ef2gamesource/dlls/game/doors.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

290 lines
6.8 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/doors.h $
// $Revision:: 9 $
// $Author:: Steven $
// $Date:: 9/12/02 6:26p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Doors are environment objects that slide open when activated by triggers
// or when used by the player.
//
#ifndef __DOORS_H__
#define __DOORS_H__
#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "scriptslave.h"
extern Event EV_Door_TryOpen;
extern Event EV_Door_GoDown;
extern Event EV_Door_GoUp;
extern Event EV_Door_HitBottom;
extern Event EV_Door_HitTop;
extern Event EV_Door_Fire;
extern Event EV_Door_Link;
extern Event EV_Door_SetSpeed;
extern Event EV_Door_Lock;
extern Event EV_Door_Unlock;
class Door;
typedef SafePtr<Door> DoorPtr;
class Door : public ScriptSlave
{
protected:
str sound_stop;
str sound_move;
str sound_message;
str sound_locked;
float lastblocktime;
float angle;
Vector dir;
float diropened;
int state;
int previous_state;
int trigger;
int nextdoor;
DoorPtr master;
float next_locked_time;
Vector _extraTriggerSize;
void SetDir( Event *ev );
void OpenEnd( Event *ev );
void CloseEnd( Event *ev );
void Close( Event *ev );
void Open( Event *ev );
void DoorUse( Event *ev );
void DoorFire( Event *ev );
void DoorBlocked( Event *ev );
void FieldTouched( Event *ev );
void TryOpen( Event *ev );
void SpawnTriggerField( const Vector &fmins, const Vector &fmaxs );
qboolean DoorTouches( const Door *e1 );
void LinkDoors( Event *ev );
void SetTime( Event *ev );
void LockDoor( Event *ev );
void UnlockDoor( Event *ev );
void SetStopSound( const str &sound );
void SetStopSound( Event *ev );
void SetMoveSound( const str &sound );
void SetMoveSound( Event *ev );
void SetMessageSound( const str &sound );
void SetMessageSound( Event *ev );
void SetLockedSound( const str &sound );
void SetLockedSound( Event *ev );
void SetWait( Event *ev );
void SetDmg( Event *ev );
void setDamage( Event *ev );
public:
CLASS_PROTOTYPE( Door );
qboolean locked;
Door();
qboolean isOpen( void );
qboolean isCompletelyClosed( void );
qboolean CanBeOpenedBy( Entity *ent );
int GetState( void );
int GetNextDoor( void );
void setExtraTriggerSize( Event *ev ) { _extraTriggerSize = ev->GetVector( 1 ); }
virtual void Archive( Archiver &arc );
};
inline int Door::GetState( void )
{
return state;
}
inline int Door::GetNextDoor( void )
{
return nextdoor;
}
inline void Door::Archive( Archiver &arc )
{
ScriptSlave::Archive( arc );
arc.ArchiveString( &sound_stop );
arc.ArchiveString( &sound_move );
arc.ArchiveString( &sound_message );
arc.ArchiveString( &sound_locked );
if ( arc.Loading() )
{
SetStopSound( sound_stop );
SetMoveSound( sound_move );
SetMessageSound( sound_message );
SetLockedSound( sound_locked );
}
arc.ArchiveFloat( &lastblocktime );
arc.ArchiveFloat( &angle );
arc.ArchiveVector( &dir );
arc.ArchiveFloat( &diropened );
arc.ArchiveInteger( &state );
arc.ArchiveInteger( &previous_state );
arc.ArchiveInteger( &trigger );
arc.ArchiveInteger( &nextdoor );
arc.ArchiveSafePointer( &master );
arc.ArchiveFloat( &next_locked_time );
arc.ArchiveVector( &_extraTriggerSize );
arc.ArchiveBoolean( &locked );
}
class RotatingDoor : public Door
{
protected:
float angle;
Vector startangle;
int init_door_direction;
public:
CLASS_PROTOTYPE( RotatingDoor );
RotatingDoor();
void DoOpen( Event *ev );
void DoClose( Event *ev );
void OpenAngle( Event *ev );
virtual void Archive( Archiver &arc );
};
inline void RotatingDoor::Archive( Archiver &arc )
{
Door::Archive( arc );
arc.ArchiveFloat( &angle );
arc.ArchiveVector( &startangle );
arc.ArchiveInteger( &init_door_direction );
}
class SlidingDoor : public Door
{
protected:
float totalmove;
float lip;
Vector pos1;
Vector pos2;
float basespeed;
Vector movedir;
public:
CLASS_PROTOTYPE( SlidingDoor );
SlidingDoor();
void SetMoveDir( Event *ev );
void Setup( Event *ev );
void SetLip( Event *ev );
void SetSpeed( Event *ev );
void DoOpen( Event *ev );
void DoClose( Event *ev );
virtual void Archive( Archiver &arc );
};
inline void SlidingDoor::Archive( Archiver &arc )
{
Door::Archive( arc );
arc.ArchiveFloat( &totalmove );
arc.ArchiveFloat( &lip );
arc.ArchiveVector( &pos1 );
arc.ArchiveVector( &pos2 );
arc.ArchiveFloat( &basespeed );
arc.ArchiveVector( &movedir );
}
class ScriptDoor : public Door
{
protected:
bool _toggle;
bool _targeted;
float _openPercentage;
float _currentPercentage;
float _totalMove;
float _currentMove;
float _baseSpeed;
float _speed;
Vector _originalPos;
Vector _currentPos;
Vector _destinationPos;
Vector _moveDir;
public:
CLASS_PROTOTYPE( ScriptDoor );
ScriptDoor();
void SetToggle( Event *ev );
void SetToggle( bool toggle );
void SetTargeted( Event *ev );
void SetTargeted( bool targeted );
void SetOpenPercentage( Event *ev );
void SetOpenPercentage( float openPercentage );
void SetMoveDir( Event *ev );
void SetMoveDir( float moveDir );
void DoClose( Event *ev );
void DoClose();
void DoOpen( Event *ev );
void DoOpen();
void ScriptDoorGetState( Event *ev );
void SetUpMovement( Event *ev );
void SetUpMovement();
void SetUpScriptDoor( Event *ev );
void SetUpScriptDoor();
void ScriptDoorUse ( Event *ev );
void ScriptDoorOpen ( Event *ev );
void ScriptDoorClose ( Event *ev );
void ScriptDoorFieldTouched ( Event *ev );
void ScriptDoorForceOpen ( Event *ev );
void ScriptDoorForceClose ( Event *ev );
virtual void Archive( Archiver &arc );
};
inline void ScriptDoor::Archive( Archiver &arc )
{
Door::Archive( arc );
arc.ArchiveBool ( &_toggle );
arc.ArchiveBool ( &_targeted );
arc.ArchiveFloat ( &_openPercentage );
arc.ArchiveFloat ( &_currentPercentage );
arc.ArchiveFloat ( &_totalMove );
arc.ArchiveFloat ( &_currentMove );
arc.ArchiveFloat ( &_baseSpeed );
arc.ArchiveFloat ( &_speed );
arc.ArchiveVector ( &_originalPos );
arc.ArchiveVector ( &_currentPos );
arc.ArchiveVector ( &_destinationPos );
arc.ArchiveVector ( &_moveDir );
}
#endif /* doors.h */