You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
350 lines
9.1 KiB
350 lines
9.1 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Frequently used global functions.
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "doors.h"
|
||
|
#include "entitylist.h"
|
||
|
#include "globals.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
// Landmark class
|
||
|
void CPointEntity::Spawn( void )
|
||
|
{
|
||
|
SetSolid( SOLID_NONE );
|
||
|
// UTIL_SetSize(this, vec3_origin, vec3_origin);
|
||
|
}
|
||
|
|
||
|
|
||
|
class CNullEntity : public CBaseEntity
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CNullEntity, CBaseEntity );
|
||
|
|
||
|
void Spawn( void );
|
||
|
};
|
||
|
|
||
|
|
||
|
// Null Entity, remove on startup
|
||
|
void CNullEntity::Spawn( void )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
LINK_ENTITY_TO_CLASS(info_null,CNullEntity);
|
||
|
|
||
|
class CBaseDMStart : public CPointEntity
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CBaseDMStart, CPointEntity );
|
||
|
|
||
|
bool IsTriggered( CBaseEntity *pEntity );
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
string_t m_Master;
|
||
|
|
||
|
private:
|
||
|
};
|
||
|
|
||
|
BEGIN_DATADESC( CBaseDMStart )
|
||
|
|
||
|
DEFINE_KEYFIELD( m_Master, FIELD_STRING, "master" ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
|
||
|
// These are the new entry points to entities.
|
||
|
LINK_ENTITY_TO_CLASS(info_player_deathmatch,CBaseDMStart);
|
||
|
LINK_ENTITY_TO_CLASS(info_player_start,CPointEntity);
|
||
|
LINK_ENTITY_TO_CLASS(info_landmark,CPointEntity);
|
||
|
|
||
|
bool CBaseDMStart::IsTriggered( CBaseEntity *pEntity )
|
||
|
{
|
||
|
bool master = UTIL_IsMasterTriggered( m_Master, pEntity );
|
||
|
|
||
|
return master;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Convenient way to delay removing oneself
|
||
|
void CBaseEntity::SUB_Remove( void )
|
||
|
{
|
||
|
if (m_iHealth > 0)
|
||
|
{
|
||
|
// this situation can screw up NPCs who can't tell their entity pointers are invalid.
|
||
|
m_iHealth = 0;
|
||
|
DevWarning( 2, "SUB_Remove called on entity with health > 0\n");
|
||
|
}
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
|
||
|
// Convenient way to explicitly do nothing (passed to functions that require a method)
|
||
|
void CBaseEntity::SUB_DoNothing( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Finds all active entities with the given targetname and calls their
|
||
|
// 'Use' function.
|
||
|
// Input : targetName - Target name to search for.
|
||
|
// pActivator -
|
||
|
// pCaller -
|
||
|
// useType -
|
||
|
// value -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
CBaseEntity *pTarget = NULL;
|
||
|
if ( !targetName || !targetName[0] )
|
||
|
return;
|
||
|
|
||
|
DevMsg( 2, "Firing: (%s)\n", targetName );
|
||
|
|
||
|
for (;;)
|
||
|
{
|
||
|
CBaseEntity *pSearchingEntity = pActivator;
|
||
|
pTarget = gEntList.FindEntityByName( pTarget, targetName, pSearchingEntity, pActivator, pCaller );
|
||
|
if ( !pTarget )
|
||
|
break;
|
||
|
|
||
|
if (!pTarget->IsMarkedForDeletion() ) // Don't use dying ents
|
||
|
{
|
||
|
DevMsg( 2, "[%03d] Found: %s, firing (%s)\n", gpGlobals->tickcount%1000, pTarget->GetDebugName(), targetName );
|
||
|
pTarget->Use( pActivator, pCaller, useType, value );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
enum togglemovetypes_t
|
||
|
{
|
||
|
MOVE_TOGGLE_NONE = 0,
|
||
|
MOVE_TOGGLE_LINEAR = 1,
|
||
|
MOVE_TOGGLE_ANGULAR = 2,
|
||
|
};
|
||
|
|
||
|
// Global Savedata for Toggle
|
||
|
BEGIN_DATADESC( CBaseToggle )
|
||
|
|
||
|
DEFINE_FIELD( m_toggle_state, FIELD_INTEGER ),
|
||
|
DEFINE_FIELD( m_flMoveDistance, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_flWait, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_flLip, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_vecPosition1, FIELD_POSITION_VECTOR ),
|
||
|
DEFINE_FIELD( m_vecPosition2, FIELD_POSITION_VECTOR ),
|
||
|
DEFINE_FIELD( m_vecMoveAng, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
|
||
|
DEFINE_FIELD( m_vecAngle1, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
|
||
|
DEFINE_FIELD( m_vecAngle2, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
|
||
|
DEFINE_FIELD( m_flHeight, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
|
||
|
DEFINE_FIELD( m_vecFinalDest, FIELD_POSITION_VECTOR ),
|
||
|
DEFINE_FIELD( m_vecFinalAngle, FIELD_VECTOR ),
|
||
|
DEFINE_FIELD( m_sMaster, FIELD_STRING),
|
||
|
DEFINE_FIELD( m_movementType, FIELD_INTEGER ), // Linear or angular movement? (togglemovetypes_t)
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
|
||
|
CBaseToggle::CBaseToggle()
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
// necessary since in debug, we initialize vectors to NAN for debugging
|
||
|
m_vecPosition1.Init();
|
||
|
m_vecPosition2.Init();
|
||
|
m_vecAngle1.Init();
|
||
|
m_vecAngle2.Init();
|
||
|
m_vecFinalDest.Init();
|
||
|
m_vecFinalAngle.Init();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
bool CBaseToggle::KeyValue( const char *szKeyName, const char *szValue )
|
||
|
{
|
||
|
if (FStrEq(szKeyName, "lip"))
|
||
|
{
|
||
|
m_flLip = atof(szValue);
|
||
|
}
|
||
|
else if (FStrEq(szKeyName, "wait"))
|
||
|
{
|
||
|
m_flWait = atof(szValue);
|
||
|
}
|
||
|
else if (FStrEq(szKeyName, "master"))
|
||
|
{
|
||
|
m_sMaster = AllocPooledString(szValue);
|
||
|
}
|
||
|
else if (FStrEq(szKeyName, "distance"))
|
||
|
{
|
||
|
m_flMoveDistance = atof(szValue);
|
||
|
}
|
||
|
else
|
||
|
return BaseClass::KeyValue( szKeyName, szValue );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from
|
||
|
// GetOrigin() traveling at flSpeed.
|
||
|
// Input : Vector vecDest -
|
||
|
// flSpeed -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseToggle::LinearMove( const Vector &vecDest, float flSpeed )
|
||
|
{
|
||
|
ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!");
|
||
|
|
||
|
m_vecFinalDest = vecDest;
|
||
|
|
||
|
m_movementType = MOVE_TOGGLE_LINEAR;
|
||
|
// Already there?
|
||
|
if (vecDest == GetLocalOrigin())
|
||
|
{
|
||
|
MoveDone();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// set destdelta to the vector needed to move
|
||
|
Vector vecDestDelta = vecDest - GetLocalOrigin();
|
||
|
|
||
|
// divide vector length by speed to get time to reach dest
|
||
|
float flTravelTime = vecDestDelta.Length() / flSpeed;
|
||
|
|
||
|
// set m_flNextThink to trigger a call to LinearMoveDone when dest is reached
|
||
|
SetMoveDoneTime( flTravelTime );
|
||
|
|
||
|
// scale the destdelta vector by the time spent traveling to get velocity
|
||
|
SetLocalVelocity( vecDestDelta / flTravelTime );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseToggle::MoveDone( void )
|
||
|
{
|
||
|
switch ( m_movementType )
|
||
|
{
|
||
|
case MOVE_TOGGLE_LINEAR:
|
||
|
LinearMoveDone();
|
||
|
break;
|
||
|
case MOVE_TOGGLE_ANGULAR:
|
||
|
AngularMoveDone();
|
||
|
break;
|
||
|
}
|
||
|
m_movementType = MOVE_TOGGLE_NONE;
|
||
|
BaseClass::MoveDone();
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: After moving, set origin to exact final destination, call "move done" function.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseToggle::LinearMoveDone( void )
|
||
|
{
|
||
|
UTIL_SetOrigin( this, m_vecFinalDest);
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
SetMoveDoneTime( -1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
// DVS TODO: obselete, remove?
|
||
|
bool CBaseToggle::IsLockedByMaster( void )
|
||
|
{
|
||
|
if (m_sMaster != NULL_STRING && !UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from
|
||
|
// GetLocalOrigin() traveling at flSpeed. Just like LinearMove, but rotational.
|
||
|
// Input : vecDestAngle -
|
||
|
// flSpeed -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseToggle::AngularMove( const QAngle &vecDestAngle, float flSpeed )
|
||
|
{
|
||
|
ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!");
|
||
|
|
||
|
m_vecFinalAngle = vecDestAngle;
|
||
|
|
||
|
m_movementType = MOVE_TOGGLE_ANGULAR;
|
||
|
// Already there?
|
||
|
if (vecDestAngle == GetLocalAngles())
|
||
|
{
|
||
|
MoveDone();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// set destdelta to the vector needed to move
|
||
|
QAngle vecDestDelta = vecDestAngle - GetLocalAngles();
|
||
|
|
||
|
// divide by speed to get time to reach dest
|
||
|
float flTravelTime = vecDestDelta.Length() / flSpeed;
|
||
|
|
||
|
const float MinTravelTime = 0.01f;
|
||
|
if ( flTravelTime < MinTravelTime )
|
||
|
{
|
||
|
// If we only travel for a short time, we can fail WillSimulateGamePhysics()
|
||
|
flTravelTime = MinTravelTime;
|
||
|
flSpeed = vecDestDelta.Length() / flTravelTime;
|
||
|
}
|
||
|
|
||
|
// set m_flNextThink to trigger a call to AngularMoveDone when dest is reached
|
||
|
SetMoveDoneTime( flTravelTime );
|
||
|
|
||
|
// scale the destdelta vector by the time spent traveling to get velocity
|
||
|
SetLocalAngularVelocity( vecDestDelta * (1.0 / flTravelTime) );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: After rotating, set angle to exact final angle, call "move done" function.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseToggle::AngularMoveDone( void )
|
||
|
{
|
||
|
SetLocalAngles( m_vecFinalAngle );
|
||
|
SetLocalAngularVelocity( vec3_angle );
|
||
|
SetMoveDoneTime( -1 );
|
||
|
}
|
||
|
|
||
|
|
||
|
float CBaseToggle::AxisValue( int flags, const QAngle &angles )
|
||
|
{
|
||
|
if ( FBitSet(flags, SF_DOOR_ROTATE_ROLL) )
|
||
|
return angles.z;
|
||
|
if ( FBitSet(flags, SF_DOOR_ROTATE_PITCH) )
|
||
|
return angles.x;
|
||
|
|
||
|
return angles.y;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseToggle::AxisDir( void )
|
||
|
{
|
||
|
if ( m_spawnflags & SF_DOOR_ROTATE_ROLL )
|
||
|
m_vecMoveAng = QAngle( 0, 0, 1 ); // angles are roll
|
||
|
else if ( m_spawnflags & SF_DOOR_ROTATE_PITCH )
|
||
|
m_vecMoveAng = QAngle( 1, 0, 0 ); // angles are pitch
|
||
|
else
|
||
|
m_vecMoveAng = QAngle( 0, 1, 0 ); // angles are yaw
|
||
|
}
|
||
|
|
||
|
|
||
|
float CBaseToggle::AxisDelta( int flags, const QAngle &angle1, const QAngle &angle2 )
|
||
|
{
|
||
|
// UNDONE: Use AngleDistance() here?
|
||
|
if ( FBitSet (flags, SF_DOOR_ROTATE_ROLL) )
|
||
|
return angle1.z - angle2.z;
|
||
|
|
||
|
if ( FBitSet (flags, SF_DOOR_ROTATE_PITCH) )
|
||
|
return angle1.x - angle2.x;
|
||
|
|
||
|
return angle1.y - angle2.y;
|
||
|
}
|
||
|
|
||
|
|