mirror of
https://github.com/FWGS/hlsdk-xash3d
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553 lines
14 KiB
C++
553 lines
14 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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===== subs.cpp ========================================================
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frequently used global functions
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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 "saverestore.h"
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#include "nodes.h"
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#include "doors.h"
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extern CGraph WorldGraph;
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extern BOOL FEntIsVisible( entvars_t *pev, entvars_t *pevTarget );
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extern DLL_GLOBAL int g_iSkillLevel;
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// Landmark class
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void CPointEntity::Spawn( void )
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{
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pev->solid = SOLID_NOT;
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//UTIL_SetSize( pev, g_vecZero, g_vecZero );
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}
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class CNullEntity : public CBaseEntity
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{
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public:
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void Spawn( void );
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};
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// Null Entity, remove on startup
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void CNullEntity::Spawn( void )
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{
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REMOVE_ENTITY( ENT( pev ) );
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}
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LINK_ENTITY_TO_CLASS( info_null, CNullEntity )
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class CBaseDMStart : public CPointEntity
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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BOOL IsTriggered( CBaseEntity *pEntity );
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private:
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};
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// These are the new entry points to entities.
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LINK_ENTITY_TO_CLASS( info_player_deathmatch, CBaseDMStart )
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LINK_ENTITY_TO_CLASS( info_player_start, CPointEntity )
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LINK_ENTITY_TO_CLASS( info_landmark, CPointEntity )
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void CBaseDMStart::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "master" ) )
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{
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pev->netname = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CPointEntity::KeyValue( pkvd );
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}
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BOOL CBaseDMStart::IsTriggered( CBaseEntity *pEntity )
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{
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BOOL master = UTIL_IsMasterTriggered( pev->netname, pEntity );
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return master;
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}
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// This updates global tables that need to know about entities being removed
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void CBaseEntity::UpdateOnRemove( void )
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{
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int i;
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if( FBitSet( pev->flags, FL_GRAPHED ) )
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{
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// this entity was a LinkEnt in the world node graph, so we must remove it from
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// the graph since we are removing it from the world.
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for( i = 0; i < WorldGraph.m_cLinks; i++ )
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{
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if( WorldGraph.m_pLinkPool[i].m_pLinkEnt == pev )
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{
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// if this link has a link ent which is the same ent that is removing itself, remove it!
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WorldGraph.m_pLinkPool[i].m_pLinkEnt = NULL;
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}
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}
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}
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if( pev->globalname )
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gGlobalState.EntitySetState( pev->globalname, GLOBAL_DEAD );
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// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
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//Killtarget didn't do this before, so the counter broke. - Solokiller
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if( CBaseEntity* pOwner = pev->owner ? Instance( pev->owner ) : 0 )
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{
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pOwner->DeathNotice( pev );
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}
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}
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// Convenient way to delay removing oneself
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void CBaseEntity::SUB_Remove( void )
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{
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UpdateOnRemove();
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if( pev->health > 0 )
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{
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// this situation can screw up monsters who can't tell their entity pointers are invalid.
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pev->health = 0;
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ALERT( at_aiconsole, "SUB_Remove called on entity with health > 0\n" );
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}
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REMOVE_ENTITY( ENT( pev ) );
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}
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// Convenient way to explicitly do nothing (passed to functions that require a method)
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void CBaseEntity::SUB_DoNothing( void )
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{
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}
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// Global Savedata for Delay
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TYPEDESCRIPTION CBaseDelay::m_SaveData[] =
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{
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DEFINE_FIELD( CBaseDelay, m_flDelay, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseDelay, m_iszKillTarget, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CBaseDelay, CBaseEntity )
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void CBaseDelay::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "delay" ) )
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{
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m_flDelay = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "killtarget" ) )
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{
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m_iszKillTarget = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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{
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CBaseEntity::KeyValue( pkvd );
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}
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}
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/*
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==============================
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SUB_UseTargets
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If self.delay is set, a DelayedUse entity will be created that will actually
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do the SUB_UseTargets after that many seconds have passed.
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Removes all entities with a targetname that match self.killtarget,
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and removes them, so some events can remove other triggers.
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Search for (string)targetname in all entities that
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match (string)self.target and call their .use function (if they have one)
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==============================
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*/
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void CBaseEntity::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
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{
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//
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// fire targets
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//
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if( !FStringNull( pev->target ) )
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{
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FireTargets( STRING( pev->target ), pActivator, this, useType, value );
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}
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}
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void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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edict_t *pentTarget = NULL;
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if( !targetName )
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return;
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ALERT( at_aiconsole, "Firing: (%s)\n", targetName );
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for( ; ; )
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{
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pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, targetName );
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if( FNullEnt( pentTarget ) )
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break;
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CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget );
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if( pTarget && !( pTarget->pev->flags & FL_KILLME ) ) // Don't use dying ents
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{
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ALERT( at_aiconsole, "Found: %s, firing (%s)\n", STRING( pTarget->pev->classname ), targetName );
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pTarget->Use( pActivator, pCaller, useType, value );
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}
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}
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}
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LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay )
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void CBaseDelay::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
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{
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//
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// exit immediatly if we don't have a target or kill target
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//
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if( FStringNull( pev->target ) && !m_iszKillTarget )
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return;
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//
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// check for a delay
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//
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if( m_flDelay != 0 )
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{
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// create a temp object to fire at a later time
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CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL );
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pTemp->pev->classname = MAKE_STRING( "DelayedUse" );
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pTemp->pev->nextthink = gpGlobals->time + m_flDelay;
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pTemp->SetThink( &CBaseDelay::DelayThink );
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// Save the useType
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pTemp->pev->button = (int)useType;
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pTemp->m_iszKillTarget = m_iszKillTarget;
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pTemp->m_flDelay = 0; // prevent "recursion"
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pTemp->pev->target = pev->target;
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// HACKHACK
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// This wasn't in the release build of Half-Life. We should have moved m_hActivator into this class
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// but changing member variable hierarchy would break save/restore without some ugly code.
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// This code is not as ugly as that code
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if( pActivator && pActivator->IsPlayer() ) // If a player activates, then save it
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{
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pTemp->pev->owner = pActivator->edict();
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}
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else
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{
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pTemp->pev->owner = NULL;
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}
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return;
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}
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//
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// kill the killtargets
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//
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if( m_iszKillTarget )
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{
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edict_t *pentKillTarget = NULL;
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ALERT( at_aiconsole, "KillTarget: %s\n", STRING( m_iszKillTarget ) );
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pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszKillTarget ) );
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while( !FNullEnt(pentKillTarget) )
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{
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UTIL_Remove( CBaseEntity::Instance( pentKillTarget ) );
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ALERT( at_aiconsole, "killing %s\n", STRING( pentKillTarget->v.classname ) );
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pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING( m_iszKillTarget ) );
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}
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}
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//
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// fire targets
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//
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if( !FStringNull( pev->target ) )
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{
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FireTargets( STRING( pev->target ), pActivator, this, useType, value );
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}
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}
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/*
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void CBaseDelay::SUB_UseTargetsEntMethod( void )
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{
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SUB_UseTargets( pev );
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}
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*/
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/*
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QuakeEd only writes a single float for angles (bad idea), so up and down are
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just constant angles.
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*/
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void SetMovedir( entvars_t *pev )
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{
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if( pev->angles == Vector( 0, -1, 0 ) )
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{
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pev->movedir = Vector( 0, 0, 1 );
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}
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else if (pev->angles == Vector( 0, -2, 0 ) )
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{
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pev->movedir = Vector( 0, 0, -1 );
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}
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else
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{
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UTIL_MakeVectors( pev->angles );
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pev->movedir = gpGlobals->v_forward;
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}
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pev->angles = g_vecZero;
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}
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void CBaseDelay::DelayThink( void )
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{
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CBaseEntity *pActivator = NULL;
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if( pev->owner != NULL ) // A player activated this on delay
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{
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pActivator = CBaseEntity::Instance( pev->owner );
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}
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// The use type is cached (and stashed) in pev->button
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SUB_UseTargets( pActivator, (USE_TYPE)pev->button, 0 );
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REMOVE_ENTITY( ENT( pev ) );
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}
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// Global Savedata for Toggle
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TYPEDESCRIPTION CBaseToggle::m_SaveData[] =
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{
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DEFINE_FIELD( CBaseToggle, m_toggle_state, FIELD_INTEGER ),
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DEFINE_FIELD( CBaseToggle, m_flActivateFinished, FIELD_TIME ),
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DEFINE_FIELD( CBaseToggle, m_flMoveDistance, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseToggle, m_flWait, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseToggle, m_flLip, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseToggle, m_flTWidth, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseToggle, m_flTLength, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseToggle, m_vecPosition1, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CBaseToggle, m_vecPosition2, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CBaseToggle, m_vecAngle1, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
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DEFINE_FIELD( CBaseToggle, m_vecAngle2, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
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DEFINE_FIELD( CBaseToggle, m_cTriggersLeft, FIELD_INTEGER ),
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DEFINE_FIELD( CBaseToggle, m_flHeight, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseToggle, m_hActivator, FIELD_EHANDLE ),
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DEFINE_FIELD( CBaseToggle, m_pfnCallWhenMoveDone, FIELD_FUNCTION ),
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DEFINE_FIELD( CBaseToggle, m_vecFinalDest, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CBaseToggle, m_vecFinalAngle, FIELD_VECTOR ),
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DEFINE_FIELD( CBaseToggle, m_sMaster, FIELD_STRING),
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DEFINE_FIELD( CBaseToggle, m_bitsDamageInflict, FIELD_INTEGER ), // damage type inflicted
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};
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IMPLEMENT_SAVERESTORE( CBaseToggle, CBaseAnimating )
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void CBaseToggle::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq(pkvd->szKeyName, "lip" ) )
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{
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m_flLip = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "wait" ) )
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{
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m_flWait = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "master" ) )
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{
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m_sMaster = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "distance" ) )
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{
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m_flMoveDistance = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseDelay::KeyValue( pkvd );
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}
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/*
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=============
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LinearMove
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calculate pev->velocity and pev->nextthink to reach vecDest from
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pev->origin traveling at flSpeed
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===============
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*/
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void CBaseToggle::LinearMove( Vector vecDest, float flSpeed )
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{
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ASSERTSZ( flSpeed != 0, "LinearMove: no speed is defined!" );
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//ASSERTSZ( m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined" );
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m_vecFinalDest = vecDest;
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// Already there?
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if( vecDest == pev->origin )
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{
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LinearMoveDone();
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return;
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}
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// set destdelta to the vector needed to move
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Vector vecDestDelta = vecDest - pev->origin;
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// divide vector length by speed to get time to reach dest
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float flTravelTime = vecDestDelta.Length() / flSpeed;
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// set nextthink to trigger a call to LinearMoveDone when dest is reached
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pev->nextthink = pev->ltime + flTravelTime;
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SetThink( &CBaseToggle::LinearMoveDone );
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// scale the destdelta vector by the time spent traveling to get velocity
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pev->velocity = vecDestDelta / flTravelTime;
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}
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/*
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============
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After moving, set origin to exact final destination, call "move done" function
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============
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*/
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void CBaseToggle::LinearMoveDone( void )
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{
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Vector delta = m_vecFinalDest - pev->origin;
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float error = delta.Length();
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if( error > 0.03125 )
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{
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LinearMove( m_vecFinalDest, 100 );
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return;
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}
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UTIL_SetOrigin( pev, m_vecFinalDest );
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pev->velocity = g_vecZero;
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pev->nextthink = -1;
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if( m_pfnCallWhenMoveDone )
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( this->*m_pfnCallWhenMoveDone )();
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}
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BOOL CBaseToggle::IsLockedByMaster( void )
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{
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if( m_sMaster && !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) )
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return TRUE;
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else
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return FALSE;
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}
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/*
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=============
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AngularMove
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calculate pev->velocity and pev->nextthink to reach vecDest from
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pev->origin traveling at flSpeed
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Just like LinearMove, but rotational.
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===============
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*/
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void CBaseToggle::AngularMove( Vector vecDestAngle, float flSpeed )
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{
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ASSERTSZ( flSpeed != 0, "AngularMove: no speed is defined!" );
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//ASSERTSZ( m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined" );
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m_vecFinalAngle = vecDestAngle;
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// Already there?
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if( vecDestAngle == pev->angles )
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{
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AngularMoveDone();
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return;
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}
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// set destdelta to the vector needed to move
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Vector vecDestDelta = vecDestAngle - pev->angles;
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// divide by speed to get time to reach dest
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float flTravelTime = vecDestDelta.Length() / flSpeed;
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// set nextthink to trigger a call to AngularMoveDone when dest is reached
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pev->nextthink = pev->ltime + flTravelTime;
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SetThink( &CBaseToggle::AngularMoveDone );
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// scale the destdelta vector by the time spent traveling to get velocity
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pev->avelocity = vecDestDelta / flTravelTime;
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}
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/*
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============
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After rotating, set angle to exact final angle, call "move done" function
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============
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*/
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void CBaseToggle::AngularMoveDone( void )
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{
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pev->angles = m_vecFinalAngle;
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pev->avelocity = g_vecZero;
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pev->nextthink = -1;
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if( m_pfnCallWhenMoveDone )
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( this->*m_pfnCallWhenMoveDone )();
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}
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float CBaseToggle::AxisValue( int flags, const Vector &angles )
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{
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if( FBitSet( flags, SF_DOOR_ROTATE_Z ) )
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return angles.z;
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if( FBitSet( flags, SF_DOOR_ROTATE_X ) )
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return angles.x;
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return angles.y;
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}
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void CBaseToggle::AxisDir( entvars_t *pev )
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{
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if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_Z ) )
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pev->movedir = Vector( 0, 0, 1 ); // around z-axis
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else if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_X ) )
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pev->movedir = Vector( 1, 0, 0 ); // around x-axis
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else
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pev->movedir = Vector( 0, 1, 0 ); // around y-axis
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}
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float CBaseToggle::AxisDelta( int flags, const Vector &angle1, const Vector &angle2 )
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{
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if( FBitSet( flags, SF_DOOR_ROTATE_Z ) )
|
|
return angle1.z - angle2.z;
|
|
|
|
if( FBitSet( flags, SF_DOOR_ROTATE_X ) )
|
|
return angle1.x - angle2.x;
|
|
|
|
return angle1.y - angle2.y;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
FEntIsVisible
|
|
|
|
returns TRUE if the passed entity is visible to caller, even if not infront ()
|
|
=============
|
|
*/
|
|
BOOL FEntIsVisible( entvars_t *pev, entvars_t *pevTarget)
|
|
{
|
|
Vector vecSpot1 = pev->origin + pev->view_ofs;
|
|
Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs;
|
|
TraceResult tr;
|
|
|
|
UTIL_TraceLine( vecSpot1, vecSpot2, ignore_monsters, ENT( pev ), &tr );
|
|
|
|
if( tr.fInOpen && tr.fInWater )
|
|
return FALSE; // sight line crossed contents
|
|
|
|
if( tr.flFraction == 1 )
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|