Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//========= 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 <string.h>
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 ( int 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 );
}