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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "entityoutput.h"
#include "ndebugoverlay.h"
#include "modelentities.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar ent_debugkeys; extern ConVar showtriggers;
LINK_ENTITY_TO_CLASS( func_brush, CFuncBrush );
BEGIN_DATADESC( CFuncBrush )
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_KEYFIELD( m_iDisabled, FIELD_INTEGER, "StartDisabled" ), DEFINE_KEYFIELD( m_iSolidity, FIELD_INTEGER, "Solidity" ), DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ), DEFINE_KEYFIELD( m_iszExcludedClass, FIELD_STRING, "excludednpc" ), DEFINE_KEYFIELD( m_bInvertExclusion, FIELD_BOOLEAN, "invert_exclusion" ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetExcluded", InputSetExcluded ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetInvert", InputSetInvert ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CFuncBrush, DT_FuncBrush) END_SEND_TABLE()
void CFuncBrush::Spawn( void ) { SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
SetSolid( SOLID_VPHYSICS ); AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
if ( m_iSolidity == BRUSHSOLID_NEVER ) { AddSolidFlags( FSOLID_NOT_SOLID ); }
SetModel( STRING( GetModelName() ) );
if ( m_iDisabled ) TurnOff(); // If it can't move/go away, it's really part of the world
if ( !GetEntityName() || !m_iParent ) AddFlag( FL_WORLDBRUSH );
CreateVPhysics();
// Slam the object back to solid - if we really want it to be solid.
if ( m_bSolidBsp ) { SetSolid( SOLID_BSP ); } }
void CFuncBrush::Activate( void ) { BaseClass::Activate();
IPhysicsObject *pPhysObject = VPhysicsGetObject(); if( pPhysObject ) { pPhysObject->Wake(); } }
//-----------------------------------------------------------------------------
bool CFuncBrush::CreateVPhysics( void ) {
// NOTE: Don't init this static. It's pretty common for these to be constrained
// and dynamically parented. Initing shadow avoids having to destroy the physics
// object later and lose the constraints.
IPhysicsObject *pPhys = VPhysicsInitShadow(false, false); if ( pPhys ) { int contents = modelinfo->GetModelContents( GetModelIndex() ); if ( m_iDisabled || !(contents & (MASK_SOLID|MASK_PLAYERSOLID|MASK_NPCSOLID)) ) { // leave the physics shadow there in case it has crap constrained to it
// but disable collisions with it
pPhys->EnableCollisions( false ); } } return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CFuncBrush::DrawDebugTextOverlays( void ) { int nOffset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf( tempstr,sizeof(tempstr), "angles: %g %g %g", (double)GetLocalAngles()[PITCH], (double)GetLocalAngles()[YAW], (double)GetLocalAngles()[ROLL] ); EntityText( nOffset, tempstr, 0 ); nOffset++; }
return nOffset; }
//-----------------------------------------------------------------------------
// Purpose: Input handler for toggling the hidden/shown state of the brush.
//-----------------------------------------------------------------------------
void CFuncBrush::InputToggle( inputdata_t &inputdata ) { if ( IsOn() ) { TurnOff(); return; }
TurnOn(); }
//-----------------------------------------------------------------------------
// Purpose: Input handler for hiding the brush.
//-----------------------------------------------------------------------------
void CFuncBrush::InputTurnOff( inputdata_t &inputdata ) { TurnOff(); }
//-----------------------------------------------------------------------------
// Purpose: Input handler for showing the brush.
//-----------------------------------------------------------------------------
void CFuncBrush::InputTurnOn( inputdata_t &inputdata ) { TurnOn(); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CFuncBrush::InputSetExcluded( inputdata_t &inputdata ) { m_iszExcludedClass = inputdata.value.StringID(); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CFuncBrush::InputSetInvert( inputdata_t &inputdata ) { m_bInvertExclusion = inputdata.value.Bool(); }
//-----------------------------------------------------------------------------
// Purpose: Hides the brush.
//-----------------------------------------------------------------------------
void CFuncBrush::TurnOff( void ) { if ( !IsOn() ) return;
if ( m_iSolidity != BRUSHSOLID_ALWAYS ) { AddSolidFlags( FSOLID_NOT_SOLID ); }
AddEffects( EF_NODRAW );
IPhysicsObject *pObject = VPhysicsGetObject(); if( pObject ) { pObject->Wake(); pObject->EnableCollisions( false ); }
WakeRestingObjects();
m_iDisabled = TRUE; }
//-----------------------------------------------------------------------------
// Purpose: Shows the brush.
//-----------------------------------------------------------------------------
void CFuncBrush::TurnOn( void ) { if ( IsOn() ) return;
if ( m_iSolidity != BRUSHSOLID_NEVER ) { RemoveSolidFlags( FSOLID_NOT_SOLID ); }
RemoveEffects( EF_NODRAW );
IPhysicsObject *pObject = VPhysicsGetObject(); if( pObject ) { pObject->EnableCollisions( true ); if( pObject->IsAsleep() ) { pObject->Wake(); } }
m_iDisabled = FALSE; }
bool CFuncBrush::IsOn( void ) { return !IsEffectActive( EF_NODRAW ); }
//-----------------------------------------------------------------------------
// Purpose: Invisible field that activates when touched
// All inputs are passed up to the main entity, unless filtered out
//-----------------------------------------------------------------------------
// DVS TODO: obsolete, remove
class CTriggerBrush : public CBaseEntity { //
// Filters controlling what this trigger responds to.
//
enum TriggerFilters_e { TRIGGER_IGNOREPLAYERS = 0x01, TRIGGER_IGNORENPCS = 0x02, TRIGGER_IGNOREPUSHABLES = 0x04, TRIGGER_IGNORETOUCH = 0x08, TRIGGER_IGNOREUSE = 0x10, TRIGGER_IGNOREALL = 0x20, };
public: DECLARE_CLASS( CTriggerBrush, CBaseEntity );
// engine inputs
void Spawn( void ); void StartTouch( CBaseEntity *pOther ); void EndTouch( CBaseEntity *pOther ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// input filtering (use/touch/blocked)
bool PassesInputFilter( CBaseEntity *pOther, int filter );
// input functions
void InputEnable( inputdata_t &inputdata ) { RemoveFlag( FL_DONTTOUCH ); }
void InputDisable( inputdata_t &inputdata ) { // this ensures that all the remaining EndTouch() calls still get passed through
AddFlag( FL_DONTTOUCH ); }
// outputs
COutputEvent m_OnStartTouch; COutputEvent m_OnEndTouch; COutputEvent m_OnUse;
// data
int m_iInputFilter; int m_iDontMessageParent;
DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( trigger_brush, CTriggerBrush );
BEGIN_DATADESC( CTriggerBrush )
DEFINE_KEYFIELD( m_iInputFilter, FIELD_INTEGER, "InputFilter" ), DEFINE_KEYFIELD( m_iDontMessageParent, FIELD_INTEGER, "DontMessageParent" ),
DEFINE_OUTPUT( m_OnStartTouch, "OnStartTouch" ), DEFINE_OUTPUT( m_OnEndTouch, "OnEndTouch" ), DEFINE_OUTPUT( m_OnUse, "OnUse" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
END_DATADESC()
void CTriggerBrush::Spawn( void ) { SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_TRIGGER ); SetMoveType( MOVETYPE_NONE );
SetModel( STRING( GetModelName() ) ); // set size and link into world
if ( !showtriggers.GetInt() ) { AddEffects( EF_NODRAW ); } }
//-----------------------------------------------------------------------------
// Purpose: Called when an entity starts touching us.
// Input : pOther - the entity that is now touching us.
//-----------------------------------------------------------------------------
void CTriggerBrush::StartTouch( CBaseEntity *pOther ) { if ( PassesInputFilter(pOther, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNORETOUCH) ) { m_OnStartTouch.FireOutput( pOther, this ); if ( !m_iDontMessageParent ) BaseClass::StartTouch( pOther ); } }
//-----------------------------------------------------------------------------
// Purpose: Called when an entity stops touching us.
// Input : pOther - the entity that was touching us.
//-----------------------------------------------------------------------------
void CTriggerBrush::EndTouch( CBaseEntity *pOther ) { if ( PassesInputFilter(pOther, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNORETOUCH) ) { m_OnEndTouch.FireOutput( pOther, this );
if ( !m_iDontMessageParent ) BaseClass::EndTouch( pOther ); } }
//-----------------------------------------------------------------------------
// Purpose: Called when we are triggered by another entity or used by the player.
// Input : pActivator -
// pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CTriggerBrush::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( PassesInputFilter(pActivator, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNOREUSE) ) { m_OnUse.FireOutput( pActivator, this ); if ( !m_iDontMessageParent ) { BaseClass::Use( pActivator, pCaller, useType, value ); } } }
//-----------------------------------------------------------------------------
// Purpose: Checks an entity input, against a filter and the current entity
// Input : *pOther - the entity that is part of the input (touch/untouch/block/use)
// filter - a field of standard filters (TriggerFilters_e)
// Output : Returns true if the input passes, false if it should be ignored
//-----------------------------------------------------------------------------
bool CTriggerBrush::PassesInputFilter( CBaseEntity *pOther, int filter ) { if ( !filter ) return true;
// check for players
if ( (filter & TRIGGER_IGNOREPLAYERS) && pOther->IsPlayer() ) return false;
// NPCs
if ( (filter & TRIGGER_IGNORENPCS) && pOther->edict() && (pOther->GetFlags() & FL_NPC) ) return false;
// pushables
if ( (filter & TRIGGER_IGNOREPUSHABLES) && FStrEq(STRING(pOther->m_iClassname), "func_pushable") ) return false;
return true; }
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