//========= 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; }