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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/dlls/bmodels.cpp
2008-09-15 01:33:59 -05:00

1303 lines
34 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Spawn, think, and use functions for common brush entities.
//
//=============================================================================//
#include "cbase.h"
#include "doors.h"
#include "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 );
void Spawn();
bool CreateVPhysics( void );
private:
};
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;
}
//============================= 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();
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
};
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()
//-----------------------------------------------------------------------------
// 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, 0.0, 1.0f);
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Called when spawning, after keyvalues have been set.
//-----------------------------------------------------------------------------
void CFuncRotating::Spawn( )
{
//
// 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 );
}
}
//-----------------------------------------------------------------------------
// 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, 1); // slowdown volume ramps down to 0
float fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;
int pitch = static_cast<int>(clamp(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 )
{
SetTargetSpeed( 0 );
SetLocalAngles( m_angStart );
m_bStopAtStartPos = false;
m_flSpeed = 0.0f;
}
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, 1 ) * 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 );
private:
string_t m_iFilterName;
CHandle<CBaseFilter> m_hFilter;
};
// Global Savedata for base trigger
BEGIN_DATADESC( CFuncVPhysicsClip )
// Keyfields
DEFINE_KEYFIELD( m_iFilterName, FIELD_STRING, "filtername" ),
DEFINE_FIELD( m_hFilter, FIELD_EHANDLE ),
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();
}
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<CBaseFilter *>(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);
}