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131 lines
3.3 KiB
131 lines
3.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A volume in which no portal can be placed. Keeps a global list loaded in from the map
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// and provides an interface with which prop_portal can get this list and avoid successfully
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// creating portals wholly or partially inside the volume.
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//
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// $NoKeywords: $
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//======================================================================================//
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#include "cbase.h"
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#include "func_noportal_volume.h"
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#include "prop_portal_shared.h"
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#include "portal_shareddefs.h"
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#include "portal_util_shared.h"
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#include "collisionutils.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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// Spawnflags
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#define SF_START_INACTIVE 0x01
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CEntityClassList<CFuncNoPortalVolume> g_FuncNoPortalVolumeList;
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template <> CFuncNoPortalVolume *CEntityClassList<CFuncNoPortalVolume>::m_pClassList = NULL;
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CFuncNoPortalVolume* GetNoPortalVolumeList()
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{
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return g_FuncNoPortalVolumeList.m_pClassList;
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}
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LINK_ENTITY_TO_CLASS( func_noportal_volume, CFuncNoPortalVolume );
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BEGIN_DATADESC( CFuncNoPortalVolume )
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DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iListIndex, FIELD_INTEGER ),
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// No need to save this, its rebuilt on construct
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//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_FUNCTION( GetIndex ),
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DEFINE_FUNCTION( IsActive ),
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END_DATADESC()
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CFuncNoPortalVolume::CFuncNoPortalVolume()
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{
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m_bActive = true;
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// Add me to the global list
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g_FuncNoPortalVolumeList.Insert( this );
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}
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CFuncNoPortalVolume::~CFuncNoPortalVolume()
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{
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g_FuncNoPortalVolumeList.Remove( this );
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}
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void CFuncNoPortalVolume::Spawn()
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{
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BaseClass::Spawn();
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if ( m_spawnflags & SF_START_INACTIVE )
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{
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m_bActive = false;
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}
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else
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{
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m_bActive = true;
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}
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// Bind to our model, cause we need the extents for bounds checking
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SetModel( STRING( GetModelName() ) );
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SetRenderMode( kRenderNone ); // Don't draw
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SetSolid( SOLID_VPHYSICS ); // we may want slanted walls, so we'll use OBB
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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void CFuncNoPortalVolume::OnActivate( void )
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{
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if ( !GetCollideable() )
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return;
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int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
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if( iPortalCount != 0 )
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{
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CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
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for( int i = 0; i != iPortalCount; ++i )
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{
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CProp_Portal *pTempPortal = pPortals[i];
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if( pTempPortal->m_bActivated &&
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IsOBBIntersectingOBB( pTempPortal->GetAbsOrigin(), pTempPortal->GetAbsAngles(), CProp_Portal_Shared::vLocalMins, CProp_Portal_Shared::vLocalMaxs,
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GetAbsOrigin(), GetCollideable()->GetCollisionAngles(), GetCollideable()->OBBMins(), GetCollideable()->OBBMaxs() ) )
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{
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pTempPortal->DoFizzleEffect( PORTAL_FIZZLE_KILLED, false );
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pTempPortal->Fizzle();
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}
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}
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}
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}
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void CFuncNoPortalVolume::InputActivate( inputdata_t &inputdata )
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{
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m_bActive = true;
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OnActivate();
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}
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void CFuncNoPortalVolume::InputDeactivate( inputdata_t &inputdata )
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{
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m_bActive = false;
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}
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void CFuncNoPortalVolume::InputToggle( inputdata_t &inputdata )
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{
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m_bActive = !m_bActive;
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if ( m_bActive )
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{
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OnActivate();
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}
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}
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