//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "hud.h" #include "entity_state.h" #include "pm_defs.h" #include "pm_shared.h" #include "pm_movevars.h" #include "hud_iface.h" #include "com_model.h" #include "event_api.h" #include "com_weapons.h" #include "event_flags.h" #include "DMC_BSPFile.h" #include "cl_util.h" #include extern "C" playermove_t *pmove; extern int g_runfuncs; // Don't support more than MAX_TELE teleporters ( map still can load tho ) #define MAX_TELES 256 extern Vector g_vecTeleMins[ MAX_TELES ]; extern Vector g_vecTeleMaxs[ MAX_TELES ]; extern int g_iTeleNum; extern int g_iUser1; extern bool g_bLoadedTeles; vec3_t vecTempAngles; bool bChangeAngles; // We only care about two kinds of entities for now: Teleporters and their targets // FIXME: After loading, store a pointer from teleporter to target instead of looking up all the time. typedef enum { // Entity is a teleporter DMC_TELE = 0, // Entity is a target DMC_TARGET } dmc_teletype_t; typedef struct { // Type of entity dmc_teletype_t type; // Classname char classname[ 32 ]; // What this entity targets char target[ 32 ]; // If entity is a target, the name tag it uses char targetname[ 32 ]; // Orientation of the teleporter float angles[3]; // Target origin float origin[3]; // Bounding box of the teleporter float absmin[3]; float absmax[3]; } dmc_tele_t; // Teleporter/Target entity database static dmc_tele_t s_teles[ MAX_TELES ]; static int s_num_teles = 0; // We'll use this for playing the teleporting sounds locally. static unsigned short s_usTeleport; /* ============================== Dmc_SetKeyValue Fill in key/values fro the teleporter ============================== */ void Dmc_SetKeyValue( dmc_tele_t *pTele, const char *key, const char *value ) { float x, y, z; if ( !stricmp( key, "classname" ) ) { strcpy( pTele->classname, value ); } else if ( !stricmp( key, "target" ) ) { strcpy( pTele->target, value ); } else if ( !stricmp( key, "targetname" ) ) { strcpy( pTele->targetname, value ); } else if ( !stricmp( key, "angles" ) ) { if ( sscanf( value, "%f %f %f", &x, &y, &z ) == 3 ) { pTele->angles[ 0 ] = x ; pTele->angles[ 1 ] = y; pTele->angles[ 2 ] = z; } } else if ( !stricmp( key, "origin" ) ) { if ( sscanf( value, "%f %f %f", &x, &y, &z ) == 3 ) { pTele->origin[ 0 ] = x; pTele->origin[ 1 ] = y; pTele->origin[ 2 ] = z; } } } /* ============================== Dmc_ParseTeleporter Evaluate Key/Value pairs for the entity ============================== */ char *Dmc_ParseTeleporter( char *buffer, dmc_tele_t *pTele, int *error ) { char key[256]; char token[ 1024 ]; int n; memset( pTele, 0, sizeof( *pTele ) ); while (1) { // Parse key buffer = gEngfuncs.COM_ParseFile ( buffer, token ); if ( token[0] == '}' ) break; // Ran out of input buffer? if ( !buffer ) { *error = 1; break; } // Store off the key strcpy ( key, token ); // Fix heynames with trailing spaces n = strlen( key ); while (n && key[n-1] == ' ') { key[n-1] = 0; n--; } // Parse value buffer = gEngfuncs.COM_ParseFile ( buffer, token ); // Ran out of buffer? if (!buffer) { *error = 1; break; } // Hit the end instead of a value? if ( token[0] == '}' ) { *error = 1; break; } if ( token[0] == '}' && token[1] == '(' ) int k = 0; // Assign k/v pair Dmc_SetKeyValue( pTele, key, token ); } // Return what's left in the stream return buffer; } /* ============================== Dmc_ProcessEnts Parse through entity lump looking for teleporters or targets ============================== */ void Dmc_ProcessEnts( char *buffer ) { char token[ 1024 ]; dmc_tele_t *pTele = NULL; int error = 0; // parse entities from entity lump of .bsp file while ( 1 ) { // parse the opening brace buffer = gEngfuncs.COM_ParseFile ( buffer, token ); if (!buffer) break; // Didn't find opening brace? if ( token[0] != '{' ) { gEngfuncs.Con_Printf ("Dmc_ProcessEnts: found %s when expecting {\n", token ); return; } // Assume we're filling in this tele pTele = &s_teles[ s_num_teles ]; // Fill in data buffer = Dmc_ParseTeleporter( buffer, pTele, &error ); // Check for errors and abort if any if ( error ) { gEngfuncs.Con_Printf ("Dmc_ProcessEnts: error parsing entities\n" ); return; } // Check classname if ( stricmp( pTele->classname, "trigger_teleport" ) && stricmp( pTele->classname, "info_teleport_destination" ) ) continue; // Set type based on classname if ( !stricmp( pTele->classname, "trigger_teleport" ) ) { pTele->type = DMC_TELE; } else { pTele->type = DMC_TARGET; } // If we got to here, we're using the entity s_num_teles++; // No more room... if ( s_num_teles >= MAX_TELES ) break; } } /* ============================== Dmc_LoadEntityLump Open the .bsp and read in the entity lump ============================== */ char *Dmc_LoadEntityLump( const char *filename ) { FILE *fp; int i; dheader_t header; int size; lump_t *curLump; char *buffer = NULL; fp = fopen( filename, "rb" ); if ( !fp ) return NULL; // Read in the .bsp header if ( fread(&header, sizeof(dheader_t), 1, fp) != 1 ) { gEngfuncs.Con_Printf("Dmc_LoadEntityLump: Could not read BSP header for map [%s].\n", filename); fclose(fp); return NULL; } // Check the version i = header.version; if ( i != 29 && i != 30) { fclose(fp); gEngfuncs.Con_Printf("Dmc_LoadEntityLump: Map [%s] has incorrect BSP version (%i should be %i).\n", filename, i, BSPVERSION); return NULL; } // Get entity lump curLump = &header.lumps[ LUMP_ENTITIES ]; // and entity lump size size = curLump->filelen; // Jump to it fseek( fp, curLump->fileofs, SEEK_SET ); // Allocate sufficient memmory buffer = (char *)malloc( size + 1 ); if ( !buffer ) { fclose(fp); gEngfuncs.Con_Printf("Dmc_LoadEntityLump: Couldn't allocate %i bytes\n", size + 1 ); return NULL; } // Read in the entity lump fread( buffer, size, 1, fp ); // Terminate the string buffer[ size ] = '\0'; if ( fp ) { fclose(fp); } return buffer; } /* ============================== Dmc_LoadTeleporters Load in the .bsp file and process the entities ============================== */ void Dmc_LoadTeleporters( const char *map ) { char *buffer = NULL; char filename[ 256 ]; sprintf( filename, "%s/%s", gEngfuncs.pfnGetGameDirectory(), map ); // TODO: Fix Slashes? // Reset count s_num_teles = 0; // Load entity lump buffer = Dmc_LoadEntityLump( filename ); if ( !buffer ) return; // Process buffer and extract teleporters/targets Dmc_ProcessEnts( buffer ); // Discard buffer free( buffer ); } /* ============================== Dmc_FindTarget Search entity list for target matching "name" ============================== */ dmc_tele_t *Dmc_FindTarget( const char *name, int numtele, dmc_tele_t *pTeles ) { int i; dmc_tele_t *target; // Find the target for ( i = 0; i < numtele; i++ ) { target = &pTeles[ i ]; if ( !target ) continue; if ( stricmp( target->targetname, name ) ) continue; return target; } return NULL; } /* ============================== Dmc_TeleporterTouched Imparts the desired velocity to the player after touching a teleporter. ============================== */ void Dmc_TeleporterTouched( int numtele, dmc_tele_t *pTeles, dmc_tele_t *pTele, struct local_state_s *player ) { int i; dmc_tele_t *target; pmtrace_t tr; float flGravity = pmove->movevars->gravity; vec3_t forward, up, right; float zero[ 3 ] = { 0.0, 0.0, 0.0 }; // Find the target target = Dmc_FindTarget( pTele->target, numtele, pTeles ); for ( i = 0; i < 3; i++ ) player->playerstate.origin[ i ] = target->origin[ i ]; player->playerstate.origin[ 2 ] += 27; AngleVectors( target->angles, forward, right, up ); player->client.velocity = forward * 300; // Play sound if appropriate if ( s_usTeleport && g_runfuncs ) { //Adrian - This is a little hack to make the player face //the destination angles as soon as we step out. //Check view.cpp for the rest. for ( i = 0; i < 3; i++ ) vecTempAngles[ i ] = target->angles[ i ]; bChangeAngles = true; gEngfuncs.pfnPlaybackEvent( FEV_NOTHOST, NULL, s_usTeleport, 0.0, target->origin, zero, 0.0, 0.0, 0, 0, 0, 0 ); } } /* ============================== Dmc_TouchTeleporters See if player is touching a teleporter ( not that kind of touching! ). ============================== */ void Dmc_TouchTeleporters ( struct local_state_s *player, dmc_tele_t *pTeles, int numtele ) { int i, j; dmc_tele_t *pTele; float absmin[3], absmax[3]; float pmins[ 3 ] = { 13, 13, 24 }; float pmaxs[ 3 ] = { 13, 13, 32 }; vec3_t LengthVector; int iTeleNum = 0; // Determine player's bbox for ( j = 0; j < 3; j++ ) { absmin[ j ] = player->playerstate.origin[ j ] - pmins[ j ]; absmax[ j ] = player->playerstate.origin[ j ] + pmaxs[ j ]; } for ( i = 0; i < numtele; i++ ) { pTele = &pTeles[ i ]; if ( !pTele ) continue; if ( pTele->type != DMC_TELE ) continue; //Adrian - Load all the teleporter Mins and Max size. //This comes via an event when the player connects. if ( !g_bLoadedTeles ) { for( j = 0; j < 3; j++ ) { pTele->absmin[ j ] = g_vecTeleMins[ iTeleNum ][ j ] - 1.0; pTele->absmax[ j ] = g_vecTeleMaxs[ iTeleNum ][ j ] + 1.0; } iTeleNum++; //Done going thru all the teleporters if ( iTeleNum == g_iTeleNum ) g_bLoadedTeles = true; } if ( absmin[0] > pTele->absmax[0] || absmin[1] > pTele->absmax[1] || absmin[2] > pTele->absmax[2] || absmax[0] < pTele->absmin[0] || absmax[1] < pTele->absmin[1] || absmax[2] < pTele->absmin[2] ) continue; Dmc_TeleporterTouched( numtele, pTeles, pTele, player ); break; } } /* ============================== Dmc_CheckTeleporters Load data if needed, otherwise just run checks on player's final position to see if teleporter needs to impart velocity on the player. ============================== */ void Dmc_CheckTeleporters( struct local_state_s *from, struct local_state_s *to ) { static char current_level[ 128 ]; // See if we've changed to a new map if ( stricmp( current_level, gEngfuncs.pfnGetLevelName() ) ) { strcpy( current_level, gEngfuncs.pfnGetLevelName() ); Dmc_LoadTeleporters( current_level ); // Grab sound event s_usTeleport = gEngfuncs.pfnPrecacheEvent( 1, "events/teleport.sc" ); } // Run test if ( g_iUser1 == OBS_NONE ) Dmc_TouchTeleporters( to, s_teles, s_num_teles ); }