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- /*
- ** 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
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