nuclide/src/gs-entbase/shared/trigger_camera.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.
*/
enumflags
{
OCAMFL_CHANGED_ORIGIN,
OCAMFL_CHANGED_ANGLES,
OCAMFL_CHANGED_WAIT
};
/*!QUAKED trigger_camera (1 0 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Forces a camera change when triggered.
# KEYS
- "targetname" : Name
- "target" : Camera aims at this target.
- "moveto" : First path_corner entity, if present.
- "wait" : The total time the camera effect is active.
# NOTES
The client who triggers it will get its camera perspective changed to this
trigger_camera. It is capable of following a track in case "moveto" is set.
The movement finishes independently of the "wait" key.
In case you are follow a path, the triggers of the respective path_corners will
be respected.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class trigger_camera:NSPointTrigger
{
#ifdef CLIENT
#else
float m_flWait;
string m_strAimAt;
string m_strMoveTo;
entity m_eLooker;
#endif
public:
void trigger_camera(void);
#ifdef CLIENT
virtual void ReceiveEntity(float,float);
#else
virtual void NextPath(void);
virtual void GoToTarget(void);
virtual void Trigger(entity, triggermode_t);
virtual void Respawn(void);
virtual void SpawnKey(string,string);
virtual float SendEntity(entity,float);
virtual void EvaluateEntity(void);
#endif
};
void
trigger_camera::trigger_camera(void)
{
#ifndef CLIENT
m_flWait = 4.0f;
m_strAimAt = __NULL__;
m_strMoveTo = __NULL__;
m_eLooker = __NULL__;
#endif
}
#ifdef CLIENT
void
trigger_camera::ReceiveEntity(float flNew, float flFlags)
{
if (flFlags & OCAMFL_CHANGED_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
origin[2] = readcoord();
setorigin(this, origin);
}
if (flFlags & OCAMFL_CHANGED_ANGLES) {
angles[0] = readfloat();
angles[1] = readfloat();
angles[2] = readfloat();
}
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
pSeat->m_vecCameraOrigin = origin;
pSeat->m_vecCameraAngle = angles;
if (flFlags & OCAMFL_CHANGED_WAIT) {
float flWait = readfloat();
if (flWait == -1)
pSeat->m_flCameraTime = -1;
else
pSeat->m_flCameraTime = time + flWait;
g_view.SetCameraAngle(angles);
g_view.SetClientAngle(angles);
}
classname = "trigger_camera";
}
#else
void
trigger_camera::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "target":
m_strAimAt = strValue;
break;
case "moveto":
m_strMoveTo = strValue;
break;
case "wait":
m_flWait = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
trigger_camera::Respawn(void)
{
SetSolid(SOLID_NOT);
SetMovetype(MOVETYPE_PUSH);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
m_eLooker = world;
}
float
trigger_camera::SendEntity(entity ePEnt, float flFlags)
{
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
return (0);
if (ePEnt != m_eLooker) {
return (0);
}
WriteByte(MSG_ENTITY, ENT_OLDCAMERA);
WriteFloat(MSG_ENTITY, flFlags);
if (flFlags & OCAMFL_CHANGED_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
WriteCoord(MSG_ENTITY, origin[2]);
}
if (flFlags & OCAMFL_CHANGED_ANGLES) {
WriteFloat(MSG_ENTITY, angles[0]);
WriteFloat(MSG_ENTITY, angles[1]);
WriteFloat(MSG_ENTITY, angles[2]);
}
if (flFlags & OCAMFL_CHANGED_WAIT) {
WriteFloat(MSG_ENTITY, m_flWait);
}
return (1);
}
void
trigger_camera::EvaluateEntity(void)
{
entity t = find(world, ::targetname, m_strAimAt);
if (t) {
angles = vectoangles(t.origin - origin);
}
if (ATTR_CHANGED(origin)) {
SetSendFlags(OCAMFL_CHANGED_ORIGIN);
}
if (ATTR_CHANGED(angles)) {
SetSendFlags(OCAMFL_CHANGED_ANGLES);
}
SAVE_STATE(origin)
SAVE_STATE(angles)
}
void
trigger_camera::GoToTarget(void)
{
float flTravelTime;
vector vecVelocity;
path_corner eNode;
eNode = (path_corner)find(world, ::targetname, target);
if (!eNode) {
return;
}
vecVelocity = (eNode.origin - origin);
flTravelTime = (vlen(vecVelocity) / eNode.m_flSpeed);
if (!flTravelTime) {
print("^1trigger_camera::^3GoToTarget^7: Distance short, going next\n");
ScheduleThink(NextPath, 0.0f);
return;
}
SetVelocity(vecVelocity * (1 / flTravelTime));
ScheduleThink(NextPath, flTravelTime);
}
void
trigger_camera::NextPath(void)
{
path_corner eNode;
eNode = (path_corner)find(world, ::targetname, target);
if (!eNode) {
return;
}
/* fire the path_corners' target */
eNode.Trigger(this, TRIG_TOGGLE);
SetOrigin(eNode.origin - (mins + maxs) * 0.5);
SetTriggerTarget(eNode.target);
ClearVelocity();
/* warp next frame */
if (eNode.HasSpawnFlags(PC_TELEPORT)) {
print(sprintf("^1trigger_camera::^3NextPath^7: Node %s wants %s to teleport\n", eNode.targetname, targetname));
ScheduleThink(NextPath, 0.0f);
return;
}
/* stop until triggered again */
if (eNode.HasSpawnFlags(PC_WAIT)) {
return;
}
if (eNode.m_flWait > 0) {
ScheduleThink(GoToTarget, eNode.m_flWait);
} else {
GoToTarget();
}
}
/* TODO: Handle state? */
void
trigger_camera::Trigger(entity act, triggermode_t state)
{
m_eLooker = act;
NSLog("Triggering it on %s\n", act.netname);
SetOrigin(GetSpawnOrigin());
ClearVelocity();
ReleaseThink();
SetTriggerTarget(m_strMoveTo);
NextPath();
GoToTarget();
SetSendFlags(OCAMFL_CHANGED_ORIGIN | OCAMFL_CHANGED_ANGLES | OCAMFL_CHANGED_WAIT);
}
#endif