Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Engineer's Teleporter
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_OBJ_TELEPORTER_H
#define TF_OBJ_TELEPORTER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj.h"
#include "GameEventListener.h"
class CTFPlayer;
enum
{
TTYPE_NONE=0,
TTYPE_ENTRANCE,
TTYPE_EXIT,
#ifdef STAGING_ONLY
TTYPE_SPEEDPAD,
#endif
};
#define TELEPORTER_MAX_HEALTH 150
// ------------------------------------------------------------------------ //
// Base Teleporter object
// ------------------------------------------------------------------------ //
class CObjectTeleporter : public CBaseObject, public CGameEventListener
{
DECLARE_CLASS( CObjectTeleporter, CBaseObject );
public:
DECLARE_SERVERCLASS();
CObjectTeleporter();
virtual void Spawn();
virtual void UpdateOnRemove();
virtual void FirstSpawn( void );
virtual void Precache();
virtual bool StartBuilding( CBaseEntity *pBuilder );
virtual void SetStartBuildingModel( void );
virtual void OnGoActive( void );
virtual int DrawDebugTextOverlays(void) ;
virtual bool IsPlacementPosValid( void );
virtual void SetModel( const char *pModel );
virtual void InitializeMapPlacedObject( void );
virtual void FinishedBuilding( void );
void SetState( int state );
virtual void DeterminePlaybackRate( void );
void RecieveTeleportingPlayer( CTFPlayer* pTeleportingPlayer );
void TeleporterThink( void );
void TeleporterTouch( CBaseEntity *pOther );
virtual void StartTouch( CBaseEntity *pOther );
virtual void EndTouch( CBaseEntity *pOther );
virtual void TeleporterSend( CTFPlayer *pPlayer );
virtual void TeleporterReceive( CTFPlayer *pPlayer, float flDelay );
virtual void StartUpgrading( void );
virtual void FinishUpgrading( void );
CObjectTeleporter *GetMatchingTeleporter( void );
CObjectTeleporter *FindMatch( void ); // Find the teleport partner to this object
bool IsReady( void ); // is this teleporter connected and functional? (ie: not sapped, disabled, upgrading, unconnected, etc)
bool IsMatchingTeleporterReady( void );
bool IsSendingPlayer( CTFPlayer *player ); // returns true if we are in the process of teleporting the given player
int GetState( void ) { return m_iState; } // state of the object ( building, charging, ready etc )
void SetTeleportingPlayer( CTFPlayer *pPlayer )
{
m_hTeleportingPlayer = pPlayer;
}
// Wrench hits
virtual bool Command_Repair( CTFPlayer *pActivator, float flRepairMod );
void AddHealth( int nHealthToAdd )
{
SetHealth( MIN( GetMaxHealth(), GetHealth() + nHealthToAdd ) );
}
virtual bool InputWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc );
// Upgrading
virtual bool IsUpgrading( void ) const { return ( m_iState == TELEPORTER_STATE_UPGRADING ); }
virtual bool CheckUpgradeOnHit( CTFPlayer *pPlayer );
void CopyUpgradeStateToMatch( CObjectTeleporter *pMatch, bool bFrom );
virtual void Explode( void );
bool PlayerCanBeTeleported( CTFPlayer *pPlayer );
void SetTeleporterType( int iVal ) { m_iTeleportType = iVal; }
int GetTeleporterType( void ) { return m_iTeleportType; }
bool IsEntrance( void ) { return m_iTeleportType == TTYPE_ENTRANCE; }
bool IsExit( void ) { return m_iTeleportType == TTYPE_EXIT; }
#ifdef STAGING_ONLY
// STAGING_ENGY
bool IsSpeedPad( void ) { return m_iTeleportType == TTYPE_SPEEDPAD; }
#endif
virtual void MakeCarriedObject( CTFPlayer *pCarrier );
virtual void SetObjectMode( int iVal );
virtual int GetBaseHealth( void ) { return TELEPORTER_MAX_HEALTH; }
virtual int GetUpgradeMetalRequired();
void SetTeleportWhere( const CUtlStringList& teleportWhereName )
{
// deep copy strings
for ( int i=0; i<teleportWhereName.Count(); ++i )
{
m_teleportWhereName.CopyAndAddToTail( teleportWhereName[i] );
}
}
const CUtlStringList& GetTeleportWhere() { return m_teleportWhereName; }
virtual void InputEnable( inputdata_t &inputdata ) OVERRIDE;
virtual void InputDisable( inputdata_t &inputdata ) OVERRIDE;
#ifdef STAGING_ONLY
// STAGING_ENGY
void ApplySpeedBoost( CTFPlayer *pPlayer );
#endif
CTFPlayer *GetTeleportingPlayer( void ){ return m_hTeleportingPlayer.Get(); }
virtual void FireGameEvent( IGameEvent *event ) OVERRIDE;
protected:
CNetworkVar( int, m_iState );
CNetworkVar( float, m_flRechargeTime );
CNetworkVar( float, m_flCurrentRechargeDuration );
CNetworkVar( int, m_iTimesUsed );
CNetworkVar( float, m_flYawToExit );
CNetworkVar( bool, m_bMatchBuilding );
CHandle<CObjectTeleporter> m_hMatchingTeleporter;
float m_flLastStateChangeTime;
float m_flMyNextThink; // replace me
CHandle<CTFPlayer> m_hReservedForPlayer;
float m_flReserveAfterTouchUntil;
CHandle<CTFPlayer> m_hTeleportingPlayer;
float m_flNextEnemyTouchHint;
// Direction Arrow, shows roughly what direction the exit is from the entrance
void ShowDirectionArrow( bool bShow );
bool m_bShowDirectionArrow;
int m_iDirectionBodygroup;
int m_iBlurBodygroup;
int m_iTeleportType;
string_t m_iszMatchingMapPlacedTeleporter;
private:
DECLARE_DATADESC();
void UpdateMaxHealth( int nHealth, bool bForce = false );
void SpawnBread( const CTFPlayer* pTeleportingPlayer );
CUtlStringList m_teleportWhereName;
};
#endif // TF_OBJ_TELEPORTER_H