//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "entityoutput.h" #include "ndebugoverlay.h" #include "modelentities.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern ConVar ent_debugkeys; extern ConVar showtriggers; LINK_ENTITY_TO_CLASS( func_brush, CFuncBrush ); BEGIN_DATADESC( CFuncBrush ) DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_KEYFIELD( m_iDisabled, FIELD_INTEGER, "StartDisabled" ), DEFINE_KEYFIELD( m_iSolidity, FIELD_INTEGER, "Solidity" ), DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ), DEFINE_KEYFIELD( m_iszExcludedClass, FIELD_STRING, "excludednpc" ), DEFINE_KEYFIELD( m_bInvertExclusion, FIELD_BOOLEAN, "invert_exclusion" ), DEFINE_INPUTFUNC( FIELD_STRING, "SetExcluded", InputSetExcluded ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetInvert", InputSetInvert ), END_DATADESC() void CFuncBrush::Spawn( void ) { SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetSolid( SOLID_VPHYSICS ); AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); if ( m_iSolidity == BRUSHSOLID_NEVER ) { AddSolidFlags( FSOLID_NOT_SOLID ); } SetModel( STRING( GetModelName() ) ); if ( m_iDisabled ) TurnOff(); // If it can't move/go away, it's really part of the world if ( !GetEntityName() || !m_iParent ) AddFlag( FL_WORLDBRUSH ); CreateVPhysics(); // Slam the object back to solid - if we really want it to be solid. if ( m_bSolidBsp ) { SetSolid( SOLID_BSP ); } } //----------------------------------------------------------------------------- bool CFuncBrush::CreateVPhysics( void ) { // NOTE: Don't init this static. It's pretty common for these to be constrained // and dynamically parented. Initing shadow avoids having to destroy the physics // object later and lose the constraints. IPhysicsObject *pPhys = VPhysicsInitShadow(false, false); if ( pPhys ) { int contents = modelinfo->GetModelContents( GetModelIndex() ); if ( ! (contents & (MASK_SOLID|MASK_PLAYERSOLID|MASK_NPCSOLID)) ) { // leave the physics shadow there in case it has crap constrained to it // but disable collisions with it pPhys->EnableCollisions( false ); } } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CFuncBrush::DrawDebugTextOverlays( void ) { int nOffset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf( tempstr,sizeof(tempstr), "angles: %g %g %g", (double)GetLocalAngles()[PITCH], (double)GetLocalAngles()[YAW], (double)GetLocalAngles()[ROLL] ); EntityText( nOffset, tempstr, 0 ); nOffset++; } return nOffset; } //----------------------------------------------------------------------------- // Purpose: Input handler for toggling the hidden/shown state of the brush. //----------------------------------------------------------------------------- void CFuncBrush::InputToggle( inputdata_t &inputdata ) { if ( IsOn() ) { TurnOff(); return; } TurnOn(); } //----------------------------------------------------------------------------- // Purpose: Input handler for hiding the brush. //----------------------------------------------------------------------------- void CFuncBrush::InputTurnOff( inputdata_t &inputdata ) { TurnOff(); } //----------------------------------------------------------------------------- // Purpose: Input handler for showing the brush. //----------------------------------------------------------------------------- void CFuncBrush::InputTurnOn( inputdata_t &inputdata ) { TurnOn(); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CFuncBrush::InputSetExcluded( inputdata_t &inputdata ) { m_iszExcludedClass = inputdata.value.StringID(); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CFuncBrush::InputSetInvert( inputdata_t &inputdata ) { m_bInvertExclusion = inputdata.value.Bool(); } //----------------------------------------------------------------------------- // Purpose: Hides the brush. //----------------------------------------------------------------------------- void CFuncBrush::TurnOff( void ) { if ( !IsOn() ) return; if ( m_iSolidity != BRUSHSOLID_ALWAYS ) { AddSolidFlags( FSOLID_NOT_SOLID ); } AddEffects( EF_NODRAW ); m_iDisabled = TRUE; } //----------------------------------------------------------------------------- // Purpose: Shows the brush. //----------------------------------------------------------------------------- void CFuncBrush::TurnOn( void ) { if ( IsOn() ) return; if ( m_iSolidity != BRUSHSOLID_NEVER ) { RemoveSolidFlags( FSOLID_NOT_SOLID ); } RemoveEffects( EF_NODRAW ); } bool CFuncBrush::IsOn( void ) const { return !IsEffectActive( EF_NODRAW ); } //----------------------------------------------------------------------------- // Purpose: Invisible field that activates when touched // All inputs are passed up to the main entity, unless filtered out //----------------------------------------------------------------------------- // DVS TODO: obsolete, remove class CTriggerBrush : public CBaseEntity { // // Filters controlling what this trigger responds to. // enum TriggerFilters_e { TRIGGER_IGNOREPLAYERS = 0x01, TRIGGER_IGNORENPCS = 0x02, TRIGGER_IGNOREPUSHABLES = 0x04, TRIGGER_IGNORETOUCH = 0x08, TRIGGER_IGNOREUSE = 0x10, TRIGGER_IGNOREALL = 0x20, }; public: DECLARE_CLASS( CTriggerBrush, CBaseEntity ); // engine inputs void Spawn( void ); void StartTouch( CBaseEntity *pOther ); void EndTouch( CBaseEntity *pOther ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); // input filtering (use/touch/blocked) bool PassesInputFilter( CBaseEntity *pOther, int filter ); // input functions void InputEnable( inputdata_t &inputdata ) { RemoveFlag( FL_DONTTOUCH ); } void InputDisable( inputdata_t &inputdata ) { // this ensures that all the remaining EndTouch() calls still get passed through AddFlag( FL_DONTTOUCH ); } // outputs COutputEvent m_OnStartTouch; COutputEvent m_OnEndTouch; COutputEvent m_OnUse; // data int m_iInputFilter; int m_iDontMessageParent; DECLARE_DATADESC(); }; LINK_ENTITY_TO_CLASS( trigger_brush, CTriggerBrush ); BEGIN_DATADESC( CTriggerBrush ) DEFINE_KEYFIELD( m_iInputFilter, FIELD_INTEGER, "InputFilter" ), DEFINE_KEYFIELD( m_iDontMessageParent, FIELD_INTEGER, "DontMessageParent" ), DEFINE_OUTPUT( m_OnStartTouch, "OnStartTouch" ), DEFINE_OUTPUT( m_OnEndTouch, "OnEndTouch" ), DEFINE_OUTPUT( m_OnUse, "OnUse" ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), END_DATADESC() void CTriggerBrush::Spawn( void ) { SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_TRIGGER ); SetMoveType( MOVETYPE_NONE ); SetModel( STRING( GetModelName() ) ); // set size and link into world if ( !showtriggers.GetInt() ) { AddEffects( EF_NODRAW ); } } //----------------------------------------------------------------------------- // Purpose: Called when an entity starts touching us. // Input : pOther - the entity that is now touching us. //----------------------------------------------------------------------------- void CTriggerBrush::StartTouch( CBaseEntity *pOther ) { if ( PassesInputFilter(pOther, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNORETOUCH) ) { m_OnStartTouch.FireOutput( pOther, this ); if ( !m_iDontMessageParent ) BaseClass::StartTouch( pOther ); } } //----------------------------------------------------------------------------- // Purpose: Called when an entity stops touching us. // Input : pOther - the entity that was touching us. //----------------------------------------------------------------------------- void CTriggerBrush::EndTouch( CBaseEntity *pOther ) { if ( PassesInputFilter(pOther, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNORETOUCH) ) { m_OnEndTouch.FireOutput( pOther, this ); if ( !m_iDontMessageParent ) BaseClass::EndTouch( pOther ); } } //----------------------------------------------------------------------------- // Purpose: Called when we are triggered by another entity or used by the player. // Input : pActivator - // pCaller - // useType - // value - //----------------------------------------------------------------------------- void CTriggerBrush::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( PassesInputFilter(pActivator, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNOREUSE) ) { m_OnUse.FireOutput( pActivator, this ); if ( !m_iDontMessageParent ) { BaseClass::Use( pActivator, pCaller, useType, value ); } } } //----------------------------------------------------------------------------- // Purpose: Checks an entity input, against a filter and the current entity // Input : *pOther - the entity that is part of the input (touch/untouch/block/use) // filter - a field of standard filters (TriggerFilters_e) // Output : Returns true if the input passes, false if it should be ignored //----------------------------------------------------------------------------- bool CTriggerBrush::PassesInputFilter( CBaseEntity *pOther, int filter ) { if ( !filter ) return true; // check for players if ( (filter & TRIGGER_IGNOREPLAYERS) && pOther->IsPlayer() ) return false; // NPCs if ( (filter & TRIGGER_IGNORENPCS) && pOther->edict() && (pOther->GetFlags() & FL_NPC) ) return false; // pushables if ( (filter & TRIGGER_IGNOREPUSHABLES) && FStrEq(STRING(pOther->m_iClassname), "func_pushable") ) return false; return true; }