csgo-2018-source/game/server/portal2/prop_testchamber_door.cpp
2021-07-24 21:11:47 -07:00

458 lines
14 KiB
C++

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