//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Teleports a named entity to a given position and restores // it's physics state // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "in_buttons.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define SF_TELEPORT_TO_SPAWN_POS 0x00000001 #define SF_TELEPORT_INTO_DUCK 0x00000002 ///< episodic only: player should be ducked after this teleport class CPointTeleport : public CBaseEntity { DECLARE_CLASS( CPointTeleport, CBaseEntity ); public: void Activate( void ); void InputTeleport( inputdata_t &inputdata ); void InputTeleportEntity( inputdata_t &inputdata ); void InputTeleportToCurrentPos( inputdata_t &inputdata ); int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } private: void DoTeleport( inputdata_t &inputdata, const Vector &vecOrigin, const QAngle &angRotation, bool bOverrideTarget = false ); bool EntityMayTeleport( CBaseEntity *pTarget ); Vector m_vSaveOrigin; QAngle m_vSaveAngles; DECLARE_DATADESC(); }; LINK_ENTITY_TO_CLASS( point_teleport, CPointTeleport ); BEGIN_DATADESC( CPointTeleport ) DEFINE_FIELD( m_vSaveOrigin, FIELD_VECTOR ), DEFINE_FIELD( m_vSaveAngles, FIELD_VECTOR ), DEFINE_INPUTFUNC( FIELD_VOID, "Teleport", InputTeleport ), DEFINE_INPUTFUNC( FIELD_STRING, "TeleportEntity", InputTeleportEntity ), DEFINE_INPUTFUNC( FIELD_VOID, "TeleportToCurrentPos", InputTeleportToCurrentPos ), END_DATADESC() //----------------------------------------------------------------------------- // Returns true if the entity may be teleported //----------------------------------------------------------------------------- bool CPointTeleport::EntityMayTeleport( CBaseEntity *pTarget ) { if ( pTarget->GetMoveParent() != NULL ) { // Passengers in a vehicle are allowed to teleport; their behavior handles it CBaseCombatCharacter *pBCC = pTarget->MyCombatCharacterPointer(); if ( pBCC == NULL || ( pBCC != NULL && pBCC->IsInAVehicle() == false ) ) return false; } return true; } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ void CPointTeleport::Activate( void ) { // Start with our origin point m_vSaveOrigin = GetAbsOrigin(); m_vSaveAngles = GetAbsAngles(); // Save off the spawn position of the target if instructed to do so if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS ) { CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_target ); if ( pTarget ) { // If teleport object is in a movement hierarchy, remove it first if ( EntityMayTeleport( pTarget ) ) { // Save the points m_vSaveOrigin = pTarget->GetAbsOrigin(); m_vSaveAngles = pTarget->GetAbsAngles(); } else { Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName()); BaseClass::Activate(); return; } } else { Warning("ERROR: (%s) target '%s' not found. Deleting.\n", GetDebugName(), STRING(m_target)); UTIL_Remove( this ); return; } } BaseClass::Activate(); } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ void CPointTeleport::InputTeleport( inputdata_t &inputdata ) { DoTeleport( inputdata, m_vSaveOrigin, m_vSaveAngles ); } //------------------------------------------------------------------------------ // Purpose: Teleport the specified entity instead of the Teleporter's pre // determined entity. //------------------------------------------------------------------------------ void CPointTeleport::InputTeleportEntity( inputdata_t &inputdata ) { DoTeleport( inputdata, m_vSaveOrigin, m_vSaveAngles, true ); } //------------------------------------------------------------------------------ // Teleport the target to wherever the point_teleport entity is currently. The Teleport // input teleports to the initial position of the point_teleport, so this input // was added to avoid breaking old content. //------------------------------------------------------------------------------ void CPointTeleport::InputTeleportToCurrentPos( inputdata_t &inputdata ) { if ( m_spawnflags & SF_TELEPORT_TO_SPAWN_POS ) { // This is a nonsensical spawnflag in combination with this input. Warning( "%s: TeleportToCurrentPos input received; ignoring 'Teleport Home' spawnflag.\n", GetDebugName() ); } DoTeleport( inputdata, GetAbsOrigin(), GetAbsAngles() ); } //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ void CPointTeleport::DoTeleport( inputdata_t &inputdata, const Vector &vecOrigin, const QAngle &angRotation, bool bOverrideTarget ) { // Attempt to find the entity in question CBaseEntity *pTarget; if( bOverrideTarget ) { // Use the inputdata to find the entity that the designer supplied in the parameter override pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller ); } else { // Default behavior: Just find the entity that I am hardwired in Hammer to teleport. pTarget = gEntList.FindEntityByName( NULL, m_target, this, inputdata.pActivator, inputdata.pCaller ); } if ( pTarget == NULL ) return; // If teleport object is in a movement hierarchy, remove it first if ( EntityMayTeleport( pTarget ) == false ) { Warning("ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n",GetDebugName(),pTarget->GetDebugName(),pTarget->GetMoveParent()->GetDebugName()); return; } // in episodic, we have a special spawn flag that forces Gordon into a duck #ifdef HL2_EPISODIC if ( (m_spawnflags & SF_TELEPORT_INTO_DUCK) && pTarget->IsPlayer() ) { CBasePlayer *pPlayer = ToBasePlayer( pTarget ); if ( pPlayer != NULL ) { pPlayer->m_nButtons |= IN_DUCK; pPlayer->AddFlag( FL_DUCKING ); pPlayer->m_Local.m_bDucked = true; pPlayer->m_Local.m_bDucking = true; pPlayer->m_Local.m_nDuckTimeMsecs = 0; pPlayer->SetViewOffset( VEC_DUCK_VIEW ); pPlayer->SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); } } #endif pTarget->Teleport( &vecOrigin, &angRotation, NULL ); }