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