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Initial commit of Command & Conquer Renegade source code.
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161
Code/Combat/doors.h
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161
Code/Combat/doors.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** 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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/doors.h $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 1/17/02 10:37a $*
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* *
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* $Revision:: 23 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef DOORS_H
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#define DOORS_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef __ACCESSIBLE_PHYS_H
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#include "accessiblephys.h"
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#endif
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class SoldierGameObj;
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/*
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** Door States
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*/
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enum
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{
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STATE_CLOSED_DOOR = 0,
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STATE_OPENED_DOOR,
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STATE_OPENING_DOOR,
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STATE_CLOSING_DOOR,
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STATE_ACCESS_DENIED,
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STATE_MAX
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};
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/*
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** DoorPhysDefClass
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*/
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class DoorPhysDefClass : public AccessiblePhysDefClass
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{
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public:
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DoorPhysDefClass(void);
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virtual uint32 Get_Class_ID( void ) const;
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virtual const char * Get_Type_Name(void) { return "DoorPhysDef"; }
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virtual bool Is_Type(const char *);
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virtual PersistClass * Create( void ) const ;
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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DECLARE_EDITABLE( DoorPhysDefClass, AccessiblePhysDefClass );
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const OBBoxClass & Get_Trigger_Zone1 (void) const { return TriggerZone1; }
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const OBBoxClass & Get_Trigger_Zone2 (void) const { return TriggerZone2; }
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bool Is_Vehicle_Door (void) const { return DoorOpensForVehicles; }
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protected:
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OBBoxClass TriggerZone1;
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OBBoxClass TriggerZone2;
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float CloseDelay;
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int OpenSoundDefID;
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int CloseSoundDefID;
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int UnlockSoundDefID;
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int AccessDeniedSoundDefID;
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bool DoorOpensForVehicles;
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friend class DoorPhysClass;
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};
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/*
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** DoorPhysClass
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*/
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class DoorPhysClass : public AccessiblePhysClass
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{
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public:
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// Constructor and Destructor
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DoorPhysClass( void );
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virtual ~DoorPhysClass( void );
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// RTTI
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virtual DoorPhysClass * As_DoorPhysClass(void) { return this; }
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// Definitions
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void Init( const DoorPhysDefClass & definition );
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const DoorPhysDefClass * Get_DoorPhysDef( void ) const { WWASSERT( Definition ); return (DoorPhysDefClass *)Definition; }
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// State import/export
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static void Set_Precision(void);
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// Save / Load
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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virtual void Save_State( ChunkSaveClass & csave );
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virtual void Load_State( ChunkLoadClass & cload );
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// Timestep
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virtual void Timestep( float dt );
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// State access
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bool Is_Door_Open( void ) const;
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void Request_Door_Open( void ) { OpenRequestPending = true; }
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void Lock_Door_Open( bool onoff );
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bool Is_State_Locked( void ) { return LockState; }
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bool Can_Unlock_Me( SoldierGameObj * soldier ) const;
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protected:
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// State determination
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virtual void Update_State( float dt );
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virtual int Can_Open_Door( void );
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virtual int Check_Door_Trigger( const OBBoxClass &trigger_zone );
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virtual bool Set_State( int new_state );
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float Timer;
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float CheckTimer;
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int State;
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bool OpenRequestPending;
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bool LockState;
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// Friends
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friend class DoorNetworkObjectClass;
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};
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#endif // DOORS_H
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