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361 lines
9.5 KiB
361 lines
9.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Frequently used global functions. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "doors.h" |
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#include "entitylist.h" |
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#include "globals.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// Landmark class |
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void CPointEntity::Spawn( void ) |
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{ |
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SetSolid( SOLID_NONE ); |
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// UTIL_SetSize(this, vec3_origin, vec3_origin); |
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} |
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class CNullEntity : public CBaseEntity |
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{ |
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public: |
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DECLARE_CLASS( CNullEntity, CBaseEntity ); |
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void Spawn( void ); |
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}; |
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// Null Entity, remove on startup |
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void CNullEntity::Spawn( void ) |
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{ |
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UTIL_Remove( this ); |
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} |
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LINK_ENTITY_TO_CLASS(info_null,CNullEntity); |
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class CBaseDMStart : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CBaseDMStart, CPointEntity ); |
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bool IsTriggered( CBaseEntity *pEntity ); |
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DECLARE_DATADESC(); |
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string_t m_Master; |
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private: |
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}; |
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BEGIN_DATADESC( CBaseDMStart ) |
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DEFINE_KEYFIELD( m_Master, FIELD_STRING, "master" ), |
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END_DATADESC() |
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// These are the new entry points to entities. |
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LINK_ENTITY_TO_CLASS(info_player_deathmatch,CBaseDMStart); |
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LINK_ENTITY_TO_CLASS(info_player_start,CPointEntity); |
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LINK_ENTITY_TO_CLASS(info_landmark,CPointEntity); |
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bool CBaseDMStart::IsTriggered( CBaseEntity *pEntity ) |
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{ |
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bool master = UTIL_IsMasterTriggered( m_Master, pEntity ); |
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return master; |
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} |
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// Convenient way to delay removing oneself |
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void CBaseEntity::SUB_Remove( void ) |
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{ |
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if (m_iHealth > 0) |
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{ |
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// this situation can screw up NPCs who can't tell their entity pointers are invalid. |
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m_iHealth = 0; |
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DevWarning( 2, "SUB_Remove called on entity with health > 0\n"); |
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} |
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UTIL_Remove( this ); |
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} |
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// Convenient way to explicitly do nothing (passed to functions that require a method) |
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void CBaseEntity::SUB_DoNothing( void ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Finds all active entities with the given targetname and calls their |
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// 'Use' function. |
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// Input : targetName - Target name to search for. |
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// pActivator - |
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// pCaller - |
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// useType - |
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// value - |
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//----------------------------------------------------------------------------- |
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void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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CBaseEntity *pTarget = NULL; |
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if ( !targetName || !targetName[0] ) |
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return; |
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DevMsg( 2, "Firing: (%s)\n", targetName ); |
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for (;;) |
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{ |
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CBaseEntity *pSearchingEntity = pActivator; |
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pTarget = gEntList.FindEntityByName( pTarget, targetName, pSearchingEntity, pActivator, pCaller ); |
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if ( !pTarget ) |
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break; |
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if (!pTarget->IsMarkedForDeletion() ) // Don't use dying ents |
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{ |
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DevMsg( 2, "[%03d] Found: %s, firing (%s)\n", gpGlobals->tickcount%1000, pTarget->GetDebugName(), targetName ); |
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pTarget->Use( pActivator, pCaller, useType, value ); |
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} |
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} |
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} |
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enum togglemovetypes_t |
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{ |
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MOVE_TOGGLE_NONE = 0, |
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MOVE_TOGGLE_LINEAR = 1, |
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MOVE_TOGGLE_ANGULAR = 2, |
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}; |
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// Global Savedata for Toggle |
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BEGIN_DATADESC( CBaseToggle ) |
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DEFINE_FIELD( m_toggle_state, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flMoveDistance, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flWait, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flLip, FIELD_FLOAT ), |
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DEFINE_FIELD( m_vecPosition1, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecPosition2, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecMoveAng, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle? |
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DEFINE_FIELD( m_vecAngle1, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle? |
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DEFINE_FIELD( m_vecAngle2, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle? |
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DEFINE_FIELD( m_flHeight, FIELD_FLOAT ), |
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DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_vecFinalDest, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecFinalAngle, FIELD_VECTOR ), |
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DEFINE_FIELD( m_sMaster, FIELD_STRING), |
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DEFINE_FIELD( m_movementType, FIELD_INTEGER ), // Linear or angular movement? (togglemovetypes_t) |
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END_DATADESC() |
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IMPLEMENT_SERVERCLASS_ST(CBaseToggle, DT_BaseToggle) |
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END_SEND_TABLE() |
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CBaseToggle::CBaseToggle() |
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{ |
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#ifdef _DEBUG |
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// necessary since in debug, we initialize vectors to NAN for debugging |
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m_vecPosition1.Init(); |
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m_vecPosition2.Init(); |
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m_vecAngle1.Init(); |
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m_vecAngle2.Init(); |
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m_vecFinalDest.Init(); |
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m_vecFinalAngle.Init(); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the velocity imparted to players standing on us. |
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//----------------------------------------------------------------------------- |
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void CBaseToggle::GetGroundVelocityToApply( Vector &vecGroundVel ) |
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{ |
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vecGroundVel = GetLocalVelocity(); |
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} |
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bool CBaseToggle::KeyValue( const char *szKeyName, const char *szValue ) |
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{ |
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if (FStrEq(szKeyName, "lip")) |
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{ |
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m_flLip = atof(szValue); |
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} |
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else if (FStrEq(szKeyName, "wait")) |
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{ |
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m_flWait = atof(szValue); |
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} |
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else if (FStrEq(szKeyName, "master")) |
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{ |
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m_sMaster = AllocPooledString(szValue); |
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} |
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else if (FStrEq(szKeyName, "distance")) |
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{ |
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m_flMoveDistance = atof(szValue); |
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} |
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else |
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return BaseClass::KeyValue( szKeyName, szValue ); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from |
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// GetOrigin() traveling at flSpeed. |
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// Input : Vector vecDest - |
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// flSpeed - |
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//----------------------------------------------------------------------------- |
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void CBaseToggle::LinearMove( const Vector &vecDest, float flSpeed ) |
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{ |
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ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!"); |
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m_vecFinalDest = vecDest; |
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m_movementType = MOVE_TOGGLE_LINEAR; |
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// Already there? |
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if (vecDest == GetLocalOrigin()) |
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{ |
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MoveDone(); |
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return; |
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} |
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// set destdelta to the vector needed to move |
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Vector vecDestDelta = vecDest - GetLocalOrigin(); |
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// divide vector length by speed to get time to reach dest |
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float flTravelTime = vecDestDelta.Length() / flSpeed; |
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// set m_flNextThink to trigger a call to LinearMoveDone when dest is reached |
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SetMoveDoneTime( flTravelTime ); |
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// scale the destdelta vector by the time spent traveling to get velocity |
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SetLocalVelocity( vecDestDelta / flTravelTime ); |
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} |
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void CBaseToggle::MoveDone( void ) |
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{ |
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switch ( m_movementType ) |
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{ |
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case MOVE_TOGGLE_LINEAR: |
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LinearMoveDone(); |
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break; |
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case MOVE_TOGGLE_ANGULAR: |
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AngularMoveDone(); |
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break; |
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} |
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m_movementType = MOVE_TOGGLE_NONE; |
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BaseClass::MoveDone(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: After moving, set origin to exact final destination, call "move done" function. |
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//----------------------------------------------------------------------------- |
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void CBaseToggle::LinearMoveDone( void ) |
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{ |
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UTIL_SetOrigin( this, m_vecFinalDest); |
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SetAbsVelocity( vec3_origin ); |
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SetMoveDoneTime( -1 ); |
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} |
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// DVS TODO: obselete, remove? |
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bool CBaseToggle::IsLockedByMaster( void ) |
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{ |
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if (m_sMaster != NULL_STRING && !UTIL_IsMasterTriggered(m_sMaster, m_hActivator)) |
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return true; |
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else |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from |
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// GetLocalOrigin() traveling at flSpeed. Just like LinearMove, but rotational. |
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// Input : vecDestAngle - |
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// flSpeed - |
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//----------------------------------------------------------------------------- |
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void CBaseToggle::AngularMove( const QAngle &vecDestAngle, float flSpeed ) |
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{ |
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ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!"); |
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m_vecFinalAngle = vecDestAngle; |
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m_movementType = MOVE_TOGGLE_ANGULAR; |
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// Already there? |
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if (vecDestAngle == GetLocalAngles()) |
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{ |
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MoveDone(); |
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return; |
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} |
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// set destdelta to the vector needed to move |
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QAngle vecDestDelta = vecDestAngle - GetLocalAngles(); |
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// divide by speed to get time to reach dest |
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float flTravelTime = vecDestDelta.Length() / flSpeed; |
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const float MinTravelTime = 0.01f; |
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if ( flTravelTime < MinTravelTime ) |
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{ |
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// If we only travel for a short time, we can fail WillSimulateGamePhysics() |
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flTravelTime = MinTravelTime; |
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flSpeed = vecDestDelta.Length() / flTravelTime; |
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} |
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// set m_flNextThink to trigger a call to AngularMoveDone when dest is reached |
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SetMoveDoneTime( flTravelTime ); |
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// scale the destdelta vector by the time spent traveling to get velocity |
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SetLocalAngularVelocity( vecDestDelta * (1.0 / flTravelTime) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: After rotating, set angle to exact final angle, call "move done" function. |
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//----------------------------------------------------------------------------- |
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void CBaseToggle::AngularMoveDone( void ) |
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{ |
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SetLocalAngles( m_vecFinalAngle ); |
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SetLocalAngularVelocity( vec3_angle ); |
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SetMoveDoneTime( -1 ); |
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} |
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float CBaseToggle::AxisValue( int flags, const QAngle &angles ) |
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{ |
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if ( FBitSet(flags, SF_DOOR_ROTATE_ROLL) ) |
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return angles.z; |
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if ( FBitSet(flags, SF_DOOR_ROTATE_PITCH) ) |
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return angles.x; |
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return angles.y; |
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} |
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void CBaseToggle::AxisDir( void ) |
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{ |
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if ( m_spawnflags & SF_DOOR_ROTATE_ROLL ) |
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m_vecMoveAng = QAngle( 0, 0, 1 ); // angles are roll |
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else if ( m_spawnflags & SF_DOOR_ROTATE_PITCH ) |
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m_vecMoveAng = QAngle( 1, 0, 0 ); // angles are pitch |
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else |
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m_vecMoveAng = QAngle( 0, 1, 0 ); // angles are yaw |
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} |
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float CBaseToggle::AxisDelta( int flags, const QAngle &angle1, const QAngle &angle2 ) |
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{ |
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// UNDONE: Use AngleDistance() here? |
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if ( FBitSet (flags, SF_DOOR_ROTATE_ROLL) ) |
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return angle1.z - angle2.z; |
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if ( FBitSet (flags, SF_DOOR_ROTATE_PITCH) ) |
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return angle1.x - angle2.x; |
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return angle1.y - angle2.y; |
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} |
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