nuclide/src/gs-entbase/server/env_explosion.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.
*/
enum
{
ENVEXPLO_NODAMAGE = 1,
ENVEXPLO_REPEATABLE = 2,
ENVEXPLO_NOSOUND = 64,
ENVEXPLO_NOTUNDERWATER = 8192,
ENVEXPLO_GENERICDAMAGE = 16384
};
/*!QUAKED env_explosion (1 .5 0) (-8 -8 -8) (8 8 8) NO_DAMAGE REPEATABLE x x x NO_SOUND
# OVERVIEW
When triggered, creates an explosion at its location.
# KEYS
- "targetname" : Name
- "target" : Target when triggered.
- "killtarget" : Target to kill when triggered.
- "iMagnitude" : Magnitude of the explosion.
- "explosion_custom_effect" : Sets a custom explosion particle effect to appear.
- "explosion_custom_sound" : Sets a custom explosion sound to play.
# INPUTS
- "Explode" : Triggers the explosion effect.
# SPAWNFLAGS
- NO_DAMAGE (1) : Make this explosion purely decorative, without radius damage.
- REPEATABLE (2) : Makes this explosion triggerable more than once.
- NO_SOUND (64) : Do not play the sound effect.
- NOTUNDERWATER (8192) : Don't cause damage underwater.
- GENERIC_DAMAGE (16384) : Act as if damage wasn't caused by an explosion type, making gibbing more difficult - some games may ignore it however.
# TRIVIA
This entity was introduced in Half-Life (1998).
*/
class
env_explosion:NSPointTrigger
{
public:
void env_explosion(void);
/* overrides */
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Respawn(void);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Trigger(entity, triggermode_t);
virtual void Input(entity, string, string);
/** Returns the radius of the explosion. */
nonvirtual float GetExplosionRadius(void);
/** Returns the maximum damage the explosion delivers. */
nonvirtual int GetExplosionDamage(void);
private:
int m_iMagnitude;
int m_flRadiusOverride;
bool m_bEnabled;
string m_strExplosionParticle;
string m_strExplosionSound;
int m_iExplosionParticle;
};
void
env_explosion::env_explosion(void)
{
m_iMagnitude = 0i;
m_flRadiusOverride = -1;
m_bEnabled = true;
m_strExplosionParticle = "fx_explosion.main";
m_strExplosionSound = "fx.explosion";
m_iExplosionParticle = 0i;
}
void
env_explosion::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "iMagnitude":
m_iMagnitude = ReadInt(strValue);
break;
case "iRadiusOverride":
m_flRadiusOverride = ReadFloat(strValue);
break;
case "explosion_custom_effect":
m_strExplosionParticle = ReadString(strValue);
break;
case "explosion_custom_sound":
m_strExplosionSound = ReadString(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
env_explosion::Spawned(void)
{
super::Spawned();
m_iExplosionParticle = particleeffectnum(m_strExplosionParticle);
Sound_Precache(m_strExplosionSound);
}
void
env_explosion::Respawn(void)
{
InitPointTrigger();
m_bEnabled = true;
}
void
env_explosion::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "m_iMagnitude", m_iMagnitude);
SaveBool(handle, "m_bEnabled", m_bEnabled);
SaveFloat(handle, "m_flRadiusOverride", m_flRadiusOverride);
SaveString(handle, "m_strExplosionParticle", m_strExplosionParticle);
SaveString(handle, "m_strExplosionSound", m_strExplosionSound);
SaveInt(handle, "m_iExplosionParticle", m_iExplosionParticle);
}
void
env_explosion::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_iMagnitude":
m_iMagnitude = ReadInt(strValue);
break;
case "m_bEnabled":
m_bEnabled = ReadBool(strValue);
break;
case "m_flRadiusOverride":
m_flRadiusOverride = ReadFloat(strValue);
break;
case "m_strExplosionParticle":
m_strExplosionParticle = ReadString(strValue);
break;
case "m_strExplosionSound":
m_strExplosionSound = ReadString(strValue);
break;
case "m_iExplosionParticle":
m_iExplosionParticle = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
env_explosion::Trigger(entity act, triggermode_t state)
{
bool shouldDamage = true;
if (m_bEnabled == false) {
return;
}
if (HasSpawnFlags(ENVEXPLO_NOTUNDERWATER) == true && WaterLevel() > 0) {
shouldDamage = false;
} else if (HasSpawnFlags(ENVEXPLO_NODAMAGE) == true) {
shouldDamage = false;
}
/* TODO: Should be pass the nearest surface normal? Just an idea. */
pointparticles(m_iExplosionParticle, GetOrigin(), [0,0,0], 1);
if (HasSpawnFlags(ENVEXPLO_NOSOUND) == false) {
StartSoundDef(m_strExplosionSound, CHAN_BODY, true);
}
if (shouldDamage == true) {
damageType_t damageType = DMG_EXPLODE;
if (HasSpawnFlags(ENVEXPLO_GENERICDAMAGE) == true) {
damageType = DMG_GENERIC;
}
Damage_Radius(GetOrigin(), this, GetExplosionDamage(), GetExplosionRadius(), damageType, 0);
}
if (HasSpawnFlags(ENVEXPLO_REPEATABLE) == false) {
m_bEnabled = false;
}
}
void
env_explosion::Input(entity entityActivator, string inputName, string dataField)
{
switch (inputName) {
case "Explode":
Trigger(entityActivator, TRIG_TOGGLE);
break;
default:
super::Input(entityActivator, inputName, dataField);
}
}
float
env_explosion::GetExplosionRadius(void)
{
return (m_flRadiusOverride == -1) ? (float)m_iMagnitude * 2.5f : m_flRadiusOverride;
}
int
env_explosion::GetExplosionDamage(void)
{
return (m_iMagnitude);
}