Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "func_ladder.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if !defined( CLIENT_DLL )
/*static*/ ConVar sv_showladders( "sv_showladders", "0", 0, "Show bbox and dismount points for all ladders (must be set before level load.)\n" );
#endif
CUtlVector< CFuncLadder * > CFuncLadder::s_Ladders;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncLadder::CFuncLadder() :
m_bDisabled( false )
{
s_Ladders.AddToTail( this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncLadder::~CFuncLadder()
{
s_Ladders.FindAndRemove( this );
}
int CFuncLadder::GetLadderCount()
{
return s_Ladders.Count();
}
CFuncLadder *CFuncLadder::GetLadder( int index )
{
if ( index < 0 || index >= s_Ladders.Count() )
return NULL;
return s_Ladders[ index ];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncLadder::Spawn()
{
BaseClass::Spawn();
// Entity is symbolid
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
SetCollisionGroup( COLLISION_GROUP_NONE );
//AddFlag( FL_WORLDBRUSH );
SetModelName( NULL_STRING );
// Make entity invisible
AddEffects( EF_NODRAW );
// No model but should still network
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
Vector playerMins = VEC_HULL_MIN;
Vector playerMaxs = VEC_HULL_MAX;
// This will swap them if they are inverted
SetEndPoints( m_vecPlayerMountPositionTop, m_vecPlayerMountPositionBottom );
#if !defined( CLIENT_DLL )
trace_t bottomtrace, toptrace;
UTIL_TraceHull( m_vecPlayerMountPositionBottom, m_vecPlayerMountPositionBottom,
playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &bottomtrace );
UTIL_TraceHull( m_vecPlayerMountPositionTop, m_vecPlayerMountPositionTop,
playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &toptrace );
if ( bottomtrace.startsolid || toptrace.startsolid )
{
if ( bottomtrace.startsolid )
{
DevMsg( 1, "Warning, funcladder with blocked bottom point (%.2f %.2f %.2f) stuck in (%s)\n",
m_vecPlayerMountPositionBottom.GetX(),
m_vecPlayerMountPositionBottom.GetY(),
m_vecPlayerMountPositionBottom.GetZ(),
bottomtrace.m_pEnt
?
UTIL_VarArgs( "%s/%s", bottomtrace.m_pEnt->GetClassname(), bottomtrace.m_pEnt->GetEntityName().ToCStr() )
:
"NULL" );
}
if ( toptrace.startsolid )
{
DevMsg( 1, "Warning, funcladder with blocked top point (%.2f %.2f %.2f) stuck in (%s)\n",
m_vecPlayerMountPositionTop.GetX(),
m_vecPlayerMountPositionTop.GetY(),
m_vecPlayerMountPositionTop.GetZ(),
toptrace.m_pEnt
?
UTIL_VarArgs( "%s/%s", toptrace.m_pEnt->GetClassname(), toptrace.m_pEnt->GetEntityName().ToCStr() )
:
"NULL" );
}
// Force geometry overlays on, but only if developer 2 is set...
if ( developer.GetInt() > 1 )
{
m_debugOverlays |= OVERLAY_TEXT_BIT;
}
}
m_vecPlayerMountPositionTop -= GetAbsOrigin();
m_vecPlayerMountPositionBottom -= GetAbsOrigin();
// Compute mins, maxs of points
//
Vector mins( MAX_COORD_INTEGER, MAX_COORD_INTEGER, MAX_COORD_INTEGER );
Vector maxs( -MAX_COORD_INTEGER, -MAX_COORD_INTEGER, -MAX_COORD_INTEGER );
int i;
for ( i = 0; i < 3; i++ )
{
if ( m_vecPlayerMountPositionBottom.m_Value[ i ] < mins[ i ] )
{
mins[ i ] = m_vecPlayerMountPositionBottom.m_Value[ i ];
}
if ( m_vecPlayerMountPositionBottom.m_Value[ i ] > maxs[ i ] )
{
maxs[ i ] = m_vecPlayerMountPositionBottom.m_Value[ i ];
}
if ( m_vecPlayerMountPositionTop.m_Value[ i ] < mins[ i ] )
{
mins[ i ] = m_vecPlayerMountPositionTop.m_Value[ i ];
}
if ( m_vecPlayerMountPositionTop.m_Value[ i ] > maxs[ i ] )
{
maxs[ i ] = m_vecPlayerMountPositionTop.m_Value[ i ];
}
}
// Expand mins/maxs by player hull size
mins += playerMins;
maxs += playerMaxs;
UTIL_SetSize( this, mins, maxs );
m_bFakeLadder = HasSpawnFlags(SF_LADDER_DONTGETON);
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called after all entities have spawned or after reload from .sav file
//-----------------------------------------------------------------------------
void CFuncLadder::Activate()
{
// Chain to base class
BaseClass::Activate();
#if !defined( CLIENT_DLL )
// Re-hook up ladder dismount points
SearchForDismountPoints();
// Show debugging UI if it's active
if ( sv_showladders.GetBool() )
{
m_debugOverlays |= OVERLAY_TEXT_BIT;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncLadder::SearchForDismountPoints()
{
#if !defined( CLIENT_DLL )
CUtlVector< CInfoLadderDismountHandle > allNodes;
Vector topPos;
Vector bottomPos;
GetTopPosition( topPos );
GetBottomPosition( bottomPos );
float dismount_radius = 100.0f;
Vector vecBottomToTop = topPos - bottomPos;
float ladderLength = VectorNormalize( vecBottomToTop );
float recheck = 40.0f;
// add both sets of nodes
FindNearbyDismountPoints( topPos, dismount_radius, m_Dismounts );
FindNearbyDismountPoints( bottomPos, dismount_radius, m_Dismounts );
while ( 1 )
{
ladderLength -= recheck;
if ( ladderLength <= 0.0f )
break;
bottomPos += recheck * vecBottomToTop;
FindNearbyDismountPoints( bottomPos, dismount_radius, m_Dismounts );
}
#endif
}
void CFuncLadder::SetEndPoints( const Vector& p1, const Vector& p2 )
{
m_vecPlayerMountPositionTop = p1;
m_vecPlayerMountPositionBottom = p2;
if ( m_vecPlayerMountPositionBottom.GetZ() > m_vecPlayerMountPositionTop.GetZ() )
{
Vector temp = m_vecPlayerMountPositionBottom;
m_vecPlayerMountPositionBottom = m_vecPlayerMountPositionTop;
m_vecPlayerMountPositionTop = temp;
}
#if !defined( CLIENT_DLL)
Vector playerMins = VEC_HULL_MIN;
Vector playerMaxs = VEC_HULL_MAX;
trace_t result;
UTIL_TraceHull( m_vecPlayerMountPositionTop + Vector( 0, 0, 4 ), m_vecPlayerMountPositionTop,
playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &result );
if ( !result.startsolid )
{
m_vecPlayerMountPositionTop = result.endpos;
}
UTIL_TraceHull( m_vecPlayerMountPositionBottom + Vector( 0, 0, 4 ), m_vecPlayerMountPositionBottom,
playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &result );
if ( !result.startsolid )
{
m_vecPlayerMountPositionBottom = result.endpos;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncLadder::DrawDebugGeometryOverlays()
{
#if !defined( CLIENT_DLL )
BaseClass::DrawDebugGeometryOverlays();
Vector playerMins = VEC_HULL_MIN;
Vector playerMaxs = VEC_HULL_MAX;
Vector topPosition;
Vector bottomPosition;
GetTopPosition( topPosition );
GetBottomPosition( bottomPosition );
NDebugOverlay::Box( topPosition, playerMins, playerMaxs, 255,0,0,127, 0 );
NDebugOverlay::Box( bottomPosition, playerMins, playerMaxs, 0,0,255,127, 0 );
NDebugOverlay::EntityBounds(this, 200, 180, 63, 63, 0);
trace_t bottomtrace;
UTIL_TraceHull( m_vecPlayerMountPositionBottom, m_vecPlayerMountPositionBottom,
playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &bottomtrace );
int c = m_Dismounts.Count();
for ( int i = 0 ; i < c ; i++ )
{
CInfoLadderDismount *pt = m_Dismounts[ i ];
if ( !pt )
continue;
NDebugOverlay::Box(pt->GetAbsOrigin(),Vector( -16, -16, 0 ), Vector( 16, 16, 8 ), 150,0,0, 63, 0);
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : org -
//-----------------------------------------------------------------------------
void CFuncLadder::GetTopPosition( Vector& org )
{
ComputeAbsPosition( m_vecPlayerMountPositionTop + GetLocalOrigin(), &org );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : org -
//-----------------------------------------------------------------------------
void CFuncLadder::GetBottomPosition( Vector& org )
{
ComputeAbsPosition( m_vecPlayerMountPositionBottom + GetLocalOrigin(), &org );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bottomToTopVec -
//-----------------------------------------------------------------------------
void CFuncLadder::ComputeLadderDir( Vector& bottomToTopVec )
{
Vector top;
Vector bottom;
GetTopPosition( top );
GetBottomPosition( bottom );
bottomToTopVec = top - bottom;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CFuncLadder::GetDismountCount() const
{
return m_Dismounts.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : CInfoLadderDismountHandle
//-----------------------------------------------------------------------------
CInfoLadderDismount *CFuncLadder::GetDismount( int index_ )
{
if ( index_ < 0 || index_ >= m_Dismounts.Count() )
return NULL;
return m_Dismounts[index_];
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : origin -
// radius -
// list -
//-----------------------------------------------------------------------------
void CFuncLadder::FindNearbyDismountPoints( const Vector& origin, float radius, CUtlVector< CInfoLadderDismountHandle >& list )
{
#if !defined( CLIENT_DLL )
CBaseEntity *pEntity = NULL;
while ( (pEntity = gEntList.FindEntityByClassnameWithin( pEntity, "info_ladder_dismount", origin, radius)) != NULL )
{
CInfoLadderDismount *landingspot = static_cast< CInfoLadderDismount * >( pEntity );
Assert( landingspot );
// If spot has a target, then if the target is not this ladder, don't add to our list.
if ( landingspot->m_target != NULL_STRING )
{
if ( landingspot->GetNextTarget() != this )
{
continue;
}
}
CInfoLadderDismountHandle handle;
handle = landingspot;
if ( list.Find( handle ) == list.InvalidIndex() )
{
list.AddToTail( handle );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFuncLadder::InputEnable( inputdata_t &inputdata )
{
m_bDisabled = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFuncLadder::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CFuncLadder::PlayerGotOn( CBasePlayer *pPlayer )
{
#if !defined( CLIENT_DLL )
m_OnPlayerGotOnLadder.FireOutput(this, pPlayer);
pPlayer->EmitSound( "Ladder.StepRight" );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CFuncLadder::PlayerGotOff( CBasePlayer *pPlayer )
{
#if !defined( CLIENT_DLL )
m_OnPlayerGotOffLadder.FireOutput(this, pPlayer);
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFuncLadder::DontGetOnLadder( void ) const
{
return m_bFakeLadder;
}
#if !defined(CLIENT_DLL)
const char *CFuncLadder::GetSurfacePropName()
{
if ( !m_surfacePropName )
return NULL;
return m_surfacePropName.ToCStr();
}
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( FuncLadder, DT_FuncLadder );
BEGIN_NETWORK_TABLE( CFuncLadder, DT_FuncLadder )
#if !defined( CLIENT_DLL )
SendPropVector( SENDINFO( m_vecPlayerMountPositionTop ), SPROP_COORD ),
SendPropVector( SENDINFO( m_vecPlayerMountPositionBottom ), SPROP_COORD ),
SendPropVector( SENDINFO( m_vecLadderDir ), SPROP_COORD ),
SendPropBool( SENDINFO( m_bFakeLadder ) ),
// SendPropStringT( SENDINFO(m_surfacePropName) ),
#else
RecvPropVector( RECVINFO( m_vecPlayerMountPositionTop ) ),
RecvPropVector( RECVINFO( m_vecPlayerMountPositionBottom )),
RecvPropVector( RECVINFO( m_vecLadderDir )),
RecvPropBool( RECVINFO( m_bFakeLadder ) ),
#endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( func_useableladder, CFuncLadder );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CFuncLadder )
DEFINE_KEYFIELD( m_vecPlayerMountPositionTop, FIELD_VECTOR, "point0" ),
DEFINE_KEYFIELD( m_vecPlayerMountPositionBottom, FIELD_VECTOR, "point1" ),
DEFINE_FIELD( m_vecLadderDir, FIELD_VECTOR ),
// DEFINE_FIELD( m_Dismounts, FIELD_UTLVECTOR ),
DEFINE_FIELD( m_bFakeLadder, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
#if !defined( CLIENT_DLL )
DEFINE_KEYFIELD( m_surfacePropName,FIELD_STRING, "ladderSurfaceProperties" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_OUTPUT( m_OnPlayerGotOnLadder, "OnPlayerGotOnLadder" ),
DEFINE_OUTPUT( m_OnPlayerGotOffLadder, "OnPlayerGotOffLadder" ),
#endif
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInfoLadderDismount::DrawDebugGeometryOverlays()
{
#if !defined( CLIENT_DLL )
BaseClass::DrawDebugGeometryOverlays();
if ( developer.GetBool() )
{
NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, 0 ), Vector( 16, 16, 8 ), 127, 127, 127, 127, 0 );
}
#endif
}
#if defined( GAME_DLL )
int CFuncLadder::UpdateTransmitState()
{
// transmit if in PVS for clientside prediction
return SetTransmitState( FL_EDICT_PVSCHECK );
}
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( InfoLadderDismount, DT_InfoLadderDismount );
BEGIN_NETWORK_TABLE( CInfoLadderDismount, DT_InfoLadderDismount )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( info_ladder_dismount, CInfoLadderDismount );
#if defined(GAME_DLL)
const char *FuncLadder_GetSurfaceprops(CBaseEntity *pLadderEntity)
{
CFuncLadder *pLadder = dynamic_cast<CFuncLadder *>(pLadderEntity);
if ( pLadder )
{
if ( pLadder->GetSurfacePropName() )
return pLadder->GetSurfacePropName();
}
return "ladder";
}
#endif