sqwarmed/sdk_src/game/server/pointteleport.cpp

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 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 );
}