161 lines
5.2 KiB
C++
161 lines
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
|
|
|