ReGameDLL_CS/regamedll/dlls/doors.h
2019-09-23 04:09:58 +07:00

119 lines
4.0 KiB
C++

/*
*
* 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();
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_DOOR_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);
public:
static TYPEDESCRIPTION m_SaveData[];
// 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;
};
#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();
virtual void Restart();
virtual void SetToggleState(int state);
};
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);
public:
static TYPEDESCRIPTION m_SaveData[];
byte m_bMoveSnd; // sound a door makes while moving
};
void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton);