mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-05-08 03:27:58 +03:00
266 lines
6.8 KiB
C++
266 lines
6.8 KiB
C++
/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// doors.h: Doors are environment objects that slide open when activated by triggers
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// or when used by the player.
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//
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#ifndef __DOORS_H__
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#define __DOORS_H__
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#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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#include "scriptslave.h"
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extern Event EV_Door_TryOpen;
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extern Event EV_Door_GoDown;
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extern Event EV_Door_GoUp;
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extern Event EV_Door_HitBottom;
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extern Event EV_Door_HitTop;
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extern Event EV_Door_Fire;
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extern Event EV_Door_Link;
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extern Event EV_Door_SetSpeed;
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extern Event EV_Door_Lock;
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extern Event EV_Door_Unlock;
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class Door;
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typedef SafePtr<Door> DoorPtr;
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class Door : public ScriptSlave
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{
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protected:
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str sound_open_start;
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str sound_open_end;
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str sound_close_start;
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str sound_close_end;
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str sound_message;
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str sound_locked;
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float lastblocktime;
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float angle;
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Vector dir;
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float diropened;
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int state;
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int previous_state;
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int trigger;
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int nextdoor;
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DoorPtr master;
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float next_locked_time;
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bool m_bAlwaysAway;
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void SetDir( Event *ev );
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void OpenEnd( Event *ev );
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void CloseEnd( Event *ev );
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void Close( Event *ev );
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void Open( Event *ev );
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void DoorUse( Event *ev );
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void DoorFire( Event *ev );
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void DoorBlocked( Event *ev );
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void FieldTouched( Event *ev );
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void TryOpen( Event *ev );
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void SpawnTriggerField( Vector fmins, Vector fmaxs );
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qboolean DoorTouches( Door *e1 );
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void LinkDoors( Event *ev );
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void SetTime( Event *ev );
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void LockDoor( Event *ev );
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void UnlockDoor( Event *ev );
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void SetOpenStartSound( str sound );
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void SetOpenStartSound( Event *ev );
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void SetOpenEndSound( str sound );
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void SetOpenEndSound( Event *ev );
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void SetCloseStartSound( Event *ev );
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void SetCloseStartSound( str sound );
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void SetCloseEndSound( Event *ev );
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void SetCloseEndSound( str sound );
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void SetMessageSound( str sound );
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void SetMessageSound( Event *ev );
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void SetLockedSound( str sound );
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void SetLockedSound( Event *ev );
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void SetWait( Event *ev );
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void SetDmg( Event *ev );
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void EventTrySolid( Event *ev );
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void EventAlwaysAway( Event *ev );
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void EventDoorType( Event *ev );
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qboolean BlocksAIMovement( void ) const override;
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qboolean AIDontFace( void ) const override;
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void UpdatePathConnection( void );
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void SetLocked( qboolean newLocked );
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void SetState( int newState );
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public:
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CLASS_PROTOTYPE( Door );
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qboolean locked;
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Door();
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qboolean isOpen( void );
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qboolean isCompletelyClosed( void );
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qboolean CanBeOpenedBy( Entity *ent );
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void Archive( Archiver &arc ) override;
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};
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inline void Door::Archive
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(
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Archiver &arc
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)
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{
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ScriptSlave::Archive( arc );
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arc.ArchiveString( &sound_open_start );
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arc.ArchiveString( &sound_open_end );
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arc.ArchiveString( &sound_close_start );
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arc.ArchiveString( &sound_close_end );
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arc.ArchiveString( &sound_message );
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arc.ArchiveString( &sound_locked );
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if ( arc.Loading() )
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{
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SetOpenStartSound( sound_open_start );
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SetOpenEndSound( sound_open_end );
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SetCloseStartSound( sound_close_start );
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SetCloseEndSound( sound_close_end );
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SetMessageSound( sound_message );
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SetLockedSound( sound_locked );
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}
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arc.ArchiveFloat( &lastblocktime );
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arc.ArchiveFloat( &angle );
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arc.ArchiveVector( &dir );
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arc.ArchiveFloat( &diropened );
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arc.ArchiveInteger( &state );
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arc.ArchiveInteger( &previous_state );
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arc.ArchiveInteger( &trigger );
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arc.ArchiveInteger( &nextdoor );
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arc.ArchiveSafePointer( &master );
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arc.ArchiveBoolean( &locked );
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arc.ArchiveFloat( &next_locked_time );
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}
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class RotatingDoor : public Door
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{
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protected:
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float angle;
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Vector startangle;
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int init_door_direction;
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public:
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CLASS_PROTOTYPE( RotatingDoor );
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void DoOpen( Event *ev );
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void DoClose( Event *ev );
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void OpenAngle( Event *ev );
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void Archive( Archiver &arc ) override;
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RotatingDoor();
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};
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inline void RotatingDoor::Archive
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(
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Archiver &arc
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)
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{
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Door::Archive( arc );
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arc.ArchiveFloat( &angle );
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arc.ArchiveVector( &startangle );
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arc.ArchiveInteger( &init_door_direction );
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}
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class SlidingDoor : public Door
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{
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protected:
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float totalmove;
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float lip;
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Vector pos1;
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Vector pos2;
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float basespeed;
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Vector movedir;
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public:
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CLASS_PROTOTYPE( SlidingDoor );
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void SetMoveDir( Event *ev );
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void Setup( Event *ev );
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void SetLip( Event *ev );
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void SetSpeed( Event *ev );
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void DoOpen( Event *ev );
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void DoClose( Event *ev );
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void Archive( Archiver &arc ) override;
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SlidingDoor();
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};
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inline void SlidingDoor::Archive
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(
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Archiver &arc
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)
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{
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Door::Archive( arc );
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arc.ArchiveFloat( &totalmove );
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arc.ArchiveFloat( &lip );
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arc.ArchiveVector( &pos1 );
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arc.ArchiveVector( &pos2 );
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arc.ArchiveVector( &movedir );
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arc.ArchiveFloat( &basespeed );
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}
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class ScriptDoor : public Door
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{
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protected:
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ScriptThreadLabel initlabel;
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ScriptThreadLabel openlabel;
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ScriptThreadLabel closelabel;
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float doorsize;
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Vector startangle;
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Vector startorigin;
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Vector movedir;
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public:
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CLASS_PROTOTYPE( ScriptDoor );
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void SetMoveDir( Event *ev );
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void DoInit( Event *ev );
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void DoOpen( Event *ev );
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void DoClose( Event *ev );
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void SetOpenThread( Event *ev );
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void SetCloseThread( Event *ev );
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void SetInitThread( Event *ev );
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void Archive( Archiver &arc ) override;
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ScriptDoor();
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};
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inline void ScriptDoor::Archive
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(
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Archiver &arc
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)
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{
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Door::Archive( arc );
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arc.ArchiveFloat( &doorsize );
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arc.ArchiveVector( &startangle );
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arc.ArchiveVector( &startorigin );
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arc.ArchiveVector( &movedir );
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}
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#endif /* doors.h */
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