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.
*
****/
/*
===== 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 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;
STOP_SOUND(ENT(pev), CHAN_STATIC, STRING(pev->noiseMoving));
}