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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/pointanglesensor.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/pointanglesensor.cpp')
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diff --git a/mp/src/game/server/pointanglesensor.cpp b/mp/src/game/server/pointanglesensor.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Used to fire events based on the orientation of a given entity.
+//
+// Looks at its target's angles every frame and fires an output if its
+// target's forward vector points at a specified lookat entity for more
+// than a specified length of time.
+//
+// It also fires an output whenever the target's angles change.
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "entityinput.h"
+#include "entityoutput.h"
+#include "eventqueue.h"
+#include "mathlib/mathlib.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define SF_USE_TARGET_FACING (1<<0) // Use the target entity's direction instead of position
+
+class CPointAngleSensor : public CPointEntity
+{
+ DECLARE_CLASS(CPointAngleSensor, CPointEntity);
+public:
+
+ bool KeyValue(const char *szKeyName, const char *szValue);
+ void Activate(void);
+ void Spawn(void);
+ void Think(void);
+
+ int DrawDebugTextOverlays(void);
+
+protected:
+
+ void Enable();
+ void Disable();
+
+ // Input handlers
+ void InputEnable(inputdata_t &inputdata);
+ void InputDisable(inputdata_t &inputdata);
+ void InputToggle(inputdata_t &inputdata);
+ void InputTest(inputdata_t &inputdata);
+ void InputSetTargetEntity(inputdata_t &inputdata);
+
+ bool IsFacingWithinTolerance(CBaseEntity *pEntity, CBaseEntity *pTarget, float flTolerance, float *pflDot = NULL);
+
+ bool m_bDisabled; // When disabled, we do not think or fire outputs.
+ string_t m_nLookAtName; // Name of the entity that the target must point at to fire the OnTrue output.
+
+ EHANDLE m_hTargetEntity; // Entity whose angles are being monitored.
+ EHANDLE m_hLookAtEntity; // Entity that the target must look at to fire the OnTrue output.
+
+ float m_flDuration; // Time in seconds for which the entity must point at the target.
+ float m_flDotTolerance; // Degrees of error allowed to satisfy the condition, expressed as a dot product.
+ float m_flFacingTime; // The time at which the target entity pointed at the lookat entity.
+ bool m_bFired; // Latches the output so it only fires once per true.
+
+ // Outputs
+ COutputEvent m_OnFacingLookat; // Fired when the target points at the lookat entity.
+ COutputEvent m_OnNotFacingLookat; // Fired in response to a Test input if the target is not looking at the lookat entity.
+ COutputVector m_TargetDir;
+ COutputFloat m_FacingPercentage; // Normalize value representing how close the entity is to facing directly at the target
+
+ DECLARE_DATADESC();
+};
+
+LINK_ENTITY_TO_CLASS(point_anglesensor, CPointAngleSensor);
+
+
+BEGIN_DATADESC(CPointAngleSensor)
+
+ // Keys
+ DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
+ DEFINE_KEYFIELD(m_nLookAtName, FIELD_STRING, "lookatname"),
+ DEFINE_FIELD(m_hTargetEntity, FIELD_EHANDLE),
+ DEFINE_FIELD(m_hLookAtEntity, FIELD_EHANDLE),
+ DEFINE_KEYFIELD(m_flDuration, FIELD_FLOAT, "duration"),
+ DEFINE_FIELD(m_flDotTolerance, FIELD_FLOAT),
+ DEFINE_FIELD(m_flFacingTime, FIELD_TIME),
+ DEFINE_FIELD(m_bFired, FIELD_BOOLEAN),
+
+ // Outputs
+ DEFINE_OUTPUT(m_OnFacingLookat, "OnFacingLookat"),
+ DEFINE_OUTPUT(m_OnNotFacingLookat, "OnNotFacingLookat"),
+ DEFINE_OUTPUT(m_TargetDir, "TargetDir"),
+ DEFINE_OUTPUT(m_FacingPercentage, "FacingPercentage"),
+
+ // Inputs
+ DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
+ DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
+ DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
+ DEFINE_INPUTFUNC(FIELD_VOID, "Test", InputTest),
+ DEFINE_INPUTFUNC(FIELD_STRING, "SetTargetEntity", InputSetTargetEntity),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Handles keyvalues that require special processing.
+// Output : Returns true if handled, false if not.
+//-----------------------------------------------------------------------------
+bool CPointAngleSensor::KeyValue(const char *szKeyName, const char *szValue)
+{
+ if (FStrEq(szKeyName, "tolerance"))
+ {
+ float flTolerance = atof(szValue);
+ m_flDotTolerance = cos(DEG2RAD(flTolerance));
+ }
+ else
+ {
+ return(BaseClass::KeyValue(szKeyName, szValue));
+ }
+
+ return(true);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called when spawning after parsing keyvalues.
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::Spawn(void)
+{
+ BaseClass::Spawn();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called after all entities have spawned on new map or savegame load.
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::Activate(void)
+{
+ BaseClass::Activate();
+
+ if (!m_hTargetEntity)
+ {
+ m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
+ }
+
+ if (!m_hLookAtEntity && (m_nLookAtName != NULL_STRING))
+ {
+ m_hLookAtEntity = gEntList.FindEntityByName( NULL, m_nLookAtName );
+ if (!m_hLookAtEntity)
+ {
+ DevMsg(1, "Angle sensor '%s' could not find look at entity '%s'.\n", GetDebugName(), STRING(m_nLookAtName));
+ }
+ }
+
+ // It's okay to not have a look at entity, it just means we measure and output the angles
+ // of the target entity without testing them against the look at entity.
+ if (!m_bDisabled && m_hTargetEntity)
+ {
+ SetNextThink( gpGlobals->curtime );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Determines if one entity is facing within a given tolerance of another
+// Input : pEntity -
+// pTarget -
+// flTolerance -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CPointAngleSensor::IsFacingWithinTolerance(CBaseEntity *pEntity, CBaseEntity *pTarget, float flTolerance, float *pflDot)
+{
+ if (pflDot)
+ {
+ *pflDot = 0;
+ }
+
+ if ((pEntity == NULL) || (pTarget == NULL))
+ {
+ return(false);
+ }
+
+ Vector forward;
+ pEntity->GetVectors(&forward, NULL, NULL);
+
+ Vector dir;
+ // Use either our position relative to the target, or the target's raw facing
+ if ( HasSpawnFlags( SF_USE_TARGET_FACING ) )
+ {
+ pTarget->GetVectors(&dir, NULL, NULL);
+ }
+ else
+ {
+ dir = pTarget->GetAbsOrigin() - pEntity->GetAbsOrigin();
+ VectorNormalize(dir);
+ }
+
+ //
+ // Larger dot product corresponds to a smaller angle.
+ //
+ float flDot = dir.Dot(forward);
+ if (pflDot)
+ {
+ *pflDot = flDot;
+ }
+
+ if (flDot >= m_flDotTolerance)
+ {
+ return(true);
+ }
+
+ return(false);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called every frame.
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::Think(void)
+{
+ if (m_hTargetEntity != NULL)
+ {
+ Vector forward;
+ m_hTargetEntity->GetVectors(&forward, NULL, NULL);
+ m_TargetDir.Set(forward, this, this);
+
+ if (m_hLookAtEntity != NULL)
+ {
+ //
+ // Check to see if the measure entity's forward vector has been within
+ // given tolerance of the target entity for the given period of time.
+ //
+ float flDot;
+ if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot ))
+ {
+ if (!m_bFired)
+ {
+ if (!m_flFacingTime)
+ {
+ m_flFacingTime = gpGlobals->curtime;
+ }
+
+ if (gpGlobals->curtime >= m_flFacingTime + m_flDuration)
+ {
+ m_OnFacingLookat.FireOutput(this, this);
+ m_bFired = true;
+ }
+ }
+ }
+ else
+ {
+ // Reset the fired state
+ if ( m_bFired )
+ {
+ m_bFired = false;
+ }
+
+ // Always reset the time when we've lost our facing
+ m_flFacingTime = 0;
+ }
+
+ // Output the angle range we're in
+ float flPerc = RemapValClamped( flDot, 1.0f, m_flDotTolerance, 1.0f, 0.0f );
+ m_FacingPercentage.Set( flPerc, this, this );
+ }
+
+ SetNextThink( gpGlobals->curtime );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Input handler for forcing an instantaneous test of the condition.
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::InputTest(inputdata_t &inputdata)
+{
+ if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance))
+ {
+ m_OnFacingLookat.FireOutput(inputdata.pActivator, this);
+ }
+ else
+ {
+ m_OnNotFacingLookat.FireOutput(inputdata.pActivator, this);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::InputSetTargetEntity(inputdata_t &inputdata)
+{
+ if ((inputdata.value.String() == NULL) || (inputdata.value.StringID() == NULL_STRING) || (inputdata.value.String()[0] == '\0'))
+ {
+ m_target = NULL_STRING;
+ m_hTargetEntity = NULL;
+ SetNextThink( TICK_NEVER_THINK );
+ }
+ else
+ {
+ m_target = AllocPooledString(inputdata.value.String());
+ m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target, NULL, inputdata.pActivator, inputdata.pCaller );
+ if (!m_bDisabled && m_hTargetEntity)
+ {
+ SetNextThink( gpGlobals->curtime );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::InputEnable(inputdata_t &inputdata)
+{
+ Enable();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::InputDisable(inputdata_t &inputdata)
+{
+ Disable();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: I like separators between my functions.
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::InputToggle(inputdata_t &inputdata)
+{
+ if (m_bDisabled)
+ {
+ Enable();
+ }
+ else
+ {
+ Disable();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::Enable()
+{
+ m_bDisabled = false;
+ if (m_hTargetEntity)
+ {
+ SetNextThink(gpGlobals->curtime);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointAngleSensor::Disable()
+{
+ m_bDisabled = true;
+ SetNextThink(TICK_NEVER_THINK);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CPointAngleSensor::DrawDebugTextOverlays(void)
+{
+ int nOffset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ float flDot;
+ bool bFacing = IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot);
+
+ char tempstr[512];
+ Q_snprintf(tempstr, sizeof(tempstr), "delta ang (dot) : %.2f (%f)", RAD2DEG(acos(flDot)), flDot);
+ EntityText( nOffset, tempstr, 0);
+ nOffset++;
+
+ Q_snprintf(tempstr, sizeof(tempstr), "tolerance ang (dot): %.2f (%f)", RAD2DEG(acos(m_flDotTolerance)), m_flDotTolerance);
+ EntityText( nOffset, tempstr, 0);
+ nOffset++;
+
+ Q_snprintf(tempstr, sizeof(tempstr), "facing: %s", bFacing ? "yes" : "no");
+ EntityText( nOffset, tempstr, 0);
+ nOffset++;
+ }
+
+ return nOffset;
+}
+
+// ====================================================================
+// Proximity sensor
+// ====================================================================
+
+#define SF_PROXIMITY_TEST_AGAINST_AXIS (1<<0)
+
+class CPointProximitySensor : public CPointEntity
+{
+ DECLARE_CLASS( CPointProximitySensor, CPointEntity );
+
+public:
+
+ virtual void Activate( void );
+
+protected:
+
+ void Think( void );
+ void Enable( void );
+ void Disable( void );
+
+ // Input handlers
+ void InputEnable(inputdata_t &inputdata);
+ void InputDisable(inputdata_t &inputdata);
+ void InputToggle(inputdata_t &inputdata);
+ void InputSetTargetEntity(inputdata_t &inputdata);
+
+private:
+
+ bool m_bDisabled; // When disabled, we do not think or fire outputs.
+ EHANDLE m_hTargetEntity; // Entity whose angles are being monitored.
+
+ COutputFloat m_Distance;
+
+ DECLARE_DATADESC();
+};
+
+LINK_ENTITY_TO_CLASS( point_proximity_sensor, CPointProximitySensor );
+
+BEGIN_DATADESC( CPointProximitySensor )
+
+ // Keys
+ DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
+ DEFINE_FIELD( m_hTargetEntity, FIELD_EHANDLE ),
+
+ // Outputs
+ DEFINE_OUTPUT( m_Distance, "Distance"),
+
+ // Inputs
+ DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
+ DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
+ DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
+ DEFINE_INPUTFUNC(FIELD_STRING, "SetTargetEntity", InputSetTargetEntity),
+
+END_DATADESC()
+
+//-----------------------------------------------------------------------------
+// Purpose: Called after all entities have spawned on new map or savegame load.
+//-----------------------------------------------------------------------------
+void CPointProximitySensor::Activate( void )
+{
+ BaseClass::Activate();
+
+ if ( m_hTargetEntity == NULL )
+ {
+ m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
+ }
+
+ if ( m_bDisabled == false && m_hTargetEntity != NULL )
+ {
+ SetNextThink( gpGlobals->curtime );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointProximitySensor::InputSetTargetEntity(inputdata_t &inputdata)
+{
+ if ((inputdata.value.String() == NULL) || (inputdata.value.StringID() == NULL_STRING) || (inputdata.value.String()[0] == '\0'))
+ {
+ m_target = NULL_STRING;
+ m_hTargetEntity = NULL;
+ SetNextThink( TICK_NEVER_THINK );
+ }
+ else
+ {
+ m_target = AllocPooledString(inputdata.value.String());
+ m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target, NULL, inputdata.pActivator, inputdata.pCaller );
+ if (!m_bDisabled && m_hTargetEntity)
+ {
+ SetNextThink( gpGlobals->curtime );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointProximitySensor::InputEnable( inputdata_t &inputdata )
+{
+ Enable();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointProximitySensor::InputDisable( inputdata_t &inputdata )
+{
+ Disable();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointProximitySensor::InputToggle( inputdata_t &inputdata )
+{
+ if ( m_bDisabled )
+ {
+ Enable();
+ }
+ else
+ {
+ Disable();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointProximitySensor::Enable( void )
+{
+ m_bDisabled = false;
+ if ( m_hTargetEntity )
+ {
+ SetNextThink( gpGlobals->curtime );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPointProximitySensor::Disable( void )
+{
+ m_bDisabled = true;
+ SetNextThink( TICK_NEVER_THINK );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called every frame
+//-----------------------------------------------------------------------------
+void CPointProximitySensor::Think( void )
+{
+ if ( m_hTargetEntity != NULL )
+ {
+ Vector vecTestDir = ( m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin() );
+ float flDist = VectorNormalize( vecTestDir );
+
+ // If we're only interested in the distance along a vector, modify the length the accomodate that
+ if ( HasSpawnFlags( SF_PROXIMITY_TEST_AGAINST_AXIS ) )
+ {
+ Vector vecDir;
+ GetVectors( &vecDir, NULL, NULL );
+
+ float flDot = DotProduct( vecTestDir, vecDir );
+ flDist *= fabs( flDot );
+ }
+
+ m_Distance.Set( flDist, this, this );
+ SetNextThink( gpGlobals->curtime );
+ }
+}