nuclide/src/gs-entbase/server/func_button.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.
*/
/*QUAKED func_button (0 .5 .8) ? SF_BTT_NOMOVE x x x x SF_BTT_TOGGLE SF_BTT_SPARKS x SF_BTT_TOUCH_ONLY
A brush entity which can be used either by touching, interaction (via a games'
use-key/button or other targetting methods.
It will then travel, similar to a door to a specified direction.
Once it's fully pushed in, it'll trigger its targets, then return back to its
original position.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"speed" : Movement speed of the door in game-units per second.
"lip" : How many units remain visible when fully pushed in.
"snd_pressed" : The sound shader name to play when pressed down.
"snd_unpressed" : The sound shader name to play when the button becomes raised.
"wait" : Time to wait in seconds before the button becomes raised.
"delay" : Delay until the Target gets triggered.
"sounds" : Obsolete legacy key for HL/Q1 style buttons to decide which sounds to play.
"health" : Amount of damage this button takes before it triggers. Will reset.
-------- OUTPUTS --------
"OnDamaged" : Fired when the button is damaged.
"OnPressed" : Fired when the button is pressed.
"OnUseLocked" : Fired when the button is used while locked.
"OnIn" : Fired when the button reaches the in/pressed position.
"OnOut" : Fired when the button reaches the out/released position.
-------- SPAWNFLAGS --------
SF_BTT_NOMOVE : Don't move when it's activated.
SF_BTT_TOGGLE : Don't move back to the raised state automatically.
SF_BTT_SPARKS : Spawn decorative sparks when used.
SF_BTT_TOUCH_ONLY : Disable 'use' key/button. Only collision will activate it.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/
enumflags
{
SF_BTT_NOMOVE,
SF_BTT_RESERVED1,
SF_BTT_RESERVED2,
SF_BTT_RESERVED3,
SF_BTT_RESERVED4,
SF_BTT_TOGGLE,
SF_BTT_SPARKS,
SF_BTT_RESERVED5,
SF_BTT_TOUCH_ONLY
};
enum
{
STATE_RAISED,
STATE_LOWERED,
STATE_UP,
STATE_DOWN
};
enum
{
FRAME_OFF,
FRAME_ON
};
class
func_button:NSSurfacePropEntity
{
int m_iState;
float m_flSpeed;
float m_flLip;
float m_flNextTrigger;
float m_flWait;
float m_flDelay;
vector m_vecPos1;
vector m_vecPos2;
vector m_vecDest;
vector m_vecMoveDir;
string m_strSndPressed;
string m_strSndUnpressed;
bool m_bCanTouch;
/* input/output */
string m_strOnPressed;
string m_strOnDamaged;
string m_strOnUseLocked;
string m_strOnIn;
string m_strOnOut;
public:
void func_button(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Respawn(void);
virtual void Arrived(void);
virtual void Returned(void);
virtual void MoveBack(void);
virtual void MoveAway(void);
virtual void Touch(entity);
virtual void Blocked(entity);
virtual void Trigger(entity,int);
virtual void DeathTrigger(void);
virtual void PlayerUse(void);
virtual void SetMovementDirection(void);
virtual void MoveToDestination(vector, void(void));
};
void
func_button::func_button(void)
{
m_iState = 0i;
m_flSpeed = 0.0f;
m_flLip = 0.0f;
m_flNextTrigger = 0.0f;
m_flWait = 4.0f;
m_flDelay = 0.0f;
m_vecPos1 = [0.0f, 0.0f, 0.0f];
m_vecPos2 = [0.0f, 0.0f, 0.0f];
m_vecDest = [0.0f, 0.0f, 0.0f];
m_vecMoveDir = [0.0f, 0.0f, 0.0f];
m_strSndPressed = __NULL__;
m_strSndUnpressed = __NULL__;
m_bCanTouch = false;
m_strOnPressed = __NULL__;
m_strOnDamaged = __NULL__;
m_strOnUseLocked = __NULL__;
m_strOnIn = __NULL__;
m_strOnOut = __NULL__;
}
void
func_button::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_iState", m_iState);
SaveFloat(handle, "m_flSpeed", m_flSpeed);
SaveFloat(handle, "m_flLip", m_flLip);
SaveFloat(handle, "m_flNextTrigger", m_flNextTrigger);
SaveFloat(handle, "m_flWait", m_flWait);
SaveFloat(handle, "m_flDelay", m_flDelay);
SaveVector(handle, "m_vecPos1", m_vecPos1);
SaveVector(handle, "m_vecPos2", m_vecPos2);
SaveVector(handle, "m_vecDest", m_vecDest);
SaveVector(handle, "m_vecMoveDir", m_vecMoveDir);
SaveString(handle, "m_strSndPressed", m_strSndPressed);
SaveString(handle, "m_strSndUnpressed", m_strSndUnpressed);
SaveString(handle, "m_strOnPressed", m_strOnPressed);
SaveString(handle, "m_strOnDamaged", m_strOnDamaged);
SaveString(handle, "m_strOnUseLocked", m_strOnUseLocked);
SaveString(handle, "m_strOnIn", m_strOnIn);
SaveString(handle, "m_strOnOut", m_strOnOut);
SaveBool(handle, "m_bCanTouch", m_bCanTouch);
}
void
func_button::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iState":
m_iState = ReadInt(strValue);
break;
case "m_flSpeed":
m_flSpeed = ReadFloat(strValue);
break;
case "m_flLip":
m_flLip = ReadFloat(strValue);
break;
case "m_flNextTrigger":
m_flNextTrigger = ReadFloat(strValue);
break;
case "m_flWait":
m_flWait = ReadFloat(strValue);
break;
case "m_flDelay":
m_flDelay = ReadFloat(strValue);
break;
case "m_vecPos1":
m_vecPos1 = ReadVector(strValue);
break;
case "m_vecPos2":
m_vecPos2 = ReadVector(strValue);
break;
case "m_vecDest":
m_vecDest = ReadVector(strValue);
break;
case "m_vecMoveDir":
m_vecMoveDir = ReadVector(strValue);
break;
case "m_strSndPressed":
m_strSndPressed = ReadString(strValue);
break;
case "m_strSndUnpressed":
m_strSndUnpressed = ReadString(strValue);
break;
case "m_strOnPressed":
m_strOnPressed = ReadString(strValue);
break;
case "m_strOnDamaged":
m_strOnDamaged = ReadString(strValue);
break;
case "m_strOnUseLocked":
m_strOnUseLocked = ReadString(strValue);
break;
case "m_strOnIn":
m_strOnIn = ReadString(strValue);
break;
case "m_strOnOut":
m_strOnOut = ReadString(strValue);
break;
case "m_bCanTouch":
m_bCanTouch = ReadBool(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
func_button::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "message":
message = strValue;
break;
case "speed":
m_flSpeed = stof(strValue);
break;
case "lip":
m_flLip = stof(strValue);
break;
case "snd_pressed":
m_strSndPressed = strValue;
break;
case "snd_unpressed":
m_strSndUnpressed = strValue;
break;
case "wait":
m_flWait = stof(strValue);
break;
/* input/output */
case "OnPressed":
m_strOnPressed = PrepareOutput(m_strOnPressed, strValue);
break;
case "OnDamaged":
m_strOnDamaged = PrepareOutput(m_strOnDamaged, strValue);
break;
case "OnUseLocked":
m_strOnUseLocked = PrepareOutput(m_strOnUseLocked, strValue);
break;
case "OnIn":
m_strOnIn = PrepareOutput(m_strOnIn, strValue);
break;
case "OnOut":
m_strOnOut = PrepareOutput(m_strOnOut, strValue);
break;
/* compatibility */
case "sounds":
m_strSndPressed = sprintf("func_button.hlsfx_%i", stoi(strValue) + 1i);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
func_button::Spawned(void)
{
super::Spawned();
/* sounds */
Sound_Precache(m_strSndPressed);
Sound_Precache(m_strSndUnpressed);
/* input/output */
if (m_strOnPressed)
m_strOnPressed = CreateOutput(m_strOnPressed);
if (m_strOnDamaged)
m_strOnDamaged = CreateOutput(m_strOnDamaged);
if (m_strOnUseLocked)
m_strOnUseLocked = CreateOutput(m_strOnUseLocked);
if (m_strOnIn)
m_strOnIn = CreateOutput(m_strOnIn);
if (m_strOnOut)
m_strOnOut = CreateOutput(m_strOnOut);
}
void
func_button::Respawn(void)
{
RestoreAngles();
SetMovementDirection();
ClearAngles();
SetSolid(SOLID_BSP);
SetMovetype(MOVETYPE_PUSH);
SetOrigin(GetSpawnOrigin());
SetModel(GetSpawnModel());
ClearVelocity();
ReleaseThink();
SetHealth(GetSpawnHealth());
if (health > 0) {
takedamage = DAMAGE_YES;
Death = DeathTrigger;
}
if (!m_flSpeed) {
m_flSpeed = 100;
}
m_vecPos1 = GetSpawnOrigin();
if (HasSpawnFlags(SF_BTT_NOMOVE)) {
m_vecPos2 = m_vecPos1;
} else {
m_vecPos2 = (m_vecPos1 + m_vecMoveDir * (fabs(m_vecMoveDir * size) - m_flLip));
}
m_iValue = 0;
m_iState = STATE_LOWERED;
}
void
func_button::Arrived(void)
{
SetOrigin(m_vecDest);
ClearVelocity();
ReleaseThink();
m_bCanTouch = true;
UseOutput(this, m_strOnIn);
m_iState = STATE_RAISED;
if (HasSpawnFlags(SF_BTT_TOGGLE) == true) {
return;
}
if (m_flWait != -1) {
ScheduleThink(MoveBack, m_flWait);
}
}
void
func_button::Returned(void)
{
UseOutput(this, m_strOnOut);
SetOrigin(m_vecDest);
ClearVelocity();
ReleaseThink();
SetFrame(FRAME_OFF);
m_bCanTouch = true;
m_iState = STATE_LOWERED;
}
void
func_button::MoveBack(void)
{
m_bCanTouch = false;
m_iState = STATE_DOWN;
m_iValue = 0;
if (m_strSndUnpressed) {
Sound_Play(this, CHAN_VOICE, m_strSndUnpressed);
}
if (m_vecPos2 != m_vecPos1) {
MoveToDestination (m_vecPos1, Returned);
} else {
Returned();
}
}
void
func_button::MoveAway(void)
{
if (m_iState == STATE_UP) {
return;
}
m_bCanTouch = false;
m_iState = STATE_UP;
if (m_vecPos2 != m_vecPos1) {
MoveToDestination(m_vecPos2, Arrived);
} else {
Arrived();
}
m_iValue = 1;
SetFrame(FRAME_ON);
}
/* TODO: Handle state */
void
func_button::Trigger(entity act, int state)
{
if (GetMaster() == FALSE)
return;
UseOutput(act, m_strOnUseLocked);
if (m_flNextTrigger > time) {
return;
}
m_flNextTrigger = time + m_flWait;
if ((m_iState == STATE_UP) || (m_iState == STATE_RAISED)){
if (m_flWait != -1) {
MoveBack();
}
return;
}
if (m_strSndPressed)
Sound_Play(this, CHAN_VOICE, m_strSndPressed);
MoveAway();
UseOutput(act, m_strOnPressed);
UseTargets(act, TRIG_TOGGLE, m_flDelay);
if (message)
env_message_single(act, message);
SetHealth(GetSpawnHealth());
}
void
func_button::DeathTrigger(void)
{
Trigger(g_dmg_eAttacker, TRIG_TOGGLE);
}
void
func_button::Touch(entity eToucher)
{
if (HasSpawnFlags(SF_BTT_TOUCH_ONLY) == false) {
return;
}
if (m_bCanTouch == false)
return;
if (eToucher.movetype == MOVETYPE_WALK) {
Trigger(eToucher, TRIG_TOGGLE);
}
}
void
func_button::PlayerUse(void)
{
if (HasSpawnFlags(SF_BTT_TOUCH_ONLY)) {
return;
}
Trigger(eActivator, TRIG_TOGGLE);
}
void
func_button::Blocked(entity eBlocker)
{
if (m_flWait >= 0) {
if (m_iState == STATE_DOWN) {
MoveAway();
} else {
MoveBack();
}
}
}
void
func_button::SetMovementDirection(void)
{
if (GetSpawnAngles() == [0,-1,0]) {
m_vecMoveDir = [0,0,1];
} else if (GetSpawnAngles() == [0,-2,0]) {
m_vecMoveDir = [0,0,-1];
} else {
makevectors(GetSpawnAngles());
m_vecMoveDir = v_forward;
}
}
void
func_button::MoveToDestination(vector vecDest, void(void) func)
{
vector vecDifference;
float flTravel, fTravelTime;
if (!m_flSpeed) {
objerror("No speed defined for moving entity! Will not divide by zero.");
}
m_vecDest = vecDest;
if (vecDest == origin) {
ClearVelocity();
ScheduleThink(func, 0.0f);
return;
}
vecDifference = (vecDest - origin);
flTravel = vlen(vecDifference);
fTravelTime = (flTravel / m_flSpeed);
if (fTravelTime < 0.1) {
ClearVelocity();
ScheduleThink(func, 0.0f);
return;
}
ScheduleThink(func, fTravelTime);
SetVelocity(vecDifference * (1 / fTravelTime));
}