mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-09 22:31:33 +00:00
579 lines
13 KiB
C
579 lines
13 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||
|
|
||
|
Doom 3 Source Code 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 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#ifndef __GAME_TARGET_H__
|
||
|
#define __GAME_TARGET_H__
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_Remove
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_Remove : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_Remove );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_Show
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_Show : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_Show );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_Damage
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_Damage : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_Damage );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SessionCommand
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_SessionCommand : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SessionCommand );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_EndLevel
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_EndLevel : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_EndLevel );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_WaitForButton
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_WaitForButton : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_WaitForButton );
|
||
|
|
||
|
void Think( void );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SetGlobalShaderTime
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_SetGlobalShaderTime : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SetGlobalShaderTime );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SetShaderParm
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_SetShaderParm : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SetShaderParm );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SetShaderTime
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_SetShaderTime : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SetShaderTime );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_FadeEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_FadeEntity : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_FadeEntity );
|
||
|
|
||
|
idTarget_FadeEntity( void );
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Think( void );
|
||
|
|
||
|
private:
|
||
|
idVec4 fadeFrom;
|
||
|
int fadeStart;
|
||
|
int fadeEnd;
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_LightFadeIn
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_LightFadeIn : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_LightFadeIn );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_LightFadeOut
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_LightFadeOut : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_LightFadeOut );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_Give
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_Give : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_Give );
|
||
|
|
||
|
void Spawn( void );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_GiveEmail
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_GiveEmail : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_GiveEmail );
|
||
|
|
||
|
void Spawn( void );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SetModel
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_SetModel : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SetModel );
|
||
|
|
||
|
void Spawn( void );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SetInfluence
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
#ifdef _D3XP
|
||
|
typedef struct SavedGui_s {
|
||
|
SavedGui_s() {memset(gui, 0, sizeof(idUserInterface*)*MAX_RENDERENTITY_GUI); };
|
||
|
idUserInterface* gui[MAX_RENDERENTITY_GUI];
|
||
|
} SavedGui_t;
|
||
|
#endif
|
||
|
|
||
|
class idTarget_SetInfluence : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SetInfluence );
|
||
|
|
||
|
idTarget_SetInfluence( void );
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn( void );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_RestoreInfluence();
|
||
|
void Event_GatherEntities();
|
||
|
void Event_Flash( float flash, int out );
|
||
|
void Event_ClearFlash( float flash );
|
||
|
void Think( void );
|
||
|
|
||
|
idList<int> lightList;
|
||
|
idList<int> guiList;
|
||
|
idList<int> soundList;
|
||
|
idList<int> genericList;
|
||
|
float flashIn;
|
||
|
float flashOut;
|
||
|
float delay;
|
||
|
idStr flashInSound;
|
||
|
idStr flashOutSound;
|
||
|
idEntity * switchToCamera;
|
||
|
idInterpolate<float>fovSetting;
|
||
|
bool soundFaded;
|
||
|
bool restoreOnTrigger;
|
||
|
|
||
|
#ifdef _D3XP
|
||
|
idList<SavedGui_t> savedGuiList;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SetKeyVal
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_SetKeyVal : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SetKeyVal );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SetFov
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_SetFov : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SetFov );
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Think( void );
|
||
|
|
||
|
private:
|
||
|
idInterpolate<int> fovSetting;
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_SetPrimaryObjective
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_SetPrimaryObjective : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_SetPrimaryObjective );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_LockDoor
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_LockDoor: public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_LockDoor );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_CallObjectFunction
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_CallObjectFunction : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_CallObjectFunction );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_LockDoor
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_EnableLevelWeapons : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_EnableLevelWeapons );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_Tip
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTarget_Tip : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_Tip );
|
||
|
|
||
|
idTarget_Tip( void );
|
||
|
|
||
|
void Spawn( void );
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
private:
|
||
|
idVec3 playerPos;
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_TipOff( void );
|
||
|
void Event_GetPlayerPos( void );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_GiveSecurity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idTarget_GiveSecurity : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_GiveSecurity );
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_RemoveWeapons
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idTarget_RemoveWeapons : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_RemoveWeapons );
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_LevelTrigger
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idTarget_LevelTrigger : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_LevelTrigger );
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_EnableStamina
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idTarget_EnableStamina : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_EnableStamina );
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTarget_FadeSoundClass
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idTarget_FadeSoundClass : public idTarget {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTarget_FadeSoundClass );
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_RestoreVolume();
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif /* !__GAME_TARGET_H__ */
|