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.
*
****/
/*
===== bmodels.cpp ========================================================
spawn, think, and use functions for entities that use brush models
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "doors.h"
extern DLL_GLOBAL Vector g_vecAttackDir;
#define SF_BRUSH_ACCDCC 16// brush should accelerate and decelerate when toggled
#define SF_BRUSH_HURT 32// rotating brush that inflicts pain based on rotation speed
#define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid.
// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
#define noiseStart noise1
#define noiseStop noise2
#define noiseRunning noise3
#define SF_PENDULUM_SWING 2 // spawnflag that makes a pendulum a rope swing.
//
// BModelOrigin - calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0
//
Vector VecBModelOrigin( entvars_t* pevBModel )
{
return pevBModel->absmin + ( pevBModel->size * 0.5 );
}
// =================== FUNC_WALL ==============================================
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibited
*/
class CFuncWall : public CBaseEntity
{
public:
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void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// Bmodels don't go across transitions
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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};
LINK_ENTITY_TO_CLASS( func_wall, CFuncWall )
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void CFuncWall::Spawn( void )
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{
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pev->angles = g_vecZero;
pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
pev->solid = SOLID_BSP;
SET_MODEL( ENT( pev ), STRING( pev->model ) );
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// If it can't move/go away, it's really part of the world
pev->flags |= FL_WORLDBRUSH;
}
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void CFuncWall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( ShouldToggle( useType, (int)( pev->frame ) ) )
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pev->frame = 1 - pev->frame;
}
#define SF_WALL_START_OFF 0x0001
class CFuncWallToggle : public CFuncWall
{
public:
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void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void TurnOff( void );
void TurnOn( void );
BOOL IsOn( void );
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};
LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle )
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void CFuncWallToggle::Spawn( void )
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{
CFuncWall::Spawn();
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if( pev->spawnflags & SF_WALL_START_OFF )
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TurnOff();
}
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void CFuncWallToggle::TurnOff( void )
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{
pev->solid = SOLID_NOT;
pev->effects |= EF_NODRAW;
UTIL_SetOrigin( pev, pev->origin );
}
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void CFuncWallToggle::TurnOn( void )
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{
pev->solid = SOLID_BSP;
pev->effects &= ~EF_NODRAW;
UTIL_SetOrigin( pev, pev->origin );
}
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BOOL CFuncWallToggle::IsOn( void )
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{
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if( pev->solid == SOLID_NOT )
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return FALSE;
return TRUE;
}
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void CFuncWallToggle::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
int status = IsOn();
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if( ShouldToggle( useType, status ) )
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{
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if( status )
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TurnOff();
else
TurnOn();
}
}
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#define SF_CONVEYOR_VISUAL 0x0001
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#define SF_CONVEYOR_NOTSOLID 0x0002
class CFuncConveyor : public CFuncWall
{
public:
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void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void UpdateSpeed( float speed );
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};
LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor )
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void CFuncConveyor::Spawn( void )
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{
SetMovedir( pev );
CFuncWall::Spawn();
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if( !( pev->spawnflags & SF_CONVEYOR_VISUAL ) )
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SetBits( pev->flags, FL_CONVEYOR );
// HACKHACK - This is to allow for some special effects
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if( pev->spawnflags & SF_CONVEYOR_NOTSOLID )
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{
pev->solid = SOLID_NOT;
pev->skin = 0; // Don't want the engine thinking we've got special contents on this brush
}
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if( pev->speed == 0 )
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pev->speed = 100;
UpdateSpeed( pev->speed );
}
// HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream
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void CFuncConveyor::UpdateSpeed( float speed )
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{
// Encode it as an integer with 4 fractional bits
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int speedCode = (int)( fabs( speed ) * 16.0 );
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if( speed < 0 )
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pev->rendercolor.x = 1;
else
pev->rendercolor.x = 0;
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pev->rendercolor.y = speedCode >> 8;
pev->rendercolor.z = speedCode & 0xFF;
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}
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void CFuncConveyor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
pev->speed = -pev->speed;
UpdateSpeed( pev->speed );
}
// =================== FUNC_ILLUSIONARY ==============================================
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
class CFuncIllusionary : public CBaseToggle
{
public:
void Spawn( void );
void EXPORT SloshTouch( CBaseEntity *pOther );
void KeyValue( KeyValueData *pkvd );
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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};
LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary )
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void CFuncIllusionary::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "skin" ) )//skin is used for content type
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{
pev->skin = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue( pkvd );
}
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void CFuncIllusionary::Spawn( void )
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{
pev->angles = g_vecZero;
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;// always solid_not
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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// I'd rather eat the network bandwidth of this than figure out how to save/restore
// these entities after they have been moved to the client, or respawn them ala Quake
// Perhaps we can do this in deathmatch only.
// MAKE_STATIC(ENT(pev));
}
// -------------------------------------------------------------------------------
//
// Monster only clip brush
//
// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
// in pev->flags
//
// otherwise it will be invisible and not solid. This can be used to keep
// specific monsters out of certain areas
//
// -------------------------------------------------------------------------------
class CFuncMonsterClip : public CFuncWall
{
public:
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void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function
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};
LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip )
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void CFuncMonsterClip::Spawn( void )
{
CFuncWall::Spawn();
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if( CVAR_GET_FLOAT( "showtriggers" ) == 0 )
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pev->effects = EF_NODRAW;
pev->flags |= FL_MONSTERCLIP;
}
// =================== FUNC_ROTATING ==============================================
class CFuncRotating : public CBaseEntity
{
public:
// basic functions
void Spawn( void );
void Precache( void );
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void EXPORT SpinUp( void );
void EXPORT SpinDown( void );
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void KeyValue( KeyValueData* pkvd);
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void EXPORT HurtTouch( CBaseEntity *pOther );
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void EXPORT RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Rotate( void );
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void RampPitchVol(int fUp );
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void Blocked( CBaseEntity *pOther );
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
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float m_flFanFriction;
float m_flAttenuation;
float m_flVolume;
float m_pitch;
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int m_sounds;
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};
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TYPEDESCRIPTION CFuncRotating::m_SaveData[] =
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{
DEFINE_FIELD( CFuncRotating, m_flFanFriction, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_flAttenuation, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_flVolume, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_pitch, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_sounds, FIELD_INTEGER )
};
IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity )
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LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating )
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void CFuncRotating::KeyValue( KeyValueData* pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "fanfriction" ) )
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{
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m_flFanFriction = atof( pkvd->szValue ) / 100;
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pkvd->fHandled = TRUE;
}
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else if( FStrEq( pkvd->szKeyName, "Volume" ) )
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{
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m_flVolume = atof( pkvd->szValue ) / 10.0;
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if( m_flVolume > 1.0 )
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m_flVolume = 1.0;
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if( m_flVolume < 0.0 )
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m_flVolume = 0.0;
pkvd->fHandled = TRUE;
}
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else if( FStrEq( pkvd->szKeyName, "spawnorigin" ) )
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{
Vector tmp;
UTIL_StringToVector( (float *)tmp, pkvd->szValue );
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if( tmp != g_vecZero )
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pev->origin = tmp;
}
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else if( FStrEq( pkvd->szKeyName, "sounds" ) )
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{
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m_sounds = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS
You need to have an origin brush as part of this entity. The
center of that brush will be
the point around which it is rotated. It will rotate around the Z
axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
REVERSE will cause the it to rotate in the opposite direction.
*/
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void CFuncRotating::Spawn()
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{
// set final pitch. Must not be PITCH_NORM, since we
// plan on pitch shifting later.
m_pitch = PITCH_NORM - 1;
// maintain compatibility with previous maps
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if( m_flVolume == 0.0 )
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m_flVolume = 1.0;
// if the designer didn't set a sound attenuation, default to one.
m_flAttenuation = ATTN_NORM;
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) )
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{
m_flAttenuation = ATTN_IDLE;
}
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else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS ) )
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{
m_flAttenuation = ATTN_STATIC;
}
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else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS ) )
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{
m_flAttenuation = ATTN_NORM;
}
// prevent divide by zero if level designer forgets friction!
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if( m_flFanFriction == 0 )
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{
m_flFanFriction = 1;
}
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_Z_AXIS ) )
pev->movedir = Vector( 0, 0, 1 );
else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_X_AXIS ) )
pev->movedir = Vector( 1, 0, 0 );
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else
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pev->movedir = Vector( 0, 1, 0 ); // y-axis
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// check for reverse rotation
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS ) )
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pev->movedir = pev->movedir * -1;
// some rotating objects like fake volumetric lights will not be solid.
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if( FBitSet( pev->spawnflags, SF_ROTATING_NOT_SOLID ) )
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{
pev->solid = SOLID_NOT;
pev->skin = CONTENTS_EMPTY;
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pev->movetype = MOVETYPE_PUSH;
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}
else
{
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pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
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}
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UTIL_SetOrigin( pev, pev->origin );
SET_MODEL( ENT( pev ), STRING( pev->model ) );
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SetUse( &CFuncRotating::RotatingUse );
// did level designer forget to assign speed?
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if( pev->speed <= 0 )
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pev->speed = 0;
// Removed this per level designers request. -- JAY
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// if( pev->dmg == 0 )
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// pev->dmg = 2;
// instant-use brush?
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT ) )
{
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SetThink( &CBaseEntity::SUB_CallUseToggle );
pev->nextthink = pev->ltime + 1.5; // leave a magic delay for client to start up
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}
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// can this brush inflict pain?
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if( FBitSet( pev->spawnflags, SF_BRUSH_HURT ) )
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{
SetTouch( &CFuncRotating::HurtTouch );
}
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Precache();
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}
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void CFuncRotating::Precache( void )
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{
const char* szSoundFile = STRING( pev->message );
BOOL NullSound = FALSE;
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// set up fan sounds
if( !FStringNull( pev->message ) && szSoundFile[0] != '\0' )
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{
// if a path is set for a wave, use it
}
else
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{
// otherwise use preset sound
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switch( m_sounds )
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{
case 1:
szSoundFile = "fans/fan1.wav";
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break;
case 2:
szSoundFile = "fans/fan2.wav";
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break;
case 3:
szSoundFile = "fans/fan3.wav";
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break;
case 4:
szSoundFile = "fans/fan4.wav";
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break;
case 5:
szSoundFile = "fans/fan5.wav";
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break;
case 0:
default:
szSoundFile = "common/null.wav";
NullSound = TRUE;
break;
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}
}
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if( !NullSound )
PRECACHE_SOUND( szSoundFile );
pev->noiseRunning = MAKE_STRING( szSoundFile );
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if( pev->avelocity != g_vecZero )
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{
// if fan was spinning, and we went through transition or save/restore,
// make sure we restart the sound. 1.5 sec delay is magic number. KDB
SetThink( &CFuncRotating::SpinUp );
pev->nextthink = pev->ltime + 1.5;
}
}
//
// Touch - will hurt others based on how fast the brush is spinning
//
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void CFuncRotating::HurtTouch( CBaseEntity *pOther )
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{
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entvars_t *pevOther = pOther->pev;
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// we can't hurt this thing, so we're not concerned with it
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if( !pevOther->takedamage )
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return;
// calculate damage based on rotation speed
pev->dmg = pev->avelocity.Length() / 10;
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pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
pevOther->velocity = ( pevOther->origin - VecBModelOrigin( pev ) ).Normalize() * pev->dmg;
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}
//
// RampPitchVol - ramp pitch and volume up to final values, based on difference
// between how fast we're going vs how fast we plan to go
//
#define FANPITCHMIN 30
#define FANPITCHMAX 100
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void CFuncRotating::RampPitchVol( int fUp )
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{
Vector vecAVel = pev->avelocity;
vec_t vecCur;
vec_t vecFinal;
float fpct;
float fvol;
float fpitch;
int pitch;
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// get current angular velocity
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vecCur = fabs( vecAVel.x != 0 ? vecAVel.x : ( vecAVel.y != 0 ? vecAVel.y : vecAVel.z ) );
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// get target angular velocity
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vecFinal = ( pev->movedir.x != 0 ? pev->movedir.x : ( pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z ) );
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vecFinal *= pev->speed;
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vecFinal = fabs( vecFinal );
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// calc volume and pitch as % of final vol and pitch
fpct = vecCur / vecFinal;
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//if (fUp)
// fvol = m_flVolume * (0.5 + fpct/2.0); // spinup volume ramps up from 50% max vol
//else
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fvol = m_flVolume * fpct; // slowdown volume ramps down to 0
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fpitch = FANPITCHMIN + ( FANPITCHMAX - FANPITCHMIN ) * fpct;
pitch = (int)fpitch;
if( pitch == PITCH_NORM )
pitch = PITCH_NORM - 1;
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// change the fan's vol and pitch
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ),
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fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch );
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}
//
// SpinUp - accelerates a non-moving func_rotating up to it's speed
//
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void CFuncRotating::SpinUp( void )
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{
Vector vecAVel;//rotational velocity
pev->nextthink = pev->ltime + 0.1;
pev->avelocity = pev->avelocity + ( pev->movedir * ( pev->speed * m_flFanFriction ) );
vecAVel = pev->avelocity;// cache entity's rotational velocity
// if we've met or exceeded target speed, set target speed and stop thinking
if( fabs( vecAVel.x ) >= fabs( pev->movedir.x * pev->speed ) &&
fabs( vecAVel.y ) >= fabs( pev->movedir.y * pev->speed ) &&
fabs( vecAVel.z ) >= fabs( pev->movedir.z * pev->speed ) )
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{
pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ),
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m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX );
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SetThink( &CFuncRotating::Rotate );
Rotate();
}
else
{
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RampPitchVol( TRUE );
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}
}
//
// SpinDown - decelerates a moving func_rotating to a standstill.
//
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void CFuncRotating::SpinDown( void )
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{
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Vector vecAVel;//rotational velocity
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vec_t vecdir;
pev->nextthink = pev->ltime + 0.1;
pev->avelocity = pev->avelocity - ( pev->movedir * ( pev->speed * m_flFanFriction ) );//spin down slower than spinup
vecAVel = pev->avelocity;// cache entity's rotational velocity
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if( pev->movedir.x != 0 )
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vecdir = pev->movedir.x;
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else if( pev->movedir.y != 0 )
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vecdir = pev->movedir.y;
else
vecdir = pev->movedir.z;
// if we've met or exceeded target speed, set target speed and stop thinking
// (note: must check for movedir > 0 or < 0)
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if( ( ( vecdir > 0 ) && ( vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0 ) ) ||
( ( vecdir < 0 ) && ( vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0 ) ) )
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{
pev->avelocity = g_vecZero;// set speed in case we overshot
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// stop sound, we're done
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning /* Stop */ ),
0, 0, SND_STOP, (int)m_pitch );
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SetThink( &CFuncRotating::Rotate );
Rotate();
}
else
{
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RampPitchVol( FALSE );
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}
}
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void CFuncRotating::Rotate( void )
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{
pev->nextthink = pev->ltime + 10;
}
//=========================================================
// Rotating Use - when a rotating brush is triggered
//=========================================================
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void CFuncRotating::RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
// is this a brush that should accelerate and decelerate when turned on/off (fan)?
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if( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )
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{
// fan is spinning, so stop it.
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if( pev->avelocity != g_vecZero )
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{
SetThink( &CFuncRotating::SpinDown );
//EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, STRING( pev->noiseStop ),
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// m_flVolume, m_flAttenuation, 0, m_pitch );
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pev->nextthink = pev->ltime + 0.1;
}
else// fan is not moving, so start it
{
SetThink( &CFuncRotating::SpinUp );
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ),
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0.01, m_flAttenuation, 0, FANPITCHMIN );
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pev->nextthink = pev->ltime + 0.1;
}
}
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else if( !FBitSet( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush.
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{
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if( pev->avelocity != g_vecZero )
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{
// play stopping sound here
SetThink( &CFuncRotating::SpinDown );
// EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, STRING( pev->noiseStop ),
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// m_flVolume, m_flAttenuation, 0, m_pitch );
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pev->nextthink = pev->ltime + 0.1;
// pev->avelocity = g_vecZero;
}
else
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ),
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m_flVolume, m_flAttenuation, 0, FANPITCHMAX );
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pev->avelocity = pev->movedir * pev->speed;
SetThink( &CFuncRotating::Rotate );
Rotate();
}
}
}
//
// RotatingBlocked - An entity has blocked the brush
//
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void CFuncRotating::Blocked( CBaseEntity *pOther )
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{
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pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
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}
//#endif
class CPendulum : public CBaseEntity
{
public:
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void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void EXPORT Swing( void );
void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Stop( void );
void Touch( CBaseEntity *pOther );
void EXPORT RopeTouch( CBaseEntity *pOther );// this touch func makes the pendulum a rope
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
void Blocked( CBaseEntity *pOther );
static TYPEDESCRIPTION m_SaveData[];
float m_accel; // Acceleration
float m_distance;
float m_time;
float m_damp;
float m_maxSpeed;
float m_dampSpeed;
vec3_t m_center;
vec3_t m_start;
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};
LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum )
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TYPEDESCRIPTION CPendulum::m_SaveData[] =
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{
DEFINE_FIELD( CPendulum, m_accel, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_distance, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_time, FIELD_TIME ),
DEFINE_FIELD( CPendulum, m_damp, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_maxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_dampSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_center, FIELD_VECTOR ),
DEFINE_FIELD( CPendulum, m_start, FIELD_VECTOR ),
};
IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity )
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void CPendulum::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "distance" ) )
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{
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m_distance = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
}
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else if( FStrEq( pkvd->szKeyName, "damp" ) )
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{
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m_damp = atof( pkvd->szValue ) * 0.001;
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pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
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void CPendulum::Spawn( void )
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{
// set the axis of rotation
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CBaseToggle::AxisDir( pev );
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if( FBitSet( pev->spawnflags, SF_DOOR_PASSABLE ) )
pev->solid = SOLID_NOT;
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else
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pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
UTIL_SetOrigin( pev, pev->origin );
SET_MODEL( ENT( pev ), STRING( pev->model ) );
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if( m_distance == 0 )
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return;
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if( pev->speed == 0 )
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pev->speed = 100;
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m_accel = ( pev->speed * pev->speed ) / ( 2 * fabs( m_distance ) ); // Calculate constant acceleration from speed and distance
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m_maxSpeed = pev->speed;
m_start = pev->angles;
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m_center = pev->angles + ( m_distance * 0.5 ) * pev->movedir;
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT ) )
{
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SetThink( &CBaseEntity::SUB_CallUseToggle );
pev->nextthink = gpGlobals->time + 0.1;
}
pev->speed = 0;
SetUse( &CPendulum::PendulumUse );
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if( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) )
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{
SetTouch( &CPendulum::RopeTouch );
}
}
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void CPendulum::PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary
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{
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if( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) )
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{
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float delta;
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delta = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start );
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pev->avelocity = m_maxSpeed * pev->movedir;
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pev->nextthink = pev->ltime + ( delta / m_maxSpeed );
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SetThink( &CPendulum::Stop );
}
else
{
pev->speed = 0; // Dead stop
SetThink( NULL );
pev->avelocity = g_vecZero;
}
}
else
{
pev->nextthink = pev->ltime + 0.1; // Start the pendulum moving
m_time = gpGlobals->time; // Save time to calculate dt
SetThink( &CPendulum::Swing );
m_dampSpeed = m_maxSpeed;
}
}
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void CPendulum::Stop( void )
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{
pev->angles = m_start;
pev->speed = 0;
SetThink( NULL );
pev->avelocity = g_vecZero;
}
void CPendulum::Blocked( CBaseEntity *pOther )
{
m_time = gpGlobals->time;
}
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void CPendulum::Swing( void )
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{
float delta, dt;
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delta = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_center );
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dt = gpGlobals->time - m_time; // How much time has passed?
m_time = gpGlobals->time; // Remember the last time called
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if( delta > 0 && m_accel > 0 )
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pev->speed -= m_accel * dt; // Integrate velocity
else
pev->speed += m_accel * dt;
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if( pev->speed > m_maxSpeed )
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pev->speed = m_maxSpeed;
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else if( pev->speed < -m_maxSpeed )
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pev->speed = -m_maxSpeed;
// scale the destdelta vector by the time spent traveling to get velocity
pev->avelocity = pev->speed * pev->movedir;
// Call this again
pev->nextthink = pev->ltime + 0.1;
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if( m_damp )
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{
m_dampSpeed -= m_damp * m_dampSpeed * dt;
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if( m_dampSpeed < 30.0 )
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{
pev->angles = m_center;
pev->speed = 0;
SetThink( NULL );
pev->avelocity = g_vecZero;
}
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else if( pev->speed > m_dampSpeed )
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pev->speed = m_dampSpeed;
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else if( pev->speed < -m_dampSpeed )
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pev->speed = -m_dampSpeed;
}
}
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void CPendulum::Touch( CBaseEntity *pOther )
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{
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entvars_t *pevOther = pOther->pev;
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if( pev->dmg <= 0 )
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return;
// we can't hurt this thing, so we're not concerned with it
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if( !pevOther->takedamage )
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return;
// calculate damage based on rotation speed
float damage = pev->dmg * pev->speed * 0.01;
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if( damage < 0 )
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damage = -damage;
pOther->TakeDamage( pev, pev, damage, DMG_CRUSH );
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pevOther->velocity = ( pevOther->origin - VecBModelOrigin( pev ) ).Normalize() * damage;
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}
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void CPendulum::RopeTouch( CBaseEntity *pOther )
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{
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entvars_t *pevOther = pOther->pev;
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if( !pOther->IsPlayer() )
{
// not a player!
ALERT( at_console, "Not a client\n" );
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return;
}
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if( ENT( pevOther ) == pev->enemy )
{
// this player already on the rope.
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return;
}
pev->enemy = pOther->edict();
pevOther->velocity = g_vecZero;
pevOther->movetype = MOVETYPE_NONE;
}