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