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

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/*
* Copyright (c) 2023 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 env_physexplosion (1 .5 0) (-8 -8 -8) (8 8 8) NODAMAGE PUSHCLIENTS RADIAL TRACE SHAKE
# OVERVIEW
A force-centered explosion, primarily targetted at physics objects and optionally, players/clients.
# KEYS
- "targetname" : Name
- "magnitude" : Amount of force applied.
- "radius" : Optional, overrides the radius of the 'explosion'.
- "targetentityname" : Optional, will only target the named entity if specified.
- "inner_radius" : Optional, will test from within this inner radius when TRACE (8) is set.
# SPAWNFLAGS
- NODAMAGE (1) : Do not damage physics entities.
- PUSHCLIENTS (2) : Allow pushing of players.
- RADIAL (4) : Disables any up/down forces from being applied.
- TRACE (8) : Does a collision test with its targets.
- SHAKE (16) : Push the view of the players around a bit.
# TRIVIA
This entity was introduced in Half-Life 2 (2004).
*/
class
env_physexplosion:NSEntity
{
public:
void env_physexplosion(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string, string);
virtual void Respawn(void);
virtual void Input(entity, string, string);
nonvirtual void TriggerExplosion(void);
private:
float m_flMagnitude;
float m_flRadius;
string m_strTargetEntity;
float m_flInnerRadius;
};
void
env_physexplosion::env_physexplosion(void)
{
m_flMagnitude = 0.0f;
m_flRadius = 0.0f;
m_strTargetEntity = __NULL__;
m_flInnerRadius = 0.0f;
}
void
env_physexplosion::Save(float handle)
{
super::Save(handle);
SaveFloat(handle, "m_flMagnitude", m_flMagnitude);
SaveFloat(handle, "m_flRadius", m_flRadius);
SaveString(handle, "m_strTargetEntity", m_strTargetEntity);
SaveFloat(handle, "m_flInnerRadius", m_flInnerRadius);
}
void
env_physexplosion::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_flMagnitude":
m_flMagnitude = ReadFloat(strValue);
break;
case "m_flRadius":
m_flRadius = ReadFloat(strValue);
break;
case "m_strTargetEntity":
m_strTargetEntity = ReadString(strValue);
break;
case "m_flInnerRadius":
m_flInnerRadius = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
env_physexplosion::SpawnKey(string keyName, string setValue)
{
switch (keyName) {
case "magnitude":
m_flMagnitude = ReadFloat(setValue);
break;
case "radius":
m_flRadius = ReadFloat(setValue);
break;
case "targetentityname":
m_strTargetEntity = ReadString(setValue);
break;
case "inner_radius":
m_flInnerRadius = ReadFloat(setValue);
break;
default:
super::SpawnKey(keyName, setValue);
break;
}
}
void
env_physexplosion::Respawn(void)
{
SetOrigin(GetSpawnOrigin());
}
void
env_physexplosion::TriggerExplosion(void)
{
float entityDistance = 0.0f;
float targetForce = 0.0f;
float explosionRadius = m_flRadius;
NSPhysicsEntity physEnt;
if (m_flRadius == 0.0) {
explosionRadius = m_flMagnitude * 2.5;
}
/* only target them if set */
if (m_strTargetEntity) {
physEnt = (NSPhysicsEntity)find(world, ::targetname, m_strTargetEntity);
if (!physEnt) {
EntWarning("Target set, but not found!");
return;
}
entityDistance = vlen(GetOrigin() - physEnt.WorldSpaceCenter());
if (entityDistance <= explosionRadius) {
targetForce = (explosionRadius - entityDistance) / explosionRadius;
targetForce = rint(m_flMagnitude * targetForce);
physEnt.ApplyForceOffset(v_forward * targetForce, origin);
}
return;
}
for (entity e = world; (e = findfloat(e, ::isPhysics, true));) {
physEnt = (NSPhysicsEntity)e;
entityDistance = vlen(GetOrigin() - physEnt.WorldSpaceCenter());
if (entityDistance <= explosionRadius) {
makevectors(vectoangles(physEnt.WorldSpaceCenter() - GetOrigin()));
targetForce = (explosionRadius - entityDistance) / explosionRadius;
targetForce = rint(m_flMagnitude * targetForce);
physEnt.ApplyForceOffset(v_forward * targetForce, origin);
physEnt.velocity += v_forward * targetForce;
}
}
}
void
env_physexplosion::Input(entity activatorEnt, string inputName, string dataString)
{
switch (inputName) {
case "Explode":
TriggerExplosion();
break;
default:
super::Input(activatorEnt, inputName, dataString);
break;
}
}