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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: An entity that can be used to constrain the player's movement around it
//
//=============================================================================//
#include "cbase.h"
#include "saverestore_utlvector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_TELEPORT_TO_SPAWN_POS 0x00000001
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointPlayerMoveConstraint : public CBaseEntity { DECLARE_CLASS( CPointPlayerMoveConstraint, CBaseEntity ); public: DECLARE_DATADESC();
int UpdateTransmitState( void ); void Activate( void ); void ConstraintThink( void );
void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata );
private: float m_flRadius; float m_flConstraintWidth; float m_flSpeedFactor; float m_flRadiusSquared; CUtlVector<EHANDLE> m_hConstrainedPlayers; COutputEvent m_OnConstraintBroken; };
LINK_ENTITY_TO_CLASS( point_playermoveconstraint, CPointPlayerMoveConstraint );
BEGIN_DATADESC( CPointPlayerMoveConstraint )
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), DEFINE_KEYFIELD( m_flConstraintWidth, FIELD_FLOAT, "width" ), DEFINE_KEYFIELD( m_flSpeedFactor, FIELD_FLOAT, "speedfactor" ), // DEFINE_FIELD( m_flRadiusSquared, FIELD_FLOAT ), // Don't Save
DEFINE_UTLVECTOR( m_hConstrainedPlayers, FIELD_EHANDLE ),
DEFINE_THINKFUNC( ConstraintThink ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_OUTPUT( m_OnConstraintBroken, "OnConstraintBroken" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPointPlayerMoveConstraint::UpdateTransmitState() { // ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS ); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointPlayerMoveConstraint::Activate( void ) { BaseClass::Activate();
m_flRadiusSquared = (m_flRadius * m_flRadius); }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CPointPlayerMoveConstraint::InputTurnOn( inputdata_t &inputdata ) { // Find all players within our radius and constraint them
float flRadius = m_flRadius; // If we're in singleplayer, blow the radius a bunch
if ( gpGlobals->maxClients == 1 ) { flRadius = MAX_COORD_RANGE; } CBaseEntity *pEntity = NULL; while ( (pEntity = gEntList.FindEntityByClassnameWithin( pEntity, "player", GetLocalOrigin(), flRadius)) != NULL ) { CBasePlayer *pPlayer = ToBasePlayer( pEntity ); Assert( pPlayer ); // Only add him if he's not already constrained
if ( m_hConstrainedPlayers.Find( pPlayer ) == m_hConstrainedPlayers.InvalidIndex() ) { m_hConstrainedPlayers.AddToTail( pPlayer );
pPlayer->ActivateMovementConstraint( this, GetAbsOrigin(), m_flRadius, m_flConstraintWidth, m_flSpeedFactor ); } }
// Only think if we found any
if ( m_hConstrainedPlayers.Count() ) { SetThink( &CPointPlayerMoveConstraint::ConstraintThink ); SetNextThink( gpGlobals->curtime + 0.1f ); } }
//------------------------------------------------------------------------------
// Purpose: Release all players we've constrained
//------------------------------------------------------------------------------
void CPointPlayerMoveConstraint::InputTurnOff( inputdata_t &inputdata ) { int iCount = m_hConstrainedPlayers.Count(); for ( int i = 0; i < iCount; i++ ) { CBasePlayer *pPlayer = ToBasePlayer( m_hConstrainedPlayers[i] ); if ( pPlayer ) { pPlayer->DeactivateMovementConstraint(); } }
m_hConstrainedPlayers.Purge(); }
//-----------------------------------------------------------------------------
// Purpose: Check to see if any of our constrained players have broken the constraint
//-----------------------------------------------------------------------------
void CPointPlayerMoveConstraint::ConstraintThink( void ) { int iCount = m_hConstrainedPlayers.Count();
// Count backwards, because we might drop them if they've broken the constraint
for ( int i = (iCount-1); i >= 0; i-- ) { CBasePlayer *pPlayer = ToBasePlayer( m_hConstrainedPlayers[i] ); if ( pPlayer ) { float flDistanceSqr = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).LengthSqr(); if ( flDistanceSqr > m_flRadiusSquared ) { // Break the constraint to this player
pPlayer->DeactivateMovementConstraint(); m_hConstrainedPlayers.Remove(i);
// Fire the broken output
m_OnConstraintBroken.FireOutput( this, pPlayer ); } } }
// Only keep thinking if we any left
if ( m_hConstrainedPlayers.Count() ) { SetNextThink( gpGlobals->curtime + 0.1f ); } }
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