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

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/*
* Copyright (c) 2016-2020 Marco Hladik <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 scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE
Allow an actor to be selected and given an action to perform.
This is done in the form of playing an animation.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"m_iszEntity" : Entity targetname OR classname description to target
"m_iszPlay" : After the monster has moved to the action point, play this animation
"m_iszIdle" : Animation to play until the scripted_sequence is triggered
"m_flRadius" : Search radius for m_targetMonster if a classname is specified
"m_flRepeat" : Loop? Unused.
"m_fMoveTo" : How we move to perform m_iActionAnim
-------- SPAWNFLAGS --------
SSFL_REPEATABLE : Can trigger the sequence more than once.
SSFL_LEAVECORPSE : When the actor is done, they'll be frozen.
SSFL_NOINTERRUPT : Don't allow any interruption of the actor when in-sequence.
SSFL_OVERRIDEAI : Don't allow the actor to call think/sound functions while playing.
-------- NOTES --------
f_fMoveTo values:
0 = Don't move or turn
1 = Walk to the scripted_sequence
2 = Run to the scripted_sequence
3 = Unused/Not defined. Do not use this.
4 = Warp to the location of the scripted_sequence and perform the animation.
5 = Turn to the scripted_sequence's angle before performing the animation.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
float(float modidx, string framename) frameforname = #276;
float(float modidx, float framenum) frameduration = #277;
/*
* Scripted Sequences
* ==================
* Allow a monster to be selected and given an action to perform.
* This is done in the form of an animation.
*/
/* If enabled, the sequence can be triggered more than once.
* Otherwise the entity will be removed once the sequence is complete. */
#define SSFL_REPEATABLE 4
/* Seemingly unused. */
#define SSFL_LEAVECORPSE 8
/* If enabled, the sequence cannot be interrupted.
* The monster will ignore damage until the sequence is complete,
* as with the aiscripted_sequence entity. */
#define SSFL_NOINTERRUPT 32
/* Seemingly unused. */
#define SSFL_OVERRIDEAI 64
/* If enabled, when the sequence is completed, the monster will be placed back
* where the Action Animation started. */
#define SSFL_NOSCRIPTMOVE 128
/* m_iMove, how we move to perform m_iActionAnim */
enum
{
SS_NO, /* Don't move or turn */
SS_WALK, /* Walk to the scripted_sequence */
SS_RUN, /* Run to the scripted_sequence */
SS_UNUSED,
SS_INSTANTANEOUS, /* Warp to the location of the scripted_sequence and perform the animation. */
SS_TURNTOFACE /* Turn to the scripted_sequence's angle before performing the animation. */
};
class scripted_sequence:NSPointTrigger
{
int m_iEnabled;
/* Target name OR classname description */
string m_strMonster;
/* After the monster has moved to the action point, play this animation */
string m_strActionAnim;
/* Animation to play until the scripted_sequence is triggered */
string m_strIdleAnim;
/* Search radius for m_targetMonster if a classname is specified */
float m_flSearchRadius;
/* How we move to perform m_iActionAnim */
int m_iMove;
void(void) scripted_sequence;
virtual void(entity, int) Trigger;
virtual void(entity) RunOnEntity;
virtual void(void) InitIdle;
virtual void(void) Respawn;
virtual void(void) touch;
virtual void(string, string) SpawnKey;
};
void
scripted_sequence::RunOnEntity(entity targ)
{
NSMonster f;
float duration;
f = (NSMonster)targ;
if (!m_iEnabled)
return;
/* aaaaand it's gone */
if (!(spawnflags & SSFL_REPEATABLE))
m_iEnabled = FALSE;
dprint(sprintf("\tName: %s\n", targetname));
dprint(sprintf("\tTarget: %s\n", m_strMonster));
dprint(sprintf("\tStarted: %f\n", time));
/* if we're told an anim, we better have it... or else. */
if (m_strActionAnim) {
f.m_flSequenceEnd = frameforname(f.modelindex, m_strActionAnim);
if (f.m_flSequenceEnd == -1) {
print(sprintf("^1ERROR: Framegroup %s not found!\n", m_strActionAnim));
return;
}
}
/* entity to trigger after sequence ends */
if (target) {
dprint(sprintf("\tTrigger when finished: %s\n", target));
f.m_strRouteEnded = target;
} else {
/* make sure we're not about to trigger _anything_ */
f.m_strRouteEnded = __NULL__;
}
/* mark us as having been used, for multisources. */
m_iValue = TRUE;
/* mark the state */
f.m_iSequenceState = SEQUENCESTATE_ACTIVE;
/* seems to be active at all times? contrary to SS_TURNTOFACE existing? */
f.m_vecSequenceAngle = angles;
if (m_iMove == SS_NO) {
dprint("\tType: SS_NO\n");
} else if (m_iMove == SS_WALK) {
f.NewRoute(origin);
f.m_flSequenceSpeed = 64;
dprint("\tType: SS_WALK\n");
return;
} else if (m_iMove == SS_RUN) {
f.NewRoute(origin);
f.m_flSequenceSpeed = 200;
dprint("\tType: SS_RUN\n");
return;
} else if (m_iMove == SS_INSTANTANEOUS) {
setorigin(f, this.origin);
dprint("\tType: SS_INSTANTANEOUS\n");
} else if (m_iMove == SS_TURNTOFACE) {
dprint("\tType: SS_TURNTOFACE\n");
}
/* all the non-moving targets will do this at least */
if (m_strActionAnim) {
duration = frameduration(f.modelindex, f.m_flSequenceEnd);
f.nextthink = time + duration;
dprint(sprintf(
"\tAnimation: %s Duration: %f seconds (modelindex %d, frame %d)\n",
m_strActionAnim,
duration,
f.modelindex,
f.m_flSequenceEnd
));
} else {
f.nextthink = time;
dprint(sprintf(
"\t^1WARNING: %s skipping animation on script type %i\n",
f.targetname,
m_iMove
));
}
f.m_iSequenceState = SEQUENCESTATE_ENDING;
if (spawnflags & SSFL_NOSCRIPTMOVE)
f.think = NSMonster::FreeState;
else
f.think = NSMonster::FreeStateMoved;
dprint(sprintf("\tEnding: %f\n", f.nextthink));
/* make sure we're forgetting about enemies and attack states in sequence */
f.m_eEnemy = __NULL__;
f.m_iMState = MONSTER_IDLE;
}
void
scripted_sequence::Trigger(entity act, int unused)
{
NSMonster f;
dprint(sprintf("^2scripted_sequence::^3Trigger^7: with spawnflags %d\n", spawnflags));
f = (NSMonster)find(world, ::targetname, m_strMonster);
/* target doesn't exist/hasn't spawned */
if (!f) {
for (entity c = world; (c = find(c, ::classname, m_strMonster));) {
/* within radius */
if (vlen(origin - c.origin) < m_flSearchRadius) {
f = (NSMonster)c;
break;
}
}
/* cancel out. this trigger is not yet ready. */
if (!f) {
return;
}
}
RunOnEntity((entity)f);
}
void
scripted_sequence::InitIdle(void)
{
NSMonster f;
dprint(sprintf("^2scripted_sequence::^3InitIdle^7: with spawnflags %d\n", spawnflags));
f = (NSMonster)find(world, ::targetname, m_strMonster);
/* target doesn't exist/hasn't spawned */
if (!f) {
/* time to look for a classname instead */
for (entity c = world; (c = find(c, ::classname, m_strMonster));) {
/* within radius */
if (vlen(origin - c.origin) < m_flSearchRadius) {
f = (NSMonster)c;
break;
}
}
/* cancel out. this trigger is broken. */
if (!f) {
dprint(sprintf("^1scripted_sequence::^3InitIdle^7: Unknown target %s\n", m_strMonster));
return;
}
}
setorigin(f, origin);
f.m_flSequenceEnd = frameforname(f.modelindex, m_strIdleAnim);
f.m_iSequenceState = SEQUENCESTATE_ENDING;
f.m_vecSequenceAngle = angles;
}
void
scripted_sequence::touch(void)
{
NSMonster f;
if (other.classname != m_strMonster)
return;
f = (NSMonster)other;
/* we already ARE on a sequence. */
if (f.m_iSequenceState != SEQUENCESTATE_NONE)
return;
RunOnEntity(other);
}
void
scripted_sequence::Respawn(void)
{
m_iEnabled = TRUE;
target = m_oldstrTarget;
if (m_flSearchRadius) {
SetSolid(SOLID_TRIGGER);
mins[0] = mins[1] = mins[2] = -(m_flSearchRadius/2);
maxs[0] = maxs[1] = maxs[2] = (m_flSearchRadius/2);
setsize(this, mins, maxs);
} else {
SetSolid(SOLID_NOT);
}
if (m_strIdleAnim) {
think = InitIdle;
nextthink = time + 0.1f;
}
}
void
scripted_sequence::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "m_iszEntity":
m_strMonster = strValue;
break;
case "m_iszPlay":
m_strActionAnim = strValue;
break;
case "m_iszIdle":
m_strIdleAnim = strValue;
break;
case "m_flRadius":
m_flSearchRadius = stof(strValue);
break;
case "m_flRepeat":
/* TODO: */
break;
case "m_fMoveTo":
m_iMove = stoi(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
scripted_sequence::scripted_sequence(void)
{
super::NSPointTrigger();
}
CLASSEXPORT(aiscripted_sequence, scripted_sequence)