/*** * * 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_TOGGLE 32 // button stays pushed until reactivated #define SF_BUTTON_SPARK_IF_OFF 64 // button sparks in OFF state #define SF_BUTTON_TOUCH_ONLY 256 // button only fires as a result of USE key. #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 ); } 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_INIT 1 void CMultiSource::Spawn() { // set up think for later registration pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; pev->nextthink = gpGlobals->time + 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 ) { ALERT( at_console, "MultiSrc:Used by non member %s.\n", STRING( pCaller->pev->classname ) ); return; } // CONSIDER: a Use input to the multisource always toggles. Could check useType for ON/OFF/TOGGLE m_rgTriggered[i - 1] ^= 1; // if( IsTriggered( pActivator ) ) { ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING( pev->targetname ), m_iTotal ); useType = USE_TOGGLE; if( m_globalstate ) useType = USE_ON; SUB_UseTargets( NULL, useType, 0 ); } } BOOL CMultiSource::IsTriggered( CBaseEntity * ) { // Is everything triggered? int i = 0; // Still initializing? if( pev->spawnflags & SF_MULTI_INIT ) return 0; 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 1; } return 0; } void CMultiSource::Register( void ) { edict_t *pentTarget = NULL; m_iTotal = 0; memset( m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE) ); SetThink( &CBaseEntity::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; } // CBaseButton 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 ) { const 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: // 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; } } // // 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 = 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, "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 == 0 ) 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() { const 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 ); pev->nextthink = gpGlobals->time + 0.5;// no hurry, make sure everything else spawns } SetMovedir( pev ); pev->movetype = MOVETYPE_PUSH; pev->solid = SOLID_BSP; SET_MODEL( ENT( pev ), STRING( pev->model ) ); 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 ); } else { SetTouch( NULL ); SetUse( &CBaseButton::ButtonUse ); } } // Button sound table. // Also used by CBaseDoor to get 'touched' door lock/unlock sounds const char *ButtonSound( int sound ) { const 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 ); pev->nextthink = gpGlobals->time + 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(); } 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; 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; // 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 { pev->nextthink = pev->ltime + m_flWait; SetThink( &CBaseButton::ButtonReturn ); } pev->frame = 1; // use alternate textures SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); } // // Starts the button moving "out/down". // void CBaseButton::ButtonReturn( void ) { ASSERT( m_toggle_state == TS_AT_TOP ); m_toggle_state = TS_GOING_DOWN; SetMoveDone( &CBaseButton::ButtonBackHome ); if( !m_fRotating ) LinearMove( m_vecPosition1, pev->speed ); else AngularMove( m_vecAngle1, pev->speed ); pev->frame = 0; // use normal textures } // // 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 ) ) { edict_t *pentTarget = NULL; for( ;; ) { pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->target ) ); if( FNullEnt( pentTarget ) ) break; if( !FClassnameIs( pentTarget, "multisource" ) ) continue; CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget ); if( pTarget ) 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 ); pev->nextthink = gpGlobals->time + 0.5;// no hurry. } } // // Rotating button (aka "lever") // class CRotButton : public CBaseButton { public: void Spawn( void ); }; LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton ) void CRotButton::Spawn( void ) { const 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 ); SetUse( &CBaseButton::ButtonUse ); } else // touchable button SetTouch( &CBaseButton::ButtonTouch ); //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( pev, pev->origin ); SET_MODEL( ENT( pev ), STRING( pev->model ) ); const 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 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 ) { pev->ideal_yaw = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ) / m_flMoveDistance; UpdateAllButtons( pev->ideal_yaw, 1 ); // Calculate destination angle and use it to predict value, this prevents sending target in wrong direction on retriggering Vector dest = pev->angles + pev->avelocity * ( pev->nextthink - pev->ltime ); float value1 = CBaseToggle::AxisDelta( pev->spawnflags, dest, m_start ) / m_flMoveDistance; UpdateTarget( value1 ); } void CMomentaryRotButton::UpdateAllButtons( float value, int start ) { // Update all rot buttons attached to the same target edict_t *pentTarget = NULL; for( ; ; ) { pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "target", STRING( pev->target ) ); if( FNullEnt( pentTarget ) ) break; if( FClassnameIs( VARS( pentTarget ), "momentary_rot_button" ) ) { CMomentaryRotButton *pEntity = CMomentaryRotButton::Instance( pentTarget ); if( pEntity ) { 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; pev->nextthink = pev->ltime + 0.1; 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 if( pev->nextthink < pev->ltime ) pev->nextthink = pev->ltime + 0.1; else pev->nextthink += 0.1; pev->avelocity = m_direction * pev->speed * pev->movedir; SetThink( &CMomentaryRotButton::Off ); } void CMomentaryRotButton::UpdateTarget( float value ) { if( !FStringNull( pev->target ) ) { edict_t *pentTarget= NULL; for( ; ; ) { pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->target ) ); if( FNullEnt( pentTarget ) ) break; CBaseEntity *pEntity = CBaseEntity::Instance( pentTarget ); if( pEntity ) { pEntity->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 ); pev->nextthink = pev->ltime + 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; pev->nextthink = -1; SetThink( NULL ); } else { pev->avelocity = -m_returnSpeed * pev->movedir; pev->nextthink = pev->ltime + 0.1; } } //---------------------------------------------------------------- // Spark //---------------------------------------------------------------- class CEnvSpark : public CBaseEntity { public: void Spawn( void ); void Precache( void ); void EXPORT SparkThink( void ); 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; }; TYPEDESCRIPTION CEnvSpark::m_SaveData[] = { DEFINE_FIELD( CEnvSpark, m_flDelay, FIELD_FLOAT), }; 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, 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 ); pev->nextthink = gpGlobals->time + 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::SparkThink( void ) { pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, m_flDelay ); DoSpark( pev, pev->origin ); } void EXPORT CEnvSpark::SparkStart( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetUse( &CEnvSpark::SparkStop ); SetThink( &CEnvSpark::SparkThink ); pev->nextthink = gpGlobals->time + 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 ); } #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; }