Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOORS_H
#define DOORS_H
#pragma once
#include "locksounds.h"
#include "entityoutput.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