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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef PROP_PORTAL_H
#define PROP_PORTAL_H
#ifdef _WIN32
#pragma once
#endif
#include "baseanimating.h"
#include "PortalSimulation.h"
#include "portal_base2d.h"
#include "../portal2/func_portalled.h"
// FIX ME
#include "portal_shareddefs.h"
// This is for portals not yet linked.
#define PORTAL_LINKAGE_GROUP_INVALID 255
class CPhysicsCloneArea;
class CProp_Portal : public CPortal_Base2D { public: DECLARE_CLASS( CProp_Portal, CPortal_Base2D ); DECLARE_SERVERCLASS(); DECLARE_DATADESC();
CProp_Portal( void ); virtual ~CProp_Portal( void ); CSoundPatch *m_pAmbientSound;
virtual void Precache( void ); virtual void CreateSounds( void ); virtual void StopLoopingSounds( void ); virtual void Spawn( void ); virtual void Activate( void ); virtual void OnRestore( void );
void DelayedPlacementThink( void ); static const char * s_szDelayedPlacementThinkContext;
void PlacePortal( const Vector &vOrigin, const QAngle &qAngles, PortalPlacementResult_t eResult, bool bDelay = false ); void NewLocation( const Vector &vOrigin, const QAngle &qAngles );
virtual void PreTeleportTouchingEntity( CBaseEntity *pOther ); virtual void PostTeleportTouchingEntity( CBaseEntity *pOther );
void ResetModel( void ); //sets the model and bounding box
void DoFizzleEffect( int iEffect, bool bDelayedPos = true ); //display cool visual effect
void CreatePortalEffect( CBasePlayer* pPlayer, int iEffect, Vector vecOrigin, QAngle qAngles, int nTeam, int nPortalNum ); void OnPortalDeactivated( void ); void Fizzle( void ); void ActivatePortal( void ); void DeactivatePortal( void );
void InputSetActivatedState( inputdata_t &inputdata ); void InputFizzle( inputdata_t &inputdata ); void InputNewLocation( inputdata_t &inputdata ); void InputResize( inputdata_t &inputdata ); void InputSetLinkageGroupId( inputdata_t &inputdata );
void AddToLinkageGroup( void ); virtual void UpdatePortalLinkage( void );
virtual void StartTouch( CBaseEntity *pOther ); virtual void Touch( CBaseEntity *pOther ); virtual void EndTouch( CBaseEntity *pOther );
//virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ) { return FL_EDICT_ALWAYS; }
virtual int UpdateTransmitState( void ) // set transmit filter to transmit always
{ return SetTransmitState( FL_EDICT_ALWAYS ); }
private: void DispatchPortalPlacementParticles( bool bIsSecondaryPortal ); void UpdatePortalDetectorsOnPortalMoved( void ); void UpdatePortalDetectorsOnPortalActivated( void );
unsigned char m_iLinkageGroupID; //a group ID specifying which portals this one can possibly link to
PortalFizzleType_t m_FizzleEffect;
CNetworkHandle( CBaseEntity, m_hFiredByPlayer ); CHandle<CFunc_Portalled> m_NotifyOnPortalled; //an entity that forwards notifications of teleports to map logic entities
public: friend class CPropPortalTunnel; inline unsigned char GetLinkageGroup( void ) const { return m_iLinkageGroupID; }; void ChangeLinkageGroup( unsigned char iLinkageGroupID ); void SetFiredByPlayer( CBasePlayer *pPlayer ); inline CBasePlayer *GetFiredByPlayer( void ) const { return (CBasePlayer *)m_hFiredByPlayer.Get(); }
inline void SetFuncPortalled( CFunc_Portalled *pPortalledEnt = NULL ) { m_NotifyOnPortalled = pPortalledEnt; }
static bool ms_DefaultPortalSizeInitialized; // for CEG protection
static float ms_DefaultPortalHalfWidth; static float ms_DefaultPortalHalfHeight;
//NULL portal will return default width/height
static void GetPortalSize( float &fHalfWidth, float &fHalfHeight, CProp_Portal *pPortal = NULL );
//find a portal with the designated attributes, or creates one with them, favors active portals over inactive
static CProp_Portal *FindPortal( unsigned char iLinkageGroupID, bool bPortal2, bool bCreateIfNothingFound = false ); static const CUtlVector<CProp_Portal *> *GetPortalLinkageGroup( unsigned char iLinkageGroupID );
virtual float GetMinimumExitSpeed( bool bPlayer, bool bEntranceOnFloor, bool bExitOnFloor, const Vector &vEntityCenterAtExit, CBaseEntity *pEntity ); //return -FLT_MAX for no minimum
virtual float GetMaximumExitSpeed( bool bPlayer, bool bEntranceOnFloor, bool bExitOnFloor, const Vector &vEntityCenterAtExit, CBaseEntity *pEntity ); //return FLT_MAX for no maximum
CNetworkVar( int, m_nPlacementAttemptParity ); //Increments every time we try to move the portal in a predictable way. Will send a network packet to catch cases where placement succeeds on the client, but fails on the server.
};
// Finds a free linkage id for a portal.
unsigned char UTIL_GetUnusedLinkageID( void ); #endif //#ifndef PROP_PORTAL_H
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