You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
420 lines
12 KiB
420 lines
12 KiB
//========= 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;
|
|
}
|