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1087 lines
31 KiB
1087 lines
31 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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/* |
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===== doors.cpp ======================================================== |
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*/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "doors.h" |
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extern void SetMovedir(entvars_t* ev); |
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#define noiseMoving noise1 |
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#define noiseArrived noise2 |
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class CBaseDoor : public CBaseToggle |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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virtual void KeyValue( KeyValueData *pkvd ); |
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual void Blocked( CBaseEntity *pOther ); |
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virtual int ObjectCaps( void ) |
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{ |
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if (pev->spawnflags & SF_ITEM_USE_ONLY) |
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return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE; |
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else |
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return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); |
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}; |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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virtual void SetToggleState( int state ); |
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// used to selectivly override defaults |
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void EXPORT DoorTouch( CBaseEntity *pOther ); |
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// local functions |
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int DoorActivate( ); |
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void EXPORT DoorGoUp( void ); |
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void EXPORT DoorGoDown( void ); |
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void EXPORT DoorHitTop( void ); |
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void EXPORT DoorHitBottom( void ); |
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BYTE m_bHealthValue;// some doors are medi-kit doors, they give players health |
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BYTE m_bMoveSnd; // sound a door makes while moving |
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BYTE m_bStopSnd; // sound a door makes when it stops |
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locksound_t m_ls; // door lock sounds |
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BYTE m_bLockedSound; // ordinals from entity selection |
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BYTE m_bLockedSentence; |
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BYTE m_bUnlockedSound; |
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BYTE m_bUnlockedSentence; |
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}; |
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TYPEDESCRIPTION CBaseDoor::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CBaseDoor, m_bHealthValue, FIELD_CHARACTER ), |
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DEFINE_FIELD( CBaseDoor, m_bMoveSnd, FIELD_CHARACTER ), |
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DEFINE_FIELD( CBaseDoor, m_bStopSnd, FIELD_CHARACTER ), |
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DEFINE_FIELD( CBaseDoor, m_bLockedSound, FIELD_CHARACTER ), |
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DEFINE_FIELD( CBaseDoor, m_bLockedSentence, FIELD_CHARACTER ), |
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DEFINE_FIELD( CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER ), |
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DEFINE_FIELD( CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CBaseDoor, CBaseToggle ); |
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#define DOOR_SENTENCEWAIT 6 |
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#define DOOR_SOUNDWAIT 3 |
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#define BUTTON_SOUNDWAIT 0.5 |
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// play door or button locked or unlocked sounds. |
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// pass in pointer to valid locksound struct. |
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// if flocked is true, play 'door is locked' sound, |
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// otherwise play 'door is unlocked' sound |
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// NOTE: this routine is shared by doors and buttons |
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void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton) |
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{ |
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// LOCKED SOUND |
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// CONSIDER: consolidate the locksound_t struct (all entries are duplicates for lock/unlock) |
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// CONSIDER: and condense this code. |
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float flsoundwait; |
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if (fbutton) |
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flsoundwait = BUTTON_SOUNDWAIT; |
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else |
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flsoundwait = DOOR_SOUNDWAIT; |
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if (flocked) |
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{ |
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int fplaysound = (pls->sLockedSound && gpGlobals->time > pls->flwaitSound); |
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int fplaysentence = (pls->sLockedSentence && !pls->bEOFLocked && gpGlobals->time > pls->flwaitSentence); |
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float fvol; |
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if (fplaysound && fplaysentence) |
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fvol = 0.25; |
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else |
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fvol = 1.0; |
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// if there is a locked sound, and we've debounced, play sound |
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if (fplaysound) |
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{ |
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// play 'door locked' sound |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, (char*)STRING(pls->sLockedSound), fvol, ATTN_NORM); |
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pls->flwaitSound = gpGlobals->time + flsoundwait; |
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} |
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// if there is a sentence, we've not played all in list, and we've debounced, play sound |
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if (fplaysentence) |
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{ |
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// play next 'door locked' sentence in group |
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int iprev = pls->iLockedSentence; |
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pls->iLockedSentence = SENTENCEG_PlaySequentialSz(ENT(pev), STRING(pls->sLockedSentence), |
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0.85, ATTN_NORM, 0, 100, pls->iLockedSentence, FALSE); |
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pls->iUnlockedSentence = 0; |
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// make sure we don't keep calling last sentence in list |
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pls->bEOFLocked = (iprev == pls->iLockedSentence); |
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pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT; |
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} |
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} |
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else |
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{ |
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// UNLOCKED SOUND |
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int fplaysound = (pls->sUnlockedSound && gpGlobals->time > pls->flwaitSound); |
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int fplaysentence = (pls->sUnlockedSentence && !pls->bEOFUnlocked && gpGlobals->time > pls->flwaitSentence); |
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float fvol; |
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// if playing both sentence and sound, lower sound volume so we hear sentence |
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if (fplaysound && fplaysentence) |
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fvol = 0.25; |
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else |
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fvol = 1.0; |
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// play 'door unlocked' sound if set |
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if (fplaysound) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, (char*)STRING(pls->sUnlockedSound), fvol, ATTN_NORM); |
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pls->flwaitSound = gpGlobals->time + flsoundwait; |
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} |
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// play next 'door unlocked' sentence in group |
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if (fplaysentence) |
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{ |
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int iprev = pls->iUnlockedSentence; |
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pls->iUnlockedSentence = SENTENCEG_PlaySequentialSz(ENT(pev), STRING(pls->sUnlockedSentence), |
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0.85, ATTN_NORM, 0, 100, pls->iUnlockedSentence, FALSE); |
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pls->iLockedSentence = 0; |
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// make sure we don't keep calling last sentence in list |
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pls->bEOFUnlocked = (iprev == pls->iUnlockedSentence); |
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pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT; |
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} |
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} |
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} |
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// |
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// Cache user-entity-field values until spawn is called. |
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// |
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void CBaseDoor::KeyValue( KeyValueData *pkvd ) |
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{ |
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if (FStrEq(pkvd->szKeyName, "skin"))//skin is used for content type |
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{ |
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pev->skin = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "movesnd")) |
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{ |
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m_bMoveSnd = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "stopsnd")) |
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{ |
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m_bStopSnd = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "healthvalue")) |
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{ |
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m_bHealthValue = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "locked_sound")) |
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{ |
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m_bLockedSound = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "locked_sentence")) |
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{ |
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m_bLockedSentence = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "unlocked_sound")) |
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{ |
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m_bUnlockedSound = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "unlocked_sentence")) |
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{ |
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m_bUnlockedSentence = atof(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "WaveHeight")) |
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{ |
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pev->scale = atof(pkvd->szValue) * (1.0/8.0); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseToggle::KeyValue( pkvd ); |
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} |
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/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK TOGGLE |
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if two doors touch, they are assumed to be connected and operate as a unit. |
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TOGGLE causes the door to wait in both the start and end states for a trigger event. |
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START_OPEN causes the door to move to its destination when spawned, and operate in reverse. |
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It is used to temporarily or permanently close off an area when triggered (not usefull for |
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touch or takedamage doors). |
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"angle" determines the opening direction |
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"targetname" if set, no touch field will be spawned and a remote button or trigger |
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field activates the door. |
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"health" if set, door must be shot open |
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"speed" movement speed (100 default) |
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"wait" wait before returning (3 default, -1 = never return) |
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"lip" lip remaining at end of move (8 default) |
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"dmg" damage to inflict when blocked (2 default) |
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"sounds" |
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0) no sound |
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1) stone |
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2) base |
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3) stone chain |
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4) screechy metal |
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*/ |
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LINK_ENTITY_TO_CLASS( func_door, CBaseDoor ); |
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// |
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// func_water - same as a door. |
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// |
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LINK_ENTITY_TO_CLASS( func_water, CBaseDoor ); |
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void CBaseDoor::Spawn( ) |
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{ |
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Precache(); |
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SetMovedir (pev); |
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if ( pev->skin == 0 ) |
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{//normal door |
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if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) ) |
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pev->solid = SOLID_NOT; |
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else |
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pev->solid = SOLID_BSP; |
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} |
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else |
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{// special contents |
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pev->solid = SOLID_NOT; |
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SetBits( pev->spawnflags, SF_DOOR_SILENT ); // water is silent for now |
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} |
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pev->movetype = MOVETYPE_PUSH; |
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UTIL_SetOrigin(pev, pev->origin); |
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SET_MODEL( ENT(pev), STRING(pev->model) ); |
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if (pev->speed == 0) |
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pev->speed = 100; |
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m_vecPosition1 = pev->origin; |
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// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big |
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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)); |
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ASSERTSZ(m_vecPosition1 != m_vecPosition2, "door start/end positions are equal"); |
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if ( FBitSet (pev->spawnflags, SF_DOOR_START_OPEN) ) |
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{ // swap pos1 and pos2, put door at pos2 |
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UTIL_SetOrigin(pev, m_vecPosition2); |
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m_vecPosition2 = m_vecPosition1; |
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m_vecPosition1 = pev->origin; |
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} |
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m_toggle_state = TS_AT_BOTTOM; |
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// if the door is flagged for USE button activation only, use NULL touch function |
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if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) ) |
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{ |
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ResetTouch(); |
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} |
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else // touchable button |
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SetTouch( DoorTouch ); |
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} |
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void CBaseDoor :: SetToggleState( int state ) |
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{ |
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if ( state == TS_AT_TOP ) |
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UTIL_SetOrigin( pev, m_vecPosition2 ); |
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else |
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UTIL_SetOrigin( pev, m_vecPosition1 ); |
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} |
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void CBaseDoor::Precache( void ) |
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{ |
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char *pszSound; |
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// set the door's "in-motion" sound |
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switch (m_bMoveSnd) |
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{ |
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case 0: |
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pev->noiseMoving = ALLOC_STRING("common/null.wav"); |
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break; |
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case 1: |
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PRECACHE_SOUND ("doors/doormove1.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav"); |
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break; |
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case 2: |
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PRECACHE_SOUND ("doors/doormove2.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav"); |
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break; |
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case 3: |
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PRECACHE_SOUND ("doors/doormove3.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav"); |
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break; |
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case 4: |
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PRECACHE_SOUND ("doors/doormove4.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav"); |
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break; |
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case 5: |
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PRECACHE_SOUND ("doors/doormove5.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove5.wav"); |
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break; |
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case 6: |
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PRECACHE_SOUND ("doors/doormove6.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove6.wav"); |
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break; |
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case 7: |
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PRECACHE_SOUND ("doors/doormove7.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove7.wav"); |
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break; |
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case 8: |
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PRECACHE_SOUND ("doors/doormove8.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove8.wav"); |
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break; |
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case 9: |
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PRECACHE_SOUND ("doors/doormove9.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove9.wav"); |
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break; |
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case 10: |
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PRECACHE_SOUND ("doors/doormove10.wav"); |
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pev->noiseMoving = ALLOC_STRING("doors/doormove10.wav"); |
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break; |
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default: |
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pev->noiseMoving = ALLOC_STRING("common/null.wav"); |
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break; |
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} |
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// set the door's 'reached destination' stop sound |
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switch (m_bStopSnd) |
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{ |
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case 0: |
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pev->noiseArrived = ALLOC_STRING("common/null.wav"); |
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break; |
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case 1: |
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PRECACHE_SOUND ("doors/doorstop1.wav"); |
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pev->noiseArrived = ALLOC_STRING("doors/doorstop1.wav"); |
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break; |
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case 2: |
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PRECACHE_SOUND ("doors/doorstop2.wav"); |
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pev->noiseArrived = ALLOC_STRING("doors/doorstop2.wav"); |
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break; |
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case 3: |
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PRECACHE_SOUND ("doors/doorstop3.wav"); |
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pev->noiseArrived = ALLOC_STRING("doors/doorstop3.wav"); |
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break; |
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case 4: |
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PRECACHE_SOUND ("doors/doorstop4.wav"); |
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pev->noiseArrived = ALLOC_STRING("doors/doorstop4.wav"); |
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break; |
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case 5: |
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PRECACHE_SOUND ("doors/doorstop5.wav"); |
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pev->noiseArrived = ALLOC_STRING("doors/doorstop5.wav"); |
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break; |
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case 6: |
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PRECACHE_SOUND ("doors/doorstop6.wav"); |
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pev->noiseArrived = ALLOC_STRING("doors/doorstop6.wav"); |
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break; |
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case 7: |
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PRECACHE_SOUND ("doors/doorstop7.wav"); |
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pev->noiseArrived = ALLOC_STRING("doors/doorstop7.wav"); |
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break; |
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case 8: |
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PRECACHE_SOUND ("doors/doorstop8.wav"); |
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pev->noiseArrived = ALLOC_STRING("doors/doorstop8.wav"); |
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break; |
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default: |
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pev->noiseArrived = ALLOC_STRING("common/null.wav"); |
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break; |
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} |
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// get door button sounds, for doors which are directly 'touched' to open |
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if (m_bLockedSound) |
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{ |
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pszSound = ButtonSound( (int)m_bLockedSound ); |
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PRECACHE_SOUND(pszSound); |
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m_ls.sLockedSound = ALLOC_STRING(pszSound); |
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} |
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if (m_bUnlockedSound) |
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{ |
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pszSound = ButtonSound( (int)m_bUnlockedSound ); |
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PRECACHE_SOUND(pszSound); |
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m_ls.sUnlockedSound = ALLOC_STRING(pszSound); |
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} |
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// get sentence group names, for doors which are directly 'touched' to open |
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switch (m_bLockedSentence) |
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{ |
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case 1: m_ls.sLockedSentence = ALLOC_STRING("NA"); break; // access denied |
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case 2: m_ls.sLockedSentence = ALLOC_STRING("ND"); break; // security lockout |
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case 3: m_ls.sLockedSentence = ALLOC_STRING("NF"); break; // blast door |
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case 4: m_ls.sLockedSentence = ALLOC_STRING("NFIRE"); break; // fire door |
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case 5: m_ls.sLockedSentence = ALLOC_STRING("NCHEM"); break; // chemical door |
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case 6: m_ls.sLockedSentence = ALLOC_STRING("NRAD"); break; // radiation door |
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case 7: m_ls.sLockedSentence = ALLOC_STRING("NCON"); break; // gen containment |
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case 8: m_ls.sLockedSentence = ALLOC_STRING("NH"); break; // maintenance door |
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case 9: m_ls.sLockedSentence = ALLOC_STRING("NG"); break; // broken door |
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default: m_ls.sLockedSentence = 0; break; |
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} |
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switch (m_bUnlockedSentence) |
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{ |
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case 1: m_ls.sUnlockedSentence = ALLOC_STRING("EA"); break; // access granted |
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case 2: m_ls.sUnlockedSentence = ALLOC_STRING("ED"); break; // security door |
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case 3: m_ls.sUnlockedSentence = ALLOC_STRING("EF"); break; // blast door |
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case 4: m_ls.sUnlockedSentence = ALLOC_STRING("EFIRE"); break; // fire door |
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case 5: m_ls.sUnlockedSentence = ALLOC_STRING("ECHEM"); break; // chemical door |
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case 6: m_ls.sUnlockedSentence = ALLOC_STRING("ERAD"); break; // radiation door |
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case 7: m_ls.sUnlockedSentence = ALLOC_STRING("ECON"); break; // gen containment |
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case 8: m_ls.sUnlockedSentence = ALLOC_STRING("EH"); break; // maintenance door |
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default: m_ls.sUnlockedSentence = 0; break; |
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} |
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} |
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// |
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// Doors not tied to anything (e.g. button, another door) can be touched, to make them activate. |
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// |
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void CBaseDoor::DoorTouch( CBaseEntity *pOther ) |
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{ |
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entvars_t* pevToucher = pOther->pev; |
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// Ignore touches by anything but players |
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if (!FClassnameIs(pevToucher, "player")) |
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return; |
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// If door has master, and it's not ready to trigger, |
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// play 'locked' sound |
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if (m_sMaster && !UTIL_IsMasterTriggered(m_sMaster, pOther)) |
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PlayLockSounds(pev, &m_ls, TRUE, FALSE); |
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// If door is somebody's target, then touching does nothing. |
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// You have to activate the owner (e.g. button). |
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if (!FStringNull(pev->targetname)) |
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{ |
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// play locked sound |
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PlayLockSounds(pev, &m_ls, TRUE, FALSE); |
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return; |
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} |
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m_hActivator = pOther;// remember who activated the door |
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if (DoorActivate( )) |
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ResetTouch(); // Temporarily disable the touch function, until movement is finished. |
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} |
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// |
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// Used by SUB_UseTargets, when a door is the target of a button. |
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// |
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void CBaseDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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m_hActivator = pActivator; |
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// if not ready to be used, ignore "use" command. |
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if (m_toggle_state == TS_AT_BOTTOM || FBitSet(pev->spawnflags, SF_DOOR_NO_AUTO_RETURN) && m_toggle_state == TS_AT_TOP) |
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DoorActivate(); |
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} |
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// |
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// Causes the door to "do its thing", i.e. start moving, and cascade activation. |
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// |
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int CBaseDoor::DoorActivate( ) |
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{ |
|
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 != NULL && 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, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM); |
|
|
|
m_toggle_state = TS_GOING_UP; |
|
|
|
SetMoveDone( DoorHitTop ); |
|
if ( FClassnameIs(pev, "func_door_rotating")) // !!! BUGBUG Triggered doors don't work with this yet |
|
{ |
|
float sign = 1.0; |
|
|
|
if ( m_hActivator != NULL ) |
|
{ |
|
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, (char*)STRING(pev->noiseMoving) ); |
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)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 ) ) |
|
SetTouch( DoorTouch ); |
|
} |
|
else |
|
{ |
|
// In flWait seconds, DoorGoDown will fire, unless wait is -1, then door stays open |
|
pev->nextthink = pev->ltime + m_flWait; |
|
SetThink( DoorGoDown ); |
|
|
|
if ( m_flWait == -1 ) |
|
{ |
|
pev->nextthink = -1; |
|
} |
|
} |
|
|
|
// Fire the close target (if startopen is set, then "top" is closed) - netname is the close target |
|
if ( pev->netname && (pev->spawnflags & SF_DOOR_START_OPEN) ) |
|
FireTargets( STRING(pev->netname), m_hActivator, this, USE_TOGGLE, 0 ); |
|
|
|
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); // this isn't finished |
|
} |
|
|
|
|
|
// |
|
// 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, (char*)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( DoorHitBottom ); |
|
if ( FClassnameIs(pev, "func_door_rotating"))//rotating door |
|
AngularMove( m_vecAngle1, pev->speed); |
|
else |
|
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, (char*)STRING(pev->noiseMoving) ); |
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)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 ) ) |
|
{// use only door |
|
ResetTouch(); |
|
} |
|
else // touchable door |
|
SetTouch( DoorTouch ); |
|
|
|
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); // this isn't finished |
|
|
|
// Fire the close target (if startopen is set, then "top" is closed) - netname is the close target |
|
if ( pev->netname && !(pev->spawnflags & SF_DOOR_START_OPEN) ) |
|
FireTargets( STRING(pev->netname), m_hActivator, this, USE_TOGGLE, 0 ); |
|
} |
|
|
|
void CBaseDoor::Blocked( CBaseEntity *pOther ) |
|
{ |
|
edict_t *pentTarget = NULL; |
|
CBaseDoor *pDoor = NULL; |
|
|
|
|
|
// Hurt the blocker a little. |
|
if ( pev->dmg ) |
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); |
|
|
|
// 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) |
|
{ |
|
if (m_toggle_state == TS_GOING_DOWN) |
|
{ |
|
DoorGoUp(); |
|
} |
|
else |
|
{ |
|
DoorGoDown(); |
|
} |
|
} |
|
|
|
// Block all door pieces with the same targetname here. |
|
if ( !FStringNull ( pev->targetname ) ) |
|
{ |
|
for (;;) |
|
{ |
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->targetname)); |
|
|
|
if ( VARS( pentTarget ) != pev ) |
|
{ |
|
if (FNullEnt(pentTarget)) |
|
break; |
|
|
|
if ( FClassnameIs ( pentTarget, "func_door" ) || FClassnameIs ( pentTarget, "func_door_rotating" ) ) |
|
{ |
|
|
|
pDoor = GetClassPtr( (CBaseDoor *) VARS(pentTarget) ); |
|
|
|
if ( pDoor->m_flWait >= 0) |
|
{ |
|
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 ( pentTarget, "func_door" ) ) |
|
{// set origin to realign normal doors |
|
pDoor->pev->origin = pev->origin; |
|
pDoor->pev->velocity = g_vecZero;// stop! |
|
} |
|
else |
|
{// set angles to realign rotating doors |
|
pDoor->pev->angles = pev->angles; |
|
pDoor->pev->avelocity = g_vecZero; |
|
} |
|
} |
|
if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) |
|
STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)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 ); |
|
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(pev, 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 ) ) |
|
{ |
|
ResetTouch(); |
|
} |
|
else // touchable button |
|
SetTouch( DoorTouch ); |
|
} |
|
|
|
|
|
void CRotDoor :: SetToggleState( int state ) |
|
{ |
|
if ( state == TS_AT_TOP ) |
|
pev->angles = m_vecAngle2; |
|
else |
|
pev->angles = m_vecAngle1; |
|
|
|
UTIL_SetOrigin( pev, pev->origin ); |
|
} |
|
|
|
|
|
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 |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( momentary_door, CMomentaryDoor ); |
|
|
|
TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CMomentaryDoor, m_bMoveSnd, FIELD_CHARACTER ), |
|
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(pev, pev->origin); |
|
SET_MODEL( ENT(pev), STRING(pev->model) ); |
|
|
|
if (pev->speed == 0) |
|
pev->speed = 100; |
|
if (pev->dmg == 0) |
|
pev->dmg = 2; |
|
|
|
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; |
|
} |
|
ResetTouch(); |
|
|
|
Precache(); |
|
} |
|
|
|
void CMomentaryDoor::Precache( void ) |
|
{ |
|
|
|
// set the door's "in-motion" sound |
|
switch (m_bMoveSnd) |
|
{ |
|
case 0: |
|
pev->noiseMoving = ALLOC_STRING("common/null.wav"); |
|
break; |
|
case 1: |
|
PRECACHE_SOUND ("doors/doormove1.wav"); |
|
pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav"); |
|
break; |
|
case 2: |
|
PRECACHE_SOUND ("doors/doormove2.wav"); |
|
pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav"); |
|
break; |
|
case 3: |
|
PRECACHE_SOUND ("doors/doormove3.wav"); |
|
pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav"); |
|
break; |
|
case 4: |
|
PRECACHE_SOUND ("doors/doormove4.wav"); |
|
pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav"); |
|
break; |
|
case 5: |
|
PRECACHE_SOUND ("doors/doormove5.wav"); |
|
pev->noiseMoving = ALLOC_STRING("doors/doormove5.wav"); |
|
break; |
|
case 6: |
|
PRECACHE_SOUND ("doors/doormove6.wav"); |
|
pev->noiseMoving = ALLOC_STRING("doors/doormove6.wav"); |
|
break; |
|
case 7: |
|
PRECACHE_SOUND ("doors/doormove7.wav"); |
|
pev->noiseMoving = ALLOC_STRING("doors/doormove7.wav"); |
|
break; |
|
case 8: |
|
PRECACHE_SOUND ("doors/doormove8.wav"); |
|
pev->noiseMoving = ALLOC_STRING("doors/doormove8.wav"); |
|
break; |
|
default: |
|
pev->noiseMoving = ALLOC_STRING("common/null.wav"); |
|
break; |
|
} |
|
|
|
// set the door's 'reached destination' stop sound |
|
switch (m_bStopSnd) |
|
{ |
|
case 0: |
|
pev->noiseArrived = ALLOC_STRING("common/null.wav"); |
|
break; |
|
case 1: |
|
PRECACHE_SOUND ("doors/doorstop1.wav"); |
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop1.wav"); |
|
break; |
|
case 2: |
|
PRECACHE_SOUND ("doors/doorstop2.wav"); |
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop2.wav"); |
|
break; |
|
case 3: |
|
PRECACHE_SOUND ("doors/doorstop3.wav"); |
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop3.wav"); |
|
break; |
|
case 4: |
|
PRECACHE_SOUND ("doors/doorstop4.wav"); |
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop4.wav"); |
|
break; |
|
case 5: |
|
PRECACHE_SOUND ("doors/doorstop5.wav"); |
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop5.wav"); |
|
break; |
|
case 6: |
|
PRECACHE_SOUND ("doors/doorstop6.wav"); |
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop6.wav"); |
|
break; |
|
case 7: |
|
PRECACHE_SOUND ("doors/doorstop7.wav"); |
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop7.wav"); |
|
break; |
|
case 8: |
|
PRECACHE_SOUND ("doors/doorstop8.wav"); |
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop8.wav"); |
|
break; |
|
default: |
|
pev->noiseArrived = ALLOC_STRING("common/null.wav"); |
|
break; |
|
} |
|
} |
|
|
|
void CMomentaryDoor::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
|
|
if (FStrEq(pkvd->szKeyName, "movesnd")) |
|
{ |
|
m_bMoveSnd = atof(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; |
|
|
|
Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1)); |
|
|
|
Vector delta = move - pev->origin; |
|
float speed = delta.Length() * 10; |
|
|
|
if ( speed != 0 ) |
|
{ |
|
// This entity only thinks when it moves, so if it's thinking, it's in the process of moving |
|
// play the sound when it starts moving |
|
if ( pev->nextthink < pev->ltime || pev->nextthink == 0 ) |
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EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM); |
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|
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LinearMove( move, speed ); |
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SetMoveDone( MomentaryMoveDone ); |
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} |
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|
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} |
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|
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void CMomentaryDoor::MomentaryMoveDone( void ) |
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{ |
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STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving)); |
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EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseArrived), 1, ATTN_NORM); |
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} |