//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Spawn, think, and use functions for common brush entities. // //=============================================================================// #include "cbase.h" #include "doors.h" #include "mathlib/mathlib.h" #include "physics.h" #include "ndebugoverlay.h" #include "engine/IEngineSound.h" #include "globals.h" #include "filters.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define SF_BRUSH_ACCDCC 16// brush should accelerate and decelerate when toggled #define SF_BRUSH_HURT 32// rotating brush that inflicts pain based on rotation speed #define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid. // =================== FUNC_WALL ============================================== class CFuncWall : public CBaseEntity { public: DECLARE_DATADESC(); DECLARE_CLASS( CFuncWall, CBaseEntity ); void Spawn( void ); bool CreateVPhysics( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int m_nState; }; LINK_ENTITY_TO_CLASS( func_wall, CFuncWall ); //--------------------------------------------------------- // Save/Restore //--------------------------------------------------------- BEGIN_DATADESC( CFuncWall ) DEFINE_FIELD( m_nState, FIELD_INTEGER ), END_DATADESC() void CFuncWall::Spawn( void ) { SetLocalAngles( vec3_angle ); SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetModel( STRING( GetModelName() ) ); // If it can't move/go away, it's really part of the world AddFlag( FL_WORLDBRUSH ); // set manual mode CreateVPhysics(); } bool CFuncWall::CreateVPhysics( void ) { SetSolid( SOLID_BSP ); IPhysicsObject *pPhys = VPhysicsInitStatic(); 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; } void CFuncWall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( ShouldToggle( useType, m_nState ) ) { m_nState = 1 - m_nState; } } #define SF_WALL_START_OFF 0x0001 class CFuncWallToggle : public CFuncWall { public: DECLARE_CLASS( CFuncWallToggle, CFuncWall ); DECLARE_DATADESC(); void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void InputToggle( inputdata_t &inputdata ); void TurnOff( void ); void TurnOn( void ); bool IsOn( void ); }; BEGIN_DATADESC( CFuncWallToggle ) DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), END_DATADESC() LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle ); void CFuncWallToggle::Spawn( void ) { BaseClass::Spawn(); if ( HasSpawnFlags( SF_WALL_START_OFF ) ) TurnOff(); SetMoveType( MOVETYPE_PUSH ); } void CFuncWallToggle::TurnOff( void ) { IPhysicsObject *pPhys = VPhysicsGetObject(); if ( pPhys ) { pPhys->EnableCollisions( false ); } AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); } void CFuncWallToggle::TurnOn( void ) { IPhysicsObject *pPhys = VPhysicsGetObject(); if ( pPhys ) { pPhys->EnableCollisions( true ); } RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); } bool CFuncWallToggle::IsOn( void ) { if ( IsSolidFlagSet( FSOLID_NOT_SOLID ) ) return false; return true; } void CFuncWallToggle::InputToggle( inputdata_t &inputdata ) { int status = IsOn(); if ( ShouldToggle( USE_TOGGLE, status ) ) { if ( status ) TurnOff(); else TurnOn(); } } //Adrian - Is this function needed at all? void CFuncWallToggle::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int status = IsOn(); if ( ShouldToggle( useType, status ) ) { if ( status ) TurnOff(); else TurnOn(); } } //============================== FUNC_VEHICLECLIP ===================================== class CFuncVehicleClip : public CBaseEntity { public: DECLARE_CLASS( CFuncVehicleClip, CBaseEntity ); DECLARE_DATADESC(); void Spawn(); bool CreateVPhysics( void ); void InputEnable( inputdata_t &data ); void InputDisable( inputdata_t &data ); private: }; BEGIN_DATADESC( CFuncVehicleClip ) DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), END_DATADESC() LINK_ENTITY_TO_CLASS( func_vehicleclip, CFuncVehicleClip ); void CFuncVehicleClip::Spawn() { SetLocalAngles( vec3_angle ); SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetModel( STRING( GetModelName() ) ); // It's part of the world AddFlag( FL_WORLDBRUSH ); CreateVPhysics(); AddEffects( EF_NODRAW ); // make entity invisible SetCollisionGroup( COLLISION_GROUP_VEHICLE_CLIP ); } bool CFuncVehicleClip::CreateVPhysics( void ) { SetSolid( SOLID_BSP ); VPhysicsInitStatic(); return true; } void CFuncVehicleClip::InputEnable( inputdata_t &data ) { IPhysicsObject *pPhys = VPhysicsGetObject(); if ( pPhys ) { pPhys->EnableCollisions( true ); } RemoveSolidFlags( FSOLID_NOT_SOLID ); } void CFuncVehicleClip::InputDisable( inputdata_t &data ) { IPhysicsObject *pPhys = VPhysicsGetObject(); if ( pPhys ) { pPhys->EnableCollisions( false ); } AddSolidFlags( FSOLID_NOT_SOLID ); } //============================= FUNC_CONVEYOR ======================================= #define SF_CONVEYOR_VISUAL 0x0001 #define SF_CONVEYOR_NOTSOLID 0x0002 class CFuncConveyor : public CFuncWall { public: DECLARE_CLASS( CFuncConveyor, CFuncWall ); DECLARE_DATADESC(); DECLARE_SERVERCLASS(); CFuncConveyor(); void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void UpdateSpeed( float flNewSpeed ); void GetGroundVelocityToApply( Vector &vecGroundVel ); // Input handlers. void InputToggleDirection( inputdata_t &inputdata ); void InputSetSpeed( inputdata_t &inputdata ); private: Vector m_vecMoveDir; CNetworkVar( float, m_flConveyorSpeed ); }; LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor ); BEGIN_DATADESC( CFuncConveyor ) DEFINE_INPUTFUNC( FIELD_VOID, "ToggleDirection", InputToggleDirection ), DEFINE_INPUTFUNC( FIELD_VOID, "SetSpeed", InputSetSpeed ), DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ), DEFINE_FIELD( m_flConveyorSpeed, FIELD_FLOAT ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST(CFuncConveyor, DT_FuncConveyor) SendPropFloat( SENDINFO(m_flConveyorSpeed), 0, SPROP_NOSCALE ), END_SEND_TABLE() CFuncConveyor::CFuncConveyor() { m_flConveyorSpeed = 0.0; } void CFuncConveyor::Spawn( void ) { // Convert movedir from angles to a vector QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z ); AngleVectors( angMoveDir, &m_vecMoveDir ); BaseClass::Spawn(); if ( !HasSpawnFlags(SF_CONVEYOR_VISUAL) ) AddFlag( FL_CONVEYOR ); // HACKHACK - This is to allow for some special effects if ( HasSpawnFlags( SF_CONVEYOR_NOTSOLID ) ) { AddSolidFlags( FSOLID_NOT_SOLID ); } if ( m_flSpeed == 0 ) m_flSpeed = 100; UpdateSpeed( m_flSpeed ); } void CFuncConveyor::UpdateSpeed( float flNewSpeed ) { m_flConveyorSpeed = flNewSpeed; } void CFuncConveyor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_flSpeed = -m_flSpeed; UpdateSpeed( m_flSpeed ); } void CFuncConveyor::InputToggleDirection( inputdata_t &inputdata ) { Use( inputdata.pActivator, inputdata.pCaller, USE_TOGGLE, 0 ); } void CFuncConveyor::InputSetSpeed( inputdata_t &inputdata ) { m_flSpeed = inputdata.value.Float(); UpdateSpeed( m_flSpeed ); } //----------------------------------------------------------------------------- // Purpose: Returns the velocity imparted to players standing on us. //----------------------------------------------------------------------------- void CFuncConveyor::GetGroundVelocityToApply( Vector &vecGroundVel ) { vecGroundVel = m_vecMoveDir * m_flSpeed; } // =================== FUNC_ILLUSIONARY ============================================== // A simple entity that looks solid but lets you walk through it. class CFuncIllusionary : public CBaseEntity { DECLARE_CLASS( CFuncIllusionary, CBaseEntity ); public: void Spawn( void ); }; LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary ); void CFuncIllusionary::Spawn( void ) { SetLocalAngles( vec3_angle ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_NONE ); SetModel( STRING( GetModelName() ) ); } //----------------------------------------------------------------------------- // Purpose: A rotating brush entity. // // 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. Spawnflags can be set // to make it rotate around the X or Y axes. // // The direction of rotation is also controlled by a spawnflag. //----------------------------------------------------------------------------- class CFuncRotating : public CBaseEntity { DECLARE_CLASS( CFuncRotating, CBaseEntity ); public: // basic functions void Spawn( void ); void Precache( void ); bool CreateVPhysics( void ); void SpinUpMove( void ); void SpinDownMove( void ); bool KeyValue( const char *szKeyName, const char *szValue ); void HurtTouch ( CBaseEntity *pOther ); void RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void RotateMove( void ); void ReverseMove( void ); void RampPitchVol( void ); void Blocked( CBaseEntity *pOther ); void SetTargetSpeed( float flSpeed ); void UpdateSpeed( float flNewSpeed ); int DrawDebugTextOverlays(void); DECLARE_DATADESC(); DECLARE_SERVERCLASS(); protected: bool SpinDown( float flTargetSpeed ); float GetMoveSpeed( float flSpeed ); float GetNextMoveInterval() const; // Input handlers void InputSetSpeed( inputdata_t &inputdata ); void InputStart( inputdata_t &inputdata ); void InputStop( inputdata_t &inputdata ); void InputStartForward( inputdata_t &inputdata ); void InputStartBackward( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata ); void InputReverse( inputdata_t &inputdata ); void InputStopAtStartPos( inputdata_t &inputdata ); QAngle m_vecMoveAng; float m_flFanFriction; float m_flAttenuation; float m_flVolume; float m_flTargetSpeed; // Target value for m_flSpeed, used for spinning up and down. float m_flMaxSpeed; // Maximum value for m_flSpeed, used for ramping sound effects. float m_flBlockDamage; // Damage inflicted when blocked. string_t m_NoiseRunning; bool m_bReversed; QAngle m_angStart; bool m_bStopAtStartPos; bool m_bSolidBsp; // Brush is SOLID_BSP public: Vector m_vecClientOrigin; QAngle m_vecClientAngles; }; LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating ); BEGIN_DATADESC( CFuncRotating ) DEFINE_FIELD( m_vecMoveAng, FIELD_VECTOR ), DEFINE_FIELD( m_flFanFriction, FIELD_FLOAT ), DEFINE_FIELD( m_flAttenuation, FIELD_FLOAT ), DEFINE_FIELD( m_flVolume, FIELD_FLOAT ), DEFINE_FIELD( m_flTargetSpeed, FIELD_FLOAT ), DEFINE_KEYFIELD( m_flMaxSpeed, FIELD_FLOAT, "maxspeed" ), DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "dmg" ), DEFINE_KEYFIELD( m_NoiseRunning, FIELD_SOUNDNAME, "message" ), DEFINE_FIELD( m_bReversed, FIELD_BOOLEAN ), DEFINE_FIELD( m_angStart, FIELD_VECTOR ), DEFINE_FIELD( m_bStopAtStartPos, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ), // Function Pointers DEFINE_FUNCTION( SpinUpMove ), DEFINE_FUNCTION( SpinDownMove ), DEFINE_FUNCTION( HurtTouch ), DEFINE_FUNCTION( RotatingUse ), DEFINE_FUNCTION( RotateMove ), DEFINE_FUNCTION( ReverseMove ), // Inputs DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ), DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ), DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_INPUTFUNC( FIELD_VOID, "Reverse", InputReverse ), DEFINE_INPUTFUNC( FIELD_VOID, "StartForward", InputStartForward ), DEFINE_INPUTFUNC( FIELD_VOID, "StartBackward", InputStartBackward ), DEFINE_INPUTFUNC( FIELD_VOID, "StopAtStartPos", InputStopAtStartPos ), END_DATADESC() extern void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ); void SendProxy_FuncRotatingOrigin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { #ifdef TF_DLL CFuncRotating *entity = (CFuncRotating*)pStruct; Assert( entity ); if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) { const Vector *v = &entity->m_vecClientOrigin; pOut->m_Vector[ 0 ] = v->x; pOut->m_Vector[ 1 ] = v->y; pOut->m_Vector[ 2 ] = v->z; return; } #endif SendProxy_Origin( pProp, pStruct, pData, pOut, iElement, objectID ); } /* extern void SendProxy_Angles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ); void SendProxy_FuncRotatingAngles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { CFuncRotating *entity = (CFuncRotating*)pStruct; Assert( entity ); if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) { const QAngle *a = &entity->m_vecClientAngles; pOut->m_Vector[ 0 ] = anglemod( a->x ); pOut->m_Vector[ 1 ] = anglemod( a->y ); pOut->m_Vector[ 2 ] = anglemod( a->z ); return; } SendProxy_Angles( pProp, pStruct, pData, pOut, iElement, objectID ); } */ void SendProxy_FuncRotatingAngle( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID) { CFuncRotating *entity = (CFuncRotating*)pStruct; Assert( entity ); vec_t const *qa = (vec_t *)pData; vec_t const *ea = entity->GetLocalAngles().Base(); NOTE_UNUSED(ea); // Assert its actually an index into m_angRotation if not this won't work Assert( (uintp)qa >= (uintp)ea && (uintp)qa < (uintp)ea + sizeof( QAngle )); #ifdef TF_DLL if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) { const QAngle *a = &entity->m_vecClientAngles; pOut->m_Float = anglemod( (*a)[ qa - ea ] ); return; } #endif pOut->m_Float = anglemod( *qa ); Assert( IsFinite( pOut->m_Float ) ); } extern void SendProxy_SimulationTime( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID ); void SendProxy_FuncRotatingSimulationTime( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID ) { #ifdef TF_DLL CFuncRotating *entity = (CFuncRotating*)pStruct; Assert( entity ); if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) { pOut->m_Int = 0; return; } #endif SendProxy_SimulationTime( pProp, pStruct, pVarData, pOut, iElement, objectID ); } IMPLEMENT_SERVERCLASS_ST(CFuncRotating, DT_FuncRotating) SendPropExclude( "DT_BaseEntity", "m_angRotation" ), SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ), SendPropExclude( "DT_BaseEntity", "m_flSimulationTime" ), SendPropVector(SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_FuncRotatingOrigin ), SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ), SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ), SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ), SendPropInt(SENDINFO(m_flSimulationTime), SIMULATION_TIME_WINDOW_BITS, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN|SPROP_ENCODED_AGAINST_TICKCOUNT, SendProxy_FuncRotatingSimulationTime), END_SEND_TABLE() //----------------------------------------------------------------------------- // Purpose: Handles keyvalues from the BSP. Called before spawning. //----------------------------------------------------------------------------- bool CFuncRotating::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "fanfriction")) { m_flFanFriction = atof(szValue)/100; } else if (FStrEq(szKeyName, "Volume")) { m_flVolume = atof(szValue) / 10.0; m_flVolume = clamp(m_flVolume, 0.0f, 1.0f); } else { return BaseClass::KeyValue( szKeyName, szValue ); } return true; } //----------------------------------------------------------------------------- // Purpose: Called when spawning, after keyvalues have been set. //----------------------------------------------------------------------------- void CFuncRotating::Spawn( ) { #ifdef TF_DLL AddSpawnFlags( SF_BRUSH_ROTATE_CLIENTSIDE ); #endif // // Maintain compatibility with previous maps. // if (m_flVolume == 0.0) { m_flVolume = 1.0; } // // If the designer didn't set a sound attenuation, default to one. // if ( HasSpawnFlags(SF_BRUSH_ROTATE_SMALLRADIUS) ) { m_flAttenuation = ATTN_IDLE; } else if ( HasSpawnFlags(SF_BRUSH_ROTATE_MEDIUMRADIUS) ) { m_flAttenuation = ATTN_STATIC; } else if ( HasSpawnFlags(SF_BRUSH_ROTATE_LARGERADIUS) ) { m_flAttenuation = ATTN_NORM; } else { m_flAttenuation = ATTN_NORM; } // // Prevent divide by zero if level designer forgets friction! // if ( m_flFanFriction == 0 ) { m_flFanFriction = 1; } // // Build the axis of rotation based on spawnflags. // if ( HasSpawnFlags(SF_BRUSH_ROTATE_Z_AXIS) ) { m_vecMoveAng = QAngle(0,0,1); } else if ( HasSpawnFlags(SF_BRUSH_ROTATE_X_AXIS) ) { m_vecMoveAng = QAngle(1,0,0); } else { m_vecMoveAng = QAngle(0,1,0); // y-axis } // // Check for reverse rotation. // if ( HasSpawnFlags(SF_BRUSH_ROTATE_BACKWARDS) ) { m_vecMoveAng = m_vecMoveAng * -1; } SetSolid( SOLID_VPHYSICS ); // // Some rotating objects like fake volumetric lights will not be solid. // if ( HasSpawnFlags(SF_ROTATING_NOT_SOLID) ) { AddSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_PUSH ); } else { RemoveSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_PUSH ); } SetModel( STRING( GetModelName() ) ); SetUse( &CFuncRotating::RotatingUse ); // // Did level designer forget to assign a maximum speed? Prevent a divide by // zero in RampPitchVol as well as allowing the rotator to work. // m_flMaxSpeed = fabs( m_flMaxSpeed ); if (m_flMaxSpeed == 0) { m_flMaxSpeed = 100; } // // If the brush should be initially rotating, use it in a little while. // if ( HasSpawnFlags(SF_BRUSH_ROTATE_START_ON) ) { SetThink( &CFuncRotating::SUB_CallUseToggle ); SetNextThink( gpGlobals->curtime + .2 ); // leave a magic delay for client to start up } // // Can this brush inflict pain? // if ( HasSpawnFlags(SF_BRUSH_HURT) ) { SetTouch( &CFuncRotating::HurtTouch ); } // // Set speed to 0 in case there's an old "speed" key lying around. // m_flSpeed = 0; Precache( ); CreateVPhysics(); m_angStart = GetLocalAngles(); // Slam the object back to solid - if we really want it to be solid. if ( m_bSolidBsp ) { SetSolid( SOLID_BSP ); } #ifdef TF_DLL if ( HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) { m_vecClientOrigin = GetLocalOrigin(); m_vecClientAngles = GetLocalAngles(); } #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CFuncRotating::CreateVPhysics( void ) { if ( !IsSolidFlagSet( FSOLID_NOT_SOLID )) { VPhysicsInitShadow( false, false ); } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CFuncRotating::Precache( void ) { // // Set up rotation sound. // char *szSoundFile = ( char * )STRING( m_NoiseRunning ); if ( !m_NoiseRunning || strlen( szSoundFile ) == 0 ) { // No sound set up, use the null sound. m_NoiseRunning = AllocPooledString("DoorSound.Null"); } PrecacheScriptSound( STRING( m_NoiseRunning ) ); if (GetLocalAngularVelocity() != vec3_angle ) { // // If fan was spinning, and we went through transition or save/restore, // make sure we restart the sound. 1.5 sec delay is a magic number. // SetMoveDone( &CFuncRotating::SpinUpMove ); SetMoveDoneTime( 1.5 ); } } //----------------------------------------------------------------------------- // Purpose: Will hurt others based on how fast the brush is spinning. // Input : pOther - //----------------------------------------------------------------------------- void CFuncRotating::HurtTouch ( CBaseEntity *pOther ) { // we can't hurt this thing, so we're not concerned with it if ( !pOther->m_takedamage ) return; // calculate damage based on rotation speed m_flBlockDamage = GetLocalAngularVelocity().Length() / 10; #ifdef HL1_DLL if( m_flBlockDamage > 0 ) #endif { pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) ); Vector vecNewVelocity = pOther->GetAbsOrigin() - WorldSpaceCenter(); VectorNormalize(vecNewVelocity); vecNewVelocity *= m_flBlockDamage; pOther->SetAbsVelocity( vecNewVelocity ); } } #define FANPITCHMIN 30 #define FANPITCHMAX 100 //----------------------------------------------------------------------------- // Purpose: Ramp pitch and volume up to maximum values, based on the difference // between how fast we're going vs how fast we can go. //----------------------------------------------------------------------------- void CFuncRotating::RampPitchVol( void ) { // // Calc volume and pitch as % of maximum vol and pitch. // float fpct = fabs(m_flSpeed) / m_flMaxSpeed; float fvol = clamp(m_flVolume * fpct, 0.f, 1.f); // slowdown volume ramps down to 0 float fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct; int pitch = clamp(FastFloatToSmallInt(fpitch), 0, 255); if (pitch == PITCH_NORM) { pitch = PITCH_NORM - 1; } // // Update the fan's volume and pitch. // CPASAttenuationFilter filter( GetAbsOrigin(), m_flAttenuation ); filter.MakeReliable(); EmitSound_t ep; ep.m_nChannel = CHAN_STATIC; ep.m_pSoundName = STRING(m_NoiseRunning); ep.m_flVolume = fvol; ep.m_SoundLevel = ATTN_TO_SNDLVL( m_flAttenuation ); ep.m_nFlags = SND_CHANGE_PITCH | SND_CHANGE_VOL; ep.m_nPitch = pitch; EmitSound( filter, entindex(), ep ); } //----------------------------------------------------------------------------- // Purpose: // Output : float //----------------------------------------------------------------------------- float CFuncRotating::GetNextMoveInterval() const { if ( m_bStopAtStartPos ) { return TICK_INTERVAL; } return 0.1f; } //----------------------------------------------------------------------------- // Purpose: Sets the current speed to the given value and manages the sound effects. // Input : flNewSpeed - New speed in degrees per second. //----------------------------------------------------------------------------- void CFuncRotating::UpdateSpeed( float flNewSpeed ) { float flOldSpeed = m_flSpeed; m_flSpeed = clamp( flNewSpeed, -m_flMaxSpeed, m_flMaxSpeed ); if ( m_bStopAtStartPos ) { int checkAxis = 2; // See if we got close to the starting orientation if ( m_vecMoveAng[0] != 0 ) { checkAxis = 0; } else if ( m_vecMoveAng[1] != 0 ) { checkAxis = 1; } float angDelta = anglemod( GetLocalAngles()[ checkAxis ] - m_angStart[ checkAxis ] ); if ( angDelta > 180.0f ) { angDelta -= 360.0f; } if ( flNewSpeed < 100 ) { if ( flNewSpeed <= 25 && fabs( angDelta ) < 1.0f ) { m_flTargetSpeed = 0; m_bStopAtStartPos = false; m_flSpeed = 0.0f; SetLocalAngles( m_angStart ); } else if ( fabs( angDelta ) > 90.0f ) { // Keep rotating at same speed for now m_flSpeed = flOldSpeed; } else { float minSpeed = fabs( angDelta ); if ( minSpeed < 20 ) minSpeed = 20; m_flSpeed = flOldSpeed > 0.0f ? minSpeed : -minSpeed; } } } if ( ( flOldSpeed == 0 ) && ( m_flSpeed != 0 ) ) { // Starting to move - emit the sound. CPASAttenuationFilter filter( GetAbsOrigin(), m_flAttenuation ); filter.MakeReliable(); EmitSound_t ep; ep.m_nChannel = CHAN_STATIC; ep.m_pSoundName = STRING(m_NoiseRunning); ep.m_flVolume = 0.01; ep.m_SoundLevel = ATTN_TO_SNDLVL( m_flAttenuation ); ep.m_nPitch = FANPITCHMIN; EmitSound( filter, entindex(), ep ); RampPitchVol(); } else if ( ( flOldSpeed != 0 ) && ( m_flSpeed == 0 ) ) { // Stopping - stop the sound. StopSound( entindex(), CHAN_STATIC, STRING(m_NoiseRunning) ); } else { // Changing speed - adjust the pitch and volume. RampPitchVol(); } SetLocalAngularVelocity( m_vecMoveAng * m_flSpeed ); } //----------------------------------------------------------------------------- // Purpose: Think function. Accelerates a func_rotating to a higher angular velocity. //----------------------------------------------------------------------------- void CFuncRotating::SpinUpMove( void ) { // // Calculate our new speed. // bool bSpinUpDone = false; float flNewSpeed = fabs( m_flSpeed ) + 0.2 * m_flMaxSpeed * m_flFanFriction; if ( fabs( flNewSpeed ) >= fabs( m_flTargetSpeed ) ) { // Reached our target speed. flNewSpeed = m_flTargetSpeed; bSpinUpDone = !m_bStopAtStartPos; } else if ( m_flTargetSpeed < 0 ) { // Spinning up in reverse - negate the speed. flNewSpeed *= -1; } // // Apply the new speed, adjust sound pitch and volume. // UpdateSpeed( flNewSpeed ); // // If we've met or exceeded target speed, stop spinning up. // if ( bSpinUpDone ) { SetMoveDone( &CFuncRotating::RotateMove ); RotateMove(); } SetMoveDoneTime( GetNextMoveInterval() ); } //----------------------------------------------------------------------------- // Purpose: Decelerates the rotator from a higher speed to a lower one. // Input : flTargetSpeed - Speed to spin down to. // Output : Returns true if we reached the target speed, false otherwise. //----------------------------------------------------------------------------- bool CFuncRotating::SpinDown( float flTargetSpeed ) { // // Bleed off a little speed due to friction. // bool bSpinDownDone = false; float flNewSpeed = fabs( m_flSpeed ) - 0.1 * m_flMaxSpeed * m_flFanFriction; if ( flNewSpeed < 0 ) { flNewSpeed = 0; } if ( fabs( flNewSpeed ) <= fabs( flTargetSpeed ) ) { // Reached our target speed. flNewSpeed = flTargetSpeed; bSpinDownDone = !m_bStopAtStartPos; } else if ( m_flSpeed < 0 ) { // Spinning down in reverse - negate the speed. flNewSpeed *= -1; } // // Apply the new speed, adjust sound pitch and volume. // UpdateSpeed( flNewSpeed ); // // If we've met or exceeded target speed, stop spinning down. // return bSpinDownDone; } //----------------------------------------------------------------------------- // Purpose: Think function. Decelerates a func_rotating to a lower angular velocity. //----------------------------------------------------------------------------- void CFuncRotating::SpinDownMove( void ) { // // If we've met or exceeded target speed, stop spinning down. // if ( SpinDown( m_flTargetSpeed ) ) { SetMoveDone( &CFuncRotating::RotateMove ); RotateMove(); } else { SetMoveDoneTime( GetNextMoveInterval() ); } } //----------------------------------------------------------------------------- // Purpose: Think function for reversing directions. Spins down to zero, then // starts spinning up to the target speed. //----------------------------------------------------------------------------- void CFuncRotating::ReverseMove( void ) { if ( SpinDown( 0 ) ) { // We've reached zero - spin back up to the target speed. SetTargetSpeed( m_flTargetSpeed ); } else { SetMoveDoneTime( GetNextMoveInterval() ); } } //----------------------------------------------------------------------------- // Purpose: Think function. Called while rotating at a constant angular velocity. //----------------------------------------------------------------------------- void CFuncRotating::RotateMove( void ) { SetMoveDoneTime( 10 ); if ( m_bStopAtStartPos ) { SetMoveDoneTime( GetNextMoveInterval() ); int checkAxis = 2; // See if we got close to the starting orientation if ( m_vecMoveAng[0] != 0 ) { checkAxis = 0; } else if ( m_vecMoveAng[1] != 0 ) { checkAxis = 1; } float angDelta = anglemod( GetLocalAngles()[ checkAxis ] - m_angStart[ checkAxis ] ); if ( angDelta > 180.0f ) angDelta -= 360.0f; QAngle avel = GetLocalAngularVelocity(); // Delta per tick QAngle avelpertick = avel * TICK_INTERVAL; if ( fabs( angDelta ) < fabs( avelpertick[ checkAxis ] ) ) { SetTargetSpeed( 0 ); SetLocalAngles( m_angStart ); m_bStopAtStartPos = false; } } } //----------------------------------------------------------------------------- // Purpose: Used for debug output. Returns the given speed considering our current // direction of rotation, so that positive values are forward and negative // values are backward. // Input : flSpeed - Angular speed in degrees per second. //----------------------------------------------------------------------------- float CFuncRotating::GetMoveSpeed( float flSpeed ) { if ( m_vecMoveAng[0] != 0 ) { return flSpeed * m_vecMoveAng[0]; } if ( m_vecMoveAng[1] != 0 ) { return flSpeed * m_vecMoveAng[1]; } return flSpeed * m_vecMoveAng[2]; } //----------------------------------------------------------------------------- // Purpose: Sets a new angular velocity to achieve. // Input : flSpeed - Target angular velocity in degrees per second. //----------------------------------------------------------------------------- void CFuncRotating::SetTargetSpeed( float flSpeed ) { // // Make sure the sign is correct - positive for forward rotation, // negative for reverse rotation. // flSpeed = fabs( flSpeed ); if ( m_bReversed ) { flSpeed *= -1; } m_flTargetSpeed = flSpeed; // // If we don't accelerate, change to the new speed instantly. // if ( !HasSpawnFlags(SF_BRUSH_ACCDCC ) ) { UpdateSpeed( m_flTargetSpeed ); SetMoveDone( &CFuncRotating::RotateMove ); } // // Otherwise deal with acceleration/deceleration: // else { // // Check for reversing directions. // if ((( m_flSpeed > 0 ) && ( m_flTargetSpeed < 0 )) || (( m_flSpeed < 0 ) && ( m_flTargetSpeed > 0 ))) { SetMoveDone( &CFuncRotating::ReverseMove ); } // // If we are below the new target speed, spin up to the target speed. // else if ( fabs( m_flSpeed ) < fabs( m_flTargetSpeed ) ) { SetMoveDone( &CFuncRotating::SpinUpMove ); } // // If we are above the new target speed, spin down to the target speed. // else if ( fabs( m_flSpeed ) > fabs( m_flTargetSpeed ) ) { SetMoveDone( &CFuncRotating::SpinDownMove ); } // // We are already at the new target speed. Just keep rotating. // else { SetMoveDone( &CFuncRotating::RotateMove ); } } SetMoveDoneTime( GetNextMoveInterval() ); } //----------------------------------------------------------------------------- // Purpose: Called when a rotating brush is used by the player. // Input : pActivator - // pCaller - // useType - // value - //----------------------------------------------------------------------------- void CFuncRotating::RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // // If the rotator is spinning, stop it. // if ( m_flSpeed != 0 ) { SetTargetSpeed( 0 ); } // // Rotator is not moving, so start it. // else { SetTargetSpeed( m_flMaxSpeed ); } } //----------------------------------------------------------------------------- // Purpose: Input handler that reverses the direction of rotation. //----------------------------------------------------------------------------- void CFuncRotating::InputReverse( inputdata_t &inputdata ) { m_bStopAtStartPos = false; m_bReversed = !m_bReversed; SetTargetSpeed( m_flSpeed ); } //----------------------------------------------------------------------------- // Purpose: Input handler for setting the speed of the rotator. // Input : Float target angular velocity as a ratio of maximum speed [0, 1]. //----------------------------------------------------------------------------- void CFuncRotating::InputSetSpeed( inputdata_t &inputdata ) { m_bStopAtStartPos = false; float flSpeed = inputdata.value.Float(); m_bReversed = flSpeed < 0 ? true : false; flSpeed = fabs(flSpeed); SetTargetSpeed( clamp( flSpeed, 0.f, 1.f ) * m_flMaxSpeed ); } //----------------------------------------------------------------------------- // Purpose: Input handler to start the rotator spinning. //----------------------------------------------------------------------------- void CFuncRotating::InputStart( inputdata_t &inputdata ) { m_bStopAtStartPos = false; SetTargetSpeed( m_flMaxSpeed ); } //----------------------------------------------------------------------------- // Purpose: Input handler to start the rotator spinning. //----------------------------------------------------------------------------- void CFuncRotating::InputStartForward( inputdata_t &inputdata ) { m_bReversed = false; SetTargetSpeed( m_flMaxSpeed ); } //----------------------------------------------------------------------------- // Purpose: Input handler to start the rotator spinning. //----------------------------------------------------------------------------- void CFuncRotating::InputStartBackward( inputdata_t &inputdata ) { m_bStopAtStartPos = false; m_bReversed = true; SetTargetSpeed( m_flMaxSpeed ); } //----------------------------------------------------------------------------- // Purpose: Input handler to stop the rotator from spinning. //----------------------------------------------------------------------------- void CFuncRotating::InputStop( inputdata_t &inputdata ) { m_bStopAtStartPos = false; SetTargetSpeed( 0 ); } //----------------------------------------------------------------------------- // Purpose: // Input : &inputdata - //----------------------------------------------------------------------------- void CFuncRotating::InputStopAtStartPos( inputdata_t &inputdata ) { m_bStopAtStartPos = true; SetTargetSpeed( 0 ); SetMoveDoneTime( GetNextMoveInterval() ); } //----------------------------------------------------------------------------- // Purpose: Starts the rotator if it is still, stops it if it is spinning. //----------------------------------------------------------------------------- void CFuncRotating::InputToggle( inputdata_t &inputdata ) { if (m_flSpeed > 0) { SetTargetSpeed( 0 ); } else { SetTargetSpeed( m_flMaxSpeed ); } } //----------------------------------------------------------------------------- // Purpose: An entity has blocked the brush. // Input : pOther - //----------------------------------------------------------------------------- void CFuncRotating::Blocked( CBaseEntity *pOther ) { #ifdef HL1_DLL if( m_flBlockDamage > 0 ) #endif pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) ); } //----------------------------------------------------------------------------- // Purpose: Draw any debug text overlays // Input : // Output : Current text offset from the top //----------------------------------------------------------------------------- int CFuncRotating::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays(); if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf( tempstr, sizeof( tempstr ),"Speed cur (target): %3.2f (%3.2f)", GetMoveSpeed( m_flSpeed ), GetMoveSpeed( m_flTargetSpeed ) ); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; } class CFuncVPhysicsClip : public CBaseEntity { DECLARE_DATADESC(); DECLARE_CLASS( CFuncVPhysicsClip, CBaseEntity ); public: void Spawn(); void Activate(); bool CreateVPhysics( void ); bool EntityPassesFilter( CBaseEntity *pOther ); bool ForceVPhysicsCollide( CBaseEntity *pEntity ); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); private: string_t m_iFilterName; CHandle m_hFilter; bool m_bDisabled; }; // Global Savedata for base trigger BEGIN_DATADESC( CFuncVPhysicsClip ) // Keyfields DEFINE_KEYFIELD( m_iFilterName, FIELD_STRING, "filtername" ), DEFINE_FIELD( m_hFilter, FIELD_EHANDLE ), DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), END_DATADESC() LINK_ENTITY_TO_CLASS( func_clip_vphysics, CFuncVPhysicsClip ); void CFuncVPhysicsClip::Spawn( void ) { SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything SetSolid( SOLID_VPHYSICS ); AddSolidFlags( FSOLID_NOT_SOLID ); SetModel( STRING( GetModelName() ) ); AddEffects( EF_NODRAW ); CreateVPhysics(); VPhysicsGetObject()->EnableCollisions( !m_bDisabled ); } bool CFuncVPhysicsClip::CreateVPhysics( void ) { VPhysicsInitStatic(); return true; } void CFuncVPhysicsClip::Activate( void ) { // Get a handle to my filter entity if there is one if (m_iFilterName != NULL_STRING) { m_hFilter = dynamic_cast(gEntList.FindEntityByName( NULL, m_iFilterName )); } BaseClass::Activate(); } bool CFuncVPhysicsClip::EntityPassesFilter( CBaseEntity *pOther ) { CBaseFilter* pFilter = (CBaseFilter*)(m_hFilter.Get()); if ( pFilter ) return pFilter->PassesFilter( this, pOther ); if ( pOther->GetMoveType() == MOVETYPE_VPHYSICS && pOther->VPhysicsGetObject()->IsMoveable() ) return true; return false; } bool CFuncVPhysicsClip::ForceVPhysicsCollide( CBaseEntity *pEntity ) { return EntityPassesFilter(pEntity); } void CFuncVPhysicsClip::InputEnable( inputdata_t &inputdata ) { VPhysicsGetObject()->EnableCollisions(true); m_bDisabled = false; } void CFuncVPhysicsClip::InputDisable( inputdata_t &inputdata ) { VPhysicsGetObject()->EnableCollisions(false); m_bDisabled = true; }