458 lines
14 KiB
C++
458 lines
14 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Test chamber doors
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//
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//===========================================================================//
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#include "cbase.h"
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#include "prop_testchamber_door.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define TESTCHAMBER_DOOR_MODEL_NAME "models/props/portal_door_combined.mdl"
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#define TESTCHAMBER_DOOR_AREA_PORTAL_NEVER_FADE_DISTANCE 10000.0f
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BEGIN_DATADESC( CPropTestChamberDoor )
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DEFINE_FIELD( m_nSequenceOpen, FIELD_INTEGER ),
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DEFINE_FIELD( m_nSequenceOpenIdle, FIELD_INTEGER ),
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DEFINE_FIELD( m_nSequenceClose, FIELD_INTEGER ),
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DEFINE_FIELD( m_nSequenceCloseIdle, FIELD_INTEGER ),
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DEFINE_FIELD( m_bIsOpen, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bIsAnimating, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bIsLocked, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hAreaPortalWindow, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_strAreaPortalWindowName, FIELD_STRING, "AreaPortalWindow" ),
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DEFINE_KEYFIELD( m_bUseAreaPortalFade, FIELD_BOOLEAN, "UseAreaPortalFade" ),
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DEFINE_KEYFIELD( m_flAreaPortalFadeStartDistance, FIELD_FLOAT, "AreaPortalFadeStart" ),
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DEFINE_KEYFIELD( m_flAreaPortalFadeEndDistance, FIELD_FLOAT, "AreaPortalFadeEnd" ),
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DEFINE_THINKFUNC( AnimateThink ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
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DEFINE_INPUTFUNC( FIELD_VOID, "LockOpen", InputLockOpen ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
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DEFINE_OUTPUT( m_OnOpen, "OnOpen" ),
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DEFINE_OUTPUT( m_OnClose, "OnClose" ),
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DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ),
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DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ),
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DEFINE_EMBEDDED( m_BoneFollowerManager ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( prop_testchamber_door, CPropTestChamberDoor );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPropTestChamberDoor::CPropTestChamberDoor( void )
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: m_bIsOpen( false ),
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m_bIsAnimating( false ),
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m_bIsLocked( false )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::Precache( void )
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{
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PrecacheModel( TESTCHAMBER_DOOR_MODEL_NAME );
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PrecacheScriptSound( "prop_portal_door.open" );
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PrecacheScriptSound( "prop_portal_door.close" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_VPHYSICS );
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AddEffects( EF_NOSHADOW );
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SetModel( TESTCHAMBER_DOOR_MODEL_NAME );
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CreateVPhysics();
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// Cache off our sequences for quick lookup later
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m_nSequenceOpen = LookupSequence( "open" );
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m_nSequenceOpenIdle = LookupSequence( "idleopen" );
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m_nSequenceClose = LookupSequence( "close" );
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m_nSequenceCloseIdle = LookupSequence( "idleclose" );
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// Start closed
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ResetSequence( m_nSequenceOpen );
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SetPlaybackRate( 0.0f );
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//If an area portal window name has been specified
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if( m_strAreaPortalWindowName != NULL_STRING )
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{
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CBaseEntity *pAreaPortalWindow = gEntList.FindEntityByName( NULL, m_strAreaPortalWindowName );
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if( pAreaPortalWindow )
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{
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m_hAreaPortalWindow = (CFuncAreaPortalWindow*) pAreaPortalWindow;
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AreaPortalClose();
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}
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else
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{
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DevWarning( "Could not find area portal window named %s for test chamber door %s\n", m_strAreaPortalWindowName.ToCStr(), m_iClassname.ToCStr() );
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}
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}
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AddEffects( EF_MARKED_FOR_FAST_REFLECTION );
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// Never let crucial game components fade out!
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SetFadeDistance( -1.0f, 0.0f );
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SetGlobalFadeScale( 0.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::Activate( void )
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{
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BaseClass::Activate();
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// Start our animation cycle
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SetThink( &CPropTestChamberDoor::AnimateThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Open the door input
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::UpdateOnRemove( void )
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{
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m_BoneFollowerManager.DestroyBoneFollowers();
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Open the door input
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::InputOpen( inputdata_t &input )
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{
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Open( input.pActivator );
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}
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//-----------------------------------------------------------------------------
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// Purpose: "Open" the door
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::Open( CBaseEntity *pActivator )
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{
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// Don't fire the output if the door is already opened or locked
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if ( IsOpen() || m_bIsLocked )
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return;
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//Play the open animation forwards
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SetPlaybackRate( 1.0f );
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m_bIsOpen = true;
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m_bIsAnimating = true;
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OnOpen();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the door is open
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//-----------------------------------------------------------------------------
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bool CPropTestChamberDoor::IsOpen()
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{
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return ( m_bIsOpen );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the door is closed
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//-----------------------------------------------------------------------------
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bool CPropTestChamberDoor::IsClosed()
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{
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return ( !m_bIsOpen );
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}
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//-----------------------------------------------------------------------------
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// Purpose: "Close" the door
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::Close( CBaseEntity *pActivator )
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{
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// Don't fire the output if the door is already closed or locked
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if ( IsClosed() || m_bIsLocked )
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return;
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//Play the open animation backwards
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SetPlaybackRate( -1.0f );
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m_bIsOpen = false;
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m_bIsAnimating = true;
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OnClose();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Close the door input
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::InputClose( inputdata_t &input )
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{
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Close( input.pActivator );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Locks the door so open and close input don't have any affect until unlocked
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::InputLock( inputdata_t &input )
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{
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m_bIsLocked = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: If closed, opens the door and then locks it so open and close inputs have no effect
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::InputLockOpen( inputdata_t &input )
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{
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Open( input.pActivator );
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m_bIsLocked = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Unlocks the door so open and close input work again
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::InputUnlock( inputdata_t &input )
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{
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m_bIsLocked = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPropTestChamberDoor::CreateVPhysics( void )
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{
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CreateBoneFollowers();
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if ( m_BoneFollowerManager.GetNumBoneFollowers() )
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{
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if ( GetSolidFlags() & FSOLID_NOT_SOLID )
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{
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// Already non-solid? Must need bone followers for some other reason
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// like needing to attach constraints to this object
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for ( int i = 0; i < m_BoneFollowerManager.GetNumBoneFollowers(); i++ )
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{
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CBaseEntity *pFollower = m_BoneFollowerManager.GetBoneFollower(i)->hFollower;
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if ( pFollower )
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{
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pFollower->AddSolidFlags(FSOLID_NOT_SOLID);
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}
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}
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}
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// If our collision is through bone followers, we want to be non-solid
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AddSolidFlags( FSOLID_NOT_SOLID );
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// add these for the client, FSOLID_NOT_SOLID should keep it out of the testCollision code
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// except in the case of TraceEntity() which the client does for impact effects
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AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
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return true;
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}
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else
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{
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VPhysicsInitStatic();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::CreateBoneFollowers( void )
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{
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// already created bone followers? Don't do so again.
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if ( m_BoneFollowerManager.GetNumBoneFollowers() )
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return;
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KeyValues *modelKeyValues = new KeyValues("");
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if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
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{
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// Do we have a bone follower section?
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KeyValues *pkvBoneFollowers = modelKeyValues->FindKey("bone_followers");
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if ( pkvBoneFollowers )
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{
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// Loop through the list and create the bone followers
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KeyValues *pBone = pkvBoneFollowers->GetFirstSubKey();
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while ( pBone )
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{
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// Add it to the list
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const char *pBoneName = pBone->GetString();
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m_BoneFollowerManager.AddBoneFollower( this, pBoneName );
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pBone = pBone->GetNextKey();
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}
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}
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modelKeyValues->deleteThis();
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}
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// if we got here, we don't have a bone follower section, but if we have a ragdoll
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// go ahead and create default bone followers for it
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if ( m_BoneFollowerManager.GetNumBoneFollowers() == 0 )
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{
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vcollide_t *pCollide = modelinfo->GetVCollide( GetModelIndex() );
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if ( pCollide && pCollide->solidCount > 1 )
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{
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CreateBoneFollowersFromRagdoll( this, &m_BoneFollowerManager, pCollide );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPropTestChamberDoor::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
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{
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if ( IsSolidFlagSet(FSOLID_NOT_SOLID) )
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{
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// if this entity is marked non-solid and custom test it must have bone followers
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if ( IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ) && IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ))
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{
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for ( int i = 0; i < m_BoneFollowerManager.GetNumBoneFollowers(); i++ )
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{
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CBaseEntity *pEntity = m_BoneFollowerManager.GetBoneFollower(i)->hFollower;
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if ( pEntity && pEntity->TestCollision(ray, mask, trace) )
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return true;
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}
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}
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}
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// PORTAL2: This is a change from shipped code, but should be benign
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return BaseClass::TestCollision( ray, mask, trace );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Animate and catch edge cases for us stopping / starting our animation
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::AnimateThink( void )
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{
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// Update our animation
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StudioFrameAdvance();
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DispatchAnimEvents( this );
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m_BoneFollowerManager.UpdateBoneFollowers( this );
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if( m_bIsAnimating )
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{
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if ( IsSequenceFinished() )
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{
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if( m_bIsOpen )
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{
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OnFullyOpened();
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}
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else
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{
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OnFullyClosed();
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}
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m_bIsAnimating = false;
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}
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}
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SetThink( &CPropTestChamberDoor::AnimateThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: OnOpened output
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::OnOpen( void )
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{
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// Fire the OnOpen output
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m_OnOpen.FireOutput( this, this );
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// Play door open sound
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EmitSound( "prop_portal_door.open" );
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AreaPortalOpen();
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}
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//-----------------------------------------------------------------------------
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// Purpose: OnClosed output
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::OnClose( void )
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{
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// Fire the OnClose output
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m_OnClose.FireOutput( this, this );
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// Play door close sound
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EmitSound( "prop_portal_door.close" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: OnFullyOpened output
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::OnFullyOpened( void )
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{
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m_OnFullyOpen.FireOutput( this, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Close the door
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::OnFullyClosed( void )
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{
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m_OnFullyClosed.FireOutput( this, this );
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AreaPortalClose();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Open the area portal window associated with this door
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::AreaPortalOpen( void )
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{
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if( m_hAreaPortalWindow)
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{
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float flFadeStart = TESTCHAMBER_DOOR_AREA_PORTAL_NEVER_FADE_DISTANCE;
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float flFadeEnd = TESTCHAMBER_DOOR_AREA_PORTAL_NEVER_FADE_DISTANCE;
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if( m_bUseAreaPortalFade )
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{
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flFadeStart = m_flAreaPortalFadeStartDistance;
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flFadeEnd = m_flAreaPortalFadeEndDistance;
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}
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m_hAreaPortalWindow->m_flFadeStartDist = flFadeStart;
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m_hAreaPortalWindow->m_flFadeDist = flFadeEnd;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Close the area portal window associated with this door
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//-----------------------------------------------------------------------------
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void CPropTestChamberDoor::AreaPortalClose( void )
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{
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if( m_hAreaPortalWindow)
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{
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m_hAreaPortalWindow->m_flFadeStartDist = 0;
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m_hAreaPortalWindow->m_flFadeDist = 0;
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}
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}
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