212 lines
6.6 KiB
C++
212 lines
6.6 KiB
C++
#ifndef _DEFINED_ASW_DOOR_H
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#define _DEFINED_ASW_DOOR_H
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#include "entityblocker.h"
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#include "BasePropDoor.h"
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#include "asw_shareddefs.h"
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class CASW_Player;
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class CASW_Marine;
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class CASW_Door_Padding;
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enum ASW_DoorSpawnPos_t
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{
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DOOR_SPAWN_CLOSED = 0,
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DOOR_SPAWN_OPEN,
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};
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// how dented the door is
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enum ASW_DoorDent_t
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{
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ASWDD_NONE, // not dented at all, it's fine
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ASWDD_PARTIAL, // partially dented, can open, jerkily, with a grinding noise
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ASWDD_COMPLETE, // very dented, unable to open
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ASWDD_PARTIAL_PREFLIP,
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ASWDD_COMPLETE_PREFLIP,
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};
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// This is our sliding door class
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class CASW_Door : public CBasePropDoor
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{
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DECLARE_CLASS( CASW_Door, CBasePropDoor );
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public:
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virtual ~CASW_Door();
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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int DrawDebugTextOverlays(void);
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void Spawn( void );
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static bool DestroyVismonEvaluator( CBaseEntity *pVisibleEntity, CBasePlayer *pViewingPlayer );
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static bool DestroyVismonCallback( CBaseEntity *pVisibleEntity, CBasePlayer *pViewingPlayer );
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static bool WeldedVismonCallback( CBaseEntity *pVisibleEntity, CBasePlayer *pViewingPlayer );
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int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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virtual void Precache();
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Class_T Classify( void ) { return (Class_T) CLASS_ASW_DOOR; }
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void MoveDone( void );
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void BeginOpening(CBaseEntity *pOpenAwayFrom);
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void BeginClosing( void );
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void OnRestore( void );
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virtual void ComputeDoorExtent( Extent *extent, unsigned int extentType );
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void DoorTeleportToSpawnPosition();
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void GetNPCOpenData(CAI_BaseNPC *pNPC, opendata_t &opendata);
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void DoorClose( void );
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bool DoorCanClose( bool bAutoClose );
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void DoorOpen( CBaseEntity *pOpenAwayFrom );
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void OnDoorOpened();
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void OnDoorClosed();
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virtual bool IsDoorLocked();
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void DoorResume( void );
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void DoorStop( void );
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float GetOpenInterval();
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bool OverridePropdata() { return true; }
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// input
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void InputNPCNear( inputdata_t &inputdata );
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void InputEnableAutoOpen( inputdata_t &inputdata );
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void InputDisableAutoOpen( inputdata_t &inputdata );
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void InputRecommendWeld( inputdata_t &inputdata );
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// auto opening
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bool IsAutoOpen() { return m_bAutoOpen; }
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void AutoOpen(CBaseEntity* pMarine);
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// welding shut/cutting open
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float GetSealAmount(); // returns how sealed this door is, from 0 to 1.0
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float GetCurrentSealTime() { return m_flCurrentSealTime; }
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void SetCurrentSealTime(float fTime);
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float GetTotalSealTime() { return m_flTotalSealTime; }
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void SetTotalSealTime(float fTime);
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void WeldDoor(bool bSeal, float fAmount, CASW_Marine* pMarine); // welder weapon calls this repeatedly when the marine is sealing/cutting the door
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Vector GetWeldFacingPoint(CBaseEntity* pOther); // the point a marine should look to weld this door
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bool CloseForWeld(CASW_Marine* PMarine); // player requests the door to shut so he can weld it
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bool IsRecommendedSeal( void ) { return m_bRecommendedSeal; }
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bool CanWeld( void ) { return m_bCanCloseToWeld; }
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float m_fClosingToWeldTime; // door won't autoopen before this curtime
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bool m_bHasBeenWelded;
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bool m_bDoCutShout; // should a marine shout out 'cut this door!' when he encounters this door and a marine with a welder is nearby?
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virtual void CheckForDoorShootChatter( const CTakeDamageInfo &info );
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virtual void DoAutoDoorShootChatter(CASW_Marine *pMarine);
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float m_fLastMarineShootTime;
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float m_fMarineShootCounter;
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bool m_bDoneDoorShout;
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bool m_bDoBreachedShout;
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bool m_bDoAutoShootChatter;
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bool m_bRotateOnFlip;
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// SCARY NOTE: a float defined here was taking on strange values
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float m_fSkillMarineHelping; // last time an engineering marine was nearby helping a weld
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CNetworkVar(bool, m_bSkillMarineHelping); // is an engineer helping a weld on this door currently?
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// player has hit a use icon which manipulates this door
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virtual void ActivateUseIcon( CASW_Marine* pMarine, int nHoldType );
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bool IsOpen( void );
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bool IsMoving();
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int OnTakeDamage( const CTakeDamageInfo &info );
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void DoorSmoke();
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bool KeyValue( const char *szKeyName, const char *szValue );
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virtual void SetDentSequence();
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virtual void SetDoorDamage();
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virtual bool DoorNeedsFlip( void );
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inline const Vector &GetClosedPosition(); ///< the door's origin when closed (coz it slides back and forth)
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CNetworkVar( float, m_fLastMomentFlipDamage );
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Vector m_vLastDamageDir;
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virtual void RunAnimation();
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virtual void HandleAnimEvent(animevent_t *pEvent);
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virtual void Event_Killed( const CTakeDamageInfo &info );
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// physics stuff
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bool ASWCreateVPhysics();
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void VPhysicsUpdate( IPhysicsObject *pPhysics );
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void GetMassCenter( Vector *pMassCenter );
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float GetMass() const;
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// toggles the door between normal mesh and the flipped one
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void FlipDoor();
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// kill anyone in front of the falling door
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void FallCrush();
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int m_iFallingStage;
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IPhysicsObject *VPhysicsInitFallenShadow( bool allowPhysicsMovement, bool allowPhysicsRotation, solid_t *pSolid = NULL);
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// is the door currently using the flipped mesh?
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bool m_bFlipped;
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// should this door show as a blip on the marine's scanner?
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bool m_bShowsOnScanner;
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bool m_bDoorFallen;
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private:
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float m_fLastFullyWeldedSound;
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void SlideMove(const Vector &vecDestPosition, float flSpeed);
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void CalculateDoorVolume( Vector OpenPosition, Vector ClosedPosition, Vector *destMins, Vector *destMaxs );
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bool CheckDoorClear();
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float m_flDistance; // How far to slide
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QAngle m_angSlideAngle; // The angle the door slides in relative to its own angle
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ASW_DoorSpawnPos_t m_eSpawnPosition;
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Vector m_vecOpenPosition;
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CNetworkVar( Vector, m_vecClosedPosition );
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Vector m_vecGoal;
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Vector m_vecBoundsMin;
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Vector m_vecBoundsMax;
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CNetworkVar( float, m_flTotalSealTime );
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CNetworkVar( float, m_flCurrentSealTime );
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CNetworkVar( int, m_iDoorType );
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CNetworkVar( int, m_iDoorStrength );
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//CNetworkVar( bool, m_bShowsOnScanner );
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CNetworkVar( bool, m_bAutoOpen );
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CNetworkVar( bool, m_bBashable );
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CNetworkVar( bool, m_bShootable );
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CNetworkVar( bool, m_bCanCloseToWeld );
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CNetworkVar( bool, m_bRecommendedSeal );
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CNetworkVar( bool, m_bWasWeldedByMarine );
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ASW_DoorDent_t m_DentAmount;
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bool m_bSetSide;
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bool m_bDoneChatter;
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float m_fChatterCounter;
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CHandle<CEntityBlocker> m_hDoorBlocker;
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CHandle<CASW_Door_Padding> m_hDoorPadding;
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COutputEvent m_OnFullySealed;
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COutputEvent m_OnFullyCut;
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COutputEvent m_OnDestroyed;
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IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iHealth );
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};
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inline const Vector &CASW_Door::GetClosedPosition()
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{
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return m_vecClosedPosition.Get();
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}
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#endif /* _DEFINED_ASW_DOOR_H */
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