nuclide/src/gs-entbase/server/func_pushable.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.
*/
typedef enum
{
PUSHABLESIZE_POINT,
PUSHABLESIZE_PLAYER,
PUSHABLESIZE_BIG,
PUSHABLESIZE_DUCKING,
PUSHABLESIZE_CUSTOM,
} pushSize_t;
#define PUSH_SIZE_POINT_MIN [-8,-8,-8]
#define PUSH_SIZE_POINT_MAX [8,8,8]
#define PUSH_SIZE_PLAYER_MIN [-16,-16,-36]
#define PUSH_SIZE_PLAYER_MAX [16,16,36]
#define PUSH_SIZE_BIG_MIN [-32,-32,-72]
#define PUSH_SIZE_BIG_MAX [32,32,72]
#define PUSH_SIZE_DUCKING_MIN [-16,-16,-18]
#define PUSH_SIZE_DUCKING_MAX [16,16,18]
#define FNCPUSHABLE_BREAKABLE 128
/*!QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE x x x x BREAKABLE
# OVERVIEW
This is essentially the same entity as a func_breakable, but
a player can push and pull it around the level.
# KEYS
- "targetname" : Name
- "target" : Target when triggered.
- "killtarget" : Target to kill when triggered.
- "friction" : Friction of the pushable. Default is 50.
- "size" : Hull size to use. 0: Point, 1: Player, 2: Big, 3: Player Crouched
# SPAWNFLAGS
- SF_TRIGGER (1) : Break only when triggered.
- SF_TOUCH (2) : Touch can break.
- SF_PRESSURE (4) : Standing on top can break.
# NOTES
It uses stepping player physics to move around.
Please look at func_breakable for more entity keys, inputs and outputs.
The 'size' key only has to be specified when you use levels with hull-sizes.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
func_pushable:func_breakable
{
public:
void func_pushable(void);
virtual void Spawned(void);
virtual void SpawnKey(string, string);
virtual void Save(float);
virtual void Restore(string,string);
virtual void customphysics(void);
virtual void Respawn(void);
virtual void Touch(entity);
virtual void OnPlayerUse(void);
virtual void OnRemoveEntity(void);
private:
entity m_pPuller;
entity m_eCollBox;
pushSize_t m_dHullSize;
float m_flPushFriction;
bool m_bIsMoving;
};
void
func_pushable::func_pushable(void)
{
m_pPuller = __NULL__;
m_eCollBox = __NULL__;
m_dHullSize = PUSHABLESIZE_CUSTOM;
m_flPushFriction = 0.5;
}
void
func_pushable::Spawned(void)
{
super::Spawned();
}
void
func_pushable::SpawnKey(string keyName, string setValue)
{
switch (keyName) {
case "size":
switch (ReadFloat(setValue)) {
case 1:
m_dHullSize = PUSHABLESIZE_PLAYER;
break;
case 2:
m_dHullSize = PUSHABLESIZE_BIG;
break;
case 3:
m_dHullSize = PUSHABLESIZE_DUCKING;
break;
default:
m_dHullSize = PUSHABLESIZE_POINT;
break;
}
break;
case "friction":
m_flPushFriction = ReadFloat(setValue) / 100;
break;
default:
super::Restore(keyName, setValue);
}
}
void
func_pushable::Save(float saveHandle)
{
super::Save(saveHandle);
SaveEntity(saveHandle, "m_pPuller", m_pPuller);
SaveEntity(saveHandle, "m_eCollBox", m_eCollBox);
SaveFloat(saveHandle, "m_dHullSize", m_dHullSize);
SaveFloat(saveHandle, "m_flPushFriction", m_flPushFriction);
}
void
func_pushable::Restore(string keyName, string setValue)
{
switch (keyName) {
case "m_pPuller":
m_pPuller = ReadEntity(setValue);
break;
case "m_eCollBox":
m_eCollBox = ReadEntity(setValue);
break;
case "m_dHullSize":
m_dHullSize = ReadFloat(setValue);
break;
case "m_flPushFriction":
m_flPushFriction = ReadFloat(setValue);
break;
default:
super::Restore(keyName, setValue);
}
}
void
func_pushable::Respawn(void)
{
super::Respawn();
SetSolid(SOLID_BSP);
SetOrigin(GetSpawnOrigin());
SetMovetype(MOVETYPE_STEP);
PlayerUse = OnPlayerUse;
if (HasSpawnFlags(FNCPUSHABLE_BREAKABLE) == true) {
SetTakedamage(DAMAGE_YES);
} else {
SetTakedamage(DAMAGE_NO);
}
if (!m_eCollBox) {
m_eCollBox = spawn();
m_eCollBox.classname = "func_pushable_bbox";
m_eCollBox.solid = SOLID_TRIGGER;
m_eCollBox.owner = this;
setsize(m_eCollBox, -(size/2) * 0.9f, (size/2) * 0.9f);
setorigin(m_eCollBox, WorldSpaceCenter());
}
/* size overrides for Q1 BSP */
if (m_dHullSize != PUSHABLESIZE_CUSTOM) {
switch (m_dHullSize) {
case PUSHABLESIZE_PLAYER:
setsize(m_eCollBox, PUSH_SIZE_PLAYER_MIN, PUSH_SIZE_PLAYER_MAX);
break;
case PUSHABLESIZE_BIG:
setsize(m_eCollBox, PUSH_SIZE_BIG_MIN, PUSH_SIZE_BIG_MAX);
break;
case PUSHABLESIZE_DUCKING:
setsize(m_eCollBox, PUSH_SIZE_DUCKING_MIN, PUSH_SIZE_DUCKING_MAX);
break;
default:
setsize(m_eCollBox, PUSH_SIZE_POINT_MIN, PUSH_SIZE_POINT_MAX);
}
}
/* force it to move around abit by the next frame */
SetVelocity([0,0,1]);
}
void
func_pushable::OnRemoveEntity(void)
{
if (m_eCollBox)
remove(m_eCollBox);
}
void
func_pushable::customphysics(void)
{
bool wasMoving;
input_movevalues = [0,0,0];
input_impulse = 0;
input_buttons = 0;
input_angles = [0,0,0];
input_timelength = frametime;
/* we're destroyed, most likely */
if (m_eCollBox)
if (modelindex == 0) {
m_eCollBox.solid = SOLID_NOT;
} else {
m_eCollBox.solid = SOLID_TRIGGER;
}
wasMoving = m_bIsMoving;
if (vlen(velocity) <= 0.0) {
m_bIsMoving = false;
} else {
m_bIsMoving = true;
}
if (m_bIsMoving != wasMoving && m_bIsMoving == true) {
StartSoundDef(GetSurfaceData(SURFDATA_SND_SCRAPESOFT), CHAN_BODY, true);
}
/* when we pull the box, it'll follow us whereever we go, just not too fast so it doesn't clip into us! */
if (!m_pPuller.button5) {
m_pPuller = world;
} else {
/* drag us, make sure we don't collide */
velocity[0] = m_pPuller.velocity[0];// * 0.9f;
velocity[1] = m_pPuller.velocity[1];// * 0.9f;
}
/* see if we're clipping against entities or other func_pushable_bbox helper entities */
vector position = WorldSpaceCenter();
/* if we're too far away from our box, split */
if ((vlen(m_pPuller.origin - position) - vlen(size)) > 64)
m_pPuller = world;
tracebox(position, m_eCollBox.mins, m_eCollBox.maxs, \
position + (velocity * input_timelength), MOVE_NORMAL, this);
if (trace_fraction < 1.0f)
return;
/* run the physics, then fix our helper bbox! */
friction = m_flPushFriction;
if (vlen(velocity))
runstandardplayerphysics(this);
if (m_eCollBox)
setorigin(m_eCollBox, position);
}
void
func_pushable::Touch(entity eToucher)
{
vector pusherPosition = eToucher.origin;
vector pushableOrigin;
/* don't cause bounces */
if (eToucher.movetype == MOVETYPE_NONE) {
return;
}
/* check if we're inside the pushable */
if (eToucher.origin[0] >= absmin[0] && eToucher.origin[0] <= absmax[0])
if (eToucher.origin[1] >= absmin[1] && eToucher.origin[1] <= absmax[1])
return;
/* check if we're above the pushable... */
if ((eToucher.absmin[2] + 16) >= absmax[2]) {
return;
}
pushableOrigin = WorldSpaceCenter();
pusherPosition[2] = pushableOrigin[2];
/* get the direction of the pushing player towards the pushable, then get a matrix */
makevectors(vectoangles(pusherPosition - pushableOrigin));
/* add forward direction times speed */
velocity = v_forward * -64;
}
void
func_pushable::OnPlayerUse(void)
{
m_pPuller = eActivator;
}