nuclide/src/gs-entbase/server/func_door_rotating.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.
*/
enumflags
{
SF_ROT_OPEN,
SF_ROT_BACKWARDS,
SF_ROT_UNUSED1,
SF_ROT_PASSABLE,
SF_ROT_ONEWAY,
SF_ROT_TOGGLE,
SF_ROT_ZAXIS,
SF_ROT_XAXIS,
SF_ROT_USE,
SF_ROT_NOMONSTERS
};
#define SF_DOOR_SILENT 0x80000000i
/*!QUAKED func_door_rotating (0 .5 .8) ? SF_ROT_OPEN SF_ROT_BACKWARDS x SF_ROT_PASSABLE SF_ROT_ONEWAY SF_ROT_TOGGLE SF_ROT_ZAXIS SF_ROT_XAXIS SF_ROT_USE SF_ROT_NOMONSTERS
# OVERVIEW
Rotating brush door entity. It's basically the same as func_door, it just does
not move on any axis, it tilts along a pivot point defined by an origin brush.
# KEYS
- "targetname" : Name
- "target" : Target when triggered.
- "killtarget" : Target to kill when triggered.
- "speed" : Speed at which the door turns.
- "snd_open" : Sound shader to play for when the door opens.
- "snd_close" : Sound shader to play for when the door closes.
- "snd_stop" : Sound shader to play for when the door stops rotating.
- "movesnd" : Legacy integer value pointing to a predefined move sound.
- "stopsnd" : Legacy integer value pointing to a predefined stop sound.
- "distance" : The degrees which the door will turn.
- "dmg" : The damage inflicted upon objects blocking the way of the door.
- "wait" : Time that has to pass for the door to automatically close.
- "netname" : Target to trigger when the door closes back up.
# SPAWNFLAGS
- SF_ROT_OPEN (1) : Door is in the open position by default.
- SF_ROT_BACKWARDS (2) : Flip the direction of a one-way door.
- SF_ROT_PASSABLE (8) : Door has no collision model to speak of.
- SF_ROT_ONEWAY (16) : Door will only open one-way as opposed to both ways.
- SF_ROT_TOGGLE (32) : Door will have to be triggered by something to open/close.
- SF_ROT_ZAXIS (64) : Door will tilt along the Z axis.
- SF_ROT_XAXIS (128) : Door will tilt on the X axis.
- SF_ROT_USE (256) : Player has to press the 'use' key to interact with it.
- SF_ROT_NOMONSTERS (512) : Monsters cannot open this door.
# NOTES
Please include an origin brush so that a pivot point will be defined.
# TRIVIA
This entity was introduced in Quake II (1997).
*/
class
func_door_rotating:NSMoverEntity
{
public:
void func_door_rotating(void);
/* overrides */
virtual void Spawned(void);
virtual void SpawnKey(string,string);
virtual void Save(float);
virtual void Restore(string,string);
virtual void Use(void);
virtual void Touch(entity);
virtual void Blocked(entity);
virtual void Respawn(void);
virtual void MoverStartsMoving(void);
virtual void MoverFinishesMoving(void);
virtual void Trigger(entity, triggermode_t);
#ifdef GS_PHYSICS
nonvirtual void Unhinge(void);
#endif
private:
string targetClose;
string m_strSndStop;
string m_strSndOpen;
string m_strSndClose;
string m_strLockedSfx;
float m_flSoundWait;
float m_flDistance;
float m_flSpeed;
float m_flNextAction;
float m_flWait;
float m_flDelay;
int m_iDamage;
bool m_bLocked;
bool m_bCanTouch;
vector m_vecTurnDir;
};
void
func_door_rotating::func_door_rotating(void)
{
targetClose = __NULL__;
m_strSndStop = __NULL__;
m_strSndOpen = __NULL__;
m_strSndClose = __NULL__;
m_strLockedSfx = __NULL__;
m_flSoundWait = 0.0f;
m_iDamage = 0i;
m_bLocked = false;
m_flDistance = 0.0f;
m_flSpeed = 100.0f;
m_flNextAction = 0.0f;
m_flWait = -1;
m_flDelay = 4.0f;
m_bCanTouch = false;
m_vecTurnDir = g_vec_null;
}
void
func_door_rotating::Save(float handle)
{
super::Save(handle);
SaveString(handle, "targetClose", targetClose);
SaveString(handle, "m_strSndStop", m_strSndStop);
SaveString(handle, "m_strSndOpen", m_strSndOpen);
SaveString(handle, "m_strSndClose", m_strSndClose);
SaveString(handle, "m_strLockedSfx", m_strLockedSfx);
SaveFloat(handle, "m_flSoundWait", m_flSoundWait);
SaveFloat(handle, "m_flDistance", m_flDistance);
SaveFloat(handle, "m_flSpeed", m_flSpeed);
SaveFloat(handle, "m_flNextAction", m_flNextAction);
SaveFloat(handle, "m_flWait", m_flWait);
SaveFloat(handle, "m_flDelay", m_flDelay);
SaveInt(handle, "m_iDamage", m_iDamage);
SaveBool(handle, "m_bLocked", m_bLocked);
SaveBool(handle, "m_bCanTouch", m_bCanTouch);
SaveVector(handle, "m_vecTurnDir", m_vecTurnDir);
}
void
func_door_rotating::Restore(string strKey, string strValue)
{
switch (strKey) {
case "targetClose":
targetClose = ReadString(strValue);
break;
case "m_strSndStop":
m_strSndStop = ReadString(strValue);
break;
case "m_strSndOpen":
m_strSndOpen = ReadString(strValue);
break;
case "m_strSndClose":
m_strSndClose = ReadString(strValue);
break;
case "m_strLockedSfx":
m_strLockedSfx = ReadString(strValue);
break;
case "m_flSoundWait":
m_flSoundWait = ReadFloat(strValue);
break;
case "m_flDistance":
m_flDistance = ReadFloat(strValue);
break;
case "m_flSpeed":
m_flSpeed = ReadFloat(strValue);
break;
case "m_flNextAction":
m_flNextAction = ReadFloat(strValue);
break;
case "m_flWait":
m_flWait = ReadFloat(strValue);
break;
case "m_flDelay":
m_flDelay = ReadFloat(strValue);
break;
case "m_iDamage":
m_iDamage = ReadInt(strValue);
break;
case "m_bLocked":
m_bLocked = ReadBool(strValue);
break;
case "m_bCanTouch":
m_bCanTouch = ReadBool(strValue);
break;
case "m_vecTurnDir":
m_vecTurnDir = ReadVector(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
func_door_rotating::Spawned(void)
{
super::Spawned();
if (m_strSndOpen)
Sound_Precache(m_strSndOpen);
if (m_strSndClose)
Sound_Precache(m_strSndClose);
if (m_strSndStop)
Sound_Precache(m_strSndStop);
if (m_strLockedSfx)
Sound_Precache(m_strLockedSfx);
}
void
func_door_rotating::Respawn(void)
{
#ifdef GS_PHYSICS
SetTakedamage(DAMAGE_YES);
SetHealth(100);
Death = func_door_rotating::Unhinge;
#endif
SetSolid(SOLID_BSP);
SetMovetype(MOVETYPE_PUSH);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
ClearVelocity();
ReleaseThink();
if (HasSpawnFlags(SF_ROT_ZAXIS)) {
m_vecTurnDir = [0,0,1];
} else if (HasSpawnFlags(SF_ROT_XAXIS)) {
m_vecTurnDir = [1,0,0];
} else {
m_vecTurnDir = [0,1,0];
}
if (spawnflags & SF_ROT_USE) {
m_bCanTouch = false;
} else {
m_bCanTouch = true;
}
/* this is a terrible hack */
if (m_flWait == 0) {
m_flWait = 0.01f;
}
if (HasSpawnFlags(SF_ROT_USE)) {
PlayerUse = Use;
} else {
PlayerUse = __NULL__;
}
SetMoverRotation1(GetSpawnAngles());
RestoreAngles();
if (HasSpawnFlags(SF_ROT_BACKWARDS)) {
SetMoverRotation2(GetDirectionalRotation(m_vecTurnDir, -m_flDistance));
} else {
SetMoverRotation2(GetDirectionalRotation(m_vecTurnDir, m_flDistance));
}
ClearAngles();
if (HasSpawnFlags(SF_ROT_OPEN)) {
vector vTemp = GetMoverRotation2();
SetMoverRotation2(GetMoverRotation1());
SetMoverRotation1(vTemp);
}
if (HasSpawnFlags(SF_ROT_PASSABLE)) {
SetSolid(SOLID_NOT);
}
if (HasTargetname() || m_flDistance == 0.0) {
if (m_flDistance == 0.0 || m_strLockedSfx != __NULL__) {
m_bLocked = true;
} else {
m_bLocked = false;
}
}
SetAngles(GetMoverRotation1());
}
void
func_door_rotating::SpawnKey(string strKey, string strValue)
{
int x = 0;
switch (strKey) {
case "speed":
m_flSpeed = stof(strValue);
break;
case "snd_open":
m_strSndOpen = strValue;
break;
case "snd_close":
m_strSndClose = strValue;
break;
case "noise1":
m_strSndOpen = m_strSndClose = strValue;
break;
case "snd_stop":
case "noise2":
m_strSndStop = strValue;
break;
/* GoldSrc compat */
case "movesnd":
x = stoi(strValue); /* sanitize */
m_strSndOpen = m_strSndClose = sprintf("func_door_rotating.move_%i", x);
break;
case "stopsnd":
x = stoi(strValue); /* sanitize */
m_strSndStop = sprintf("func_door_rotating.stop_%i", x);
break;
case "distance":
m_flDistance = stof(strValue);
break;
case "dmg":
m_iDamage = stoi(strValue);
break;
case "wait":
m_flWait = stof(strValue);
break;
case "netname":
targetClose = strValue;
break;
case "locked_sound":
x = stoi(strValue); /* sanitize */
if (x == 0i)
break;
m_strLockedSfx = sprintf("func_button.hlsfx_%i", x+1i);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
#ifdef GS_PHYSICS
void
func_door_rotating::Unhinge(void)
{
SetTakedamage(DAMAGE_NO);
ReleaseThink();
m_bCanTouch = false;
SetSolid(SOLID_PHYSICS_BOX);
SetMovetype(MOVETYPE_PHYSICS);
physics_enable(this, true);
}
#endif
void
func_door_rotating::MoverFinishesMoving(void)
{
static void RotateBack(void) {
RotateToPosition(GetMoverRotation1(), m_flSpeed);
}
if (GetMoverState() == MOVER_POS1) {
if (m_strSndStop) {
StartSoundDef(m_strSndStop, CHAN_VOICE, true);
} else {
StartSound("common/null.wav", CHAN_VOICE, 0, true);
}
if (targetClose)
for (entity f = world; (f = find(f, ::targetname, targetClose));) {
NSEntity trigger = (NSEntity)f;
if (trigger.Trigger != __NULL__) {
trigger.Trigger(this, TRIG_TOGGLE);
}
}
} else if (GetMoverState() == MOVER_POS2) {
if (m_strSndStop) {
StartSoundDef(m_strSndStop, CHAN_VOICE, true);
} else {
StartSound("common/null.wav", CHAN_VOICE, 0, true);
}
if ((m_flWait < 0.0f) || HasSpawnFlags(SF_ROT_TOGGLE) == true)
return;
ScheduleThink(RotateBack, m_flWait);
}
}
void
func_door_rotating::MoverStartsMoving(void)
{
if (GetMoverState() == MOVER_2TO1) {
if (!HasSpawnFlags(SF_DOOR_SILENT)) {
if (m_strSndClose) {
StartSoundDef(m_strSndClose, CHAN_VOICE, true);
} else {
StartSound("common/null.wav", CHAN_VOICE, 0, true);
}
}
} else if (GetMoverState() == MOVER_1TO2) {
if (!HasSpawnFlags(SF_DOOR_SILENT)) {
if (m_strSndOpen) {
StartSoundDef(m_strSndOpen, CHAN_VOICE, true);
} else {
StartSound("common/null.wav", CHAN_VOICE, 0, true);
}
}
}
}
void
func_door_rotating::Trigger(entity act, triggermode_t state)
{
/* Note: Unlike func_door, this does respect the locked state in Trigger() */
if (m_bLocked || !GetMaster(act)) {
return;
}
if (m_flWait == -1 && GetMoverState() == MOVER_POS2) {
return;
}
if ((GetMoverState() == MOVER_1TO2) || (GetMoverState() == MOVER_2TO1)) {
return;
}
eActivator = (NSEntity)act;
/* this door can swing both ways */
if (!HasSpawnFlags(SF_ROT_ONEWAY)) {
/* One way doors only work on the Y axis */
if (!HasSpawnFlags(SF_ROT_ZAXIS) || HasSpawnFlags(SF_ROT_XAXIS)) {
float flDirection = 1.0;
/* get the door facing dir */
vector door_dir = vectoangles(WorldSpaceCenter() - origin);
makevectors(door_dir);
float flDir = dotproduct(origin - act.origin, v_right);
if (flDir > 0) {
flDirection = -1.0f;
}
SetMoverRotation2(GetDirectionalRotation(m_vecTurnDir, m_flDistance * flDirection));
}
}
if (state == TRIG_TOGGLE) {
if ((GetMoverState() == MOVER_1TO2) || (GetMoverState() == MOVER_POS2)) {
RotateToPosition(GetMoverRotation1(), m_flSpeed);
return;
} else {
RotateToPosition(GetMoverRotation2(), m_flSpeed);
}
} else if (state == TRIG_OFF) {
RotateToPosition(GetMoverRotation1(), m_flSpeed);
} else if (state == TRIG_ON) {
RotateToPosition(GetMoverRotation2(), m_flSpeed);
}
UseTargets(act, TRIG_TOGGLE, m_flDelay);
}
void
func_door_rotating::Use(void)
{
eActivator.RemoveVFlags(VFL_USE_RELEASED);
Trigger(eActivator, TRIG_TOGGLE);
}
void
func_door_rotating::Touch(entity eToucher)
{
/* locked sound plays only when touched. still need another check in Trigger()
to see if it's locked in case it gets trigger targeted */
if (m_bLocked || !GetMaster(eToucher)) {
/* only bother playing the locked sound when the door is closed. */
if (GetMoverState() == MOVER_POS1) {
if (m_flSoundWait < time) {
StartSoundDef(m_strLockedSfx, CHAN_VOICE, true);
}
m_flSoundWait = time + 0.3f;
}
return;
}
if (m_bCanTouch == false) {
return;
}
if (HasSpawnFlags(SF_ROT_USE)) {
return;
}
if (eToucher.movetype == MOVETYPE_WALK) {
Trigger(eToucher, TRIG_TOGGLE);
}
}
void
func_door_rotating::Blocked(entity eBlocker)
{
if (m_iDamage) {
Damage_Apply(eBlocker, this, m_iDamage, 0, DMG_CRUSH);
}
if (m_flWait >= 0) {
RotateToReverse(m_flSpeed);
}
}