/* * * 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 #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_TOUCH_ONLY_CLIENTS 1024 // Only clients can touch #define SF_DOOR_SILENT 0x80000000 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; }; 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 };