hl2_src-leak-2017/src/game/server/modelentities.cpp

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