nuclide/src/gs-entbase/server/env_shooter.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* 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.
*/
#define EVSHOOTER_REPEATABLE 1
/*!QUAKED env_shooter (1 .5 0) (-8 -8 -8) (8 8 8) EVSHOOTER_REPEATABLE
# OVERVIEW
Shoots model entities from its location.
# KEYS
- "targetname" : Name
- "target" : Target when triggered.
- "killtarget" : Target to kill when triggered.
- "angles" : Sets the pitch, yaw and roll direction of the shooter.
- "shootmodel" : Model file to shoot.
- "shootsounds" : PCM sample to play whenever a piece shoots out.
- "m_iGibs" : Amount of models shot in total.
- "m_flDelay" : Delay before being able to be fired again.
- "m_flVelocity" : Speed of the models in units per second.
- "delay" : Delay between shots.
- "m_flVariance" : Variance in shot trajectory.
- "m_flGibLife" : Life of the individual model piece.
- "scale" : Scale modifier of the model pieces.
# INPUTS
- "Shoot" : Causes the shooter to shoot.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
env_shooter:NSRenderableEntity
{
public:
void env_shooter(void);
virtual void Spawned(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void Trigger(entity, triggermode_t);
virtual void Input(entity, string, string);
nonvirtual void ShootGib(void);
nonvirtual void ShooterLoop(void);
private:
int m_iGibs;
int m_iGibsLeft;
float m_flDelay;
float m_flVelocity;
float m_flVariance;
float m_flGibLife;
string m_strShootModel;
float m_flShootSounds;
float m_flScale;
float m_flSkin;
bool m_bCanScale;
};
void
env_shooter::env_shooter(void)
{
m_flVariance = 0.0f;
m_flDelay = 0.0f;
m_iGibs = 1;
m_iGibsLeft = 1;
m_flVelocity = 0;
m_flGibLife = 1.0f;
m_strShootModel = __NULL__;
m_flShootSounds = 0;
m_flScale = 1.0;
m_flSkin = 0;
m_bCanScale = false;
}
void
env_shooter::Spawned(void)
{
super::Spawned();
if (m_strShootModel) {
precache_model(m_strShootModel);
}
/* There isn't a much more portable to do this, maybe this can be abstracted
through separate soundDef entries but I don't know if that'll be less annoying. */
switch (m_flShootSounds) {
case 0: /* glass */
Sound_Precache("func_breakable.impact_glass");
break;
case 1: /* wood */
Sound_Precache("func_breakable.impact_wood");
break;
case 2: /* metal */
Sound_Precache("func_breakable.impact_metal");
break;
case 3: /* flesh */
Sound_Precache("func_breakable.impact_flesh");
break;
case 4: /* concrete */
Sound_Precache("func_breakable.impact_concrete");
break;
case -1: /* none */
default:
break;
}
/* figure out if we're a sprite... */
if (Util_ExtensionFromString(m_strShootModel) == "spr") {
m_bCanScale = true;
}
}
void
env_shooter::Save(float handle)
{
super::Save(handle);
SaveFloat(handle, "m_flVariance", m_flVariance);
SaveFloat(handle, "m_flDelay", m_flDelay);
SaveInt(handle, "m_iGibs", m_iGibs);
SaveInt(handle, "m_iGibsLeft", m_iGibsLeft);
SaveFloat(handle, "m_flVelocity", m_flVelocity);
SaveFloat(handle, "m_flGibLife", m_flGibLife);
SaveString(handle, "m_strShootModel", m_strShootModel);
SaveFloat(handle, "m_flShootSounds", m_flShootSounds);
SaveFloat(handle, "m_flScale", m_flScale);
SaveFloat(handle, "m_flSkin", m_flSkin);
SaveBool(handle, "m_bCanScale", m_bCanScale);
}
void
env_shooter::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_flVariance":
m_flVariance = ReadFloat(strValue);
break;
case "m_flDelay":
m_flDelay = ReadFloat(strValue);
break;
case "m_iGibs":
m_iGibs = ReadInt(strValue);
break;
case "m_iGibsLeft":
m_iGibsLeft = ReadInt(strValue);
break;
case "m_flVelocity":
m_flVelocity = ReadFloat(strValue);
break;
case "m_flGibLife":
m_flGibLife = ReadFloat(strValue);
break;
case "m_strShootModel":
m_strShootModel = ReadString(strValue);
break;
case "m_flShootSounds":
m_flShootSounds = ReadFloat(strValue);
break;
case "m_flScale":
m_flScale = ReadFloat(strValue);
break;
case "m_flSkin":
m_flSkin = ReadFloat(strValue);
break;
case "m_bCanScale":
m_bCanScale = ReadBool(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
env_shooter::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "angle":
angles = [ReadFloat(strValue) * 90, 0, 0];
break;
case "m_iGibs":
m_iGibs = ReadInt(strValue);
break;
case "delay":
m_flDelay = ReadFloat(strValue);
break;
case "m_flVelocity":
m_flVelocity = ReadFloat(strValue);
break;
case "m_flVariance":
m_flVariance = ReadFloat(strValue);
break;
case "m_flGibLife":
m_flGibLife = ReadFloat(strValue);
break;
case "shootmodel":
m_strShootModel = strValue;
break;
case "shootsounds":
m_flShootSounds = ReadFloat(strValue);
break;
case "scale":
m_flScale = ReadFloat(strValue);
break;
case "skin":
m_flSkin = ReadFloat(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
env_shooter::Respawn(void)
{
if (!m_strShootModel) {
Destroy();
return;
}
m_iGibsLeft = m_iGibs;
ReleaseThink();
}
void
env_shooter::ShootGib(void)
{
vector vecSpinVel = [0.0f, 0.0f, 0.0f];
vector vecThrowVel = [0.0f, 0.0f, 0.0f];
NSRenderableEntity eGib = spawn(NSRenderableEntity);
eGib.SetMovetype(MOVETYPE_BOUNCE);
eGib.SetModel(m_strShootModel);
eGib.SetSize([-8,-8,-8],[8,8,8]);
eGib.SetOrigin(GetOrigin());
eGib.SetAngles(GetAngles());
eGib.SetRenderColor(m_vecRenderColor);
eGib.SetRenderMode(m_iRenderMode);
eGib.SetRenderFX(m_iRenderFX);
eGib.SetRenderAmt(m_flRenderAmt);
/* scale multiplier only works on sprites.
the env_shooter entities in lambda_bunker.bsp rely
on this exact behaviour. if Source added support
for this you need to differentiate between the two. */
if (m_bCanScale == true) {
eGib.SetScale(m_flScale);
}
eGib.SetSize([-8,-8,-8],[8,8,8]);
eGib.SetSkin(m_flSkin);
switch (m_flShootSounds) {
case 0: /* glass */
StartSoundDef("sfx_impact.glass", CHAN_VOICE, false);
break;
case 1: /* wood */
StartSoundDef("sfx_impact.wood", CHAN_VOICE, false);
break;
case 2: /* metal */
StartSoundDef("sfx_impact.metal", CHAN_VOICE, false);
break;
case 3: /* flesh */
StartSoundDef("sfx_impact.flesh", CHAN_VOICE, false);
break;
case 4: /* concrete */
StartSoundDef("sfx_impact.concrete", CHAN_VOICE, false);
break;
case -1: /* none */
default:
break;
}
if (m_flGibLife <= 0)
m_flGibLife = 1.0f;
makevectors(GetAngles());
vecThrowVel = v_forward;
vecThrowVel += (random(-1,1) * v_right) * m_flVariance;
vecThrowVel += (random(-1,1) * v_up) * m_flVariance;
vecThrowVel *= m_flVelocity;
vecSpinVel[0] = random(-1,1) * 32;
vecSpinVel[1] = random(-1,1) * 32;
vecSpinVel[2] = random(-1,1) * 32;
eGib.SetVelocity(vecThrowVel);
eGib.SetAngularVelocity(vecSpinVel);
eGib.ScheduleThink(Destroy, m_flGibLife);
}
void
env_shooter::ShooterLoop(void)
{
ShootGib();
m_iGibsLeft--;
/* keep shooting til we're done */
if (m_iGibsLeft) {
ScheduleThink(ShooterLoop, m_flDelay);
} else {
/* no more gibs left, destroy if wanted */
if (HasSpawnFlags(EVSHOOTER_REPEATABLE) == false) {
ScheduleThink(Destroy, m_flDelay);
}
}
}
void
env_shooter::Trigger(entity act, triggermode_t state)
{
switch (state) {
case TRIG_OFF:
ReleaseThink();
break;
case TRIG_ON:
/* reset gib count if repeatable. */
if (HasSpawnFlags(EVSHOOTER_REPEATABLE) == true) {
m_iGibsLeft = m_iGibs;
}
ScheduleThink(ShooterLoop, m_flDelay);
break;
default:
if (IsThinking() == false)
Trigger(act, TRIG_ON);
else
Trigger(act, TRIG_OFF);
}
}
void
env_shooter::Input(entity entityActivator, string inputName, string dataField)
{
switch (inputName) {
case "Shoot":
ShootGib();
default:
super::Input(entityActivator, inputName, dataField);
}
}