From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/bmodels.cpp | 1465 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1465 insertions(+) create mode 100644 mp/src/game/server/bmodels.cpp (limited to 'mp/src/game/server/bmodels.cpp') diff --git a/mp/src/game/server/bmodels.cpp b/mp/src/game/server/bmodels.cpp new file mode 100644 index 00000000..f293d70b --- /dev/null +++ b/mp/src/game/server/bmodels.cpp @@ -0,0 +1,1465 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Spawn, think, and use functions for common brush entities. +// +//=============================================================================// + +#include "cbase.h" +#include "doors.h" +#include "mathlib/mathlib.h" +#include "physics.h" +#include "ndebugoverlay.h" +#include "engine/IEngineSound.h" +#include "globals.h" +#include "filters.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define SF_BRUSH_ACCDCC 16// brush should accelerate and decelerate when toggled +#define SF_BRUSH_HURT 32// rotating brush that inflicts pain based on rotation speed +#define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid. + +// =================== FUNC_WALL ============================================== +class CFuncWall : public CBaseEntity +{ +public: + DECLARE_DATADESC(); + DECLARE_CLASS( CFuncWall, CBaseEntity ); + void Spawn( void ); + bool CreateVPhysics( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + + int m_nState; +}; + +LINK_ENTITY_TO_CLASS( func_wall, CFuncWall ); + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CFuncWall ) + + DEFINE_FIELD( m_nState, FIELD_INTEGER ), + +END_DATADESC() + +void CFuncWall::Spawn( void ) +{ + SetLocalAngles( vec3_angle ); + SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything + SetModel( STRING( GetModelName() ) ); + + // If it can't move/go away, it's really part of the world + AddFlag( FL_WORLDBRUSH ); + + // set manual mode + CreateVPhysics(); +} + + +bool CFuncWall::CreateVPhysics( void ) +{ + SetSolid( SOLID_BSP ); + IPhysicsObject *pPhys = VPhysicsInitStatic(); + if ( pPhys ) + { + int contents = modelinfo->GetModelContents( GetModelIndex() ); + if ( ! (contents & (MASK_SOLID|MASK_PLAYERSOLID|MASK_NPCSOLID)) ) + { + // leave the physics shadow there in case it has crap constrained to it + // but disable collisions with it + pPhys->EnableCollisions( false ); + } + } + + return true; +} + + +void CFuncWall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if ( ShouldToggle( useType, m_nState ) ) + { + m_nState = 1 - m_nState; + } +} + + +#define SF_WALL_START_OFF 0x0001 + +class CFuncWallToggle : public CFuncWall +{ +public: + DECLARE_CLASS( CFuncWallToggle, CFuncWall ); + + DECLARE_DATADESC(); + + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + + void InputToggle( inputdata_t &inputdata ); + + void TurnOff( void ); + void TurnOn( void ); + bool IsOn( void ); +}; + +BEGIN_DATADESC( CFuncWallToggle ) + + DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle ); + +void CFuncWallToggle::Spawn( void ) +{ + BaseClass::Spawn(); + if ( HasSpawnFlags( SF_WALL_START_OFF ) ) + TurnOff(); + + SetMoveType( MOVETYPE_PUSH ); +} + + +void CFuncWallToggle::TurnOff( void ) +{ + IPhysicsObject *pPhys = VPhysicsGetObject(); + if ( pPhys ) + { + pPhys->EnableCollisions( false ); + } + AddSolidFlags( FSOLID_NOT_SOLID ); + AddEffects( EF_NODRAW ); +} + + +void CFuncWallToggle::TurnOn( void ) +{ + IPhysicsObject *pPhys = VPhysicsGetObject(); + if ( pPhys ) + { + pPhys->EnableCollisions( true ); + } + RemoveSolidFlags( FSOLID_NOT_SOLID ); + RemoveEffects( EF_NODRAW ); +} + + +bool CFuncWallToggle::IsOn( void ) +{ + if ( IsSolidFlagSet( FSOLID_NOT_SOLID ) ) + return false; + return true; +} + +void CFuncWallToggle::InputToggle( inputdata_t &inputdata ) +{ + int status = IsOn(); + + if ( ShouldToggle( USE_TOGGLE, status ) ) + { + if ( status ) + TurnOff(); + else + TurnOn(); + } +} + +//Adrian - Is this function needed at all? +void CFuncWallToggle::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + int status = IsOn(); + + if ( ShouldToggle( useType, status ) ) + { + if ( status ) + TurnOff(); + else + TurnOn(); + } +} + +//============================== FUNC_VEHICLECLIP ===================================== +class CFuncVehicleClip : public CBaseEntity +{ +public: + DECLARE_CLASS( CFuncVehicleClip, CBaseEntity ); + DECLARE_DATADESC(); + + void Spawn(); + bool CreateVPhysics( void ); + + void InputEnable( inputdata_t &data ); + void InputDisable( inputdata_t &data ); + +private: +}; + +BEGIN_DATADESC( CFuncVehicleClip ) + + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( func_vehicleclip, CFuncVehicleClip ); + +void CFuncVehicleClip::Spawn() +{ + + SetLocalAngles( vec3_angle ); + SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything + SetModel( STRING( GetModelName() ) ); + + // It's part of the world + AddFlag( FL_WORLDBRUSH ); + + CreateVPhysics(); + + AddEffects( EF_NODRAW ); // make entity invisible + + SetCollisionGroup( COLLISION_GROUP_VEHICLE_CLIP ); +} + +bool CFuncVehicleClip::CreateVPhysics( void ) +{ + SetSolid( SOLID_BSP ); + VPhysicsInitStatic(); + + return true; +} + +void CFuncVehicleClip::InputEnable( inputdata_t &data ) +{ + IPhysicsObject *pPhys = VPhysicsGetObject(); + if ( pPhys ) + { + pPhys->EnableCollisions( true ); + } + RemoveSolidFlags( FSOLID_NOT_SOLID ); +} + +void CFuncVehicleClip::InputDisable( inputdata_t &data ) +{ + IPhysicsObject *pPhys = VPhysicsGetObject(); + if ( pPhys ) + { + pPhys->EnableCollisions( false ); + } + AddSolidFlags( FSOLID_NOT_SOLID ); +} + +//============================= FUNC_CONVEYOR ======================================= + +#define SF_CONVEYOR_VISUAL 0x0001 +#define SF_CONVEYOR_NOTSOLID 0x0002 + +class CFuncConveyor : public CFuncWall +{ +public: + DECLARE_CLASS( CFuncConveyor, CFuncWall ); + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + CFuncConveyor(); + + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void UpdateSpeed( float flNewSpeed ); + + void GetGroundVelocityToApply( Vector &vecGroundVel ); + + // Input handlers. + void InputToggleDirection( inputdata_t &inputdata ); + void InputSetSpeed( inputdata_t &inputdata ); + +private: + + Vector m_vecMoveDir; + CNetworkVar( float, m_flConveyorSpeed ); +}; + +LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor ); + +BEGIN_DATADESC( CFuncConveyor ) + + DEFINE_INPUTFUNC( FIELD_VOID, "ToggleDirection", InputToggleDirection ), + DEFINE_INPUTFUNC( FIELD_VOID, "SetSpeed", InputSetSpeed ), + + DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ), + DEFINE_FIELD( m_flConveyorSpeed, FIELD_FLOAT ), + +END_DATADESC() + + +IMPLEMENT_SERVERCLASS_ST(CFuncConveyor, DT_FuncConveyor) + SendPropFloat( SENDINFO(m_flConveyorSpeed), 0, SPROP_NOSCALE ), +END_SEND_TABLE() + + +CFuncConveyor::CFuncConveyor() +{ + m_flConveyorSpeed = 0.0; +} + +void CFuncConveyor::Spawn( void ) +{ + // Convert movedir from angles to a vector + QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z ); + AngleVectors( angMoveDir, &m_vecMoveDir ); + + BaseClass::Spawn(); + + if ( !HasSpawnFlags(SF_CONVEYOR_VISUAL) ) + AddFlag( FL_CONVEYOR ); + + // HACKHACK - This is to allow for some special effects + if ( HasSpawnFlags( SF_CONVEYOR_NOTSOLID ) ) + { + AddSolidFlags( FSOLID_NOT_SOLID ); + } + + if ( m_flSpeed == 0 ) + m_flSpeed = 100; + + UpdateSpeed( m_flSpeed ); +} + + +void CFuncConveyor::UpdateSpeed( float flNewSpeed ) +{ + m_flConveyorSpeed = flNewSpeed; +} + + +void CFuncConveyor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + m_flSpeed = -m_flSpeed; + UpdateSpeed( m_flSpeed ); +} + + +void CFuncConveyor::InputToggleDirection( inputdata_t &inputdata ) +{ + Use( inputdata.pActivator, inputdata.pCaller, USE_TOGGLE, 0 ); +} + + +void CFuncConveyor::InputSetSpeed( inputdata_t &inputdata ) +{ + m_flSpeed = inputdata.value.Float(); + UpdateSpeed( m_flSpeed ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns the velocity imparted to players standing on us. +//----------------------------------------------------------------------------- +void CFuncConveyor::GetGroundVelocityToApply( Vector &vecGroundVel ) +{ + vecGroundVel = m_vecMoveDir * m_flSpeed; +} + + +// =================== FUNC_ILLUSIONARY ============================================== +// A simple entity that looks solid but lets you walk through it. +class CFuncIllusionary : public CBaseEntity +{ + DECLARE_CLASS( CFuncIllusionary, CBaseEntity ); +public: + void Spawn( void ); +}; + +LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary ); + +void CFuncIllusionary::Spawn( void ) +{ + SetLocalAngles( vec3_angle ); + SetMoveType( MOVETYPE_NONE ); + SetSolid( SOLID_NONE ); + SetModel( STRING( GetModelName() ) ); +} + + +//----------------------------------------------------------------------------- +// Purpose: A rotating brush entity. +// +// You need to have an origin brush as part of this entity. The +// center of that brush will be the point around which it is rotated. +// +// It will rotate around the Z axis by default. Spawnflags can be set +// to make it rotate around the X or Y axes. +// +// The direction of rotation is also controlled by a spawnflag. +//----------------------------------------------------------------------------- +class CFuncRotating : public CBaseEntity +{ + DECLARE_CLASS( CFuncRotating, CBaseEntity ); +public: + // basic functions + void Spawn( void ); + void Precache( void ); + bool CreateVPhysics( void ); + void SpinUpMove( void ); + void SpinDownMove( void ); + bool KeyValue( const char *szKeyName, const char *szValue ); + void HurtTouch ( CBaseEntity *pOther ); + void RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void RotateMove( void ); + void ReverseMove( void ); + void RampPitchVol( void ); + void Blocked( CBaseEntity *pOther ); + void SetTargetSpeed( float flSpeed ); + void UpdateSpeed( float flNewSpeed ); + + int DrawDebugTextOverlays(void); + + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + +protected: + bool SpinDown( float flTargetSpeed ); + float GetMoveSpeed( float flSpeed ); + + float GetNextMoveInterval() const; + + // Input handlers + void InputSetSpeed( inputdata_t &inputdata ); + void InputStart( inputdata_t &inputdata ); + void InputStop( inputdata_t &inputdata ); + void InputStartForward( inputdata_t &inputdata ); + void InputStartBackward( inputdata_t &inputdata ); + void InputToggle( inputdata_t &inputdata ); + void InputReverse( inputdata_t &inputdata ); + void InputStopAtStartPos( inputdata_t &inputdata ); + + QAngle m_vecMoveAng; + + float m_flFanFriction; + float m_flAttenuation; + float m_flVolume; + float m_flTargetSpeed; // Target value for m_flSpeed, used for spinning up and down. + float m_flMaxSpeed; // Maximum value for m_flSpeed, used for ramping sound effects. + float m_flBlockDamage; // Damage inflicted when blocked. + string_t m_NoiseRunning; + bool m_bReversed; + + QAngle m_angStart; + bool m_bStopAtStartPos; + + bool m_bSolidBsp; // Brush is SOLID_BSP + +public: + Vector m_vecClientOrigin; + QAngle m_vecClientAngles; +}; + +LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating ); + + +BEGIN_DATADESC( CFuncRotating ) + + DEFINE_FIELD( m_vecMoveAng, FIELD_VECTOR ), + DEFINE_FIELD( m_flFanFriction, FIELD_FLOAT ), + DEFINE_FIELD( m_flAttenuation, FIELD_FLOAT ), + DEFINE_FIELD( m_flVolume, FIELD_FLOAT ), + DEFINE_FIELD( m_flTargetSpeed, FIELD_FLOAT ), + DEFINE_KEYFIELD( m_flMaxSpeed, FIELD_FLOAT, "maxspeed" ), + DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "dmg" ), + DEFINE_KEYFIELD( m_NoiseRunning, FIELD_SOUNDNAME, "message" ), + DEFINE_FIELD( m_bReversed, FIELD_BOOLEAN ), + DEFINE_FIELD( m_angStart, FIELD_VECTOR ), + DEFINE_FIELD( m_bStopAtStartPos, FIELD_BOOLEAN ), + DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ), + + // Function Pointers + DEFINE_FUNCTION( SpinUpMove ), + DEFINE_FUNCTION( SpinDownMove ), + DEFINE_FUNCTION( HurtTouch ), + DEFINE_FUNCTION( RotatingUse ), + DEFINE_FUNCTION( RotateMove ), + DEFINE_FUNCTION( ReverseMove ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ), + DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ), + DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ), + DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), + DEFINE_INPUTFUNC( FIELD_VOID, "Reverse", InputReverse ), + DEFINE_INPUTFUNC( FIELD_VOID, "StartForward", InputStartForward ), + DEFINE_INPUTFUNC( FIELD_VOID, "StartBackward", InputStartBackward ), + DEFINE_INPUTFUNC( FIELD_VOID, "StopAtStartPos", InputStopAtStartPos ), + +END_DATADESC() + +extern void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ); +void SendProxy_FuncRotatingOrigin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) +{ +#ifdef TF_DLL + CFuncRotating *entity = (CFuncRotating*)pStruct; + Assert( entity ); + + if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) + { + const Vector *v = &entity->m_vecClientOrigin; + pOut->m_Vector[ 0 ] = v->x; + pOut->m_Vector[ 1 ] = v->y; + pOut->m_Vector[ 2 ] = v->z; + return; + } +#endif + + SendProxy_Origin( pProp, pStruct, pData, pOut, iElement, objectID ); +} + +/* +extern void SendProxy_Angles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ); +void SendProxy_FuncRotatingAngles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) +{ + CFuncRotating *entity = (CFuncRotating*)pStruct; + Assert( entity ); + if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) + { + const QAngle *a = &entity->m_vecClientAngles; + pOut->m_Vector[ 0 ] = anglemod( a->x ); + pOut->m_Vector[ 1 ] = anglemod( a->y ); + pOut->m_Vector[ 2 ] = anglemod( a->z ); + return; + } + + SendProxy_Angles( pProp, pStruct, pData, pOut, iElement, objectID ); +} +*/ +void SendProxy_FuncRotatingAngle( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID) +{ + CFuncRotating *entity = (CFuncRotating*)pStruct; + Assert( entity ); + + vec_t const *qa = (vec_t *)pData; + vec_t const *ea = entity->GetLocalAngles().Base(); + NOTE_UNUSED(ea); + // Assert its actually an index into m_angRotation if not this won't work + + Assert( (uintp)qa >= (uintp)ea && (uintp)qa < (uintp)ea + sizeof( QAngle )); + +#ifdef TF_DLL + if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) + { + const QAngle *a = &entity->m_vecClientAngles; + + pOut->m_Float = anglemod( (*a)[ qa - ea ] ); + return; + } +#endif + + pOut->m_Float = anglemod( *qa ); + + Assert( IsFinite( pOut->m_Float ) ); +} + + +extern void SendProxy_SimulationTime( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID ); +void SendProxy_FuncRotatingSimulationTime( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID ) +{ +#ifdef TF_DLL + CFuncRotating *entity = (CFuncRotating*)pStruct; + Assert( entity ); + + if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) + { + pOut->m_Int = 0; + return; + } +#endif + + SendProxy_SimulationTime( pProp, pStruct, pVarData, pOut, iElement, objectID ); +} + +IMPLEMENT_SERVERCLASS_ST(CFuncRotating, DT_FuncRotating) + SendPropExclude( "DT_BaseEntity", "m_angRotation" ), + SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ), + SendPropExclude( "DT_BaseEntity", "m_flSimulationTime" ), + + SendPropVector(SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_FuncRotatingOrigin ), + SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ), + SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ), + SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ), + + SendPropInt(SENDINFO(m_flSimulationTime), SIMULATION_TIME_WINDOW_BITS, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN|SPROP_ENCODED_AGAINST_TICKCOUNT, SendProxy_FuncRotatingSimulationTime), +END_SEND_TABLE() + + + +//----------------------------------------------------------------------------- +// Purpose: Handles keyvalues from the BSP. Called before spawning. +//----------------------------------------------------------------------------- +bool CFuncRotating::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "fanfriction")) + { + m_flFanFriction = atof(szValue)/100; + } + else if (FStrEq(szKeyName, "Volume")) + { + m_flVolume = atof(szValue) / 10.0; + m_flVolume = clamp(m_flVolume, 0.0f, 1.0f); + } + else + { + return BaseClass::KeyValue( szKeyName, szValue ); + } + + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: Called when spawning, after keyvalues have been set. +//----------------------------------------------------------------------------- +void CFuncRotating::Spawn( ) +{ +#ifdef TF_DLL + AddSpawnFlags( SF_BRUSH_ROTATE_CLIENTSIDE ); +#endif + + // + // Maintain compatibility with previous maps. + // + if (m_flVolume == 0.0) + { + m_flVolume = 1.0; + } + + // + // If the designer didn't set a sound attenuation, default to one. + // + if ( HasSpawnFlags(SF_BRUSH_ROTATE_SMALLRADIUS) ) + { + m_flAttenuation = ATTN_IDLE; + } + else if ( HasSpawnFlags(SF_BRUSH_ROTATE_MEDIUMRADIUS) ) + { + m_flAttenuation = ATTN_STATIC; + } + else if ( HasSpawnFlags(SF_BRUSH_ROTATE_LARGERADIUS) ) + { + m_flAttenuation = ATTN_NORM; + } + else + { + m_flAttenuation = ATTN_NORM; + } + + // + // Prevent divide by zero if level designer forgets friction! + // + if ( m_flFanFriction == 0 ) + { + m_flFanFriction = 1; + } + + // + // Build the axis of rotation based on spawnflags. + // + if ( HasSpawnFlags(SF_BRUSH_ROTATE_Z_AXIS) ) + { + m_vecMoveAng = QAngle(0,0,1); + } + else if ( HasSpawnFlags(SF_BRUSH_ROTATE_X_AXIS) ) + { + m_vecMoveAng = QAngle(1,0,0); + } + else + { + m_vecMoveAng = QAngle(0,1,0); // y-axis + } + + // + // Check for reverse rotation. + // + if ( HasSpawnFlags(SF_BRUSH_ROTATE_BACKWARDS) ) + { + m_vecMoveAng = m_vecMoveAng * -1; + } + + SetSolid( SOLID_VPHYSICS ); + + // + // Some rotating objects like fake volumetric lights will not be solid. + // + if ( HasSpawnFlags(SF_ROTATING_NOT_SOLID) ) + { + AddSolidFlags( FSOLID_NOT_SOLID ); + SetMoveType( MOVETYPE_PUSH ); + } + else + { + RemoveSolidFlags( FSOLID_NOT_SOLID ); + SetMoveType( MOVETYPE_PUSH ); + } + + SetModel( STRING( GetModelName() ) ); + + SetUse( &CFuncRotating::RotatingUse ); + + // + // Did level designer forget to assign a maximum speed? Prevent a divide by + // zero in RampPitchVol as well as allowing the rotator to work. + // + m_flMaxSpeed = fabs( m_flMaxSpeed ); + if (m_flMaxSpeed == 0) + { + m_flMaxSpeed = 100; + } + + // + // If the brush should be initially rotating, use it in a little while. + // + if ( HasSpawnFlags(SF_BRUSH_ROTATE_START_ON) ) + { + SetThink( &CFuncRotating::SUB_CallUseToggle ); + SetNextThink( gpGlobals->curtime + .2 ); // leave a magic delay for client to start up + } + + // + // Can this brush inflict pain? + // + if ( HasSpawnFlags(SF_BRUSH_HURT) ) + { + SetTouch( &CFuncRotating::HurtTouch ); + } + + // + // Set speed to 0 in case there's an old "speed" key lying around. + // + m_flSpeed = 0; + + Precache( ); + CreateVPhysics(); + + m_angStart = GetLocalAngles(); + + // Slam the object back to solid - if we really want it to be solid. + if ( m_bSolidBsp ) + { + SetSolid( SOLID_BSP ); + } + +#ifdef TF_DLL + if ( HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) ) + { + m_vecClientOrigin = GetLocalOrigin(); + m_vecClientAngles = GetLocalAngles(); + } +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CFuncRotating::CreateVPhysics( void ) +{ + if ( !IsSolidFlagSet( FSOLID_NOT_SOLID )) + { + VPhysicsInitShadow( false, false ); + } + return true; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFuncRotating::Precache( void ) +{ + // + // Set up rotation sound. + // + char *szSoundFile = ( char * )STRING( m_NoiseRunning ); + if ( !m_NoiseRunning || strlen( szSoundFile ) == 0 ) + { + // No sound set up, use the null sound. + m_NoiseRunning = AllocPooledString("DoorSound.Null"); + } + PrecacheScriptSound( STRING( m_NoiseRunning ) ); + + if (GetLocalAngularVelocity() != vec3_angle ) + { + // + // If fan was spinning, and we went through transition or save/restore, + // make sure we restart the sound. 1.5 sec delay is a magic number. + // + SetMoveDone( &CFuncRotating::SpinUpMove ); + SetMoveDoneTime( 1.5 ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Will hurt others based on how fast the brush is spinning. +// Input : pOther - +//----------------------------------------------------------------------------- +void CFuncRotating::HurtTouch ( CBaseEntity *pOther ) +{ + // we can't hurt this thing, so we're not concerned with it + if ( !pOther->m_takedamage ) + return; + + // calculate damage based on rotation speed + m_flBlockDamage = GetLocalAngularVelocity().Length() / 10; + +#ifdef HL1_DLL + if( m_flBlockDamage > 0 ) +#endif + { + pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) ); + + Vector vecNewVelocity = pOther->GetAbsOrigin() - WorldSpaceCenter(); + VectorNormalize(vecNewVelocity); + vecNewVelocity *= m_flBlockDamage; + pOther->SetAbsVelocity( vecNewVelocity ); + } +} + + +#define FANPITCHMIN 30 +#define FANPITCHMAX 100 + + +//----------------------------------------------------------------------------- +// Purpose: Ramp pitch and volume up to maximum values, based on the difference +// between how fast we're going vs how fast we can go. +//----------------------------------------------------------------------------- +void CFuncRotating::RampPitchVol( void ) +{ + // + // Calc volume and pitch as % of maximum vol and pitch. + // + float fpct = fabs(m_flSpeed) / m_flMaxSpeed; + float fvol = clamp(m_flVolume * fpct, 0.f, 1.f); // slowdown volume ramps down to 0 + + float fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct; + + int pitch = clamp(FastFloatToSmallInt(fpitch), 0, 255); + if (pitch == PITCH_NORM) + { + pitch = PITCH_NORM - 1; + } + + // + // Update the fan's volume and pitch. + // + CPASAttenuationFilter filter( GetAbsOrigin(), m_flAttenuation ); + filter.MakeReliable(); + + EmitSound_t ep; + ep.m_nChannel = CHAN_STATIC; + ep.m_pSoundName = STRING(m_NoiseRunning); + ep.m_flVolume = fvol; + ep.m_SoundLevel = ATTN_TO_SNDLVL( m_flAttenuation ); + ep.m_nFlags = SND_CHANGE_PITCH | SND_CHANGE_VOL; + ep.m_nPitch = pitch; + + EmitSound( filter, entindex(), ep ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +float CFuncRotating::GetNextMoveInterval() const +{ + if ( m_bStopAtStartPos ) + { + return TICK_INTERVAL; + } + return 0.1f; +} + +//----------------------------------------------------------------------------- +// Purpose: Sets the current speed to the given value and manages the sound effects. +// Input : flNewSpeed - New speed in degrees per second. +//----------------------------------------------------------------------------- +void CFuncRotating::UpdateSpeed( float flNewSpeed ) +{ + float flOldSpeed = m_flSpeed; + m_flSpeed = clamp( flNewSpeed, -m_flMaxSpeed, m_flMaxSpeed ); + + if ( m_bStopAtStartPos ) + { + int checkAxis = 2; + // See if we got close to the starting orientation + if ( m_vecMoveAng[0] != 0 ) + { + checkAxis = 0; + } + else if ( m_vecMoveAng[1] != 0 ) + { + checkAxis = 1; + } + + float angDelta = anglemod( GetLocalAngles()[ checkAxis ] - m_angStart[ checkAxis ] ); + if ( angDelta > 180.0f ) + { + angDelta -= 360.0f; + } + + if ( flNewSpeed < 100 ) + { + if ( flNewSpeed <= 25 && fabs( angDelta ) < 1.0f ) + { + m_flTargetSpeed = 0; + m_bStopAtStartPos = false; + m_flSpeed = 0.0f; + + SetLocalAngles( m_angStart ); + } + else if ( fabs( angDelta ) > 90.0f ) + { + // Keep rotating at same speed for now + m_flSpeed = flOldSpeed; + } + else + { + float minSpeed = fabs( angDelta ); + if ( minSpeed < 20 ) + minSpeed = 20; + + m_flSpeed = flOldSpeed > 0.0f ? minSpeed : -minSpeed; + } + } + } + + + if ( ( flOldSpeed == 0 ) && ( m_flSpeed != 0 ) ) + { + // Starting to move - emit the sound. + CPASAttenuationFilter filter( GetAbsOrigin(), m_flAttenuation ); + filter.MakeReliable(); + + EmitSound_t ep; + ep.m_nChannel = CHAN_STATIC; + ep.m_pSoundName = STRING(m_NoiseRunning); + ep.m_flVolume = 0.01; + ep.m_SoundLevel = ATTN_TO_SNDLVL( m_flAttenuation ); + ep.m_nPitch = FANPITCHMIN; + + EmitSound( filter, entindex(), ep ); + RampPitchVol(); + } + else if ( ( flOldSpeed != 0 ) && ( m_flSpeed == 0 ) ) + { + // Stopping - stop the sound. + StopSound( entindex(), CHAN_STATIC, STRING(m_NoiseRunning) ); + + } + else + { + // Changing speed - adjust the pitch and volume. + RampPitchVol(); + } + + SetLocalAngularVelocity( m_vecMoveAng * m_flSpeed ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Think function. Accelerates a func_rotating to a higher angular velocity. +//----------------------------------------------------------------------------- +void CFuncRotating::SpinUpMove( void ) +{ + // + // Calculate our new speed. + // + bool bSpinUpDone = false; + float flNewSpeed = fabs( m_flSpeed ) + 0.2 * m_flMaxSpeed * m_flFanFriction; + if ( fabs( flNewSpeed ) >= fabs( m_flTargetSpeed ) ) + { + // Reached our target speed. + flNewSpeed = m_flTargetSpeed; + bSpinUpDone = !m_bStopAtStartPos; + } + else if ( m_flTargetSpeed < 0 ) + { + // Spinning up in reverse - negate the speed. + flNewSpeed *= -1; + } + + // + // Apply the new speed, adjust sound pitch and volume. + // + UpdateSpeed( flNewSpeed ); + + // + // If we've met or exceeded target speed, stop spinning up. + // + if ( bSpinUpDone ) + { + SetMoveDone( &CFuncRotating::RotateMove ); + RotateMove(); + } + + SetMoveDoneTime( GetNextMoveInterval() ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Decelerates the rotator from a higher speed to a lower one. +// Input : flTargetSpeed - Speed to spin down to. +// Output : Returns true if we reached the target speed, false otherwise. +//----------------------------------------------------------------------------- +bool CFuncRotating::SpinDown( float flTargetSpeed ) +{ + // + // Bleed off a little speed due to friction. + // + bool bSpinDownDone = false; + float flNewSpeed = fabs( m_flSpeed ) - 0.1 * m_flMaxSpeed * m_flFanFriction; + if ( flNewSpeed < 0 ) + { + flNewSpeed = 0; + } + + if ( fabs( flNewSpeed ) <= fabs( flTargetSpeed ) ) + { + // Reached our target speed. + flNewSpeed = flTargetSpeed; + bSpinDownDone = !m_bStopAtStartPos; + } + else if ( m_flSpeed < 0 ) + { + // Spinning down in reverse - negate the speed. + flNewSpeed *= -1; + } + + // + // Apply the new speed, adjust sound pitch and volume. + // + UpdateSpeed( flNewSpeed ); + + // + // If we've met or exceeded target speed, stop spinning down. + // + return bSpinDownDone; +} + + +//----------------------------------------------------------------------------- +// Purpose: Think function. Decelerates a func_rotating to a lower angular velocity. +//----------------------------------------------------------------------------- +void CFuncRotating::SpinDownMove( void ) +{ + // + // If we've met or exceeded target speed, stop spinning down. + // + if ( SpinDown( m_flTargetSpeed ) ) + { + SetMoveDone( &CFuncRotating::RotateMove ); + RotateMove(); + } + else + { + SetMoveDoneTime( GetNextMoveInterval() ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Think function for reversing directions. Spins down to zero, then +// starts spinning up to the target speed. +//----------------------------------------------------------------------------- +void CFuncRotating::ReverseMove( void ) +{ + if ( SpinDown( 0 ) ) + { + // We've reached zero - spin back up to the target speed. + SetTargetSpeed( m_flTargetSpeed ); + } + else + { + SetMoveDoneTime( GetNextMoveInterval() ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Think function. Called while rotating at a constant angular velocity. +//----------------------------------------------------------------------------- +void CFuncRotating::RotateMove( void ) +{ + SetMoveDoneTime( 10 ); + + if ( m_bStopAtStartPos ) + { + SetMoveDoneTime( GetNextMoveInterval() ); + int checkAxis = 2; + + // See if we got close to the starting orientation + if ( m_vecMoveAng[0] != 0 ) + { + checkAxis = 0; + } + else if ( m_vecMoveAng[1] != 0 ) + { + checkAxis = 1; + } + + float angDelta = anglemod( GetLocalAngles()[ checkAxis ] - m_angStart[ checkAxis ] ); + if ( angDelta > 180.0f ) + angDelta -= 360.0f; + + QAngle avel = GetLocalAngularVelocity(); + // Delta per tick + QAngle avelpertick = avel * TICK_INTERVAL; + + if ( fabs( angDelta ) < fabs( avelpertick[ checkAxis ] ) ) + { + SetTargetSpeed( 0 ); + SetLocalAngles( m_angStart ); + m_bStopAtStartPos = false; + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Used for debug output. Returns the given speed considering our current +// direction of rotation, so that positive values are forward and negative +// values are backward. +// Input : flSpeed - Angular speed in degrees per second. +//----------------------------------------------------------------------------- +float CFuncRotating::GetMoveSpeed( float flSpeed ) +{ + if ( m_vecMoveAng[0] != 0 ) + { + return flSpeed * m_vecMoveAng[0]; + } + + if ( m_vecMoveAng[1] != 0 ) + { + return flSpeed * m_vecMoveAng[1]; + } + + return flSpeed * m_vecMoveAng[2]; +} + + +//----------------------------------------------------------------------------- +// Purpose: Sets a new angular velocity to achieve. +// Input : flSpeed - Target angular velocity in degrees per second. +//----------------------------------------------------------------------------- +void CFuncRotating::SetTargetSpeed( float flSpeed ) +{ + // + // Make sure the sign is correct - positive for forward rotation, + // negative for reverse rotation. + // + flSpeed = fabs( flSpeed ); + if ( m_bReversed ) + { + flSpeed *= -1; + } + + m_flTargetSpeed = flSpeed; + + // + // If we don't accelerate, change to the new speed instantly. + // + if ( !HasSpawnFlags(SF_BRUSH_ACCDCC ) ) + { + UpdateSpeed( m_flTargetSpeed ); + SetMoveDone( &CFuncRotating::RotateMove ); + } + // + // Otherwise deal with acceleration/deceleration: + // + else + { + // + // Check for reversing directions. + // + if ((( m_flSpeed > 0 ) && ( m_flTargetSpeed < 0 )) || + (( m_flSpeed < 0 ) && ( m_flTargetSpeed > 0 ))) + { + SetMoveDone( &CFuncRotating::ReverseMove ); + } + // + // If we are below the new target speed, spin up to the target speed. + // + else if ( fabs( m_flSpeed ) < fabs( m_flTargetSpeed ) ) + { + SetMoveDone( &CFuncRotating::SpinUpMove ); + } + // + // If we are above the new target speed, spin down to the target speed. + // + else if ( fabs( m_flSpeed ) > fabs( m_flTargetSpeed ) ) + { + SetMoveDone( &CFuncRotating::SpinDownMove ); + } + // + // We are already at the new target speed. Just keep rotating. + // + else + { + SetMoveDone( &CFuncRotating::RotateMove ); + } + } + + SetMoveDoneTime( GetNextMoveInterval() ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Called when a rotating brush is used by the player. +// Input : pActivator - +// pCaller - +// useType - +// value - +//----------------------------------------------------------------------------- +void CFuncRotating::RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + // + // If the rotator is spinning, stop it. + // + if ( m_flSpeed != 0 ) + { + SetTargetSpeed( 0 ); + } + // + // Rotator is not moving, so start it. + // + else + { + SetTargetSpeed( m_flMaxSpeed ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler that reverses the direction of rotation. +//----------------------------------------------------------------------------- +void CFuncRotating::InputReverse( inputdata_t &inputdata ) +{ + m_bStopAtStartPos = false; + m_bReversed = !m_bReversed; + SetTargetSpeed( m_flSpeed ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler for setting the speed of the rotator. +// Input : Float target angular velocity as a ratio of maximum speed [0, 1]. +//----------------------------------------------------------------------------- +void CFuncRotating::InputSetSpeed( inputdata_t &inputdata ) +{ + m_bStopAtStartPos = false; + float flSpeed = inputdata.value.Float(); + m_bReversed = flSpeed < 0 ? true : false; + flSpeed = fabs(flSpeed); + SetTargetSpeed( clamp( flSpeed, 0.f, 1.f ) * m_flMaxSpeed ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler to start the rotator spinning. +//----------------------------------------------------------------------------- +void CFuncRotating::InputStart( inputdata_t &inputdata ) +{ + m_bStopAtStartPos = false; + SetTargetSpeed( m_flMaxSpeed ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler to start the rotator spinning. +//----------------------------------------------------------------------------- +void CFuncRotating::InputStartForward( inputdata_t &inputdata ) +{ + m_bReversed = false; + SetTargetSpeed( m_flMaxSpeed ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler to start the rotator spinning. +//----------------------------------------------------------------------------- +void CFuncRotating::InputStartBackward( inputdata_t &inputdata ) +{ + m_bStopAtStartPos = false; + m_bReversed = true; + SetTargetSpeed( m_flMaxSpeed ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler to stop the rotator from spinning. +//----------------------------------------------------------------------------- +void CFuncRotating::InputStop( inputdata_t &inputdata ) +{ + m_bStopAtStartPos = false; + SetTargetSpeed( 0 ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CFuncRotating::InputStopAtStartPos( inputdata_t &inputdata ) +{ + m_bStopAtStartPos = true; + SetTargetSpeed( 0 ); + SetMoveDoneTime( GetNextMoveInterval() ); +} + +//----------------------------------------------------------------------------- +// Purpose: Starts the rotator if it is still, stops it if it is spinning. +//----------------------------------------------------------------------------- +void CFuncRotating::InputToggle( inputdata_t &inputdata ) +{ + if (m_flSpeed > 0) + { + SetTargetSpeed( 0 ); + } + else + { + SetTargetSpeed( m_flMaxSpeed ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: An entity has blocked the brush. +// Input : pOther - +//----------------------------------------------------------------------------- +void CFuncRotating::Blocked( CBaseEntity *pOther ) +{ +#ifdef HL1_DLL + if( m_flBlockDamage > 0 ) +#endif + pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Draw any debug text overlays +// Input : +// Output : Current text offset from the top +//----------------------------------------------------------------------------- +int CFuncRotating::DrawDebugTextOverlays(void) +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + char tempstr[512]; + Q_snprintf( tempstr, sizeof( tempstr ),"Speed cur (target): %3.2f (%3.2f)", GetMoveSpeed( m_flSpeed ), GetMoveSpeed( m_flTargetSpeed ) ); + EntityText(text_offset,tempstr,0); + text_offset++; + } + return text_offset; + +} + + +class CFuncVPhysicsClip : public CBaseEntity +{ + DECLARE_DATADESC(); + DECLARE_CLASS( CFuncVPhysicsClip, CBaseEntity ); + +public: + void Spawn(); + void Activate(); + bool CreateVPhysics( void ); + + bool EntityPassesFilter( CBaseEntity *pOther ); + bool ForceVPhysicsCollide( CBaseEntity *pEntity ); + + void InputEnable( inputdata_t &inputdata ); + void InputDisable( inputdata_t &inputdata ); + +private: + + string_t m_iFilterName; + CHandle m_hFilter; + bool m_bDisabled; +}; + +// Global Savedata for base trigger +BEGIN_DATADESC( CFuncVPhysicsClip ) + + // Keyfields + DEFINE_KEYFIELD( m_iFilterName, FIELD_STRING, "filtername" ), + DEFINE_FIELD( m_hFilter, FIELD_EHANDLE ), + DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( func_clip_vphysics, CFuncVPhysicsClip ); + +void CFuncVPhysicsClip::Spawn( void ) +{ + SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything + SetSolid( SOLID_VPHYSICS ); + AddSolidFlags( FSOLID_NOT_SOLID ); + SetModel( STRING( GetModelName() ) ); + AddEffects( EF_NODRAW ); + CreateVPhysics(); + VPhysicsGetObject()->EnableCollisions( !m_bDisabled ); +} + + +bool CFuncVPhysicsClip::CreateVPhysics( void ) +{ + VPhysicsInitStatic(); + return true; +} + + +void CFuncVPhysicsClip::Activate( void ) +{ + // Get a handle to my filter entity if there is one + if (m_iFilterName != NULL_STRING) + { + m_hFilter = dynamic_cast(gEntList.FindEntityByName( NULL, m_iFilterName )); + } + BaseClass::Activate(); +} + +bool CFuncVPhysicsClip::EntityPassesFilter( CBaseEntity *pOther ) +{ + CBaseFilter* pFilter = (CBaseFilter*)(m_hFilter.Get()); + + if ( pFilter ) + return pFilter->PassesFilter( this, pOther ); + + if ( pOther->GetMoveType() == MOVETYPE_VPHYSICS && pOther->VPhysicsGetObject()->IsMoveable() ) + return true; + + return false; +} + + +bool CFuncVPhysicsClip::ForceVPhysicsCollide( CBaseEntity *pEntity ) +{ + return EntityPassesFilter(pEntity); +} + +void CFuncVPhysicsClip::InputEnable( inputdata_t &inputdata ) +{ + VPhysicsGetObject()->EnableCollisions(true); + m_bDisabled = false; +} + +void CFuncVPhysicsClip::InputDisable( inputdata_t &inputdata ) +{ + VPhysicsGetObject()->EnableCollisions(false); + m_bDisabled = true; +} -- cgit v1.2.3