mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-11 12:49:49 +01:00
560 lines
14 KiB
C++
560 lines
14 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
*
|
|
* This product contains software technology licensed from Id
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
* All Rights Reserved.
|
|
*
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
* without written permission from Valve LLC.
|
|
*
|
|
****/
|
|
/*
|
|
|
|
===== subs.cpp ========================================================
|
|
|
|
frequently used global functions
|
|
|
|
*/
|
|
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "saverestore.h"
|
|
#include "nodes.h"
|
|
#include "doors.h"
|
|
|
|
extern CGraph WorldGraph;
|
|
|
|
extern BOOL FEntIsVisible( entvars_t *pev, entvars_t *pevTarget );
|
|
|
|
extern DLL_GLOBAL int g_iSkillLevel;
|
|
|
|
// Landmark class
|
|
void CPointEntity::Spawn( void )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
//UTIL_SetSize( pev, g_vecZero, g_vecZero );
|
|
}
|
|
|
|
class CNullEntity : public CBaseEntity
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
};
|
|
|
|
// Null Entity, remove on startup
|
|
void CNullEntity::Spawn( void )
|
|
{
|
|
REMOVE_ENTITY( ENT( pev ) );
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( info_null, CNullEntity )
|
|
|
|
class CBaseDMStart : public CPointEntity
|
|
{
|
|
public:
|
|
void KeyValue( KeyValueData *pkvd );
|
|
BOOL IsTriggered( CBaseEntity *pEntity );
|
|
|
|
private:
|
|
};
|
|
|
|
// These are the new entry points to entities.
|
|
LINK_ENTITY_TO_CLASS( info_player_deathmatch, CBaseDMStart )
|
|
LINK_ENTITY_TO_CLASS( info_player_start, CPointEntity )
|
|
LINK_ENTITY_TO_CLASS( info_landmark, CPointEntity )
|
|
|
|
void CBaseDMStart::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "master" ) )
|
|
{
|
|
pev->netname = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CPointEntity::KeyValue( pkvd );
|
|
}
|
|
|
|
BOOL CBaseDMStart::IsTriggered( CBaseEntity *pEntity )
|
|
{
|
|
BOOL master = UTIL_IsMasterTriggered( pev->netname, pEntity );
|
|
|
|
return master;
|
|
}
|
|
|
|
// This updates global tables that need to know about entities being removed
|
|
void CBaseEntity::UpdateOnRemove( void )
|
|
{
|
|
int i;
|
|
|
|
if( FBitSet( pev->flags, FL_GRAPHED ) )
|
|
{
|
|
// this entity was a LinkEnt in the world node graph, so we must remove it from
|
|
// the graph since we are removing it from the world.
|
|
for( i = 0; i < WorldGraph.m_cLinks; i++ )
|
|
{
|
|
if( WorldGraph.m_pLinkPool[i].m_pLinkEnt == pev )
|
|
{
|
|
// if this link has a link ent which is the same ent that is removing itself, remove it!
|
|
WorldGraph.m_pLinkPool[i].m_pLinkEnt = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( pev->globalname )
|
|
gGlobalState.EntitySetState( pev->globalname, GLOBAL_DEAD );
|
|
|
|
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
|
|
//Killtarget didn't do this before, so the counter broke. - Solokiller
|
|
if( CBaseEntity* pOwner = pev->owner ? Instance( pev->owner ) : 0 )
|
|
{
|
|
pOwner->DeathNotice( pev );
|
|
}
|
|
}
|
|
|
|
// Convenient way to delay removing oneself
|
|
void CBaseEntity::SUB_Remove( void )
|
|
{
|
|
UpdateOnRemove();
|
|
if( pev->health > 0 )
|
|
{
|
|
// this situation can screw up monsters who can't tell their entity pointers are invalid.
|
|
pev->health = 0;
|
|
ALERT( at_aiconsole, "SUB_Remove called on entity with health > 0\n" );
|
|
}
|
|
|
|
REMOVE_ENTITY( ENT( pev ) );
|
|
}
|
|
|
|
// Convenient way to explicitly do nothing (passed to functions that require a method)
|
|
void CBaseEntity::SUB_DoNothing( void )
|
|
{
|
|
}
|
|
|
|
// Global Savedata for Delay
|
|
TYPEDESCRIPTION CBaseDelay::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CBaseDelay, m_flDelay, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CBaseDelay, m_iszKillTarget, FIELD_STRING ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CBaseDelay, CBaseEntity )
|
|
|
|
void CBaseDelay::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "delay" ) )
|
|
{
|
|
m_flDelay = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "killtarget" ) )
|
|
{
|
|
m_iszKillTarget = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
{
|
|
CBaseEntity::KeyValue( pkvd );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
SUB_UseTargets
|
|
|
|
If self.delay is set, a DelayedUse entity will be created that will actually
|
|
do the SUB_UseTargets after that many seconds have passed.
|
|
|
|
Removes all entities with a targetname that match self.killtarget,
|
|
and removes them, so some events can remove other triggers.
|
|
|
|
Search for (string)targetname in all entities that
|
|
match (string)self.target and call their .use function (if they have one)
|
|
|
|
==============================
|
|
*/
|
|
void CBaseEntity::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
|
|
{
|
|
//
|
|
// fire targets
|
|
//
|
|
if( !FStringNull( pev->target ) )
|
|
{
|
|
FireTargets( STRING( pev->target ), pActivator, this, useType, value );
|
|
}
|
|
}
|
|
|
|
void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
edict_t *pentTarget = NULL;
|
|
if( !targetName )
|
|
return;
|
|
|
|
ALERT( at_aiconsole, "Firing: (%s)\n", targetName );
|
|
|
|
for( ; ; )
|
|
{
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, targetName );
|
|
if( FNullEnt( pentTarget ) )
|
|
break;
|
|
|
|
CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget );
|
|
if( pTarget && !( pTarget->pev->flags & FL_KILLME ) ) // Don't use dying ents
|
|
{
|
|
ALERT( at_aiconsole, "Found: %s, firing (%s)\n", STRING( pTarget->pev->classname ), targetName );
|
|
pTarget->Use( pActivator, pCaller, useType, value );
|
|
}
|
|
}
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay )
|
|
|
|
void CBaseDelay::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
|
|
{
|
|
//
|
|
// exit immediatly if we don't have a target or kill target
|
|
//
|
|
if( FStringNull( pev->target ) && !m_iszKillTarget )
|
|
return;
|
|
|
|
//
|
|
// check for a delay
|
|
//
|
|
if( m_flDelay != 0 )
|
|
{
|
|
// create a temp object to fire at a later time
|
|
CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL );
|
|
pTemp->pev->classname = MAKE_STRING( "DelayedUse" );
|
|
|
|
pTemp->pev->nextthink = gpGlobals->time + m_flDelay;
|
|
|
|
pTemp->SetThink( &CBaseDelay::DelayThink );
|
|
|
|
// Save the useType
|
|
pTemp->pev->button = (int)useType;
|
|
pTemp->m_iszKillTarget = m_iszKillTarget;
|
|
pTemp->m_flDelay = 0; // prevent "recursion"
|
|
pTemp->pev->target = pev->target;
|
|
|
|
// HACKHACK
|
|
// This wasn't in the release build of Half-Life. We should have moved m_hActivator into this class
|
|
// but changing member variable hierarchy would break save/restore without some ugly code.
|
|
// This code is not as ugly as that code
|
|
if( pActivator && pActivator->IsPlayer() ) // If a player activates, then save it
|
|
{
|
|
pTemp->pev->owner = pActivator->edict();
|
|
}
|
|
else
|
|
{
|
|
pTemp->pev->owner = NULL;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//
|
|
// kill the killtargets
|
|
//
|
|
if( m_iszKillTarget )
|
|
{
|
|
edict_t *pentKillTarget = NULL;
|
|
|
|
ALERT( at_aiconsole, "KillTarget: %s\n", STRING( m_iszKillTarget ) );
|
|
pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszKillTarget ) );
|
|
while( !FNullEnt(pentKillTarget) )
|
|
{
|
|
UTIL_Remove( CBaseEntity::Instance( pentKillTarget ) );
|
|
|
|
ALERT( at_aiconsole, "killing %s\n", STRING( pentKillTarget->v.classname ) );
|
|
pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING( m_iszKillTarget ) );
|
|
}
|
|
}
|
|
|
|
//
|
|
// fire targets
|
|
//
|
|
if( !FStringNull( pev->target ) )
|
|
{
|
|
FireTargets( STRING( pev->target ), pActivator, this, useType, value );
|
|
}
|
|
}
|
|
|
|
/*
|
|
void CBaseDelay::SUB_UseTargetsEntMethod( void )
|
|
{
|
|
SUB_UseTargets( pev );
|
|
}
|
|
*/
|
|
|
|
/*
|
|
QuakeEd only writes a single float for angles (bad idea), so up and down are
|
|
just constant angles.
|
|
*/
|
|
void SetMovedir( entvars_t *pev )
|
|
{
|
|
if( pev->angles == Vector( 0, -1, 0 ) )
|
|
{
|
|
pev->movedir = Vector( 0, 0, 1 );
|
|
}
|
|
else if (pev->angles == Vector( 0, -2, 0 ) )
|
|
{
|
|
pev->movedir = Vector( 0, 0, -1 );
|
|
}
|
|
else
|
|
{
|
|
UTIL_MakeVectors( pev->angles );
|
|
pev->movedir = gpGlobals->v_forward;
|
|
}
|
|
|
|
pev->angles = g_vecZero;
|
|
}
|
|
|
|
void CBaseDelay::DelayThink( void )
|
|
{
|
|
CBaseEntity *pActivator = NULL;
|
|
|
|
if( pev->owner != NULL ) // A player activated this on delay
|
|
{
|
|
pActivator = CBaseEntity::Instance( pev->owner );
|
|
}
|
|
|
|
// The use type is cached (and stashed) in pev->button
|
|
SUB_UseTargets( pActivator, (USE_TYPE)pev->button, 0 );
|
|
REMOVE_ENTITY( ENT( pev ) );
|
|
}
|
|
|
|
// Global Savedata for Toggle
|
|
TYPEDESCRIPTION CBaseToggle::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CBaseToggle, m_toggle_state, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CBaseToggle, m_flActivateFinished, FIELD_TIME ),
|
|
DEFINE_FIELD( CBaseToggle, m_flMoveDistance, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CBaseToggle, m_flWait, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CBaseToggle, m_flLip, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CBaseToggle, m_flTWidth, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CBaseToggle, m_flTLength, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CBaseToggle, m_vecPosition1, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( CBaseToggle, m_vecPosition2, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( CBaseToggle, m_vecAngle1, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
|
|
DEFINE_FIELD( CBaseToggle, m_vecAngle2, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
|
|
DEFINE_FIELD( CBaseToggle, m_cTriggersLeft, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CBaseToggle, m_flHeight, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CBaseToggle, m_hActivator, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( CBaseToggle, m_pfnCallWhenMoveDone, FIELD_FUNCTION ),
|
|
DEFINE_FIELD( CBaseToggle, m_vecFinalDest, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( CBaseToggle, m_vecFinalAngle, FIELD_VECTOR ),
|
|
DEFINE_FIELD( CBaseToggle, m_sMaster, FIELD_STRING),
|
|
DEFINE_FIELD( CBaseToggle, m_bitsDamageInflict, FIELD_INTEGER ), // damage type inflicted
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CBaseToggle, CBaseAnimating )
|
|
|
|
void CBaseToggle::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq(pkvd->szKeyName, "lip" ) )
|
|
{
|
|
m_flLip = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "wait" ) )
|
|
{
|
|
m_flWait = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "master" ) )
|
|
{
|
|
m_sMaster = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "distance" ) )
|
|
{
|
|
m_flMoveDistance = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseDelay::KeyValue( pkvd );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
LinearMove
|
|
|
|
calculate pev->velocity and pev->nextthink to reach vecDest from
|
|
pev->origin traveling at flSpeed
|
|
===============
|
|
*/
|
|
void CBaseToggle::LinearMove( Vector vecDest, float flSpeed )
|
|
{
|
|
ASSERTSZ( flSpeed != 0, "LinearMove: no speed is defined!" );
|
|
//ASSERTSZ( m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined" );
|
|
|
|
m_vecFinalDest = vecDest;
|
|
|
|
// Already there?
|
|
if( vecDest == pev->origin )
|
|
{
|
|
LinearMoveDone();
|
|
return;
|
|
}
|
|
|
|
// set destdelta to the vector needed to move
|
|
Vector vecDestDelta = vecDest - pev->origin;
|
|
|
|
// divide vector length by speed to get time to reach dest
|
|
float flTravelTime = vecDestDelta.Length() / flSpeed;
|
|
|
|
if( flTravelTime < 0.05 )
|
|
{
|
|
UTIL_SetOrigin( pev, m_vecFinalDest );
|
|
LinearMoveDone();
|
|
return;
|
|
}
|
|
|
|
// set nextthink to trigger a call to LinearMoveDone when dest is reached
|
|
pev->nextthink = pev->ltime + flTravelTime;
|
|
SetThink( &CBaseToggle::LinearMoveDone );
|
|
|
|
// scale the destdelta vector by the time spent traveling to get velocity
|
|
pev->velocity = vecDestDelta / flTravelTime;
|
|
}
|
|
|
|
/*
|
|
============
|
|
After moving, set origin to exact final destination, call "move done" function
|
|
============
|
|
*/
|
|
void CBaseToggle::LinearMoveDone( void )
|
|
{
|
|
Vector delta = m_vecFinalDest - pev->origin;
|
|
float error = delta.Length();
|
|
if( error > 0.03125 )
|
|
{
|
|
LinearMove( m_vecFinalDest, 100 );
|
|
return;
|
|
}
|
|
|
|
UTIL_SetOrigin( pev, m_vecFinalDest );
|
|
pev->velocity = g_vecZero;
|
|
pev->nextthink = -1;
|
|
if( m_pfnCallWhenMoveDone )
|
|
( this->*m_pfnCallWhenMoveDone )();
|
|
}
|
|
|
|
BOOL CBaseToggle::IsLockedByMaster( void )
|
|
{
|
|
if( m_sMaster && !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) )
|
|
return TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
AngularMove
|
|
|
|
calculate pev->velocity and pev->nextthink to reach vecDest from
|
|
pev->origin traveling at flSpeed
|
|
Just like LinearMove, but rotational.
|
|
===============
|
|
*/
|
|
void CBaseToggle::AngularMove( Vector vecDestAngle, float flSpeed )
|
|
{
|
|
ASSERTSZ( flSpeed != 0, "AngularMove: no speed is defined!" );
|
|
//ASSERTSZ( m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined" );
|
|
|
|
m_vecFinalAngle = vecDestAngle;
|
|
|
|
// Already there?
|
|
if( vecDestAngle == pev->angles )
|
|
{
|
|
AngularMoveDone();
|
|
return;
|
|
}
|
|
|
|
// set destdelta to the vector needed to move
|
|
Vector vecDestDelta = vecDestAngle - pev->angles;
|
|
|
|
// divide by speed to get time to reach dest
|
|
float flTravelTime = vecDestDelta.Length() / flSpeed;
|
|
|
|
// set nextthink to trigger a call to AngularMoveDone when dest is reached
|
|
pev->nextthink = pev->ltime + flTravelTime;
|
|
SetThink( &CBaseToggle::AngularMoveDone );
|
|
|
|
// scale the destdelta vector by the time spent traveling to get velocity
|
|
pev->avelocity = vecDestDelta / flTravelTime;
|
|
}
|
|
|
|
/*
|
|
============
|
|
After rotating, set angle to exact final angle, call "move done" function
|
|
============
|
|
*/
|
|
void CBaseToggle::AngularMoveDone( void )
|
|
{
|
|
pev->angles = m_vecFinalAngle;
|
|
pev->avelocity = g_vecZero;
|
|
pev->nextthink = -1;
|
|
if( m_pfnCallWhenMoveDone )
|
|
( this->*m_pfnCallWhenMoveDone )();
|
|
}
|
|
|
|
float CBaseToggle::AxisValue( int flags, const Vector &angles )
|
|
{
|
|
if( FBitSet( flags, SF_DOOR_ROTATE_Z ) )
|
|
return angles.z;
|
|
if( FBitSet( flags, SF_DOOR_ROTATE_X ) )
|
|
return angles.x;
|
|
|
|
return angles.y;
|
|
}
|
|
|
|
void CBaseToggle::AxisDir( entvars_t *pev )
|
|
{
|
|
if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_Z ) )
|
|
pev->movedir = Vector( 0, 0, 1 ); // around z-axis
|
|
else if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_X ) )
|
|
pev->movedir = Vector( 1, 0, 0 ); // around x-axis
|
|
else
|
|
pev->movedir = Vector( 0, 1, 0 ); // around y-axis
|
|
}
|
|
|
|
float CBaseToggle::AxisDelta( int flags, const Vector &angle1, const Vector &angle2 )
|
|
{
|
|
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;
|
|
}
|