/*** * * 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. * ****/ /* ===== doors.cpp ======================================================== */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "doors.h" #include "movewith.h" #include "game.h" #include "weapons.h" extern void SetMovedir( entvars_t *ev ); #define noiseMoving noise1 #define noiseArrived noise2 class CBaseDoor : public CBaseToggle { public: void Spawn( void ); void Precache( void ); virtual void PostSpawn( void ); virtual void KeyValue( KeyValueData *pkvd ); virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void Blocked( CBaseEntity *pOther ); virtual int ObjectCaps( void ) { if( pev->spawnflags & SF_ITEM_USE_ONLY ) { return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE | (m_iDirectUse ? FCAP_ONLYDIRECT_USE : 0); } else return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }; virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; virtual void SetToggleState( int state ); // used to selectivly override defaults void EXPORT DoorTouch( CBaseEntity *pOther ); // local functions int DoorActivate(); void EXPORT DoorGoUp( void ); void EXPORT DoorGoDown( void ); void EXPORT DoorHitTop( void ); void EXPORT DoorHitBottom( void ); BYTE m_bHealthValue;// some doors are medi-kit doors, they give players health BYTE m_bMoveSnd; // sound a door makes while moving BYTE m_bStopSnd; // sound a door makes when it stops locksound_t m_ls; // door lock sounds BYTE m_bLockedSound; // ordinals from entity selection BYTE m_bLockedSentence; BYTE m_bUnlockedSound; BYTE m_bUnlockedSentence; BOOL m_iOnOffMode; BOOL m_iImmediateMode; BOOL m_iDirectUse; }; TYPEDESCRIPTION CBaseDoor::m_SaveData[] = { DEFINE_FIELD( CBaseDoor, m_bHealthValue, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bMoveSnd, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bStopSnd, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bLockedSound, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bLockedSentence, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_iOnOffMode, FIELD_BOOLEAN ), DEFINE_FIELD( CBaseDoor, m_iImmediateMode, FIELD_BOOLEAN ), DEFINE_FIELD( CBaseDoor, m_iDirectUse, FIELD_BOOLEAN ), }; IMPLEMENT_SAVERESTORE( CBaseDoor, CBaseToggle ) #define DOOR_SENTENCEWAIT 6 #define DOOR_SOUNDWAIT 3 #define BUTTON_SOUNDWAIT 0.5 // play door or button locked or unlocked sounds. // pass in pointer to valid locksound struct. // if flocked is true, play 'door is locked' sound, // otherwise play 'door is unlocked' sound // NOTE: this routine is shared by doors and buttons void PlayLockSounds( entvars_t *pev, locksound_t *pls, int flocked, int fbutton ) { // LOCKED SOUND // CONSIDER: consolidate the locksound_t struct (all entries are duplicates for lock/unlock) // CONSIDER: and condense this code. float flsoundwait; if( fbutton ) flsoundwait = BUTTON_SOUNDWAIT; else flsoundwait = DOOR_SOUNDWAIT; if( flocked ) { int fplaysound = ( pls->sLockedSound && gpGlobals->time > pls->flwaitSound ); int fplaysentence = ( pls->sLockedSentence && !pls->bEOFLocked && gpGlobals->time > pls->flwaitSentence ); float fvol; if( fplaysound && fplaysentence ) fvol = 0.25; else fvol = 1.0; // if there is a locked sound, and we've debounced, play sound if( fplaysound ) { // play 'door locked' sound EMIT_SOUND( ENT( pev ), CHAN_ITEM, STRING( pls->sLockedSound ), fvol, ATTN_NORM ); pls->flwaitSound = gpGlobals->time + flsoundwait; } // if there is a sentence, we've not played all in list, and we've debounced, play sound if( fplaysentence ) { // play next 'door locked' sentence in group int iprev = pls->iLockedSentence; pls->iLockedSentence = SENTENCEG_PlaySequentialSz( ENT( pev ), STRING( pls->sLockedSentence ), 0.85, ATTN_NORM, 0, 100, pls->iLockedSentence, FALSE ); pls->iUnlockedSentence = 0; // make sure we don't keep calling last sentence in list pls->bEOFLocked = ( iprev == pls->iLockedSentence ); pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT; } } else { // UNLOCKED SOUND int fplaysound = ( pls->sUnlockedSound && gpGlobals->time > pls->flwaitSound ); int fplaysentence = ( pls->sUnlockedSentence && !pls->bEOFUnlocked && gpGlobals->time > pls->flwaitSentence ); float fvol; // if playing both sentence and sound, lower sound volume so we hear sentence if( fplaysound && fplaysentence ) fvol = 0.25; else fvol = 1.0; // play 'door unlocked' sound if set if( fplaysound ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, STRING( pls->sUnlockedSound ), fvol, ATTN_NORM ); pls->flwaitSound = gpGlobals->time + flsoundwait; } // play next 'door unlocked' sentence in group if( fplaysentence ) { int iprev = pls->iUnlockedSentence; pls->iUnlockedSentence = SENTENCEG_PlaySequentialSz( ENT( pev ), STRING( pls->sUnlockedSentence ), 0.85, ATTN_NORM, 0, 100, pls->iUnlockedSentence, FALSE ); pls->iLockedSentence = 0; // make sure we don't keep calling last sentence in list pls->bEOFUnlocked = ( iprev == pls->iUnlockedSentence ); pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT; } } } // // Cache user-entity-field values until spawn is called. // void CBaseDoor::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "skin" ) )//skin is used for content type { pev->skin = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "movesnd" ) ) { m_bMoveSnd = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "stopsnd" ) ) { m_bStopSnd = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "healthvalue" ) ) { m_bHealthValue = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "locked_sound" ) ) { m_bLockedSound = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "locked_sentence" ) ) { m_bLockedSentence = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "unlocked_sound" ) ) { m_bUnlockedSound = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "unlocked_sentence" ) ) { m_bUnlockedSentence = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "immediatemode")) { m_iImmediateMode = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "onoffmode")) { m_iOnOffMode = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "directuse")) { m_iDirectUse = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "WaveHeight" ) ) { pev->scale = atof( pkvd->szValue ) * ( 1.0 / 8.0 ); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue( pkvd ); } /*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK TOGGLE if two doors touch, they are assumed to be connected and operate as a unit. TOGGLE causes the door to wait in both the start and end states for a trigger event. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "sounds" 0) no sound 1) stone 2) base 3) stone chain 4) screechy metal */ LINK_ENTITY_TO_CLASS( func_door, CBaseDoor ) // // func_water - same as a door. // LINK_ENTITY_TO_CLASS( func_water, CBaseDoor ) //MH this new spawn function messes up SF_DOOR_START_OPEN // so replace it with the old one (below) /* void CBaseDoor::Spawn() { Precache(); SetMovedir( pev ); if( pev->skin == 0 ) { //normal door if( FBitSet( pev->spawnflags, SF_DOOR_PASSABLE ) ) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; } else { // special contents pev->solid = SOLID_NOT; SetBits( pev->spawnflags, SF_DOOR_SILENT ); // water is silent for now } pev->movetype = MOVETYPE_PUSH; SET_MODEL( ENT( pev ), STRING( pev->model ) ); UTIL_SetOrigin(this, pev->origin); if( pev->speed == 0 ) pev->speed = 100; 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 ) ); ASSERTSZ( m_vecPosition1 != m_vecPosition2, "door start/end positions are equal" ); if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) ) { // swap pos1 and pos2, put door at pos2 UTIL_SetOrigin( pev, m_vecPosition2 ); m_vecPosition2 = m_vecPosition1; m_vecPosition1 = pev->origin; } m_toggle_state = TS_AT_BOTTOM; // if the door is flagged for USE button activation only, use NULL touch function // (unless it's overridden, of course- LRC) if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) && !FBitSet ( pev->spawnflags, SF_DOOR_FORCETOUCHABLE )) { SetTouch ( NULL ); } else // touchable button SetTouch(&CBaseDoor:: DoorTouch ); } */ //standard Spirit 1.0 spawn function void CBaseDoor::Spawn( ) { Precache(); SetMovedir (pev); if ( pev->skin == 0 ) {//normal door if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) ) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; } else {// special contents pev->solid = SOLID_NOT; SetBits( pev->spawnflags, SF_DOOR_SILENT ); // water is silent for now } pev->movetype = MOVETYPE_PUSH; SET_MODEL( ENT(pev), STRING(pev->model) ); UTIL_SetOrigin(this, pev->origin); if (pev->speed == 0) pev->speed = 100; m_toggle_state = TS_AT_BOTTOM; // if the door is flagged for USE button activation only, use NULL touch function // (unless it's overridden, of course- LRC) if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) && !FBitSet ( pev->spawnflags, SF_DOOR_FORCETOUCHABLE )) { SetTouch( NULL ); } else // touchable button SetTouch( &CBaseDoor::DoorTouch ); } //END //LRC void CBaseDoor :: 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)); ASSERTSZ(m_vecPosition1 != m_vecPosition2, "door start/end positions are equal"); if ( FBitSet (pev->spawnflags, SF_DOOR_START_OPEN) ) { // swap pos1 and pos2, put door at pos2 if (m_pMoveWith) { m_vecSpawnOffset = m_vecSpawnOffset + (m_vecPosition2 + m_pMoveWith->pev->origin) - pev->origin; UTIL_AssignOrigin(this, m_vecPosition2 + m_pMoveWith->pev->origin); } else { m_vecSpawnOffset = m_vecSpawnOffset + m_vecPosition2 - pev->origin; UTIL_AssignOrigin(this, m_vecPosition2); } Vector vecTemp = m_vecPosition2; m_vecPosition2 = m_vecPosition1; m_vecPosition1 = vecTemp; // ALERT(at_console, "func_door postspawn: origin %f %f %f\n", pev->origin.x, pev->origin.y, pev->origin.z); } } //void CBaseDoor :: PostMoveWith( void ) //{ // Vector vecTemp = m_vecPosition1 - m_pMoveWith->m_vecSpawnOffset; // ALERT(at_console, "door %s pmw: pos1 changes from (%f %f %f) to (%f %f %f)\n", STRING(pev->targetname), m_vecPosition1.x, m_vecPosition1.y, m_vecPosition1.z, vecTemp.x, vecTemp.y, vecTemp.z); // m_vecPosition1 = m_vecPosition1 - m_pMoveWith->m_vecSpawnOffset; // m_vecPosition2 = m_vecPosition2 - m_pMoveWith->m_vecSpawnOffset; //} void CBaseDoor::SetToggleState( int state ) { if( state == TS_AT_TOP ) { if (m_pMoveWith) UTIL_AssignOrigin( this, m_vecPosition2 + m_pMoveWith->pev->origin); else UTIL_AssignOrigin( this, m_vecPosition2 ); } else { if (m_pMoveWith) UTIL_AssignOrigin( this, m_vecPosition1 + m_pMoveWith->pev->origin); else UTIL_AssignOrigin( this, m_vecPosition1 ); } } void CBaseDoor::Precache( void ) { const char *pszSound; BOOL NullSound = FALSE; // set the door's "in-motion" sound switch( m_bMoveSnd ) { case 1: pszSound = "doors/doormove1.wav"; break; case 2: pszSound = "doors/doormove2.wav"; break; case 3: pszSound = "doors/doormove3.wav"; break; case 4: pszSound = "doors/doormove4.wav"; break; case 5: pszSound = "doors/doormove5.wav"; break; case 6: pszSound = "doors/doormove6.wav"; break; case 7: pszSound = "doors/doormove7.wav"; break; case 8: pszSound = "doors/doormove8.wav"; break; case 9: pszSound = "doors/doormove9.wav"; break; case 10: pszSound = "doors/doormove10.wav"; break; case 0: default: pszSound = "common/null.wav"; NullSound = TRUE; break; } if( !NullSound ) PRECACHE_SOUND( pszSound ); pev->noiseMoving = MAKE_STRING( pszSound ); NullSound = FALSE; // set the door's 'reached destination' stop sound switch( m_bStopSnd ) { case 1: pszSound = "doors/doorstop1.wav"; break; case 2: pszSound = "doors/doorstop2.wav"; break; case 3: pszSound = "doors/doorstop3.wav"; break; case 4: pszSound = "doors/doorstop4.wav"; break; case 5: pszSound = "doors/doorstop5.wav"; break; case 6: pszSound = "doors/doorstop6.wav"; break; case 7: pszSound = "doors/doorstop7.wav"; break; case 8: pszSound = "doors/doorstop8.wav"; break; case 0: default: pszSound = "common/null.wav"; NullSound = TRUE; break; } if( !NullSound ) PRECACHE_SOUND( pszSound ); pev->noiseArrived = MAKE_STRING( pszSound ); // get door button sounds, for doors which are directly 'touched' to open if( m_bLockedSound ) { pszSound = ButtonSound( (int)m_bLockedSound ); PRECACHE_SOUND( pszSound ); m_ls.sLockedSound = MAKE_STRING( pszSound ); } if( m_bUnlockedSound ) { pszSound = ButtonSound( (int)m_bUnlockedSound ); PRECACHE_SOUND( pszSound ); m_ls.sUnlockedSound = MAKE_STRING( pszSound ); } // get sentence group names, for doors which are directly 'touched' to open switch( m_bLockedSentence ) { case 1: // access denied m_ls.sLockedSentence = MAKE_STRING( "NA" ); break; case 2: // security lockout m_ls.sLockedSentence = MAKE_STRING( "ND" ); break; case 3: // blast door m_ls.sLockedSentence = MAKE_STRING( "NF" ); break; case 4: // fire door m_ls.sLockedSentence = MAKE_STRING( "NFIRE" ); break; case 5: // chemical door m_ls.sLockedSentence = MAKE_STRING( "NCHEM" ); break; case 6: // radiation door m_ls.sLockedSentence = MAKE_STRING( "NRAD" ); break; case 7: // gen containment m_ls.sLockedSentence = MAKE_STRING( "NCON" ); break; case 8: // maintenance door m_ls.sLockedSentence = MAKE_STRING( "NH" ); break; case 9: // broken door m_ls.sLockedSentence = MAKE_STRING( "NG" ); break; default: m_ls.sLockedSentence = 0; break; } switch( m_bUnlockedSentence ) { case 1: // access granted m_ls.sUnlockedSentence = MAKE_STRING( "EA" ); break; case 2: // security door m_ls.sUnlockedSentence = MAKE_STRING( "ED" ); break; case 3: // blast door m_ls.sUnlockedSentence = MAKE_STRING( "EF" ); break; case 4: // fire door m_ls.sUnlockedSentence = MAKE_STRING( "EFIRE" ); break; case 5: // chemical door m_ls.sUnlockedSentence = MAKE_STRING( "ECHEM" ); break; case 6: // radiation door m_ls.sUnlockedSentence = MAKE_STRING( "ERAD" ); break; case 7: // gen containment m_ls.sUnlockedSentence = MAKE_STRING( "ECON" ); break; case 8: // maintenance door m_ls.sUnlockedSentence = MAKE_STRING( "EH" ); break; default: m_ls.sUnlockedSentence = 0; break; } } // // Doors not tied to anything (e.g. button, another door) can be touched, to make them activate. // void CBaseDoor::DoorTouch( CBaseEntity *pOther ) { entvars_t *pevToucher = pOther->pev; // Ignore touches by anything but players if( !FClassnameIs( pevToucher, "player" ) ) return; // If door has master, and it's not ready to trigger, // play 'locked' sound if( m_sMaster && !UTIL_IsMasterTriggered( m_sMaster, pOther ) ) PlayLockSounds( pev, &m_ls, TRUE, FALSE ); // If door is somebody's target, then touching does nothing. // You have to activate the owner (e.g. button). //LRC- allow flags to override this if (!FStringNull(pev->targetname) && !FBitSet(pev->spawnflags,SF_DOOR_FORCETOUCHABLE)) { // play locked sound PlayLockSounds( pev, &m_ls, TRUE, FALSE ); return; } m_hActivator = pOther;// remember who activated the door if( DoorActivate()) SetTouch( NULL ); // Temporarily disable the touch function, until movement is finished. } // // Used by SUB_UseTargets, when a door is the target of a button. // void CBaseDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_hActivator = pActivator; if (!UTIL_IsMasterTriggered(m_sMaster, pActivator)) return; //LRC: if (m_iOnOffMode) { if (useType == USE_ON) { if (m_toggle_state == TS_AT_BOTTOM) { PlayLockSounds(pev, &m_ls, FALSE, FALSE); DoorGoUp(); } return; } else if (useType == USE_OFF) { if (m_toggle_state == TS_AT_TOP) { DoorGoDown(); } return; } } // if not ready to be used, ignore "use" command. if (m_toggle_state == TS_AT_TOP) { if (!FBitSet(pev->spawnflags, SF_DOOR_NO_AUTO_RETURN)) return; } else if (m_toggle_state != TS_AT_BOTTOM) return; DoorActivate(); } // // Causes the door to "do its thing", i.e. start moving, and cascade activation. // int CBaseDoor::DoorActivate() { if( !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) ) return 0; if( FBitSet( pev->spawnflags, SF_DOOR_NO_AUTO_RETURN ) && m_toggle_state == TS_AT_TOP ) { // door should close DoorGoDown(); } else { // door should open if( m_hActivator != 0 && m_hActivator->IsPlayer() ) { // give health if player opened the door (medikit) //VARS( m_eoActivator )->health += m_bHealthValue; m_hActivator->TakeHealth( m_bHealthValue, DMG_GENERIC ); } // play door unlock sounds PlayLockSounds( pev, &m_ls, FALSE, FALSE ); DoorGoUp(); } return 1; } extern Vector VecBModelOrigin( entvars_t* pevBModel ); // // Starts the door going to its "up" position (simply ToggleData->vecPosition2). // void CBaseDoor::DoorGoUp( void ) { entvars_t *pevActivator; // It could be going-down, if blocked. ASSERT( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN ); // emit door moving and stop sounds on CHAN_STATIC so that the multicast doesn't // filter them out and leave a client stuck with looping door sounds! if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN ) EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ), 1, ATTN_NORM ); m_toggle_state = TS_GOING_UP; SetMoveDone( &CBaseDoor::DoorHitTop ); // LRC- if synched, we fire as soon as we start to go up if (m_iImmediateMode) { if (m_iOnOffMode) SUB_UseTargets( m_hActivator, USE_ON, 0 ); else SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); } if( FClassnameIs( pev, "func_door_rotating" ) ) // !!! BUGBUG Triggered doors don't work with this yet { float sign = 1.0; if( m_hActivator != 0 ) { pevActivator = m_hActivator->pev; if( !FBitSet( pev->spawnflags, SF_DOOR_ONEWAY ) && pev->movedir.y ) // Y axis rotation, move away from the player { Vector vec = pevActivator->origin - pev->origin; Vector angles = pevActivator->angles; angles.x = 0; angles.z = 0; UTIL_MakeVectors( angles ); //Vector vnext = ( pevToucher->origin + ( pevToucher->velocity * 10 ) ) - pev->origin; UTIL_MakeVectors( pevActivator->angles ); Vector vnext = ( pevActivator->origin + ( gpGlobals->v_forward * 10 ) ) - pev->origin; if( ( vec.x * vnext.y - vec.y * vnext.x ) < 0 ) sign = -1.0; } } AngularMove( m_vecAngle2*sign, pev->speed ); } else LinearMove( m_vecPosition2, pev->speed ); } // // The door has reached the "up" position. Either go back down, or wait for another activation. // void CBaseDoor::DoorHitTop( void ) { if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) { STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) ); EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseArrived ), 1, ATTN_NORM ); } ASSERT( m_toggle_state == TS_GOING_UP ); m_toggle_state = TS_AT_TOP; // toggle-doors don't come down automatically, they wait for refire. if( FBitSet( pev->spawnflags, SF_DOOR_NO_AUTO_RETURN ) ) { // Re-instate touch method, movement is complete if ( !FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) || FBitSet ( pev->spawnflags, SF_DOOR_FORCETOUCHABLE ) ) SetTouch( &CBaseDoor::DoorTouch ); } else { // In flWait seconds, DoorGoDown will fire, unless wait is -1, then door stays open SetNextThink( m_flWait ); SetThink( &CBaseDoor::DoorGoDown ); if( m_flWait == -1 ) { DontThink(); } } // Fire the close target (if startopen is set, then "top" is closed) - netname is the close target if (pev->spawnflags & SF_DOOR_START_OPEN) { if (pev->netname) FireTargets( STRING( pev->netname ), m_hActivator, this, USE_TOGGLE, 0 ); } else { if (pev->message) FireTargets( STRING(pev->message), m_hActivator, this, USE_TOGGLE, 0 ); } // LRC if (!m_iImmediateMode) { if (m_iOnOffMode) SUB_UseTargets( m_hActivator, USE_OFF, 0 ); else SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); } } // // Starts the door going to its "down" position (simply ToggleData->vecPosition1). // void CBaseDoor::DoorGoDown( void ) { if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN ) EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ), 1, ATTN_NORM ); #ifdef DOOR_ASSERT ASSERT( m_toggle_state == TS_AT_TOP ); #endif // DOOR_ASSERT m_toggle_state = TS_GOING_DOWN; SetMoveDone( &CBaseDoor::DoorHitBottom ); if( FClassnameIs( pev, "func_door_rotating" ) )//rotating door { // LRC- if synched, we fire as soon as we start to go down if (m_iImmediateMode) { if (m_iOnOffMode) SUB_UseTargets( m_hActivator, USE_OFF, 0 ); else SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); } AngularMove( m_vecAngle1, pev->speed ); } else { // LRC- if synched, we fire as soon as we start to go down if (m_iImmediateMode) { SUB_UseTargets( m_hActivator, USE_OFF, 0 ); } LinearMove( m_vecPosition1, pev->speed ); } } // // The door has reached the "down" position. Back to quiescence. // void CBaseDoor::DoorHitBottom( void ) { if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) { STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) ); EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseArrived ), 1, ATTN_NORM ); } ASSERT( m_toggle_state == TS_GOING_DOWN ); m_toggle_state = TS_AT_BOTTOM; // Re-instate touch method, cycle is complete if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) && !FBitSet ( pev->spawnflags, SF_DOOR_FORCETOUCHABLE ) ) {// use only door SetTouch( NULL ); } else // touchable door SetTouch( &CBaseDoor::DoorTouch ); // Fire the close target (if startopen is set, then "top" is closed) - netname is the close target // LRC- 'message' is the open target if (pev->spawnflags & SF_DOOR_START_OPEN) { if (pev->message) FireTargets( STRING(pev->message), m_hActivator, this, USE_TOGGLE, 0 ); } else { if (pev->netname) FireTargets( STRING( pev->netname ), m_hActivator, this, USE_TOGGLE, 0 ); } // else // { // ALERT(at_console,"didn't fire closetarget because "); // if (!(pev->netname)) // ALERT(at_console,"no netname\n"); // else if (pev->spawnflags & SF_DOOR_START_OPEN) // ALERT(at_console,"startopen\n"); // else // ALERT(at_console,"!!?!\n"); // } // LRC- if synched, don't fire now if (!m_iImmediateMode) { if (m_iOnOffMode) SUB_UseTargets( m_hActivator, USE_ON, 0 ); else SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); } } void CBaseDoor::Blocked( CBaseEntity *pOther ) { CBaseEntity *pTarget = NULL; CBaseDoor *pDoor = NULL; // Hurt the blocker a little. if( pev->dmg ) pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); if( satchelfix.value ) { // Detonate satchels if( !strcmp( "monster_satchel", STRING( pOther->pev->classname ) ) ) ( (CSatchel*)pOther )->Use( this, this, USE_ON, 0 ); } // if a door has a negative wait, it would never come back if blocked, // so let it just squash the object to death real fast if( m_flWait >= 0 ) { //LRC - thanks to [insert name here] for this if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) ); // BMod End if( m_toggle_state == TS_GOING_DOWN ) { DoorGoUp(); } else { DoorGoDown(); } } // Block all door pieces with the same targetname here. //LRC - in immediate mode don't do this, doors are expected to do it themselves. if ( !m_iImmediateMode && !FStringNull ( pev->targetname ) ) { for( ; ; ) { pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(pev->targetname)); if ( !pTarget ) break; if ( ( VARS( pTarget->pev ) != pev && FClassnameIs( pTarget->pev, "func_door" ) ) || FClassnameIs( pTarget->pev, "func_door_rotating" ) ) { pDoor = GetClassPtr( (CBaseDoor *) VARS(pTarget->pev) ); if( pDoor->m_flWait >= 0 ) { // avelocity == velocity!? LRC if( pDoor->pev->velocity == pev->velocity && pDoor->pev->avelocity == pev->velocity ) { // this is the most hacked, evil, bastardized thing I've ever seen. kjb if ( FClassnameIs ( pTarget->pev, "func_door" ) ) {// set origin to realign normal doors pDoor->pev->origin = pev->origin; UTIL_SetVelocity(pDoor, g_vecZero);// stop! } else { // set angles to realign rotating doors pDoor->pev->angles = pev->angles; UTIL_SetAvelocity(pDoor, g_vecZero); } } if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) ); if( pDoor->m_toggle_state == TS_GOING_DOWN ) pDoor->DoorGoUp(); else pDoor->DoorGoDown(); } } } } } /*QUAKED FuncRotDoorSpawn (0 .5 .8) ? START_OPEN REVERSE DOOR_DONT_LINK TOGGLE X_AXIS Y_AXIS if two doors touch, they are assumed to be connected and operate as a unit. TOGGLE causes the door to wait in both the start and end states for a trigger event. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). 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. "distance" is how many degrees the door will be rotated. "speed" determines how fast the door moves; default value is 100. REVERSE will cause the door to rotate in the opposite direction. "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (2 default) "sounds" 0) no sound 1) stone 2) base 3) stone chain 4) screechy metal */ class CRotDoor : public CBaseDoor { public: void Spawn( void ); void KeyValue( KeyValueData *pkvd ); virtual void PostSpawn( void ) {} // don't use the moveWith fix from CBaseDoor virtual void SetToggleState( int state ); }; LINK_ENTITY_TO_CLASS( func_door_rotating, CRotDoor ) void CRotDoor::Spawn( void ) { Precache(); // 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; //m_flWait = 2; who the hell did this? (sjb) m_vecAngle1 = pev->angles; m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance; ASSERTSZ( m_vecAngle1 != m_vecAngle2, "rotating door start/end positions are equal" ); if( FBitSet( pev->spawnflags, SF_DOOR_PASSABLE ) ) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; UTIL_SetOrigin(this, pev->origin); SET_MODEL( ENT( pev ), STRING( pev->model ) ); if( pev->speed == 0 ) pev->speed = 100; // DOOR_START_OPEN is to allow an entity to be lighted in the closed position // but spawn in the open position if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) ) { // swap pos1 and pos2, put door at pos2, invert movement direction pev->angles = m_vecAngle2; Vector vecSav = m_vecAngle1; m_vecAngle2 = m_vecAngle1; m_vecAngle1 = vecSav; pev->movedir = pev->movedir * -1; } m_toggle_state = TS_AT_BOTTOM; if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) && !FBitSet(pev->spawnflags, SF_DOOR_FORCETOUCHABLE) ) { SetTouch( NULL ); } else // touchable button SetTouch(&CRotDoor:: DoorTouch ); } void CRotDoor::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "axes")) { UTIL_StringToVector( (float*)(pev->movedir), pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseDoor::KeyValue( pkvd ); } void CRotDoor::SetToggleState( int state ) { if( state == TS_AT_TOP ) pev->angles = m_vecAngle2; else pev->angles = m_vecAngle1; UTIL_SetOrigin( this, pev->origin ); } #define SF_MOMDOOR_MOVESTART = 0x80000000 class CMomentaryDoor : public CBaseToggle { public: void Spawn( void ); void Precache( void ); void EXPORT MomentaryMoveDone( void ); void EXPORT StopMoveSound( void ); void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; BYTE m_bMoveSnd; // sound a door makes while moving BYTE m_bStopSnd; // sound a door makes when it stops STATE m_iState; float m_fLastPos; STATE GetState( void ) { return m_iState; } float CalcRatio( CBaseEntity *pLocus ) { return m_fLastPos; } }; LINK_ENTITY_TO_CLASS( momentary_door, CMomentaryDoor ) TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] = { DEFINE_FIELD( CMomentaryDoor, m_bMoveSnd, FIELD_CHARACTER ), DEFINE_FIELD( CMomentaryDoor, m_iState, FIELD_INTEGER ), DEFINE_FIELD( CMomentaryDoor, m_fLastPos, FIELD_FLOAT ), DEFINE_FIELD( CMomentaryDoor, m_bStopSnd, FIELD_CHARACTER ), }; IMPLEMENT_SAVERESTORE( CMomentaryDoor, CBaseToggle ) void CMomentaryDoor::Spawn( void ) { SetMovedir( pev ); pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; UTIL_SetOrigin(this, pev->origin); SET_MODEL( ENT( pev ), STRING( pev->model ) ); // if (pev->speed == 0) // pev->speed = 100; if( pev->dmg == 0 ) pev->dmg = 2; m_iState = STATE_OFF; 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 ) ); ASSERTSZ( m_vecPosition1 != m_vecPosition2, "door start/end positions are equal" ); //LRC: FIXME, move to PostSpawn if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) ) { // swap pos1 and pos2, put door at pos2 UTIL_AssignOrigin(this, m_vecPosition2); Vector vecTemp = m_vecPosition2; m_vecPosition2 = m_vecPosition1; m_vecPosition1 = vecTemp; } if (m_pMoveWith) { m_vecPosition1 = m_vecPosition1 - m_pMoveWith->pev->origin; m_vecPosition2 = m_vecPosition2 - m_pMoveWith->pev->origin; } SetTouch( NULL ); Precache(); } void CMomentaryDoor::Precache( void ) { const char *pszSound; BOOL NullSound = FALSE; // set the door's "in-motion" sound switch( m_bMoveSnd ) { case 1: pszSound = "doors/doormove1.wav"; break; case 2: pszSound = "doors/doormove2.wav"; break; case 3: pszSound = "doors/doormove3.wav"; break; case 4: pszSound = "doors/doormove4.wav"; break; case 5: pszSound = "doors/doormove5.wav"; break; case 6: pszSound = "doors/doormove6.wav"; break; case 7: pszSound = "doors/doormove7.wav"; break; case 8: pszSound = "doors/doormove8.wav"; break; case 0: default: pszSound = "common/null.wav"; NullSound = TRUE; break; } if( !NullSound ) PRECACHE_SOUND( pszSound ); pev->noiseMoving = MAKE_STRING( pszSound ); NullSound = FALSE; // set the door's 'reached destination' stop sound switch( m_bStopSnd ) { case 1: pszSound = "doors/doorstop1.wav"; break; case 2: pszSound = "doors/doorstop2.wav"; break; case 3: pszSound = "doors/doorstop3.wav"; break; case 4: pszSound = "doors/doorstop4.wav"; break; case 5: pszSound = "doors/doorstop5.wav"; break; case 6: pszSound = "doors/doorstop6.wav"; break; case 7: pszSound = "doors/doorstop7.wav"; break; case 8: pszSound = "doors/doorstop8.wav"; break; case 0: default: pszSound = "common/null.wav"; NullSound = TRUE; break; } if( !NullSound ) PRECACHE_SOUND( pszSound ); pev->noiseArrived = MAKE_STRING( pszSound ); } void CMomentaryDoor::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "movesnd" ) ) { m_bMoveSnd = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "stopsnd" ) ) { m_bStopSnd = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "healthvalue" ) ) { //m_bHealthValue = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue( pkvd ); } void CMomentaryDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if( useType != USE_SET ) // Momentary buttons will pass down a float in here return; if( value > 1.0 ) value = 1.0; if( value < 0.0 ) value = 0.0; if (IsLockedByMaster()) return; Vector move = m_vecPosition1 + ( value * ( m_vecPosition2 - m_vecPosition1 ) ); float speed = 0; if (pev->speed) { //LRC- move at the given speed, if any. speed = pev->speed; } else { // default: get there in 0.1 secs Vector delta; delta = move - pev->origin; speed = delta.Length() * 10; } //FIXME: allow for it being told to move at the same speed in the _opposite_ direction! if( speed != 0 ) { // This entity only thinks when it moves //LRC- nope, in a MoveWith world you can't rely on that. Check the state instead. if ( m_iState == STATE_OFF ) { //ALERT(at_console,"USE: start moving to %f %f %f.\n", move.x, move.y, move.z); m_iState = STATE_ON; EMIT_SOUND(ENT(pev), CHAN_STATIC, STRING(pev->noiseMoving), 1, ATTN_NORM); } m_fLastPos = value; LinearMove( move, speed ); SetMoveDone( &CMomentaryDoor::MomentaryMoveDone ); } } void CMomentaryDoor::MomentaryMoveDone( void ) { m_iState = STATE_OFF; SetThink(&CMomentaryDoor::StopMoveSound); pev->nextthink = pev->ltime + 0.1; } void CMomentaryDoor::StopMoveSound() { STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) ); EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseArrived ), 1, ATTN_NORM ); pev->nextthink = -1; ResetThink(); }