnLoadGame : Triggered when the map is loaded via save game.
"OnMapTransition" : Triggered when we load this map via level transition.
"OnBackgroundMap" : Triggered if this map is used as a menu background.
"OnMultiNewMap" : Same as 'OnMapSpawn' but only valid in multiplayer.
"OnMultiNewRound" : Triggered only during round restarts in multiplayer.
-------- SPAWNFLAGS --------
TA_USEONCE : Remove itself from the level permanently when activated.
-------- NOTES --------
When a logic_auto is removed via TA_USEONCE it won't survive match respawns.
Source Engine behaviour (do not fix):
The output 'OnMultiNewMap' is also triggered during round restarts.
This would make 'OnMultiNewRound' redundant, however 'OnMultiNewRound' does
not get called upon map start.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/
class logic_auto:NSPointTrigger
{
string m_strGlobalState;
/* outputs */
string m_strOnMapSpawn;
string m_strOnNewGame;
string m_strOnLoadGame;
string m_strOnMapTransition;
string m_strOnBackgroundMap;
string m_strOnMultiNewMap;
string m_strOnMultiNewRound;
/* temporary */
int m_iFromSaveGame;
void(void) logic_auto;
/* overrides */
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
virtual void(void) Processing;
};
void
logic_auto::Save(float handle)
{
SaveString(handle, "globalstate", m_strGlobalState);
SaveString(handle, "OnMapSpawn", m_strOnMapSpawn);
SaveString(handle, "OnNewGame", m_strOnNewGame);
SaveString(handle, "OnLoadGame", m_strOnLoadGame);
SaveString(handle, "OnMapTransition", m_strOnMapTransition);
SaveString(handle, "OnBackgroundMap", m_strOnBackgroundMap);
SaveString(handle, "OnMultiNewMap", m_strOnMultiNewMap);
SaveString(handle, "OnMultiNewRound", m_strOnMultiNewRound);
super::Save(handle);
}
void
logic_auto::Restore(string strKey, string strValue)
{
m_iFromSaveGame = 1;
switch (strKey) {
case "globalstate":
m_strGlobalState = ReadString(strValue);
think = Processing;
nextthink = time + 0.2f;
break;
case "OnMapSpawn":
m_strOnMapSpawn = ReadString(strValue);
break;
case "OnNewGame":
m_strOnNewGame = ReadString(strValue);
break;
case "OnLoadGame":
m_strOnLoadGame = ReadString(strValue);
break;
case "OnMapTransition":
m_strOnMapTransition = ReadString(strValue);
break;
case "OnBackgroundMap":
m_strOnBackgroundMap = ReadString(strValue);
break;
case "OnMultiNewMap":
m_strOnMultiNewMap = ReadString(strValue);
break;
case "OnMultiNewRound":
m_strOnMultiNewRound = ReadString(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
string(string cmd) readcmd = #0;
void
logic_auto::Processing(void)
{
if (m_strGlobalState)
if (GetGlobalValue(m_strGlobalState) == 0)
return;
UseOutput(this, m_strOnMapSpawn);
if (cvar("sv_playerslots") == 1) {
if (m_iFromSaveGame) {
/* set by trigger_changelevel, however not by the changelevel cmd */
if (cvar("_bsp_change_auto") == 1) {
UseOutput(this, m_strOnMapTransition);
readcmd("set _bsp_change_auto \"\"\n");
} else
UseOutput(this, m_strOnLoadGame);
} else
UseOutput(this, m_strOnNewGame);
} else {
/* TODO: more reliable way of figuring out round restarts */
if (time > 5)
UseOutput(this, m_strOnMultiNewRound);
/* yes, this is also called during entity respawns :X */
UseOutput(this, m_strOnMultiNewMap);
}
if (serverkeyfloat("background") == 1)
UseOutput(this, m_strOnBackgroundMap);
if (spawnflags & 1) {
dprint(sprintf("^2logic_auto::^3think^7: %s triggerer removed self\n", target));
remove(this);
}
}
void
logic_auto::Respawn(void)
{
think = Processing;
nextthink = time + 0.2f;
}
void
logic_auto::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "globalstate":
m_strGlobalState = strValue;
break;
/* outputs */
case "OnMapSpawn":
m_strOnMapSpawn = PrepareOutput(m_strOnMapSpawn, strValue);
break;
case "OnNewGame":
m_strOnNewGame = PrepareOutput(m_strOnNewGame, strValue);
break;
case "OnLoadGame":
m_strOnLoadGame = PrepareOutput(m_strOnLoadGame, strValue);
break;
case "OnMapTransition":
m_strOnMapTransition = PrepareOutput(m_strOnMapTransition, strValue);
break;
case "OnBackgroundMap":
m_strOnBackgroundMap = PrepareOutput(m_strOnBackgroundMap, strValue);
break;
case "OnMultiNewMap":
m_strOnMultiNewMap = PrepareOutput(m_strOnMultiNewMap, strValue);
break;
case "OnMultiNewRound":
m_strOnMultiNewRound = PrepareOutput(m_strOnMultiNewRound, strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
logic_auto::logic_auto(void)
{
m_iFromSaveGame = 0;
super::NSPointTrigger();
if (m_strOnMapSpawn)
m_strOnMapSpawn = CreateOutput(m_strOnMapSpawn);
if (m_strOnNewGame)
m_strOnNewGame = CreateOutput(m_strOnNewGame);
if (m_strOnLoadGame)
m_strOnLoadGame = CreateOutput(m_strOnLoadGame);
if (m_strOnMapTransition)
m_strOnMapTransition = CreateOutput(m_strOnMapTransition);
if (m_strOnBackgroundMap)
m_strOnBackgroundMap = CreateOutput(m_strOnBackgroundMap);
if (m_strOnMultiNewMap)
m_strOnMultiNewMap = CreateOutput(m_strOnMultiNewMap);
if (m_strOnMultiNewRound)
m_strOnMultiNewRound = CreateOutput(m_strOnMultiNewRound);
}

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@ -149,6 +149,9 @@ trigger_changelevel::IsInside(entity ePlayer, entity eVolume)
void
trigger_changelevel::Change(void)
{
/* needed for logic_auto */
readcmd("set _bsp_change_auto \"1\"\n");
/* standard level change */
if (!m_strLandmark) {
dprint(sprintf("^2trigger_changelevel::^3Change^7: Change to `%s`\n",

View File

@ -60,6 +60,7 @@ class NSEntity:NSTrigger
string m_oldModel;
string m_parent;
string m_parent_attachment;
virtual void(void) Show;
virtual void(void) Hide;
@ -67,6 +68,7 @@ class NSEntity:NSTrigger
virtual float(entity, float) SendEntity;
nonvirtual void(string) SetParent;
nonvirtual void(string) SetParentAttachment;
nonvirtual void(void) ClearParent;
virtual void(void) ParentUpdate;

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@ -265,10 +265,18 @@ NSEntity::ParentUpdate(void)
frame1time += frametime;
if (m_parent) {
NSEntity parent;
entity p = find(world, ::targetname, m_parent);
if (p)
SetOrigin(p.origin);
if (p) {
if (!m_parent_attachment) {
parent = (NSEntity)p;
vector ofs = parent.GetSpawnOrigin() - GetSpawnOrigin();
SetOrigin(p.origin + ofs);
} else if (m_parent_attachment == "origin") {
SetOrigin(p.origin);
}
}
}
}
void
@ -277,9 +285,15 @@ NSEntity::SetParent(string name)
m_parent = name;
}
void
NSEntity::SetParentAttachment(string name)
{
m_parent_attachment = name;
}
void
NSEntity::ClearParent(void)
{
m_parent = __NULL__;
m_parent_attachment = __NULL__;
}
void
@ -569,6 +583,9 @@ NSEntity::Input(entity eAct, string strInput, string strData)
case "SetParent":
SetParent(strData);
break;
case "SetParentAttachment":
SetParentAttachment(strData);
break;
case "ClearParent":
ClearParent();
break;