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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/func_movelinear.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/func_movelinear.cpp')
| -rw-r--r-- | mp/src/game/server/func_movelinear.cpp | 396 |
1 files changed, 396 insertions, 0 deletions
diff --git a/mp/src/game/server/func_movelinear.cpp b/mp/src/game/server/func_movelinear.cpp new file mode 100644 index 00000000..94794243 --- /dev/null +++ b/mp/src/game/server/func_movelinear.cpp @@ -0,0 +1,396 @@ +//========= Copyright 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()
+
+
+//------------------------------------------------------------------------------
+// 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 = GetAbsOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition);
+ m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance);
+ m_vecFinalDest = GetAbsOrigin();
+
+ SetTouch( NULL );
+
+ Precache();
+
+ // 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 ( GetAbsOrigin() == m_vecPosition2 )
+ {
+ m_OnFullyOpen.FireOutput( this, this );
+ }
+ else if ( GetAbsOrigin() == 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 - GetAbsOrigin() ).LengthSqr();
+ if ( flDistToGoalSqr > Square( FLT_EPSILON ) )
+ {
+ // NOTE: We do NOT want to call sound functions here, just vanilla position changes
+ LinearMove( m_vecFinalDest, 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;
+}
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