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

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/*
* Copyright (c) 2016-2023 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.
*/
vector g_landmarkpos;
/*!QUAKED info_landmark (1 0 0) (-8 -8 -8) (8 8 8)
# OVERVIEW
Defines a shared point between two levels. Used for level transitions, such
as the ones produced by a trigger_changelevel.
# KEYS
- "targetname" : Name
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
info_landmark:NSPointTrigger
{
};
enumflags
{
LC_NOINTERMISSION,
LC_USEONLY
};
void
ChangeTarget_Activate(void)
{
string ctarg = cvar_string("_bsp_changetarget");
NSTimer foo = __NULL__;
static void Finalize(void) {
string ctarg = cvar_string("_bsp_changetarget");
if not (ctarg)
return;
if (ctarg == "")
return;
for (entity a = world; (a = find(a, ::targetname, ctarg));) {
NSEntity t = (NSEntity)a;
if (t.Trigger)
t.Trigger(self, TRIG_TOGGLE);
}
cvar_set("_bsp_changetarget", "");
cvar_set("_bsp_changedelay", "");
}
if not (ctarg)
return;
foo.TemporaryTimer(self, Finalize, cvar("_bsp_changedelay"), false);
}
/*!QUAKED trigger_changelevel (.5 .5 .5) ? NO_INTERMISSION TRIGGER_ONLY
# OVERVIEW
A trigger volume that initiates a level change, from one map to the next.
It can be used in combination with info_landmark and trigger_transition
to define a shared point and a transition area for entities respectively.
# KEYS
- "targetname" : Name
- "map" : Next .bsp file name to transition to.
- "landmark" : Landmark name to target.
- "changedelay" : Time in seconds until the transition happens.
# INPUTS
- "ChangeLevel" : Triggers the level to change.
# OUTPUTS
- "OnChangeLevel" : Fired when the level changes.
# SPAWNFLAGS
- NO_INTERMISSION (1) : Don't show intermission cam (unimplemented).
- TRIGGER_ONLY (2) : Can't activate through touching, only via triggers.
# NOTES
When a `landmark` is specified, you will have to position two info_landmark
entities across your two levels with the same name. They'll mark a translation
point for the coordinates in your levels.
If you have set a landmark, you might also want to restrict the area in which entities get carried across to the next level. This is accomplished by placing a trigger_transition volume with the same name as the specified `landmark`.
If you do not make use of the trigger_transition entity, it will carry over all of the entities that are in the same PVS (room and attached hallways) of the info_landmark.
The PVS-culling method can prove difficult to work with. Developers have been spotted using 'killtarget' on entities before level transitions take place to manually filter through them (Half-Life's c1a0e - c1a0c).
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
trigger_changelevel:NSBrushTrigger
{
public:
void trigger_changelevel(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void RestoreComplete(void);
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Respawn(void);
virtual void Trigger(entity, triggermode_t);
virtual void Input(entity,string,string);
virtual void Change(void);
virtual void Touch(entity);
virtual int IsInside(entity,entity);
private:
float m_flChangeDelay;
string m_strChangeTarget;
string m_strMap;
string m_strLandmark;
string m_strOnLevelChange;
entity m_activator;
};
void
trigger_changelevel::trigger_changelevel(void)
{
m_flChangeDelay = 0.0f;
m_strChangeTarget = __NULL__;
m_strMap = __NULL__;
m_strLandmark = __NULL__;
m_strOnLevelChange = __NULL__;
m_activator = __NULL__;
}
void
trigger_changelevel::Save(float handle)
{
super::Save(handle);
SaveFloat(handle, "m_flChangeDelay", m_flChangeDelay);
SaveString(handle, "m_strChangeTarget", m_strChangeTarget);
SaveString(handle, "m_strMap", m_strMap);
SaveString(handle, "m_strLandmark", m_strLandmark);
SaveString(handle, "m_strOnLevelChange", m_strOnLevelChange);
SaveEntity(handle, "m_activator", m_activator);
}
void
trigger_changelevel::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_flChangeDelay":
m_flChangeDelay = ReadFloat(strValue);
break;
case "m_strChangeTarget":
m_strChangeTarget = ReadString(strValue);
break;
case "m_strMap":
m_strMap = ReadString(strValue);
break;
case "m_strLandmark":
m_strLandmark = ReadString(strValue);
break;
case "m_strOnLevelChange":
m_strOnLevelChange = ReadString(strValue);
break;
case "m_activator":
m_activator = ReadEntity(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
trigger_changelevel::RestoreComplete(void)
{
super::RestoreComplete();
SetSolid(SOLID_TRIGGER);
}
void
trigger_changelevel::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "changetarget":
m_strChangeTarget = strValue;
break;
case "map":
m_strMap = strValue;
break;
case "landmark":
m_strLandmark = strValue;
break;
case "changedelay":
m_flChangeDelay = stof(strValue);
break;
case "OnLevelChange":
case "OnChangeLevel":
m_strOnLevelChange = PrepareOutput(m_strOnLevelChange, strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
trigger_changelevel::Spawned(void)
{
super::Spawned();
if (m_strOnLevelChange)
m_strOnLevelChange = CreateOutput(m_strOnLevelChange);
}
void
trigger_changelevel::Respawn(void)
{
InitBrushTrigger();
}
int
trigger_changelevel::IsInside(entity ePlayer, entity eVolume)
{
if (ePlayer.absmin[0] > eVolume.absmax[0] ||
ePlayer.absmin[1] > eVolume.absmax[1] ||
ePlayer.absmin[2] > eVolume.absmax[2] ||
ePlayer.absmax[0] < eVolume.absmin[0] ||
ePlayer.absmax[1] < eVolume.absmin[1] ||
ePlayer.absmax[2] < eVolume.absmin[2])
return (0);
return (1);
}
void
trigger_changelevel::Change(void)
{
trigger_transition transitionHelper = __NULL__;
/* needed for logic_auto */
cvar_set("_bsp_change_auto", "1");
/* standard level change */
if (!m_strLandmark) {
EntLog("Change to %S", m_strMap);
parm_string = m_strChangeTarget;
changelevel(m_strMap);
return;
}
if (!target) {
UseOutput(m_activator, m_strOnLevelChange);
} else {
UseTargets(m_activator, TRIG_TOGGLE, m_flDelay);
}
/* if some other entity triggered us... just find the next player. */
if (!(m_activator.flags & FL_CLIENT)) {
/* we need a player if we want to use landmarks at all */
m_activator = find(world, ::classname, "player");
}
if (m_strLandmark) {
for (entity e = world; (e = find(e, ::classname, "trigger_transition"));) {
transitionHelper = (trigger_transition)e;
if (e.targetname == m_strLandmark) {
if (IsInside(m_activator, e) == false)
return;
}
}
}
/* a trigger_transition may share the same targetname, thus we do this */
for (entity e = world; (e = find(e, ::classname, "info_landmark"));) {
info_landmark lm = (info_landmark)e;
/* found it */
if (lm.targetname == m_strLandmark) {
EntLog("Found landmark for %S", m_strLandmark);
g_landmarkpos = m_activator.origin - lm.origin;
if (transitionHelper) {
transitionHelper.SaveTransition(__NULL__, false);
} else {
trigger_transition_pvsfallback(lm);
}
changelevel(m_strMap, m_strLandmark);
return;
}
}
}
void
trigger_changelevel::Trigger(entity act, triggermode_t unused)
{
if (GetMaster(act) == false)
return;
/* disable meself */
SetSolid(SOLID_NOT);
/* eActivator == player who triggered the damn thing */
m_activator = act;
cvar_set("_bsp_changetarget", m_strChangeTarget);
cvar_set("_bsp_changedelay", ftos(m_flChangeDelay));
Change();
}
void
trigger_changelevel::Touch(entity eToucher)
{
if (HasSpawnFlags(LC_USEONLY))
return;
if (!(eToucher.flags & FL_CLIENT))
return;
if (time < 2.0f)
return;
Trigger(eToucher, TRIG_TOGGLE);
}
void
trigger_changelevel::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "ChangeLevel":
Trigger(eAct, TRIG_TOGGLE);
break;
default:
super::Input(eAct, strInput, strData);
}
}
vector
Landmark_GetSpot(void)
{
/* a trigger_transition may share the same targetname, thus we do this */
for (entity e = world; (e = find(e, ::classname, "info_landmark"));) {
info_landmark lm = (info_landmark)e;
/* found it */
if (lm.targetname == startspot) {
NSLog("^3Landmark_GetSpot^7: Found landmark for %s", startspot);
return lm.origin + g_landmarkpos;
}
}
/* return something useful at least */
entity ips = find(world, ::classname, "info_player_start");
NSError("Cannot find startspot %S!\n", startspot);
return ips.origin;
}
vector
Landmark_GetPosition(void)
{
return g_landmarkpos;
}