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/func_movelinear.cpp | 396 +++++++++++++++++++++++++++++++++ 1 file changed, 396 insertions(+) create mode 100644 mp/src/game/server/func_movelinear.cpp (limited to 'mp/src/game/server/func_movelinear.cpp') diff --git a/mp/src/game/server/func_movelinear.cpp b/mp/src/game/server/func_movelinear.cpp new file mode 100644 index 00000000..94794243 --- /dev/null +++ b/mp/src/game/server/func_movelinear.cpp @@ -0,0 +1,396 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Implements a brush model entity that moves along a linear path. +// Water whose level can be changed is implemented using the same entity. +// +//=============================================================================// + +#include "cbase.h" +#include "func_movelinear.h" +#include "entitylist.h" +#include "locksounds.h" +#include "ndebugoverlay.h" +#include "engine/IEngineSound.h" +#include "physics_saverestore.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// ------------------------------- +// SPAWN_FLAGS +// ------------------------------- +#define SF_MOVELINEAR_NOTSOLID 8 + +LINK_ENTITY_TO_CLASS( func_movelinear, CFuncMoveLinear ); +LINK_ENTITY_TO_CLASS( momentary_door, CFuncMoveLinear ); // For backward compatibility + +// +// func_water_analog is implemented as a linear mover so we can raise/lower the water level. +// +LINK_ENTITY_TO_CLASS( func_water_analog, CFuncMoveLinear ); + + +BEGIN_DATADESC( CFuncMoveLinear ) + + DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ), + DEFINE_KEYFIELD( m_soundStart, FIELD_SOUNDNAME, "StartSound" ), + DEFINE_KEYFIELD( m_soundStop, FIELD_SOUNDNAME, "StopSound" ), + DEFINE_FIELD( m_currentSound, FIELD_SOUNDNAME ), + DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "BlockDamage"), + DEFINE_KEYFIELD( m_flStartPosition, FIELD_FLOAT, "StartPosition"), + DEFINE_KEYFIELD( m_flMoveDistance, FIELD_FLOAT, "MoveDistance"), +// DEFINE_PHYSPTR( m_pFluidController ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ), + DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosition", InputSetPosition ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ), + + // Outputs + DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ), + DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ), + + // Functions + DEFINE_FUNCTION( StopMoveSound ), + +END_DATADESC() + + +//------------------------------------------------------------------------------ +// Purpose: Called before spawning, after keyvalues have been parsed. +//------------------------------------------------------------------------------ +void CFuncMoveLinear::Spawn( void ) +{ + // Convert movedir from angles to a vector + QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z ); + AngleVectors( angMoveDir, &m_vecMoveDir ); + + SetMoveType( MOVETYPE_PUSH ); + SetModel( STRING( GetModelName() ) ); + + // Don't allow zero or negative speeds + if (m_flSpeed <= 0) + { + m_flSpeed = 100; + } + + // If move distance is set to zero, use with width of the + // brush to determine the size of the move distance + if (m_flMoveDistance <= 0) + { + Vector vecOBB = CollisionProp()->OBBSize(); + vecOBB -= Vector( 2, 2, 2 ); + m_flMoveDistance = DotProductAbs( m_vecMoveDir, vecOBB ) - m_flLip; + } + + m_vecPosition1 = GetAbsOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition); + m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance); + m_vecFinalDest = GetAbsOrigin(); + + SetTouch( NULL ); + + Precache(); + + // It is solid? + SetSolid( SOLID_VPHYSICS ); + + if ( FClassnameIs( this, "func_water_analog" ) ) + { + AddSolidFlags( FSOLID_VOLUME_CONTENTS ); + } + + if ( !FClassnameIs( this, "func_water_analog" ) && FBitSet (m_spawnflags, SF_MOVELINEAR_NOTSOLID) ) + { + AddSolidFlags( FSOLID_NOT_SOLID ); + } + + CreateVPhysics(); +} + + +bool CFuncMoveLinear::ShouldSavePhysics( void ) +{ + // don't save physics for func_water_analog, regen + return !FClassnameIs( this, "func_water_analog" ); + +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CFuncMoveLinear::CreateVPhysics( void ) +{ + if ( !FClassnameIs( this, "func_water_analog" ) ) + { + //normal door + if ( !IsSolidFlagSet( FSOLID_NOT_SOLID ) ) + { + VPhysicsInitShadow( false, false ); + } + } + else + { + // special contents + AddSolidFlags( FSOLID_VOLUME_CONTENTS ); + //SETBITS( m_spawnflags, SF_DOOR_SILENT ); // water is silent for now + + IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false ); + fluidparams_t fluid; + + Assert( CollisionProp()->GetCollisionAngles() == vec3_angle ); + fluid.damping = 0.01f; + fluid.surfacePlane[0] = 0; + fluid.surfacePlane[1] = 0; + fluid.surfacePlane[2] = 1; + fluid.surfacePlane[3] = CollisionProp()->GetCollisionOrigin().z + CollisionProp()->OBBMaxs().z - 1; + fluid.currentVelocity.Init(0,0,0); + fluid.torqueFactor = 0.1f; + fluid.viscosityFactor = 0.01f; + fluid.pGameData = static_cast(this); + + //FIXME: Currently there's no way to specify that you want slime + fluid.contents = CONTENTS_WATER; + + m_pFluidController = physenv->CreateFluidController( pPhysics, &fluid ); + } + + return true; +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CFuncMoveLinear::Precache( void ) +{ + if (m_soundStart != NULL_STRING) + { + PrecacheScriptSound( (char *) STRING(m_soundStart) ); + } + if (m_soundStop != NULL_STRING) + { + PrecacheScriptSound( (char *) STRING(m_soundStop) ); + } + m_currentSound = NULL_STRING; +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CFuncMoveLinear::MoveTo(Vector vPosition, float flSpeed) +{ + if ( flSpeed != 0 ) + { + if ( m_soundStart != NULL_STRING ) + { + if (m_currentSound == m_soundStart) + { + StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStop)); + } + else + { + m_currentSound = m_soundStart; + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_BODY; + ep.m_pSoundName = (char*)STRING(m_soundStart); + ep.m_flVolume = 1; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } + } + + LinearMove( vPosition, flSpeed ); + + if ( m_pFluidController ) + { + m_pFluidController->WakeAllSleepingObjects(); + } + + // Clear think (that stops sounds) + SetThink(NULL); + } +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CFuncMoveLinear::StopMoveSound( void ) +{ + if ( m_soundStart != NULL_STRING && ( m_currentSound == m_soundStart ) ) + { + StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStart) ); + } + + if ( m_soundStop != NULL_STRING && ( m_currentSound != m_soundStop ) ) + { + m_currentSound = m_soundStop; + CPASAttenuationFilter filter( this ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_BODY; + ep.m_pSoundName = (char*)STRING(m_soundStop); + ep.m_flVolume = 1; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + } + + SetThink(NULL); +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CFuncMoveLinear::MoveDone( void ) +{ + // Stop sounds at the next think, rather than here as another + // SetPosition call might immediately follow the end of this move + SetThink(&CFuncMoveLinear::StopMoveSound); + SetNextThink( gpGlobals->curtime + 0.1f ); + BaseClass::MoveDone(); + + if ( GetAbsOrigin() == m_vecPosition2 ) + { + m_OnFullyOpen.FireOutput( this, this ); + } + else if ( GetAbsOrigin() == m_vecPosition1 ) + { + m_OnFullyClosed.FireOutput( this, this ); + } +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CFuncMoveLinear::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if ( useType != USE_SET ) // Momentary buttons will pass down a float in here + return; + + if ( value > 1.0 ) + value = 1.0; + Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1)); + + Vector delta = move - GetLocalOrigin(); + float speed = delta.Length() * 10; + + MoveTo(move, speed); +} + + +//----------------------------------------------------------------------------- +// Purpose: Sets the position as a value from [0..1]. +//----------------------------------------------------------------------------- +void CFuncMoveLinear::SetPosition( float flPosition ) +{ + Vector vTargetPos = m_vecPosition1 + ( flPosition * (m_vecPosition2 - m_vecPosition1)); + if ((vTargetPos - GetLocalOrigin()).Length() > 0.001) + { + MoveTo(vTargetPos, m_flSpeed); + } +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CFuncMoveLinear::InputOpen( inputdata_t &inputdata ) +{ + if (GetLocalOrigin() != m_vecPosition2) + { + MoveTo(m_vecPosition2, m_flSpeed); + } +} + + +//------------------------------------------------------------------------------ +// Purpose: +//------------------------------------------------------------------------------ +void CFuncMoveLinear::InputClose( inputdata_t &inputdata ) +{ + if (GetLocalOrigin() != m_vecPosition1) + { + MoveTo(m_vecPosition1, m_flSpeed); + } +} + + +//------------------------------------------------------------------------------ +// Purpose: Input handler for setting the position from [0..1]. +// Input : Float position. +//----------------------------------------------------------------------------- +void CFuncMoveLinear::InputSetPosition( inputdata_t &inputdata ) +{ + SetPosition( inputdata.value.Float() ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Called every frame when the bruch is blocked while moving +// Input : pOther - The blocking entity. +//----------------------------------------------------------------------------- +void CFuncMoveLinear::Blocked( CBaseEntity *pOther ) +{ + // Hurt the blocker + if ( m_flBlockDamage ) + { + if ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) + { + if ( FClassnameIs( pOther, "gib" ) ) + UTIL_Remove( pOther ); + } + else + pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CFuncMoveLinear::InputSetSpeed( inputdata_t &inputdata ) +{ + // Set the new speed + m_flSpeed = inputdata.value.Float(); + + // FIXME: This is a little questionable. Do we want to fix the speed, or let it continue on at the old speed? + float flDistToGoalSqr = ( m_vecFinalDest - GetAbsOrigin() ).LengthSqr(); + if ( flDistToGoalSqr > Square( FLT_EPSILON ) ) + { + // NOTE: We do NOT want to call sound functions here, just vanilla position changes + LinearMove( m_vecFinalDest, m_flSpeed ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draw any debug text overlays +// Output : Current text offset from the top +//----------------------------------------------------------------------------- +int CFuncMoveLinear::DrawDebugTextOverlays(void) +{ + int text_offset = BaseClass::DrawDebugTextOverlays(); + + if (m_debugOverlays & OVERLAY_TEXT_BIT) + { + char tempstr[512]; + float flTravelDist = (m_vecPosition1 - m_vecPosition2).Length(); + float flCurDist = (m_vecPosition1 - GetLocalOrigin()).Length(); + Q_snprintf(tempstr,sizeof(tempstr),"Current Pos: %3.3f",flCurDist/flTravelDist); + EntityText(text_offset,tempstr,0); + text_offset++; + + float flTargetDist = (m_vecPosition1 - m_vecFinalDest).Length(); + Q_snprintf(tempstr,sizeof(tempstr),"Target Pos: %3.3f",flTargetDist/flTravelDist); + EntityText(text_offset,tempstr,0); + text_offset++; + } + return text_offset; +} -- cgit v1.2.3