mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-10 20:29:35 +01:00
1124 lines
29 KiB
C++
1124 lines
29 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== doors.cpp ========================================================
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "doors.h"
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#include "game.h"
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#include "weapons.h"
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extern void SetMovedir( entvars_t *ev );
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#define noiseMoving noise1
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#define noiseArrived noise2
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class CBaseDoor : public CBaseToggle
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{
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public:
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void Spawn( void );
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void Precache( void );
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virtual void KeyValue( KeyValueData *pkvd );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void Blocked( CBaseEntity *pOther );
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virtual int ObjectCaps( void )
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{
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if( pev->spawnflags & SF_ITEM_USE_ONLY )
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return ( CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_IMPULSE_USE;
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else
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return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
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};
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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virtual void SetToggleState( int state );
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// used to selectivly override defaults
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void EXPORT DoorTouch( CBaseEntity *pOther );
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// local functions
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int DoorActivate();
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void EXPORT DoorGoUp( void );
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void EXPORT DoorGoDown( void );
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void EXPORT DoorHitTop( void );
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void EXPORT DoorHitBottom( void );
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BYTE m_bHealthValue;// some doors are medi-kit doors, they give players health
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BYTE m_bMoveSnd; // sound a door makes while moving
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BYTE m_bStopSnd; // sound a door makes when it stops
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locksound_t m_ls; // door lock sounds
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BYTE m_bLockedSound; // ordinals from entity selection
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BYTE m_bLockedSentence;
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BYTE m_bUnlockedSound;
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BYTE m_bUnlockedSentence;
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};
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TYPEDESCRIPTION CBaseDoor::m_SaveData[] =
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{
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DEFINE_FIELD( CBaseDoor, m_bHealthValue, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseDoor, m_bMoveSnd, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseDoor, m_bStopSnd, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseDoor, m_bLockedSound, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseDoor, m_bLockedSentence, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER ),
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DEFINE_FIELD( CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER ),
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};
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IMPLEMENT_SAVERESTORE( CBaseDoor, CBaseToggle )
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#define DOOR_SENTENCEWAIT 6
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#define DOOR_SOUNDWAIT 3
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#define BUTTON_SOUNDWAIT 0.5
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// play door or button locked or unlocked sounds.
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// pass in pointer to valid locksound struct.
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// if flocked is true, play 'door is locked' sound,
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// otherwise play 'door is unlocked' sound
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// NOTE: this routine is shared by doors and buttons
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void PlayLockSounds( entvars_t *pev, locksound_t *pls, int flocked, int fbutton )
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{
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// LOCKED SOUND
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// CONSIDER: consolidate the locksound_t struct (all entries are duplicates for lock/unlock)
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// CONSIDER: and condense this code.
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float flsoundwait;
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if( fbutton )
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flsoundwait = BUTTON_SOUNDWAIT;
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else
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flsoundwait = DOOR_SOUNDWAIT;
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if( flocked )
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{
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int fplaysound = ( pls->sLockedSound && gpGlobals->time > pls->flwaitSound );
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int fplaysentence = ( pls->sLockedSentence && !pls->bEOFLocked && gpGlobals->time > pls->flwaitSentence );
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float fvol;
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if( fplaysound && fplaysentence )
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fvol = 0.25;
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else
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fvol = 1.0;
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// if there is a locked sound, and we've debounced, play sound
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if( fplaysound )
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{
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// play 'door locked' sound
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, STRING( pls->sLockedSound ), fvol, ATTN_NORM );
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pls->flwaitSound = gpGlobals->time + flsoundwait;
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}
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// if there is a sentence, we've not played all in list, and we've debounced, play sound
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if( fplaysentence )
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{
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// play next 'door locked' sentence in group
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int iprev = pls->iLockedSentence;
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pls->iLockedSentence = SENTENCEG_PlaySequentialSz( ENT( pev ), STRING( pls->sLockedSentence ),
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0.85, ATTN_NORM, 0, 100, pls->iLockedSentence, FALSE );
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pls->iUnlockedSentence = 0;
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// make sure we don't keep calling last sentence in list
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pls->bEOFLocked = ( iprev == pls->iLockedSentence );
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pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT;
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}
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}
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else
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{
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// UNLOCKED SOUND
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int fplaysound = ( pls->sUnlockedSound && gpGlobals->time > pls->flwaitSound );
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int fplaysentence = ( pls->sUnlockedSentence && !pls->bEOFUnlocked && gpGlobals->time > pls->flwaitSentence );
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float fvol;
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// if playing both sentence and sound, lower sound volume so we hear sentence
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if( fplaysound && fplaysentence )
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fvol = 0.25;
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else
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fvol = 1.0;
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// play 'door unlocked' sound if set
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if( fplaysound )
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{
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, STRING( pls->sUnlockedSound ), fvol, ATTN_NORM );
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pls->flwaitSound = gpGlobals->time + flsoundwait;
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}
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// play next 'door unlocked' sentence in group
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if( fplaysentence )
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{
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int iprev = pls->iUnlockedSentence;
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pls->iUnlockedSentence = SENTENCEG_PlaySequentialSz( ENT( pev ), STRING( pls->sUnlockedSentence ),
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0.85, ATTN_NORM, 0, 100, pls->iUnlockedSentence, FALSE );
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pls->iLockedSentence = 0;
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// make sure we don't keep calling last sentence in list
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pls->bEOFUnlocked = ( iprev == pls->iUnlockedSentence );
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pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT;
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}
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}
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}
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//
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// Cache user-entity-field values until spawn is called.
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//
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void CBaseDoor::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "skin" ) )//skin is used for content type
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{
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pev->skin = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "movesnd" ) )
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{
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m_bMoveSnd = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "stopsnd" ) )
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{
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m_bStopSnd = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "healthvalue" ) )
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{
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m_bHealthValue = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "locked_sound" ) )
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{
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m_bLockedSound = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "locked_sentence" ) )
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{
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m_bLockedSentence = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "unlocked_sound" ) )
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{
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m_bUnlockedSound = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "unlocked_sentence" ) )
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{
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m_bUnlockedSentence = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "WaveHeight" ) )
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{
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pev->scale = atof( pkvd->szValue ) * ( 1.0 / 8.0 );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseToggle::KeyValue( pkvd );
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}
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/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK TOGGLE
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if two doors touch, they are assumed to be connected and operate as a unit.
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TOGGLE causes the door to wait in both the start and end states for a trigger event.
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START_OPEN causes the door to move to its destination when spawned, and operate in reverse.
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It is used to temporarily or permanently close off an area when triggered (not usefull for
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touch or takedamage doors).
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"angle" determines the opening direction
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"targetname" if set, no touch field will be spawned and a remote button or trigger
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field activates the door.
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"health" if set, door must be shot open
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"speed" movement speed (100 default)
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"wait" wait before returning (3 default, -1 = never return)
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"lip" lip remaining at end of move (8 default)
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"dmg" damage to inflict when blocked (2 default)
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"sounds"
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0) no sound
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1) stone
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2) base
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3) stone chain
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4) screechy metal
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*/
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LINK_ENTITY_TO_CLASS( func_door, CBaseDoor )
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//
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// func_water - same as a door.
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//
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LINK_ENTITY_TO_CLASS( func_water, CBaseDoor )
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void CBaseDoor::Spawn()
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{
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Precache();
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SetMovedir( pev );
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if( pev->skin == 0 )
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{
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//normal door
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if( FBitSet( pev->spawnflags, SF_DOOR_PASSABLE ) )
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pev->solid = SOLID_NOT;
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else
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pev->solid = SOLID_BSP;
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}
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else
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{
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// special contents
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pev->solid = SOLID_NOT;
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SetBits( pev->spawnflags, SF_DOOR_SILENT ); // water is silent for now
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}
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pev->movetype = MOVETYPE_PUSH;
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UTIL_SetOrigin( pev, pev->origin );
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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if( pev->speed == 0 )
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pev->speed = 100;
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m_vecPosition1 = pev->origin;
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// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
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m_vecPosition2 = m_vecPosition1 + ( pev->movedir * ( fabs( pev->movedir.x * ( pev->size.x - 2 ) ) + fabs( pev->movedir.y * ( pev->size.y - 2 ) ) + fabs( pev->movedir.z * ( pev->size.z - 2 ) ) - m_flLip ) );
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ASSERTSZ( m_vecPosition1 != m_vecPosition2, "door start/end positions are equal" );
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if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) )
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{
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// swap pos1 and pos2, put door at pos2
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UTIL_SetOrigin( pev, m_vecPosition2 );
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m_vecPosition2 = m_vecPosition1;
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m_vecPosition1 = pev->origin;
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}
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m_toggle_state = TS_AT_BOTTOM;
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// if the door is flagged for USE button activation only, use NULL touch function
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if( FBitSet( pev->spawnflags, SF_DOOR_USE_ONLY ) )
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{
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SetTouch( NULL );
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}
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else // touchable button
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SetTouch( &CBaseDoor::DoorTouch );
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}
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void CBaseDoor::SetToggleState( int state )
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{
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if( state == TS_AT_TOP )
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UTIL_SetOrigin( pev, m_vecPosition2 );
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else
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UTIL_SetOrigin( pev, m_vecPosition1 );
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}
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void CBaseDoor::Precache( void )
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{
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const char *pszSound;
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BOOL NullSound = FALSE;
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// set the door's "in-motion" sound
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switch( m_bMoveSnd )
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{
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case 1:
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pszSound = "doors/doormove1.wav";
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break;
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case 2:
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pszSound = "doors/doormove2.wav";
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break;
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case 3:
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pszSound = "doors/doormove3.wav";
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break;
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case 4:
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pszSound = "doors/doormove4.wav";
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break;
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case 5:
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pszSound = "doors/doormove5.wav";
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break;
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case 6:
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pszSound = "doors/doormove6.wav";
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break;
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case 7:
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pszSound = "doors/doormove7.wav";
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break;
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case 8:
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pszSound = "doors/doormove8.wav";
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break;
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case 9:
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pszSound = "doors/doormove9.wav";
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break;
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case 10:
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pszSound = "doors/doormove10.wav";
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break;
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case 0:
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default:
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pszSound = "common/null.wav";
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NullSound = TRUE;
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break;
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}
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if( !NullSound )
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PRECACHE_SOUND( pszSound );
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pev->noiseMoving = MAKE_STRING( pszSound );
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NullSound = FALSE;
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// set the door's 'reached destination' stop sound
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switch( m_bStopSnd )
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{
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case 1:
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pszSound = "doors/doorstop1.wav";
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break;
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case 2:
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pszSound = "doors/doorstop2.wav";
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break;
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case 3:
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pszSound = "doors/doorstop3.wav";
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break;
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case 4:
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pszSound = "doors/doorstop4.wav";
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break;
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case 5:
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pszSound = "doors/doorstop5.wav";
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break;
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case 6:
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pszSound = "doors/doorstop6.wav";
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break;
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case 7:
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pszSound = "doors/doorstop7.wav";
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break;
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case 8:
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pszSound = "doors/doorstop8.wav";
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break;
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case 0:
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default:
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pszSound = "common/null.wav";
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NullSound = TRUE;
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break;
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}
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if( !NullSound )
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PRECACHE_SOUND( pszSound );
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pev->noiseArrived = MAKE_STRING( pszSound );
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// get door button sounds, for doors which are directly 'touched' to open
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if( m_bLockedSound )
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{
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pszSound = ButtonSound( (int)m_bLockedSound );
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PRECACHE_SOUND( pszSound );
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m_ls.sLockedSound = MAKE_STRING( pszSound );
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}
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if( m_bUnlockedSound )
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{
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pszSound = ButtonSound( (int)m_bUnlockedSound );
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PRECACHE_SOUND( pszSound );
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m_ls.sUnlockedSound = MAKE_STRING( pszSound );
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}
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// get sentence group names, for doors which are directly 'touched' to open
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switch( m_bLockedSentence )
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{
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case 1:
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// access denied
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m_ls.sLockedSentence = MAKE_STRING( "NA" );
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break;
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case 2:
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// security lockout
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m_ls.sLockedSentence = MAKE_STRING( "ND" );
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break;
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case 3:
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// blast door
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m_ls.sLockedSentence = MAKE_STRING( "NF" );
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break;
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case 4:
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// fire door
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m_ls.sLockedSentence = MAKE_STRING( "NFIRE" );
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break;
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case 5:
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// chemical door
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m_ls.sLockedSentence = MAKE_STRING( "NCHEM" );
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break;
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case 6:
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// radiation door
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m_ls.sLockedSentence = MAKE_STRING( "NRAD" );
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break;
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case 7:
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// gen containment
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m_ls.sLockedSentence = MAKE_STRING( "NCON" );
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break;
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case 8:
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// maintenance door
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m_ls.sLockedSentence = MAKE_STRING( "NH" );
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break;
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case 9:
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// broken door
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m_ls.sLockedSentence = MAKE_STRING( "NG" );
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break;
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default:
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m_ls.sLockedSentence = 0;
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break;
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}
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switch( m_bUnlockedSentence )
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{
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case 1:
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// access granted
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m_ls.sUnlockedSentence = MAKE_STRING( "EA" );
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break;
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case 2:
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// security door
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m_ls.sUnlockedSentence = MAKE_STRING( "ED" );
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break;
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case 3:
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// blast door
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m_ls.sUnlockedSentence = MAKE_STRING( "EF" );
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break;
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case 4:
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// fire door
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m_ls.sUnlockedSentence = MAKE_STRING( "EFIRE" );
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break;
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case 5:
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// chemical door
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m_ls.sUnlockedSentence = MAKE_STRING( "ECHEM" );
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break;
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case 6:
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// radiation door
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m_ls.sUnlockedSentence = MAKE_STRING( "ERAD" );
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break;
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case 7:
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// gen containment
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m_ls.sUnlockedSentence = MAKE_STRING( "ECON" );
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break;
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case 8:
|
|
// maintenance door
|
|
m_ls.sUnlockedSentence = MAKE_STRING( "EH" );
|
|
break;
|
|
default:
|
|
m_ls.sUnlockedSentence = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Doors not tied to anything (e.g. button, another door) can be touched, to make them activate.
|
|
//
|
|
void CBaseDoor::DoorTouch( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevToucher = pOther->pev;
|
|
|
|
// Ignore touches by anything but players
|
|
if( !FClassnameIs( pevToucher, "player" ) )
|
|
return;
|
|
|
|
// If door has master, and it's not ready to trigger,
|
|
// play 'locked' sound
|
|
if( m_sMaster && !UTIL_IsMasterTriggered( m_sMaster, pOther ) )
|
|
PlayLockSounds( pev, &m_ls, TRUE, FALSE );
|
|
|
|
// If door is somebody's target, then touching does nothing.
|
|
// You have to activate the owner (e.g. button).
|
|
if( !FStringNull( pev->targetname ) )
|
|
{
|
|
// play locked sound
|
|
PlayLockSounds( pev, &m_ls, TRUE, FALSE );
|
|
return;
|
|
}
|
|
|
|
m_hActivator = pOther;// remember who activated the door
|
|
|
|
if( DoorActivate())
|
|
SetTouch( NULL ); // Temporarily disable the touch function, until movement is finished.
|
|
}
|
|
|
|
//
|
|
// Used by SUB_UseTargets, when a door is the target of a button.
|
|
//
|
|
void CBaseDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
m_hActivator = pActivator;
|
|
// if not ready to be used, ignore "use" command.
|
|
if( m_toggle_state == TS_AT_BOTTOM || ( FBitSet( pev->spawnflags, SF_DOOR_NO_AUTO_RETURN ) && m_toggle_state == TS_AT_TOP ) )
|
|
DoorActivate();
|
|
}
|
|
|
|
//
|
|
// Causes the door to "do its thing", i.e. start moving, and cascade activation.
|
|
//
|
|
int CBaseDoor::DoorActivate()
|
|
{
|
|
if( !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) )
|
|
return 0;
|
|
|
|
if( FBitSet( pev->spawnflags, SF_DOOR_NO_AUTO_RETURN ) && m_toggle_state == TS_AT_TOP )
|
|
{
|
|
// door should close
|
|
DoorGoDown();
|
|
}
|
|
else
|
|
{
|
|
// door should open
|
|
if( m_hActivator != 0 && m_hActivator->IsPlayer() )
|
|
{
|
|
// give health if player opened the door (medikit)
|
|
//VARS( m_eoActivator )->health += m_bHealthValue;
|
|
|
|
m_hActivator->TakeHealth( m_bHealthValue, DMG_GENERIC );
|
|
}
|
|
|
|
// play door unlock sounds
|
|
PlayLockSounds( pev, &m_ls, FALSE, FALSE );
|
|
|
|
DoorGoUp();
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
extern Vector VecBModelOrigin( entvars_t* pevBModel );
|
|
|
|
//
|
|
// Starts the door going to its "up" position (simply ToggleData->vecPosition2).
|
|
//
|
|
void CBaseDoor::DoorGoUp( void )
|
|
{
|
|
entvars_t *pevActivator;
|
|
|
|
// It could be going-down, if blocked.
|
|
ASSERT( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN );
|
|
|
|
// emit door moving and stop sounds on CHAN_STATIC so that the multicast doesn't
|
|
// filter them out and leave a client stuck with looping door sounds!
|
|
if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
|
|
if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN )
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ), 1, ATTN_NORM );
|
|
|
|
m_toggle_state = TS_GOING_UP;
|
|
|
|
SetMoveDone( &CBaseDoor::DoorHitTop );
|
|
if( FClassnameIs( pev, "func_door_rotating" ) ) // !!! BUGBUG Triggered doors don't work with this yet
|
|
{
|
|
float sign = 1.0;
|
|
|
|
if( m_hActivator != 0 )
|
|
{
|
|
pevActivator = m_hActivator->pev;
|
|
|
|
if( !FBitSet( pev->spawnflags, SF_DOOR_ONEWAY ) && pev->movedir.y ) // Y axis rotation, move away from the player
|
|
{
|
|
Vector vec = pevActivator->origin - pev->origin;
|
|
Vector angles = pevActivator->angles;
|
|
angles.x = 0;
|
|
angles.z = 0;
|
|
UTIL_MakeVectors( angles );
|
|
//Vector vnext = ( pevToucher->origin + ( pevToucher->velocity * 10 ) ) - pev->origin;
|
|
UTIL_MakeVectors( pevActivator->angles );
|
|
Vector vnext = ( pevActivator->origin + ( gpGlobals->v_forward * 10 ) ) - pev->origin;
|
|
if( ( vec.x * vnext.y - vec.y * vnext.x ) < 0 )
|
|
sign = -1.0;
|
|
}
|
|
}
|
|
AngularMove( m_vecAngle2*sign, pev->speed );
|
|
}
|
|
else
|
|
LinearMove( m_vecPosition2, pev->speed );
|
|
}
|
|
|
|
//
|
|
// The door has reached the "up" position. Either go back down, or wait for another activation.
|
|
//
|
|
void CBaseDoor::DoorHitTop( void )
|
|
{
|
|
if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
|
|
{
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) );
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseArrived ), 1, ATTN_NORM );
|
|
}
|
|
|
|
ASSERT( m_toggle_state == TS_GOING_UP );
|
|
m_toggle_state = TS_AT_TOP;
|
|
|
|
// toggle-doors don't come down automatically, they wait for refire.
|
|
if( FBitSet( pev->spawnflags, SF_DOOR_NO_AUTO_RETURN ) )
|
|
{
|
|
// Re-instate touch method, movement is complete
|
|
if( !FBitSet( pev->spawnflags, SF_DOOR_USE_ONLY ) )
|
|
SetTouch( &CBaseDoor::DoorTouch );
|
|
}
|
|
else
|
|
{
|
|
// In flWait seconds, DoorGoDown will fire, unless wait is -1, then door stays open
|
|
pev->nextthink = pev->ltime + m_flWait;
|
|
SetThink( &CBaseDoor::DoorGoDown );
|
|
|
|
if( m_flWait == -1 )
|
|
{
|
|
pev->nextthink = -1;
|
|
}
|
|
}
|
|
|
|
// Fire the close target (if startopen is set, then "top" is closed) - netname is the close target
|
|
if( pev->netname && ( pev->spawnflags & SF_DOOR_START_OPEN ) )
|
|
FireTargets( STRING( pev->netname ), m_hActivator, this, USE_TOGGLE, 0 );
|
|
|
|
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); // this isn't finished
|
|
}
|
|
|
|
//
|
|
// Starts the door going to its "down" position (simply ToggleData->vecPosition1).
|
|
//
|
|
void CBaseDoor::DoorGoDown( void )
|
|
{
|
|
if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
|
|
if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN )
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ), 1, ATTN_NORM );
|
|
#ifdef DOOR_ASSERT
|
|
ASSERT( m_toggle_state == TS_AT_TOP );
|
|
#endif // DOOR_ASSERT
|
|
m_toggle_state = TS_GOING_DOWN;
|
|
|
|
SetMoveDone( &CBaseDoor::DoorHitBottom );
|
|
if( FClassnameIs( pev, "func_door_rotating" ) )//rotating door
|
|
AngularMove( m_vecAngle1, pev->speed );
|
|
else
|
|
LinearMove( m_vecPosition1, pev->speed );
|
|
}
|
|
|
|
//
|
|
// The door has reached the "down" position. Back to quiescence.
|
|
//
|
|
void CBaseDoor::DoorHitBottom( void )
|
|
{
|
|
if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
|
|
{
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) );
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseArrived ), 1, ATTN_NORM );
|
|
}
|
|
|
|
ASSERT( m_toggle_state == TS_GOING_DOWN );
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
|
|
// Re-instate touch method, cycle is complete
|
|
if( FBitSet( pev->spawnflags, SF_DOOR_USE_ONLY ) )
|
|
{
|
|
// use only door
|
|
SetTouch( NULL );
|
|
}
|
|
else // touchable door
|
|
SetTouch( &CBaseDoor::DoorTouch );
|
|
|
|
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); // this isn't finished
|
|
|
|
// Fire the close target (if startopen is set, then "top" is closed) - netname is the close target
|
|
if( pev->netname && !( pev->spawnflags & SF_DOOR_START_OPEN ) )
|
|
FireTargets( STRING( pev->netname ), m_hActivator, this, USE_TOGGLE, 0 );
|
|
}
|
|
|
|
void CBaseDoor::Blocked( CBaseEntity *pOther )
|
|
{
|
|
edict_t *pentTarget = NULL;
|
|
CBaseDoor *pDoor = NULL;
|
|
|
|
// Hurt the blocker a little.
|
|
if( pev->dmg )
|
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
|
|
|
|
if( satchelfix.value )
|
|
{
|
|
// Detonate satchels
|
|
if( !strcmp( "monster_satchel", STRING( pOther->pev->classname ) ) )
|
|
( (CSatchel*)pOther )->Use( this, this, USE_ON, 0 );
|
|
}
|
|
|
|
// if a door has a negative wait, it would never come back if blocked,
|
|
// so let it just squash the object to death real fast
|
|
if( m_flWait >= 0 )
|
|
{
|
|
// BMod Start - Door sound fix.
|
|
if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) );
|
|
// BMod End
|
|
|
|
if( m_toggle_state == TS_GOING_DOWN )
|
|
{
|
|
DoorGoUp();
|
|
}
|
|
else
|
|
{
|
|
DoorGoDown();
|
|
}
|
|
}
|
|
|
|
// Block all door pieces with the same targetname here.
|
|
if( !FStringNull( pev->targetname ) )
|
|
{
|
|
for( ; ; )
|
|
{
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->targetname ) );
|
|
|
|
if( VARS( pentTarget ) != pev )
|
|
{
|
|
if( FNullEnt( pentTarget ) )
|
|
break;
|
|
|
|
if( FClassnameIs( pentTarget, "func_door" ) || FClassnameIs( pentTarget, "func_door_rotating" ) )
|
|
{
|
|
pDoor = GetClassPtr( (CBaseDoor *)VARS( pentTarget ) );
|
|
|
|
if( pDoor->m_flWait >= 0 )
|
|
{
|
|
if( pDoor->pev->velocity == pev->velocity && pDoor->pev->avelocity == pev->velocity )
|
|
{
|
|
// this is the most hacked, evil, bastardized thing I've ever seen. kjb
|
|
if( FClassnameIs( pentTarget, "func_door" ) )
|
|
{
|
|
// set origin to realign normal doors
|
|
pDoor->pev->origin = pev->origin;
|
|
pDoor->pev->velocity = g_vecZero;// stop!
|
|
}
|
|
else
|
|
{
|
|
// set angles to realign rotating doors
|
|
pDoor->pev->angles = pev->angles;
|
|
pDoor->pev->avelocity = g_vecZero;
|
|
}
|
|
}
|
|
if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) )
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) );
|
|
|
|
if( pDoor->m_toggle_state == TS_GOING_DOWN )
|
|
pDoor->DoorGoUp();
|
|
else
|
|
pDoor->DoorGoDown();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*QUAKED FuncRotDoorSpawn (0 .5 .8) ? START_OPEN REVERSE
|
|
DOOR_DONT_LINK TOGGLE X_AXIS Y_AXIS
|
|
if two doors touch, they are assumed to be connected and operate as
|
|
a unit.
|
|
|
|
TOGGLE causes the door to wait in both the start and end states for
|
|
a trigger event.
|
|
|
|
START_OPEN causes the door to move to its destination when spawned,
|
|
and operate in reverse. It is used to temporarily or permanently
|
|
close off an area when triggered (not usefull for touch or
|
|
takedamage doors).
|
|
|
|
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.
|
|
|
|
"distance" is how many degrees the door will be rotated.
|
|
"speed" determines how fast the door moves; default value is 100.
|
|
|
|
REVERSE will cause the door to rotate in the opposite direction.
|
|
|
|
"angle" determines the opening direction
|
|
"targetname" if set, no touch field will be spawned and a remote
|
|
button or trigger field activates the door.
|
|
"health" if set, door must be shot open
|
|
"speed" movement speed (100 default)
|
|
"wait" wait before returning (3 default, -1 = never return)
|
|
"dmg" damage to inflict when blocked (2 default)
|
|
"sounds"
|
|
0) no sound
|
|
1) stone
|
|
2) base
|
|
3) stone chain
|
|
4) screechy metal
|
|
*/
|
|
|
|
class CRotDoor : public CBaseDoor
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
virtual void SetToggleState( int state );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_door_rotating, CRotDoor )
|
|
|
|
void CRotDoor::Spawn( void )
|
|
{
|
|
Precache();
|
|
// set the axis of rotation
|
|
CBaseToggle::AxisDir( pev );
|
|
|
|
// check for clockwise rotation
|
|
if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_BACKWARDS ) )
|
|
pev->movedir = pev->movedir * -1;
|
|
|
|
//m_flWait = 2; who the hell did this? (sjb)
|
|
m_vecAngle1 = pev->angles;
|
|
m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance;
|
|
|
|
ASSERTSZ( m_vecAngle1 != m_vecAngle2, "rotating door start/end positions are equal" );
|
|
|
|
if( FBitSet( 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( pev->speed == 0 )
|
|
pev->speed = 100;
|
|
|
|
// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
|
|
// but spawn in the open position
|
|
if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) )
|
|
{
|
|
// swap pos1 and pos2, put door at pos2, invert movement direction
|
|
pev->angles = m_vecAngle2;
|
|
Vector vecSav = m_vecAngle1;
|
|
m_vecAngle2 = m_vecAngle1;
|
|
m_vecAngle1 = vecSav;
|
|
pev->movedir = pev->movedir * -1;
|
|
}
|
|
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
|
|
if( FBitSet( pev->spawnflags, SF_DOOR_USE_ONLY ) )
|
|
{
|
|
SetTouch( NULL );
|
|
}
|
|
else // touchable button
|
|
SetTouch( &CBaseDoor::DoorTouch );
|
|
}
|
|
|
|
void CRotDoor::SetToggleState( int state )
|
|
{
|
|
if( state == TS_AT_TOP )
|
|
pev->angles = m_vecAngle2;
|
|
else
|
|
pev->angles = m_vecAngle1;
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
}
|
|
|
|
class CMomentaryDoor : public CBaseToggle
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void EXPORT MomentaryMoveDone( void );
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
BYTE m_bMoveSnd; // sound a door makes while moving
|
|
BYTE m_bStopSnd; // sound a door makes when it stops
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( momentary_door, CMomentaryDoor )
|
|
|
|
TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CMomentaryDoor, m_bMoveSnd, FIELD_CHARACTER ),
|
|
DEFINE_FIELD( CMomentaryDoor, m_bStopSnd, FIELD_CHARACTER ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CMomentaryDoor, CBaseToggle )
|
|
|
|
void CMomentaryDoor::Spawn( void )
|
|
{
|
|
SetMovedir( pev );
|
|
|
|
pev->solid = SOLID_BSP;
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
|
|
if( pev->speed == 0 )
|
|
pev->speed = 100;
|
|
if( pev->dmg == 0 )
|
|
pev->dmg = 2;
|
|
|
|
m_vecPosition1 = pev->origin;
|
|
// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
|
|
m_vecPosition2 = m_vecPosition1 + ( pev->movedir * ( fabs( pev->movedir.x * ( pev->size.x - 2 ) ) + fabs( pev->movedir.y * ( pev->size.y - 2 ) ) + fabs( pev->movedir.z * ( pev->size.z - 2 ) ) - m_flLip ) );
|
|
ASSERTSZ( m_vecPosition1 != m_vecPosition2, "door start/end positions are equal" );
|
|
|
|
if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) )
|
|
{ // swap pos1 and pos2, put door at pos2
|
|
UTIL_SetOrigin( pev, m_vecPosition2 );
|
|
m_vecPosition2 = m_vecPosition1;
|
|
m_vecPosition1 = pev->origin;
|
|
}
|
|
SetTouch( NULL );
|
|
|
|
Precache();
|
|
}
|
|
|
|
void CMomentaryDoor::Precache( void )
|
|
{
|
|
const char *pszSound;
|
|
BOOL NullSound = FALSE;
|
|
|
|
// set the door's "in-motion" sound
|
|
switch( m_bMoveSnd )
|
|
{
|
|
case 1:
|
|
pszSound = "doors/doormove1.wav";
|
|
break;
|
|
case 2:
|
|
pszSound = "doors/doormove2.wav";
|
|
break;
|
|
case 3:
|
|
pszSound = "doors/doormove3.wav";
|
|
break;
|
|
case 4:
|
|
pszSound = "doors/doormove4.wav";
|
|
break;
|
|
case 5:
|
|
pszSound = "doors/doormove5.wav";
|
|
break;
|
|
case 6:
|
|
pszSound = "doors/doormove6.wav";
|
|
break;
|
|
case 7:
|
|
pszSound = "doors/doormove7.wav";
|
|
break;
|
|
case 8:
|
|
pszSound = "doors/doormove8.wav";
|
|
break;
|
|
case 0:
|
|
default:
|
|
pszSound = "common/null.wav";
|
|
NullSound = TRUE;
|
|
break;
|
|
}
|
|
|
|
if( !NullSound )
|
|
PRECACHE_SOUND( pszSound );
|
|
pev->noiseMoving = MAKE_STRING( pszSound );
|
|
NullSound = FALSE;
|
|
|
|
// set the door's 'reached destination' stop sound
|
|
switch( m_bStopSnd )
|
|
{
|
|
case 1:
|
|
pszSound = "doors/doorstop1.wav";
|
|
break;
|
|
case 2:
|
|
pszSound = "doors/doorstop2.wav";
|
|
break;
|
|
case 3:
|
|
pszSound = "doors/doorstop3.wav";
|
|
break;
|
|
case 4:
|
|
pszSound = "doors/doorstop4.wav";
|
|
break;
|
|
case 5:
|
|
pszSound = "doors/doorstop5.wav";
|
|
break;
|
|
case 6:
|
|
pszSound = "doors/doorstop6.wav";
|
|
break;
|
|
case 7:
|
|
pszSound = "doors/doorstop7.wav";
|
|
break;
|
|
case 8:
|
|
pszSound = "doors/doorstop8.wav";
|
|
break;
|
|
case 0:
|
|
default:
|
|
pszSound = "common/null.wav";
|
|
NullSound = TRUE;
|
|
break;
|
|
}
|
|
|
|
if( !NullSound )
|
|
PRECACHE_SOUND( pszSound );
|
|
pev->noiseArrived = MAKE_STRING( pszSound );
|
|
}
|
|
|
|
void CMomentaryDoor::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "movesnd" ) )
|
|
{
|
|
m_bMoveSnd = atoi( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "stopsnd" ) )
|
|
{
|
|
m_bStopSnd = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "healthvalue" ) )
|
|
{
|
|
//m_bHealthValue = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseToggle::KeyValue( pkvd );
|
|
}
|
|
|
|
void CMomentaryDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( useType != USE_SET ) // Momentary buttons will pass down a float in here
|
|
return;
|
|
|
|
if( value > 1.0 )
|
|
value = 1.0;
|
|
if( value < 0.0 )
|
|
value = 0.0;
|
|
|
|
Vector move = m_vecPosition1 + ( value * ( m_vecPosition2 - m_vecPosition1 ) );
|
|
|
|
Vector delta = move - pev->origin;
|
|
//float speed = delta.Length() * 10;
|
|
float speed = delta.Length() / 0.1; // move there in 0.1 sec
|
|
|
|
if( speed != 0 )
|
|
{
|
|
// This entity only thinks when it moves, so if it's thinking, it's in the process of moving
|
|
// play the sound when it starts moving(not yet thinking)
|
|
if( pev->nextthink < pev->ltime || pev->nextthink == 0 )
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ), 1, ATTN_NORM );
|
|
// If we already moving to designated point, return
|
|
else if( move == m_vecFinalDest )
|
|
return;
|
|
|
|
LinearMove( move, speed );
|
|
SetMoveDone( &CMomentaryDoor::MomentaryMoveDone );
|
|
}
|
|
}
|
|
|
|
void CMomentaryDoor::MomentaryMoveDone( void )
|
|
{
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseMoving ) );
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, STRING( pev->noiseArrived ), 1, ATTN_NORM );
|
|
}
|