point_trigger: Initial implementation of this entity. Requested as an alternative to make map entity hacking easier.
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2 changed files with 270 additions and 0 deletions
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@ -60,6 +60,7 @@ server/player_loadsaved.qc
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server/prop_dynamic.qc
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server/prop_physics.qc
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server/point_camera.qc
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server/point_trigger.qc
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server/targ_speaker.qc
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server/target_cdaudio.qc
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server/env_global.qc
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269
src/gs-entbase/server/point_trigger.qc
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269
src/gs-entbase/server/point_trigger.qc
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@ -0,0 +1,269 @@
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/*
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* Copyright (c) 2023 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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/** point_trigger spawnflags */
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typedef enumflags
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{
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PTRIG_CLIENT, /**< Clients only. */
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PTRIG_NPC, /**< NPCs only. */
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PTRIG_PUSHABLE, /**< Pushables only. */
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PTRIG_PHYS, /**< Physics objects only. */
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PTRIG_ALLIES, /**< Player allied NPCs. */
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PTRIG_VEHPLAYER, /**< Players in vehicles. */
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PTRIG_ALL, /**< Everything. */
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PTRIG_UNUSED1,
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PTRIG_UNUSED2,
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PTRIG_NOVEHCL, /**< Clients that are not in vehicles. */
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} pointTriggerFlags_t;
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/*!QUAKED point_trigger (1 0 0) (-8 -8 -8) (8 8 8) CLIENT NPC PUSHABLE PHYS ALLIES VEHPLAYER ALL x x NOVEHCL
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# OVERVIEW
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Point based trigger. Define a radius and it will fire its targets when an entity touches
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it within that radius.
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# KEYS
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- "targetname" : Name
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- "target" : Target when triggered.
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- "TriggerOnce" : Either 0 (Multiple) or 1 (Once).
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- "TriggerRadius" : Radius in Quake units.
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# INPUTS
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- "Toggle" : Toggles it between disabled and enabled states.
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# OUTPUTS
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- "OnStartTouch": Triggered when something starts touching this volume
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- "OnEndTouchAll": Triggered when nothing touched the entity no more
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# SPAWNFLAGS
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- CLIENT (1) : Make this explosion purely decorative, without radius damage.
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- NPC (2) : Makes this explosion triggerable more than once.
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- PUSHABLE (4) : Spawn no fireball.
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- PHYS (8) : Spawn no smoke.
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- ALLIES (16) : Leave no decal upon explosion.
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- VEHPLAYER (32) : Don't spawn any sparks upon exploding.
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- ALL (64) : Don't spawn any sparks upon exploding.
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- NOVEHCL (512) : Don't spawn any sparks upon exploding.
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# TRIVIA
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This entity was introduced in Obsidian Conflict (2006).
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*/
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class
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point_trigger:NSPointTrigger
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{
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public:
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void point_trigger(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 Trigger(entity, triggermode_t);
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virtual void Input(entity,string,string);
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virtual void Touch(entity);
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virtual void EndTouch(entity);
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/** Returns if this trigger will work with the activator filtered by spawnflags. */
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nonvirtual bool WillThisTrigger(entity);
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private:
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bool m_bTriggerOnce;
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float m_flTriggerRadius;
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string m_strOnStartTouch;
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string m_strOnEndTouchAll;
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bool m_bEnabled;
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};
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void
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point_trigger::point_trigger(void)
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{
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m_bEnabled = true;
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m_bTriggerOnce = false;
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/* Input/Output */
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m_strOnStartTouch =
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m_strOnEndTouchAll = __NULL__;
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}
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void
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point_trigger::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_flTriggerRadius", m_flTriggerRadius);
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SaveBool(handle, "m_bTriggerOnce", m_bTriggerOnce);
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SaveBool(handle, "m_bEnabled", m_bEnabled);
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/* Input/Output */
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SaveString(handle, "m_strOnStartTouch", m_strOnStartTouch);
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SaveString(handle, "m_strOnEndTouchAll", m_strOnEndTouchAll);
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}
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void
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point_trigger::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_flTriggerRadius":
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m_flTriggerRadius = ReadFloat(strValue);
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break;
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case "m_bTriggerOnce":
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m_bTriggerOnce = ReadBool(strValue);
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break;
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case "m_bEnabled":
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m_bEnabled = ReadBool(strValue);
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break;
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/* Input/Output */
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case "m_strOnStartTouch":
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m_strOnStartTouch = ReadString(strValue);
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break;
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case "m_strOnEndTouchAll":
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m_strOnEndTouchAll = ReadString(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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point_trigger::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "TriggerOnce":
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m_bTriggerOnce = stof(strValue);
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break;
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case "TriggerRadius":
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m_flTriggerRadius = stof(strValue);
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break;
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/* Input/Output */
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case "OnStartTouch":
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case "OnStartTouchAll":
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m_strOnStartTouch = PrepareOutput(m_strOnStartTouch, strValue);
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break;
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case "OnEndTouchAll":
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m_strOnEndTouchAll = PrepareOutput(m_strOnEndTouchAll, strValue);
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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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point_trigger::Spawned(void)
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{
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super::Spawned();
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/* Input/Output */
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if (m_strOnStartTouch)
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m_strOnStartTouch = CreateOutput(m_strOnStartTouch);
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if (m_strOnEndTouchAll)
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m_strOnEndTouchAll = CreateOutput(m_strOnEndTouchAll);
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}
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void
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point_trigger::Respawn(void)
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{
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vector vecMins, vecMaxs;
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SetMovetype(MOVETYPE_NONE);
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SetSolid(SOLID_TRIGGER);
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SetOrigin(GetSpawnOrigin());
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geomtype = GEOMTYPE_SPHERE;
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/* adjust size */
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vecMins = [-m_flTriggerRadius, -m_flTriggerRadius];
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vecMaxs = [m_flTriggerRadius, m_flTriggerRadius];
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SetSize(vecMins, vecMaxs);
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}
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void
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point_trigger::Trigger(entity act, triggermode_t state)
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{
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switch (state) {
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case TRIG_OFF:
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m_bEnabled = false;
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break;
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case TRIG_ON:
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m_bEnabled = true;
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break;
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default:
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m_bEnabled = m_bEnabled ? false : true;
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}
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}
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void
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point_trigger::Input(entity eAct, string strInput, string strData)
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{
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switch (strInput) {
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case "Toggle":
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Trigger(eAct, TRIG_TOGGLE);
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break;
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default:
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super::Input(eAct, strInput, strData);
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}
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}
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void
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point_trigger::Touch(entity eToucher)
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{
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if (GetMaster() == false)
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return;
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if (m_bEnabled == false)
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return;
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if (WillThisTrigger(eToucher) == false)
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return;
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/* if the target key isn't used, assume we're using the new I/O system */
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if (HasTriggerTarget() == false)
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UseOutput(eToucher, m_strOnStartTouch);
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else
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UseTargets(eToucher, TRIG_TOGGLE, m_flDelay);
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/* FIXME: Does Source do this? Perhaps in Source it won't re-enable at all... */
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/* Will need to be triggered to be enabled again. */
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if (m_bTriggerOnce)
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m_bEnabled = false;
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}
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void
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point_trigger::EndTouch(entity eToucher)
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{
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if (m_strOnEndTouchAll)
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UseOutput(eToucher, m_strOnEndTouchAll);
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}
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bool
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point_trigger::WillThisTrigger(entity eAct)
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{
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if (HasSpawnFlags(PTRIG_ALL))
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return true;
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if (HasSpawnFlags(PTRIG_CLIENT) && eAct.flags & FL_CLIENT)
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return true;
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if (HasSpawnFlags(PTRIG_NPC) && eAct.flags & FL_MONSTER)
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return true;
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if (HasSpawnFlags(PTRIG_PUSHABLE) && eAct.classname == "func_pushable")
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return true;
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if (HasSpawnFlags(PTRIG_PHYS) && eAct.movetype == MOVETYPE_PHYSICS)
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return true;
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if (HasSpawnFlags(PTRIG_ALLIES) && eAct.flags & FL_MONSTER && eAct.m_iAlliance == MAL_FRIEND)
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return true;
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if (HasSpawnFlags(PTRIG_VEHPLAYER) && eAct.flags & FL_CLIENT && eAct.flags & FL_INVEHICLE)
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return true;
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if (HasSpawnFlags(PTRIG_NOVEHCL) && eAct.flags & FL_CLIENT && !(eAct.flags & FL_INVEHICLE))
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return true;
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return false;
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}
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