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526 lines
15 KiB
526 lines
15 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: One of the two ends of a portal pair which can be picked up and placed by weapon_camera
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//
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//===========================================================================//
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#include "cbase.h"
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#include "portal_mp_gamerules.h"
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#include "cvisibilitymonitor.h"
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#include "cegclientwrapper.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define PROP_BUTTON_MODEL_NAME "models/props/switch001.mdl"
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#define PROP_UNDER_BUTTON_MODEL_NAME "models/props_underground/underground_testchamber_button.mdl"
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ConVar sv_portal2_button_hint_range( "sv_portal2_button_hint_range", "350.0", FCVAR_NONE );
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//-----------------------------------------------------------------------------
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// Context think
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//-----------------------------------------------------------------------------
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static const char *s_pTimerThinkContext = "TimerThinkContext";
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class CPropButton : public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CPropButton, CBaseAnimating );
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DECLARE_DATADESC();
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CPropButton( void );
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual bool CreateVPhysics( void );
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virtual void Activate( void );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE ); }
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void AnimateThink( void );
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void TimerThink( void );
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void Lock();
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void Unlock();
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int DrawDebugTextOverlays();
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virtual const char *GetButtonModelName();
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private:
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void Press( CBaseEntity *pActivator );
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void InputPress( inputdata_t &input );
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void InputLock( inputdata_t &inputdata );
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void InputUnlock( inputdata_t &inputdata );
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void InputCancelPress( inputdata_t &input );
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void OnPressed( void );
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void OnButtonReset( void );
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EHANDLE m_hActivator;
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COutputEvent m_OnPressed;
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COutputEvent m_OnPressedOrange;
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COutputEvent m_OnPressedBlue;
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COutputEvent m_OnButtonReset;
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bool m_bLocked;
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float m_flDelayBeforeReset;
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float m_flGoalTime; // goal time when a pressed button should unpress
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bool m_bIsTimer;
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bool m_bTimerCancelled;
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bool m_bPreventFastReset;
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protected:
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virtual void LookUpAnimationSequences( void );
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// animation sequences for the button
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int m_UpSequence;
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int m_DownSequence;
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int m_IdleDownSequence;
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int m_IdleUpSequence;
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};
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LINK_ENTITY_TO_CLASS( prop_button, CPropButton );
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BEGIN_DATADESC( CPropButton )
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DEFINE_THINKFUNC( AnimateThink ),
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DEFINE_THINKFUNC( TimerThink ),
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DEFINE_KEYFIELD( m_flDelayBeforeReset, FIELD_FLOAT, "Delay" ),
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DEFINE_KEYFIELD( m_bIsTimer, FIELD_BOOLEAN, "IsTimer" ),
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DEFINE_KEYFIELD( m_bPreventFastReset, FIELD_BOOLEAN, "PreventFastReset" ),
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DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bLocked, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bTimerCancelled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flGoalTime, FIELD_TIME ),
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DEFINE_FIELD( m_UpSequence, FIELD_INTEGER ),
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DEFINE_FIELD( m_DownSequence, FIELD_INTEGER ),
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DEFINE_FIELD( m_IdleDownSequence, FIELD_INTEGER ),
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DEFINE_FIELD( m_IdleUpSequence, FIELD_INTEGER ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Press", InputPress ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "CancelPress", InputCancelPress ),
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DEFINE_OUTPUT( m_OnPressed, "OnPressed" ),
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DEFINE_OUTPUT( m_OnPressedOrange, "OnPressedOrange" ),
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DEFINE_OUTPUT( m_OnPressedBlue, "OnPressedBlue" ),
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DEFINE_OUTPUT( m_OnButtonReset, "OnButtonReset" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: constructor
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//-----------------------------------------------------------------------------
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CPropButton::CPropButton( void )
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{
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// set the default locked state on spawn
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m_bLocked = false;
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m_bTimerCancelled = false;
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RemoveEffects( EF_SHADOWDEPTH_NOCACHE );
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AddEffects( EF_MARKED_FOR_FAST_REFLECTION );
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}
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const char *CPropButton::GetButtonModelName()
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{
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return PROP_BUTTON_MODEL_NAME;
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}
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void CPropButton::LookUpAnimationSequences( void )
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{
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// look up animation sequences
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m_UpSequence = LookupSequence( "up" );
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m_DownSequence = LookupSequence( "down" );
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m_IdleUpSequence = LookupSequence( "idle" );
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m_IdleDownSequence = LookupSequence( "idle_down" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropButton::Precache( void )
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{
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PrecacheModel( GetButtonModelName() );
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// sounds for button
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PrecacheScriptSound( "Portal.button_down" );
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PrecacheScriptSound( "Portal.button_up" );
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PrecacheScriptSound( "Portal.button_locked" );
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PrecacheScriptSound( "Portal.room1_TickTock" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropButton::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_VPHYSICS );
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SetModel( GetButtonModelName() );
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//Buttons are unpaintable
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AddFlag( FL_UNPAINTABLE );
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LookUpAnimationSequences();
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m_flGoalTime = 0;
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CreateVPhysics();
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VisibilityMonitor_AddEntity_NotVisibleThroughGlass( this, sv_portal2_button_hint_range.GetFloat() - 50.0f, NULL, NULL );
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// Never let crucial game components fade out!
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SetFadeDistance( -1.0f, 0.0f );
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SetGlobalFadeScale( 0.0f );
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// Start "up"
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ResetSequence( m_IdleUpSequence );
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}
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bool CPropButton::CreateVPhysics( void )
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{
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VPhysicsInitStatic();
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return true;
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}
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void CPropButton::Activate( void )
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{
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BaseClass::Activate();
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SetThink( &CPropButton::AnimateThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Animate and catch edge cases for us stopping / starting our animation
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//-----------------------------------------------------------------------------
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void CPropButton::AnimateThink( void )
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{
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// Update our animation
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StudioFrameAdvance();
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DispatchAnimEvents( this );
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// this loop runs every time an animation finishes
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// and figures out the next animation to play.
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if ( IsSequenceFinished() )
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{
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int nSequence = GetSequence();
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if ( nSequence == m_UpSequence )
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{
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ResetSequence( m_IdleUpSequence );
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// fire the OnButtonReset output
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OnButtonReset();
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}
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else if ( nSequence == m_DownSequence )
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{
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ResetSequence( m_IdleDownSequence );
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// set the time for the button to reset
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m_flGoalTime = gpGlobals->curtime + m_flDelayBeforeReset;
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// fire the OnPressed output
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OnPressed();
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//if the button is a timer play the tick-tock sound while button is down
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if ( m_bIsTimer )
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{
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SetContextThink( &CPropButton::TimerThink, gpGlobals->curtime + 1.0f, s_pTimerThinkContext );
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if( !m_bPreventFastReset )
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{
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// since this is a timer button the button resets to the up position immediately after being pressed
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ResetSequence( m_UpSequence );
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}
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}
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}
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else if ( nSequence == m_IdleDownSequence )
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{
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// reset the button if it is time
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if ( gpGlobals->curtime > m_flGoalTime )
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{
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ResetSequence( m_UpSequence );
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}
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}
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}
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SetThink( &CPropButton::AnimateThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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void CPropButton::TimerThink( void )
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{
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// determine if we should play the tick-tock sound
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if ( m_flGoalTime > gpGlobals->curtime )
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{
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EmitSound( "Portal.room1_TickTock" );
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// tick again in 1 second
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SetContextThink( &CPropButton::TimerThink, gpGlobals->curtime + 1.0f, s_pTimerThinkContext );
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}
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else
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{
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// stop ticking
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SetContextThink( NULL, TICK_NEVER_THINK, s_pTimerThinkContext );
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// skip the button reset events if the timer was cancelled
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if ( m_bTimerCancelled )
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{
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m_bTimerCancelled = false;
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}
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else
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{
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// play the button up sound
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EmitSound( "Portal.button_up" );
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// fire the OnReset output
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m_OnButtonReset.FireOutput( this, this );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Press the button
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//-----------------------------------------------------------------------------
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void CPropButton::Press( CBaseEntity *pActivator )
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{
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if ( m_bLocked )
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{
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// button is locked so play a locked sound
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EmitSound( "Portal.button_locked" );
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}
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else
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{
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// animate the button being pressed
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int nCurrentSequence = GetSequence();
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if (nCurrentSequence == m_IdleUpSequence )
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{
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ResetSequence( m_DownSequence );
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// play the button press sound
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EmitSound( "Portal.button_down" );
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}
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m_hActivator = pActivator;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Press the button (via input)
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//-----------------------------------------------------------------------------
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void CPropButton::InputPress( inputdata_t &input )
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{
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Press( input.pActivator );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Expire the timer
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//-----------------------------------------------------------------------------
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void CPropButton::InputCancelPress( inputdata_t &input )
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{
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m_bTimerCancelled = true;
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// set the goal time to the current time so the timer logic will expire
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m_flGoalTime = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fire output for button being pressed
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//-----------------------------------------------------------------------------
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void CPropButton::OnPressed( void )
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{
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// fire the OnPressed output
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if ( m_hActivator.Get() != NULL )
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{
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CBaseEntity *pOther = dynamic_cast<CBaseEntity*>(m_hActivator.Get());
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if ( GameRules() && GameRules()->IsMultiplayer() && pOther && pOther->IsPlayer() )
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{
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if ( pOther->GetTeamNumber() == TEAM_RED )
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{
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m_OnPressedOrange.FireOutput( pOther, this );
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}
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else if ( pOther->GetTeamNumber() == TEAM_BLUE )
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{
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m_OnPressedBlue.FireOutput( pOther, this );
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}
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}
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m_OnPressed.FireOutput( m_hActivator.Get(), this );
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}
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else
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m_OnPressed.FireOutput( this, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fire output when button has reset after being pressed
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//-----------------------------------------------------------------------------
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void CPropButton::OnButtonReset( void )
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{
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// skip the button reset events if the timer was cancelled
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if ( m_bTimerCancelled )
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{
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m_bTimerCancelled = false;
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}
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else if( !m_bIsTimer ) // if the button is a timer then don't do this. the timer will handle this step when it expires.
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{
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// play the button up sound
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EmitSound( "Portal.button_up" );
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// fire the OnReset output
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m_OnButtonReset.FireOutput( this, this );
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}
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else
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{
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STEAMWORKS_SELFCHECK();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pActivator -
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// *pCaller -
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// useType -
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// value -
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//-----------------------------------------------------------------------------
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void CPropButton::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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CBasePlayer *pPlayer = ToBasePlayer( pActivator );
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if ( pPlayer )
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{
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// press the button
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Press( pActivator );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Locks the button. If locked, the button will play the locked sound
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// when the player tries to use it.
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//-----------------------------------------------------------------------------
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void CPropButton::Lock()
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{
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m_bLocked = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Unlocks the button, making it able to be pressed again.
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//-----------------------------------------------------------------------------
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void CPropButton::Unlock()
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{
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m_bLocked = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Locks the button. If locked, the button will play the locked sound
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// when the player tries to use it.
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//-----------------------------------------------------------------------------
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void CPropButton::InputLock( inputdata_t &inputdata )
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{
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Lock();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Unlocks the button, making it able to be pressed again.
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//-----------------------------------------------------------------------------
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void CPropButton::InputUnlock( inputdata_t &inputdata )
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{
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Unlock();
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}
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//-----------------------------------------------------------------------------
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// Draw debug overlays
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//-----------------------------------------------------------------------------
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int CPropButton::DrawDebugTextOverlays()
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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char tempstr[255];
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Q_snprintf( tempstr, sizeof(tempstr), "%s", m_bLocked ? "Locked" : "Unlocked" );
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EntityText( text_offset, tempstr, 0 );
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text_offset++;
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Q_snprintf( tempstr, sizeof(tempstr), "%s", m_bIsTimer ? "Is a timer" : "Is not a timer" );
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EntityText( text_offset, tempstr, 0 );
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text_offset++;
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Q_snprintf( tempstr, sizeof(tempstr), "Delay: %f", m_flDelayBeforeReset );
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EntityText( text_offset, tempstr, 0 );
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text_offset++;
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if ( ( m_flGoalTime - gpGlobals->curtime) > 0 )
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{
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Q_snprintf( tempstr, sizeof(tempstr), "Timer expires in: %.2f", ( m_flGoalTime - gpGlobals->curtime) );
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EntityText( text_offset, tempstr, 0 );
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text_offset++;
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}
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return text_offset;
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}
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//-----------------------------------------------------------------------------
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// Underground button
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//-----------------------------------------------------------------------------
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class CPropUnderButton : public CPropButton
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{
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DECLARE_CLASS( CPropUnderButton, CPropButton );
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DECLARE_DATADESC()
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public:
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virtual const char *GetButtonModelName();
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protected:
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virtual void LookUpAnimationSequences( void );
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};
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LINK_ENTITY_TO_CLASS( prop_under_button, CPropUnderButton );
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BEGIN_DATADESC( CPropUnderButton )
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END_DATADESC()
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const char *CPropUnderButton::GetButtonModelName()
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{
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return PROP_UNDER_BUTTON_MODEL_NAME;
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}
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void CPropUnderButton::LookUpAnimationSequences( void )
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{
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// look up animation sequences
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m_UpSequence = LookupSequence( "release" );
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m_DownSequence = LookupSequence( "press" );
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m_IdleUpSequence = LookupSequence( "release_idle" );
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m_IdleDownSequence = LookupSequence( "press_idle" );
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}
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