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365 lines
10 KiB
C++
365 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "entityoutput.h"
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#include "ndebugoverlay.h"
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#include "modelentities.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar ent_debugkeys;
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extern ConVar showtriggers;
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LINK_ENTITY_TO_CLASS( func_brush, CFuncBrush );
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BEGIN_DATADESC( CFuncBrush )
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_KEYFIELD( m_iDisabled, FIELD_INTEGER, "StartDisabled" ),
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DEFINE_KEYFIELD( m_iSolidity, FIELD_INTEGER, "Solidity" ),
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DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ),
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DEFINE_KEYFIELD( m_iszExcludedClass, FIELD_STRING, "excludednpc" ),
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DEFINE_KEYFIELD( m_bInvertExclusion, FIELD_BOOLEAN, "invert_exclusion" ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetExcluded", InputSetExcluded ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetInvert", InputSetInvert ),
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END_DATADESC()
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void CFuncBrush::Spawn( void )
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{
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SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
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SetSolid( SOLID_VPHYSICS );
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AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
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if ( m_iSolidity == BRUSHSOLID_NEVER )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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SetModel( STRING( GetModelName() ) );
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if ( m_iDisabled )
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TurnOff();
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// If it can't move/go away, it's really part of the world
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if ( !GetEntityName() || !m_iParent )
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AddFlag( FL_WORLDBRUSH );
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CreateVPhysics();
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// Slam the object back to solid - if we really want it to be solid.
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if ( m_bSolidBsp )
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{
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SetSolid( SOLID_BSP );
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}
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}
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//-----------------------------------------------------------------------------
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bool CFuncBrush::CreateVPhysics( void )
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{
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// NOTE: Don't init this static. It's pretty common for these to be constrained
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// and dynamically parented. Initing shadow avoids having to destroy the physics
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// object later and lose the constraints.
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IPhysicsObject *pPhys = VPhysicsInitShadow(false, false);
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if ( pPhys )
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{
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int contents = modelinfo->GetModelContents( GetModelIndex() );
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if ( ! (contents & (MASK_SOLID|MASK_PLAYERSOLID|MASK_NPCSOLID)) )
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{
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// leave the physics shadow there in case it has crap constrained to it
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// but disable collisions with it
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pPhys->EnableCollisions( false );
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CFuncBrush::DrawDebugTextOverlays( void )
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{
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int nOffset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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Q_snprintf( tempstr,sizeof(tempstr), "angles: %g %g %g", (double)GetLocalAngles()[PITCH], (double)GetLocalAngles()[YAW], (double)GetLocalAngles()[ROLL] );
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EntityText( nOffset, tempstr, 0 );
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nOffset++;
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}
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return nOffset;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for toggling the hidden/shown state of the brush.
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//-----------------------------------------------------------------------------
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void CFuncBrush::InputToggle( inputdata_t &inputdata )
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{
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if ( IsOn() )
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{
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TurnOff();
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return;
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}
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TurnOn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for hiding the brush.
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//-----------------------------------------------------------------------------
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void CFuncBrush::InputTurnOff( inputdata_t &inputdata )
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{
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TurnOff();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for showing the brush.
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//-----------------------------------------------------------------------------
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void CFuncBrush::InputTurnOn( inputdata_t &inputdata )
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{
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TurnOn();
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CFuncBrush::InputSetExcluded( inputdata_t &inputdata )
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{
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m_iszExcludedClass = inputdata.value.StringID();
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CFuncBrush::InputSetInvert( inputdata_t &inputdata )
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{
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m_bInvertExclusion = inputdata.value.Bool();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Hides the brush.
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//-----------------------------------------------------------------------------
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void CFuncBrush::TurnOff( void )
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{
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if ( !IsOn() )
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return;
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if ( m_iSolidity != BRUSHSOLID_ALWAYS )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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AddEffects( EF_NODRAW );
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m_iDisabled = TRUE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shows the brush.
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//-----------------------------------------------------------------------------
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void CFuncBrush::TurnOn( void )
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{
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if ( IsOn() )
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return;
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if ( m_iSolidity != BRUSHSOLID_NEVER )
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{
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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}
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RemoveEffects( EF_NODRAW );
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}
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bool CFuncBrush::IsOn( void )
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{
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return !IsEffectActive( EF_NODRAW );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Invisible field that activates when touched
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// All inputs are passed up to the main entity, unless filtered out
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//-----------------------------------------------------------------------------
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// DVS TODO: obsolete, remove
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class CTriggerBrush : public CBaseEntity
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{
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//
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// Filters controlling what this trigger responds to.
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//
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enum TriggerFilters_e
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{
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TRIGGER_IGNOREPLAYERS = 0x01,
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TRIGGER_IGNORENPCS = 0x02,
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TRIGGER_IGNOREPUSHABLES = 0x04,
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TRIGGER_IGNORETOUCH = 0x08,
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TRIGGER_IGNOREUSE = 0x10,
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TRIGGER_IGNOREALL = 0x20,
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};
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public:
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DECLARE_CLASS( CTriggerBrush, CBaseEntity );
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// engine inputs
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void Spawn( void );
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void StartTouch( CBaseEntity *pOther );
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void EndTouch( CBaseEntity *pOther );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// input filtering (use/touch/blocked)
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bool PassesInputFilter( CBaseEntity *pOther, int filter );
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// input functions
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void InputEnable( inputdata_t &inputdata )
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{
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RemoveFlag( FL_DONTTOUCH );
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}
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void InputDisable( inputdata_t &inputdata )
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{
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// this ensures that all the remaining EndTouch() calls still get passed through
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AddFlag( FL_DONTTOUCH );
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}
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// outputs
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COutputEvent m_OnStartTouch;
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COutputEvent m_OnEndTouch;
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COutputEvent m_OnUse;
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// data
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int m_iInputFilter;
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int m_iDontMessageParent;
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( trigger_brush, CTriggerBrush );
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BEGIN_DATADESC( CTriggerBrush )
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DEFINE_KEYFIELD( m_iInputFilter, FIELD_INTEGER, "InputFilter" ),
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DEFINE_KEYFIELD( m_iDontMessageParent, FIELD_INTEGER, "DontMessageParent" ),
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DEFINE_OUTPUT( m_OnStartTouch, "OnStartTouch" ),
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DEFINE_OUTPUT( m_OnEndTouch, "OnEndTouch" ),
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DEFINE_OUTPUT( m_OnUse, "OnUse" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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END_DATADESC()
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void CTriggerBrush::Spawn( void )
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{
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SetSolid( SOLID_BSP );
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AddSolidFlags( FSOLID_TRIGGER );
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SetMoveType( MOVETYPE_NONE );
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SetModel( STRING( GetModelName() ) ); // set size and link into world
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if ( !showtriggers.GetInt() )
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{
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AddEffects( EF_NODRAW );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when an entity starts touching us.
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// Input : pOther - the entity that is now touching us.
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//-----------------------------------------------------------------------------
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void CTriggerBrush::StartTouch( CBaseEntity *pOther )
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{
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if ( PassesInputFilter(pOther, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNORETOUCH) )
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{
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m_OnStartTouch.FireOutput( pOther, this );
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if ( !m_iDontMessageParent )
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BaseClass::StartTouch( pOther );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when an entity stops touching us.
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// Input : pOther - the entity that was touching us.
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//-----------------------------------------------------------------------------
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void CTriggerBrush::EndTouch( CBaseEntity *pOther )
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{
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if ( PassesInputFilter(pOther, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNORETOUCH) )
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{
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m_OnEndTouch.FireOutput( pOther, this );
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if ( !m_iDontMessageParent )
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BaseClass::EndTouch( pOther );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when we are triggered by another entity or used by the player.
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// Input : pActivator -
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// pCaller -
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// useType -
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// value -
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//-----------------------------------------------------------------------------
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void CTriggerBrush::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( PassesInputFilter(pActivator, m_iInputFilter) && !(m_iInputFilter & TRIGGER_IGNOREUSE) )
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{
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m_OnUse.FireOutput( pActivator, this );
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if ( !m_iDontMessageParent )
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{
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BaseClass::Use( pActivator, pCaller, useType, value );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks an entity input, against a filter and the current entity
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// Input : *pOther - the entity that is part of the input (touch/untouch/block/use)
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// filter - a field of standard filters (TriggerFilters_e)
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// Output : Returns true if the input passes, false if it should be ignored
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//-----------------------------------------------------------------------------
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bool CTriggerBrush::PassesInputFilter( CBaseEntity *pOther, int filter )
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{
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if ( !filter )
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return true;
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// check for players
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if ( (filter & TRIGGER_IGNOREPLAYERS) && pOther->IsPlayer() )
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return false;
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// NPCs
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if ( (filter & TRIGGER_IGNORENPCS) && pOther->edict() && (pOther->GetFlags() & FL_NPC) )
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return false;
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// pushables
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if ( (filter & TRIGGER_IGNOREPUSHABLES) && FStrEq(STRING(pOther->m_iClassname), "func_pushable") )
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return false;
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return true;
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}
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