424 lines
9.7 KiB
Plaintext
424 lines
9.7 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enumflags
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{
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SF_BTT_NOMOVE,
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SF_BTT_RESERVED1,
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SF_BTT_RESERVED2,
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SF_BTT_RESERVED3,
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SF_BTT_RESERVED4,
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SF_BTT_TOGGLE,
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SF_BTT_SPARKS,
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SF_BTT_RESERVED5,
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SF_BTT_TOUCH_ONLY
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};
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enum
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{
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FRAME_OFF,
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FRAME_ON
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};
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/*!QUAKED func_button (0 .5 .8) ? SF_BTT_NOMOVE x x x x SF_BTT_TOGGLE SF_BTT_SPARKS x SF_BTT_TOUCH_ONLY
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# OVERVIEW
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A brush entity which can be used either by touching, interaction (via a games'
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use-key/button or other targetting methods.
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It will then travel, similar to a door to a specified direction.
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Once it's fully pushed in, it'll trigger its targets, then return back to its
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original position.
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# KEYS
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- "targetname" : Name
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- "target" : Target when triggered.
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- "killtarget" : Target to kill when triggered.
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- "speed" : Movement speed of the door in game-units per second.
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- "lip" : How many units remain visible when fully pushed in.
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- "snd_pressed" : The sound shader name to play when pressed down.
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- "snd_unpressed" : The sound shader name to play when the button becomes raised.
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- "wait" : Time to wait in seconds before the button becomes raised.
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- "delay" : Delay until the Target gets triggered.
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- "sounds" : Obsolete legacy key for HL/Q1 style buttons to decide which sounds to play.
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- "health" : Amount of damage this button takes before it triggers. Will reset.
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# OUTPUTS
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- "OnDamaged" : Fired when the button is damaged.
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- "OnPressed" : Fired when the button is pressed.
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- "OnUseLocked" : Fired when the button is used while locked.
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- "OnIn" : Fired when the button reaches the in/pressed position.
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- "OnOut" : Fired when the button reaches the out/released position.
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# SPAWNFLAGS
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- SF_BTT_NOMOVE (1) : Don't move when it's activated.
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- SF_BTT_TOGGLE (32) : Don't move back to the raised state automatically.
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- SF_BTT_SPARKS (64) : Spawn decorative sparks when used.
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- SF_BTT_TOUCH_ONLY (256) : Disable 'use' key/button. Only collision will activate it.
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# TRIVIA
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This entity was introduced in Quake (1996).
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*/
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class
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func_button:NSMoverEntity
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{
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public:
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void func_button(void);
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void SpawnKey(string,string);
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virtual void Spawned(void);
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virtual void Respawn(void);
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virtual void Touch(entity);
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virtual void Blocked(entity);
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virtual void Trigger(entity, triggermode_t);
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nonvirtual void DeathTrigger(void);
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virtual void PlayerUse(void);
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virtual void MoverStartsMoving(void);
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virtual void MoverFinishesMoving(void);
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private:
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moverState_t m_moverState;
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float m_flSpeed;
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float m_flLip;
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float m_flNextTrigger;
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float m_flWait;
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float m_flDelay;
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string m_strSndPressed;
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string m_strSndUnpressed;
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bool m_bCanTouch;
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/* input/output */
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string m_strOnPressed;
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string m_strOnDamaged;
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string m_strOnUseLocked;
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string m_strOnIn;
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string m_strOnOut;
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};
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void
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func_button::func_button(void)
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{
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m_flSpeed = 0.0f;
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m_flLip = 0.0f;
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m_flNextTrigger = 0.0f;
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m_flWait = 4.0f;
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m_flDelay = 0.0f;
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m_strSndPressed = __NULL__;
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m_strSndUnpressed = __NULL__;
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m_bCanTouch = true;
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m_strOnPressed = __NULL__;
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m_strOnDamaged = __NULL__;
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m_strOnUseLocked = __NULL__;
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m_strOnIn = __NULL__;
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m_strOnOut = __NULL__;
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}
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void
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func_button::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_flSpeed", m_flSpeed);
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SaveFloat(handle, "m_flLip", m_flLip);
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SaveFloat(handle, "m_flNextTrigger", m_flNextTrigger);
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SaveFloat(handle, "m_flWait", m_flWait);
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SaveFloat(handle, "m_flDelay", m_flDelay);
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SaveString(handle, "m_strSndPressed", m_strSndPressed);
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SaveString(handle, "m_strSndUnpressed", m_strSndUnpressed);
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SaveString(handle, "m_strOnPressed", m_strOnPressed);
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SaveString(handle, "m_strOnDamaged", m_strOnDamaged);
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SaveString(handle, "m_strOnUseLocked", m_strOnUseLocked);
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SaveString(handle, "m_strOnIn", m_strOnIn);
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SaveString(handle, "m_strOnOut", m_strOnOut);
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SaveBool(handle, "m_bCanTouch", m_bCanTouch);
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}
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void
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func_button::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_flSpeed":
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m_flSpeed = ReadFloat(strValue);
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break;
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case "m_flLip":
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m_flLip = ReadFloat(strValue);
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break;
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case "m_flNextTrigger":
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m_flNextTrigger = ReadFloat(strValue);
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break;
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case "m_flWait":
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m_flWait = ReadFloat(strValue);
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break;
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case "m_flDelay":
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m_flDelay = ReadFloat(strValue);
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break;
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case "m_strSndPressed":
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m_strSndPressed = ReadString(strValue);
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break;
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case "m_strSndUnpressed":
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m_strSndUnpressed = ReadString(strValue);
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break;
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case "m_strOnPressed":
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m_strOnPressed = ReadString(strValue);
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break;
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case "m_strOnDamaged":
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m_strOnDamaged = ReadString(strValue);
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break;
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case "m_strOnUseLocked":
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m_strOnUseLocked = ReadString(strValue);
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break;
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case "m_strOnIn":
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m_strOnIn = ReadString(strValue);
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break;
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case "m_strOnOut":
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m_strOnOut = ReadString(strValue);
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break;
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case "m_bCanTouch":
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m_bCanTouch = ReadBool(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_button::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "message":
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message = strValue;
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break;
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case "speed":
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m_flSpeed = stof(strValue);
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break;
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case "lip":
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m_flLip = stof(strValue);
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break;
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case "snd_pressed":
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m_strSndPressed = strValue;
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break;
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case "snd_unpressed":
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m_strSndUnpressed = strValue;
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break;
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case "wait":
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m_flWait = stof(strValue);
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break;
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/* input/output */
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case "OnPressed":
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m_strOnPressed = PrepareOutput(m_strOnPressed, strValue);
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break;
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case "OnDamaged":
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m_strOnDamaged = PrepareOutput(m_strOnDamaged, strValue);
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break;
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case "OnUseLocked":
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m_strOnUseLocked = PrepareOutput(m_strOnUseLocked, strValue);
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break;
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case "OnIn":
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m_strOnIn = PrepareOutput(m_strOnIn, strValue);
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break;
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case "OnOut":
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m_strOnOut = PrepareOutput(m_strOnOut, strValue);
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break;
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/* compatibility */
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case "sounds":
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m_strSndPressed = sprintf("func_button.hlsfx_%i", stoi(strValue) + 1i);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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func_button::Spawned(void)
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{
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super::Spawned();
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/* sounds */
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Sound_Precache(m_strSndPressed);
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Sound_Precache(m_strSndUnpressed);
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/* input/output */
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if (m_strOnPressed)
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m_strOnPressed = CreateOutput(m_strOnPressed);
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if (m_strOnDamaged)
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m_strOnDamaged = CreateOutput(m_strOnDamaged);
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if (m_strOnUseLocked)
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m_strOnUseLocked = CreateOutput(m_strOnUseLocked);
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if (m_strOnIn)
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m_strOnIn = CreateOutput(m_strOnIn);
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if (m_strOnOut)
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m_strOnOut = CreateOutput(m_strOnOut);
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}
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void
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func_button::Respawn(void)
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{
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SetSolid(SOLID_BSP);
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SetMovetype(MOVETYPE_PUSH);
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SetOrigin(GetSpawnOrigin());
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SetModel(GetSpawnModel());
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ClearVelocity();
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ReleaseThink();
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SetHealth(GetSpawnHealth());
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RestoreAngles();
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SetMoverPosition1(GetSpawnOrigin());
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SetMoverPosition2(GetDirectionalPosition(GetSpawnAngles(), m_flLip));
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ClearAngles();
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if (GetHealth() > 0) {
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MakeVulnerable();
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Death = DeathTrigger;
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}
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if (!m_flSpeed) {
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m_flSpeed = 100;
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}
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if (!m_flLip) {
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m_flLip = 4.0f;
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}
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if (HasSpawnFlags(SF_BTT_NOMOVE)) {
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SetMoverPosition2(GetMoverPosition1());
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}
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if (HasSpawnFlags(SF_BTT_TOUCH_ONLY) == true) {
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m_bCanTouch = true;
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} else {
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m_bCanTouch = false;
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}
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m_iValue = 0;
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}
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void
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func_button::MoverFinishesMoving(void)
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{
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static void MoveBack(void) {
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MoveToPosition(GetMoverPosition1(), m_flSpeed);
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}
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/* let's reset our button's health and mark it as shootable */
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SetHealth(GetSpawnHealth());
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if (GetHealth() > 0) {
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MakeVulnerable();
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}
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if (GetMoverState() == MOVER_POS1) {
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UseOutput(this, m_strOnOut);
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SetFrame(FRAME_OFF);
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} else if (GetMoverState() == MOVER_POS2) {
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UseOutput(this, m_strOnIn);
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ScheduleThink(MoveBack, m_flWait);
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}
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m_bCanTouch = true;
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}
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void
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func_button::MoverStartsMoving(void)
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{
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m_bCanTouch = false;
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if (GetMoverState() == MOVER_1TO2) {
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m_iValue = 1;
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SetFrame(FRAME_ON);
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} else if (GetMoverState() == MOVER_2TO1) {
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m_iValue = 0;
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if (m_strSndUnpressed) {
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StartSoundDef(m_strSndUnpressed, CHAN_VOICE, true);
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}
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}
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}
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/* TODO: Handle state */
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void
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func_button::Trigger(entity act, triggermode_t state)
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{
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if (GetMaster(act) == false) {
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UseOutput(act, m_strOnUseLocked);
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return;
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}
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if (m_flNextTrigger > time) {
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return;
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}
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m_flNextTrigger = time + m_flWait;
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if ((m_moverState == MOVER_1TO2) || (m_moverState == MOVER_POS2)){
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if (m_flWait != -1) {
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MoveToPosition(GetMoverPosition1(), m_flSpeed);
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}
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return;
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}
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if (m_strSndPressed) {
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StartSoundDef(m_strSndPressed, CHAN_VOICE, true);
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}
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MoveToPosition(GetMoverPosition2(), m_flSpeed);
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UseOutput(act, m_strOnPressed);
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UseTargets(act, TRIG_TOGGLE, m_flDelay);
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if (message) {
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env_message_single(act, message);
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}
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SetHealth(GetSpawnHealth());
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}
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void
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func_button::DeathTrigger(void)
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{
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MakeInvulnerable();
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Trigger(g_dmg_eAttacker, TRIG_TOGGLE);
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}
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void
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func_button::Touch(entity eToucher)
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{
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if (m_bCanTouch == false) {
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return;
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}
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if (eToucher.classname == "player") {
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Trigger(eToucher, TRIG_TOGGLE);
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}
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}
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void
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func_button::PlayerUse(void)
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{
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if (HasSpawnFlags(SF_BTT_TOUCH_ONLY)) {
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return;
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}
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Trigger(eActivator, TRIG_TOGGLE);
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}
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void
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func_button::Blocked(entity eBlocker)
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{
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if (m_flWait >= 0) {
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MoveToReverse(m_flSpeed);
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}
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}
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