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413 lines
12 KiB
413 lines
12 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Implements a brush model entity that moves along a linear path. |
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// Water whose level can be changed is implemented using the same entity. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "func_movelinear.h" |
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#include "entitylist.h" |
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#include "locksounds.h" |
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#include "ndebugoverlay.h" |
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#include "engine/IEngineSound.h" |
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#include "physics_saverestore.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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// ------------------------------- |
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// SPAWN_FLAGS |
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// ------------------------------- |
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#define SF_MOVELINEAR_NOTSOLID 8 |
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LINK_ENTITY_TO_CLASS( func_movelinear, CFuncMoveLinear ); |
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LINK_ENTITY_TO_CLASS( momentary_door, CFuncMoveLinear ); // For backward compatibility |
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// |
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// func_water_analog is implemented as a linear mover so we can raise/lower the water level. |
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// |
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LINK_ENTITY_TO_CLASS( func_water_analog, CFuncMoveLinear ); |
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BEGIN_DATADESC( CFuncMoveLinear ) |
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DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ), |
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DEFINE_KEYFIELD( m_soundStart, FIELD_SOUNDNAME, "StartSound" ), |
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DEFINE_KEYFIELD( m_soundStop, FIELD_SOUNDNAME, "StopSound" ), |
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DEFINE_FIELD( m_currentSound, FIELD_SOUNDNAME ), |
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DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "BlockDamage"), |
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DEFINE_KEYFIELD( m_flStartPosition, FIELD_FLOAT, "StartPosition"), |
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DEFINE_KEYFIELD( m_flMoveDistance, FIELD_FLOAT, "MoveDistance"), |
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// DEFINE_PHYSPTR( m_pFluidController ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosition", InputSetPosition ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ), |
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// Outputs |
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DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ), |
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DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ), |
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// Functions |
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DEFINE_FUNCTION( StopMoveSound ), |
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END_DATADESC() |
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void SendProxy_CropFlagsToConveyorFlagBitsLength( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID) |
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{ |
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int mask = (1<<13) - 1; |
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int data = *(int *)pVarData; |
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pOut->m_Int = ( data & mask ); |
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} |
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IMPLEMENT_SERVERCLASS_ST(CFuncMoveLinear, DT_FuncMoveLinear) |
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SendPropVector( SENDINFO( m_vecVelocity ), 0, SPROP_NOSCALE ), |
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SendPropInt ( SENDINFO(m_fFlags), 0, SPROP_UNSIGNED ), |
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END_SEND_TABLE() |
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//------------------------------------------------------------------------------ |
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// Purpose: Called before spawning, after keyvalues have been parsed. |
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//------------------------------------------------------------------------------ |
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void CFuncMoveLinear::Spawn( void ) |
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{ |
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// Convert movedir from angles to a vector |
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QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z ); |
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AngleVectors( angMoveDir, &m_vecMoveDir ); |
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SetMoveType( MOVETYPE_PUSH ); |
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SetModel( STRING( GetModelName() ) ); |
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// Don't allow zero or negative speeds |
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if (m_flSpeed <= 0) |
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{ |
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m_flSpeed = 100; |
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} |
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// If move distance is set to zero, use with width of the |
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// brush to determine the size of the move distance |
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if (m_flMoveDistance <= 0) |
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{ |
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Vector vecOBB = CollisionProp()->OBBSize(); |
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vecOBB -= Vector( 2, 2, 2 ); |
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m_flMoveDistance = DotProductAbs( m_vecMoveDir, vecOBB ) - m_flLip; |
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} |
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m_vecPosition1 = GetLocalOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition); |
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m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance); |
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m_vecFinalDest = GetLocalOrigin(); |
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SetTouch( NULL ); |
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Precache(); |
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AddFlag( FL_CONVEYOR ); |
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// It is solid? |
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SetSolid( SOLID_VPHYSICS ); |
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if ( FClassnameIs( this, "func_water_analog" ) ) |
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{ |
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AddSolidFlags( FSOLID_VOLUME_CONTENTS ); |
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} |
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if ( !FClassnameIs( this, "func_water_analog" ) && FBitSet (m_spawnflags, SF_MOVELINEAR_NOTSOLID) ) |
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{ |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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} |
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CreateVPhysics(); |
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} |
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bool CFuncMoveLinear::ShouldSavePhysics( void ) |
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{ |
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// don't save physics for func_water_analog, regen |
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return !FClassnameIs( this, "func_water_analog" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CFuncMoveLinear::CreateVPhysics( void ) |
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{ |
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if ( !FClassnameIs( this, "func_water_analog" ) ) |
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{ |
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//normal door |
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if ( !IsSolidFlagSet( FSOLID_NOT_SOLID ) ) |
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{ |
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VPhysicsInitShadow( false, false ); |
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} |
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} |
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else |
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{ |
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// special contents |
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AddSolidFlags( FSOLID_VOLUME_CONTENTS ); |
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//SETBITS( m_spawnflags, SF_DOOR_SILENT ); // water is silent for now |
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IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false ); |
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fluidparams_t fluid; |
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Assert( CollisionProp()->GetCollisionAngles() == vec3_angle ); |
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fluid.damping = 0.01f; |
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fluid.surfacePlane[0] = 0; |
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fluid.surfacePlane[1] = 0; |
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fluid.surfacePlane[2] = 1; |
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fluid.surfacePlane[3] = CollisionProp()->GetCollisionOrigin().z + CollisionProp()->OBBMaxs().z - 1; |
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fluid.currentVelocity.Init(0,0,0); |
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fluid.torqueFactor = 0.1f; |
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fluid.viscosityFactor = 0.01f; |
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fluid.pGameData = static_cast<void *>(this); |
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//FIXME: Currently there's no way to specify that you want slime |
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fluid.contents = CONTENTS_WATER; |
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m_pFluidController = physenv->CreateFluidController( pPhysics, &fluid ); |
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} |
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return true; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CFuncMoveLinear::Precache( void ) |
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{ |
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if (m_soundStart != NULL_STRING) |
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{ |
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PrecacheScriptSound( (char *) STRING(m_soundStart) ); |
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} |
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if (m_soundStop != NULL_STRING) |
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{ |
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PrecacheScriptSound( (char *) STRING(m_soundStop) ); |
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} |
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m_currentSound = NULL_STRING; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CFuncMoveLinear::MoveTo(Vector vPosition, float flSpeed) |
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{ |
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if ( flSpeed != 0 ) |
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{ |
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if ( m_soundStart != NULL_STRING ) |
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{ |
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if (m_currentSound == m_soundStart) |
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{ |
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StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStop)); |
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} |
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else |
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{ |
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m_currentSound = m_soundStart; |
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CPASAttenuationFilter filter( this ); |
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EmitSound_t ep; |
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ep.m_nChannel = CHAN_BODY; |
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ep.m_pSoundName = (char*)STRING(m_soundStart); |
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ep.m_flVolume = 1; |
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ep.m_SoundLevel = SNDLVL_NORM; |
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EmitSound( filter, entindex(), ep ); |
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} |
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} |
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LinearMove( vPosition, flSpeed ); |
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if ( m_pFluidController ) |
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{ |
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m_pFluidController->WakeAllSleepingObjects(); |
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} |
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// Clear think (that stops sounds) |
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SetThink(NULL); |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CFuncMoveLinear::StopMoveSound( void ) |
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{ |
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if ( m_soundStart != NULL_STRING && ( m_currentSound == m_soundStart ) ) |
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{ |
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StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStart) ); |
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} |
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if ( m_soundStop != NULL_STRING && ( m_currentSound != m_soundStop ) ) |
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{ |
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m_currentSound = m_soundStop; |
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CPASAttenuationFilter filter( this ); |
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EmitSound_t ep; |
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ep.m_nChannel = CHAN_BODY; |
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ep.m_pSoundName = (char*)STRING(m_soundStop); |
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ep.m_flVolume = 1; |
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ep.m_SoundLevel = SNDLVL_NORM; |
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EmitSound( filter, entindex(), ep ); |
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} |
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SetThink(NULL); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CFuncMoveLinear::MoveDone( void ) |
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{ |
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// Stop sounds at the next think, rather than here as another |
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// SetPosition call might immediately follow the end of this move |
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SetThink(&CFuncMoveLinear::StopMoveSound); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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BaseClass::MoveDone(); |
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if ( GetLocalOrigin() == m_vecPosition2 ) |
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{ |
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m_OnFullyOpen.FireOutput( this, this ); |
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} |
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else if ( GetLocalOrigin() == m_vecPosition1 ) |
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{ |
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m_OnFullyClosed.FireOutput( this, this ); |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CFuncMoveLinear::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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if ( useType != USE_SET ) // Momentary buttons will pass down a float in here |
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return; |
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if ( value > 1.0 ) |
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value = 1.0; |
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Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1)); |
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Vector delta = move - GetLocalOrigin(); |
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float speed = delta.Length() * 10; |
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MoveTo(move, speed); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Sets the position as a value from [0..1]. |
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//----------------------------------------------------------------------------- |
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void CFuncMoveLinear::SetPosition( float flPosition ) |
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{ |
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Vector vTargetPos = m_vecPosition1 + ( flPosition * (m_vecPosition2 - m_vecPosition1)); |
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if ((vTargetPos - GetLocalOrigin()).Length() > 0.001) |
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{ |
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MoveTo(vTargetPos, m_flSpeed); |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CFuncMoveLinear::InputOpen( inputdata_t &inputdata ) |
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{ |
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if (GetLocalOrigin() != m_vecPosition2) |
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{ |
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MoveTo(m_vecPosition2, m_flSpeed); |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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void CFuncMoveLinear::InputClose( inputdata_t &inputdata ) |
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{ |
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if (GetLocalOrigin() != m_vecPosition1) |
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{ |
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MoveTo(m_vecPosition1, m_flSpeed); |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: Input handler for setting the position from [0..1]. |
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// Input : Float position. |
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//----------------------------------------------------------------------------- |
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void CFuncMoveLinear::InputSetPosition( inputdata_t &inputdata ) |
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{ |
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SetPosition( inputdata.value.Float() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called every frame when the bruch is blocked while moving |
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// Input : pOther - The blocking entity. |
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//----------------------------------------------------------------------------- |
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void CFuncMoveLinear::Blocked( CBaseEntity *pOther ) |
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{ |
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// Hurt the blocker |
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if ( m_flBlockDamage ) |
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{ |
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pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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void CFuncMoveLinear::InputSetSpeed( inputdata_t &inputdata ) |
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{ |
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// Set the new speed |
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m_flSpeed = inputdata.value.Float(); |
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// FIXME: This is a little questionable. Do we want to fix the speed, or let it continue on at the old speed? |
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float flDistToGoalSqr = ( m_vecFinalDest - GetLocalOrigin() ).LengthSqr(); |
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if ( flDistToGoalSqr > Square( FLT_EPSILON ) ) |
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{ |
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if ( fabs( m_flSpeed ) > FLT_EPSILON ) |
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{ |
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// NOTE: We do NOT want to call sound functions here, just vanilla position changes |
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LinearMove( m_vecFinalDest, m_flSpeed ); |
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} |
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else |
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{ |
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// If we set our speed to 0, just move to the current position to stop. |
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m_flSpeed = 1.0f; |
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LinearMove( GetLocalOrigin(), m_flSpeed ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Draw any debug text overlays |
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// Output : Current text offset from the top |
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//----------------------------------------------------------------------------- |
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int CFuncMoveLinear::DrawDebugTextOverlays(void) |
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{ |
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int text_offset = BaseClass::DrawDebugTextOverlays(); |
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if (m_debugOverlays & OVERLAY_TEXT_BIT) |
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{ |
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char tempstr[512]; |
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float flTravelDist = (m_vecPosition1 - m_vecPosition2).Length(); |
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float flCurDist = (m_vecPosition1 - GetLocalOrigin()).Length(); |
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Q_snprintf(tempstr,sizeof(tempstr),"Current Pos: %3.3f",flCurDist/flTravelDist); |
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EntityText(text_offset,tempstr,0); |
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text_offset++; |
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float flTargetDist = (m_vecPosition1 - m_vecFinalDest).Length(); |
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Q_snprintf(tempstr,sizeof(tempstr),"Target Pos: %3.3f",flTargetDist/flTravelDist); |
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EntityText(text_offset,tempstr,0); |
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text_offset++; |
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} |
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return text_offset; |
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}
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