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

241 lines
6.6 KiB
Plaintext

/*
* 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.
*/
#define LOGICAUTO_USEONCE 1
/*!QUAKED logic_auto (1 0 0) (-8 -8 -8) (8 8 8) USE_ONCE
# OVERVIEW
Will automatically trigger its outputs when the level has spawned.
This is Source's variant of trigger_auto. If you want to talk to old-styled
targets instead, use that instead.
# KEYS
- "targetname" : Name
- "globalstate" : The env_global state to read before firing.
# OUTPUTS
- "OnMapSpawn" : Triggered when the map is loaded for any reason.
- "OnNewGame" : Triggered only when a new game starts on this level.
- "OnLoadGame" : Triggered when the map is loaded via save game.
- "OnMapTransition" : Triggered when we load this map via level transition.
- "OnBackgroundMap" : Triggered if this map is used as a menu background.
- "OnMultiNewMap" : Same as 'OnMapSpawn' but only valid in multiplayer.
- "OnMultiNewRound" : Triggered only during round restarts in multiplayer.
# SPAWNFLAGS
- USE_ONCE (1) : Remove itself from the level permanently when activated.
# NOTES
When a logic_auto is removed via TA_USEONCE it won't survive match respawns.
Source Engine behaviour (do not fix):
The output 'OnMultiNewMap' is also triggered during round restarts.
This would make 'OnMultiNewRound' redundant, however 'OnMultiNewRound' does
not get called upon map start.
# TRIVIA
This entity was introduced in Half-Life 2 (2004).
*/
class
logic_auto:NSPointTrigger
{
public:
void logic_auto(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Respawn(void);
virtual void RestoreComplete(void);
nonvirtual void Processing(void);
private:
/* outputs */
string m_strOnMapSpawn;
string m_strOnNewGame;
string m_strOnLoadGame;
string m_strOnMapTransition;
string m_strOnBackgroundMap;
string m_strOnMultiNewMap;
string m_strOnMultiNewRound;
/* temporary */
int m_iFromSaveGame;
};
void
logic_auto::logic_auto(void)
{
m_iFromSaveGame = 0i;
m_strOnMapSpawn = __NULL__;
m_strOnNewGame = __NULL__;
m_strOnLoadGame = __NULL__;
m_strOnMapTransition = __NULL__;
m_strOnBackgroundMap = __NULL__;
m_strOnMultiNewMap = __NULL__;
m_strOnMultiNewRound = __NULL__;
}
void
logic_auto::Save(float handle)
{
super::Save(handle);
SaveString(handle, "m_strOnMapSpawn", m_strOnMapSpawn);
SaveString(handle, "m_strOnNewGame", m_strOnNewGame);
SaveString(handle, "m_strOnLoadGame", m_strOnLoadGame);
SaveString(handle, "m_strOnMapTransition", m_strOnMapTransition);
SaveString(handle, "m_strOnBackgroundMap", m_strOnBackgroundMap);
SaveString(handle, "m_strOnMultiNewMap", m_strOnMultiNewMap);
SaveString(handle, "m_strOnMultiNewRound", m_strOnMultiNewRound);
}
void
logic_auto::Restore(string strKey, string strValue)
{
m_iFromSaveGame = 1i;
switch (strKey) {
case "m_strOnMapSpawn":
m_strOnMapSpawn = ReadString(strValue);
break;
case "m_strOnNewGame":
m_strOnNewGame = ReadString(strValue);
break;
case "m_strOnLoadGame":
m_strOnLoadGame = ReadString(strValue);
break;
case "m_strOnMapTransition":
m_strOnMapTransition = ReadString(strValue);
break;
case "m_strOnBackgroundMap":
m_strOnBackgroundMap = ReadString(strValue);
break;
case "m_strOnMultiNewMap":
m_strOnMultiNewMap = ReadString(strValue);
break;
case "m_strOnMultiNewRound":
m_strOnMultiNewRound = ReadString(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
logic_auto::RestoreComplete(void)
{
ScheduleThink(Processing, 0.2f);
}
void
logic_auto::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
/* outputs */
case "OnMapSpawn":
m_strOnMapSpawn = PrepareOutput(m_strOnMapSpawn, strValue);
break;
case "OnNewGame":
m_strOnNewGame = PrepareOutput(m_strOnNewGame, strValue);
break;
case "OnLoadGame":
m_strOnLoadGame = PrepareOutput(m_strOnLoadGame, strValue);
break;
case "OnMapTransition":
m_strOnMapTransition = PrepareOutput(m_strOnMapTransition, strValue);
break;
case "OnBackgroundMap":
m_strOnBackgroundMap = PrepareOutput(m_strOnBackgroundMap, strValue);
break;
case "OnMultiNewMap":
m_strOnMultiNewMap = PrepareOutput(m_strOnMultiNewMap, strValue);
break;
case "OnMultiNewRound":
m_strOnMultiNewRound = PrepareOutput(m_strOnMultiNewRound, strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
logic_auto::Spawned(void)
{
super::Spawned();
if (m_strOnMapSpawn)
m_strOnMapSpawn = CreateOutput(m_strOnMapSpawn);
if (m_strOnNewGame)
m_strOnNewGame = CreateOutput(m_strOnNewGame);
if (m_strOnLoadGame)
m_strOnLoadGame = CreateOutput(m_strOnLoadGame);
if (m_strOnMapTransition)
m_strOnMapTransition = CreateOutput(m_strOnMapTransition);
if (m_strOnBackgroundMap)
m_strOnBackgroundMap = CreateOutput(m_strOnBackgroundMap);
if (m_strOnMultiNewMap)
m_strOnMultiNewMap = CreateOutput(m_strOnMultiNewMap);
if (m_strOnMultiNewRound)
m_strOnMultiNewRound = CreateOutput(m_strOnMultiNewRound);
}
void
logic_auto::Respawn(void)
{
ScheduleThink(Processing, 0.2f);
}
void
logic_auto::Processing(void)
{
if (m_strGlobalState)
if (GetGlobalValue(m_strGlobalState) == 0)
return;
UseOutput(this, m_strOnMapSpawn);
if (cvar("sv_playerslots") == 1) {
if (m_iFromSaveGame) {
/* set by trigger_changelevel, however not by the changelevel cmd */
if (cvar("_bsp_change_auto") == 1) {
UseOutput(this, m_strOnMapTransition);
cvar_set("_bsp_change_auto", "");
} else
UseOutput(this, m_strOnLoadGame);
} else {
UseOutput(this, m_strOnNewGame);
}
} else {
/* TODO: more reliable way of figuring out round restarts */
if (time > 5)
UseOutput(this, m_strOnMultiNewRound);
/* yes, this is also called during entity respawns :X */
UseOutput(this, m_strOnMultiNewMap);
}
if (serverkeyfloat("background") == 1)
UseOutput(this, m_strOnBackgroundMap);
if (HasSpawnFlags(LOGICAUTO_USEONCE)) {
EntLog("%S triggerer removed self", target);
Destroy();
}
}