|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements a brush model entity that moves along a linear path.
// Water whose level can be changed is implemented using the same entity.
//
//=============================================================================//
#include "cbase.h"
#include "func_movelinear.h"
#include "entitylist.h"
#include "locksounds.h"
#include "ndebugoverlay.h"
#include "engine/IEngineSound.h"
#include "physics_saverestore.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// -------------------------------
// SPAWN_FLAGS
// -------------------------------
#define SF_MOVELINEAR_NOTSOLID 8
LINK_ENTITY_TO_CLASS( func_movelinear, CFuncMoveLinear ); LINK_ENTITY_TO_CLASS( momentary_door, CFuncMoveLinear ); // For backward compatibility
//
// func_water_analog is implemented as a linear mover so we can raise/lower the water level.
//
LINK_ENTITY_TO_CLASS( func_water_analog, CFuncMoveLinear );
BEGIN_DATADESC( CFuncMoveLinear )
DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ), DEFINE_KEYFIELD( m_soundStart, FIELD_SOUNDNAME, "StartSound" ), DEFINE_KEYFIELD( m_soundStop, FIELD_SOUNDNAME, "StopSound" ), DEFINE_FIELD( m_currentSound, FIELD_SOUNDNAME ), DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "BlockDamage"), DEFINE_KEYFIELD( m_flStartPosition, FIELD_FLOAT, "StartPosition"), DEFINE_KEYFIELD( m_flMoveDistance, FIELD_FLOAT, "MoveDistance"), // DEFINE_PHYSPTR( m_pFluidController ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ), DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosition", InputSetPosition ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ),
// Outputs
DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ), DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ),
// Functions
DEFINE_FUNCTION( StopMoveSound ),
END_DATADESC()
void SendProxy_CropFlagsToConveyorFlagBitsLength( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID) { int mask = (1<<13) - 1; int data = *(int *)pVarData;
pOut->m_Int = ( data & mask ); }
IMPLEMENT_SERVERCLASS_ST(CFuncMoveLinear, DT_FuncMoveLinear) SendPropVector( SENDINFO( m_vecVelocity ), 0, SPROP_NOSCALE ), SendPropInt ( SENDINFO(m_fFlags), 0, SPROP_UNSIGNED ), END_SEND_TABLE()
//------------------------------------------------------------------------------
// Purpose: Called before spawning, after keyvalues have been parsed.
//------------------------------------------------------------------------------
void CFuncMoveLinear::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 );
SetMoveType( MOVETYPE_PUSH ); SetModel( STRING( GetModelName() ) ); // Don't allow zero or negative speeds
if (m_flSpeed <= 0) { m_flSpeed = 100; } // If move distance is set to zero, use with width of the
// brush to determine the size of the move distance
if (m_flMoveDistance <= 0) { Vector vecOBB = CollisionProp()->OBBSize(); vecOBB -= Vector( 2, 2, 2 ); m_flMoveDistance = DotProductAbs( m_vecMoveDir, vecOBB ) - m_flLip; }
m_vecPosition1 = GetLocalOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition); m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance); m_vecFinalDest = GetLocalOrigin();
SetTouch( NULL );
Precache();
// Disabling this flag, since it seems to just make the player move twice as fast when on one of these. -Brett
//AddFlag( FL_CONVEYOR );
// It is solid?
SetSolid( SOLID_VPHYSICS );
if ( FClassnameIs( this, "func_water_analog" ) ) { AddSolidFlags( FSOLID_VOLUME_CONTENTS ); }
if ( !FClassnameIs( this, "func_water_analog" ) && FBitSet (m_spawnflags, SF_MOVELINEAR_NOTSOLID) ) { AddSolidFlags( FSOLID_NOT_SOLID ); }
CreateVPhysics(); }
bool CFuncMoveLinear::ShouldSavePhysics( void ) { // don't save physics for func_water_analog, regen
return !FClassnameIs( this, "func_water_analog" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncMoveLinear::CreateVPhysics( void ) { if ( !FClassnameIs( this, "func_water_analog" ) ) { //normal door
if ( !IsSolidFlagSet( FSOLID_NOT_SOLID ) ) { VPhysicsInitShadow( false, false ); } } else { // special contents
AddSolidFlags( FSOLID_VOLUME_CONTENTS ); //SETBITS( m_spawnflags, SF_DOOR_SILENT ); // water is silent for now
IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false ); fluidparams_t fluid; Assert( CollisionProp()->GetCollisionAngles() == vec3_angle ); fluid.damping = 0.01f; fluid.surfacePlane[0] = 0; fluid.surfacePlane[1] = 0; fluid.surfacePlane[2] = 1; fluid.surfacePlane[3] = CollisionProp()->GetCollisionOrigin().z + CollisionProp()->OBBMaxs().z - 1; fluid.currentVelocity.Init(0,0,0); fluid.torqueFactor = 0.1f; fluid.viscosityFactor = 0.01f; fluid.pGameData = static_cast<void *>(this); //FIXME: Currently there's no way to specify that you want slime
fluid.contents = CONTENTS_WATER; m_pFluidController = physenv->CreateFluidController( pPhysics, &fluid ); }
return true; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CFuncMoveLinear::Precache( void ) { if (m_soundStart != NULL_STRING) { PrecacheScriptSound( (char *) STRING(m_soundStart) ); } if (m_soundStop != NULL_STRING) { PrecacheScriptSound( (char *) STRING(m_soundStop) ); } m_currentSound = NULL_STRING; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CFuncMoveLinear::MoveTo(Vector vPosition, float flSpeed) { if ( flSpeed != 0 ) { if ( m_soundStart != NULL_STRING ) { if (m_currentSound == m_soundStart) { StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStop)); } else { m_currentSound = m_soundStart; CPASAttenuationFilter filter( this );
EmitSound_t ep; ep.m_nChannel = CHAN_BODY; ep.m_pSoundName = (char*)STRING(m_soundStart); ep.m_flVolume = 1; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep ); } }
LinearMove( vPosition, flSpeed );
if ( m_pFluidController ) { m_pFluidController->WakeAllSleepingObjects(); }
// Clear think (that stops sounds)
SetThink(NULL); } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CFuncMoveLinear::StopMoveSound( void ) { if ( m_soundStart != NULL_STRING && ( m_currentSound == m_soundStart ) ) { StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStart) ); }
if ( m_soundStop != NULL_STRING && ( m_currentSound != m_soundStop ) ) { m_currentSound = m_soundStop; CPASAttenuationFilter filter( this );
EmitSound_t ep; ep.m_nChannel = CHAN_BODY; ep.m_pSoundName = (char*)STRING(m_soundStop); ep.m_flVolume = 1; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep ); }
SetThink(NULL); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CFuncMoveLinear::MoveDone( void ) { // Stop sounds at the next think, rather than here as another
// SetPosition call might immediately follow the end of this move
SetThink(&CFuncMoveLinear::StopMoveSound); SetNextThink( gpGlobals->curtime + 0.1f ); BaseClass::MoveDone();
if ( GetLocalOrigin() == m_vecPosition2 ) { m_OnFullyOpen.FireOutput( this, this ); } else if ( GetLocalOrigin() == m_vecPosition1 ) { m_OnFullyClosed.FireOutput( this, this ); } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CFuncMoveLinear::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( useType != USE_SET ) // Momentary buttons will pass down a float in here
return;
if ( value > 1.0 ) value = 1.0; Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1)); Vector delta = move - GetLocalOrigin(); float speed = delta.Length() * 10;
MoveTo(move, speed); }
//-----------------------------------------------------------------------------
// Purpose: Sets the position as a value from [0..1].
//-----------------------------------------------------------------------------
void CFuncMoveLinear::SetPosition( float flPosition ) { Vector vTargetPos = m_vecPosition1 + ( flPosition * (m_vecPosition2 - m_vecPosition1)); if ((vTargetPos - GetLocalOrigin()).Length() > 0.001) { MoveTo(vTargetPos, m_flSpeed); } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CFuncMoveLinear::InputOpen( inputdata_t &inputdata ) { if (GetLocalOrigin() != m_vecPosition2) { MoveTo(m_vecPosition2, m_flSpeed); } }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CFuncMoveLinear::InputClose( inputdata_t &inputdata ) { if (GetLocalOrigin() != m_vecPosition1) { MoveTo(m_vecPosition1, m_flSpeed); } }
//------------------------------------------------------------------------------
// Purpose: Input handler for setting the position from [0..1].
// Input : Float position.
//-----------------------------------------------------------------------------
void CFuncMoveLinear::InputSetPosition( inputdata_t &inputdata ) { SetPosition( inputdata.value.Float() ); }
//-----------------------------------------------------------------------------
// Purpose: Called every frame when the bruch is blocked while moving
// Input : pOther - The blocking entity.
//-----------------------------------------------------------------------------
void CFuncMoveLinear::Blocked( CBaseEntity *pOther ) { // Hurt the blocker
if ( m_flBlockDamage ) { if ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) { if ( FClassnameIs( pOther, "gib" ) ) UTIL_Remove( pOther ); } else pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFuncMoveLinear::InputSetSpeed( inputdata_t &inputdata ) { // Set the new speed
m_flSpeed = inputdata.value.Float();
// FIXME: This is a little questionable. Do we want to fix the speed, or let it continue on at the old speed?
float flDistToGoalSqr = ( m_vecFinalDest - GetLocalOrigin() ).LengthSqr(); if ( flDistToGoalSqr > Square( FLT_EPSILON ) ) { if ( fabs( m_flSpeed ) > FLT_EPSILON ) { // NOTE: We do NOT want to call sound functions here, just vanilla position changes
LinearMove( m_vecFinalDest, m_flSpeed ); } else { // If we set our speed to 0, just move to the current position to stop.
m_flSpeed = 1.0f; LinearMove( GetLocalOrigin(), m_flSpeed ); } } }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CFuncMoveLinear::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; float flTravelDist = (m_vecPosition1 - m_vecPosition2).Length(); float flCurDist = (m_vecPosition1 - GetLocalOrigin()).Length(); Q_snprintf(tempstr,sizeof(tempstr),"Current Pos: %3.3f",flCurDist/flTravelDist); EntityText(text_offset,tempstr,0); text_offset++;
float flTargetDist = (m_vecPosition1 - m_vecFinalDest).Length(); Q_snprintf(tempstr,sizeof(tempstr),"Target Pos: %3.3f",flTargetDist/flTravelDist); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; }
|