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167 lines
6.4 KiB
C++
167 lines
6.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef PROP_PORTAL_H
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#define PROP_PORTAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseanimating.h"
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#include "PortalSimulation.h"
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// FIX ME
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#include "portal_shareddefs.h"
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static const char *s_pDelayedPlacementContext = "DelayedPlacementContext";
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static const char *s_pTestRestingSurfaceContext = "TestRestingSurfaceContext";
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static const char *s_pFizzleThink = "FizzleThink";
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class CPhysicsCloneArea;
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class CProp_Portal : public CBaseAnimating, public CPortalSimulatorEventCallbacks
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{
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public:
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DECLARE_CLASS( CProp_Portal, CBaseAnimating );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CProp_Portal( void );
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virtual ~CProp_Portal( void );
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CNetworkHandle( CProp_Portal, m_hLinkedPortal ); //the portal this portal is linked to
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VMatrix m_matrixThisToLinked; //the matrix that will transform a point relative to this portal, to a point relative to the linked portal
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CNetworkVar( bool, m_bActivated ); //a portal can exist and not be active
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CNetworkVar( bool, m_bIsPortal2 ); //For teleportation, this doesn't matter, but for drawing and moving, it matters
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Vector m_vPrevForward; //used for the indecisive push in find closest passable spaces when portal is moved
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bool m_bSharedEnvironmentConfiguration; //this will be set by an instance of CPortal_Environment when two environments are in close proximity
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EHANDLE m_hMicrophone; //the microphone for teleporting sound
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EHANDLE m_hSpeaker; //the speaker for teleported sound
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CSoundPatch *m_pAmbientSound;
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Vector m_vAudioOrigin;
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Vector m_vDelayedPosition;
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QAngle m_qDelayedAngles;
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int m_iDelayedFailure;
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EHANDLE m_hPlacedBy;
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COutputEvent m_OnPlacedSuccessfully; // Output in hammer for when this portal was successfully placed (not attempted and fizzed).
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cplane_t m_plane_Origin; //a portal plane on the entity origin
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CPhysicsCloneArea *m_pAttachedCloningArea;
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bool IsPortal2() const;
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void SetIsPortal2( bool bIsPortal2 );
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const VMatrix& MatrixThisToLinked() const;
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virtual int UpdateTransmitState( void ) // set transmit filter to transmit always
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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virtual void Precache( void );
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virtual void CreateSounds( void );
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virtual void StopLoopingSounds( void );
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual void OnRestore( void );
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virtual void UpdateOnRemove( void );
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void DelayedPlacementThink( void );
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void TestRestingSurfaceThink ( void );
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void FizzleThink( void );
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bool IsActivedAndLinked( void ) const;
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void WakeNearbyEntities( void ); //wakes all nearby entities in-case there's been a significant change in how they can rest near a portal
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void ForceEntityToFitInPortalWall( CBaseEntity *pEntity ); //projects an object's center into the middle of the portal wall hall, and traces back to where it wants to be
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void PlacePortal( const Vector &vOrigin, const QAngle &qAngles, float fPlacementSuccess, bool bDelay = false );
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void NewLocation( const Vector &vOrigin, const QAngle &qAngles );
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void ResetModel( void ); //sets the model and bounding box
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void DoFizzleEffect( int iEffect, bool bDelayedPos = true ); //display cool visual effect
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void Fizzle( void ); //go inactive
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void PunchPenetratingPlayer( CBaseEntity *pPlayer ); // adds outward force to player intersecting the portal plane
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void PunchAllPenetratingPlayers( void ); // adds outward force to player intersecting the portal plane
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virtual void StartTouch( CBaseEntity *pOther );
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virtual void Touch( CBaseEntity *pOther );
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virtual void EndTouch( CBaseEntity *pOther );
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bool ShouldTeleportTouchingEntity( CBaseEntity *pOther ); //assuming the entity is or was just touching the portal, check for teleportation conditions
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void TeleportTouchingEntity( CBaseEntity *pOther );
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void InputSetActivatedState( inputdata_t &inputdata );
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void InputFizzle( inputdata_t &inputdata );
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void InputNewLocation( inputdata_t &inputdata );
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void UpdatePortalLinkage( void );
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void UpdatePortalTeleportMatrix( void ); //computes the transformation from this portal to the linked portal, and will update the remote matrix as well
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//void SendInteractionMessage( CBaseEntity *pEntity, bool bEntering ); //informs clients that the entity is interacting with a portal (mostly used for clip planes)
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bool SharedEnvironmentCheck( CBaseEntity *pEntity ); //does all testing to verify that the object is better handled with this portal instead of the other
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// The four corners of the portal in worldspace, updated on placement. The four points will be coplanar on the portal plane.
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Vector m_vPortalCorners[4];
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CPortalSimulator m_PortalSimulator;
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//virtual bool CreateVPhysics( void );
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//virtual void VPhysicsDestroyObject( void );
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virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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virtual void PortalSimulator_TookOwnershipOfEntity( CBaseEntity *pEntity );
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virtual void PortalSimulator_ReleasedOwnershipOfEntity( CBaseEntity *pEntity );
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private:
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unsigned char m_iLinkageGroupID; //a group ID specifying which portals this one can possibly link to
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CPhysCollide *m_pCollisionShape;
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void RemovePortalMicAndSpeaker(); // Cleans up the portal's internal audio members
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void UpdateCorners( void ); // Updates the four corners of this portal on spawn and placement
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public:
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inline unsigned char GetLinkageGroup( void ) const { return m_iLinkageGroupID; };
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void ChangeLinkageGroup( unsigned char iLinkageGroupID );
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//find a portal with the designated attributes, or creates one with them, favors active portals over inactive
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static CProp_Portal *FindPortal( unsigned char iLinkageGroupID, bool bPortal2, bool bCreateIfNothingFound = false );
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static const CUtlVector<CProp_Portal *> *GetPortalLinkageGroup( unsigned char iLinkageGroupID );
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};
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//-----------------------------------------------------------------------------
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// inline state querying methods
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//-----------------------------------------------------------------------------
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inline bool CProp_Portal::IsPortal2() const
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{
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return m_bIsPortal2;
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}
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inline void CProp_Portal::SetIsPortal2( bool bIsPortal2 )
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{
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m_bIsPortal2 = bIsPortal2;
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}
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inline const VMatrix& CProp_Portal::MatrixThisToLinked() const
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{
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return m_matrixThisToLinked;
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}
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#endif //#ifndef PROP_PORTAL_H
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