sqwarmed/sdk_src/game/server/func_elevator.h

153 lines
5.2 KiB
C++

// func_elevator.h
// Copyright 2007 Turtle Rock Studios, Inc.
#ifndef FUNC_ELEVATOR_H
#define FUNC_ELEVATOR_H
#include "basetoggle.h"
#include "utlmap.h"
//--------------------------------------------------------------------------------------------------------
class CInfoElevatorFloor : public CPointEntity
{
public:
DECLARE_CLASS( CInfoElevatorFloor, CPointEntity );
DECLARE_DATADESC();
void OnReachedFloor( CBaseEntity *elevator );
COutputEvent m_OnReachedFloor;
};
//--------------------------------------------------------------------------------------------------------
struct FloorInfo
{
float height; // Height of this floor
string_t name; // Name of this floor
EHANDLE button; // Button that moves the elevator to this floor
};
//--------------------------------------------------------------------------------------------------------
class CFuncElevator : public CBaseToggle
{
public:
DECLARE_CLASS( CFuncElevator, CBaseToggle );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_vecVelocity );
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_fFlags );
CFuncElevator();
virtual void Spawn( void );
virtual void Precache( void );
virtual bool CreateVPhysics( void );
virtual int DrawDebugTextOverlays( void );
// FIXMEL4DTOMAINMERGE
// virtual void PhysicsSimulate( void );
virtual void MoveDone( void );
virtual void Blocked( CBaseEntity *pOther );
int GetNumFloors( void ) const; // Returns the number of floors at which this elevator can stop
const FloorInfo *GetFloor( int floorNumber ) const; // Returns a FloorInfo * for the given floor
int GetCurrentFloor( void ) const; // Returns the current floor, or -1 if the elevator is in-between floors
int GetDestinationFloor( void ) const; // Returns the floor to which the elevator is moving, or the current floor number if the elevator is stopped
float GetCurrentSpeed( void ) const; // Returns the z velocity of the elevator, or 0 if the elevator is stopped
int GetFloorForHeight( float height ) const; // Returns the floor nearest the given height, or -1 if no floor is nearby
EHANDLE GetButtonForHeight( float height ) const; // Returns a button near the current floor height that drives the elevator to the given height
EHANDLE GetButtonAtCurrentHeight( void ) const; // Returns a button near the current floor that drives the elevator to *ANY* other height
bool IsEnabled( void ) const; // Returns true if the elevator can be moved by buttons etc
bool IsMoving( void ) const; // Returns true if the elevator is in motion
void FindPlayersOnElevator( CUtlVector< CBasePlayer * > *players, int teamNumber = TEAM_UNASSIGNED ); // Fills in a vector of players on the elevator
bool IsPlayerOnElevator( CBasePlayer *player ); // Returns true if a player is on the elevator
float GetCurrentHeight( void );
private:
void MoveTo( float destinationZ );
void StopMoveSoundThink( void );
void AccelerationThink( void );
// Input handlers
void InputMoveToFloor( inputdata_t &inputdata ); // Start the brush moving to the specified floor
void InputDisable( inputdata_t &inputdata ); // Prevent the elevator from moving again
string_t m_soundStart; // start and looping sound
string_t m_soundStop; // stop sound
string_t m_soundDisable; // disable sound
string_t m_currentSound; // sound I'm playing
float m_flBlockDamage; // Damage inflicted when blocked.
Vector m_topFloorPosition;
Vector m_bottomFloorPosition;
CNetworkVar( float, m_maxSpeed );
CNetworkVar( float, m_currentSpeed );
CNetworkVar( float, m_acceleration );
IntervalTimer m_accelerationTimer;
CNetworkVar( float, m_movementStartTime );
CNetworkVar( float, m_movementStartSpeed );
CNetworkVar( float, m_movementStartZ );
CNetworkVar( float, m_destinationFloorPosition );
CNetworkVar( bool, m_isMoving );
EHANDLE m_targetFloor;
bool m_enabled;
// Outputs
COutputEvent m_OnReachedTop;
COutputEvent m_OnReachedBottom;
CUtlVector< FloorInfo > m_floors;
};
//--------------------------------------------------------------------------------------------------------
inline bool CFuncElevator::IsMoving( void ) const
{
return m_isMoving;
}
//--------------------------------------------------------------------------------------------------------
inline int CFuncElevator::GetNumFloors( void ) const
{
return m_floors.Count();
}
//--------------------------------------------------------------------------------------------------------
inline const FloorInfo *CFuncElevator::GetFloor( int floorNumber ) const
{
if ( floorNumber < 0 || floorNumber >= m_floors.Count() )
return NULL;
return &m_floors[ floorNumber ];
}
//--------------------------------------------------------------------------------------------------------
inline float CFuncElevator::GetCurrentSpeed( void ) const
{
return m_currentSpeed;
}
//--------------------------------------------------------------------------------------------------------
inline bool CFuncElevator::IsEnabled( void ) const
{
return m_enabled;
}
#endif // FUNC_ELEVATOR_H