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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TRAINS_H
#define TRAINS_H
#ifdef _WIN32
#pragma once
#endif
#include "entityoutput.h"
#include "pathtrack.h"
// Spawnflags of CPathCorner
#define SF_CORNER_WAITFORTRIG 0x001
#define SF_CORNER_TELEPORT 0x002
// Tracktrain spawn flags
#define SF_TRACKTRAIN_NOPITCH 0x0001
#define SF_TRACKTRAIN_NOCONTROL 0x0002
#define SF_TRACKTRAIN_FORWARDONLY 0x0004
#define SF_TRACKTRAIN_PASSABLE 0x0008
#define SF_TRACKTRAIN_FIXED_ORIENTATION 0x0010
#define SF_TRACKTRAIN_HL1TRAIN 0x0080
#define SF_TRACKTRAIN_USE_MAXSPEED_FOR_PITCH 0x0100
#define SF_TRACKTRAIN_UNBLOCKABLE_BY_PLAYER 0x0200
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
enum TrainVelocityType_t { TrainVelocity_Instantaneous = 0, TrainVelocity_LinearBlend, TrainVelocity_EaseInEaseOut, };
enum TrainOrientationType_t { TrainOrientation_Fixed = 0, TrainOrientation_AtPathTracks, TrainOrientation_LinearBlend, TrainOrientation_EaseInEaseOut, };
class CFuncTrackTrain : public CBaseEntity { DECLARE_CLASS( CFuncTrackTrain, CBaseEntity ); DECLARE_SERVERCLASS();
public: CFuncTrackTrain();
void Spawn( void ); bool CreateVPhysics( void ); void Precache( void ); void UpdateOnRemove(); void MoveDone();
virtual int OnTakeDamage( const CTakeDamageInfo &info );
void Blocked( CBaseEntity *pOther ); bool KeyValue( const char *szKeyName, const char *szValue );
virtual int DrawDebugTextOverlays(); void DrawDebugGeometryOverlays();
void Next( void ); void Find( void ); void NearestPath( void ); void DeadEnd( void );
void SetTrack( CPathTrack *track ) { m_ppath = track->Nearest(GetLocalOrigin()); } void SetControls( CBaseEntity *pControls ); bool OnControls( CBaseEntity *pControls );
void SoundStop( void ); void SoundUpdate( void );
void Start( void ); void Stop( void );
bool IsDirForward(); void SetDirForward( bool bForward ); void SetSpeed( float flSpeed, bool bAccel = false ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void SetSpeedDirAccel( float flNewSpeed ); // Input handlers
void InputSetSpeed( inputdata_t &inputdata ); void InputSetSpeedDir( inputdata_t &inputdata ); void InputSetSpeedReal( inputdata_t &inputdata ); void InputStop( inputdata_t &inputdata ); void InputResume( inputdata_t &inputdata ); void InputReverse( inputdata_t &inputdata ); void InputStartForward( inputdata_t &inputdata ); void InputStartBackward( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata ); void InputSetSpeedDirAccel( inputdata_t &inputdata ); void InputTeleportToPathTrack( inputdata_t &inputdata ); void InputSetSpeedForwardModifier( inputdata_t &inputdata );
static CFuncTrackTrain *Instance( edict_t *pent );
#ifdef TF_DLL
int UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); } #endif
DECLARE_DATADESC();
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DIRECTIONAL_USE | FCAP_USE_ONGROUND; }
virtual void OnRestore( void );
float GetMaxSpeed() const { return m_maxSpeed; } float GetCurrentSpeed() const { return m_flSpeed; } float GetDesiredSpeed() const { return m_flDesiredSpeed;}
virtual bool IsBaseTrain( void ) const { return true; }
void SetSpeedForwardModifier( float flModifier ); void SetBlockDamage( float flDamage ) { m_flBlockDamage = flDamage; } void SetDamageChild( bool bDamageChild ) { m_bDamageChild = bDamageChild; }
private:
void ArriveAtNode( CPathTrack *pNode ); void FirePassInputs( CPathTrack *pStart, CPathTrack *pEnd, bool forward );
public:
// UNDONE: Add accessors?
CPathTrack *m_ppath; float m_length; #ifdef HL1_DLL
bool m_bOnTrackChange; // we don't want to find a new node if we restore while
// riding on a func_trackchange
#endif
private:
TrainVelocityType_t GetTrainVelocityType(); void UpdateTrainVelocity( CPathTrack *pnext, CPathTrack *pNextNext, const Vector &nextPos, float flInterval );
TrainOrientationType_t GetTrainOrientationType(); void UpdateTrainOrientation( CPathTrack *pnext, CPathTrack *pNextNext, const Vector &nextPos, float flInterval ); void UpdateOrientationAtPathTracks( CPathTrack *pnext, CPathTrack *pNextNext, const Vector &nextPos, float flInterval ); void UpdateOrientationBlend( TrainOrientationType_t eOrientationType, CPathTrack *pPrev, CPathTrack *pNext, const Vector &nextPos, float flInterval ); void DoUpdateOrientation( const QAngle &curAngles, const QAngle &angles, float flInterval );
void TeleportToPathTrack( CPathTrack *pTeleport );
Vector m_controlMins; Vector m_controlMaxs; Vector m_lastBlockPos; // These are used to build a heuristic decision about being temporarily blocked by physics objects
int m_lastBlockTick; // ^^^^^^^
float m_flVolume; float m_flBank; float m_oldSpeed; float m_flBlockDamage; // Damage to inflict when blocked.
float m_height; float m_maxSpeed; float m_dir;
string_t m_iszSoundMove; // Looping sound to play while moving. Pitch shifted based on speed.
string_t m_iszSoundMovePing; // Ping sound to play while moving. Interval decreased based on speed.
string_t m_iszSoundStart; // Sound to play when starting to move.
string_t m_iszSoundStop; // Sound to play when stopping.
float m_flMoveSoundMinTime; // The most often to play the move 'ping' sound (used at max speed)
float m_flMoveSoundMaxTime; // The least often to play the move 'ping' sound (used approaching zero speed)
float m_flNextMoveSoundTime;
int m_nMoveSoundMinPitch; // The sound pitch to approach as we come to a stop
int m_nMoveSoundMaxPitch; // The sound pitch to approach as we approach our max speed (actually, it's hardcoded to 1000 in/sec)
TrainOrientationType_t m_eOrientationType; TrainVelocityType_t m_eVelocityType; bool m_bSoundPlaying;
COutputEvent m_OnStart,m_OnNext;
bool m_bManualSpeedChanges; // set when we want to send entity IO to govern speed and obey our TrainVelocityType_t
float m_flDesiredSpeed; // target speed, when m_bManualSpeedChanges is set
float m_flSpeedChangeTime; float m_flAccelSpeed; float m_flDecelSpeed; bool m_bAccelToSpeed;
float m_flNextMPSoundTime; float m_flSpeedForwardModifier; float m_flUnmodifiedDesiredSpeed;
bool m_bDamageChild; };
#endif // TRAINS_H
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