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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOORS_H
#define DOORS_H
#pragma once
#include "entityoutput.h"
#include "locksounds.h"
// Since I'm here, might as well explain how these work. Base.fgd is the file
// that connects flags to entities. It is full of lines with this number, a
// label, and a default value. Voila, dynamicly generated checkboxes on the Flags
// tab of Entity Properties.
// doors
#define SF_DOOR_ROTATE_YAW 0 // yaw by default
#define SF_DOOR_START_OPEN_OBSOLETE 1
#define SF_DOOR_ROTATE_BACKWARDS 2
#define SF_DOOR_NONSOLID_TO_PLAYER 4
#define SF_DOOR_PASSABLE 8
#define SF_DOOR_ONEWAY 16
#define SF_DOOR_NO_AUTO_RETURN 32
#define SF_DOOR_ROTATE_ROLL 64
#define SF_DOOR_ROTATE_PITCH 128
#define SF_DOOR_PUSE 256 // door can be opened by player's use button.
#define SF_DOOR_NONPCS 512 // NPC can't open
#define SF_DOOR_PTOUCH 1024 // player touch opens
#define SF_DOOR_LOCKED 2048 // Door is initially locked
#define SF_DOOR_SILENT \
4096 // Door plays no audible sound, and does not alert NPCs when opened
#define SF_DOOR_USE_CLOSES \
8192 // Door can be +used to close before its autoreturn delay has expired.
#define SF_DOOR_SILENT_TO_NPCS 16384 // Does not alert NPC's when opened.
#define SF_DOOR_IGNORE_USE 32768 // Completely ignores player +use commands.
#define SF_DOOR_NEW_USE_RULES \
65536 // For func_door entities, behave more like prop_door_rotating with
// respect to +USE (changelist 242482)
enum FuncDoorSpawnPos_t {
FUNC_DOOR_SPAWN_CLOSED = 0,
FUNC_DOOR_SPAWN_OPEN,
};
class CBaseDoor : public CBaseToggle {
public:
DECLARE_CLASS(CBaseDoor, CBaseToggle);
DECLARE_SERVERCLASS();
void Spawn(void);
void Precache(void);
bool CreateVPhysics();
bool KeyValue(const char *szKeyName, const char *szValue);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value);
virtual void StartBlocked(CBaseEntity *pOther);
virtual void Blocked(CBaseEntity *pOther);
virtual void EndBlocked(void);
void Activate(void);
virtual int ObjectCaps(void) {
int flags = BaseClass::ObjectCaps();
if (HasSpawnFlags(SF_DOOR_PUSE))
return flags | FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS;
return flags;
};
DECLARE_DATADESC();
// This is ONLY used by the node graph to test movement through a door
void InputSetToggleState(inputdata_t &inputdata);
virtual void SetToggleState(int state);
virtual bool IsRotatingDoor() { return false; }
virtual bool ShouldSavePhysics();
// used to selectivly override defaults
void DoorTouch(CBaseEntity *pOther);
// local functions
int DoorActivate();
void DoorGoUp(void);
void DoorGoDown(void);
void DoorHitTop(void);
void DoorHitBottom(void);
void UpdateAreaPortals(bool isOpen);
void Unlock(void);
void Lock(void);
int GetDoorMovementGroup(CBaseDoor *pDoorList[], int listMax);
// Input handlers
void InputClose(inputdata_t &inputdata);
void InputLock(inputdata_t &inputdata);
void InputOpen(inputdata_t &inputdata);
void InputToggle(inputdata_t &inputdata);
void InputUnlock(inputdata_t &inputdata);
void InputSetSpeed(inputdata_t &inputdata);
Vector m_vecMoveDir; // The direction of motion for linear moving doors.
locksound_t m_ls; // door lock sounds
byte m_bLockedSentence;
byte m_bUnlockedSentence;
bool m_bForceClosed; // If set, always close, even if we're blocked.
bool m_bDoorGroup;
bool m_bLocked; // Whether the door is locked
bool m_bIgnoreDebris;
bool m_bIgnoreNonPlayerEntsOnBlock; // Non-player entities should never
// block. This variable needs more
// letters.
FuncDoorSpawnPos_t m_eSpawnPosition;
float m_flBlockDamage; // Damage inflicted when blocked.
string_t m_NoiseMoving; // Start/Looping sound
string_t m_NoiseArrived; // End sound
string_t m_NoiseMovingClosed; // Start/Looping sound
string_t m_NoiseArrivedClosed; // End sound
string_t m_ChainTarget; ///< Entity name to pass Touch and Use events to
CNetworkVar(float, m_flWaveHeight);
// Outputs
COutputEvent m_OnBlockedClosing; // Triggered when the door becomes blocked
// while closing.
COutputEvent m_OnBlockedOpening; // Triggered when the door becomes blocked
// while opening.
COutputEvent m_OnUnblockedClosing; // Triggered when the door becomes
// unblocked while closing.
COutputEvent m_OnUnblockedOpening; // Triggered when the door becomes
// unblocked while opening.
COutputEvent m_OnFullyClosed; // Triggered when the door reaches the fully
// closed position.
COutputEvent m_OnFullyOpen; // Triggered when the door reaches the fully
// open position.
COutputEvent m_OnClose; // Triggered when the door is told to close.
COutputEvent m_OnOpen; // Triggered when the door is told to open.
COutputEvent
m_OnLockedUse; // Triggered when the user tries to open a locked door.
void StartMovingSound(void);
virtual void StopMovingSound(void);
void MovingSoundThink(void);
#ifdef HL1_DLL
bool PassesBlockTouchFilter(CBaseEntity *pOther);
string_t m_iBlockFilterName;
EHANDLE m_hBlockFilter;
#endif
bool ShouldLoopMoveSound(void) { return m_bLoopMoveSound; }
bool m_bLoopMoveSound; // Move sound loops until stopped
virtual bool ShouldBlockNav() const OVERRIDE { return false; }
private:
void ChainUse(void); ///< Chains +use on through to m_ChainTarget
void ChainTouch(
CBaseEntity *pOther); ///< Chains touch on through to m_ChainTarget
void SetChaining(bool chaining) {
m_isChaining = chaining;
} ///< Latch to prevent recursion
bool m_isChaining;
void CloseAreaPortalsThink(
void); ///< Delays turning off area portals when closing doors to
///< prevent visual artifacts
};
#endif // DOORS_H