source-engine/game/server/tf2/tf_func_mass_teleport.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

368 lines
9.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "tf_func_mass_teleport.h"
#include "tf_team.h"
#include "basetfvehicle.h"
#include "team_spawnpoint.h"
#include "NDebugOverlay.h"
#include "tf_vehicle_teleport_station.h"
#include "tf_gamerules.h"
LINK_ENTITY_TO_CLASS( func_mass_teleport, CFuncMassTeleport);
BEGIN_DATADESC( CFuncMassTeleport )
// Data
DEFINE_FIELD(m_hTargetEntity, FIELD_EHANDLE),
// Keys
DEFINE_KEYFIELD_NOT_SAVED( m_bMCV, FIELD_BOOLEAN, "MCV" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "DoTeleport", InputDoTeleport ),
// Outputs
DEFINE_OUTPUT( m_OnTeleport, "OnTeleport" ),
DEFINE_OUTPUT( m_OnActive, "OnActive" ),
DEFINE_OUTPUT( m_OnInactive, "OnInactive" ),
END_DATADESC()
PRECACHE_REGISTER( func_mass_teleport );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncMassTeleport::CFuncMassTeleport()
{
}
//-----------------------------------------------------------------------------
// Purpose: Initializes the resource zone
//-----------------------------------------------------------------------------
void CFuncMassTeleport::Spawn( void )
{
SetSolid( SOLID_BSP );
AddSolidFlags( FSOLID_TRIGGER );
SetMoveType( MOVETYPE_NONE );
AddEffects( EF_NODRAW );
SetModel( STRING( GetModelName() ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncMassTeleport::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncMassTeleport::Activate( void )
{
m_hTargetEntity = GetNextTarget();
BaseClass::Activate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncMassTeleport::MassTeleport(
CTFTeam *pTeam,
Vector vSourceMins,
Vector vSourceMaxs,
Vector vDest,
bool bSwap,
bool bPlayersOnly,
EHANDLE hMCV,
bool bTelefragDestination )
{
bSwap = false;
Vector vSource = vSourceMins + ( ( vSourceMaxs - vSourceMins ) / 2.f );
vSource.z = vSourceMins.z;
/*
if( bTelefragDestination )
{
Vector vDestMins = vDest - ( ( vSourceMaxs - vSourceMins ) / 2.f );
Vector vDestMaxs = vDest + ( ( vSourceMaxs - vSourceMins ) / 2.f );
MassTelefrag(vDestMins,vDestMaxs);
}
*/
CBaseEntity *pList[1024];
int OriginalSolidFlags[1024];
int count = UTIL_EntitiesInBox( pList, 1024, vSourceMins, vSourceMaxs, FL_CLIENT|FL_NPC|FL_OBJECT );
for( int i = 0; i < count; i++ )
{
CBaseEntity* pEnt = pList[i];
if ( !pEnt )
continue;
if ( bPlayersOnly )
{
CBaseTFPlayer *pTestPlayer = dynamic_cast< CBaseTFPlayer* >( pEnt );
if ( pTestPlayer )
{
// If it's players only, then only teleport players attached to the specified MCV.
if ( pTestPlayer->GetSelectedMCV() != hMCV.Get() )
{
pList[i] = NULL;
continue;
}
}
else
{
pList[i] = NULL;
continue;
}
}
if( pEnt->GetSolidFlags() & FSOLID_NOT_SOLID )
{
pList[i] = NULL;
continue;
}
// Only teleport team members
if ( pTeam && ((CTFTeam*)pEnt->GetTeam()) != pTeam )
{
pList[i] = NULL;
continue;
}
// Only teleport items at the root of hierarchies.
if( pEnt->GetMoveParent() )
{
pList[i] = NULL;
continue;
}
CBaseObject* pObj = dynamic_cast<CBaseObject*>(pEnt);
// NJS: dont teleport map placed objects.
if( pObj )
{
if ( pObj->WasMapPlaced() )
{
pList[i] = NULL;
continue;
}
}
OriginalSolidFlags[i] = pEnt->GetSolidFlags();
pEnt->AddSolidFlags( FSOLID_NOT_SOLID);
Vector vEntOrigin = pEnt->GetAbsOrigin();
Vector vDelta = vEntOrigin - vSource;
Vector vEntTarget = vDest + vDelta + Vector(0,0,3); // Teleport them a little above the ground, to allow for the suspension drop.
QAngle aEntAngles= pEnt->GetAbsAngles();
Vector vEntVelocity;
pEnt->GetVelocity(&vEntVelocity);
// If it's a player, trace down from the top of the box to find a safe place
if ( bPlayersOnly && pEnt->IsPlayer() )
{
// Start the target up the top of the dest box
Vector vecTop = vEntTarget;
vecTop.z = (vDest.z + (vSourceMaxs.z - vSourceMins.z));
// Trace a hull down
trace_t tr;
UTIL_TraceEntity( pEnt, vecTop, vEntTarget, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
vEntTarget = tr.endpos + Vector(0,0,3);
}
/*
if( ! bSwap )
{
Vector origin(0,0,0);
if ( !EntityPlacementTest( pEnt, vEntTarget, origin, true ) )
{
UTIL_Remove( pEnt );
return;
}
vEntTarget = origin;
}
*/
pEnt->Teleport( &vEntTarget, &aEntAngles, &vEntVelocity );
}
// If I am to swap source and destination, do it while the current entites from this teleport are incorperal.
if( bSwap )
{
MassTeleport( pTeam, vSourceMins - vSource + vDest, vSourceMaxs - vSource + vDest, vSource, false, bPlayersOnly, hMCV, false );
}
for( i = 0; i < count; i++ )
{
CBaseEntity* pEnt = pList[i];
if( !pEnt )
continue;
pEnt->SetSolidFlags(OriginalSolidFlags[i]);
}
}
void CFuncMassTeleport::MassTelefrag( Vector vMins, Vector vMaxs )
{
CBaseEntity *pList[4096];
int count = UTIL_EntitiesInBox( pList, 4096, vMins, vMaxs, FL_CLIENT|FL_NPC|FL_OBJECT );
for( int i = 0; i < count; i++ )
{
CBaseEntity* pEnt = pList[i];
if ( !pEnt )
continue;
if( pEnt->GetSolidFlags() & FSOLID_NOT_SOLID )
{
pList[i] = NULL;
continue;
}
// Only teleport items at the root of hierarchies.
if( pEnt->GetMoveParent() )
{
pList[i] = NULL;
continue;
}
CBaseObject* pObj = dynamic_cast<CBaseObject*>(pEnt);
// dont frag map placed objects.
if( !pObj )
continue;
if ( pObj->WasMapPlaced() )
{
pList[i] = NULL;
continue;
}
// Do a massive amount of damage (DMG_GENERIC so there's no physics force)
CTakeDamageInfo info( this, this, 99999, DMG_GENERIC );
pObj->TakeDamage(info);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncMassTeleport::DoTeleport(
CTFTeam *pTeam,
Vector vSourceMins,
Vector vSourceMaxs,
Vector vDest,
bool bSwap,
bool bPlayersOnly,
EHANDLE hMCV )
{
bool bTelefragDestination = hMCV ? false : true;
MassTeleport( pTeam, vSourceMins, vSourceMaxs, vDest, bSwap, bPlayersOnly, hMCV, bTelefragDestination );
// Fire our output
m_OnTeleport.FireOutput( this, this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncMassTeleport::InputDoTeleport( inputdata_t &inputdata )
{
// If I have MCVs attached, tell them to teleport.
for ( int i = 0; i < m_MCVs.Count(); i++ )
{
m_MCVs[i]->DoTeleport();
}
// If we have a target entity, teleport to it
if ( m_hTargetEntity )
{
Vector vecAbsMins, vecAbsMaxs;
CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
DoTeleport( ((CTFTeam*)GetTeam()), vecAbsMins, vecAbsMaxs, m_hTargetEntity->GetAbsOrigin(), true, false, EHANDLE() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified point is within this zone
//-----------------------------------------------------------------------------
bool CFuncMassTeleport::PointIsWithin( const Vector &vecPoint )
{
return CollisionProp()->IsPointInBounds( vecPoint );
}
//-----------------------------------------------------------------------------
// Purpose: Transmit this to all players who are in commander mode
//-----------------------------------------------------------------------------
int CFuncMassTeleport::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
// Team rules may tell us that we should
CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
Assert( pRecipientEntity->IsPlayer() );
CBasePlayer *pPlayer = (CBasePlayer*)pRecipientEntity;
if ( pPlayer->GetTeam() )
{
if (pPlayer->GetTeam()->ShouldTransmitToPlayer( pPlayer, this ))
return FL_EDICT_ALWAYS;
}
return FL_EDICT_DONTSEND;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncMassTeleport::AddMCV( CBaseEntity *pMCV )
{
// Are we going active?
if ( !m_MCVs.Count() )
{
// Fire our output
m_OnActive.FireOutput( this, this );
}
EHANDLE hMCV;
hMCV = pMCV;
m_MCVs.AddToTail( hMCV );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncMassTeleport::RemoveMCV( CBaseEntity *pMCV )
{
EHANDLE hMCV;
hMCV = pMCV;
m_MCVs.FindAndRemove( hMCV );
// Have we just gone inactive?
if ( !m_MCVs.Count() )
{
// Fire our output
m_OnInactive.FireOutput( this, this );
}
}