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343 lines
11 KiB
343 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entity which teleports touched entities and reorients their physics
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//
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//=============================================================================//
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#include "cbase.h"
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#include "baseentity.h"
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#include "triggers.h"
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#include "modelentities.h"
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#include "saverestore_utlvector.h"
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#include "player_pickup.h"
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#include "vphysics/friction.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 TRIGGER_DISABLED_THINK "PortalDisabledThink"
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ConVar portal_debug( "portal_debug", "0", FCVAR_CHEAT, "Turn on debugging for portal connections." );
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//////////////////////////////////////////////////////////////////////////
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// CTriggerPortal
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// Moves touched entity to a target location, changing the model's orientation
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// to match the exit target. It differs from CTriggerTeleport in that it
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// reorients physics and has inputs to enable/disable its function.
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//////////////////////////////////////////////////////////////////////////
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class CTriggerPortal : public CBaseTrigger
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{
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public:
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DECLARE_DATADESC();
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DECLARE_CLASS( CTriggerPortal, CBaseTrigger );
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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virtual void Activate();
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void Touch( CBaseEntity *pOther );
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void EndTouch(CBaseEntity *pOther);
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void DisableForIncomingEntity( CBaseEntity *pEntity );
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bool IsTouchingPortal( CBaseEntity *pEntity );
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void DisabledThink( void );
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// TEMP: Since brushes have no directionality, give this wall a forward face specified in hammer
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QAngle m_qFaceAngles;
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private:
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string_t m_strRemotePortal;
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CNetworkHandle( CTriggerPortal, m_hRemotePortal );
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CUtlVector<EHANDLE> m_hDisabledForEntities;
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// Input for setting remote portal entity (for teleporting to it)
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void SetRemotePortal ( const char* strRemotePortalName );
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void InputSetRemotePortal ( inputdata_t &inputdata );
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};
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LINK_ENTITY_TO_CLASS( trigger_portal, CTriggerPortal );
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BEGIN_DATADESC( CTriggerPortal )
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DEFINE_KEYFIELD( m_strRemotePortal, FIELD_STRING, "RemotePortal" ),
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DEFINE_FIELD( m_hRemotePortal, FIELD_EHANDLE ),
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DEFINE_UTLVECTOR( m_hDisabledForEntities, FIELD_EHANDLE ),
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// TEMP: Only keep this field while portals are still brushes
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DEFINE_FIELD( m_qFaceAngles, FIELD_VECTOR ),
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DEFINE_THINKFUNC( DisabledThink ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetRemotePortal", InputSetRemotePortal ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CTriggerPortal, DT_TriggerPortal )
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SendPropEHandle(SENDINFO(m_hRemotePortal)),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerPortal::Spawn( void )
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{
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BaseClass::Spawn();
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InitTrigger();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : -
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//-----------------------------------------------------------------------------
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void CTriggerPortal::Activate()
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{
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BaseClass::Activate();
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m_qFaceAngles = this->GetAbsAngles();
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// keep the remote portal's pointer at activate time to avoid redundant FindEntity calls
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if ( m_strRemotePortal != NULL_STRING )
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{
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SetRemotePortal( STRING(m_strRemotePortal) );
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m_strRemotePortal = NULL_STRING;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CTriggerPortal::InputSetRemotePortal(inputdata_t &inputdata )
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{
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SetRemotePortal( inputdata.value.String() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : strRemotePortalName -
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//-----------------------------------------------------------------------------
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void CTriggerPortal::SetRemotePortal(const char *strRemotePortalName )
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{
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m_hRemotePortal = dynamic_cast<CTriggerPortal*> (gEntList.FindEntityByName( NULL, strRemotePortalName, NULL, NULL, NULL ));
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if ( m_hRemotePortal == NULL )
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{
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Warning ( "trigger_portal: Cannot find remote portal entity named %s\n", strRemotePortalName );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CTriggerPortal::EndTouch(CBaseEntity *pOther)
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{
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BaseClass::EndTouch(pOther);
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if ( portal_debug.GetBool() )
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{
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Msg("%s ENDTOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() );
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}
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EHANDLE hHandle;
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hHandle = pOther;
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m_hDisabledForEntities.FindAndRemove( hHandle );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Upon touching a non-filtered entity, CTriggerPortal teleports them to it's
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// remote portal location.
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CTriggerPortal::Touch( CBaseEntity *pOther )
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{
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// If we are enabled, and allowed to react to the touched entity
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if ( PassesTriggerFilters(pOther) )
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{
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// If we somehow lost our pointer to the remote portal, get a new one
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if ( m_hRemotePortal == NULL )
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{
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Disable();
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return;
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}
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bool bDebug = portal_debug.GetBool();
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if ( bDebug )
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{
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Msg("%s TOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() );
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}
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// Don't touch entities that came through us and haven't left us yet.
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EHANDLE hHandle;
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hHandle = pOther;
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if ( m_hDisabledForEntities.Find(hHandle) != m_hDisabledForEntities.InvalidIndex() )
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{
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Msg(" IGNORED\n", GetDebugName(), pOther->GetDebugName() );
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return;
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}
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Pickup_ForcePlayerToDropThisObject( pOther );
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// de-ground this entity
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pOther->SetGroundEntity( NULL );
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// Build a this --> remote transformation
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VMatrix matMyModelToWorld, matMyInverse;
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matMyModelToWorld = this->EntityToWorldTransform();
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MatrixInverseGeneral ( matMyModelToWorld, matMyInverse );
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// Teleport our object
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VMatrix matRemotePortalTransform = m_hRemotePortal->EntityToWorldTransform();
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Vector ptNewOrigin, vLook, vRight, vUp, vNewLook;
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pOther->GetVectors( &vLook, &vRight, &vUp );
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// Move origin
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ptNewOrigin = matMyInverse * pOther->GetAbsOrigin();
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ptNewOrigin = matRemotePortalTransform * Vector( ptNewOrigin.x, -ptNewOrigin.y, ptNewOrigin.z );
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// Re-aim camera
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vNewLook = matMyInverse.ApplyRotation( vLook );
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vNewLook = matRemotePortalTransform.ApplyRotation( Vector( -vNewLook.x, -vNewLook.y, vNewLook.z ) );
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// Reorient the physics
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Vector vVelocity, vOldVelocity;
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pOther->GetVelocity( &vOldVelocity );
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vVelocity = matMyInverse.ApplyRotation( vOldVelocity );
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vVelocity = matRemotePortalTransform.ApplyRotation( Vector( -vVelocity.x, -vVelocity.y, vVelocity.z ) );
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QAngle qNewAngles;
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VectorAngles( vNewLook, qNewAngles );
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if ( pOther->IsPlayer() )
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{
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((CBasePlayer*)pOther)->SnapEyeAngles(qNewAngles);
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}
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Vector vecOldPos = pOther->WorldSpaceCenter();
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if ( bDebug )
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{
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NDebugOverlay::Box( pOther->GetAbsOrigin(), pOther->WorldAlignMins(), pOther->WorldAlignMaxs(), 255,0,0, 8, 20 );
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NDebugOverlay::Axis( pOther->GetAbsOrigin(), pOther->GetAbsAngles(), 10.0f, true, 50 );
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}
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// place player at the new destination
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CTriggerPortal *pPortal = m_hRemotePortal.Get();
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pPortal->DisableForIncomingEntity( pOther );
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pOther->Teleport( &ptNewOrigin, &qNewAngles, &vVelocity );
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if ( bDebug )
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{
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NDebugOverlay::Box( pOther->GetAbsOrigin(), pOther->WorldAlignMins(), pOther->WorldAlignMaxs(), 0,255,0, 8, 20 );
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NDebugOverlay::Line( vecOldPos, pOther->WorldSpaceCenter(), 0,255,0, true, 20 );
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NDebugOverlay::Axis( pOther->GetAbsOrigin(), pOther->GetAbsAngles(), 10.0f, true, 50 );
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Msg("%s TELEPORTED: %s\n", GetDebugName(), pOther->GetDebugName() );
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}
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// test collision on the new teleport location
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Vector vMin, vMax, vCenter;
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pOther->CollisionProp()->WorldSpaceAABB( &vMin, &vMax );
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vCenter = (vMin + vMax) * 0.5f;
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vMin -= vCenter;
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vMax -= vCenter;
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Vector vStart, vEnd;
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vStart = ptNewOrigin;
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vEnd = ptNewOrigin;
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Ray_t ray;
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ray.Init( vStart, vEnd, vMin, vMax );
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trace_t tr;
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pPortal->TestCollision( ray, pOther->PhysicsSolidMaskForEntity(), tr );
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// Teleportation caused us to hit something, deal with it.
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if ( tr.DidHit() )
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{
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerPortal::DisableForIncomingEntity( CBaseEntity *pEntity )
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{
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EHANDLE hHandle;
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hHandle = pEntity;
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Assert( m_hDisabledForEntities.Find(hHandle) == m_hDisabledForEntities.InvalidIndex() );
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m_hDisabledForEntities.AddToTail( hHandle );
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// Start thinking, and remove the other as soon as it's not touching me.
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// Needs to be done in addition to EndTouch, because entities may move fast
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// enough through the portal to come out not touching the other portal.
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SetContextThink( DisabledThink, gpGlobals->curtime + 0.1, TRIGGER_DISABLED_THINK );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerPortal::DisabledThink( void )
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{
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// If we've got no disabled entities left, we're done
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if ( !m_hDisabledForEntities.Count() )
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{
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SetContextThink( NULL, gpGlobals->curtime, TRIGGER_DISABLED_THINK );
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return;
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}
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for ( int i = m_hDisabledForEntities.Count()-1; i >= 0; i-- )
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{
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CBaseEntity *pEntity = m_hDisabledForEntities[i];
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if ( !pEntity || !IsTouchingPortal(pEntity) )
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{
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m_hDisabledForEntities.Remove(i);
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}
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}
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SetContextThink( DisabledThink, gpGlobals->curtime + 0.1, TRIGGER_DISABLED_THINK );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTriggerPortal::IsTouchingPortal( CBaseEntity *pEntity )
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{
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// First, check the touchlinks. This will find non-vphysics entities touching us
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touchlink_t *root = ( touchlink_t * )GetDataObject( TOUCHLINK );
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if ( root )
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{
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for ( touchlink_t *link = root->nextLink; link != root; link = link->nextLink )
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{
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CBaseEntity *pTouch = link->entityTouched;
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if ( pTouch == pEntity )
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return true;
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}
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}
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// Then check the friction snapshot. This will find vphysics objects touching us.
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IPhysicsObject *pPhysics = VPhysicsGetObject();
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if ( !pPhysics )
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return false;
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IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
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bool bFound = false;
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while ( pSnapshot->IsValid() )
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{
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IPhysicsObject *pOther = pSnapshot->GetObject( 1 );
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if ( ((CBaseEntity *)pOther->GetGameData()) == pEntity )
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{
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bFound = true;
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break;
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}
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pSnapshot->NextFrictionData();
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}
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pPhysics->DestroyFrictionSnapshot( pSnapshot );
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return bFound;
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}
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