Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== bmodels.cpp ========================================================
spawn, think, and use functions for entities that use brush models
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "doors.h"
#include "movewith.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->absmax) * 0.5; //LRC - bug fix for rotating ents
// 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 );
virtual STATE GetState( void ) { return pev->frame?STATE_ON:STATE_OFF; };
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
int m_iStyle;
};
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
if (!m_pMoveWith) //LRC
pev->flags |= FL_WORLDBRUSH;
//LRC
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a");
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z");
}
void CFuncWall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if( ShouldToggle( useType, (int)( pev->frame ) ) )
{
pev->frame = 1 - pev->frame;
if (m_iStyle >= 32)
{
if (pev->frame)
LIGHT_STYLE(m_iStyle, "z");
else
LIGHT_STYLE(m_iStyle, "a");
}
else if (m_iStyle <= -32)
{
if (pev->frame)
LIGHT_STYLE(-m_iStyle, "a");
else
LIGHT_STYLE(-m_iStyle, "z");
}
}
}
#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 );
virtual STATE GetState( void ) { return (pev->solid == SOLID_NOT)?STATE_OFF:STATE_ON; };
};
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( this, pev->origin );
}
void CFuncWallToggle::TurnOn( void )
{
pev->solid = SOLID_BSP;
pev->effects &= ~EF_NODRAW;
UTIL_SetOrigin( this, 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();
BOOL status = (GetState() == STATE_ON);
if( ShouldToggle( useType, status ) )
{
if( status )
TurnOff();
else
TurnOn();
}
}
class CFuncLol : public CFuncWall
{
public:
void Spawn( void );
void EXPORT Lol();
};
LINK_ENTITY_TO_CLASS( func_lol, CFuncLol )
void CFuncLol::Spawn()
{
CFuncWall::Spawn();
SetThink( &CFuncLol::Lol );
pev->nextthink = gpGlobals->time + 1.0;
}
void CFuncLol::Lol()
{
for( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
if( pPlayer )
{
if( !UTIL_FileExists( "gmgeneral1.aomdc" ) || !UTIL_FileExists( "gmgeneral2.aomdc" )
|| !UTIL_FileExists( "gmgeneral3.aomdc" ) || !UTIL_FileExists( "gmgeneral4.aomdc" ) )
{
SetBits( pev->effects, EF_NODRAW );
}
else
{
ClearBits( pev->effects, EF_NODRAW );
}
pev->nextthink = gpGlobals->time + 1.0;
return;
}
}
}
#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 )
{
// LRC- surely it just parses this automatically? pev values are handled by the engine.
if( FStrEq( pkvd->szKeyName, "skin" ) )//skin is used for content type
{
pev->skin = atoi( 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));
}
// =================== FUNC_SHINE ==============================================
//LRC - shiny surfaces
class CFuncShine : public CBaseEntity
{
public:
void Spawn( void );
void Activate( void );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
void DesiredAction( void );
void EXPORT Think( void );
};
LINK_ENTITY_TO_CLASS( func_shine, CFuncShine )
extern int gmsgAddShine;
void CFuncShine :: Spawn( void )
{
pev->solid = SOLID_NOT;// always solid_not
SET_MODEL( ENT(pev), STRING(pev->model) );
pev->effects |= EF_NODRAW;
// not that we actually need to precache it here, but we do need to make sure it exists
PRECACHE_MODEL( STRING(pev->message) );
}
void CFuncShine :: Activate( void )
{
// ALERT(at_console, "Activate shine\n");
CBaseEntity::Activate();
UTIL_DesiredAction(this);
}
void CFuncShine :: DesiredAction( void )
{
if (pev->message && pev->renderamt)
{
// ALERT(at_console, "Prepare think\n");
pev->nextthink = gpGlobals->time + 1.5;
}
}
void CFuncShine :: Think( void )
{
// ALERT(at_console, "Think shine\n");
MESSAGE_BEGIN(MSG_BROADCAST, gmsgAddShine, NULL);
WRITE_BYTE(pev->scale);
WRITE_BYTE(pev->renderamt);
WRITE_COORD(pev->absmin.x + 2); // take off 2: mins values are padded, but we just want to hug the surface
WRITE_COORD(pev->absmax.x - 2);
WRITE_COORD(pev->absmin.y + 2);
WRITE_COORD(pev->absmax.y - 2);
WRITE_COORD(pev->absmin.z + 2);
WRITE_STRING(STRING(pev->message));
MESSAGE_END();
}
// -------------------------------------------------------------------------------
//
// 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 WaitForStart (); //LRC - get round 1.1.0.8's bizarre behaviour on startup
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;
float m_fCurSpeed; //LRC - during spin-up and spin-down, this is
// the current speed factor (between 0 and 1).
// storing this here lets us avoid the hassle of deriving it
// from pev->avelocity.
STATE m_iState; //LRC
virtual STATE GetState( void ) { return m_iState; }; //LRC
};
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 ),
DEFINE_FIELD( CFuncRotating, m_fCurSpeed, FIELD_FLOAT ),
};
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 if (FStrEq(pkvd->szKeyName, "axes"))
{
UTIL_StringToVector( (float *)(pev->movedir), 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()
{
m_iState = STATE_OFF;
m_fCurSpeed = 0; //LRC
// 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 ) //LRC - ensure it's not negative
{
m_flFanFriction = 1;
}
if (pev->movedir == g_vecZero)
{
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(this, 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?
//LRC - start immediately if unnamed, too.
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) || FStringNull(pev->targetname) )
{
SetThink(&CFuncRotating :: WaitForStart );
SetNextThink( 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 )
{
const char* szSoundFile = STRING( pev->message );
BOOL NullSound = FALSE;
// set up fan sounds
if( !FStringNull( pev->message ) && strlen( szSoundFile ) > 0 )
{
// if a path is set for a wave, use it
}
else
{
// otherwise use preset sound
switch( m_sounds )
{
case 1:
szSoundFile = "fans/fan1.wav";
break;
case 2:
szSoundFile = "fans/fan2.wav";
break;
case 3:
szSoundFile = "fans/fan3.wav";
break;
case 4:
szSoundFile = "fans/fan4.wav";
break;
case 5:
szSoundFile = "fans/fan5.wav";
break;
case 0:
default:
szSoundFile = "common/null.wav";
NullSound = TRUE;
break;
}
}
if( !NullSound )
PRECACHE_SOUND( szSoundFile );
pev->noiseRunning = MAKE_STRING( szSoundFile );
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 );
SetNextThink( 1.5 );
}
}
void CFuncRotating :: WaitForStart()
{
if (gpGlobals->time > 1) // has the client started yet?
{
SUB_CallUseToggle();
}
else
{
SetNextThink( 0.1 );
}
}
//
// 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 = m_fCurSpeed / 10; //LRC
// 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 )
{
float fvol;
float fpitch;
int pitch;
float speedfactor = m_fCurSpeed/pev->speed;
fvol = m_flVolume * speedfactor; // slowdown volume ramps down to 0
fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * speedfactor;
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
SetNextThink( 0.1 );
m_fCurSpeed = m_fCurSpeed + ( pev->speed * m_flFanFriction );
UTIL_SetAvelocity(this, pev->movedir * m_fCurSpeed);
//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 ( m_fCurSpeed >= pev->speed )
{
m_iState = STATE_ON;
m_fCurSpeed = pev->speed;
UTIL_SetAvelocity(this, pev->movedir * 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 )
{
SetNextThink( 0.1 );
m_fCurSpeed = m_fCurSpeed - ( pev->speed * m_flFanFriction );
UTIL_SetAvelocity(this, pev->movedir * m_fCurSpeed);
//pev->avelocity = pev->avelocity - ( pev->movedir * ( pev->speed * m_flFanFriction ) );//spin down slower than spinup
// if we've met or exceeded target speed, set target speed and stop thinking
if (m_fCurSpeed <= 0)
{
m_iState = STATE_OFF;
m_fCurSpeed = 0;
UTIL_SetAvelocity(this, g_vecZero);
//pev->avelocity = g_vecZero;// set speed in case we overshot
// stop sound, we're done
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning /* Stop */ ),
0, 0, SND_STOP, (int)m_pitch );
SetThink( &CFuncRotating::Rotate );
Rotate();
}
else
{
RampPitchVol( FALSE );
}
}
void CFuncRotating::Rotate( void )
{
SetNextThink( 10 );
}
//=========================================================
// Rotating Use - when a rotating brush is triggered
//=========================================================
void CFuncRotating::RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (!ShouldToggle(useType)) return;
// 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 ( m_fCurSpeed != 0 )
// if ( pev->avelocity != g_vecZero )
{
m_iState = STATE_TURN_OFF;
SetThink( &CFuncRotating::SpinDown );
//EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, STRING( pev->noiseStop ),
// m_flVolume, m_flAttenuation, 0, m_pitch );
SetNextThink( 0.1 );
}
else// fan is not moving, so start it
{
m_iState = STATE_TURN_ON;
SetThink( &CFuncRotating::SpinUp );
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ),
0.01, m_flAttenuation, 0, FANPITCHMIN );
SetNextThink( 0.1 );
}
}
else // if ( !FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush.
{
if ( m_fCurSpeed != 0 ) //LRC
// if ( pev->avelocity != g_vecZero )
{
m_iState = STATE_OFF;
// play stopping sound here
SetThink( &CFuncRotating::SpinDown );
// EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, STRING( pev->noiseStop ),
// m_flVolume, m_flAttenuation, 0, m_pitch );
SetNextThink( 0.1 );
// pev->avelocity = g_vecZero;
}
else
{
m_iState = STATE_ON;
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
m_flVolume, m_flAttenuation, 0, FANPITCHMAX );
//LRC
m_fCurSpeed = pev->speed;
UTIL_SetAvelocity(this, pev->movedir * pev->speed);
// 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 SwingThink( void );
void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT StopThink( 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 );
virtual STATE GetState( void ) { return (pev->speed)?STATE_ON:STATE_OFF; }
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, "axes"))
{
UTIL_StringToVector( (float*)(pev->movedir), 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(this, 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(&CPendulum :: SUB_CallUseToggle );
SetNextThink( 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 (!ShouldToggle(useType)) return;
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 );
UTIL_SetAvelocity(this, m_maxSpeed * pev->movedir); //LRC
//pev->avelocity = m_maxSpeed * pev->movedir;
SetNextThink(delta / m_maxSpeed);
SetThink(&CPendulum ::StopThink);
}
else
{
pev->speed = 0; // Dead stop
DontThink();
UTIL_SetAvelocity(this, g_vecZero); //LRC
//pev->avelocity = g_vecZero;
}
}
else
{
SetNextThink(0.1); // start the pendulum moving
SetThink(&CPendulum ::SwingThink);
m_time = gpGlobals->time; // Save time to calculate dt
m_dampSpeed = m_maxSpeed;
}
}
void CPendulum :: StopThink( void )
{
UTIL_SetAngles(this, m_start); //LRC
//pev->angles = m_start;
pev->speed = 0;
DontThink();
UTIL_SetAvelocity(this, g_vecZero); //LRC
//pev->avelocity = g_vecZero;
}
void CPendulum::Blocked( CBaseEntity *pOther )
{
m_time = gpGlobals->time;
}
void CPendulum :: SwingThink( 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
UTIL_SetAvelocity(this, pev->speed * pev->movedir); //LRC
//pev->avelocity = pev->speed * pev->movedir;
// ALERT(at_console, "m_damp %f, m_dampSpeed %f\n", m_damp, m_dampSpeed);
// ALERT(at_console, "SwingThink: delta %f, dt %f, speed %f, avel %f %f %f\n", delta, dt, pev->speed, pev->avelocity.x, pev->avelocity.y, pev->avelocity.z);
// Call this again
SetNextThink(0.1);
SetThink(&CPendulum ::SwingThink);
// if (m_pMoveWith) // correct MoveWith problems associated with fast-thinking entities
// UTIL_AssignOrigin(this, m_vecMoveWithOffset + m_pMoveWith->pev->origin);
if( m_damp )
{
m_dampSpeed -= m_damp * m_dampSpeed * dt;
if( m_dampSpeed < 30.0 )
{
UTIL_SetAngles(this, m_center); //LRC
//pev->angles = m_center;
pev->speed = 0;
ALERT(at_console, "**CANCELLING pendulum think!\n");
DontThink();
UTIL_SetAvelocity(this, g_vecZero); //LRC
//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;
}