760 lines
21 KiB
C++
760 lines
21 KiB
C++
// func_elevator.cpp
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// Copyright 2007 Turtle Rock Studios, Inc.
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#include "cbase.h"
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#include "func_elevator.h"
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#include "nav.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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ConVar ZombieAirborneElevator( "z_elevator_in_air", "0" );
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//--------------------------------------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( info_elevator_floor, CInfoElevatorFloor );
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//--------------------------------------------------------------------------------------------------------
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BEGIN_DATADESC( CInfoElevatorFloor )
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// Outputs
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DEFINE_OUTPUT( m_OnReachedFloor, "OnReachedFloor" ),
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END_DATADESC()
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//--------------------------------------------------------------------------------------------------------
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void CInfoElevatorFloor::OnReachedFloor( CBaseEntity *elevator )
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{
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m_OnReachedFloor.FireOutput( elevator, elevator );
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}
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//--------------------------------------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( func_elevator, CFuncElevator );
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//--------------------------------------------------------------------------------------------------------
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BEGIN_DATADESC( CFuncElevator )
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DEFINE_KEYFIELD( m_topFloorPosition, FIELD_POSITION_VECTOR, "top" ),
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DEFINE_KEYFIELD( m_bottomFloorPosition, FIELD_POSITION_VECTOR, "bottom" ),
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DEFINE_KEYFIELD( m_maxSpeed, FIELD_FLOAT, "speed"),
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DEFINE_KEYFIELD( m_acceleration, FIELD_FLOAT, "acceleration"),
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DEFINE_KEYFIELD( m_soundStart, FIELD_SOUNDNAME, "StartSound" ),
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DEFINE_KEYFIELD( m_soundStop, FIELD_SOUNDNAME, "StopSound" ),
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DEFINE_KEYFIELD( m_soundDisable, FIELD_SOUNDNAME, "DisableSound" ),
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DEFINE_FIELD( m_currentSound, FIELD_SOUNDNAME ),
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DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "BlockDamage"),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_STRING, "MoveToFloor", InputMoveToFloor ),
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DEFINE_INPUTFUNC( FIELD_STRING, "Disable", InputDisable ),
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// Outputs
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DEFINE_OUTPUT( m_OnReachedTop, "OnReachedTop" ),
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DEFINE_OUTPUT( m_OnReachedBottom, "OnReachedBottom" ),
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// Functions
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DEFINE_FUNCTION( StopMoveSoundThink ),
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// FIXMEL4DTOMAINMERGE
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//DEFINE_FUNCTION( AccelerationThink ),
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END_DATADESC()
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void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
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//--------------------------------------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CFuncElevator, DT_FuncElevator)
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SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
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SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
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SendPropFloat( SENDINFO( m_acceleration ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_currentSpeed ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_movementStartTime ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_movementStartSpeed ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_movementStartZ ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_destinationFloorPosition ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_maxSpeed ), 0, SPROP_NOSCALE ),
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SendPropBool( SENDINFO( m_isMoving ) ),
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END_SEND_TABLE()
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//--------------------------------------------------------------------------------------------------------
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CFuncElevator::CFuncElevator()
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{
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}
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//--------------------------------------------------------------------------------------------------------
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static int FloorHeightSort( const FloorInfo *a, const FloorInfo *b )
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{
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return a->height > b->height;
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncElevator::Spawn( void )
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{
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SetMoveType( MOVETYPE_CUSTOM );
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SetModel( STRING( GetModelName() ) );
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SetTouch( NULL );
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Precache();
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AddFlag( FL_CONVEYOR );
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// It is solid?
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SetSolid( SOLID_BSP );
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if ( m_acceleration == 0.0f )
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{
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m_acceleration = m_maxSpeed; // 1 second acceleration period
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}
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m_enabled = true;
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// Construct a list of data for each floor
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m_floors.RemoveAll();
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FloorInfo floor;
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floor.button = NULL; // filled in later
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floor.height = m_bottomFloorPosition.z;
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floor.name = AllocPooledString( "bottom" );
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m_floors.AddToHead( floor );
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// Floors are specified by CInfoElevatorFloor entities
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floor.button = NULL; // filled in later
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floor.height = m_topFloorPosition.z;
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floor.name = AllocPooledString( "top" );
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m_floors.AddToTail( floor );
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// Trawl through the list of entities that have map-specified outputs that target this elevator. Grab any that
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// are func_buttons that send a MoveToFloor output to us, and save off which floor they go to.
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CBaseEntity *inputSource = NULL;
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inputSource = gEntList.FindEntityByOutputTarget( NULL, GetEntityName() );
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while ( inputSource )
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{
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datamap_t *dmap = inputSource->GetDataDescMap();
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bool found = false;
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while ( dmap && !found )
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{
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int fields = dmap->dataNumFields;
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for ( int i = 0; i < fields; i++ )
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{
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typedescription_t *dataDesc = &dmap->dataDesc[i];
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if ( ( dataDesc->fieldType == FIELD_CUSTOM ) && ( dataDesc->flags & FTYPEDESC_OUTPUT ) )
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{
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CBaseEntityOutput *pOutput = (CBaseEntityOutput *)((int)inputSource + (int)dataDesc->fieldOffset);
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const CEventAction *action = pOutput->GetActionForTarget( GetEntityName() );
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if ( action )
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{
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if ( FStrEq( STRING( action->m_iTargetInput ), "MoveToFloor" ) && action->m_iParameter != NULL_STRING )
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{
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bool isButton = inputSource->ClassMatches( "func_button*" );
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bool existingFloor = false;
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for ( int n=0; n<m_floors.Count(); ++n )
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{
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FloorInfo &floor = m_floors[n];
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if ( floor.name == action->m_iParameter )
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{
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if ( isButton )
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{
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floor.button = inputSource;
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}
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existingFloor = true;
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break;
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}
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}
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if ( !existingFloor )
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{
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// See if it's a real floor
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CBaseEntity *floorEntity = gEntList.FindEntityByName( NULL, action->m_iParameter );
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if ( floorEntity )
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{
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floor.button = (isButton) ? inputSource : NULL;
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floor.height = floorEntity->GetAbsOrigin().z;
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floor.name = action->m_iParameter;
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m_floors.AddToTail( floor );
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}
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}
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found = true;
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break;
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}
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}
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}
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}
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dmap = dmap->baseMap;
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}
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inputSource = gEntList.FindEntityByOutputTarget( inputSource, GetEntityName() );
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}
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m_floors.Sort( FloorHeightSort );
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m_movementStartTime = gpGlobals->curtime;
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m_movementStartSpeed = m_currentSpeed;
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m_movementStartZ = GetAbsOrigin().z;
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m_destinationFloorPosition = GetAbsOrigin().z;
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SetThink(NULL);
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m_targetFloor = NULL;
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m_accelerationTimer.Start();
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m_isMoving = false;
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CreateVPhysics();
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}
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//--------------------------------------------------------------------------------------------------------
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bool CFuncElevator::CreateVPhysics( void )
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{
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VPhysicsInitShadow(false, false);
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return true;
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncElevator::Precache( void )
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{
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if ( m_soundStart != NULL_STRING )
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{
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PrecacheScriptSound( STRING( m_soundStart ) );
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}
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if ( m_soundStop != NULL_STRING )
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{
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PrecacheScriptSound( STRING( m_soundStop ) );
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}
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if ( m_soundDisable != NULL_STRING )
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{
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PrecacheScriptSound( STRING( m_soundDisable ) );
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}
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m_currentSound = NULL_STRING;
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}
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//--------------------------------------------------------------------------------------------------------
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int CFuncElevator::GetFloorForHeight( float height ) const
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{
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int bestFloor = -1;
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float bestHeightDelta = 100.0f;
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for ( int i=0; i<GetNumFloors(); ++i )
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{
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const FloorInfo *floor = GetFloor( i );
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float heightDelta = fabs( floor->height - height );
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if ( heightDelta < bestHeightDelta )
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{
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bestFloor = i;
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bestHeightDelta = heightDelta;
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}
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}
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return bestFloor;
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}
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//--------------------------------------------------------------------------------------------------------
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EHANDLE CFuncElevator::GetButtonForHeight( float height ) const
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{
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int targetFloorIndex = GetFloorForHeight( height );
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if ( targetFloorIndex < 0 || targetFloorIndex >= GetNumFloors() )
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return NULL;
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const FloorInfo *targetFloor = GetFloor( targetFloorIndex );
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if ( !targetFloor )
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return NULL;
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return targetFloor->button;
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}
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//--------------------------------------------------------------------------------------------------------
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EHANDLE CFuncElevator::GetButtonAtCurrentHeight( void ) const
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{
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int currentFloorIndex = GetCurrentFloor();
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if ( currentFloorIndex < 0 || currentFloorIndex >= GetNumFloors() )
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return NULL;
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const FloorInfo *currentFloor = GetFloor( currentFloorIndex );
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CBaseEntity *bestButton = NULL;
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float bestHeightDelta = 100.0f;
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for ( int i=0; i<GetNumFloors(); ++i )
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{
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const FloorInfo *floor = GetFloor( i );
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if ( floor == currentFloor )
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continue;
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CBaseEntity *button = floor->button;
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if ( !button )
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continue;
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float heightDelta = fabs( button->WorldSpaceCenter().z - currentFloor->height );
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if ( heightDelta < bestHeightDelta )
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{
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bestHeightDelta = heightDelta;
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bestButton = button;
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}
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}
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return bestButton;
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncElevator::MoveTo( float destinationZ )
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{
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if ( !m_enabled )
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return;
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m_isMoving = true;
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m_accelerationTimer.Start();
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m_movementStartTime = gpGlobals->curtime;
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m_movementStartSpeed = m_currentSpeed;
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m_movementStartZ = GetAbsOrigin().z;
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m_destinationFloorPosition = destinationZ;
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if ( m_soundStart != NULL_STRING )
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{
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if (m_currentSound == m_soundStart)
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{
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StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStop));
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}
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else
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{
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m_currentSound = m_soundStart;
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_BODY;
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ep.m_pSoundName = (char*)STRING(m_soundStart);
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ep.m_flVolume = 1;
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, entindex(), ep );
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}
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}
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// Find any physics objects on the elevator and destroy them.
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// This is to address a problem where players and bots fall through the elevator
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// if they stand on a physics object while the elevator is in motion.
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Vector lo, hi;
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GetCollideable()->WorldSpaceSurroundingBounds( &lo, &hi );
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hi.z += HumanHeight;
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lo.z -= HumanHeight;
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CBaseEntity *entitiesList[ 128 ];
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CFlaggedEntitiesEnum enumerator( entitiesList, 128, 0 );
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UTIL_EntitiesInBox( lo, hi, &enumerator );
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for ( int i=0; i<enumerator.GetCount(); ++i )
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{
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CBaseEntity *pEnt = entitiesList[i];
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// We're only concerned about physics props.
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if ( FClassnameIs( pEnt, "prop_physics" ) )
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{
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// Since it may not be a breakable prop, we can't do TakeDamage.
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// Just remove it.
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UTIL_Remove( pEnt );
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}
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}
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// Clear think (that stops sounds)
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SetThink(NULL);
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncElevator::InputDisable( inputdata_t &inputdata )
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{
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if ( !m_enabled )
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return;
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if ( m_currentSpeed != 0.0f )
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{
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// Move to our current location, to cancel any current movement...
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MoveTo( GetAbsOrigin().z );
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}
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SetThink(&CFuncElevator::StopMoveSoundThink);
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SetNextThink( gpGlobals->curtime + 0.1f );
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// ... and disable ourselves to prevent any future movement.
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m_enabled = false;
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncElevator::InputMoveToFloor( inputdata_t &inputdata )
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{
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if ( !m_enabled )
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return;
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const char *floorName = inputdata.value.String();
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m_targetFloor = NULL;
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if ( FStrEq( floorName, "top" ) )
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{
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MoveTo( m_topFloorPosition.z );
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}
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else if ( FStrEq( floorName, "bottom" ) )
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{
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MoveTo( m_bottomFloorPosition.z );
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}
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else
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{
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CBaseEntity *target = gEntList.FindEntityByName( NULL, floorName );
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if ( target )
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{
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m_targetFloor = target;
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MoveTo( target->GetAbsOrigin().z );
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}
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else
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{
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Warning( "Elevator tried to move to bad floor '%s'\n", floorName );
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return;
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------
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/**
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* Returns the current floor, or -1 if the elevator is in-between floors
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*/
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int CFuncElevator::GetCurrentFloor( void ) const
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{
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float currentHeight = GetAbsOrigin().z;
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const float Tolerance = 0.5f;
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for ( int i=0; i<m_floors.Count(); ++i )
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{
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const FloorInfo *floor = GetFloor( i );
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if ( fabs( currentHeight - floor->height ) < Tolerance )
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{
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return i;
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}
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}
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return -1; // in-between floors
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}
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//--------------------------------------------------------------------------------------------------------
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/**
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* Returns the floor to which the elevator is moving, or the current floor number if the elevator is stopped
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*/
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int CFuncElevator::GetDestinationFloor( void ) const
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{
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if ( m_currentSpeed != 0.0f )
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{
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float targetHeight = m_destinationFloorPosition;
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const float Tolerance = 0.5f;
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for ( int i=0; i<m_floors.Count(); ++i )
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{
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const FloorInfo *floor = GetFloor( i );
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if ( fabs( targetHeight - floor->height ) < Tolerance )
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{
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return i;
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}
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}
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}
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return GetCurrentFloor();
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncElevator::MoveDone( void )
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{
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SetContextThink( NULL, TICK_NEVER_THINK, "AccelerationContext" );
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m_currentSpeed = 0.0f;
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m_isMoving = false;
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// Stop sounds at the next think, rather than here as another
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// SetPosition call might immediately follow the end of this move
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SetThink(&CFuncElevator::StopMoveSoundThink);
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SetNextThink( gpGlobals->curtime + 0.1f );
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BaseClass::MoveDone();
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// Sets a floor string and fires the output
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float currentPosition = GetAbsOrigin().z;
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if ( currentPosition >= m_topFloorPosition.z )
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{
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m_OnReachedTop.FireOutput( this, this );
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}
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else if ( currentPosition <= m_bottomFloorPosition.z )
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{
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m_OnReachedBottom.FireOutput( this, this );
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}
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else if ( m_targetFloor.Get() != NULL )
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{
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CInfoElevatorFloor *floor = dynamic_cast< CInfoElevatorFloor * >(m_targetFloor.Get());
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if ( floor )
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{
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floor->OnReachedFloor( this );
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncElevator::Blocked( CBaseEntity *pOther )
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{
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// Hurt the blocker
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if ( m_flBlockDamage )
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{
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/*
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if ( pOther->GetTeamNumber() == TEAM_SURVIVOR )
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{
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// realistically, we still want to kill them if they're blocked against something not in our move hierarchy.
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const trace_t &touchTrace = GetTouchTrace();
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if ( touchTrace.DidHitNonWorldEntity() )
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{
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return;
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}
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}
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*/
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pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) );
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}
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}
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//--------------------------------------------------------------------------------------------------------
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void CFuncElevator::StopMoveSoundThink( void )
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{
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string_t targetSound = ( m_enabled ) ? m_soundStop : m_soundDisable;
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if ( m_currentSound != NULL_STRING && ( m_currentSound != targetSound ) )
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{
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StopSound( entindex(), CHAN_BODY, STRING( m_currentSound ) );
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}
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if ( targetSound != NULL_STRING && ( m_currentSound != targetSound ) )
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{
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m_currentSound = targetSound;
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_BODY;
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ep.m_pSoundName = STRING( targetSound );
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ep.m_flVolume = 1;
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, entindex(), ep );
|
|
}
|
|
|
|
SetThink(NULL);
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
bool CFuncElevator::IsPlayerOnElevator( CBasePlayer *player )
|
|
{
|
|
if ( !player->IsAlive() )
|
|
return false;
|
|
|
|
CBaseEntity *ground = player->GetGroundEntity();
|
|
if ( ground )
|
|
{
|
|
CBaseEntity *groundParent = ground->GetParent();
|
|
while ( groundParent && ground->GetParent() && ground->GetParent() != groundParent )
|
|
{
|
|
groundParent = ground->GetParent();
|
|
}
|
|
|
|
CBaseEntity *groundMoveParent = ground->GetMoveParent();
|
|
while ( groundMoveParent && ground->GetMoveParent() && ground->GetMoveParent() != groundMoveParent )
|
|
{
|
|
groundMoveParent = ground->GetMoveParent();
|
|
}
|
|
|
|
if ( ground == this || groundMoveParent == this || groundParent == this )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if ( ZombieAirborneElevator.GetBool() )
|
|
{
|
|
Extent extent;
|
|
GetCollideable()->WorldSpaceSurroundingBounds( &extent.lo, &extent.hi );
|
|
extent.hi.z += HumanHeight;
|
|
if ( extent.Contains( player->GetAbsOrigin() ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
class ElevatorPlayerCollector
|
|
{
|
|
public:
|
|
ElevatorPlayerCollector( CBaseEntity *elevator, int team )
|
|
{
|
|
m_elevator = elevator;
|
|
m_team = team;
|
|
elevator->GetCollideable()->WorldSpaceSurroundingBounds( &m_extent.lo, &m_extent.hi );
|
|
m_extent.hi.z += HumanHeight;
|
|
}
|
|
|
|
bool operator()( CBasePlayer *player )
|
|
{
|
|
if ( !player->IsAlive() )
|
|
return true;
|
|
|
|
if ( player->GetTeamNumber() != m_team && m_team != TEAM_UNASSIGNED )
|
|
return true;
|
|
|
|
CBaseEntity *ground = player->GetGroundEntity();
|
|
if ( ground )
|
|
{
|
|
CBaseEntity *groundParent = ground->GetParent();
|
|
while ( groundParent && ground->GetParent() && ground->GetParent() != groundParent )
|
|
{
|
|
groundParent = ground->GetParent();
|
|
}
|
|
|
|
CBaseEntity *groundMoveParent = ground->GetMoveParent();
|
|
while ( groundMoveParent && ground->GetMoveParent() && ground->GetMoveParent() != groundMoveParent )
|
|
{
|
|
groundMoveParent = ground->GetMoveParent();
|
|
}
|
|
|
|
if ( ground == m_elevator || groundMoveParent == m_elevator || groundParent == m_elevator )
|
|
{
|
|
m_players.AddToTail( player );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if ( m_extent.Contains( player->GetAbsOrigin() ) )
|
|
{
|
|
m_players.AddToTail( player );
|
|
return true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CUtlVector< CBasePlayer * > m_players;
|
|
CBaseEntity *m_elevator;
|
|
int m_team;
|
|
Extent m_extent;
|
|
};
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
void CFuncElevator::FindPlayersOnElevator( CUtlVector< CBasePlayer * > *players, int teamNumber )
|
|
{
|
|
ElevatorPlayerCollector playerCollector( this, teamNumber );
|
|
ForEachPlayer( playerCollector );
|
|
|
|
*players = playerCollector.m_players;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Draw any debug text overlays, and return the text offset from the top
|
|
*/
|
|
int CFuncElevator::DrawDebugTextOverlays( void )
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if ( m_debugOverlays & OVERLAY_TEXT_BIT )
|
|
{
|
|
char tempstr[512];
|
|
|
|
if ( GetCurrentSpeed() != 0.0f )
|
|
{
|
|
int destinationFloor = GetDestinationFloor();
|
|
const char *floorName = "unknown";
|
|
const FloorInfo *floor = GetFloor( destinationFloor );
|
|
if ( floor )
|
|
{
|
|
floorName = STRING( floor->name );
|
|
}
|
|
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Moving at speed %f to floor %d(%s)",
|
|
GetCurrentSpeed(), destinationFloor, floorName );
|
|
EntityText( text_offset, tempstr, 0 );
|
|
++text_offset;
|
|
}
|
|
else
|
|
{
|
|
int currentFloor = GetCurrentFloor();
|
|
const char *floorName = "unknown";
|
|
const FloorInfo *floor = GetFloor( currentFloor );
|
|
if ( floor )
|
|
{
|
|
floorName = STRING( floor->name );
|
|
}
|
|
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Currently at floor %d(%s)",
|
|
currentFloor, floorName );
|
|
EntityText( text_offset, tempstr, 0 );
|
|
++text_offset;
|
|
}
|
|
|
|
CBaseEntity *nearbyButton = GetButtonAtCurrentHeight();
|
|
if ( nearbyButton )
|
|
{
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Nearby button is %s",
|
|
STRING( nearbyButton->GetEntityName() ) );
|
|
EntityText( text_offset++, tempstr, 0 );
|
|
}
|
|
else
|
|
{
|
|
EntityText( text_offset++, "No nearby buttons", 0 );
|
|
}
|
|
|
|
for ( int i=0; i<m_floors.Count(); ++i )
|
|
{
|
|
const FloorInfo &floor = m_floors[i];
|
|
const char *floorName = STRING(floor.name);
|
|
float floorHeight = floor.height;
|
|
const char *buttonName = "<none>";
|
|
CBaseEntity *buttonEntity = GetButtonForHeight( floorHeight );
|
|
if ( buttonEntity != NULL )
|
|
{
|
|
buttonName = STRING(buttonEntity->GetEntityName());
|
|
}
|
|
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Floor %s is at %f, triggered by %s",
|
|
floorName, floorHeight, buttonName );
|
|
EntityText( text_offset++, tempstr, 0 );
|
|
}
|
|
|
|
CUtlVector< CBasePlayer * > players;
|
|
FindPlayersOnElevator( &players );
|
|
for ( int i=0; i<players.Count(); ++i )
|
|
{
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Occupant %d: %s", i, players[i]->GetPlayerName() );
|
|
EntityText( text_offset, tempstr, 0 );
|
|
++text_offset;
|
|
}
|
|
}
|
|
return text_offset;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|