/* * * 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 2 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, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once const float DOOR_SENTENCEWAIT = 6.0f; const float DOOR_SOUNDWAIT = 3.0f; const float BUTTON_SOUNDWAIT = 0.5f; #define SF_DOOR_START_OPEN BIT(0) #define SF_DOOR_PASSABLE BIT(3) #define SF_DOOR_NO_AUTO_RETURN BIT(5) #define SF_DOOR_USE_ONLY BIT(8) // door must be opened by player's use button. #define SF_DOOR_TOUCH_ONLY_CLIENTS BIT(10) // Only clients can touch #define SF_DOOR_ACTUALLY_WATER BIT(31) // This bit marks that func_door are actually func_water class CBaseDoor: public CBaseToggle { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual void Restart() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; virtual void SetToggleState(int state) = 0; virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0; virtual void Blocked(CBaseEntity *pOther) = 0; public: byte m_bHealthValue; // some doors are medi-kit doors, they give players health byte m_bMoveSnd; // sound a door makes while moving byte m_bStopSnd; // sound a door makes when it stops locksound_t m_ls; // door lock sounds byte m_bLockedSound; // ordinals from entity selection byte m_bLockedSentence; byte m_bUnlockedSound; byte m_bUnlockedSentence; float m_lastBlockedTimestamp; }; #define SF_DOOR_ROTATE_BACKWARDS BIT(1) #define SF_DOOR_ROTATE_ONEWAY BIT(4) #define SF_DOOR_ROTATE_Z BIT(6) #define SF_DOOR_ROTATE_X BIT(7) class CRotDoor: public CBaseDoor { public: virtual void Spawn() = 0; virtual void Restart() = 0; virtual void SetToggleState(int state) = 0; }; class CMomentaryDoor: public CBaseToggle { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0; public: byte m_bMoveSnd; // sound a door makes while moving };