Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== buttons.cpp ========================================================
button-related code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "doors.h"
#define SF_BUTTON_DONTMOVE 1
#define SF_ROTBUTTON_NOTSOLID 1
#define SF_BUTTON_ONLYDIRECT 16 //LRC - button can't be used through walls.
#define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated
#define SF_BUTTON_SPARK_IF_OFF 64 // button sparks in OFF state
#define SF_BUTTON_NOT_SOLID 128 // button isn't solid
#define SF_BUTTON_TOUCH_ONLY 256 // button must be touched to be used.
#define SF_BUTTON_USEKEY 512 // change the reaction of the button to the USE key.
// (i.e. if it's meant to be ignored, don't ignore it; otherwise ignore it.)
#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
class CEnvGlobal : public CPointEntity
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
string_t m_globalstate;
int m_triggermode;
int m_initialstate;
};
TYPEDESCRIPTION CEnvGlobal::m_SaveData[] =
{
DEFINE_FIELD( CEnvGlobal, m_globalstate, FIELD_STRING ),
DEFINE_FIELD( CEnvGlobal, m_triggermode, FIELD_INTEGER ),
DEFINE_FIELD( CEnvGlobal, m_initialstate, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CEnvGlobal, CBaseEntity );
LINK_ENTITY_TO_CLASS( env_global, CEnvGlobal );
void CEnvGlobal::KeyValue( KeyValueData *pkvd )
{
pkvd->fHandled = TRUE;
if ( FStrEq(pkvd->szKeyName, "globalstate") ) // State name
m_globalstate = ALLOC_STRING( pkvd->szValue );
else if ( FStrEq(pkvd->szKeyName, "triggermode") )
m_triggermode = atoi( pkvd->szValue );
else if ( FStrEq(pkvd->szKeyName, "initialstate") )
m_initialstate = atoi( pkvd->szValue );
else
CPointEntity::KeyValue( pkvd );
}
void CEnvGlobal::Spawn( void )
{
if ( !m_globalstate )
{
REMOVE_ENTITY( ENT(pev) );
return;
}
if ( FBitSet( pev->spawnflags, SF_GLOBAL_SET ) )
{
if ( !gGlobalState.EntityInTable( m_globalstate ) )
gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, (GLOBALESTATE)m_initialstate );
}
}
void CEnvGlobal::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
GLOBALESTATE oldState = gGlobalState.EntityGetState( m_globalstate );
GLOBALESTATE newState;
switch( m_triggermode )
{
case 0:
newState = GLOBAL_OFF;
break;
case 1:
newState = GLOBAL_ON;
break;
case 2:
newState = GLOBAL_DEAD;
break;
default:
case 3:
if ( oldState == GLOBAL_ON )
newState = GLOBAL_OFF;
else if ( oldState == GLOBAL_OFF )
newState = GLOBAL_ON;
else
newState = oldState;
}
if ( gGlobalState.EntityInTable( m_globalstate ) )
gGlobalState.EntitySetState( m_globalstate, newState );
else
gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, newState );
}
//==================================================
//LRC- a simple entity, just maintains a state
//==================================================
#define SF_ENVSTATE_START_ON 1
#define SF_ENVSTATE_DEBUG 2
class CEnvState : public CPointEntity
{
public:
void Spawn( void );
void Think( void );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
BOOL IsLockedByMaster( void ) { return !UTIL_IsMasterTriggered(m_sMaster, NULL); };
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
virtual STATE GetState() { return m_iState; }
static TYPEDESCRIPTION m_SaveData[];
STATE m_iState;
float m_fTurnOnTime;
float m_fTurnOffTime;
int m_sMaster;
};
void CEnvState::Spawn( void )
{
if (pev->spawnflags & SF_ENVSTATE_START_ON)
m_iState = STATE_ON;
else
m_iState = STATE_OFF;
}
TYPEDESCRIPTION CEnvState::m_SaveData[] =
{
DEFINE_FIELD( CEnvState, m_iState, FIELD_INTEGER ),
DEFINE_FIELD( CEnvState, m_fTurnOnTime, FIELD_INTEGER ),
DEFINE_FIELD( CEnvState, m_fTurnOffTime, FIELD_INTEGER ),
DEFINE_FIELD( CEnvState, m_sMaster, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CEnvState, CPointEntity );
LINK_ENTITY_TO_CLASS( env_state, CEnvState );
void CEnvState::KeyValue( KeyValueData *pkvd )
{
pkvd->fHandled = TRUE;
if ( FStrEq(pkvd->szKeyName, "turnontime") )
m_fTurnOnTime = atof( pkvd->szValue );
else if ( FStrEq(pkvd->szKeyName, "turnofftime") )
m_fTurnOffTime = atof( pkvd->szValue );
else if ( FStrEq(pkvd->szKeyName, "master") )
m_sMaster = ALLOC_STRING( pkvd->szValue );
else
CPointEntity::KeyValue( pkvd );
}
void CEnvState::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (!ShouldToggle(useType) || IsLockedByMaster())
{
if (pev->spawnflags & SF_ENVSTATE_DEBUG)
{
ALERT(at_debug,"DEBUG: env_state \"%s\" ",STRING(pev->targetname));
if (IsLockedByMaster())
ALERT(at_debug,"ignored trigger %s; locked by master \"%s\".\n",GetStringForUseType(useType),STRING(m_sMaster));
else if (useType == USE_ON)
ALERT(at_debug,"ignored trigger USE_ON; already on\n");
else if (useType == USE_OFF)
ALERT(at_debug,"ignored trigger USE_OFF; already off\n");
else
ALERT(at_debug,"ignored trigger %s.\n",GetStringForUseType(useType));
}
return;
}
switch (GetState())
{
case STATE_ON:
case STATE_TURN_ON:
if (m_fTurnOffTime)
{
m_iState = STATE_TURN_OFF;
if (pev->spawnflags & SF_ENVSTATE_DEBUG)
{
ALERT(at_debug,"DEBUG: env_state \"%s\" triggered; will turn off in %f seconds.\n", STRING(pev->targetname), m_fTurnOffTime);
}
SetNextThink( m_fTurnOffTime );
}
else
{
m_iState = STATE_OFF;
if (pev->spawnflags & SF_ENVSTATE_DEBUG)
{
ALERT(at_debug,"DEBUG: env_state \"%s\" triggered, turned off", STRING(pev->targetname));
if (pev->target)
{
ALERT(at_debug,": firing \"%s\"",STRING(pev->target));
if (pev->noise2)
ALERT(at_debug," and \"%s\"",STRING(pev->noise2));
}
else if (pev->noise2)
ALERT(at_debug,": firing \"%s\"",STRING(pev->noise2));
ALERT(at_debug,".\n");
}
FireTargets(STRING(pev->target),pActivator,this,USE_OFF,0);
FireTargets(STRING(pev->noise2),pActivator,this,USE_TOGGLE,0);
DontThink();
}
break;
case STATE_OFF:
case STATE_TURN_OFF:
if (m_fTurnOnTime)
{
m_iState = STATE_TURN_ON;
if (pev->spawnflags & SF_ENVSTATE_DEBUG)
{
ALERT(at_debug,"DEBUG: env_state \"%s\" triggered; will turn on in %f seconds.\n", STRING(pev->targetname), m_fTurnOnTime);
}
SetNextThink( m_fTurnOnTime );
}
else
{
m_iState = STATE_ON;
if (pev->spawnflags & SF_ENVSTATE_DEBUG)
{
ALERT(at_debug,"DEBUG: env_state \"%s\" triggered, turned on",STRING(pev->targetname));
if (pev->target)
{
ALERT(at_debug,": firing \"%s\"",STRING(pev->target));
if (pev->noise1)
ALERT(at_debug," and \"%s\"",STRING(pev->noise1));
}
else if (pev->noise1)
ALERT(at_debug,": firing \"%s\"", STRING(pev->noise1));
ALERT(at_debug,".\n");
}
FireTargets(STRING(pev->target),pActivator,this,USE_ON,0);
FireTargets(STRING(pev->noise1),pActivator,this,USE_TOGGLE,0);
DontThink();
}
break;
case STATE_IN_USE:
break;
default:
break;
}
}
void CEnvState::Think( void )
{
if (m_iState == STATE_TURN_ON)
{
m_iState = STATE_ON;
if (pev->spawnflags & SF_ENVSTATE_DEBUG)
{
ALERT(at_debug,"DEBUG: env_state \"%s\" turned itself on",STRING(pev->targetname));
if (pev->target)
{
ALERT(at_debug,": firing %s",STRING(pev->target));
if (pev->noise1)
ALERT(at_debug," and %s",STRING(pev->noise1));
}
else if (pev->noise1)
ALERT(at_debug,": firing %s",STRING(pev->noise1));
ALERT(at_debug,".\n");
}
FireTargets(STRING(pev->target),this,this,USE_ON,0);
FireTargets(STRING(pev->noise1),this,this,USE_TOGGLE,0);
}
else if (m_iState == STATE_TURN_OFF)
{
m_iState = STATE_OFF;
if (pev->spawnflags & SF_ENVSTATE_DEBUG)
{
ALERT(at_debug,"DEBUG: env_state \"%s\" turned itself off",STRING(pev->targetname));
if (pev->target)
ALERT(at_debug,": firing %s",STRING(pev->target));
if (pev->noise2)
ALERT(at_debug," and %s",STRING(pev->noise2));
else if (pev->noise2)
ALERT(at_debug,": firing %s",STRING(pev->noise2));
ALERT(at_debug,".\n");
}
FireTargets(STRING(pev->target),this,this,USE_OFF,0);
FireTargets(STRING(pev->noise2),this,this,USE_TOGGLE,0);
}
}
//===========================
//LRC- the evil multisource...
//===========================
TYPEDESCRIPTION CMultiSource::m_SaveData[] =
{
//!!!BUGBUG FIX
DEFINE_ARRAY( CMultiSource, m_rgEntities, FIELD_EHANDLE, MS_MAX_TARGETS ),
DEFINE_ARRAY( CMultiSource, m_rgTriggered, FIELD_INTEGER, MS_MAX_TARGETS ),
DEFINE_FIELD( CMultiSource, m_iTotal, FIELD_INTEGER ),
DEFINE_FIELD( CMultiSource, m_globalstate, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CMultiSource, CBaseEntity );
LINK_ENTITY_TO_CLASS( multisource, CMultiSource );
//
// Cache user-entity-field values until spawn is called.
//
void CMultiSource::KeyValue( KeyValueData *pkvd )
{
if ( FStrEq(pkvd->szKeyName, "style") ||
FStrEq(pkvd->szKeyName, "height") ||
FStrEq(pkvd->szKeyName, "killtarget") ||
FStrEq(pkvd->szKeyName, "value1") ||
FStrEq(pkvd->szKeyName, "value2") ||
FStrEq(pkvd->szKeyName, "value3"))
pkvd->fHandled = TRUE;
else if ( FStrEq(pkvd->szKeyName, "globalstate") )
{
m_globalstate = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
#define SF_MULTI_FIREONCLOSE 1
#define SF_MULTI_INIT 2
void CMultiSource::Spawn()
{
// set up think for later registration
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
SetNextThink( 0.1 );
pev->spawnflags |= SF_MULTI_INIT; // Until it's initialized
SetThink(&CMultiSource::Register);
}
void CMultiSource::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int i = 0;
// Find the entity in our list
while (i < m_iTotal)
if ( m_rgEntities[i++] == pCaller )
break;
// if we didn't find it, report error and leave
if (i > m_iTotal)
{
if (pCaller->pev->targetname)
ALERT(at_debug, "multisource \"%s\": Used by non-member %s \"%s\"\n", STRING(pev->targetname), STRING(pCaller->pev->classname), STRING(pCaller->pev->targetname));
else
ALERT(at_debug, "multisource \"%s\": Used by non-member %s\n", STRING(pev->targetname), STRING(pCaller->pev->classname));
return;
}
// CONSIDER: a Use input to the multisource always toggles. Could check useType for ON/OFF/TOGGLE
// LRC- On could be meaningful. Off, sadly, can't work in the obvious manner.
// LRC (09/06/01)- er... why not?
// LRC (28/04/02)- that depends what the "obvious" manner is.
// store the state before the change, so we can compare it to the new state
STATE s = GetState();
// do the change
m_rgTriggered[i-1] ^= 1;
// did we change state?
if ( s == GetState() )
return;
if ( s == STATE_ON && pev->netname)
{
// the change disabled me and I have a "fire on disable" field
ALERT( at_aiconsole, "Multisource %s deactivated (%d inputs)\n", STRING(pev->targetname), m_iTotal );
if ( m_globalstate )
FireTargets( STRING(pev->netname), NULL, this, USE_OFF, 0 );
else
FireTargets( STRING(pev->netname), NULL, this, USE_TOGGLE, 0 );
}
else if ( s == STATE_OFF )
{
// the change activated me
ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING(pev->targetname), m_iTotal );
USE_TYPE useType = USE_TOGGLE;
if ( m_globalstate )
useType = USE_ON;
SUB_UseTargets( NULL, useType, 0 );
}
}
//LRC- while we're in STATE_OFF, mastered entities can't do anything.
STATE CMultiSource::GetState( void )
{
// Is everything triggered?
int i = 0;
// Still initializing?
if ( pev->spawnflags & SF_MULTI_INIT )
return STATE_OFF;
while (i < m_iTotal)
{
if (m_rgTriggered[i] == 0)
break;
i++;
}
if (i == m_iTotal)
{
if ( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON )
return STATE_ON;
}
return STATE_OFF;
}
/*
void CMultiSource::Register(void)
{
edict_t *pentTarget = NULL;
m_iTotal = 0;
memset( m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE) );
SetThink(&CMultiSource::SUB_DoNothing);
// search for all entities which target this multisource (pev->targetname)
pentTarget = FIND_ENTITY_BY_STRING(NULL, "target", STRING(pev->targetname));
while (!FNullEnt(pentTarget) && (m_iTotal < MS_MAX_TARGETS))
{
CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
if ( pTarget )
m_rgEntities[m_iTotal++] = pTarget;
pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "target", STRING(pev->targetname));
}
pentTarget = FIND_ENTITY_BY_STRING(NULL, "classname", "multi_manager");
while (!FNullEnt(pentTarget) && (m_iTotal < MS_MAX_TARGETS))
{
CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
if ( pTarget && pTarget->HasTarget(pev->targetname) )
m_rgEntities[m_iTotal++] = pTarget;
pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "classname", "multi_manager" );
}
pev->spawnflags &= ~SF_MULTI_INIT;
}
*/
void CMultiSource::Register(void)
{
m_iTotal = 0;
memset( m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE) );
SetThink(&CMultiSource::SUB_DoNothing);
// search for all entities which target this multisource (pev->targetname)
CBaseEntity *pTarget = UTIL_FindEntityByTarget( NULL, STRING(pev->targetname) );
while (pTarget && (m_iTotal < MS_MAX_TARGETS))
{
m_rgEntities[m_iTotal++] = pTarget;
pTarget = UTIL_FindEntityByTarget( pTarget, STRING(pev->targetname));
}
pTarget = UTIL_FindEntityByClassname(NULL, "multi_manager");
while (pTarget && (m_iTotal < MS_MAX_TARGETS))
{
if ( pTarget->HasTarget(pev->targetname) )
m_rgEntities[m_iTotal++] = pTarget;
pTarget = UTIL_FindEntityByClassname( pTarget, "multi_manager" );
}
if (m_iTotal >= MS_MAX_TARGETS)
{
ALERT(at_debug,"WARNING: There are too many entities targetting multisource \"%s\". (limit is %d)\n", STRING(pev->targetname), MS_MAX_TARGETS);
}
pev->spawnflags &= ~SF_MULTI_INIT;
}
//===================================
// func_button (= CBaseButton)
//===================================
//LRC - moved here from cbase.h to use the spawnflags defined in this file
// Buttons that don't take damage can be IMPULSE used
int CBaseButton::ObjectCaps( void )
{
return (CBaseToggle:: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) |
(pev->takedamage?0:FCAP_IMPULSE_USE) |
(pev->spawnflags & SF_BUTTON_ONLYDIRECT?FCAP_ONLYDIRECT_USE:0);
}
TYPEDESCRIPTION CBaseButton::m_SaveData[] =
{
DEFINE_FIELD( CBaseButton, m_fStayPushed, FIELD_BOOLEAN ),
DEFINE_FIELD( CBaseButton, m_fRotating, FIELD_BOOLEAN ),
DEFINE_FIELD( CBaseButton, m_sounds, FIELD_INTEGER ),
DEFINE_FIELD( CBaseButton, m_bLockedSound, FIELD_CHARACTER ),
DEFINE_FIELD( CBaseButton, m_bLockedSentence, FIELD_CHARACTER ),
DEFINE_FIELD( CBaseButton, m_bUnlockedSound, FIELD_CHARACTER ),
DEFINE_FIELD( CBaseButton, m_bUnlockedSentence, FIELD_CHARACTER ),
DEFINE_FIELD( CBaseButton, m_strChangeTarget, FIELD_STRING ),
// DEFINE_FIELD( CBaseButton, m_ls, FIELD_??? ), // This is restored in Precache()
};
IMPLEMENT_SAVERESTORE( CBaseButton, CBaseToggle );
void CBaseButton::Precache( void )
{
char *pszSound;
if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
{
PRECACHE_SOUND ("buttons/spark1.wav");
PRECACHE_SOUND ("buttons/spark2.wav");
PRECACHE_SOUND ("buttons/spark3.wav");
PRECACHE_SOUND ("buttons/spark4.wav");
PRECACHE_SOUND ("buttons/spark5.wav");
PRECACHE_SOUND ("buttons/spark6.wav");
}
// get door button sounds, for doors which require buttons to open
if (m_bLockedSound)
{
pszSound = ButtonSound( (int)m_bLockedSound );
PRECACHE_SOUND(pszSound);
m_ls.sLockedSound = ALLOC_STRING(pszSound);
}
if (m_bUnlockedSound)
{
pszSound = ButtonSound( (int)m_bUnlockedSound );
PRECACHE_SOUND(pszSound);
m_ls.sUnlockedSound = ALLOC_STRING(pszSound);
}
// get sentence group names, for doors which are directly 'touched' to open
switch (m_bLockedSentence)
{
case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied
case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout
case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door
case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door
case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door
case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door
case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment
case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door
case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door
default: m_ls.sLockedSentence = 0; break;
}
switch (m_bUnlockedSentence)
{
case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted
case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door
case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door
case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door
case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door
case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door
case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment
case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door
default: m_ls.sUnlockedSentence = 0; break;
}
}
//
// Cache user-entity-field values until spawn is called.
//
void CBaseButton::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "changetarget"))
{
m_strChangeTarget = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "locked_sound"))
{
m_bLockedSound = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "locked_sentence"))
{
m_bLockedSentence = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "unlocked_sound"))
{
m_bUnlockedSound = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "unlocked_sentence"))
{
m_bUnlockedSentence = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "sounds"))
{
m_sounds = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue( pkvd );
}
//
// ButtonShot
//
int CBaseButton::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
BUTTON_CODE code = ButtonResponseToTouch();
if ( code == BUTTON_NOTHING )
return 0;
// Temporarily disable the touch function, until movement is finished.
SetTouch( NULL );
m_hActivator = CBaseEntity::Instance( pevAttacker );
if ( m_hActivator == NULL )
return 0;
if ( code == BUTTON_RETURN )
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
// Toggle buttons fire when they get back to their "home" position
if ( !(pev->spawnflags & SF_BUTTON_TOGGLE) )
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
ButtonReturn();
}
else // code == BUTTON_ACTIVATE
ButtonActivate( );
return 0;
}
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle,
triggers all of it's targets, waits some time, then returns to it's original position
where it can be triggered again.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
LINK_ENTITY_TO_CLASS( func_button, CBaseButton );
void CBaseButton::Spawn( )
{
char *pszSound;
//----------------------------------------------------
//determine sounds for buttons
//a sound of 0 should not make a sound
//----------------------------------------------------
pszSound = ButtonSound( m_sounds );
PRECACHE_SOUND(pszSound);
pev->noise = ALLOC_STRING(pszSound);
Precache();
if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
{
SetThink(&CBaseButton:: ButtonSpark );
SetNextThink( 0.5 );// no hurry, make sure everything else spawns
}
SetMovedir(pev);
pev->movetype = MOVETYPE_PUSH;
if ( FBitSet ( pev->spawnflags, SF_BUTTON_NOT_SOLID ) )
{
pev->solid = SOLID_NOT;
pev->skin = CONTENTS_EMPTY;
}
else
{
pev->solid = SOLID_BSP;
}
SET_MODEL(ENT(pev), STRING(pev->model));
//LRC
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "z");
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "a");
if (pev->speed == 0)
pev->speed = 40;
if (pev->health > 0)
{
pev->takedamage = DAMAGE_YES;
}
if (m_flWait == 0)
m_flWait = 1;
if (m_flLip == 0)
m_flLip = 4;
m_toggle_state = TS_AT_BOTTOM;
m_vecPosition1 = pev->origin;
// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
m_vecPosition2 = m_vecPosition1 + (pev->movedir * (fabs( pev->movedir.x * (pev->size.x-2) ) + fabs( pev->movedir.y * (pev->size.y-2) ) + fabs( pev->movedir.z * (pev->size.z-2) ) - m_flLip));
// Is this a non-moving button?
if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || (pev->spawnflags & SF_BUTTON_DONTMOVE) )
m_vecPosition2 = m_vecPosition1;
m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
m_fRotating = FALSE;
// if the button is flagged for USE button activation only, take away it's touch function and add a use function
if ( FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // touchable button
{
SetTouch(&CBaseButton:: ButtonTouch );
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_USEKEY ) )
SetUse(&CBaseButton:: ButtonUse_IgnorePlayer );
else
SetUse(&CBaseButton:: ButtonUse );
}
else
{
SetTouch ( NULL );
if ( FBitSet ( pev->spawnflags, SF_BUTTON_USEKEY ) )
SetUse(&CBaseButton:: ButtonUse_IgnorePlayer );
else
SetUse(&CBaseButton:: ButtonUse );
}
}
//LRC
void CBaseButton :: PostSpawn( void )
{
if (m_pMoveWith)
m_vecPosition1 = pev->origin - m_pMoveWith->pev->origin;
else
m_vecPosition1 = pev->origin;
// Subtract 2 from size because the engine expands bboxes by 1 in all directions
m_vecPosition2 = m_vecPosition1 + (pev->movedir * (fabs( pev->movedir.x * (pev->size.x-2) ) + fabs( pev->movedir.y * (pev->size.y-2) ) + fabs( pev->movedir.z * (pev->size.z-2) ) - m_flLip));
// Is this a non-moving button?
if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || (pev->spawnflags & SF_BUTTON_DONTMOVE) )
m_vecPosition2 = m_vecPosition1;
}
// Button sound table.
// Also used by CBaseDoor to get 'touched' door lock/unlock sounds
char *ButtonSound( int sound )
{
char *pszSound;
switch ( sound )
{
case 0: pszSound = "common/null.wav"; break;
case 1: pszSound = "buttons/button1.wav"; break;
case 2: pszSound = "buttons/button2.wav"; break;
case 3: pszSound = "buttons/button3.wav"; break;
case 4: pszSound = "buttons/button4.wav"; break;
case 5: pszSound = "buttons/button5.wav"; break;
case 6: pszSound = "buttons/button6.wav"; break;
case 7: pszSound = "buttons/button7.wav"; break;
case 8: pszSound = "buttons/button8.wav"; break;
case 9: pszSound = "buttons/button9.wav"; break;
case 10: pszSound = "buttons/button10.wav"; break;
case 11: pszSound = "buttons/button11.wav"; break;
case 12: pszSound = "buttons/latchlocked1.wav"; break;
case 13: pszSound = "buttons/latchunlocked1.wav"; break;
case 14: pszSound = "buttons/lightswitch2.wav";break;
// next 6 slots reserved for any additional sliding button sounds we may add
case 21: pszSound = "buttons/lever1.wav"; break;
case 22: pszSound = "buttons/lever2.wav"; break;
case 23: pszSound = "buttons/lever3.wav"; break;
case 24: pszSound = "buttons/lever4.wav"; break;
case 25: pszSound = "buttons/lever5.wav"; break;
default:pszSound = "buttons/button9.wav"; break;
}
return pszSound;
}
//
// Makes flagged buttons spark when turned off
//
void DoSpark(entvars_t *pev, const Vector &location )
{
Vector tmp = location + pev->size * 0.5;
UTIL_Sparks( tmp );
float flVolume = RANDOM_FLOAT ( 0.25 , 0.75 ) * 0.4;//random volume range
switch ( (int)(RANDOM_FLOAT(0,1) * 6) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark1.wav", flVolume, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark2.wav", flVolume, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark3.wav", flVolume, ATTN_NORM); break;
case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark4.wav", flVolume, ATTN_NORM); break;
case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
case 5: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
}
}
void CBaseButton::ButtonSpark ( void )
{
SetThink(&CBaseButton:: ButtonSpark );
SetNextThink( 0.1 + RANDOM_FLOAT ( 0, 1.5 ) );// spark again at random interval
DoSpark( pev, pev->mins );
}
//
// Button's Use function
//
void CBaseButton::ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
// UNDONE: Should this use ButtonResponseToTouch() too?
if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN )
return;
m_hActivator = pActivator;
if ( m_toggle_state == TS_AT_TOP)
{
if (!m_fStayPushed && FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE))
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
//SUB_UseTargets( m_eoActivator );
ButtonReturn();
}
}
else
ButtonActivate( );
}
//LRC - they had it set up so that a touch-only button couldn't even be triggered!?
void CBaseButton::ButtonUse_IgnorePlayer ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !pCaller || !pCaller->IsPlayer() )
ButtonUse( pActivator, pCaller, useType, value );
}
CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void )
{
// Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
if (m_toggle_state == TS_GOING_UP ||
m_toggle_state == TS_GOING_DOWN ||
(m_toggle_state == TS_AT_TOP && !m_fStayPushed && !FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) ) )
return BUTTON_NOTHING;
if (m_toggle_state == TS_AT_TOP)
{
if((FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) ) && !m_fStayPushed)
{
return BUTTON_RETURN;
}
}
else
return BUTTON_ACTIVATE;
return BUTTON_NOTHING;
}
//
// Touching a button simply "activates" it.
//
void CBaseButton:: ButtonTouch( CBaseEntity *pOther )
{
// Ignore touches by anything but players
if (!FClassnameIs(pOther->pev, "player"))
return;
m_hActivator = pOther;
BUTTON_CODE code = ButtonResponseToTouch();
if ( code == BUTTON_NOTHING )
return;
if (!UTIL_IsMasterTriggered(m_sMaster, pOther))
{
// play button locked sound
PlayLockSounds(pev, &m_ls, TRUE, TRUE);
return;
}
// Temporarily disable the touch function, until movement is finished.
SetTouch( NULL );
if ( code == BUTTON_RETURN )
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
ButtonReturn();
}
else // code == BUTTON_ACTIVATE
ButtonActivate( );
}
//
// Starts the button moving "in/up".
//
void CBaseButton::ButtonActivate( )
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
{
// button is locked, play locked sound
PlayLockSounds(pev, &m_ls, TRUE, TRUE);
return;
}
else
{
// button is unlocked, play unlocked sound
PlayLockSounds(pev, &m_ls, FALSE, TRUE);
}
ASSERT(m_toggle_state == TS_AT_BOTTOM);
m_toggle_state = TS_GOING_UP;
//LRC - unhelpfully, SF_BUTTON_DONTMOVE is the same value as
// SF_ROTBUTTON_NOTSOLID, so we have to assume that a rotbutton will
// never be DONTMOVE.
if (pev->spawnflags & SF_BUTTON_DONTMOVE && !m_fRotating)
{
TriggerAndWait();
}
else
{
SetMoveDone(&CBaseButton:: TriggerAndWait );
if (!m_fRotating)
LinearMove( m_vecPosition2, pev->speed);
else
AngularMove( m_vecAngle2, pev->speed);
}
}
//
// Button has reached the "in/up" position. Activate its "targets", and pause before "popping out".
//
void CBaseButton::TriggerAndWait( void )
{
ASSERT(m_toggle_state == TS_GOING_UP);
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
return;
m_toggle_state = TS_AT_TOP;
pev->frame = 1; // use alternate textures
//LRC
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a");
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z");
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
// If button automatically comes back out, start it moving out.
// Else re-instate touch method
if (m_fStayPushed || FBitSet ( pev->spawnflags, SF_BUTTON_TOGGLE ) )
{
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched!
{
// ALL buttons are now use only
SetTouch ( NULL );
}
else
SetTouch(&CBaseButton:: ButtonTouch );
}
else
{
SetThink(&CBaseButton:: ButtonReturn );
if ( m_flWait )
{
SetNextThink( m_flWait );
}
else
{
ButtonReturn();
}
}
}
//
// Starts the button moving "out/down".
//
void CBaseButton::ButtonReturn( void )
{
ASSERT(m_toggle_state == TS_AT_TOP);
m_toggle_state = TS_GOING_DOWN;
pev->frame = 0; // use normal textures
//LRC
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "z");
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "a");
if (pev->spawnflags & SF_BUTTON_DONTMOVE)
{
ButtonBackHome();
}
else
{
SetMoveDone(&CBaseButton:: ButtonBackHome );
if (!m_fRotating)
LinearMove( m_vecPosition1, pev->speed);
else
AngularMove( m_vecAngle1, pev->speed);
}
}
//
// Button has returned to start state. Quiesce it.
//
void CBaseButton::ButtonBackHome( void )
{
ASSERT(m_toggle_state == TS_GOING_DOWN);
m_toggle_state = TS_AT_BOTTOM;
if ( FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) )
{
//EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
}
if (!FStringNull(pev->target))
{
CBaseEntity *pTarget = NULL;
for (;;)
{
pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(pev->target), m_hActivator);
if (FNullEnt(pTarget))
break;
if (!FClassnameIs(pTarget->pev, "multisource"))
// LRC- hmm... I see. On returning, a button will only turn off multisources.
continue;
pTarget->Use( m_hActivator, this, USE_TOGGLE, 0 );
}
}
// Re-instate touch method, movement cycle is complete.
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched!
{
// All buttons are now use only
SetTouch ( NULL );
}
else
SetTouch(&CBaseButton:: ButtonTouch );
// reset think for a sparking button
if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )
{
SetThink(&CBaseButton:: ButtonSpark );
SetNextThink( 0.5 );// no hurry.
}
else
{
DontThink();
}
}
//
// Rotating button (aka "lever")
//
class CRotButton : public CBaseButton
{
public:
void Spawn( void );
void PostSpawn( void ) {} // don't use the moveWith fix from CBaseButton
virtual void KeyValue( KeyValueData* pkvd);
};
LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton );
void CRotButton::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "axes"))
{
UTIL_StringToVector( (float*)(pev->movedir), pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseButton::KeyValue( pkvd );
}
void CRotButton::Spawn( void )
{
char *pszSound;
//----------------------------------------------------
//determine sounds for buttons
//a sound of 0 should not make a sound
//----------------------------------------------------
pszSound = ButtonSound( m_sounds );
PRECACHE_SOUND(pszSound);
pev->noise = ALLOC_STRING(pszSound);
// set the axis of rotation
CBaseToggle::AxisDir( pev );
// check for clockwise rotation
if ( FBitSet (pev->spawnflags, SF_DOOR_ROTATE_BACKWARDS) )
pev->movedir = pev->movedir * -1;
pev->movetype = MOVETYPE_PUSH;
if ( pev->spawnflags & SF_ROTBUTTON_NOTSOLID )
pev->solid = SOLID_NOT;
else
pev->solid = SOLID_BSP;
SET_MODEL(ENT(pev), STRING(pev->model));
if (pev->speed == 0)
pev->speed = 40;
if (m_flWait == 0)
m_flWait = 1;
if (pev->health > 0)
{
pev->takedamage = DAMAGE_YES;
}
m_toggle_state = TS_AT_BOTTOM;
m_vecAngle1 = pev->angles;
m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance;
ASSERTSZ(m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal");
m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
m_fRotating = TRUE;
// if the button is flagged for USE button activation only, take away it's touch function and add a use function
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) )
{
SetTouch ( NULL );
if ( FBitSet ( pev->spawnflags, SF_BUTTON_USEKEY ) )
SetUse(&CRotButton:: ButtonUse_IgnorePlayer );
else
SetUse(&CRotButton:: ButtonUse );
}
else // touchable button
{
SetTouch(&CRotButton:: ButtonTouch );
if ( !FBitSet ( pev->spawnflags, SF_BUTTON_USEKEY ) )
SetUse(&CRotButton:: ButtonUse_IgnorePlayer );
else
SetUse(&CRotButton:: ButtonUse );
}
//SetTouch( ButtonTouch );
}
// Make this button behave like a door (HACKHACK)
// This will disable use and make the button solid
// rotating buttons were made SOLID_NOT by default since their were some
// collision problems with them...
#define SF_MOMENTARY_DOOR 0x0001
class CMomentaryRotButton : public CBaseToggle
{
public:
void Spawn ( void );
void KeyValue( KeyValueData *pkvd );
virtual int ObjectCaps( void )
{
int flags = CBaseToggle :: ObjectCaps() & (~FCAP_ACROSS_TRANSITION);
if ( pev->spawnflags & SF_MOMENTARY_DOOR )
return flags;
return flags | FCAP_CONTINUOUS_USE;
}
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Off( void );
void EXPORT Return( void );
void UpdateSelf( float value );
void UpdateSelfReturn( float value );
void UpdateAllButtons( float value, int start );
void PlaySound( void );
void UpdateTarget( float value );
static CMomentaryRotButton *Instance( edict_t *pent ) { return (CMomentaryRotButton *)GET_PRIVATE(pent);};
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_lastUsed;
int m_direction;
float m_returnSpeed;
vec3_t m_start;
vec3_t m_end;
int m_sounds;
};
TYPEDESCRIPTION CMomentaryRotButton::m_SaveData[] =
{
DEFINE_FIELD( CMomentaryRotButton, m_lastUsed, FIELD_INTEGER ),
DEFINE_FIELD( CMomentaryRotButton, m_direction, FIELD_INTEGER ),
DEFINE_FIELD( CMomentaryRotButton, m_returnSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CMomentaryRotButton, m_start, FIELD_VECTOR ),
DEFINE_FIELD( CMomentaryRotButton, m_end, FIELD_VECTOR ),
DEFINE_FIELD( CMomentaryRotButton, m_sounds, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CMomentaryRotButton, CBaseToggle );
LINK_ENTITY_TO_CLASS( momentary_rot_button, CMomentaryRotButton );
void CMomentaryRotButton::Spawn( void )
{
CBaseToggle::AxisDir( pev );
if ( pev->speed == 0 )
pev->speed = 100;
if ( m_flMoveDistance < 0 )
{
m_start = pev->angles + pev->movedir * m_flMoveDistance;
m_end = pev->angles;
m_direction = 1; // This will toggle to -1 on the first use()
m_flMoveDistance = -m_flMoveDistance;
}
else
{
m_start = pev->angles;
m_end = pev->angles + pev->movedir * m_flMoveDistance;
m_direction = -1; // This will toggle to +1 on the first use()
}
if ( pev->spawnflags & SF_MOMENTARY_DOOR )
pev->solid = SOLID_BSP;
else
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_PUSH;
UTIL_SetOrigin(this, pev->origin);
SET_MODEL(ENT(pev), STRING(pev->model) );
char *pszSound = ButtonSound( m_sounds );
PRECACHE_SOUND(pszSound);
pev->noise = ALLOC_STRING(pszSound);
m_lastUsed = 0;
}
void CMomentaryRotButton::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "returnspeed"))
{
m_returnSpeed = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "sounds"))
{
m_sounds = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "axes"))
{
UTIL_StringToVector((float*)(pev->movedir), pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue( pkvd );
}
void CMomentaryRotButton::PlaySound( void )
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM);
}
// BUGBUG: This design causes a latentcy. When the button is retriggered, the first impulse
// will send the target in the wrong direction because the parameter is calculated based on the
// current, not future position.
void CMomentaryRotButton::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (IsLockedByMaster()) return; //LRC
// the distance between the current angle and the "base" angle.
pev->ideal_yaw = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ) / m_flMoveDistance;
UpdateAllButtons( pev->ideal_yaw, 1 );
float f = m_fNextThink - pev->ltime;
f = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles + pev->avelocity*f, m_start ) / m_flMoveDistance;
// ALERT(at_console,"sending update = %f\n", f);
UpdateTarget( f );
}
void CMomentaryRotButton::UpdateAllButtons( float value, int start )
{
// Update all rot buttons attached to my target
// (this includes myself)
CBaseEntity *pTarget = NULL;
for (;;)
{
pTarget = UTIL_FindEntityByTarget(pTarget, STRING(pev->target));
if (FNullEnt(pTarget))
break;
if ( FClassnameIs( pTarget->pev, "momentary_rot_button" ) )
{
CMomentaryRotButton *pEntity = (CMomentaryRotButton*)pTarget;
if ( start )
pEntity->UpdateSelf( value );
else
pEntity->UpdateSelfReturn( value );
}
}
}
void CMomentaryRotButton::UpdateSelf( float value )
{
BOOL fplaysound = FALSE;
if ( !m_lastUsed )
{
fplaysound = TRUE;
m_direction = -m_direction;
}
m_lastUsed = 1;
SetNextThink( 0.1 );
//LRC check if we're outside the boundaries
if ( m_direction > 0 && value >= 1.0 )
{
pev->avelocity = g_vecZero;
pev->angles = m_end;
return;
}
else if ( m_direction < 0 && value <= 0 )
{
pev->avelocity = g_vecZero;
pev->angles = m_start;
return;
}
if (fplaysound)
PlaySound();
// HACKHACK -- If we're going slow, we'll get multiple player packets per frame;
// bump nexthink on each one to avoid stalling
//LRC- that is to say: our avelocity will get us to the target point in 0.1 secs.
// If we're being told to move further than that, wait that much longer.
if ( m_fNextThink < pev->ltime )
SetNextThink( 0.1 );
else
{
AbsoluteNextThink( m_fNextThink + 0.1 );
}
pev->avelocity = (m_direction * pev->speed) * pev->movedir;
SetThink(&CMomentaryRotButton:: Off );
}
void CMomentaryRotButton::UpdateTarget( float value )
{
if (!FStringNull(pev->target))
{
CBaseEntity* pTarget = NULL;
for (;;)
{
pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(pev->target));
if ( !pTarget )
break;
pTarget->Use( this, this, USE_SET, value );
}
}
}
void CMomentaryRotButton::Off( void )
{
pev->avelocity = g_vecZero;
m_lastUsed = 0;
if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) && m_returnSpeed > 0 )
{
SetThink(&CMomentaryRotButton:: Return );
SetNextThink( 0.1 );
m_direction = -1;
}
else
SetThink( NULL );
}
void CMomentaryRotButton::Return( void )
{
float value = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ) / m_flMoveDistance;
UpdateAllButtons( value, 0 ); // This will end up calling UpdateSelfReturn() n times, but it still works right
if ( value > 0 )
UpdateTarget( value );
}
void CMomentaryRotButton::UpdateSelfReturn( float value )
{
if ( value <= 0 )
{
pev->avelocity = g_vecZero;
pev->angles = m_start;
DontThink();
SetThink( NULL );
}
else
{
pev->avelocity = -m_returnSpeed * pev->movedir;
SetNextThink( 0.1 );
}
}
//----------------------------------------------------------------
// Spark
//----------------------------------------------------------------
class CEnvSpark : public CBaseEntity
{
public:
void Spawn(void);
void Precache(void);
void EXPORT SparkThink(void);
void EXPORT SparkWait(void);
void EXPORT SparkCyclic(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue(KeyValueData *pkvd);
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flDelay;
STATE m_iState; //LRC
virtual STATE GetState( void ) { return m_iState; };
};
TYPEDESCRIPTION CEnvSpark::m_SaveData[] =
{
DEFINE_FIELD( CEnvSpark, m_flDelay, FIELD_FLOAT),
DEFINE_FIELD( CEnvSpark, m_iState, FIELD_INTEGER), //LRC
};
IMPLEMENT_SAVERESTORE( CEnvSpark, CBaseEntity );
LINK_ENTITY_TO_CLASS(env_spark, CEnvSpark);
LINK_ENTITY_TO_CLASS(env_debris, CEnvSpark);
void CEnvSpark::Spawn(void)
{
SetThink( NULL );
SetUse( NULL );
if (FBitSet(pev->spawnflags, 16))
{
SetUse(&CEnvSpark::SparkCyclic);
}
else if (FBitSet(pev->spawnflags, 32)) // Use for on/off
{
if (FBitSet(pev->spawnflags, 64)) // Start on
{
SetThink(&CEnvSpark::SparkThink); // start sparking
SetUse(&CEnvSpark::SparkStop); // set up +USE to stop sparking
}
else
SetUse(&CEnvSpark::SparkStart);
}
else
SetThink(&CEnvSpark::SparkThink);
if (this->m_pfnThink)
{
SetNextThink( 0.1 + RANDOM_FLOAT ( 0, 1.5 ) );
if (m_flDelay <= 0)
m_flDelay = 1.5;
}
Precache( );
}
void CEnvSpark::Precache(void)
{
PRECACHE_SOUND( "buttons/spark1.wav" );
PRECACHE_SOUND( "buttons/spark2.wav" );
PRECACHE_SOUND( "buttons/spark3.wav" );
PRECACHE_SOUND( "buttons/spark4.wav" );
PRECACHE_SOUND( "buttons/spark5.wav" );
PRECACHE_SOUND( "buttons/spark6.wav" );
}
void CEnvSpark::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "MaxDelay"))
{
m_flDelay = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "style") ||
FStrEq(pkvd->szKeyName, "height") ||
FStrEq(pkvd->szKeyName, "killtarget") ||
FStrEq(pkvd->szKeyName, "value1") ||
FStrEq(pkvd->szKeyName, "value2") ||
FStrEq(pkvd->szKeyName, "value3"))
pkvd->fHandled = TRUE;
else
CBaseEntity::KeyValue( pkvd );
}
void EXPORT CEnvSpark::SparkCyclic(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (m_pfnThink == NULL)
{
DoSpark( pev, pev->origin );
SetThink(&CEnvSpark:: SparkWait );
SetNextThink( m_flDelay );
}
else
{
SetThink(&CEnvSpark::SparkThink ); // if we're on SparkWait, change to actually spark at the specified time.
}
}
void EXPORT CEnvSpark::SparkWait(void)
{
SetThink( NULL );
}
void EXPORT CEnvSpark::SparkThink(void)
{
DoSpark( pev, pev->origin );
if (pev->spawnflags & 16)
{
SetThink( NULL );
}
else
{
SetNextThink( 0.1 + RANDOM_FLOAT (0, m_flDelay) );
}
}
void EXPORT CEnvSpark::SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetUse(&CEnvSpark::SparkStop);
SetThink(&CEnvSpark::SparkThink);
m_iState = STATE_ON; //LRC
SetNextThink( 0.1 + RANDOM_FLOAT ( 0, m_flDelay) );
}
void EXPORT CEnvSpark::SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetUse(&CEnvSpark::SparkStart);
SetThink(NULL);
m_iState = STATE_OFF; //LRC
}
#define SF_BTARGET_USE 0x0001
#define SF_BTARGET_ON 0x0002
class CButtonTarget : public CBaseEntity
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
int ObjectCaps( void );
};
LINK_ENTITY_TO_CLASS( button_target, CButtonTarget );
void CButtonTarget::Spawn( void )
{
pev->movetype = MOVETYPE_PUSH;
pev->solid = SOLID_BSP;
SET_MODEL(ENT(pev), STRING(pev->model));
pev->takedamage = DAMAGE_YES;
if ( FBitSet( pev->spawnflags, SF_BTARGET_ON ) )
pev->frame = 1;
}
void CButtonTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !ShouldToggle( useType, (int)pev->frame ) )
return;
pev->frame = 1-pev->frame;
if ( pev->frame )
SUB_UseTargets( pActivator, USE_ON, 0 );
else
SUB_UseTargets( pActivator, USE_OFF, 0 );
}
int CButtonTarget :: ObjectCaps( void )
{
int caps = CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
if ( FBitSet(pev->spawnflags, SF_BTARGET_USE) )
return caps | FCAP_IMPULSE_USE;
else
return caps;
}
int CButtonTarget::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
Use( Instance(pevAttacker), this, USE_TOGGLE, 0 );
return 1;
}