//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: A base class for model-based doors. The exact movement required to // open or close the door is not dictated by this class, only that // the door has open, closed, opening, and closing states. // // Doors must satisfy these requirements: // // - Derived classes must support being opened by NPCs. // - Never autoclose in the face of a player. // - Never close into an NPC. // //=============================================================================// #ifndef BASEPROPDOOR_H #define BASEPROPDOOR_H #ifdef _WIN32 #pragma once #endif #include "props.h" #include "locksounds.h" #include "entityoutput.h" #include "entityblocker.h" extern ConVar g_debug_doors; struct opendata_t { Vector vecStandPos; // Where the NPC should stand. Vector vecFaceDir; // What direction the NPC should face. Activity eActivity; // What activity the NPC should play. }; abstract_class CBasePropDoor : public CDynamicProp { public: DECLARE_CLASS( CBasePropDoor, CDynamicProp ); DECLARE_SERVERCLASS(); CBasePropDoor( void ); void Spawn(); void Precache(); void Activate(); int ObjectCaps(); virtual bool IsAbleToCloseAreaPortals( void ) const; void HandleAnimEvent( animevent_t *pEvent ); // Base class services. // Do not make the functions in this block virtual!! // { inline bool IsDoorOpen(); inline bool IsDoorAjar(); inline bool IsDoorOpening(); inline bool IsDoorClosed(); inline bool IsDoorClosing(); inline bool IsDoorBlocked() const; inline bool IsNPCOpening(CAI_BaseNPC *pNPC); inline bool IsPlayerOpening(); inline bool IsOpener(CBaseEntity *pEnt); virtual bool IsDoorLocked() { return m_bLocked; } bool NPCOpenDoor(CAI_BaseNPC *pNPC); bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); // } // Implement these in your leaf class. // { virtual bool DoorCanClose( bool bAutoClose ) { return true; } virtual bool DoorCanOpen( void ) { return true; } virtual void GetNPCOpenData(CAI_BaseNPC *pNPC, opendata_t &opendata) = 0; virtual float GetOpenInterval(void) = 0; enum DoorExtent_t { DOOR_EXTENT_OPEN = 1, DOOR_EXTENT_CLOSED = 2, }; virtual void ComputeDoorExtent( Extent *extent, unsigned int extentType ) = 0; // extent contains the volume encompassing by the door in the specified states // } protected: enum DoorState_t { DOOR_STATE_CLOSED = 0, DOOR_STATE_OPENING, DOOR_STATE_OPEN, DOOR_STATE_CLOSING, DOOR_STATE_AJAR, }; // dvs: FIXME: make these private void DoorClose(); CBasePropDoor *GetMaster( void ) { return m_hMaster; } bool HasSlaves( void ) { return ( m_hDoorList.Count() > 0 ); } inline void SetDoorState( DoorState_t eDoorState ); virtual void CalcDoorSounds(); float m_flAutoReturnDelay; // How many seconds to wait before automatically closing, -1 never closes automatically. CUtlVector< CHandle< CBasePropDoor > > m_hDoorList; // List of doors linked to us inline CBaseEntity *GetActivator(); int m_nHardwareType; // Called when the door becomes fully closed. virtual void OnDoorClosed() {} private: // Implement these in your leaf class. // { // Called when the door becomes fully open. virtual void OnDoorOpened() {} // Called to tell the door to start opening. virtual void BeginOpening(CBaseEntity *pOpenAwayFrom) = 0; // Called to tell the door to start closing. virtual void BeginClosing( void ) = 0; // Called when blocked to tell the door to stop moving. virtual void DoorStop( void ) = 0; // Called when blocked to tell the door to continue moving. virtual void DoorResume( void ) = 0; // Called to send the door instantly to its spawn positions. virtual void DoorTeleportToSpawnPosition() = 0; // } protected: void UpdateAreaPortals( bool bOpen ); void DisableAreaPortalThink( void ); virtual void Lock(); virtual void Unlock(); private: // Main entry points for the door base behaviors. // Do not make the functions in this block virtual!! // { bool DoorActivate(); void DoorOpen( CBaseEntity *pOpenAwayFrom ); void OpenIfUnlocked(CBaseEntity *pActivator, CBaseEntity *pOpenAwayFrom); void DoorOpenMoveDone(); void DoorCloseMoveDone(); void DoorAutoCloseThink(); void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void OnUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); inline bool WillAutoReturn() { return m_flAutoReturnDelay != -1; } void StartBlocked(CBaseEntity *pOther); void OnStartBlocked( CBaseEntity *pOther ); void MasterStartBlocked( CBaseEntity *pOther ); void Blocked(CBaseEntity *pOther); void EndBlocked(void); void OnEndBlocked( void ); // Input handlers void InputClose(inputdata_t &inputdata); void InputLock(inputdata_t &inputdata); void InputOpen(inputdata_t &inputdata); void InputOpenAwayFrom(inputdata_t &inputdata); void InputToggle(inputdata_t &inputdata); void InputUnlock(inputdata_t &inputdata); void SetDoorBlocker( CBaseEntity *pBlocker ); void SetMaster( CBasePropDoor *pMaster ) { m_hMaster = pMaster; } DoorState_t m_eDoorState; // Holds whether the door is open, closed, opening, or closing. locksound_t m_ls; // The sounds the door plays when being locked, unlocked, etc. EHANDLE m_hActivator; EHANDLE m_hBlocker; // Entity blocking the door currently bool m_bFirstBlocked; // Marker for being the first door (in a group) to be blocked (needed for motion control) protected: bool m_bLocked; // True if the door is locked. bool m_bForceClosed; // True if this door must close no matter what. string_t m_SoundMoving; string_t m_SoundOpen; string_t m_SoundClose; int m_nPhysicsMaterial; // dvs: FIXME: can we remove m_flSpeed from CBaseEntity? //float m_flSpeed; // Rotation speed when opening or closing in degrees per second. DECLARE_DATADESC(); string_t m_SlaveName; CHandle< CBasePropDoor > m_hMaster; static void RegisterPrivateActivities(); // 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 CBasePropDoor::SetDoorState( DoorState_t eDoorState ) { m_eDoorState = eDoorState; } bool CBasePropDoor::IsDoorOpen() { return m_eDoorState == DOOR_STATE_OPEN; } bool CBasePropDoor::IsDoorAjar() { return ( m_eDoorState == DOOR_STATE_AJAR ); } bool CBasePropDoor::IsDoorOpening() { return m_eDoorState == DOOR_STATE_OPENING; } bool CBasePropDoor::IsDoorClosed() { return m_eDoorState == DOOR_STATE_CLOSED; } bool CBasePropDoor::IsDoorClosing() { return m_eDoorState == DOOR_STATE_CLOSING; } CBaseEntity *CBasePropDoor::GetActivator() { return m_hActivator; } bool CBasePropDoor::IsDoorBlocked() const { return ( m_hBlocker != NULL ); } bool CBasePropDoor::IsNPCOpening( CAI_BaseNPC *pNPC ) { return ( pNPC == ( CAI_BaseNPC * )GetActivator() ); } inline bool CBasePropDoor::IsPlayerOpening() { return ( GetActivator() && GetActivator()->IsPlayer() ); } inline bool CBasePropDoor::IsOpener(CBaseEntity *pEnt) { return ( GetActivator() == pEnt ); } //=============================================== // Rotating prop door //=============================================== // Check directions for door movement enum doorCheck_e { DOOR_CHECK_FORWARD, // Door's forward opening direction DOOR_CHECK_BACKWARD, // Door's backward opening direction DOOR_CHECK_FULL, // Door's complete movement volume }; enum PropDoorRotatingSpawnPos_t { DOOR_SPAWN_CLOSED = 0, DOOR_SPAWN_OPEN_FORWARD, DOOR_SPAWN_OPEN_BACK, DOOR_SPAWN_AJAR, }; enum PropDoorRotatingOpenDirection_e { DOOR_ROTATING_OPEN_BOTH_WAYS = 0, DOOR_ROTATING_OPEN_FORWARD, DOOR_ROTATING_OPEN_BACKWARD, }; class CPropDoorRotating : public CBasePropDoor { DECLARE_CLASS( CPropDoorRotating, CBasePropDoor ); public: ~CPropDoorRotating(); int DrawDebugTextOverlays( void ); void Spawn( void ); void MoveDone( void ); void BeginOpening( CBaseEntity *pOpenAwayFrom ); void BeginClosing( void ); void OnRestore( void ); void DoorTeleportToSpawnPosition(); void GetNPCOpenData( CAI_BaseNPC *pNPC, opendata_t &opendata ); void DoorClose( void ); bool DoorCanClose( bool bAutoClose ); void DoorOpen( CBaseEntity *pOpenAwayFrom ); void OnDoorOpened(); void OnDoorClosed(); void DoorResume( void ); void DoorStop( void ); float GetOpenInterval(); bool OverridePropdata() { return true; } void InputSetSpeed( inputdata_t &inputdata ); virtual void ComputeDoorExtent( Extent *extent, unsigned int extentType ); // extent contains the volume encompassing open + closed states virtual int UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); } DECLARE_DATADESC(); DECLARE_SERVERCLASS(); private: bool IsHingeOnLeft(); void AngularMove( const QAngle &vecDestAngle, float flSpeed ); void CalculateDoorVolume( QAngle closedAngles, QAngle openAngles, Vector *destMins, Vector *destMaxs ); bool CheckDoorClear( doorCheck_e state ); doorCheck_e GetOpenState( void ); void InputSetRotationDistance( inputdata_t &inputdata ); // Set the degree difference between open and closed void InputMoveToRotationDistance( inputdata_t &inputdata ); // Set the degree difference between open and closed and move to open void CalcOpenAngles( void ); // Subroutine to setup the m_angRotation QAngles based on the m_flDistance variable Vector m_vecAxis; // The axis of rotation. float m_flDistance; // How many degrees we rotate between open and closed. PropDoorRotatingSpawnPos_t m_eSpawnPosition; PropDoorRotatingOpenDirection_e m_eOpenDirection; QAngle m_angRotationAjar; // Angles to spawn at if we are set to spawn ajar. QAngle m_angRotationClosed; // Our angles when we are fully closed. QAngle m_angRotationOpenForward; // Our angles when we are fully open towards our forward vector. QAngle m_angRotationOpenBack; // Our angles when we are fully open away from our forward vector. QAngle m_angGoal; Vector m_vecForwardBoundsMin; Vector m_vecForwardBoundsMax; Vector m_vecBackBoundsMin; Vector m_vecBackBoundsMax; COutputEvent m_OnRotationDone; // Triggered when we finish rotating. CHandle m_hDoorBlocker; }; //-------------------------------------------------------------------------------------------------------- class CPropDoorRotatingBreakable : public CPropDoorRotating { DECLARE_CLASS( CPropDoorRotatingBreakable, CPropDoorRotating ); public: DECLARE_DATADESC(); virtual void Spawn( void ); virtual void Precache( void ); virtual void UpdateOnRemove( void ); void PrecacheBreakables( void ); virtual int OnTakeDamage( const CTakeDamageInfo &info ); virtual void Event_Killed( const CTakeDamageInfo &info ); void InputSetRotationDistance( inputdata_t &inputdata ); void InputSetUnbreakable( inputdata_t &inputdata ); void InputSetBreakable( inputdata_t &inputdata ); virtual bool IsAbleToCloseAreaPortals( void ) const; virtual int DrawDebugTextOverlays( void ); bool IsBreakable( void ) { return m_bBreakable; } virtual void Lock(); virtual void Unlock(); virtual void OnDoorOpened( void ) { UnblockNav(); BaseClass::OnDoorOpened(); } virtual void OnDoorClosed( void ) { BaseClass::OnDoorClosed(); } bool operator()( CNavArea *area ); // functor that blocks areas in our extent static bool CalculateBlocked( bool *pResultByTeam, const Vector &vecMins, const Vector &vecMaxs ); private: void UpdateBlocked( bool bBlocked ); void BlockNav( void ); void UnblockNav( void ); // void BlockNavArea( bool blocked ) // { // /** // * MSB: I'm commenting this out, because we can't use BLOCKED for this, // * since *nothing* can path thru a blocked area - SurvivorBots, population // * algorithms, etc. // * However, something like "closed door" might be useful to flag here // * in the future. // * // // if ( blocked ) // { // CNavArea *area = TheNavMesh->GetNavArea( WorldSpaceCenter() ); // if ( area ) // { // area->Block(); // m_blockedNavAreaID = area->GetID(); // } // } // else // { // if ( m_blockedNavAreaID > 0 ) // { // CNavArea *area = TheNavMesh->GetNavAreaByID( m_blockedNavAreaID ); // if ( area ) // { // area->UpdateBlocked( true ); // give it a chance to stay blocked by something else // } // } // } // */ // } int m_blockedNavAreaID; bool m_bBreakable; bool m_isAbleToCloseAreaPortals; int m_currentDamageState; int m_blockedTeamNumber; bool m_isBlockingNav[MAX_NAV_TEAMS]; CUtlVector< string_t > m_damageStates; }; #endif // BASEPROPDOOR_H