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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Entity which teleports touched entities and reorients their physics
//
//=============================================================================//
#include "cbase.h"
#include "baseentity.h"
#include "triggers.h"
#include "modelentities.h"
#include "saverestore_utlvector.h"
#include "player_pickup.h"
#include "vphysics/friction.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define TRIGGER_DISABLED_THINK "PortalDisabledThink"
ConVar portal_debug( "portal_debug", "0", FCVAR_CHEAT, "Turn on debugging for portal connections." );
//////////////////////////////////////////////////////////////////////////
// CTriggerPortal
// Moves touched entity to a target location, changing the model's orientation
// to match the exit target. It differs from CTriggerTeleport in that it
// reorients physics and has inputs to enable/disable its function.
//////////////////////////////////////////////////////////////////////////
class CTriggerPortal : public CBaseTrigger { public: DECLARE_DATADESC(); DECLARE_CLASS( CTriggerPortal, CBaseTrigger ); DECLARE_SERVERCLASS();
virtual void Spawn( void ); virtual void Activate();
void Touch( CBaseEntity *pOther ); void EndTouch(CBaseEntity *pOther); void DisableForIncomingEntity( CBaseEntity *pEntity ); bool IsTouchingPortal( CBaseEntity *pEntity );
void DisabledThink( void );
// TEMP: Since brushes have no directionality, give this wall a forward face specified in hammer
QAngle m_qFaceAngles;
private: string_t m_strRemotePortal; CNetworkHandle( CTriggerPortal, m_hRemotePortal ); CUtlVector<EHANDLE> m_hDisabledForEntities;
// Input for setting remote portal entity (for teleporting to it)
void SetRemotePortal ( const char* strRemotePortalName ); void InputSetRemotePortal ( inputdata_t &inputdata );
};
LINK_ENTITY_TO_CLASS( trigger_portal, CTriggerPortal );
BEGIN_DATADESC( CTriggerPortal ) DEFINE_KEYFIELD( m_strRemotePortal, FIELD_STRING, "RemotePortal" ),
DEFINE_FIELD( m_hRemotePortal, FIELD_EHANDLE ), DEFINE_UTLVECTOR( m_hDisabledForEntities, FIELD_EHANDLE ),
// TEMP: Only keep this field while portals are still brushes
DEFINE_FIELD( m_qFaceAngles, FIELD_VECTOR ),
DEFINE_THINKFUNC( DisabledThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_STRING, "SetRemotePortal", InputSetRemotePortal ), END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CTriggerPortal, DT_TriggerPortal ) SendPropEHandle(SENDINFO(m_hRemotePortal)), END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerPortal::Spawn( void ) { BaseClass::Spawn();
InitTrigger(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void CTriggerPortal::Activate() { BaseClass::Activate();
m_qFaceAngles = this->GetAbsAngles();
// keep the remote portal's pointer at activate time to avoid redundant FindEntity calls
if ( m_strRemotePortal != NULL_STRING ) { SetRemotePortal( STRING(m_strRemotePortal) ); m_strRemotePortal = NULL_STRING; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CTriggerPortal::InputSetRemotePortal(inputdata_t &inputdata ) { SetRemotePortal( inputdata.value.String() ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : strRemotePortalName -
//-----------------------------------------------------------------------------
void CTriggerPortal::SetRemotePortal(const char *strRemotePortalName ) { m_hRemotePortal = dynamic_cast<CTriggerPortal*> (gEntList.FindEntityByName( NULL, strRemotePortalName, NULL, NULL, NULL )); if ( m_hRemotePortal == NULL ) { Warning ( "trigger_portal: Cannot find remote portal entity named %s\n", strRemotePortalName ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CTriggerPortal::EndTouch(CBaseEntity *pOther) { BaseClass::EndTouch(pOther);
if ( portal_debug.GetBool() ) { Msg("%s ENDTOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() ); }
EHANDLE hHandle; hHandle = pOther; m_hDisabledForEntities.FindAndRemove( hHandle ); }
//-----------------------------------------------------------------------------
// Purpose: Upon touching a non-filtered entity, CTriggerPortal teleports them to it's
// remote portal location.
// Input : *pOther -
//-----------------------------------------------------------------------------
void CTriggerPortal::Touch( CBaseEntity *pOther ) { // If we are enabled, and allowed to react to the touched entity
if ( PassesTriggerFilters(pOther) ) { // If we somehow lost our pointer to the remote portal, get a new one
if ( m_hRemotePortal == NULL ) { Disable(); return; }
bool bDebug = portal_debug.GetBool(); if ( bDebug ) { Msg("%s TOUCH: for %s\n", GetDebugName(), pOther->GetDebugName() ); }
// Don't touch entities that came through us and haven't left us yet.
EHANDLE hHandle; hHandle = pOther; if ( m_hDisabledForEntities.Find(hHandle) != m_hDisabledForEntities.InvalidIndex() ) { Msg(" IGNORED\n", GetDebugName(), pOther->GetDebugName() ); return; }
Pickup_ForcePlayerToDropThisObject( pOther );
// de-ground this entity
pOther->SetGroundEntity( NULL );
// Build a this --> remote transformation
VMatrix matMyModelToWorld, matMyInverse; matMyModelToWorld = this->EntityToWorldTransform(); MatrixInverseGeneral ( matMyModelToWorld, matMyInverse );
// Teleport our object
VMatrix matRemotePortalTransform = m_hRemotePortal->EntityToWorldTransform(); Vector ptNewOrigin, vLook, vRight, vUp, vNewLook; pOther->GetVectors( &vLook, &vRight, &vUp );
// Move origin
ptNewOrigin = matMyInverse * pOther->GetAbsOrigin(); ptNewOrigin = matRemotePortalTransform * Vector( ptNewOrigin.x, -ptNewOrigin.y, ptNewOrigin.z );
// Re-aim camera
vNewLook = matMyInverse.ApplyRotation( vLook ); vNewLook = matRemotePortalTransform.ApplyRotation( Vector( -vNewLook.x, -vNewLook.y, vNewLook.z ) );
// Reorient the physics
Vector vVelocity, vOldVelocity; pOther->GetVelocity( &vOldVelocity ); vVelocity = matMyInverse.ApplyRotation( vOldVelocity ); vVelocity = matRemotePortalTransform.ApplyRotation( Vector( -vVelocity.x, -vVelocity.y, vVelocity.z ) );
QAngle qNewAngles; VectorAngles( vNewLook, qNewAngles ); if ( pOther->IsPlayer() ) { ((CBasePlayer*)pOther)->SnapEyeAngles(qNewAngles); }
Vector vecOldPos = pOther->WorldSpaceCenter(); if ( bDebug ) { NDebugOverlay::Box( pOther->GetAbsOrigin(), pOther->WorldAlignMins(), pOther->WorldAlignMaxs(), 255,0,0, 8, 20 ); NDebugOverlay::Axis( pOther->GetAbsOrigin(), pOther->GetAbsAngles(), 10.0f, true, 50 ); }
// place player at the new destination
CTriggerPortal *pPortal = m_hRemotePortal.Get(); pPortal->DisableForIncomingEntity( pOther ); pOther->Teleport( &ptNewOrigin, &qNewAngles, &vVelocity );
if ( bDebug ) { NDebugOverlay::Box( pOther->GetAbsOrigin(), pOther->WorldAlignMins(), pOther->WorldAlignMaxs(), 0,255,0, 8, 20 ); NDebugOverlay::Line( vecOldPos, pOther->WorldSpaceCenter(), 0,255,0, true, 20 ); NDebugOverlay::Axis( pOther->GetAbsOrigin(), pOther->GetAbsAngles(), 10.0f, true, 50 );
Msg("%s TELEPORTED: %s\n", GetDebugName(), pOther->GetDebugName() ); }
// test collision on the new teleport location
Vector vMin, vMax, vCenter; pOther->CollisionProp()->WorldSpaceAABB( &vMin, &vMax ); vCenter = (vMin + vMax) * 0.5f; vMin -= vCenter; vMax -= vCenter;
Vector vStart, vEnd; vStart = ptNewOrigin; vEnd = ptNewOrigin;
Ray_t ray; ray.Init( vStart, vEnd, vMin, vMax ); trace_t tr; pPortal->TestCollision( ray, pOther->PhysicsSolidMaskForEntity(), tr );
// Teleportation caused us to hit something, deal with it.
if ( tr.DidHit() ) { }
} }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerPortal::DisableForIncomingEntity( CBaseEntity *pEntity ) { EHANDLE hHandle; hHandle = pEntity; Assert( m_hDisabledForEntities.Find(hHandle) == m_hDisabledForEntities.InvalidIndex() ); m_hDisabledForEntities.AddToTail( hHandle );
// Start thinking, and remove the other as soon as it's not touching me.
// Needs to be done in addition to EndTouch, because entities may move fast
// enough through the portal to come out not touching the other portal.
SetContextThink( DisabledThink, gpGlobals->curtime + 0.1, TRIGGER_DISABLED_THINK ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTriggerPortal::DisabledThink( void ) { // If we've got no disabled entities left, we're done
if ( !m_hDisabledForEntities.Count() ) { SetContextThink( NULL, gpGlobals->curtime, TRIGGER_DISABLED_THINK ); return; }
for ( int i = m_hDisabledForEntities.Count()-1; i >= 0; i-- ) { CBaseEntity *pEntity = m_hDisabledForEntities[i]; if ( !pEntity || !IsTouchingPortal(pEntity) ) { m_hDisabledForEntities.Remove(i); } }
SetContextThink( DisabledThink, gpGlobals->curtime + 0.1, TRIGGER_DISABLED_THINK ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTriggerPortal::IsTouchingPortal( CBaseEntity *pEntity ) { // First, check the touchlinks. This will find non-vphysics entities touching us
touchlink_t *root = ( touchlink_t * )GetDataObject( TOUCHLINK ); if ( root ) { for ( touchlink_t *link = root->nextLink; link != root; link = link->nextLink ) { CBaseEntity *pTouch = link->entityTouched; if ( pTouch == pEntity ) return true; } }
// Then check the friction snapshot. This will find vphysics objects touching us.
IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( !pPhysics ) return false;
IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot(); bool bFound = false; while ( pSnapshot->IsValid() ) { IPhysicsObject *pOther = pSnapshot->GetObject( 1 ); if ( ((CBaseEntity *)pOther->GetGameData()) == pEntity ) { bFound = true; break; }
pSnapshot->NextFrictionData(); } pPhysics->DestroyFrictionSnapshot( pSnapshot );
return bFound; }
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