css_enhanced_waf/game/client/css_enhanced/c_basetoggle.cpp

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#include "cbase.h"
#include "c_basetoggle.h"
#include "gamestringpool.h"
#include "util_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
enum togglemovetypes_t
{
MOVE_TOGGLE_NONE = 0,
MOVE_TOGGLE_LINEAR = 1,
MOVE_TOGGLE_ANGULAR = 2,
};
// datadesc & recvtable from momentum
extern void RecvProxy_EffectFlags( const CRecvProxyData *pData, void *pStruct, void *pOut );
extern void RecvProxy_MoveCollide(const CRecvProxyData *pData, void *pStruct, void *pOut);
extern void RecvProxy_MoveType(const CRecvProxyData *pData, void *pStruct, void *pOut);
BEGIN_PREDICTION_DATA_NO_BASE(C_BaseToggle)
DEFINE_PRED_TYPEDESCRIPTION(m_Collision, CCollisionProperty),
DEFINE_PRED_FIELD(m_vecNetworkOrigin, FIELD_VECTOR, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_angNetworkAngles, FIELD_VECTOR, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_iszDamageFilterName, FIELD_STRING, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_iName, FIELD_STRING, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_spawnflags, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_nModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_CollisionGroup, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_fEffects, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_FIELD(m_iEFlags, FIELD_INTEGER),
END_PREDICTION_DATA();
IMPLEMENT_CLIENTCLASS_DT_NOBASE(C_BaseToggle, DT_BaseToggle, CBaseToggle)
RecvPropDataTable(RECVINFO_DT(m_Collision), 0, &REFERENCE_RECV_TABLE(DT_CollisionProperty)),
RecvPropVector(RECVINFO_NAME(m_vecNetworkOrigin, m_vecOrigin)),
RecvPropQAngles(RECVINFO_NAME(m_angNetworkAngles, m_angRotation)),
RecvPropString(RECVINFO(m_sMaster)),
RecvPropString(RECVINFO(m_iName)),
RecvPropString(RECVINFO(m_iszDamageFilterName)),
RecvPropInt(RECVINFO(m_nModelIndex)),
RecvPropInt(RECVINFO(m_CollisionGroup)),
RecvPropInt(RECVINFO(m_spawnflags)),
RecvPropInt(RECVINFO(m_fEffects), 0, RecvProxy_EffectFlags ),
RecvPropInt( "movecollide", 0, SIZEOF_IGNORE, 0, RecvProxy_MoveCollide ),
RecvPropInt( "movetype", 0, SIZEOF_IGNORE, 0, RecvProxy_MoveType ),
END_RECV_TABLE();
C_BaseToggle::C_BaseToggle()
{
#ifdef _DEBUG
// necessary since in debug, we initialize vectors to NAN for debugging
m_vecPosition1.Init();
m_vecPosition2.Init();
m_vecAngle1.Init();
m_vecAngle2.Init();
m_vecFinalDest.Init();
m_vecFinalAngle.Init();
#endif
}
bool C_BaseToggle::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "lip"))
{
m_flLip = atof(szValue);
}
else if (FStrEq(szKeyName, "wait"))
{
m_flWait = atof(szValue);
}
else if (FStrEq(szKeyName, "master"))
{
m_sMaster = AllocPooledString(szValue);
}
else if (FStrEq(szKeyName, "distance"))
{
m_flMoveDistance = atof(szValue);
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from
// GetOrigin() traveling at flSpeed.
// Input : Vector vecDest -
// flSpeed -
//-----------------------------------------------------------------------------
void C_BaseToggle::LinearMove( const Vector &vecDest, float flSpeed )
{
//ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!");
m_vecFinalDest = vecDest;
m_movementType = MOVE_TOGGLE_LINEAR;
// Already there?
if (vecDest == GetLocalOrigin())
{
MoveDone();
return;
}
// set destdelta to the vector needed to move
Vector vecDestDelta = vecDest - GetLocalOrigin();
// divide vector length by speed to get time to reach dest
float flTravelTime = vecDestDelta.Length() / flSpeed;
// set m_flNextThink to trigger a call to LinearMoveDone when dest is reached
SetMoveDoneTime( flTravelTime );
// scale the destdelta vector by the time spent traveling to get velocity
SetLocalVelocity( vecDestDelta / flTravelTime );
}
void C_BaseToggle::MoveDone( void )
{
switch ( m_movementType )
{
case MOVE_TOGGLE_LINEAR:
LinearMoveDone();
break;
case MOVE_TOGGLE_ANGULAR:
AngularMoveDone();
break;
}
m_movementType = MOVE_TOGGLE_NONE;
BaseClass::MoveDone();
}
//-----------------------------------------------------------------------------
// Purpose: After moving, set origin to exact final destination, call "move done" function.
//-----------------------------------------------------------------------------
void C_BaseToggle::LinearMoveDone( void )
{
UTIL_SetOrigin( this, m_vecFinalDest);
SetAbsVelocity( vec3_origin );
SetMoveDoneTime( -1 );
}
// DVS TODO: obselete, remove?
bool C_BaseToggle::IsLockedByMaster( void )
{
if (m_sMaster != NULL_STRING && !UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
return true;
else
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Calculate m_vecVelocity and m_flNextThink to reach vecDest from
// GetLocalOrigin() traveling at flSpeed. Just like LinearMove, but rotational.
// Input : vecDestAngle -
// flSpeed -
//-----------------------------------------------------------------------------
void C_BaseToggle::AngularMove( const QAngle &vecDestAngle, float flSpeed )
{
//ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!");
m_vecFinalAngle = vecDestAngle;
m_movementType = MOVE_TOGGLE_ANGULAR;
// Already there?
if (vecDestAngle == GetLocalAngles())
{
MoveDone();
return;
}
// set destdelta to the vector needed to move
QAngle vecDestDelta = vecDestAngle - GetLocalAngles();
// divide by speed to get time to reach dest
float flTravelTime = vecDestDelta.Length() / flSpeed;
const float MinTravelTime = 0.01f;
if ( flTravelTime < MinTravelTime )
{
// If we only travel for a short time, we can fail WillSimulateGamePhysics()
flTravelTime = MinTravelTime;
flSpeed = vecDestDelta.Length() / flTravelTime;
}
// set m_flNextThink to trigger a call to AngularMoveDone when dest is reached
SetMoveDoneTime( flTravelTime );
// scale the destdelta vector by the time spent traveling to get velocity
SetLocalAngularVelocity( vecDestDelta * (1.0 / flTravelTime) );
}
//-----------------------------------------------------------------------------
// Purpose: After rotating, set angle to exact final angle, call "move done" function.
//-----------------------------------------------------------------------------
void C_BaseToggle::AngularMoveDone( void )
{
SetLocalAngles( m_vecFinalAngle );
SetLocalAngularVelocity( vec3_angle );
SetMoveDoneTime( -1 );
}
float C_BaseToggle::AxisValue( int flags, const QAngle &angles )
{
if ( FBitSet(flags, SF_DOOR_ROTATE_ROLL) )
return angles.z;
if ( FBitSet(flags, SF_DOOR_ROTATE_PITCH) )
return angles.x;
return angles.y;
}
void C_BaseToggle::AxisDir( void )
{
if ( m_spawnflags & SF_DOOR_ROTATE_ROLL )
m_vecMoveAng = QAngle( 0, 0, 1 ); // angles are roll
else if ( m_spawnflags & SF_DOOR_ROTATE_PITCH )
m_vecMoveAng = QAngle( 1, 0, 0 ); // angles are pitch
else
m_vecMoveAng = QAngle( 0, 1, 0 ); // angles are yaw
}
float C_BaseToggle::AxisDelta( int flags, const QAngle &angle1, const QAngle &angle2 )
{
// UNDONE: Use AngleDistance() here?
if ( FBitSet (flags, SF_DOOR_ROTATE_ROLL) )
return angle1.z - angle2.z;
if ( FBitSet (flags, SF_DOOR_ROTATE_PITCH) )
return angle1.x - angle2.x;
return angle1.y - angle2.y;
}