nuclide/src/gs-entbase/server/momentary_rot_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 momentary_rot_button (0 .5 .8) ? MRBFL_DOORHACK MRBFL_NOTUSE x x MRBFL_AUTORETURN x MRBFL_XAXIS MRBFL_YAXIS
Dyanmic button/wheel/lever that moves back into its original position when not
in use. It affects momentary_door.
-------- KEYS --------
"targetname" : Name
"distance" : Maximum distance it'll turn until it stops.
"speed" : Speed at which it rotates/turns.
"returnspeed" : Speed at which it returns to its original position.
-------- SPAWNFLAGS --------
MRBFL_DOORHACK : This entity will move along with another momentary_rot_button of the same name.
MRBFL_NOTUSE : Don't allow interaction via "use" key/button.
MRBFL_AUTORETURN : Rotate back to its original state when not being used.
MRBFL_XAXIS : Rotate along the X-axis.
MRBFL_YAXIS : Rotate along the Y-axis.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
enumflags
{
MRBFL_DOORHACK,
MRBFL_NOTUSE,
MRBFL_UNUSED4,
MRBFL_UNUSED8,
MRBFL_AUTORETURN,
MRBFL_UNUSED32,
MRBFL_XAXIS,
MRBFL_YAXIS
};
class
momentary_rot_button:NSMomentary
{
int m_iTurnDir;
public:
void momentary_rot_button(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void OnPlayerUse(void);
virtual void OnPlayerUnUse(void);
virtual void Respawn(void);
virtual void SetMovementDirection(void);
virtual void SpawnKey(string,string);
virtual void MovementDone(void);
virtual void MovementStateChanged(void);
virtual float GetProgress(void);
};
void
momentary_rot_button::momentary_rot_button(void)
{
m_iTurnDir = 0i;
m_flReturnspeed = m_flSpeed = -1;
}
void
momentary_rot_button::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_iTurnDir", m_iTurnDir);
}
void
momentary_rot_button::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iTurnDir":
m_iTurnDir = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
momentary_rot_button::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "distance":
m_flDistance = stof(strValue);
break;
case "speed":
m_flSpeed = stof(strValue);
break;
case "returnspeed":
m_flReturnspeed = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
momentary_rot_button::Respawn(void)
{
RestoreAngles();
SetMovementDirection();
ClearAngles();
if (m_flSpeed == -1)
m_flSpeed = 100;
if (m_flReturnspeed == -1)
m_flReturnspeed = m_flSpeed;
SetSolid(SOLID_BSP);
SetMovetype(MOVETYPE_PUSH);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
/* purely visual, can't use this */
if (!HasSpawnFlags(MRBFL_NOTUSE)) {
PlayerUse = OnPlayerUse;
PlayerUseUnpressed = OnPlayerUnUse;
}
m_vecPos1 = [0,0,0];
m_vecPos2 = m_vecMoveDir * m_flDistance;
SetSkin(0);
SetMoveState(MOMENTARY_IDLE);
}
float
momentary_rot_button::GetProgress(void)
{
return (vlen(angles) / vlen(m_vecPos2));
}
void
momentary_rot_button::MovementDone(void)
{
m_vecDest = avelocity = [0,0,0];
}
void
momentary_rot_button::MovementStateChanged(void)
{
vector vecAngleDifference;
float flTravelLength;
float flTravelTime;
float flSpeed = 0;
switch (m_iMoveState) {
case MOMENTARY_IDLE:
MovementDone();
return;
break;
case MOMENTARY_ROTATING:
m_vecDest = m_vecPos2;
flSpeed = m_flSpeed;
break;
case MOMENTARY_RETURNING:
m_vecDest = m_vecPos1;
flSpeed = m_flReturnspeed;
break;
}
vecAngleDifference = (m_vecDest - angles);
flTravelLength = vlen(vecAngleDifference);
flTravelTime = (flTravelLength / flSpeed);
/* Avoid NAN hack */
if (flTravelTime <= 0.0f) {
SetAngles(m_vecDest);
MovementDone();
ReleaseThink();
} else {
SetAngularVelocity(vecAngleDifference * (1 / flTravelTime));
ScheduleThink(MovementDone, flTravelTime);
}
}
void
momentary_rot_button::OnPlayerUse(void)
{
int iEndState;
m_eUser = eActivator;
/* if we're not already rotating (or can only turn 1 way) */
if (m_iTurnDir == 0 || HasSpawnFlags(MRBFL_AUTORETURN))
iEndState = (MOMENTARY_ROTATING); /* always turning one way on auto-return */
else
iEndState = (MOMENTARY_RETURNING);
/* apply the end state */
SetMoveState(iEndState);
m_iTurnDir = 1 - m_iTurnDir;
for (entity e = world; (e = find(e, ::targetname, target));) {
NSMomentary b = (NSMomentary)e;
b.SetMoveState(iEndState);
}
for (entity e = world; (e = find(e, ::targetname, targetname));) {
NSMomentary b = (NSMomentary)e;
/* door hack: any entity with the same name as ours will follow our states */
if (b.HasSpawnFlags(MRBFL_DOORHACK))
b.SetMoveState(iEndState);
}
}
void
momentary_rot_button::OnPlayerUnUse(void)
{
int iEndState;
m_eUser = world;
/* instead of stopping, auto-return. */
if (HasSpawnFlags(MRBFL_AUTORETURN))
iEndState = (MOMENTARY_RETURNING);
else
iEndState = (MOMENTARY_IDLE);
/* apply the end state */
SetMoveState(iEndState);
for (entity e = world; (e = find(e, ::targetname, target));) {
NSMomentary b = (NSMomentary)e;
b.SetMoveState(iEndState);
}
for (entity e = world; (e = find(e, ::targetname, targetname));) {
NSMomentary b = (NSMomentary)e;
/* door hack: any entity with the same name as ours will follow our states */
if (b.HasSpawnFlags(MRBFL_DOORHACK))
b.SetMoveState(iEndState);
}
}
void
momentary_rot_button::SetMovementDirection(void)
{
if (HasSpawnFlags(MRBFL_XAXIS)) {
m_vecMoveDir = [0,0,1];
} else if (HasSpawnFlags(MRBFL_YAXIS)) {
m_vecMoveDir = [1,0,0];
} else {
m_vecMoveDir = [0,1,0];
}
}