//========= 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(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; }