#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL TYPEDESCRIPTION CFuncRotating::m_SaveData[] = { DEFINE_FIELD(CFuncRotating, m_flFanFriction, FIELD_FLOAT), DEFINE_FIELD(CFuncRotating, m_flAttenuation, FIELD_FLOAT), DEFINE_FIELD(CFuncRotating, m_flVolume, FIELD_FLOAT), DEFINE_FIELD(CFuncRotating, m_pitch, FIELD_FLOAT), DEFINE_FIELD(CFuncRotating, m_sounds, FIELD_INTEGER) }; TYPEDESCRIPTION CPendulum::m_SaveData[] = { DEFINE_FIELD(CPendulum, m_accel, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_distance, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_time, FIELD_TIME), DEFINE_FIELD(CPendulum, m_damp, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_maxSpeed, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_dampSpeed, FIELD_FLOAT), DEFINE_FIELD(CPendulum, m_center, FIELD_VECTOR), DEFINE_FIELD(CPendulum, m_start, FIELD_VECTOR), }; #endif // BModelOrigin - calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0 Vector VecBModelOrigin(entvars_t *pevBModel) { return pevBModel->absmin + (pevBModel->size * 0.5f); } LINK_ENTITY_TO_CLASS(func_wall, CFuncWall, CCSFuncWall) void CFuncWall::__MAKE_VHOOK(Spawn)() { pev->angles = g_vecZero; // so it doesn't get pushed by anything pev->movetype = MOVETYPE_PUSH; pev->solid = SOLID_BSP; SET_MODEL(ENT(pev), STRING(pev->model)); // If it can't move/go away, it's really part of the world pev->flags |= FL_WORLDBRUSH; } void CFuncWall::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (ShouldToggle(useType, int(pev->frame))) { pev->frame = 1.0 - pev->frame; } } LINK_ENTITY_TO_CLASS(func_wall_toggle, CFuncWallToggle, CCSFuncWallToggle) void CFuncWallToggle::__MAKE_VHOOK(Spawn)() { CFuncWall::Spawn(); if (pev->spawnflags & SF_WALL_START_OFF) { TurnOff(); } } void CFuncWallToggle::TurnOff() { pev->solid = SOLID_NOT; pev->effects |= EF_NODRAW; UTIL_SetOrigin(pev, pev->origin); } void CFuncWallToggle::TurnOn() { pev->solid = SOLID_BSP; pev->effects &= ~EF_NODRAW; UTIL_SetOrigin(pev, pev->origin); } BOOL CFuncWallToggle::IsOn() { if (pev->solid == SOLID_NOT) { return FALSE; } return TRUE; } void CFuncWallToggle::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { int status = IsOn(); if (ShouldToggle(useType, status)) { if (status) TurnOff(); else TurnOn(); } } LINK_ENTITY_TO_CLASS(func_conveyor, CFuncConveyor, CCSFuncConveyor) void CFuncConveyor::__MAKE_VHOOK(Spawn)() { SetMovedir(pev); CFuncWall::Spawn(); if (!(pev->spawnflags & SF_CONVEYOR_VISUAL)) { pev->flags |= FL_CONVEYOR; } // HACKHACK - This is to allow for some special effects if (pev->spawnflags & SF_CONVEYOR_NOTSOLID) { // Don't want the engine thinking we've got special contents on this brush pev->solid = SOLID_NOT; pev->skin = 0; } if (pev->speed == 0) pev->speed = 100; UpdateSpeed(pev->speed); } // HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream void CFuncConveyor::UpdateSpeed(float speed) { // Encode it as an integer with 4 fractional bits int speedCode = int(Q_fabs(float_precision(speed)) * 16.0); if (speed < 0) pev->rendercolor.x = 1; else pev->rendercolor.x = 0; pev->rendercolor.y = (speedCode >> 8); pev->rendercolor.z = (speedCode & 0xFF); } void CFuncConveyor::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { pev->speed = -pev->speed; UpdateSpeed(pev->speed); } LINK_ENTITY_TO_CLASS(func_illusionary, CFuncIllusionary, CCSFuncIllusionary) void CFuncIllusionary::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { // skin is used for content type if (FStrEq(pkvd->szKeyName, "skin")) { pev->skin = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue(pkvd); } void CFuncIllusionary::__MAKE_VHOOK(Spawn)() { pev->angles = g_vecZero; pev->movetype = MOVETYPE_NONE; // always solid_not pev->solid = SOLID_NOT; SET_MODEL(ENT(pev), STRING(pev->model)); // I'd rather eat the network bandwidth of this than figure out how to save/restore // these entities after they have been moved to the client, or respawn them ala Quake // Perhaps we can do this in deathmatch only. // MAKE_STATIC(ENT(pev)); } LINK_ENTITY_TO_CLASS(func_monsterclip, CFuncMonsterClip, CCSFuncMonsterClip) void CFuncMonsterClip::__MAKE_VHOOK(Spawn)() { CFuncWall::Spawn(); if (CVAR_GET_FLOAT("showtriggers") == 0) { pev->effects = EF_NODRAW; } pev->flags |= FL_MONSTERCLIP; } LINK_ENTITY_TO_CLASS(func_rotating, CFuncRotating, CCSFuncRotating) IMPLEMENT_SAVERESTORE(CFuncRotating, CBaseEntity) void CFuncRotating::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "fanfriction")) { m_flFanFriction = Q_atof(pkvd->szValue) / 100; pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "Volume")) { m_flVolume = Q_atof(pkvd->szValue) / 10.0; if (m_flVolume > 1.0) m_flVolume = 1.0; if (m_flVolume < 0.0) m_flVolume = 0.0; pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "spawnorigin")) { Vector tmp; UTIL_StringToVector((float *)tmp, pkvd->szValue); if (tmp != g_vecZero) { pev->origin = tmp; } } else if (FStrEq(pkvd->szKeyName, "sounds")) { m_sounds = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue(pkvd); } // QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS // 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. You can // check either the X_AXIS or Y_AXIS box to change that. // "speed" determines how fast it moves; default value is 100. // "dmg" damage to inflict when blocked (2 default) // REVERSE will cause the it to rotate in the opposite direction. void CFuncRotating::__MAKE_VHOOK(Spawn)() { #ifdef REGAMEDLL_FIXES m_angles = pev->angles; #endif // set final pitch. Must not be PITCH_NORM, since we // plan on pitch shifting later. m_pitch = PITCH_NORM - 1; // 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. m_flAttenuation = ATTN_NORM; if (pev->spawnflags & SF_BRUSH_ROTATE_SMALLRADIUS) { m_flAttenuation = ATTN_IDLE; } else if (pev->spawnflags & SF_BRUSH_ROTATE_MEDIUMRADIUS) { m_flAttenuation = ATTN_STATIC; } else if (pev->spawnflags & SF_BRUSH_ROTATE_LARGERADIUS) { m_flAttenuation = ATTN_NORM; } // prevent divide by zero if level designer forgets friction! if (m_flFanFriction == 0) { m_flFanFriction = 1; } if (pev->spawnflags & SF_BRUSH_ROTATE_Z_AXIS) { pev->movedir = Vector(0, 0, 1); } else if (pev->spawnflags & SF_BRUSH_ROTATE_X_AXIS) { pev->movedir = Vector(1, 0, 0); } else { // y-axis pev->movedir = Vector(0, 1, 0); } // check for reverse rotation if (pev->spawnflags & SF_BRUSH_ROTATE_BACKWARDS) { pev->movedir = pev->movedir * -1; } // some rotating objects like fake volumetric lights will not be solid. if (pev->spawnflags & SF_ROTATING_NOT_SOLID) { pev->solid = SOLID_NOT; pev->skin = CONTENTS_EMPTY; pev->movetype = MOVETYPE_PUSH; } else { pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; } UTIL_SetOrigin(pev, pev->origin); SET_MODEL(ENT(pev), STRING(pev->model)); SetUse(&CFuncRotating::RotatingUse); // did level designer forget to assign speed? if (pev->speed <= 0) { pev->speed = 0; } // Removed this per level designers request. -- JAY // if (pev->dmg == 0) // pev->dmg = 2; // instant-use brush? if (pev->spawnflags & SF_BRUSH_ROTATE_INSTANT) { SetThink(&CFuncRotating::SUB_CallUseToggle); // leave a magic delay for client to start up pev->nextthink = pev->ltime + 1.5; } // can this brush inflict pain? if (pev->spawnflags & SF_BRUSH_HURT) { SetTouch(&CFuncRotating::HurtTouch); } Precache(); } void CFuncRotating::__MAKE_VHOOK(Precache)() { char *szSoundFile = (char *)STRING(pev->message); // set up fan sounds if (!FStringNull(pev->message) && Q_strlen(szSoundFile) > 0) { // if a path is set for a wave, use it PRECACHE_SOUND(szSoundFile); pev->noiseRunning = ALLOC_STRING(szSoundFile); } else { // otherwise use preset sound switch (m_sounds) { case 1: PRECACHE_SOUND("fans/fan1.wav"); pev->noiseRunning = ALLOC_STRING("fans/fan1.wav"); break; case 2: PRECACHE_SOUND("fans/fan2.wav"); pev->noiseRunning = ALLOC_STRING("fans/fan2.wav"); break; case 3: PRECACHE_SOUND("fans/fan3.wav"); pev->noiseRunning = ALLOC_STRING("fans/fan3.wav"); break; case 4: PRECACHE_SOUND("fans/fan4.wav"); pev->noiseRunning = ALLOC_STRING("fans/fan4.wav"); break; case 5: PRECACHE_SOUND("fans/fan5.wav"); pev->noiseRunning = ALLOC_STRING("fans/fan5.wav"); break; case 0: default: if (!FStringNull(pev->message) && Q_strlen(szSoundFile) > 0) { PRECACHE_SOUND(szSoundFile); pev->noiseRunning = ALLOC_STRING(szSoundFile); break; } else { pev->noiseRunning = ALLOC_STRING("common/null.wav"); break; } } } if (pev->avelocity != g_vecZero) { // if fan was spinning, and we went through transition or save/restore, // make sure we restart the sound. 1.5 sec delay is magic number. KDB SetThink(&CFuncRotating::SpinUp); pev->nextthink = pev->ltime + 1.5; } } // Touch - will hurt others based on how fast the brush is spinning void CFuncRotating::HurtTouch(CBaseEntity *pOther) { entvars_t *pevOther = pOther->pev; // we can't hurt this thing, so we're not concerned with it if (pevOther->takedamage == DAMAGE_NO) { return; } // calculate damage based on rotation speed pev->dmg = pev->avelocity.Length() / 10; pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH); pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev)).Normalize() * pev->dmg; } // RampPitchVol - ramp pitch and volume up to final values, based on difference // between how fast we're going vs how fast we plan to go void CFuncRotating::RampPitchVol(int fUp) { Vector vecAVel = pev->avelocity; float_precision vecCur; float_precision vecFinal; float_precision fpct; float fvol; float fpitch; int pitch; // get current angular velocity vecCur = Q_abs(int(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z))); // get target angular velocity vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z)); vecFinal *= pev->speed; vecFinal = Q_abs(int(vecFinal)); // calc volume and pitch as % of final vol and pitch fpct = vecCur / vecFinal; //if (fUp) //{ // // spinup volume ramps up from 50% max vol // fvol = m_flVolume * (0.5 + fpct / 2.0); //} //else { // slowdown volume ramps down to 0 fvol = m_flVolume * fpct; } fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct; pitch = int(fpitch); if (pitch == PITCH_NORM) { pitch = PITCH_NORM - 1; } // change the fan's vol and pitch EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), fvol, m_flAttenuation, (SND_CHANGE_PITCH | SND_CHANGE_VOL), pitch); } // SpinUp - accelerates a non-moving func_rotating up to it's speed void CFuncRotating::SpinUp() { //rotational velocity Vector vecAVel; pev->nextthink = pev->ltime + 0.1; pev->avelocity = pev->avelocity + (pev->movedir * (pev->speed * m_flFanFriction)); // cache entity's rotational velocity vecAVel = pev->avelocity; // if we've met or exceeded target speed, set target speed and stop thinking if (Q_abs(int(vecAVel.x)) >= Q_abs(int(pev->movedir.x * pev->speed)) && Q_abs(int(vecAVel.y)) >= Q_abs(int(pev->movedir.y * pev->speed)) && Q_abs(int(vecAVel.z)) >= Q_abs(int(pev->movedir.z * pev->speed))) { // set speed in case we overshot pev->avelocity = pev->movedir * pev->speed; EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), m_flVolume, m_flAttenuation, (SND_CHANGE_PITCH | SND_CHANGE_VOL), FANPITCHMAX); SetThink(&CFuncRotating::Rotate); Rotate(); } else { RampPitchVol(TRUE); } } void CFuncRotating::SpinDown() { //rotational velocity Vector vecAVel; vec_t vecdir; pev->nextthink = pev->ltime + 0.1; //spin down slower than spinup pev->avelocity = pev->avelocity - (pev->movedir * (pev->speed * m_flFanFriction)); // cache entity's rotational velocity vecAVel = pev->avelocity; if (pev->movedir.x != 0) vecdir = pev->movedir.x; else if (pev->movedir.y != 0) vecdir = pev->movedir.y; else vecdir = pev->movedir.z; // if we've met or exceeded target speed, set target speed and stop thinking // (note: must check for movedir > 0 or < 0) if (((vecdir > 0) && (vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0)) || ((vecdir < 0) && (vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0))) { // set speed in case we overshot pev->avelocity = g_vecZero; // stop sound, we're done EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), 0, ATTN_NONE, SND_STOP, m_pitch); SetThink(&CFuncRotating::Rotate); Rotate(); } else { RampPitchVol(FALSE); } } void CFuncRotating::Rotate() { pev->nextthink = pev->ltime + 10; } #ifdef REGAMEDLL_FIXES void CFuncRotating::Restart() { // fan is spinning, so stop it. SetThink(&CFuncRotating::SpinDown); pev->nextthink = pev->ltime + 0.1; // restore angles pev->angles = m_angles; pev->avelocity = g_vecZero; } #endif // Rotating Use - when a rotating brush is triggered void CFuncRotating::RotatingUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { // is this a brush that should accelerate and decelerate when turned on/off (fan)? if (pev->spawnflags & SF_BRUSH_ACCDCC) { // fan is spinning, so stop it. if (pev->avelocity != g_vecZero) { SetThink(&CFuncRotating::SpinDown); //EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop), m_flVolume, m_flAttenuation, 0, m_pitch); pev->nextthink = pev->ltime + 0.1; } else // fan is not moving, so start it { SetThink(&CFuncRotating::SpinUp); EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), 0.01, m_flAttenuation, 0, FANPITCHMIN); pev->nextthink = pev->ltime + 0.1; } } else if (!(pev->spawnflags & SF_BRUSH_ACCDCC)) // this is a normal start/stop brush. { if (pev->avelocity != g_vecZero) { // play stopping sound here SetThink(&CFuncRotating::SpinDown); // EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop), m_flVolume, m_flAttenuation, 0, m_pitch); pev->nextthink = pev->ltime + 0.1; // pev->avelocity = g_vecZero; } else { EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), m_flVolume, m_flAttenuation, 0, FANPITCHMAX); pev->avelocity = pev->movedir * pev->speed; SetThink(&CFuncRotating::Rotate); Rotate(); } } } // RotatingBlocked - An entity has blocked the brush void CFuncRotating::__MAKE_VHOOK(Blocked)(CBaseEntity *pOther) { pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH); } LINK_ENTITY_TO_CLASS(func_pendulum, CPendulum, CCSPendulum) IMPLEMENT_SAVERESTORE(CPendulum, CBaseEntity) void CPendulum::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "distance")) { m_distance = Q_atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "damp")) { m_damp = Q_atof(pkvd->szValue) * 0.001; pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue(pkvd); } void CPendulum::__MAKE_VHOOK(Spawn)() { // set the axis of rotation CBaseToggle::AxisDir(pev); if (pev->spawnflags & SF_DOOR_PASSABLE) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; UTIL_SetOrigin(pev, pev->origin); SET_MODEL(ENT(pev), STRING(pev->model)); if (m_distance == 0) return; if (pev->speed == 0) pev->speed = 100; // Calculate constant acceleration from speed and distance m_accel = (pev->speed * pev->speed) / (2 * Q_fabs(float_precision(m_distance))); m_maxSpeed = pev->speed; m_start = pev->angles; m_center = pev->angles + (m_distance * 0.5) * pev->movedir; if (pev->spawnflags & SF_BRUSH_ROTATE_INSTANT) { SetThink(&CPendulum::SUB_CallUseToggle); pev->nextthink = gpGlobals->time + 0.1f; } pev->speed = 0; SetUse(&CPendulum::PendulumUse); if (pev->spawnflags & SF_PENDULUM_SWING) { SetTouch (&CPendulum::RopeTouch); } } void CPendulum::PendulumUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { // Pendulum is moving, stop it and auto-return if necessary if (pev->speed) { if (pev->spawnflags & SF_PENDULUM_AUTO_RETURN) { float_precision delta; delta = CBaseToggle::AxisDelta(pev->spawnflags, pev->angles, m_start); pev->avelocity = m_maxSpeed * pev->movedir; pev->nextthink = pev->ltime + (delta / m_maxSpeed); SetThink(&CPendulum::Stop); } else { // Dead stop pev->speed = 0; SetThink(NULL); pev->avelocity = g_vecZero; } } else { // Start the pendulum moving pev->nextthink = pev->ltime + 0.1f; // Save time to calculate dt m_time = gpGlobals->time; SetThink(&CPendulum::Swing); m_dampSpeed = m_maxSpeed; } } void CPendulum::Stop() { pev->angles = m_start; pev->speed = 0; SetThink(NULL); pev->avelocity = g_vecZero; } void CPendulum::__MAKE_VHOOK(Blocked)(CBaseEntity *pOther) { m_time = gpGlobals->time; } void CPendulum::Swing() { float delta, dt; delta = CBaseToggle::AxisDelta(pev->spawnflags, pev->angles, m_center); // How much time has passed? dt = gpGlobals->time - m_time; // Remember the last time called m_time = gpGlobals->time; if (delta > 0 && m_accel > 0) { // Integrate velocity pev->speed -= m_accel * dt; } else pev->speed += m_accel * dt; if (pev->speed > m_maxSpeed) pev->speed = m_maxSpeed; else if (pev->speed < -m_maxSpeed) pev->speed = -m_maxSpeed; // scale the destdelta vector by the time spent traveling to get velocity pev->avelocity = pev->speed * pev->movedir; // Call this again pev->nextthink = pev->ltime + 0.1; if (m_damp) { m_dampSpeed -= m_damp * m_dampSpeed * dt; if (m_dampSpeed < 30.0) { pev->angles = m_center; pev->speed = 0; SetThink(NULL); pev->avelocity = g_vecZero; } else if (pev->speed > m_dampSpeed) pev->speed = m_dampSpeed; else if (pev->speed < -m_dampSpeed) pev->speed = -m_dampSpeed; } } void CPendulum::__MAKE_VHOOK(Touch)(CBaseEntity *pOther) { entvars_t *pevOther = pOther->pev; if (pev->dmg <= 0) return; // we can't hurt this thing, so we're not concerned with it if (pevOther->takedamage == DAMAGE_NO) return; // calculate damage based on rotation speed float damage = pev->dmg * pev->speed * 0.01; if (damage < 0) { damage = -damage; } pOther->TakeDamage(pev, pev, damage, DMG_CRUSH); pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev)).Normalize() * damage; } void CPendulum::RopeTouch(CBaseEntity *pOther) { entvars_t *pevOther = pOther->pev; // not a player! if (!pOther->IsPlayer()) { ALERT(at_console, "Not a client\n"); return; } // this player already on the rope. if (ENT(pevOther) == pev->enemy) { return; } pev->enemy = pOther->edict(); pevOther->velocity = g_vecZero; pevOther->movetype = MOVETYPE_NONE; }