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CnC_Renegade/Code/Combat/doors.h

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5.2 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/doors.h $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 1/17/02 10:37a $*
* *
* $Revision:: 23 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef DOORS_H
#define DOORS_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef __ACCESSIBLE_PHYS_H
#include "accessiblephys.h"
#endif
class SoldierGameObj;
/*
** Door States
*/
enum
{
STATE_CLOSED_DOOR = 0,
STATE_OPENED_DOOR,
STATE_OPENING_DOOR,
STATE_CLOSING_DOOR,
STATE_ACCESS_DENIED,
STATE_MAX
};
/*
** DoorPhysDefClass
*/
class DoorPhysDefClass : public AccessiblePhysDefClass
{
public:
DoorPhysDefClass(void);
virtual uint32 Get_Class_ID( void ) const;
virtual const char * Get_Type_Name(void) { return "DoorPhysDef"; }
virtual bool Is_Type(const char *);
virtual PersistClass * Create( void ) const ;
virtual bool Save( ChunkSaveClass &csave );
virtual bool Load( ChunkLoadClass &cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
DECLARE_EDITABLE( DoorPhysDefClass, AccessiblePhysDefClass );
const OBBoxClass & Get_Trigger_Zone1 (void) const { return TriggerZone1; }
const OBBoxClass & Get_Trigger_Zone2 (void) const { return TriggerZone2; }
bool Is_Vehicle_Door (void) const { return DoorOpensForVehicles; }
protected:
OBBoxClass TriggerZone1;
OBBoxClass TriggerZone2;
float CloseDelay;
int OpenSoundDefID;
int CloseSoundDefID;
int UnlockSoundDefID;
int AccessDeniedSoundDefID;
bool DoorOpensForVehicles;
friend class DoorPhysClass;
};
/*
** DoorPhysClass
*/
class DoorPhysClass : public AccessiblePhysClass
{
public:
// Constructor and Destructor
DoorPhysClass( void );
virtual ~DoorPhysClass( void );
// RTTI
virtual DoorPhysClass * As_DoorPhysClass(void) { return this; }
// Definitions
void Init( const DoorPhysDefClass & definition );
const DoorPhysDefClass * Get_DoorPhysDef( void ) const { WWASSERT( Definition ); return (DoorPhysDefClass *)Definition; }
// State import/export
static void Set_Precision(void);
// Save / Load
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
virtual void Save_State( ChunkSaveClass & csave );
virtual void Load_State( ChunkLoadClass & cload );
// Timestep
virtual void Timestep( float dt );
// State access
bool Is_Door_Open( void ) const;
void Request_Door_Open( void ) { OpenRequestPending = true; }
void Lock_Door_Open( bool onoff );
bool Is_State_Locked( void ) { return LockState; }
bool Can_Unlock_Me( SoldierGameObj * soldier ) const;
protected:
// State determination
virtual void Update_State( float dt );
virtual int Can_Open_Door( void );
virtual int Check_Door_Trigger( const OBBoxClass &trigger_zone );
virtual bool Set_State( int new_state );
float Timer;
float CheckTimer;
int State;
bool OpenRequestPending;
bool LockState;
// Friends
friend class DoorNetworkObjectClass;
};
#endif // DOORS_H