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343 lines
11 KiB
343 lines
11 KiB
//========= Copyright © 1996-2005, 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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