nuclide/src/gs-entbase/server/func_door.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_MOV_OPEN,
SF_MOV_RESERVED1,
SF_MOV_UNLINK, /* TODO: implement this */
SF_MOV_PASSABLE,
SF_MOV_RESERVED2,
SF_MOV_TOGGLE,
SF_MOV_RESERVED3,
SF_MOV_RESERVED4,
SF_MOV_USE
};
/*!QUAKED func_door (0 .5 .8) ? SF_MOV_OPEN x SF_MOV_UNLINK SF_MOV_PASSABLE x SF_MOV_TOGGLE x x SF_MOV_USE
# OVERVIEW
This sliding door entity has the ability to slide forth and back on any
axis. It is often used for primitive elevators as well.
# KEYS
- "targetname" : Name
- "target" : Target when triggered.
- "killtarget" : Target to kill when triggered.
- "speed" : Movement speed in game-units per second.
- "lip" : Sets how many units are still visible after a door moved.
- "delay" : Time until triggering target.
- "wait" : When to move back.
- "netname" : Target to trigger when door returns to its initial position.
- "dmg" : Damage to inflict upon anything blocking the way.
- "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 moving.
- "movesnd" : Legacy integer value pointing to a predefined move sound.
- "stopsnd" : Legacy integer value pointing to a predefined stop sound.
- "forceclosed": Will make sure the door will not bounce back when something is blocking it
# SPAWNFLAGS
- SF_MOV_OPEN : Swaps the positions between raised and lowered state.
- SF_MOV_UNLINK : Currently unimplemented.
- SF_MOV_PASSABLE : Don't test against any collision with this door.
- SF_MOV_TOGGLE : Door cannot be opened by physical means, only by a trigger.
- SF_MOV_USE : Players can press the "use" button/key to activate this door.
# NOTES
The keys "movesnd" and "stopsnd" are obsolete. Their values point towards
the samples doors/doormoveX.wav and doors/doorstopX.wav respectively, where
X is the integer value set in "movesnd" and "stopsnd".
# TRIVIA
This entity was introduced in Quake (1996).
*/
class
func_door:NSMoverEntity
{
public:
void func_door(void);
virtual void Spawned(void);
virtual void Respawn(void);
virtual void Trigger(entity, triggermode_t);
virtual void Blocked(entity);
virtual void Touch(entity);
virtual void PlayerUse(void);
virtual void Save(float);
virtual void Restore(string, string);
virtual void SpawnKey(string, string);
virtual void Input(entity, string, string);
virtual void MoverStartsMoving(void);
virtual void MoverFinishesMoving(void);
private:
string targetClose;
float m_flSpeed;
float m_flNextTrigger;
float m_flWait;
float m_flDelay;
float m_flLip;
int m_iDamage;
int m_iLocked;
int m_iForceClosed;
bool m_iCanTouch;
float m_flSoundWait;
string m_strLockedSfx;
string m_strUnlockedSfx;
string m_strSndOpen;
string m_strSndClose;
string m_strSndMove;
string m_strSndStop;
int m_waterType;
string m_strFullyClosed;
};
void
func_door::func_door(void)
{
m_flLip =
m_flNextTrigger =
m_flWait =
m_flDelay = 0.0f;
m_iDamage =
m_iLocked =
m_iForceClosed = 0;
m_iCanTouch = false;
m_flSoundWait = 0.0f;
targetClose =
m_strLockedSfx =
m_strUnlockedSfx =
m_strSndOpen =
m_strSndClose =
m_strSndMove =
m_strSndStop = __NULL__;
m_waterType = 0i;
m_strFullyClosed = __NULL__;
}
void
func_door::Save(float handle)
{
super::Save(handle);
SaveFloat(handle, "m_flLip", m_flLip);
SaveFloat(handle, "m_flNextTrigger", m_flNextTrigger);
SaveFloat(handle, "m_flWait", m_flWait);
SaveFloat(handle, "m_flDelay", m_flDelay);
SaveFloat(handle, "m_flSoundWait", m_flSoundWait);
SaveInt(handle, "m_iDamage", m_iDamage);
SaveInt(handle, "m_iLocked", m_iLocked);
SaveInt(handle, "m_iForceClosed", m_iForceClosed);
SaveString(handle, "m_strLockedSfx", m_strLockedSfx);
SaveString(handle, "m_strUnlockedSfx", m_strUnlockedSfx);
SaveString(handle, "m_strSndOpen", m_strSndOpen);
SaveString(handle, "m_strSndClose", m_strSndClose);
SaveString(handle, "m_strSndStop", m_strSndStop);
SaveString(handle, "m_strSndMove", m_strSndMove);
SaveString(handle, "targetClose", targetClose);
SaveInt(handle, "m_waterType", m_waterType);
SaveString(handle, "m_strFullyClosed", m_strFullyClosed);
}
void
func_door::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_flLip":
m_flLip = ReadFloat(strValue);
break;
case "m_flNextTrigger":
m_flNextTrigger = ReadFloat(strValue);
break;
case "m_flWait":
m_flWait = ReadFloat(strValue);
break;
case "m_flDelay":
m_flDelay = ReadFloat(strValue);
break;
case "m_flSoundWait":
m_flSoundWait = ReadFloat(strValue);
break;
case "m_iDamage":
m_iDamage = ReadInt(strValue);
break;
case "m_iLocked":
m_iLocked = ReadInt(strValue);
break;
case "m_iForceClosed":
m_iForceClosed = ReadInt(strValue);
break;
case "m_strLockedSfx":
m_strLockedSfx = ReadString(strValue);
break;
case "m_strUnlockedSfx":
m_strUnlockedSfx = ReadString(strValue);
break;
case "m_strSndOpen":
m_strSndOpen = ReadString(strValue);
break;
case "m_strSndClose":
m_strSndClose = ReadString(strValue);
break;
case "m_strSndStop":
m_strSndStop = ReadString(strValue);
break;
case "m_strSndMove":
m_strSndMove = ReadString(strValue);
break;
case "targetClose":
targetClose = ReadString(strValue);
break;
case "m_waterType":
m_waterType = ReadInt(strValue);
break;
case "m_strFullyClosed":
m_strFullyClosed = ReadString(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
func_door::SpawnKey(string strKey, string strValue)
{
int x;
switch (strKey) {
case "skin":
m_waterType = stoi(strValue);
break;
case "speed":
m_flSpeed = stof(strValue);
break;
case "lip":
m_flLip = stof(strValue);
break;
case "wait":
m_flWait = stof(strValue);
break;
case "netname":
targetClose = strValue;
netname = __NULL__;
break;
case "dmg":
m_iDamage = stoi(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;
case "snd_move":
m_strSndMove = strValue;
break;
case "forceclosed":
m_iForceClosed = stoi(strValue);
break;
/* GoldSrc compat */
case "movesnd":
x = stoi(strValue);
m_strSndOpen = m_strSndClose = sprintf("func_door.move_%i", x);
break;
case "stopsnd":
x = stoi(strValue);
m_strSndStop = sprintf("func_door.stop_%i", x);
break;
case "locked_sound":
x = stoi(strValue);
m_strLockedSfx = sprintf("func_button.hlsfx_%i", x+1i);
break;
case "unlocked_sound":
x = stoi(strValue);
m_strUnlockedSfx = sprintf("func_button.hlsfx_%i", x+1i);
break;
/* I/O */
case "OnFullyClosed":
m_strFullyClosed = PrepareOutput(m_strFullyClosed, strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
func_door::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_strSndMove)
Sound_Precache(m_strSndMove);
/* GoldSrc compat */
if (m_strLockedSfx)
Sound_Precache(m_strLockedSfx);
if (m_strUnlockedSfx)
Sound_Precache(m_strUnlockedSfx);
/* I/O */
if (m_strFullyClosed)
m_strFullyClosed = CreateOutput(m_strFullyClosed);
}
void
func_door::Respawn(void)
{
/* this is a terrible hack */
if (m_flWait == 0)
m_flWait = 0.01f;
if (HasSpawnFlags(SF_MOV_PASSABLE))
SetSolid(SOLID_NOT);
else
SetSolid(SOLID_BSP);
SetMovetype(MOVETYPE_PUSH);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
AddFlags(FL_FINDABLE_NONSOLID);
ReleaseThink();
RestoreAngles();
SetMoverPosition1(GetSpawnOrigin());
SetMoverPosition2(GetDirectionalPosition(GetSpawnAngles(), m_flLip));
ClearAngles();
/* FIXME: Is this correct? */
if (m_flWait == -1) {
spawnflags |= SF_MOV_TOGGLE;
}
if (!m_flSpeed) {
m_flSpeed = 100.0f;
}
if (!m_iDamage) {
m_iDamage = 2;
}
m_iValue = 0;
if (spawnflags & SF_MOV_USE)
m_iCanTouch = false;
else
m_iCanTouch = true;
if (HasSpawnFlags(SF_MOV_OPEN)) {
SetOrigin(m_vecPos2);
SetMoverPosition2(GetMoverPosition1());
SetMoverPosition1(GetOrigin());
m_iValue = 1;
_PortalOpen();
} else {
_PortalClose();
}
if (targetname) {
m_iLocked = TRUE;
}
}
void
func_door::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "Open":
Trigger(eAct, TRIG_ON);
break;
case "Close":
Trigger(eAct, TRIG_OFF);
break;
case "Toggle":
Trigger(eAct, TRIG_TOGGLE);
break;
default:
super::Input(eAct, strInput, strData);
}
}
void
func_door::PlayerUse(void)
{
if (!HasSpawnFlags(SF_MOV_USE))
return;
eActivator.flags &= ~FL_USE_RELEASED;
Trigger(eActivator, TRIG_TOGGLE);
}
void
func_door::MoverFinishesMoving(void)
{
static void MoveBack(void) {
MoveToPosition(GetMoverPosition1(), m_flSpeed);
}
if (targetClose && targetClose != "") {
/* when it starts open the positions are reversed... */
if (GetMoverState() == MOVER_POS1 ||
(HasSpawnFlags(SF_MOV_OPEN) && GetMoverState() == MOVER_POS2)) {
for (entity f = world; (f = find(f, ::targetname, targetClose));) {
NSEntity trigger = (NSEntity)f;
if (trigger.Trigger != __NULL__) {
trigger.Trigger(this, TRIG_TOGGLE);
}
}
}
}
/* we arrived at our starting position within the map */
if (GetMoverState() == MOVER_POS1) {
if (m_strSndStop) {
StartSoundDef(m_strSndStop, CHAN_VOICE, true);
} else {
StartSound("common/null.wav", CHAN_VOICE, 0, true);
}
if (m_strSndMove)
StartSound("common/null.wav", CHAN_WEAPON, 0, true);
if (m_strFullyClosed)
UseOutput(this, m_strFullyClosed);
} 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_strSndMove)
StartSound("common/null.wav", CHAN_WEAPON, 0, true);
if ((m_flWait < 0.0f) || HasSpawnFlags(SF_MOV_TOGGLE) == true)
return;
ScheduleThink(MoveBack, m_flWait);
}
}
void
func_door::MoverStartsMoving(void)
{
if (GetMoverState() == MOVER_1TO2) {
if (m_strSndOpen) {
StartSoundDef(m_strSndOpen, CHAN_VOICE, true);
} else {
StartSound("common/null.wav", CHAN_VOICE, 0, true);
}
if (m_strSndMove)
StartSoundDef(m_strSndMove, CHAN_WEAPON, true);
m_iValue = 1;
} else if (GetMoverState() == MOVER_2TO1) {
if (m_strSndClose) {
StartSoundDef(m_strSndClose, CHAN_VOICE, true);
} else {
StartSound("common/null.wav", CHAN_VOICE, 0, true);
}
if (m_strSndMove)
StartSoundDef(m_strSndMove, CHAN_WEAPON, true);
m_iValue = 0;
}
}
void
func_door::Trigger(entity act, triggermode_t triggerstate)
{
if (GetMaster(act) == 0)
return;
if (m_flNextTrigger > time) {
if (HasSpawnFlags(SF_MOV_TOGGLE) == false) {
return;
}
}
m_flNextTrigger = time + m_flWait;
/* only trigger stuff once we are done moving */
if ((GetMoverState() == MOVER_POS1) || (GetMoverState() == MOVER_POS2)) {
UseTargets(act, TRIG_TOGGLE, m_flDelay);
}
if (triggerstate == TRIG_OFF) {
MoveToPosition(GetMoverPosition1(), m_flSpeed);
} else if (triggerstate == TRIG_ON) {
MoveToPosition(GetMoverPosition2(), m_flSpeed);
} else {
MoveToReverse(m_flSpeed);
}
}
void
func_door::Touch(entity eToucher)
{
if (m_iCanTouch == false)
return;
if (HasSpawnFlags(SF_MOV_USE) == true)
return;
if (m_iLocked || !GetMaster(eToucher)) {
if (m_flSoundWait < time)
Sound_Play(this, CHAN_VOICE, m_strLockedSfx);
m_flSoundWait = time + 0.3f;
return;
}
if (HasSpawnFlags(SF_MOV_TOGGLE) == true) {
return;
}
if (eToucher.movetype == MOVETYPE_WALK) {
if (eToucher.absmin[2] <= maxs[2] - 2) {
Trigger(eToucher, TRIG_TOGGLE);
}
}
}
void
func_door::Blocked(entity eBlocker)
{
if (m_iDamage) {
Damage_Apply(eBlocker, this, m_iDamage, 0, DMG_CRUSH);
}
if (!m_iForceClosed)
if (m_flWait >= 0) {
MoveToReverse(m_flSpeed);
}
}
void
func_water(void)
{
func_door door;
spawnfunc_func_door();
door = (func_door)self;
door.classname = "func_water";
door.SetSolid(SOLID_BSP);
if (door.m_waterType == -4) {
door.SetSkin(CONTENT_SLIME);
} else if (door.m_waterType == -5) {
door.SetSkin(CONTENT_LAVA);
} else {
door.SetSkin(CONTENT_WATER);
}
door.effects |= EF_FULLBRIGHT;
setorigin(door, door.origin); // relink. have to do this.
}