/* * * 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. * */ #ifndef DOORS_H #define DOORS_H #ifdef _WIN32 #pragma once #endif #define DOOR_SENTENCEWAIT 6 #define DOOR_SOUNDWAIT 3 #define BUTTON_SOUNDWAIT 0.5 #define SF_DOOR_ROTATE_Y 0 #define SF_DOOR_START_OPEN 1 #define SF_DOOR_ROTATE_BACKWARDS 2 #define SF_DOOR_PASSABLE 8 #define SF_DOOR_ONEWAY 16 #define SF_DOOR_NO_AUTO_RETURN 32 #define SF_DOOR_ROTATE_Z 64 #define SF_DOOR_ROTATE_X 128 #define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button. #define SF_DOOR_NOMONSTERS 512 // Monster can't open #define SF_DOOR_SILENT 0x80000000 class CBaseDoor: public CBaseToggle { public: virtual void Spawn(); virtual void Precache(); virtual void Restart(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { if (pev->spawnflags & SF_ITEM_USE_ONLY) return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE; else return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } virtual void SetToggleState(int state); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); virtual void Blocked(CBaseEntity *pOther); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void Restart_(); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); void SetToggleState_(int state); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void Blocked_(CBaseEntity *pOther); #endif public: static TYPEDESCRIPTION IMPL(m_SaveData)[7]; // used to selectivly override defaults void EXPORT DoorTouch(CBaseEntity *pOther); int DoorActivate(); void EXPORT DoorGoUp(); void EXPORT DoorGoDown(); void EXPORT DoorHitTop(); void EXPORT DoorHitBottom(); 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; }; class CRotDoor: public CBaseDoor { public: virtual void Spawn(); virtual void Restart(); virtual void SetToggleState(int state); #ifdef HOOK_GAMEDLL void Spawn_(); void Restart_(); void SetToggleState_(int state); #endif }; class CMomentaryDoor: public CBaseToggle { public: virtual void Spawn(); virtual void Precache(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif public: static TYPEDESCRIPTION IMPL(m_SaveData)[1]; BYTE m_bMoveSnd; // sound a door makes while moving }; void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton); #endif // DOORS_H