//========= 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" 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 ); 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 Lock(); void Unlock(); 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; bool m_bLocked; // True if the door is locked. 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_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 ); } #endif // BASEPROPDOOR_H