//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: An entity that can be used to constrain the player's movement around it // //=============================================================================// #include "cbase.h" #include "saverestore_utlvector.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define SF_TELEPORT_TO_SPAWN_POS 0x00000001 //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CPointPlayerMoveConstraint : public CBaseEntity { DECLARE_CLASS( CPointPlayerMoveConstraint, CBaseEntity ); public: DECLARE_DATADESC(); int UpdateTransmitState( void ); void Activate( void ); void ConstraintThink( void ); void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); private: float m_flRadius; float m_flConstraintWidth; float m_flSpeedFactor; float m_flRadiusSquared; CUtlVector m_hConstrainedPlayers; COutputEvent m_OnConstraintBroken; }; LINK_ENTITY_TO_CLASS( point_playermoveconstraint, CPointPlayerMoveConstraint ); BEGIN_DATADESC( CPointPlayerMoveConstraint ) DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), DEFINE_KEYFIELD( m_flConstraintWidth, FIELD_FLOAT, "width" ), DEFINE_KEYFIELD( m_flSpeedFactor, FIELD_FLOAT, "speedfactor" ), // DEFINE_FIELD( m_flRadiusSquared, FIELD_FLOAT ), // Don't Save DEFINE_UTLVECTOR( m_hConstrainedPlayers, FIELD_EHANDLE ), DEFINE_THINKFUNC( ConstraintThink ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), DEFINE_OUTPUT( m_OnConstraintBroken, "OnConstraintBroken" ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CPointPlayerMoveConstraint::UpdateTransmitState() { // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_ALWAYS ); } //------------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------------ void CPointPlayerMoveConstraint::Activate( void ) { BaseClass::Activate(); m_flRadiusSquared = (m_flRadius * m_flRadius); } //------------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------------ void CPointPlayerMoveConstraint::InputTurnOn( inputdata_t &inputdata ) { // Find all players within our radius and constraint them float flRadius = m_flRadius; // If we're in singleplayer, blow the radius a bunch if ( gpGlobals->maxClients == 1 ) { flRadius = MAX_COORD_RANGE; } CBaseEntity *pEntity = NULL; while ( (pEntity = gEntList.FindEntityByClassnameWithin( pEntity, "player", GetLocalOrigin(), flRadius)) != NULL ) { CBasePlayer *pPlayer = ToBasePlayer( pEntity ); Assert( pPlayer ); // Only add him if he's not already constrained if ( m_hConstrainedPlayers.Find( pPlayer ) == m_hConstrainedPlayers.InvalidIndex() ) { m_hConstrainedPlayers.AddToTail( pPlayer ); pPlayer->ActivateMovementConstraint( this, GetAbsOrigin(), m_flRadius, m_flConstraintWidth, m_flSpeedFactor ); } } // Only think if we found any if ( m_hConstrainedPlayers.Count() ) { SetThink( &CPointPlayerMoveConstraint::ConstraintThink ); SetNextThink( gpGlobals->curtime + 0.1f ); } } //------------------------------------------------------------------------------ // Purpose: Release all players we've constrained //------------------------------------------------------------------------------ void CPointPlayerMoveConstraint::InputTurnOff( inputdata_t &inputdata ) { int iCount = m_hConstrainedPlayers.Count(); for ( int i = 0; i < iCount; i++ ) { CBasePlayer *pPlayer = ToBasePlayer( m_hConstrainedPlayers[i] ); if ( pPlayer ) { pPlayer->DeactivateMovementConstraint(); } } m_hConstrainedPlayers.Purge(); } //----------------------------------------------------------------------------- // Purpose: Check to see if any of our constrained players have broken the constraint //----------------------------------------------------------------------------- void CPointPlayerMoveConstraint::ConstraintThink( void ) { int iCount = m_hConstrainedPlayers.Count(); // Count backwards, because we might drop them if they've broken the constraint for ( int i = (iCount-1); i >= 0; i-- ) { CBasePlayer *pPlayer = ToBasePlayer( m_hConstrainedPlayers[i] ); if ( pPlayer ) { float flDistanceSqr = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).LengthSqr(); if ( flDistanceSqr > m_flRadiusSquared ) { // Break the constraint to this player pPlayer->DeactivateMovementConstraint(); m_hConstrainedPlayers.Remove(i); // Fire the broken output m_OnConstraintBroken.FireOutput( this, pPlayer ); } } } // Only keep thinking if we any left if ( m_hConstrainedPlayers.Count() ) { SetNextThink( gpGlobals->curtime + 0.1f ); } }