You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
958 lines
25 KiB
958 lines
25 KiB
/*** |
|
* |
|
* 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: |
|
void Spawn( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
|
|
// Bmodels don't go across transitions |
|
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( func_wall, CFuncWall ); |
|
|
|
void CFuncWall :: Spawn( void ) |
|
{ |
|
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) ); |
|
|
|
// If it can't move/go away, it's really part of the world |
|
pev->flags |= FL_WORLDBRUSH; |
|
} |
|
|
|
|
|
void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
if ( ShouldToggle( useType, (int)(pev->frame)) ) |
|
pev->frame = 1 - pev->frame; |
|
} |
|
|
|
|
|
#define SF_WALL_START_OFF 0x0001 |
|
|
|
class CFuncWallToggle : public CFuncWall |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
void TurnOff( void ); |
|
void TurnOn( void ); |
|
BOOL IsOn( void ); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle ); |
|
|
|
void CFuncWallToggle :: Spawn( void ) |
|
{ |
|
CFuncWall::Spawn(); |
|
if ( pev->spawnflags & SF_WALL_START_OFF ) |
|
TurnOff(); |
|
} |
|
|
|
|
|
void CFuncWallToggle :: TurnOff( void ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
pev->effects |= EF_NODRAW; |
|
UTIL_SetOrigin( pev, pev->origin ); |
|
} |
|
|
|
|
|
void CFuncWallToggle :: TurnOn( void ) |
|
{ |
|
pev->solid = SOLID_BSP; |
|
pev->effects &= ~EF_NODRAW; |
|
UTIL_SetOrigin( pev, pev->origin ); |
|
} |
|
|
|
|
|
BOOL CFuncWallToggle :: IsOn( void ) |
|
{ |
|
if ( pev->solid == SOLID_NOT ) |
|
return FALSE; |
|
return TRUE; |
|
} |
|
|
|
|
|
void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
int status = IsOn(); |
|
|
|
if ( ShouldToggle( useType, status ) ) |
|
{ |
|
if ( status ) |
|
TurnOff(); |
|
else |
|
TurnOn(); |
|
} |
|
} |
|
|
|
|
|
#define SF_CONVEYOR_VISUAL 0x0001 |
|
#define SF_CONVEYOR_NOTSOLID 0x0002 |
|
|
|
class CFuncConveyor : public CFuncWall |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
void UpdateSpeed( float speed ); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor ); |
|
void CFuncConveyor :: Spawn( void ) |
|
{ |
|
SetMovedir( pev ); |
|
CFuncWall::Spawn(); |
|
|
|
if ( !(pev->spawnflags & SF_CONVEYOR_VISUAL) ) |
|
SetBits( pev->flags, FL_CONVEYOR ); |
|
|
|
// HACKHACK - This is to allow for some special effects |
|
if ( pev->spawnflags & SF_CONVEYOR_NOTSOLID ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
pev->skin = 0; // Don't want the engine thinking we've got special contents on this brush |
|
} |
|
|
|
if ( pev->speed == 0 ) |
|
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 |
|
void CFuncConveyor :: UpdateSpeed( float speed ) |
|
{ |
|
// Encode it as an integer with 4 fractional bits |
|
int speedCode = (int)(fabs(speed) * 16.0); |
|
|
|
if ( speed < 0 ) |
|
pev->rendercolor.x = 1; |
|
else |
|
pev->rendercolor.x = 0; |
|
|
|
pev->rendercolor.y = (speedCode >> 8); |
|
pev->rendercolor.z = (speedCode & 0xFF); |
|
} |
|
|
|
|
|
void CFuncConveyor :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
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 ); |
|
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary ); |
|
|
|
void CFuncIllusionary :: KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "skin"))//skin is used for content type |
|
{ |
|
pev->skin = atof(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseToggle::KeyValue( pkvd ); |
|
} |
|
|
|
void CFuncIllusionary :: Spawn( void ) |
|
{ |
|
pev->angles = g_vecZero; |
|
pev->movetype = MOVETYPE_NONE; |
|
pev->solid = SOLID_NOT;// always solid_not |
|
SET_MODEL( ENT(pev), STRING(pev->model) ); |
|
|
|
// 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: |
|
void Spawn( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip ); |
|
|
|
void CFuncMonsterClip::Spawn( void ) |
|
{ |
|
CFuncWall::Spawn(); |
|
if ( CVAR_GET_FLOAT("showtriggers") == 0 ) |
|
pev->effects = EF_NODRAW; |
|
pev->flags |= FL_MONSTERCLIP; |
|
} |
|
|
|
|
|
// =================== FUNC_ROTATING ============================================== |
|
class CFuncRotating : public CBaseEntity |
|
{ |
|
public: |
|
// basic functions |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void EXPORT SpinUp ( void ); |
|
void EXPORT SpinDown ( void ); |
|
void KeyValue( KeyValueData* pkvd); |
|
void EXPORT HurtTouch ( CBaseEntity *pOther ); |
|
void EXPORT RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
void EXPORT Rotate( void ); |
|
void RampPitchVol (int fUp ); |
|
void Blocked( CBaseEntity *pOther ); |
|
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
|
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
float m_flFanFriction; |
|
float m_flAttenuation; |
|
float m_flVolume; |
|
float m_pitch; |
|
int m_sounds; |
|
}; |
|
|
|
TYPEDESCRIPTION CFuncRotating::m_SaveData[] = |
|
{ |
|
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 ); |
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating ); |
|
|
|
void CFuncRotating :: KeyValue( KeyValueData* pkvd) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "fanfriction")) |
|
{ |
|
m_flFanFriction = atof(pkvd->szValue)/100; |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "Volume")) |
|
{ |
|
m_flVolume = atof(pkvd->szValue)/10.0; |
|
|
|
if (m_flVolume > 1.0) |
|
m_flVolume = 1.0; |
|
if (m_flVolume < 0.0) |
|
m_flVolume = 0.0; |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "spawnorigin")) |
|
{ |
|
Vector tmp; |
|
UTIL_StringToVector( (float *)tmp, pkvd->szValue ); |
|
if ( tmp != g_vecZero ) |
|
pev->origin = tmp; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "sounds")) |
|
{ |
|
m_sounds = atoi(pkvd->szValue); |
|
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. |
|
*/ |
|
|
|
|
|
void CFuncRotating :: Spawn( ) |
|
{ |
|
// 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 |
|
if (m_flVolume == 0.0) |
|
m_flVolume = 1.0; |
|
|
|
// if the designer didn't set a sound attenuation, default to one. |
|
m_flAttenuation = ATTN_NORM; |
|
|
|
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) ) |
|
{ |
|
m_flAttenuation = ATTN_IDLE; |
|
} |
|
else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS) ) |
|
{ |
|
m_flAttenuation = ATTN_STATIC; |
|
} |
|
else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS) ) |
|
{ |
|
m_flAttenuation = ATTN_NORM; |
|
} |
|
|
|
// prevent divide by zero if level designer forgets friction! |
|
if ( m_flFanFriction == 0 ) |
|
{ |
|
m_flFanFriction = 1; |
|
} |
|
|
|
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); |
|
else |
|
pev->movedir = Vector(0,1,0); // y-axis |
|
|
|
// check for reverse rotation |
|
if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS) ) |
|
pev->movedir = pev->movedir * -1; |
|
|
|
// some rotating objects like fake volumetric lights will not be solid. |
|
if ( FBitSet(pev->spawnflags, SF_ROTATING_NOT_SOLID) ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
pev->skin = CONTENTS_EMPTY; |
|
pev->movetype = MOVETYPE_PUSH; |
|
} |
|
else |
|
{ |
|
pev->solid = SOLID_BSP; |
|
pev->movetype = MOVETYPE_PUSH; |
|
} |
|
|
|
UTIL_SetOrigin(pev, pev->origin); |
|
SET_MODEL( ENT(pev), STRING(pev->model) ); |
|
|
|
SetUse( &CFuncRotating::RotatingUse ); |
|
// did level designer forget to assign speed? |
|
if (pev->speed <= 0) |
|
pev->speed = 0; |
|
|
|
// Removed this per level designers request. -- JAY |
|
// if (pev->dmg == 0) |
|
// pev->dmg = 2; |
|
|
|
// instant-use brush? |
|
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) ) |
|
{ |
|
SetThink( &CBaseEntity::SUB_CallUseToggle ); |
|
pev->nextthink = pev->ltime + 1.5; // leave a magic delay for client to start up |
|
} |
|
// can this brush inflict pain? |
|
if ( FBitSet (pev->spawnflags, SF_BRUSH_HURT) ) |
|
{ |
|
SetTouch( &CFuncRotating::HurtTouch ); |
|
} |
|
|
|
Precache( ); |
|
} |
|
|
|
|
|
void CFuncRotating :: Precache( void ) |
|
{ |
|
char* szSoundFile = (char*) STRING(pev->message); |
|
|
|
// set up fan sounds |
|
|
|
if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0) |
|
{ |
|
// if a path is set for a wave, use it |
|
|
|
PRECACHE_SOUND(szSoundFile); |
|
|
|
pev->noiseRunning = ALLOC_STRING(szSoundFile); |
|
} else |
|
{ |
|
// otherwise use preset sound |
|
switch (m_sounds) |
|
{ |
|
case 1: |
|
PRECACHE_SOUND ("fans/fan1.wav"); |
|
pev->noiseRunning = ALLOC_STRING("fans/fan1.wav"); |
|
break; |
|
case 2: |
|
PRECACHE_SOUND ("fans/fan2.wav"); |
|
pev->noiseRunning = ALLOC_STRING("fans/fan2.wav"); |
|
break; |
|
case 3: |
|
PRECACHE_SOUND ("fans/fan3.wav"); |
|
pev->noiseRunning = ALLOC_STRING("fans/fan3.wav"); |
|
break; |
|
case 4: |
|
PRECACHE_SOUND ("fans/fan4.wav"); |
|
pev->noiseRunning = ALLOC_STRING("fans/fan4.wav"); |
|
break; |
|
case 5: |
|
PRECACHE_SOUND ("fans/fan5.wav"); |
|
pev->noiseRunning = ALLOC_STRING("fans/fan5.wav"); |
|
break; |
|
|
|
case 0: |
|
default: |
|
if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0) |
|
{ |
|
PRECACHE_SOUND(szSoundFile); |
|
|
|
pev->noiseRunning = ALLOC_STRING(szSoundFile); |
|
break; |
|
} else |
|
{ |
|
pev->noiseRunning = ALLOC_STRING("common/null.wav"); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
if (pev->avelocity != g_vecZero ) |
|
{ |
|
// 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 |
|
// |
|
void CFuncRotating :: HurtTouch ( CBaseEntity *pOther ) |
|
{ |
|
entvars_t *pevOther = pOther->pev; |
|
|
|
// we can't hurt this thing, so we're not concerned with it |
|
if ( !pevOther->takedamage ) |
|
return; |
|
|
|
// calculate damage based on rotation speed |
|
pev->dmg = pev->avelocity.Length() / 10; |
|
|
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH); |
|
|
|
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * pev->dmg; |
|
} |
|
|
|
// |
|
// 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 |
|
|
|
void CFuncRotating :: RampPitchVol (int fUp) |
|
{ |
|
|
|
Vector vecAVel = pev->avelocity; |
|
vec_t vecCur; |
|
vec_t vecFinal; |
|
float fpct; |
|
float fvol; |
|
float fpitch; |
|
int pitch; |
|
|
|
// get current angular velocity |
|
|
|
vecCur = fabs(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z)); |
|
|
|
// get target angular velocity |
|
|
|
vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z)); |
|
vecFinal *= pev->speed; |
|
vecFinal = fabs(vecFinal); |
|
|
|
// calc volume and pitch as % of final vol and pitch |
|
|
|
fpct = vecCur / vecFinal; |
|
// if (fUp) |
|
// fvol = m_flVolume * (0.5 + fpct/2.0); // spinup volume ramps up from 50% max vol |
|
// else |
|
fvol = m_flVolume * fpct; // slowdown volume ramps down to 0 |
|
|
|
fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct; |
|
|
|
pitch = (int) fpitch; |
|
if (pitch == PITCH_NORM) |
|
pitch = PITCH_NORM-1; |
|
|
|
// change the fan's vol and pitch |
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), |
|
fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); |
|
|
|
} |
|
|
|
// |
|
// SpinUp - accelerates a non-moving func_rotating up to it's speed |
|
// |
|
void CFuncRotating :: SpinUp( void ) |
|
{ |
|
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) ) |
|
{ |
|
pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), |
|
m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX); |
|
|
|
SetThink( &CFuncRotating::Rotate ); |
|
Rotate(); |
|
} |
|
else |
|
{ |
|
RampPitchVol(TRUE); |
|
} |
|
} |
|
|
|
// |
|
// SpinDown - decelerates a moving func_rotating to a standstill. |
|
// |
|
void CFuncRotating :: SpinDown( void ) |
|
{ |
|
Vector vecAVel;//rotational velocity |
|
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 |
|
|
|
if (pev->movedir.x != 0) |
|
vecdir = pev->movedir.x; |
|
else if (pev->movedir.y != 0) |
|
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) |
|
if (((vecdir > 0) && (vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0)) || |
|
((vecdir < 0) && (vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0))) |
|
{ |
|
pev->avelocity = g_vecZero;// set speed in case we overshot |
|
|
|
// stop sound, we're done |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning /* Stop */), |
|
0, 0, SND_STOP, m_pitch); |
|
|
|
SetThink( &CFuncRotating::Rotate ); |
|
Rotate(); |
|
} |
|
else |
|
{ |
|
RampPitchVol(FALSE); |
|
} |
|
} |
|
|
|
void CFuncRotating :: Rotate( void ) |
|
{ |
|
pev->nextthink = pev->ltime + 10; |
|
} |
|
|
|
//========================================================= |
|
// Rotating Use - when a rotating brush is triggered |
|
//========================================================= |
|
void CFuncRotating :: RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
// is this a brush that should accelerate and decelerate when turned on/off (fan)? |
|
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) ) |
|
{ |
|
// fan is spinning, so stop it. |
|
if ( pev->avelocity != g_vecZero ) |
|
{ |
|
SetThink( &CFuncRotating::SpinDown ); |
|
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop), |
|
// m_flVolume, m_flAttenuation, 0, m_pitch); |
|
|
|
pev->nextthink = pev->ltime + 0.1; |
|
} |
|
else// fan is not moving, so start it |
|
{ |
|
SetThink( &CFuncRotating::SpinUp ); |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), |
|
0.01, m_flAttenuation, 0, FANPITCHMIN); |
|
|
|
pev->nextthink = pev->ltime + 0.1; |
|
} |
|
} |
|
else if ( !FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush. |
|
{ |
|
if ( pev->avelocity != g_vecZero ) |
|
{ |
|
// play stopping sound here |
|
SetThink( &CFuncRotating::SpinDown ); |
|
|
|
// EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop), |
|
// m_flVolume, m_flAttenuation, 0, m_pitch); |
|
|
|
pev->nextthink = pev->ltime + 0.1; |
|
// pev->avelocity = g_vecZero; |
|
} |
|
else |
|
{ |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), |
|
m_flVolume, m_flAttenuation, 0, FANPITCHMAX); |
|
pev->avelocity = pev->movedir * pev->speed; |
|
|
|
SetThink( &CFuncRotating::Rotate ); |
|
Rotate(); |
|
} |
|
} |
|
} |
|
|
|
|
|
// |
|
// RotatingBlocked - An entity has blocked the brush |
|
// |
|
void CFuncRotating :: Blocked( CBaseEntity *pOther ) |
|
|
|
{ |
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH); |
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
//#endif |
|
|
|
|
|
class CPendulum : public CBaseEntity |
|
{ |
|
public: |
|
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; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum ); |
|
|
|
TYPEDESCRIPTION CPendulum::m_SaveData[] = |
|
{ |
|
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 ); |
|
|
|
|
|
|
|
void CPendulum :: KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "distance")) |
|
{ |
|
m_distance = atof(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "damp")) |
|
{ |
|
m_damp = atof(pkvd->szValue) * 0.001; |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseEntity::KeyValue( pkvd ); |
|
} |
|
|
|
|
|
void CPendulum :: Spawn( void ) |
|
{ |
|
// set the axis of rotation |
|
CBaseToggle :: AxisDir( pev ); |
|
|
|
if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) ) |
|
pev->solid = SOLID_NOT; |
|
else |
|
pev->solid = SOLID_BSP; |
|
pev->movetype = MOVETYPE_PUSH; |
|
UTIL_SetOrigin(pev, pev->origin); |
|
SET_MODEL(ENT(pev), STRING(pev->model) ); |
|
|
|
if ( m_distance == 0 ) |
|
return; |
|
|
|
if (pev->speed == 0) |
|
pev->speed = 100; |
|
|
|
m_accel = (pev->speed * pev->speed) / (2 * fabs(m_distance)); // Calculate constant acceleration from speed and distance |
|
m_maxSpeed = pev->speed; |
|
m_start = pev->angles; |
|
m_center = pev->angles + (m_distance * 0.5) * pev->movedir; |
|
|
|
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) ) |
|
{ |
|
SetThink( &CBaseEntity::SUB_CallUseToggle ); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
pev->speed = 0; |
|
SetUse( &CPendulum::PendulumUse ); |
|
|
|
if ( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) ) |
|
{ |
|
SetTouch( &CPendulum::RopeTouch ); |
|
} |
|
} |
|
|
|
|
|
void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
if ( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary |
|
{ |
|
if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) ) |
|
{ |
|
float delta; |
|
|
|
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_start ); |
|
|
|
pev->avelocity = m_maxSpeed * pev->movedir; |
|
pev->nextthink = pev->ltime + (delta / m_maxSpeed); |
|
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; |
|
} |
|
} |
|
|
|
|
|
void CPendulum :: Stop( void ) |
|
{ |
|
pev->angles = m_start; |
|
pev->speed = 0; |
|
SetThink( NULL ); |
|
pev->avelocity = g_vecZero; |
|
} |
|
|
|
|
|
void CPendulum::Blocked( CBaseEntity *pOther ) |
|
{ |
|
m_time = gpGlobals->time; |
|
} |
|
|
|
|
|
void CPendulum :: Swing( void ) |
|
{ |
|
float delta, dt; |
|
|
|
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_center ); |
|
dt = gpGlobals->time - m_time; // How much time has passed? |
|
m_time = gpGlobals->time; // Remember the last time called |
|
|
|
if ( delta > 0 && m_accel > 0 ) |
|
pev->speed -= m_accel * dt; // Integrate velocity |
|
else |
|
pev->speed += m_accel * dt; |
|
|
|
if ( pev->speed > m_maxSpeed ) |
|
pev->speed = m_maxSpeed; |
|
else if ( pev->speed < -m_maxSpeed ) |
|
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; |
|
|
|
if ( m_damp ) |
|
{ |
|
m_dampSpeed -= m_damp * m_dampSpeed * dt; |
|
if ( m_dampSpeed < 30.0 ) |
|
{ |
|
pev->angles = m_center; |
|
pev->speed = 0; |
|
SetThink( NULL ); |
|
pev->avelocity = g_vecZero; |
|
} |
|
else if ( pev->speed > m_dampSpeed ) |
|
pev->speed = m_dampSpeed; |
|
else if ( pev->speed < -m_dampSpeed ) |
|
pev->speed = -m_dampSpeed; |
|
|
|
} |
|
} |
|
|
|
|
|
void CPendulum :: Touch ( CBaseEntity *pOther ) |
|
{ |
|
entvars_t *pevOther = pOther->pev; |
|
|
|
if ( pev->dmg <= 0 ) |
|
return; |
|
|
|
// we can't hurt this thing, so we're not concerned with it |
|
if ( !pevOther->takedamage ) |
|
return; |
|
|
|
// calculate damage based on rotation speed |
|
float damage = pev->dmg * pev->speed * 0.01; |
|
|
|
if ( damage < 0 ) |
|
damage = -damage; |
|
|
|
pOther->TakeDamage( pev, pev, damage, DMG_CRUSH ); |
|
|
|
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * damage; |
|
} |
|
|
|
void CPendulum :: RopeTouch ( CBaseEntity *pOther ) |
|
{ |
|
entvars_t *pevOther = pOther->pev; |
|
|
|
if ( !pOther->IsPlayer() ) |
|
{// not a player! |
|
ALERT ( at_console, "Not a client\n" ); |
|
return; |
|
} |
|
|
|
if ( ENT(pevOther) == pev->enemy ) |
|
{// this player already on the rope. |
|
return; |
|
} |
|
|
|
pev->enemy = pOther->edict(); |
|
pevOther->velocity = g_vecZero; |
|
pevOther->movetype = MOVETYPE_NONE; |
|
} |
|
|
|
|
|
|