diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/buttons.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/buttons.cpp')
| -rw-r--r-- | sp/src/game/server/buttons.cpp | 3172 |
1 files changed, 1586 insertions, 1586 deletions
diff --git a/sp/src/game/server/buttons.cpp b/sp/src/game/server/buttons.cpp index caab769d..af46d0c4 100644 --- a/sp/src/game/server/buttons.cpp +++ b/sp/src/game/server/buttons.cpp @@ -1,1587 +1,1587 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Implements buttons.
-//
-//=============================================================================
-
-#include "cbase.h"
-#include "doors.h"
-#include "ndebugoverlay.h"
-#include "spark.h"
-#include "vstdlib/random.h"
-#include "engine/IEngineSound.h"
-#include "tier1/strtools.h"
-#include "buttons.h"
-#include "eventqueue.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-void PlayLockSounds( CBaseEntity *pEdict, locksound_t *pls, int flocked, int fbutton );
-string_t MakeButtonSound( int sound ); // get string of button sound number
-
-
-#define SF_BUTTON_DONTMOVE 1
-#define SF_ROTBUTTON_NOTSOLID 1
-#define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated
-#define SF_BUTTON_TOUCH_ACTIVATES 256 // Button fires when touched.
-#define SF_BUTTON_DAMAGE_ACTIVATES 512 // Button fires when damaged.
-#define SF_BUTTON_USE_ACTIVATES 1024 // Button fires when used.
-#define SF_BUTTON_LOCKED 2048 // Whether the button is initially locked.
-#define SF_BUTTON_SPARK_IF_OFF 4096 // button sparks in OFF state
-#define SF_BUTTON_JIGGLE_ON_USE_LOCKED 8192 // whether to jiggle if someone uses us when we're locked
-
-BEGIN_DATADESC( CBaseButton )
-
- DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ),
- DEFINE_FIELD( m_fStayPushed, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_fRotating, FIELD_BOOLEAN ),
-
- DEFINE_FIELD( m_bLockedSound, FIELD_CHARACTER ),
- DEFINE_FIELD( m_bLockedSentence, FIELD_CHARACTER ),
- DEFINE_FIELD( m_bUnlockedSound, FIELD_CHARACTER ),
- DEFINE_FIELD( m_bUnlockedSentence, FIELD_CHARACTER ),
- DEFINE_FIELD( m_bLocked, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_sNoise, FIELD_SOUNDNAME ),
- DEFINE_FIELD( m_flUseLockedTime, FIELD_TIME ),
- DEFINE_FIELD( m_bSolidBsp, FIELD_BOOLEAN ),
-
- DEFINE_KEYFIELD( m_sounds, FIELD_INTEGER, "sounds" ),
-
-// DEFINE_FIELD( m_ls, FIELD_SOUNDNAME ), // This is restored in Precache()
-// DEFINE_FIELD( m_nState, FIELD_INTEGER ),
-
- // Function Pointers
- DEFINE_FUNCTION( ButtonTouch ),
- DEFINE_FUNCTION( ButtonSpark ),
- DEFINE_FUNCTION( TriggerAndWait ),
- DEFINE_FUNCTION( ButtonReturn ),
- DEFINE_FUNCTION( ButtonBackHome ),
- DEFINE_FUNCTION( ButtonUse ),
-
- // Inputs
- DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Press", InputPress ),
- DEFINE_INPUTFUNC( FIELD_VOID, "PressIn", InputPressIn ),
- DEFINE_INPUTFUNC( FIELD_VOID, "PressOut", InputPressOut ),
-
- // Outputs
- DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
- DEFINE_OUTPUT( m_OnPressed, "OnPressed" ),
- DEFINE_OUTPUT( m_OnUseLocked, "OnUseLocked" ),
- DEFINE_OUTPUT( m_OnIn, "OnIn" ),
- DEFINE_OUTPUT( m_OnOut, "OnOut" ),
-
-END_DATADESC()
-
-
-LINK_ENTITY_TO_CLASS( func_button, CBaseButton );
-
-
-
-void CBaseButton::Precache( void )
-{
- // get door button sounds, for doors which require buttons to open
- if (m_bLockedSound)
- {
- m_ls.sLockedSound = MakeButtonSound( (int)m_bLockedSound );
- PrecacheScriptSound(m_ls.sLockedSound.ToCStr());
- }
-
- if (m_bUnlockedSound)
- {
- m_ls.sUnlockedSound = MakeButtonSound( (int)m_bUnlockedSound );
- PrecacheScriptSound(m_ls.sUnlockedSound.ToCStr());
- }
-
- // get sentence group names, for doors which are directly 'touched' to open
-
- switch (m_bLockedSentence)
- {
- case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied
- case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout
- case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door
- case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door
- case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door
- case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door
- case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment
- case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door
- case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door
-
- default: m_ls.sLockedSentence = NULL_STRING; break;
- }
-
- switch (m_bUnlockedSentence)
- {
- case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted
- case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door
- case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door
- case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door
- case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door
- case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door
- case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment
- case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door
-
- default: m_ls.sUnlockedSentence = NULL_STRING; break;
- }
-
- if ( m_sNoise != NULL_STRING )
- {
- PrecacheScriptSound( STRING( m_sNoise ) );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Cache user-entity-field values until spawn is called.
-// Input : szKeyName -
-// szValue -
-// Output : Returns true if handled, false if not.
-//-----------------------------------------------------------------------------
-bool CBaseButton::KeyValue( const char *szKeyName, const char *szValue )
-{
- if (FStrEq(szKeyName, "locked_sound"))
- {
- m_bLockedSound = atof(szValue);
- }
- else if (FStrEq(szKeyName, "locked_sentence"))
- {
- m_bLockedSentence = atof(szValue);
- }
- else if (FStrEq(szKeyName, "unlocked_sound"))
- {
- m_bUnlockedSound = atof(szValue);
- }
- else if (FStrEq(szKeyName, "unlocked_sentence"))
- {
- m_bUnlockedSentence = atof(szValue);
- }
- else
- {
- return BaseClass::KeyValue( szKeyName, szValue );
- }
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Locks the button. If locked, the button will play the locked sound
-// when the player tries to use it.
-//-----------------------------------------------------------------------------
-void CBaseButton::Lock()
-{
- m_bLocked = true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Unlocks the button, making it able to be pressed again.
-//-----------------------------------------------------------------------------
-void CBaseButton::Unlock()
-{
- m_bLocked = false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Locks the button. If locked, the button will play the locked sound
-// when the player tries to use it.
-//-----------------------------------------------------------------------------
-void CBaseButton::InputLock( inputdata_t &inputdata )
-{
- Lock();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Unlocks the button, making it able to be pressed again.
-//-----------------------------------------------------------------------------
-void CBaseButton::InputUnlock( inputdata_t &inputdata )
-{
- Unlock();
-}
-
-
-//-----------------------------------------------------------------------------
-// Presses or unpresses the button.
-//-----------------------------------------------------------------------------
-void CBaseButton::Press( CBaseEntity *pActivator, BUTTON_CODE eCode )
-{
- if ( ( eCode == BUTTON_PRESS ) && ( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN ) )
- {
- return;
- }
-
- if ( ( eCode == BUTTON_ACTIVATE ) && ( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_AT_TOP ) )
- {
- return;
- }
-
- if ( ( eCode == BUTTON_RETURN ) && ( m_toggle_state == TS_GOING_DOWN || m_toggle_state == TS_AT_BOTTOM ) )
- {
- return;
- }
-
- // FIXME: consolidate all the button press code into one place!
- if (m_bLocked)
- {
- // play button locked sound
- PlayLockSounds(this, &m_ls, TRUE, TRUE);
- return;
- }
-
- // Temporarily disable the touch function, until movement is finished.
- SetTouch( NULL );
-
- if ( ( ( eCode == BUTTON_PRESS ) && ( m_toggle_state == TS_AT_TOP ) ) ||
- ( ( eCode == BUTTON_RETURN ) && ( m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP ) ) )
- {
- if ( m_sNoise != NULL_STRING )
- {
- CPASAttenuationFilter filter( this );
-
- EmitSound_t ep;
- ep.m_nChannel = CHAN_VOICE;
- ep.m_pSoundName = (char*)STRING(m_sNoise);
- ep.m_flVolume = 1;
- ep.m_SoundLevel = SNDLVL_NORM;
-
- EmitSound( filter, entindex(), ep );
- }
-
- m_OnPressed.FireOutput(pActivator, this);
- ButtonReturn();
- }
- else if ( ( eCode == BUTTON_PRESS ) ||
- ( ( eCode == BUTTON_ACTIVATE ) && ( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN ) ) )
- {
- m_OnPressed.FireOutput(pActivator, this);
- ButtonActivate();
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Presses the button.
-//-----------------------------------------------------------------------------
-void CBaseButton::InputPress( inputdata_t &inputdata )
-{
- Press( inputdata.pActivator, BUTTON_PRESS );
-}
-
-
-//-----------------------------------------------------------------------------
-// Presses the button, sending it to the top/pressed position.
-//-----------------------------------------------------------------------------
-void CBaseButton::InputPressIn( inputdata_t &inputdata )
-{
- Press( inputdata.pActivator, BUTTON_ACTIVATE );
-}
-
-
-//-----------------------------------------------------------------------------
-// Unpresses the button, sending it to the unpressed/bottom position.
-//-----------------------------------------------------------------------------
-void CBaseButton::InputPressOut( inputdata_t &inputdata )
-{
- Press( inputdata.pActivator, BUTTON_RETURN );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: We have been damaged. Possibly activate, depending on our flags.
-// Input : pInflictor -
-// pAttacker -
-// flDamage -
-// bitsDamageType -
-// Output :
-//-----------------------------------------------------------------------------
-int CBaseButton::OnTakeDamage( const CTakeDamageInfo &info )
-{
- m_OnDamaged.FireOutput(m_hActivator, this);
-
- // dvsents2: remove obselete health keyvalue from func_button
- if (!HasSpawnFlags(SF_BUTTON_DAMAGE_ACTIVATES) && (m_iHealth == 0))
- {
- return(0);
- }
-
- BUTTON_CODE code = ButtonResponseToTouch();
-
- if ( code == BUTTON_NOTHING )
- return 0;
-
- m_hActivator = info.GetAttacker();
-
- // dvsents2: why would activator be NULL here?
- if ( m_hActivator == NULL )
- return 0;
-
- if (m_bLocked)
- {
- return(0);
- }
-
- // Temporarily disable the touch function, until movement is finished.
- SetTouch( NULL );
-
- if ( code == BUTTON_RETURN )
- {
- if ( m_sNoise != NULL_STRING )
- {
- CPASAttenuationFilter filter( this );
-
- EmitSound_t ep;
- ep.m_nChannel = CHAN_VOICE;
- ep.m_pSoundName = (char*)STRING(m_sNoise);
- ep.m_flVolume = 1;
- ep.m_SoundLevel = SNDLVL_NORM;
-
- EmitSound( filter, entindex(), ep );
- }
-
- m_OnPressed.FireOutput(m_hActivator, this);
- ButtonReturn();
- }
- else
- {
- // code == BUTTON_ACTIVATE
- m_OnPressed.FireOutput(m_hActivator, this);
- ButtonActivate( );
- }
-
- return 0;
-}
-
-
-void CBaseButton::Spawn( )
-{
- //----------------------------------------------------
- //determine sounds for buttons
- //a sound of 0 should not make a sound
- //----------------------------------------------------
- if ( m_sounds )
- {
- m_sNoise = MakeButtonSound( m_sounds );
- PrecacheScriptSound(m_sNoise.ToCStr());
- }
- else
- {
- m_sNoise = NULL_STRING;
- }
-
- Precache();
-
- if ( HasSpawnFlags( SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
- {
- SetThink ( &CBaseButton::ButtonSpark );
- SetNextThink( gpGlobals->curtime + 0.5f );// no hurry, make sure everything else spawns
- }
-
- // 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 );
- SetSolid( SOLID_BSP );
- SetModel( STRING( GetModelName() ) );
-
- if (m_flSpeed == 0)
- {
- m_flSpeed = 40;
- }
-
- m_takedamage = DAMAGE_YES;
-
- if (m_flWait == 0)
- {
- m_flWait = 1;
- }
-
- if (m_flLip == 0)
- {
- m_flLip = 4;
- }
-
- m_toggle_state = TS_AT_BOTTOM;
- m_vecPosition1 = GetLocalOrigin();
-
- // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
- Vector vecButtonOBB = CollisionProp()->OBBSize();
- vecButtonOBB -= Vector( 2, 2, 2 );
- m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * (DotProductAbs( m_vecMoveDir, vecButtonOBB ) - m_flLip));
-
- // Is this a non-moving button?
- if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || HasSpawnFlags(SF_BUTTON_DONTMOVE) )
- {
- m_vecPosition2 = m_vecPosition1;
- }
-
- m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
- m_fRotating = FALSE;
-
- if (HasSpawnFlags(SF_BUTTON_LOCKED))
- {
- m_bLocked = true;
- }
-
- //
- // If using activates the button, set its use function.
- //
- if (HasSpawnFlags(SF_BUTTON_USE_ACTIVATES))
- {
- SetUse(&CBaseButton::ButtonUse);
- }
- else
- {
- SetUse(NULL);
- }
-
- //
- // If touching activates the button, set its touch function.
- //
- if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
- {
- SetTouch( &CBaseButton::ButtonTouch );
- }
- else
- {
- SetTouch ( NULL );
- }
-
- CreateVPhysics();
-}
-
-//-----------------------------------------------------------------------------
-
-bool CBaseButton::CreateVPhysics()
-{
- VPhysicsInitShadow( false, false );
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Button sound table.
-// Also used by CBaseDoor to get 'touched' door lock/unlock sounds
-// Input : sound - index of sound to look up.
-// Output : Returns a pointer to the corresponding sound file.
-//-----------------------------------------------------------------------------
-string_t MakeButtonSound( int sound )
-{
- char tmp[1024];
- Q_snprintf( tmp, sizeof(tmp), "Buttons.snd%d", sound );
- return AllocPooledString(tmp);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Think function that emits sparks at random intervals.
-//-----------------------------------------------------------------------------
-void CBaseButton::ButtonSpark ( void )
-{
- SetThink ( &CBaseButton::ButtonSpark );
- SetNextThink( gpGlobals->curtime + 0.1 + random->RandomFloat ( 0, 1.5 ) );// spark again at random interval
-
- DoSpark( this, WorldSpaceCenter(), 1, 1, true, vec3_origin );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Called when someone uses us whilst we are locked.
-//-----------------------------------------------------------------------------
-bool CBaseButton::OnUseLocked( CBaseEntity *pActivator )
-{
- PlayLockSounds(this, &m_ls, TRUE, TRUE);
-
- if ( gpGlobals->curtime > m_flUseLockedTime )
- {
- m_OnUseLocked.FireOutput( pActivator, this );
- m_flUseLockedTime = gpGlobals->curtime + 0.5;
- return true;
- }
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Use function that starts the button moving.
-// Input : pActivator -
-// pCaller -
-// useType -
-// value -
-//-----------------------------------------------------------------------------
-void CBaseButton::ButtonUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
-{
- // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
- // UNDONE: Should this use ButtonResponseToTouch() too?
- if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN )
- return;
-
- if (m_bLocked)
- {
- OnUseLocked( pActivator );
- return;
- }
-
- m_hActivator = pActivator;
-
- if ( m_toggle_state == TS_AT_TOP)
- {
- //
- // If it's a toggle button it can return now. Otherwise, it will either
- // return on its own or will stay pressed indefinitely.
- //
- if ( HasSpawnFlags(SF_BUTTON_TOGGLE))
- {
- if ( m_sNoise != NULL_STRING )
- {
- CPASAttenuationFilter filter( this );
-
- EmitSound_t ep;
- ep.m_nChannel = CHAN_VOICE;
- ep.m_pSoundName = (char*)STRING(m_sNoise);
- ep.m_flVolume = 1;
- ep.m_SoundLevel = SNDLVL_NORM;
-
- EmitSound( filter, entindex(), ep );
- }
-
- m_OnPressed.FireOutput(m_hActivator, this);
- ButtonReturn();
- }
- }
- else
- {
- m_OnPressed.FireOutput(m_hActivator, this);
- ButtonActivate( );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns a code indicating how the button should respond to being touched.
-// Output : Returns one of the following:
-// BUTTON_NOTHING - do nothing
-// BUTTON_RETURN -
-// BUTTON_ACTIVATE - act as if pressed
-//-----------------------------------------------------------------------------
-CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void )
-{
- // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
- if (m_toggle_state == TS_GOING_UP ||
- m_toggle_state == TS_GOING_DOWN ||
- (m_toggle_state == TS_AT_TOP && !m_fStayPushed && !HasSpawnFlags(SF_BUTTON_TOGGLE) ) )
- return BUTTON_NOTHING;
-
- if (m_toggle_state == TS_AT_TOP)
- {
- if ( HasSpawnFlags(SF_BUTTON_TOGGLE) && !m_fStayPushed)
- {
- return BUTTON_RETURN;
- }
- }
- else
- return BUTTON_ACTIVATE;
-
- return BUTTON_NOTHING;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Touch function that activates the button if it responds to touch.
-// Input : pOther - The entity that touched us.
-//-----------------------------------------------------------------------------
-void CBaseButton::ButtonTouch( CBaseEntity *pOther )
-{
- // Ignore touches by anything but players
- if ( !pOther->IsPlayer() )
- return;
-
- m_hActivator = pOther;
-
- BUTTON_CODE code = ButtonResponseToTouch();
-
- if ( code == BUTTON_NOTHING )
- return;
-
- if (!UTIL_IsMasterTriggered(m_sMaster, pOther) || m_bLocked)
- {
- // play button locked sound
- PlayLockSounds(this, &m_ls, TRUE, TRUE);
- return;
- }
-
- // Temporarily disable the touch function, until movement is finished.
- SetTouch( NULL );
-
- if ( code == BUTTON_RETURN )
- {
- if ( m_sNoise != NULL_STRING )
- {
- CPASAttenuationFilter filter( this );
-
- EmitSound_t ep;
- ep.m_nChannel = CHAN_VOICE;
- ep.m_pSoundName = (char*)STRING(m_sNoise);
- ep.m_flVolume = 1;
- ep.m_SoundLevel = SNDLVL_NORM;
-
- EmitSound( filter, entindex(), ep );
- }
-
- m_OnPressed.FireOutput(m_hActivator, this);
- ButtonReturn();
- }
- else
- {
- // code == BUTTON_ACTIVATE
- m_OnPressed.FireOutput(m_hActivator, this);
- ButtonActivate( );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Starts the button moving "in/up".
-// Input : *pOther -
-//-----------------------------------------------------------------------------
-void CBaseButton::ButtonActivate( void )
-{
- if ( m_sNoise != NULL_STRING )
- {
- CPASAttenuationFilter filter( this );
-
- EmitSound_t ep;
- ep.m_nChannel = CHAN_VOICE;
- ep.m_pSoundName = (char*)STRING(m_sNoise);
- ep.m_flVolume = 1;
- ep.m_SoundLevel = SNDLVL_NORM;
-
- EmitSound( filter, entindex(), ep );
- }
-
- if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator) || m_bLocked)
- {
- // button is locked, play locked sound
- PlayLockSounds(this, &m_ls, TRUE, TRUE);
- return;
- }
- else
- {
- // button is unlocked, play unlocked sound
- PlayLockSounds(this, &m_ls, FALSE, TRUE);
- }
-
- ASSERT(m_toggle_state == TS_AT_BOTTOM);
- m_toggle_state = TS_GOING_UP;
-
- SetMoveDone( &CBaseButton::TriggerAndWait );
- if (!m_fRotating)
- LinearMove( m_vecPosition2, m_flSpeed);
- else
- AngularMove( m_vecAngle2, m_flSpeed);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Enables or disables the use capability based on our spawnflags.
-//-----------------------------------------------------------------------------
-int CBaseButton::ObjectCaps(void)
-{
- return((BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) |
- (HasSpawnFlags(SF_BUTTON_USE_ACTIVATES) ? (FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS) : 0));
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Button has reached the "pressed/top" position. Fire its OnIn output,
-// and pause before returning to "unpressed/bottom".
-//-----------------------------------------------------------------------------
-void CBaseButton::TriggerAndWait( void )
-{
- ASSERT(m_toggle_state == TS_GOING_UP);
-
- if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator) || m_bLocked)
- {
- return;
- }
-
- m_toggle_state = TS_AT_TOP;
-
- //
- // Re-instate touches if the button is of the toggle variety.
- //
- if (m_fStayPushed || HasSpawnFlags(SF_BUTTON_TOGGLE ) )
- {
- if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
- {
- SetTouch(&CBaseButton::ButtonTouch);
- }
- else
- {
- // BUGBUG: ALL buttons no longer respond to touch
- SetTouch (NULL);
- }
- }
-
- //
- // If button automatically comes back out, start it moving out.
- //
- else
- {
- SetNextThink( gpGlobals->curtime + m_flWait );
- SetThink( &CBaseButton::ButtonReturn );
- }
-
- m_nState = 1; // use alternate textures
-
- m_OnIn.FireOutput(m_hActivator, this);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Starts the button moving "out/down".
-//-----------------------------------------------------------------------------
-void CBaseButton::ButtonReturn( void )
-{
- ASSERT(m_toggle_state == TS_AT_TOP);
- m_toggle_state = TS_GOING_DOWN;
-
- SetMoveDone( &CBaseButton::ButtonBackHome );
- if (!m_fRotating)
- LinearMove( m_vecPosition1, m_flSpeed);
- else
- AngularMove( m_vecAngle1, m_flSpeed);
-
- m_nState = 0; // use normal textures
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Button has returned to the "unpressed/bottom" position. Fire its
-// OnOut output and stop moving.
-//-----------------------------------------------------------------------------
-void CBaseButton::ButtonBackHome( void )
-{
- ASSERT(m_toggle_state == TS_GOING_DOWN);
- m_toggle_state = TS_AT_BOTTOM;
-
- m_OnOut.FireOutput(m_hActivator, this);
-
- //
- // Re-instate touch method, movement cycle is complete.
- //
- if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
- {
- SetTouch( &CBaseButton::ButtonTouch );
- }
- else
- {
- // BUGBUG: ALL buttons no longer respond to touch
- SetTouch ( NULL );
- }
-
- // reset think for a sparking button
- if (HasSpawnFlags( SF_BUTTON_SPARK_IF_OFF ) )
- {
- SetThink ( &CBaseButton::ButtonSpark );
- SetNextThink( gpGlobals->curtime + 0.5f );// no hurry
- }
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-int CBaseButton::DrawDebugTextOverlays()
-{
- int text_offset = BaseClass::DrawDebugTextOverlays();
-
- if (m_debugOverlays & OVERLAY_TEXT_BIT)
- {
- static const char *pszStates[] =
- {
- "Pressed",
- "Unpressed",
- "Pressing...",
- "Unpressing...",
- "<UNKNOWN STATE>",
- };
-
- char tempstr[255];
-
- int nState = m_toggle_state;
- if ( ( nState < 0 ) || ( nState > 3 ) )
- {
- nState = 4;
- }
-
- Q_snprintf( tempstr, sizeof(tempstr), "State: %s", pszStates[nState] );
- EntityText( text_offset, tempstr, 0 );
- text_offset++;
-
- Q_snprintf( tempstr, sizeof(tempstr), "%s", m_bLocked ? "Locked" : "Unlocked" );
- EntityText( text_offset, tempstr, 0 );
- text_offset++;
- }
- return text_offset;
-}
-
-
-//
-// Rotating button (aka "lever")
-//
-LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton );
-
-
-void CRotButton::Spawn( void )
-{
- //----------------------------------------------------
- //determine sounds for buttons
- //a sound of 0 should not make a sound
- //----------------------------------------------------
- if ( m_sounds )
- {
- m_sNoise = MakeButtonSound( m_sounds );
- PrecacheScriptSound(m_sNoise.ToCStr());
- }
- else
- {
- m_sNoise = NULL_STRING;
- }
-
- // set the axis of rotation
- CBaseToggle::AxisDir();
-
- // check for clockwise rotation
- if ( HasSpawnFlags( SF_DOOR_ROTATE_BACKWARDS) )
- {
- m_vecMoveAng = m_vecMoveAng * -1;
- }
-
- SetMoveType( MOVETYPE_PUSH );
-
-#ifdef HL1_DLL
- SetSolid( SOLID_BSP );
-#else
- SetSolid( SOLID_VPHYSICS );
-#endif
- if ( HasSpawnFlags( SF_ROTBUTTON_NOTSOLID ) )
- {
- AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
- AddSolidFlags( FSOLID_NOT_SOLID );
- }
-
- SetModel( STRING( GetModelName() ) );
-
- if (m_flSpeed == 0)
- m_flSpeed = 40;
-
- if (m_flWait == 0)
- m_flWait = 1;
-
- if (m_iHealth > 0)
- {
- m_takedamage = DAMAGE_YES;
- }
-
- m_toggle_state = TS_AT_BOTTOM;
- m_vecAngle1 = GetLocalAngles();
- m_vecAngle2 = GetLocalAngles() + m_vecMoveAng * m_flMoveDistance;
- ASSERTSZ(m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal\n");
-
- m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
- m_fRotating = TRUE;
-
- SetUse(&CRotButton::ButtonUse);
-
- //
- // If touching activates the button, set its touch function.
- //
- if (!HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
- {
- SetTouch ( NULL );
- }
- else
- {
- SetTouch( &CRotButton::ButtonTouch );
- }
-
- CreateVPhysics();
-}
-
-
-bool CRotButton::CreateVPhysics( void )
-{
- VPhysicsInitShadow( false, false );
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// CMomentaryRotButton spawnflags
-//-----------------------------------------------------------------------------
-#define SF_MOMENTARY_DOOR 1
-#define SF_MOMENTARY_NOT_USABLE 2
-#define SF_MOMENTARY_AUTO_RETURN 16
-
-
-BEGIN_DATADESC( CMomentaryRotButton )
-
- DEFINE_FIELD( m_lastUsed, FIELD_INTEGER ),
- DEFINE_FIELD( m_start, FIELD_VECTOR ),
- DEFINE_FIELD( m_end, FIELD_VECTOR ),
- DEFINE_FIELD( m_IdealYaw, FIELD_FLOAT ),
- DEFINE_FIELD( m_sNoise, FIELD_SOUNDNAME ),
- DEFINE_FIELD( m_bUpdateTarget, FIELD_BOOLEAN ),
-
- DEFINE_KEYFIELD( m_direction, FIELD_INTEGER, "StartDirection" ),
- DEFINE_KEYFIELD( m_returnSpeed, FIELD_FLOAT, "returnspeed" ),
- DEFINE_KEYFIELD( m_flStartPosition, FIELD_FLOAT, "StartPosition"),
- DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ),
-
- // Function Pointers
- DEFINE_FUNCTION( UseMoveDone ),
- DEFINE_FUNCTION( ReturnMoveDone ),
- DEFINE_FUNCTION( SetPositionMoveDone ),
- DEFINE_FUNCTION( UpdateThink ),
-
- // Inputs
- DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosition", InputSetPosition ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPositionImmediately", InputSetPositionImmediately ),
- DEFINE_INPUTFUNC( FIELD_VOID, "_DisableUpdateTarget", InputDisableUpdateTarget ),
- DEFINE_INPUTFUNC( FIELD_VOID, "_EnableUpdateTarget", InputEnableUpdateTarget ),
-
- // Outputs
- DEFINE_OUTPUT( m_Position, "Position" ),
- DEFINE_OUTPUT( m_OnUnpressed, "OnUnpressed" ),
- DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ),
- DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ),
- DEFINE_OUTPUT( m_OnReachedPosition, "OnReachedPosition" ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
- DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN )
-
-END_DATADESC()
-
-
-LINK_ENTITY_TO_CLASS( momentary_rot_button, CMomentaryRotButton );
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Called when spawning, after keyvalues have been handled.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::Spawn( void )
-{
- CBaseToggle::AxisDir();
-
- m_bUpdateTarget = true;
-
- if ( m_flSpeed == 0 )
- {
- m_flSpeed = 100;
- }
-
- // Clamp start position and issue bounds warning
- if (m_flStartPosition < 0.0f || m_flStartPosition > 1.0f)
- {
- Warning("WARNING: Momentary door (%s) start position not between 0 and 1. Clamping.\n",GetDebugName());
- m_flStartPosition = clamp(m_IdealYaw, 0.f, 1.f);
- }
-
- // Check direction fields (for backward compatibility)
- if (m_direction != 1 && m_direction != -1)
- {
- m_direction = 1;
- }
-
- if (m_flMoveDistance < 0)
- {
- m_vecMoveAng = m_vecMoveAng * -1;
- m_flMoveDistance = -m_flMoveDistance;
- }
-
- m_start = GetLocalAngles() - m_vecMoveAng * m_flMoveDistance * m_flStartPosition;
- m_end = GetLocalAngles() + m_vecMoveAng * m_flMoveDistance * (1-m_flStartPosition);
-
- m_IdealYaw = m_flStartPosition;
-
- // Force start direction at end points
- if (m_flStartPosition == 0.0)
- {
- m_direction = -1;
- }
- else if (m_flStartPosition == 1.0)
- {
- m_direction = 1;
- }
-
- if (HasSpawnFlags(SF_BUTTON_LOCKED))
- {
- m_bLocked = true;
- }
-
- if ( HasSpawnFlags( SF_BUTTON_USE_ACTIVATES ) )
- {
- if ( m_sounds )
- {
- m_sNoise = MakeButtonSound( m_sounds );
- PrecacheScriptSound(m_sNoise.ToCStr());
- }
- else
- {
- m_sNoise = NULL_STRING;
- }
-
- m_lastUsed = 0;
- UpdateTarget(0,this);
- }
-
-#ifdef HL1_DLL
- SetSolid( SOLID_BSP );
-#else
- SetSolid( SOLID_VPHYSICS );
-#endif
- if (HasSpawnFlags(SF_ROTBUTTON_NOTSOLID))
- {
- AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
- AddSolidFlags( FSOLID_NOT_SOLID );
- }
-
- SetMoveType( MOVETYPE_PUSH );
- SetModel( STRING( GetModelName() ) );
-
- CreateVPhysics();
-
- // Slam the object back to solid - if we really want it to be solid.
- if ( m_bSolidBsp )
- {
- SetSolid( SOLID_BSP );
- }
-
- m_bDisabled = false;
-}
-
-int CMomentaryRotButton::ObjectCaps( void )
-{
- int flags = BaseClass::ObjectCaps();
- if (!HasSpawnFlags(SF_BUTTON_USE_ACTIVATES))
- {
- return flags;
- }
- else
- {
- return (flags | FCAP_CONTINUOUS_USE | FCAP_USE_IN_RADIUS);
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CMomentaryRotButton::CreateVPhysics( void )
-{
- VPhysicsInitShadow( false, false );
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::PlaySound( void )
-{
- if ( m_sNoise == NULL_STRING )
- return;
-
- CPASAttenuationFilter filter( this );
-
- EmitSound_t ep;
- ep.m_nChannel = CHAN_VOICE;
- ep.m_pSoundName = (char*)STRING(m_sNoise);
- ep.m_flVolume = 1;
- ep.m_SoundLevel = SNDLVL_NORM;
-
- EmitSound( filter, entindex(), ep );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns a given angular position as a value along our motion from 0 to 1.
-// Input : vecAngles -
-//-----------------------------------------------------------------------------
-float CMomentaryRotButton::GetPos( const QAngle &vecAngles )
-{
- float flScale = 1;
- if (( m_vecMoveAng[0] < 0 ) || ( m_vecMoveAng[1] < 0 ) || ( m_vecMoveAng[2] < 0 ))
- {
- flScale = -1;
- }
-
- float flPos = flScale * CBaseToggle::AxisDelta( m_spawnflags, vecAngles, m_start ) / m_flMoveDistance;
- return( clamp( flPos, 0.f, 1.f ));
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input : flPosition
-//------------------------------------------------------------------------------
-void CMomentaryRotButton::InputSetPosition( inputdata_t &inputdata )
-{
- m_IdealYaw = clamp( inputdata.value.Float(), 0.f, 1.f );
-
- float flCurPos = GetPos( GetLocalAngles() );
- if ( flCurPos < m_IdealYaw )
- {
- // Moving forward (from start to end).
- SetLocalAngularVelocity( m_flSpeed * m_vecMoveAng );
- m_direction = 1;
- }
- else if ( flCurPos > m_IdealYaw )
- {
- // Moving backward (from end to start).
- SetLocalAngularVelocity( -m_flSpeed * m_vecMoveAng );
- m_direction = -1;
- }
- else
- {
- // We're there already; nothing to do.
- SetLocalAngularVelocity( vec3_angle );
- return;
- }
-
- SetMoveDone( &CMomentaryRotButton::SetPositionMoveDone );
-
- SetThink( &CMomentaryRotButton::UpdateThink );
- SetNextThink( gpGlobals->curtime );
-
- //
- // Think again in 0.1 seconds or the time that it will take us to reach our movement goal,
- // whichever is the shorter interval. This prevents us from overshooting and stuttering when we
- // are told to change position in very small increments.
- //
- QAngle vecNewAngles = m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance );
- float flAngleDelta = fabs( AxisDelta( m_spawnflags, vecNewAngles, GetLocalAngles() ));
- float dt = flAngleDelta / m_flSpeed;
- if ( dt < TICK_INTERVAL )
- {
- dt = TICK_INTERVAL;
- float speed = flAngleDelta / TICK_INTERVAL;
- SetLocalAngularVelocity( speed * m_vecMoveAng * m_direction );
- }
- dt = clamp( dt, TICK_INTERVAL, TICK_INTERVAL * 6);
-
- SetMoveDoneTime( dt );
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input : flPosition
-//------------------------------------------------------------------------------
-void CMomentaryRotButton::InputSetPositionImmediately( inputdata_t &inputdata )
-{
- m_IdealYaw = clamp( inputdata.value.Float(), 0.f, 1.f );
- SetLocalAngles( m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ) );
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose: Turns off target updates so that we can change the wheel's position
-// without changing the target's position. Used for jiggling when locked.
-//------------------------------------------------------------------------------
-void CMomentaryRotButton::InputDisableUpdateTarget( inputdata_t &inputdata )
-{
- m_bUpdateTarget = false;
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose: Turns target updates back on (after jiggling).
-//------------------------------------------------------------------------------
-void CMomentaryRotButton::InputEnableUpdateTarget( inputdata_t &inputdata )
-{
- m_bUpdateTarget = true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Locks the button. If locked, the button will play the locked sound
-// when the player tries to use it.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::Lock()
-{
- BaseClass::Lock();
-
- SetLocalAngularVelocity( vec3_angle );
- SetMoveDoneTime( -1 );
- SetMoveDone( NULL );
-
- SetNextThink( TICK_NEVER_THINK );
- SetThink( NULL );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Unlocks the button, making it able to be pressed again.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::Unlock()
-{
- BaseClass::Unlock();
-
- SetMoveDone( &CMomentaryRotButton::ReturnMoveDone );
-
- // Delay before autoreturn.
- SetMoveDoneTime( 0.1f );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Fires the appropriate outputs at the extremes of motion.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::OutputMovementComplete( void )
-{
- if (m_IdealYaw == 1.0)
- {
- m_OnFullyClosed.FireOutput(this, this);
- }
- else if (m_IdealYaw == 0.0)
- {
- m_OnFullyOpen.FireOutput(this, this);
- }
-
- m_OnReachedPosition.FireOutput( this, this );
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose: MoveDone function for the SetPosition input handler. Tracks our
-// progress toward a movement goal and updates our outputs.
-//------------------------------------------------------------------------------
-void CMomentaryRotButton::SetPositionMoveDone(void)
-{
- float flCurPos = GetPos( GetLocalAngles() );
-
- if ((( flCurPos >= m_IdealYaw ) && ( m_direction == 1 )) ||
- (( flCurPos <= m_IdealYaw ) && ( m_direction == -1 )))
- {
- //
- // We reached or surpassed our movement goal.
- //
- SetLocalAngularVelocity( vec3_angle );
- // BUGBUG: Won't this get the player stuck?
- SetLocalAngles( m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ) );
- SetNextThink( TICK_NEVER_THINK );
- SetMoveDoneTime( -1 );
- UpdateTarget( m_IdealYaw, this );
- OutputMovementComplete();
- return;
- }
-
- // TODO: change this to use a Think function like ReturnThink.
- QAngle vecNewAngles = m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance );
- float flAngleDelta = fabs( AxisDelta( m_spawnflags, vecNewAngles, GetLocalAngles() ));
- float dt = flAngleDelta / m_flSpeed;
- if ( dt < TICK_INTERVAL )
- {
- dt = TICK_INTERVAL;
- float speed = flAngleDelta / TICK_INTERVAL;
- SetLocalAngularVelocity( speed * m_vecMoveAng * m_direction );
- }
- dt = clamp( dt, TICK_INTERVAL, TICK_INTERVAL * 6);
-
- SetMoveDoneTime( dt );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : pActivator -
-// pCaller -
-// useType -
-// value -
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
-{
- if ( m_bDisabled == true )
- return;
-
- if (m_bLocked)
- {
- if ( OnUseLocked( pActivator ) && HasSpawnFlags( SF_BUTTON_JIGGLE_ON_USE_LOCKED ) )
- {
- // Jiggle two degrees.
- float flDist = 2.0 / m_flMoveDistance;
-
- // Must be first!
- g_EventQueue.AddEvent( this, "_DisableUpdateTarget", 0, this, this );
-
- variant_t value;
- value.SetFloat( flDist );
- g_EventQueue.AddEvent( this, "SetPosition", value, 0.01, this, this );
-
- value.SetFloat( 0.0 );
- g_EventQueue.AddEvent( this, "SetPosition", value, 0.1, this, this );
-
- value.SetFloat( 0.5 * flDist );
- g_EventQueue.AddEvent( this, "SetPosition", value, 0.2, this, this );
-
- value.SetFloat( 0.0 );
- g_EventQueue.AddEvent( this, "SetPosition", value, 0.3, this, this );
-
- // Must be last! And must be late enough to cover the settling time.
- g_EventQueue.AddEvent( this, "_EnableUpdateTarget", 0.5, this, this );
- }
-
- return;
- }
-
- //
- // Reverse our direction and play movement sound every time the player
- // pauses between uses.
- //
- bool bPlaySound = false;
-
- if ( !m_lastUsed )
- {
- bPlaySound = true;
- m_direction = -m_direction;
-
- //Alert that we've been pressed
- m_OnPressed.FireOutput( m_hActivator, this );
- }
-
- m_lastUsed = 1;
-
- float flPos = GetPos( GetLocalAngles() );
- UpdateSelf( flPos, bPlaySound );
-
- //
- // Think every frame while we are moving.
- // HACK: Don't reset the think time if we already have a pending think.
- // This works around an issue with host_thread_mode > 0 when the player's
- // clock runs ahead of the server.
- //
- if ( !m_pfnThink )
- {
- SetThink( &CMomentaryRotButton::UpdateThink );
- SetNextThink( gpGlobals->curtime );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Handles changing direction at the extremes of our range of motion
-// and updating our avelocity while being used by the player.
-// Input : value - Number from 0 to 1 indicating our desired position within
-// our range of motion, 0 = start, 1 = end.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::UpdateSelf( float value, bool bPlaySound )
-{
- //
- // Set our move clock to 0.1 seconds in the future so we stop spinning unless we are
- // used again before then.
- //
- SetMoveDoneTime( 0.1 );
-
- //
- // If we hit the end, zero our avelocity and snap to the end angles.
- //
- if ( m_direction > 0 && value >= 1.0 )
- {
- SetLocalAngularVelocity( vec3_angle );
- SetLocalAngles( m_end );
-
- m_OnFullyClosed.FireOutput(this, this);
- return;
- }
- //
- // If we returned to the start, zero our avelocity and snap to the start angles.
- //
- else if ( m_direction < 0 && value <= 0 )
- {
- SetLocalAngularVelocity( vec3_angle );
- SetLocalAngles( m_start );
-
- m_OnFullyOpen.FireOutput(this, this);
- return;
- }
-
- if ( bPlaySound )
- {
- PlaySound();
- }
-
- SetLocalAngularVelocity( ( m_direction * m_flSpeed ) * m_vecMoveAng );
- SetMoveDone( &CMomentaryRotButton::UseMoveDone );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Updates the value of our position, firing any targets.
-// Input : value - New position, from 0 - 1.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::UpdateTarget( float value, CBaseEntity *pActivator )
-{
- if ( !m_bUpdateTarget )
- return;
-
- if (m_Position.Get() != value)
- {
- m_Position.Set(value, pActivator, this);
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Handles the end of motion caused by player use.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::UseMoveDone( void )
-{
- SetLocalAngularVelocity( vec3_angle );
-
- // Make sure our targets stop where we stopped.
- float flPos = GetPos( GetLocalAngles() );
- UpdateTarget( flPos, this );
-
- // Alert that we've been unpressed
- m_OnUnpressed.FireOutput( m_hActivator, this );
-
- m_lastUsed = 0;
-
- if ( !HasSpawnFlags( SF_BUTTON_TOGGLE ) && m_returnSpeed > 0 )
- {
- SetMoveDone( &CMomentaryRotButton::ReturnMoveDone );
- m_direction = -1;
-
- // Delay before autoreturn.
- SetMoveDoneTime( 0.1f );
- }
- else
- {
- SetThink( NULL );
- SetMoveDone( NULL );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: MoveDone function for rotating back to the start position.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::ReturnMoveDone( void )
-{
- float value = GetPos( GetLocalAngles() );
- if ( value <= 0 )
- {
- //
- // Got back to the start, stop spinning.
- //
- SetLocalAngularVelocity( vec3_angle );
- SetLocalAngles( m_start );
-
- UpdateTarget( 0, NULL );
-
- SetMoveDoneTime( -1 );
- SetMoveDone( NULL );
-
- SetNextThink( TICK_NEVER_THINK );
- SetThink( NULL );
- }
- else
- {
- SetLocalAngularVelocity( -m_returnSpeed * m_vecMoveAng );
- SetMoveDoneTime( 0.1f );
-
- SetThink( &CMomentaryRotButton::UpdateThink );
- SetNextThink( gpGlobals->curtime + 0.01f );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Think function for updating target as we move.
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::UpdateThink( void )
-{
- float value = GetPos( GetLocalAngles() );
- UpdateTarget( value, NULL );
- SetNextThink( gpGlobals->curtime );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw any debug text overlays
-// Output : Current text offset from the top
-//-----------------------------------------------------------------------------
-int CMomentaryRotButton::DrawDebugTextOverlays(void)
-{
- int text_offset = BaseClass::DrawDebugTextOverlays();
-
- if (m_debugOverlays & OVERLAY_TEXT_BIT)
- {
- char tempstr[255];
-
- Q_snprintf(tempstr,sizeof(tempstr),"QAngle: %.2f %.2f %.2f", GetLocalAngles()[0], GetLocalAngles()[1], GetLocalAngles()[2]);
- EntityText(text_offset,tempstr,0);
- text_offset++;
-
- Q_snprintf(tempstr,sizeof(tempstr),"AVelocity: %.2f %.2f %.2f", GetLocalAngularVelocity()[0], GetLocalAngularVelocity()[1], GetLocalAngularVelocity()[2]);
- EntityText(text_offset,tempstr,0);
- text_offset++;
-
- Q_snprintf(tempstr,sizeof(tempstr),"Target Pos: %3.3f",m_IdealYaw);
- EntityText(text_offset,tempstr,0);
- text_offset++;
-
- float flCurPos = GetPos(GetLocalAngles());
- Q_snprintf(tempstr,sizeof(tempstr),"Current Pos: %3.3f",flCurPos);
- EntityText(text_offset,tempstr,0);
- text_offset++;
-
- Q_snprintf(tempstr,sizeof(tempstr),"Direction: %s",(m_direction == 1) ? "Forward" : "Backward");
- EntityText(text_offset,tempstr,0);
- text_offset++;
-
- }
- return text_offset;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Input hander that starts the spawner
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::InputEnable( inputdata_t &inputdata )
-{
- Enable();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Input hander that stops the spawner
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::InputDisable( inputdata_t &inputdata )
-{
- Disable();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Start the spawner
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::Enable( void )
-{
- m_bDisabled = false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Stop the spawner
-//-----------------------------------------------------------------------------
-void CMomentaryRotButton::Disable( void )
-{
- m_bDisabled = true;
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Implements buttons. +// +//============================================================================= + +#include "cbase.h" +#include "doors.h" +#include "ndebugoverlay.h" +#include "spark.h" +#include "vstdlib/random.h" +#include "engine/IEngineSound.h" +#include "tier1/strtools.h" +#include "buttons.h" +#include "eventqueue.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +void PlayLockSounds( CBaseEntity *pEdict, locksound_t *pls, int flocked, int fbutton ); +string_t MakeButtonSound( int sound ); // get string of button sound number + + +#define SF_BUTTON_DONTMOVE 1 +#define SF_ROTBUTTON_NOTSOLID 1 +#define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated +#define SF_BUTTON_TOUCH_ACTIVATES 256 // Button fires when touched. +#define SF_BUTTON_DAMAGE_ACTIVATES 512 // Button fires when damaged. +#define SF_BUTTON_USE_ACTIVATES 1024 // Button fires when used. +#define SF_BUTTON_LOCKED 2048 // Whether the button is initially locked. +#define SF_BUTTON_SPARK_IF_OFF 4096 // button sparks in OFF state +#define SF_BUTTON_JIGGLE_ON_USE_LOCKED 8192 // whether to jiggle if someone uses us when we're locked + +BEGIN_DATADESC( CBaseButton ) + + DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ), + DEFINE_FIELD( m_fStayPushed, FIELD_BOOLEAN ), + DEFINE_FIELD( m_fRotating, FIELD_BOOLEAN ), + + DEFINE_FIELD( m_bLockedSound, FIELD_CHARACTER ), + DEFINE_FIELD( m_bLockedSentence, FIELD_CHARACTER ), + DEFINE_FIELD( m_bUnlockedSound, FIELD_CHARACTER ), + DEFINE_FIELD( m_bUnlockedSentence, FIELD_CHARACTER ), + DEFINE_FIELD( m_bLocked, FIELD_BOOLEAN ), + DEFINE_FIELD( m_sNoise, FIELD_SOUNDNAME ), + DEFINE_FIELD( m_flUseLockedTime, FIELD_TIME ), + DEFINE_FIELD( m_bSolidBsp, FIELD_BOOLEAN ), + + DEFINE_KEYFIELD( m_sounds, FIELD_INTEGER, "sounds" ), + +// DEFINE_FIELD( m_ls, FIELD_SOUNDNAME ), // This is restored in Precache() +// DEFINE_FIELD( m_nState, FIELD_INTEGER ), + + // Function Pointers + DEFINE_FUNCTION( ButtonTouch ), + DEFINE_FUNCTION( ButtonSpark ), + DEFINE_FUNCTION( TriggerAndWait ), + DEFINE_FUNCTION( ButtonReturn ), + DEFINE_FUNCTION( ButtonBackHome ), + DEFINE_FUNCTION( ButtonUse ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ), + DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ), + DEFINE_INPUTFUNC( FIELD_VOID, "Press", InputPress ), + DEFINE_INPUTFUNC( FIELD_VOID, "PressIn", InputPressIn ), + DEFINE_INPUTFUNC( FIELD_VOID, "PressOut", InputPressOut ), + + // Outputs + DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ), + DEFINE_OUTPUT( m_OnPressed, "OnPressed" ), + DEFINE_OUTPUT( m_OnUseLocked, "OnUseLocked" ), + DEFINE_OUTPUT( m_OnIn, "OnIn" ), + DEFINE_OUTPUT( m_OnOut, "OnOut" ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( func_button, CBaseButton ); + + + +void CBaseButton::Precache( void ) +{ + // get door button sounds, for doors which require buttons to open + if (m_bLockedSound) + { + m_ls.sLockedSound = MakeButtonSound( (int)m_bLockedSound ); + PrecacheScriptSound(m_ls.sLockedSound.ToCStr()); + } + + if (m_bUnlockedSound) + { + m_ls.sUnlockedSound = MakeButtonSound( (int)m_bUnlockedSound ); + PrecacheScriptSound(m_ls.sUnlockedSound.ToCStr()); + } + + // get sentence group names, for doors which are directly 'touched' to open + + switch (m_bLockedSentence) + { + case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied + case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout + case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door + case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door + case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door + case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door + case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment + case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door + case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door + + default: m_ls.sLockedSentence = NULL_STRING; break; + } + + switch (m_bUnlockedSentence) + { + case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted + case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door + case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door + case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door + case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door + case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door + case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment + case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door + + default: m_ls.sUnlockedSentence = NULL_STRING; break; + } + + if ( m_sNoise != NULL_STRING ) + { + PrecacheScriptSound( STRING( m_sNoise ) ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Cache user-entity-field values until spawn is called. +// Input : szKeyName - +// szValue - +// Output : Returns true if handled, false if not. +//----------------------------------------------------------------------------- +bool CBaseButton::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "locked_sound")) + { + m_bLockedSound = atof(szValue); + } + else if (FStrEq(szKeyName, "locked_sentence")) + { + m_bLockedSentence = atof(szValue); + } + else if (FStrEq(szKeyName, "unlocked_sound")) + { + m_bUnlockedSound = atof(szValue); + } + else if (FStrEq(szKeyName, "unlocked_sentence")) + { + m_bUnlockedSentence = atof(szValue); + } + else + { + return BaseClass::KeyValue( szKeyName, szValue ); + } + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: Locks the button. If locked, the button will play the locked sound +// when the player tries to use it. +//----------------------------------------------------------------------------- +void CBaseButton::Lock() +{ + m_bLocked = true; +} + + +//----------------------------------------------------------------------------- +// Purpose: Unlocks the button, making it able to be pressed again. +//----------------------------------------------------------------------------- +void CBaseButton::Unlock() +{ + m_bLocked = false; +} + + +//----------------------------------------------------------------------------- +// Purpose: Locks the button. If locked, the button will play the locked sound +// when the player tries to use it. +//----------------------------------------------------------------------------- +void CBaseButton::InputLock( inputdata_t &inputdata ) +{ + Lock(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Unlocks the button, making it able to be pressed again. +//----------------------------------------------------------------------------- +void CBaseButton::InputUnlock( inputdata_t &inputdata ) +{ + Unlock(); +} + + +//----------------------------------------------------------------------------- +// Presses or unpresses the button. +//----------------------------------------------------------------------------- +void CBaseButton::Press( CBaseEntity *pActivator, BUTTON_CODE eCode ) +{ + if ( ( eCode == BUTTON_PRESS ) && ( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN ) ) + { + return; + } + + if ( ( eCode == BUTTON_ACTIVATE ) && ( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_AT_TOP ) ) + { + return; + } + + if ( ( eCode == BUTTON_RETURN ) && ( m_toggle_state == TS_GOING_DOWN || m_toggle_state == TS_AT_BOTTOM ) ) + { + return; + } + + // FIXME: consolidate all the button press code into one place! + if (m_bLocked) + { + // play button locked sound + PlayLockSounds(this, &m_ls, TRUE, TRUE); + return; + } + + // Temporarily disable the touch function, until movement is finished. + SetTouch( NULL ); + + if ( ( ( eCode == BUTTON_PRESS ) && ( m_toggle_state == TS_AT_TOP ) ) || + ( ( eCode == BUTTON_RETURN ) && ( m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP ) ) ) + { + if ( m_sNoise != NULL_STRING ) + { + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_VOICE; + ep.m_pSoundName = (char*)STRING(m_sNoise); + ep.m_flVolume = 1; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } + + m_OnPressed.FireOutput(pActivator, this); + ButtonReturn(); + } + else if ( ( eCode == BUTTON_PRESS ) || + ( ( eCode == BUTTON_ACTIVATE ) && ( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN ) ) ) + { + m_OnPressed.FireOutput(pActivator, this); + ButtonActivate(); + } +} + + +//----------------------------------------------------------------------------- +// Presses the button. +//----------------------------------------------------------------------------- +void CBaseButton::InputPress( inputdata_t &inputdata ) +{ + Press( inputdata.pActivator, BUTTON_PRESS ); +} + + +//----------------------------------------------------------------------------- +// Presses the button, sending it to the top/pressed position. +//----------------------------------------------------------------------------- +void CBaseButton::InputPressIn( inputdata_t &inputdata ) +{ + Press( inputdata.pActivator, BUTTON_ACTIVATE ); +} + + +//----------------------------------------------------------------------------- +// Unpresses the button, sending it to the unpressed/bottom position. +//----------------------------------------------------------------------------- +void CBaseButton::InputPressOut( inputdata_t &inputdata ) +{ + Press( inputdata.pActivator, BUTTON_RETURN ); +} + + +//----------------------------------------------------------------------------- +// Purpose: We have been damaged. Possibly activate, depending on our flags. +// Input : pInflictor - +// pAttacker - +// flDamage - +// bitsDamageType - +// Output : +//----------------------------------------------------------------------------- +int CBaseButton::OnTakeDamage( const CTakeDamageInfo &info ) +{ + m_OnDamaged.FireOutput(m_hActivator, this); + + // dvsents2: remove obselete health keyvalue from func_button + if (!HasSpawnFlags(SF_BUTTON_DAMAGE_ACTIVATES) && (m_iHealth == 0)) + { + return(0); + } + + BUTTON_CODE code = ButtonResponseToTouch(); + + if ( code == BUTTON_NOTHING ) + return 0; + + m_hActivator = info.GetAttacker(); + + // dvsents2: why would activator be NULL here? + if ( m_hActivator == NULL ) + return 0; + + if (m_bLocked) + { + return(0); + } + + // Temporarily disable the touch function, until movement is finished. + SetTouch( NULL ); + + if ( code == BUTTON_RETURN ) + { + if ( m_sNoise != NULL_STRING ) + { + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_VOICE; + ep.m_pSoundName = (char*)STRING(m_sNoise); + ep.m_flVolume = 1; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } + + m_OnPressed.FireOutput(m_hActivator, this); + ButtonReturn(); + } + else + { + // code == BUTTON_ACTIVATE + m_OnPressed.FireOutput(m_hActivator, this); + ButtonActivate( ); + } + + return 0; +} + + +void CBaseButton::Spawn( ) +{ + //---------------------------------------------------- + //determine sounds for buttons + //a sound of 0 should not make a sound + //---------------------------------------------------- + if ( m_sounds ) + { + m_sNoise = MakeButtonSound( m_sounds ); + PrecacheScriptSound(m_sNoise.ToCStr()); + } + else + { + m_sNoise = NULL_STRING; + } + + Precache(); + + if ( HasSpawnFlags( SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state + { + SetThink ( &CBaseButton::ButtonSpark ); + SetNextThink( gpGlobals->curtime + 0.5f );// no hurry, make sure everything else spawns + } + + // 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 ); + SetSolid( SOLID_BSP ); + SetModel( STRING( GetModelName() ) ); + + if (m_flSpeed == 0) + { + m_flSpeed = 40; + } + + m_takedamage = DAMAGE_YES; + + if (m_flWait == 0) + { + m_flWait = 1; + } + + if (m_flLip == 0) + { + m_flLip = 4; + } + + m_toggle_state = TS_AT_BOTTOM; + m_vecPosition1 = GetLocalOrigin(); + + // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big + Vector vecButtonOBB = CollisionProp()->OBBSize(); + vecButtonOBB -= Vector( 2, 2, 2 ); + m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * (DotProductAbs( m_vecMoveDir, vecButtonOBB ) - m_flLip)); + + // Is this a non-moving button? + if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || HasSpawnFlags(SF_BUTTON_DONTMOVE) ) + { + m_vecPosition2 = m_vecPosition1; + } + + m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE); + m_fRotating = FALSE; + + if (HasSpawnFlags(SF_BUTTON_LOCKED)) + { + m_bLocked = true; + } + + // + // If using activates the button, set its use function. + // + if (HasSpawnFlags(SF_BUTTON_USE_ACTIVATES)) + { + SetUse(&CBaseButton::ButtonUse); + } + else + { + SetUse(NULL); + } + + // + // If touching activates the button, set its touch function. + // + if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES)) + { + SetTouch( &CBaseButton::ButtonTouch ); + } + else + { + SetTouch ( NULL ); + } + + CreateVPhysics(); +} + +//----------------------------------------------------------------------------- + +bool CBaseButton::CreateVPhysics() +{ + VPhysicsInitShadow( false, false ); + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: Button sound table. +// Also used by CBaseDoor to get 'touched' door lock/unlock sounds +// Input : sound - index of sound to look up. +// Output : Returns a pointer to the corresponding sound file. +//----------------------------------------------------------------------------- +string_t MakeButtonSound( int sound ) +{ + char tmp[1024]; + Q_snprintf( tmp, sizeof(tmp), "Buttons.snd%d", sound ); + return AllocPooledString(tmp); +} + + +//----------------------------------------------------------------------------- +// Purpose: Think function that emits sparks at random intervals. +//----------------------------------------------------------------------------- +void CBaseButton::ButtonSpark ( void ) +{ + SetThink ( &CBaseButton::ButtonSpark ); + SetNextThink( gpGlobals->curtime + 0.1 + random->RandomFloat ( 0, 1.5 ) );// spark again at random interval + + DoSpark( this, WorldSpaceCenter(), 1, 1, true, vec3_origin ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Called when someone uses us whilst we are locked. +//----------------------------------------------------------------------------- +bool CBaseButton::OnUseLocked( CBaseEntity *pActivator ) +{ + PlayLockSounds(this, &m_ls, TRUE, TRUE); + + if ( gpGlobals->curtime > m_flUseLockedTime ) + { + m_OnUseLocked.FireOutput( pActivator, this ); + m_flUseLockedTime = gpGlobals->curtime + 0.5; + return true; + } + + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: Use function that starts the button moving. +// Input : pActivator - +// pCaller - +// useType - +// value - +//----------------------------------------------------------------------------- +void CBaseButton::ButtonUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out. + // UNDONE: Should this use ButtonResponseToTouch() too? + if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN ) + return; + + if (m_bLocked) + { + OnUseLocked( pActivator ); + return; + } + + m_hActivator = pActivator; + + if ( m_toggle_state == TS_AT_TOP) + { + // + // If it's a toggle button it can return now. Otherwise, it will either + // return on its own or will stay pressed indefinitely. + // + if ( HasSpawnFlags(SF_BUTTON_TOGGLE)) + { + if ( m_sNoise != NULL_STRING ) + { + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_VOICE; + ep.m_pSoundName = (char*)STRING(m_sNoise); + ep.m_flVolume = 1; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } + + m_OnPressed.FireOutput(m_hActivator, this); + ButtonReturn(); + } + } + else + { + m_OnPressed.FireOutput(m_hActivator, this); + ButtonActivate( ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns a code indicating how the button should respond to being touched. +// Output : Returns one of the following: +// BUTTON_NOTHING - do nothing +// BUTTON_RETURN - +// BUTTON_ACTIVATE - act as if pressed +//----------------------------------------------------------------------------- +CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void ) +{ + // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out. + if (m_toggle_state == TS_GOING_UP || + m_toggle_state == TS_GOING_DOWN || + (m_toggle_state == TS_AT_TOP && !m_fStayPushed && !HasSpawnFlags(SF_BUTTON_TOGGLE) ) ) + return BUTTON_NOTHING; + + if (m_toggle_state == TS_AT_TOP) + { + if ( HasSpawnFlags(SF_BUTTON_TOGGLE) && !m_fStayPushed) + { + return BUTTON_RETURN; + } + } + else + return BUTTON_ACTIVATE; + + return BUTTON_NOTHING; +} + + +//----------------------------------------------------------------------------- +// Purpose: Touch function that activates the button if it responds to touch. +// Input : pOther - The entity that touched us. +//----------------------------------------------------------------------------- +void CBaseButton::ButtonTouch( CBaseEntity *pOther ) +{ + // Ignore touches by anything but players + if ( !pOther->IsPlayer() ) + return; + + m_hActivator = pOther; + + BUTTON_CODE code = ButtonResponseToTouch(); + + if ( code == BUTTON_NOTHING ) + return; + + if (!UTIL_IsMasterTriggered(m_sMaster, pOther) || m_bLocked) + { + // play button locked sound + PlayLockSounds(this, &m_ls, TRUE, TRUE); + return; + } + + // Temporarily disable the touch function, until movement is finished. + SetTouch( NULL ); + + if ( code == BUTTON_RETURN ) + { + if ( m_sNoise != NULL_STRING ) + { + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_VOICE; + ep.m_pSoundName = (char*)STRING(m_sNoise); + ep.m_flVolume = 1; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } + + m_OnPressed.FireOutput(m_hActivator, this); + ButtonReturn(); + } + else + { + // code == BUTTON_ACTIVATE + m_OnPressed.FireOutput(m_hActivator, this); + ButtonActivate( ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Starts the button moving "in/up". +// Input : *pOther - +//----------------------------------------------------------------------------- +void CBaseButton::ButtonActivate( void ) +{ + if ( m_sNoise != NULL_STRING ) + { + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_VOICE; + ep.m_pSoundName = (char*)STRING(m_sNoise); + ep.m_flVolume = 1; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } + + if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator) || m_bLocked) + { + // button is locked, play locked sound + PlayLockSounds(this, &m_ls, TRUE, TRUE); + return; + } + else + { + // button is unlocked, play unlocked sound + PlayLockSounds(this, &m_ls, FALSE, TRUE); + } + + ASSERT(m_toggle_state == TS_AT_BOTTOM); + m_toggle_state = TS_GOING_UP; + + SetMoveDone( &CBaseButton::TriggerAndWait ); + if (!m_fRotating) + LinearMove( m_vecPosition2, m_flSpeed); + else + AngularMove( m_vecAngle2, m_flSpeed); +} + + +//----------------------------------------------------------------------------- +// Purpose: Enables or disables the use capability based on our spawnflags. +//----------------------------------------------------------------------------- +int CBaseButton::ObjectCaps(void) +{ + return((BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | + (HasSpawnFlags(SF_BUTTON_USE_ACTIVATES) ? (FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS) : 0)); +} + + +//----------------------------------------------------------------------------- +// Purpose: Button has reached the "pressed/top" position. Fire its OnIn output, +// and pause before returning to "unpressed/bottom". +//----------------------------------------------------------------------------- +void CBaseButton::TriggerAndWait( void ) +{ + ASSERT(m_toggle_state == TS_GOING_UP); + + if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator) || m_bLocked) + { + return; + } + + m_toggle_state = TS_AT_TOP; + + // + // Re-instate touches if the button is of the toggle variety. + // + if (m_fStayPushed || HasSpawnFlags(SF_BUTTON_TOGGLE ) ) + { + if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES)) + { + SetTouch(&CBaseButton::ButtonTouch); + } + else + { + // BUGBUG: ALL buttons no longer respond to touch + SetTouch (NULL); + } + } + + // + // If button automatically comes back out, start it moving out. + // + else + { + SetNextThink( gpGlobals->curtime + m_flWait ); + SetThink( &CBaseButton::ButtonReturn ); + } + + m_nState = 1; // use alternate textures + + m_OnIn.FireOutput(m_hActivator, this); +} + + +//----------------------------------------------------------------------------- +// Purpose: Starts the button moving "out/down". +//----------------------------------------------------------------------------- +void CBaseButton::ButtonReturn( void ) +{ + ASSERT(m_toggle_state == TS_AT_TOP); + m_toggle_state = TS_GOING_DOWN; + + SetMoveDone( &CBaseButton::ButtonBackHome ); + if (!m_fRotating) + LinearMove( m_vecPosition1, m_flSpeed); + else + AngularMove( m_vecAngle1, m_flSpeed); + + m_nState = 0; // use normal textures +} + + +//----------------------------------------------------------------------------- +// Purpose: Button has returned to the "unpressed/bottom" position. Fire its +// OnOut output and stop moving. +//----------------------------------------------------------------------------- +void CBaseButton::ButtonBackHome( void ) +{ + ASSERT(m_toggle_state == TS_GOING_DOWN); + m_toggle_state = TS_AT_BOTTOM; + + m_OnOut.FireOutput(m_hActivator, this); + + // + // Re-instate touch method, movement cycle is complete. + // + if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES)) + { + SetTouch( &CBaseButton::ButtonTouch ); + } + else + { + // BUGBUG: ALL buttons no longer respond to touch + SetTouch ( NULL ); + } + + // reset think for a sparking button + if (HasSpawnFlags( SF_BUTTON_SPARK_IF_OFF ) ) + { + SetThink ( &CBaseButton::ButtonSpark ); + SetNextThink( gpGlobals->curtime + 0.5f );// no hurry + } +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +int CBaseButton::DrawDebugTextOverlays() +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + static const char *pszStates[] = + { + "Pressed", + "Unpressed", + "Pressing...", + "Unpressing...", + "<UNKNOWN STATE>", + }; + + char tempstr[255]; + + int nState = m_toggle_state; + if ( ( nState < 0 ) || ( nState > 3 ) ) + { + nState = 4; + } + + Q_snprintf( tempstr, sizeof(tempstr), "State: %s", pszStates[nState] ); + EntityText( text_offset, tempstr, 0 ); + text_offset++; + + Q_snprintf( tempstr, sizeof(tempstr), "%s", m_bLocked ? "Locked" : "Unlocked" ); + EntityText( text_offset, tempstr, 0 ); + text_offset++; + } + return text_offset; +} + + +// +// Rotating button (aka "lever") +// +LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton ); + + +void CRotButton::Spawn( void ) +{ + //---------------------------------------------------- + //determine sounds for buttons + //a sound of 0 should not make a sound + //---------------------------------------------------- + if ( m_sounds ) + { + m_sNoise = MakeButtonSound( m_sounds ); + PrecacheScriptSound(m_sNoise.ToCStr()); + } + else + { + m_sNoise = NULL_STRING; + } + + // set the axis of rotation + CBaseToggle::AxisDir(); + + // check for clockwise rotation + if ( HasSpawnFlags( SF_DOOR_ROTATE_BACKWARDS) ) + { + m_vecMoveAng = m_vecMoveAng * -1; + } + + SetMoveType( MOVETYPE_PUSH ); + +#ifdef HL1_DLL + SetSolid( SOLID_BSP ); +#else + SetSolid( SOLID_VPHYSICS ); +#endif + if ( HasSpawnFlags( SF_ROTBUTTON_NOTSOLID ) ) + { + AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); + AddSolidFlags( FSOLID_NOT_SOLID ); + } + + SetModel( STRING( GetModelName() ) ); + + if (m_flSpeed == 0) + m_flSpeed = 40; + + if (m_flWait == 0) + m_flWait = 1; + + if (m_iHealth > 0) + { + m_takedamage = DAMAGE_YES; + } + + m_toggle_state = TS_AT_BOTTOM; + m_vecAngle1 = GetLocalAngles(); + m_vecAngle2 = GetLocalAngles() + m_vecMoveAng * m_flMoveDistance; + ASSERTSZ(m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal\n"); + + m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE); + m_fRotating = TRUE; + + SetUse(&CRotButton::ButtonUse); + + // + // If touching activates the button, set its touch function. + // + if (!HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES)) + { + SetTouch ( NULL ); + } + else + { + SetTouch( &CRotButton::ButtonTouch ); + } + + CreateVPhysics(); +} + + +bool CRotButton::CreateVPhysics( void ) +{ + VPhysicsInitShadow( false, false ); + return true; +} + + +//----------------------------------------------------------------------------- +// CMomentaryRotButton spawnflags +//----------------------------------------------------------------------------- +#define SF_MOMENTARY_DOOR 1 +#define SF_MOMENTARY_NOT_USABLE 2 +#define SF_MOMENTARY_AUTO_RETURN 16 + + +BEGIN_DATADESC( CMomentaryRotButton ) + + DEFINE_FIELD( m_lastUsed, FIELD_INTEGER ), + DEFINE_FIELD( m_start, FIELD_VECTOR ), + DEFINE_FIELD( m_end, FIELD_VECTOR ), + DEFINE_FIELD( m_IdealYaw, FIELD_FLOAT ), + DEFINE_FIELD( m_sNoise, FIELD_SOUNDNAME ), + DEFINE_FIELD( m_bUpdateTarget, FIELD_BOOLEAN ), + + DEFINE_KEYFIELD( m_direction, FIELD_INTEGER, "StartDirection" ), + DEFINE_KEYFIELD( m_returnSpeed, FIELD_FLOAT, "returnspeed" ), + DEFINE_KEYFIELD( m_flStartPosition, FIELD_FLOAT, "StartPosition"), + DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ), + + // Function Pointers + DEFINE_FUNCTION( UseMoveDone ), + DEFINE_FUNCTION( ReturnMoveDone ), + DEFINE_FUNCTION( SetPositionMoveDone ), + DEFINE_FUNCTION( UpdateThink ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosition", InputSetPosition ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPositionImmediately", InputSetPositionImmediately ), + DEFINE_INPUTFUNC( FIELD_VOID, "_DisableUpdateTarget", InputDisableUpdateTarget ), + DEFINE_INPUTFUNC( FIELD_VOID, "_EnableUpdateTarget", InputEnableUpdateTarget ), + + // Outputs + DEFINE_OUTPUT( m_Position, "Position" ), + DEFINE_OUTPUT( m_OnUnpressed, "OnUnpressed" ), + DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ), + DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ), + DEFINE_OUTPUT( m_OnReachedPosition, "OnReachedPosition" ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), + DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ) + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( momentary_rot_button, CMomentaryRotButton ); + + +//----------------------------------------------------------------------------- +// Purpose: Called when spawning, after keyvalues have been handled. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::Spawn( void ) +{ + CBaseToggle::AxisDir(); + + m_bUpdateTarget = true; + + if ( m_flSpeed == 0 ) + { + m_flSpeed = 100; + } + + // Clamp start position and issue bounds warning + if (m_flStartPosition < 0.0f || m_flStartPosition > 1.0f) + { + Warning("WARNING: Momentary door (%s) start position not between 0 and 1. Clamping.\n",GetDebugName()); + m_flStartPosition = clamp(m_IdealYaw, 0.f, 1.f); + } + + // Check direction fields (for backward compatibility) + if (m_direction != 1 && m_direction != -1) + { + m_direction = 1; + } + + if (m_flMoveDistance < 0) + { + m_vecMoveAng = m_vecMoveAng * -1; + m_flMoveDistance = -m_flMoveDistance; + } + + m_start = GetLocalAngles() - m_vecMoveAng * m_flMoveDistance * m_flStartPosition; + m_end = GetLocalAngles() + m_vecMoveAng * m_flMoveDistance * (1-m_flStartPosition); + + m_IdealYaw = m_flStartPosition; + + // Force start direction at end points + if (m_flStartPosition == 0.0) + { + m_direction = -1; + } + else if (m_flStartPosition == 1.0) + { + m_direction = 1; + } + + if (HasSpawnFlags(SF_BUTTON_LOCKED)) + { + m_bLocked = true; + } + + if ( HasSpawnFlags( SF_BUTTON_USE_ACTIVATES ) ) + { + if ( m_sounds ) + { + m_sNoise = MakeButtonSound( m_sounds ); + PrecacheScriptSound(m_sNoise.ToCStr()); + } + else + { + m_sNoise = NULL_STRING; + } + + m_lastUsed = 0; + UpdateTarget(0,this); + } + +#ifdef HL1_DLL + SetSolid( SOLID_BSP ); +#else + SetSolid( SOLID_VPHYSICS ); +#endif + if (HasSpawnFlags(SF_ROTBUTTON_NOTSOLID)) + { + AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); + AddSolidFlags( FSOLID_NOT_SOLID ); + } + + SetMoveType( MOVETYPE_PUSH ); + SetModel( STRING( GetModelName() ) ); + + CreateVPhysics(); + + // Slam the object back to solid - if we really want it to be solid. + if ( m_bSolidBsp ) + { + SetSolid( SOLID_BSP ); + } + + m_bDisabled = false; +} + +int CMomentaryRotButton::ObjectCaps( void ) +{ + int flags = BaseClass::ObjectCaps(); + if (!HasSpawnFlags(SF_BUTTON_USE_ACTIVATES)) + { + return flags; + } + else + { + return (flags | FCAP_CONTINUOUS_USE | FCAP_USE_IN_RADIUS); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CMomentaryRotButton::CreateVPhysics( void ) +{ + VPhysicsInitShadow( false, false ); + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CMomentaryRotButton::PlaySound( void ) +{ + if ( m_sNoise == NULL_STRING ) + return; + + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_VOICE; + ep.m_pSoundName = (char*)STRING(m_sNoise); + ep.m_flVolume = 1; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns a given angular position as a value along our motion from 0 to 1. +// Input : vecAngles - +//----------------------------------------------------------------------------- +float CMomentaryRotButton::GetPos( const QAngle &vecAngles ) +{ + float flScale = 1; + if (( m_vecMoveAng[0] < 0 ) || ( m_vecMoveAng[1] < 0 ) || ( m_vecMoveAng[2] < 0 )) + { + flScale = -1; + } + + float flPos = flScale * CBaseToggle::AxisDelta( m_spawnflags, vecAngles, m_start ) / m_flMoveDistance; + return( clamp( flPos, 0.f, 1.f )); +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : flPosition +//------------------------------------------------------------------------------ +void CMomentaryRotButton::InputSetPosition( inputdata_t &inputdata ) +{ + m_IdealYaw = clamp( inputdata.value.Float(), 0.f, 1.f ); + + float flCurPos = GetPos( GetLocalAngles() ); + if ( flCurPos < m_IdealYaw ) + { + // Moving forward (from start to end). + SetLocalAngularVelocity( m_flSpeed * m_vecMoveAng ); + m_direction = 1; + } + else if ( flCurPos > m_IdealYaw ) + { + // Moving backward (from end to start). + SetLocalAngularVelocity( -m_flSpeed * m_vecMoveAng ); + m_direction = -1; + } + else + { + // We're there already; nothing to do. + SetLocalAngularVelocity( vec3_angle ); + return; + } + + SetMoveDone( &CMomentaryRotButton::SetPositionMoveDone ); + + SetThink( &CMomentaryRotButton::UpdateThink ); + SetNextThink( gpGlobals->curtime ); + + // + // Think again in 0.1 seconds or the time that it will take us to reach our movement goal, + // whichever is the shorter interval. This prevents us from overshooting and stuttering when we + // are told to change position in very small increments. + // + QAngle vecNewAngles = m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ); + float flAngleDelta = fabs( AxisDelta( m_spawnflags, vecNewAngles, GetLocalAngles() )); + float dt = flAngleDelta / m_flSpeed; + if ( dt < TICK_INTERVAL ) + { + dt = TICK_INTERVAL; + float speed = flAngleDelta / TICK_INTERVAL; + SetLocalAngularVelocity( speed * m_vecMoveAng * m_direction ); + } + dt = clamp( dt, TICK_INTERVAL, TICK_INTERVAL * 6); + + SetMoveDoneTime( dt ); +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : flPosition +//------------------------------------------------------------------------------ +void CMomentaryRotButton::InputSetPositionImmediately( inputdata_t &inputdata ) +{ + m_IdealYaw = clamp( inputdata.value.Float(), 0.f, 1.f ); + SetLocalAngles( m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ) ); +} + + +//------------------------------------------------------------------------------ +// Purpose: Turns off target updates so that we can change the wheel's position +// without changing the target's position. Used for jiggling when locked. +//------------------------------------------------------------------------------ +void CMomentaryRotButton::InputDisableUpdateTarget( inputdata_t &inputdata ) +{ + m_bUpdateTarget = false; +} + + +//------------------------------------------------------------------------------ +// Purpose: Turns target updates back on (after jiggling). +//------------------------------------------------------------------------------ +void CMomentaryRotButton::InputEnableUpdateTarget( inputdata_t &inputdata ) +{ + m_bUpdateTarget = true; +} + + +//----------------------------------------------------------------------------- +// Purpose: Locks the button. If locked, the button will play the locked sound +// when the player tries to use it. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::Lock() +{ + BaseClass::Lock(); + + SetLocalAngularVelocity( vec3_angle ); + SetMoveDoneTime( -1 ); + SetMoveDone( NULL ); + + SetNextThink( TICK_NEVER_THINK ); + SetThink( NULL ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Unlocks the button, making it able to be pressed again. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::Unlock() +{ + BaseClass::Unlock(); + + SetMoveDone( &CMomentaryRotButton::ReturnMoveDone ); + + // Delay before autoreturn. + SetMoveDoneTime( 0.1f ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Fires the appropriate outputs at the extremes of motion. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::OutputMovementComplete( void ) +{ + if (m_IdealYaw == 1.0) + { + m_OnFullyClosed.FireOutput(this, this); + } + else if (m_IdealYaw == 0.0) + { + m_OnFullyOpen.FireOutput(this, this); + } + + m_OnReachedPosition.FireOutput( this, this ); +} + + +//------------------------------------------------------------------------------ +// Purpose: MoveDone function for the SetPosition input handler. Tracks our +// progress toward a movement goal and updates our outputs. +//------------------------------------------------------------------------------ +void CMomentaryRotButton::SetPositionMoveDone(void) +{ + float flCurPos = GetPos( GetLocalAngles() ); + + if ((( flCurPos >= m_IdealYaw ) && ( m_direction == 1 )) || + (( flCurPos <= m_IdealYaw ) && ( m_direction == -1 ))) + { + // + // We reached or surpassed our movement goal. + // + SetLocalAngularVelocity( vec3_angle ); + // BUGBUG: Won't this get the player stuck? + SetLocalAngles( m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ) ); + SetNextThink( TICK_NEVER_THINK ); + SetMoveDoneTime( -1 ); + UpdateTarget( m_IdealYaw, this ); + OutputMovementComplete(); + return; + } + + // TODO: change this to use a Think function like ReturnThink. + QAngle vecNewAngles = m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ); + float flAngleDelta = fabs( AxisDelta( m_spawnflags, vecNewAngles, GetLocalAngles() )); + float dt = flAngleDelta / m_flSpeed; + if ( dt < TICK_INTERVAL ) + { + dt = TICK_INTERVAL; + float speed = flAngleDelta / TICK_INTERVAL; + SetLocalAngularVelocity( speed * m_vecMoveAng * m_direction ); + } + dt = clamp( dt, TICK_INTERVAL, TICK_INTERVAL * 6); + + SetMoveDoneTime( dt ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pActivator - +// pCaller - +// useType - +// value - +//----------------------------------------------------------------------------- +void CMomentaryRotButton::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if ( m_bDisabled == true ) + return; + + if (m_bLocked) + { + if ( OnUseLocked( pActivator ) && HasSpawnFlags( SF_BUTTON_JIGGLE_ON_USE_LOCKED ) ) + { + // Jiggle two degrees. + float flDist = 2.0 / m_flMoveDistance; + + // Must be first! + g_EventQueue.AddEvent( this, "_DisableUpdateTarget", 0, this, this ); + + variant_t value; + value.SetFloat( flDist ); + g_EventQueue.AddEvent( this, "SetPosition", value, 0.01, this, this ); + + value.SetFloat( 0.0 ); + g_EventQueue.AddEvent( this, "SetPosition", value, 0.1, this, this ); + + value.SetFloat( 0.5 * flDist ); + g_EventQueue.AddEvent( this, "SetPosition", value, 0.2, this, this ); + + value.SetFloat( 0.0 ); + g_EventQueue.AddEvent( this, "SetPosition", value, 0.3, this, this ); + + // Must be last! And must be late enough to cover the settling time. + g_EventQueue.AddEvent( this, "_EnableUpdateTarget", 0.5, this, this ); + } + + return; + } + + // + // Reverse our direction and play movement sound every time the player + // pauses between uses. + // + bool bPlaySound = false; + + if ( !m_lastUsed ) + { + bPlaySound = true; + m_direction = -m_direction; + + //Alert that we've been pressed + m_OnPressed.FireOutput( m_hActivator, this ); + } + + m_lastUsed = 1; + + float flPos = GetPos( GetLocalAngles() ); + UpdateSelf( flPos, bPlaySound ); + + // + // Think every frame while we are moving. + // HACK: Don't reset the think time if we already have a pending think. + // This works around an issue with host_thread_mode > 0 when the player's + // clock runs ahead of the server. + // + if ( !m_pfnThink ) + { + SetThink( &CMomentaryRotButton::UpdateThink ); + SetNextThink( gpGlobals->curtime ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Handles changing direction at the extremes of our range of motion +// and updating our avelocity while being used by the player. +// Input : value - Number from 0 to 1 indicating our desired position within +// our range of motion, 0 = start, 1 = end. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::UpdateSelf( float value, bool bPlaySound ) +{ + // + // Set our move clock to 0.1 seconds in the future so we stop spinning unless we are + // used again before then. + // + SetMoveDoneTime( 0.1 ); + + // + // If we hit the end, zero our avelocity and snap to the end angles. + // + if ( m_direction > 0 && value >= 1.0 ) + { + SetLocalAngularVelocity( vec3_angle ); + SetLocalAngles( m_end ); + + m_OnFullyClosed.FireOutput(this, this); + return; + } + // + // If we returned to the start, zero our avelocity and snap to the start angles. + // + else if ( m_direction < 0 && value <= 0 ) + { + SetLocalAngularVelocity( vec3_angle ); + SetLocalAngles( m_start ); + + m_OnFullyOpen.FireOutput(this, this); + return; + } + + if ( bPlaySound ) + { + PlaySound(); + } + + SetLocalAngularVelocity( ( m_direction * m_flSpeed ) * m_vecMoveAng ); + SetMoveDone( &CMomentaryRotButton::UseMoveDone ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Updates the value of our position, firing any targets. +// Input : value - New position, from 0 - 1. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::UpdateTarget( float value, CBaseEntity *pActivator ) +{ + if ( !m_bUpdateTarget ) + return; + + if (m_Position.Get() != value) + { + m_Position.Set(value, pActivator, this); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Handles the end of motion caused by player use. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::UseMoveDone( void ) +{ + SetLocalAngularVelocity( vec3_angle ); + + // Make sure our targets stop where we stopped. + float flPos = GetPos( GetLocalAngles() ); + UpdateTarget( flPos, this ); + + // Alert that we've been unpressed + m_OnUnpressed.FireOutput( m_hActivator, this ); + + m_lastUsed = 0; + + if ( !HasSpawnFlags( SF_BUTTON_TOGGLE ) && m_returnSpeed > 0 ) + { + SetMoveDone( &CMomentaryRotButton::ReturnMoveDone ); + m_direction = -1; + + // Delay before autoreturn. + SetMoveDoneTime( 0.1f ); + } + else + { + SetThink( NULL ); + SetMoveDone( NULL ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: MoveDone function for rotating back to the start position. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::ReturnMoveDone( void ) +{ + float value = GetPos( GetLocalAngles() ); + if ( value <= 0 ) + { + // + // Got back to the start, stop spinning. + // + SetLocalAngularVelocity( vec3_angle ); + SetLocalAngles( m_start ); + + UpdateTarget( 0, NULL ); + + SetMoveDoneTime( -1 ); + SetMoveDone( NULL ); + + SetNextThink( TICK_NEVER_THINK ); + SetThink( NULL ); + } + else + { + SetLocalAngularVelocity( -m_returnSpeed * m_vecMoveAng ); + SetMoveDoneTime( 0.1f ); + + SetThink( &CMomentaryRotButton::UpdateThink ); + SetNextThink( gpGlobals->curtime + 0.01f ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Think function for updating target as we move. +//----------------------------------------------------------------------------- +void CMomentaryRotButton::UpdateThink( void ) +{ + float value = GetPos( GetLocalAngles() ); + UpdateTarget( value, NULL ); + SetNextThink( gpGlobals->curtime ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Draw any debug text overlays +// Output : Current text offset from the top +//----------------------------------------------------------------------------- +int CMomentaryRotButton::DrawDebugTextOverlays(void) +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + char tempstr[255]; + + Q_snprintf(tempstr,sizeof(tempstr),"QAngle: %.2f %.2f %.2f", GetLocalAngles()[0], GetLocalAngles()[1], GetLocalAngles()[2]); + EntityText(text_offset,tempstr,0); + text_offset++; + + Q_snprintf(tempstr,sizeof(tempstr),"AVelocity: %.2f %.2f %.2f", GetLocalAngularVelocity()[0], GetLocalAngularVelocity()[1], GetLocalAngularVelocity()[2]); + EntityText(text_offset,tempstr,0); + text_offset++; + + Q_snprintf(tempstr,sizeof(tempstr),"Target Pos: %3.3f",m_IdealYaw); + EntityText(text_offset,tempstr,0); + text_offset++; + + float flCurPos = GetPos(GetLocalAngles()); + Q_snprintf(tempstr,sizeof(tempstr),"Current Pos: %3.3f",flCurPos); + EntityText(text_offset,tempstr,0); + text_offset++; + + Q_snprintf(tempstr,sizeof(tempstr),"Direction: %s",(m_direction == 1) ? "Forward" : "Backward"); + EntityText(text_offset,tempstr,0); + text_offset++; + + } + return text_offset; +} + +//----------------------------------------------------------------------------- +// Purpose: Input hander that starts the spawner +//----------------------------------------------------------------------------- +void CMomentaryRotButton::InputEnable( inputdata_t &inputdata ) +{ + Enable(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input hander that stops the spawner +//----------------------------------------------------------------------------- +void CMomentaryRotButton::InputDisable( inputdata_t &inputdata ) +{ + Disable(); +} + +//----------------------------------------------------------------------------- +// Purpose: Start the spawner +//----------------------------------------------------------------------------- +void CMomentaryRotButton::Enable( void ) +{ + m_bDisabled = false; +} + + +//----------------------------------------------------------------------------- +// Purpose: Stop the spawner +//----------------------------------------------------------------------------- +void CMomentaryRotButton::Disable( void ) +{ + m_bDisabled = true; }
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