162 lines
5.1 KiB
C++
162 lines
5.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: An entity that can be used to constrain the player's movement around it
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//
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//=============================================================================//
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#include "cbase.h"
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#include "saverestore_utlvector.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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#define SF_TELEPORT_TO_SPAWN_POS 0x00000001
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CPointPlayerMoveConstraint : public CBaseEntity
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{
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DECLARE_CLASS( CPointPlayerMoveConstraint, CBaseEntity );
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public:
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DECLARE_DATADESC();
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int UpdateTransmitState( void );
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void Activate( void );
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void ConstraintThink( void );
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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private:
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float m_flRadius;
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float m_flConstraintWidth;
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float m_flSpeedFactor;
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float m_flRadiusSquared;
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CUtlVector<EHANDLE> m_hConstrainedPlayers;
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COutputEvent m_OnConstraintBroken;
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};
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LINK_ENTITY_TO_CLASS( point_playermoveconstraint, CPointPlayerMoveConstraint );
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BEGIN_DATADESC( CPointPlayerMoveConstraint )
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
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DEFINE_KEYFIELD( m_flConstraintWidth, FIELD_FLOAT, "width" ),
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DEFINE_KEYFIELD( m_flSpeedFactor, FIELD_FLOAT, "speedfactor" ),
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// DEFINE_FIELD( m_flRadiusSquared, FIELD_FLOAT ), // Don't Save
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DEFINE_UTLVECTOR( m_hConstrainedPlayers, FIELD_EHANDLE ),
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DEFINE_THINKFUNC( ConstraintThink ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_OUTPUT( m_OnConstraintBroken, "OnConstraintBroken" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CPointPlayerMoveConstraint::UpdateTransmitState()
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{
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// ALWAYS transmit to all clients.
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CPointPlayerMoveConstraint::Activate( void )
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{
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BaseClass::Activate();
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m_flRadiusSquared = (m_flRadius * m_flRadius);
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CPointPlayerMoveConstraint::InputTurnOn( inputdata_t &inputdata )
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{
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// Find all players within our radius and constraint them
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float flRadius = m_flRadius;
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// If we're in singleplayer, blow the radius a bunch
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if ( gpGlobals->maxClients == 1 )
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{
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flRadius = MAX_COORD_RANGE;
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}
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CBaseEntity *pEntity = NULL;
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while ( (pEntity = gEntList.FindEntityByClassnameWithin( pEntity, "player", GetLocalOrigin(), flRadius)) != NULL )
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{
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CBasePlayer *pPlayer = ToBasePlayer( pEntity );
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Assert( pPlayer );
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// Only add him if he's not already constrained
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if ( m_hConstrainedPlayers.Find( pPlayer ) == m_hConstrainedPlayers.InvalidIndex() )
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{
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m_hConstrainedPlayers.AddToTail( pPlayer );
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pPlayer->ActivateMovementConstraint( this, GetAbsOrigin(), m_flRadius, m_flConstraintWidth, m_flSpeedFactor );
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}
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}
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// Only think if we found any
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if ( m_hConstrainedPlayers.Count() )
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{
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SetThink( &CPointPlayerMoveConstraint::ConstraintThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: Release all players we've constrained
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//------------------------------------------------------------------------------
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void CPointPlayerMoveConstraint::InputTurnOff( inputdata_t &inputdata )
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{
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int iCount = m_hConstrainedPlayers.Count();
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for ( int i = 0; i < iCount; i++ )
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{
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CBasePlayer *pPlayer = ToBasePlayer( m_hConstrainedPlayers[i] );
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if ( pPlayer )
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{
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pPlayer->DeactivateMovementConstraint();
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}
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}
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m_hConstrainedPlayers.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if any of our constrained players have broken the constraint
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//-----------------------------------------------------------------------------
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void CPointPlayerMoveConstraint::ConstraintThink( void )
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{
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int iCount = m_hConstrainedPlayers.Count();
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// Count backwards, because we might drop them if they've broken the constraint
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for ( int i = (iCount-1); i >= 0; i-- )
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{
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CBasePlayer *pPlayer = ToBasePlayer( m_hConstrainedPlayers[i] );
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if ( pPlayer )
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{
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float flDistanceSqr = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).LengthSqr();
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if ( flDistanceSqr > m_flRadiusSquared )
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{
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// Break the constraint to this player
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pPlayer->DeactivateMovementConstraint();
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m_hConstrainedPlayers.Remove(i);
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// Fire the broken output
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m_OnConstraintBroken.FireOutput( this, pPlayer );
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}
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}
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}
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// Only keep thinking if we any left
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if ( m_hConstrainedPlayers.Count() )
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{
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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