/*
===========================================================================
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 .
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_ITEM_H__
#define __GAME_ITEM_H__
#include "physics/Physics_RigidBody.h"
#include "Entity.h"
/*
===============================================================================
Items the player can pick up or use.
===============================================================================
*/
class idItem : public idEntity {
public:
CLASS_PROTOTYPE( idItem );
idItem();
virtual ~idItem();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
void GetAttributes( idDict &attributes );
virtual bool GiveToPlayer( idPlayer *player );
virtual bool Pickup( idPlayer *player );
virtual void Think( void );
virtual void Present();
enum {
EVENT_PICKUP = idEntity::EVENT_MAXEVENTS,
EVENT_RESPAWN,
EVENT_RESPAWNFX,
#ifdef CTF
EVENT_TAKEFLAG,
EVENT_DROPFLAG,
EVENT_FLAGRETURN,
EVENT_FLAGCAPTURE,
#endif
EVENT_MAXEVENTS
};
virtual void ClientPredictionThink( void );
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
// networking
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
private:
idVec3 orgOrigin;
bool spin;
bool pulse;
bool canPickUp;
// for item pulse effect
int itemShellHandle;
const idMaterial * shellMaterial;
// used to update the item pulse effect
mutable bool inView;
mutable int inViewTime;
mutable int lastCycle;
mutable int lastRenderViewTime;
bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const;
static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
void Event_DropToFloor( void );
void Event_Touch( idEntity *other, trace_t *trace );
void Event_Trigger( idEntity *activator );
void Event_Respawn( void );
void Event_RespawnFx( void );
};
class idItemPowerup : public idItem {
public:
CLASS_PROTOTYPE( idItemPowerup );
idItemPowerup();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn();
virtual bool GiveToPlayer( idPlayer *player );
private:
int time;
int type;
};
class idObjective : public idItem {
public:
CLASS_PROTOTYPE( idObjective );
idObjective();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn();
private:
idVec3 playerPos;
void Event_Trigger( idEntity *activator );
void Event_HideObjective( idEntity *e );
void Event_GetPlayerPos();
void Event_CamShot();
};
class idVideoCDItem : public idItem {
public:
CLASS_PROTOTYPE( idVideoCDItem );
void Spawn();
virtual bool GiveToPlayer( idPlayer *player );
};
class idPDAItem : public idItem {
public:
CLASS_PROTOTYPE( idPDAItem );
virtual bool GiveToPlayer( idPlayer *player );
};
class idMoveableItem : public idItem {
public:
CLASS_PROTOTYPE( idMoveableItem );
idMoveableItem();
virtual ~idMoveableItem();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
virtual void Think( void );
#ifdef _D3XP
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
#endif
virtual bool Pickup( idPlayer *player );
static void DropItems( idAnimatedEntity *ent, const char *type, idList *list );
static idEntity * DropItem( const char *classname, const idVec3 &origin, const idMat3 &axis, const idVec3 &velocity, int activateDelay, int removeDelay );
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
#ifdef CTF
protected:
#else
private:
#endif
idPhysics_RigidBody physicsObj;
idClipModel * trigger;
const idDeclParticle * smoke;
int smokeTime;
#ifdef _D3XP
int nextSoundTime;
#endif
#ifdef CTF
bool repeatSmoke; // never stop updating the particles
#endif
void Gib( const idVec3 &dir, const char *damageDefName );
void Event_DropToFloor( void );
void Event_Gib( const char *damageDefName );
};
#ifdef CTF
class idItemTeam : public idMoveableItem {
public:
CLASS_PROTOTYPE( idItemTeam );
idItemTeam();
virtual ~idItemTeam();
void Spawn();
virtual bool Pickup( idPlayer *player );
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
virtual void Think(void );
void Drop( bool death = false ); // was the drop caused by death of carrier?
void Return( idPlayer * player = NULL );
void Capture( void );
virtual void FreeLightDef( void );
virtual void Present( void );
// networking
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
public:
int team;
// TODO : turn this into a state :
bool carried; // is it beeing carried by a player?
bool dropped; // was it dropped?
private:
idVec3 returnOrigin;
idMat3 returnAxis;
int lastDrop;
const idDeclSkin * skinDefault;
const idDeclSkin * skinCarried;
const function_t * scriptTaken;
const function_t * scriptDropped;
const function_t * scriptReturned;
const function_t * scriptCaptured;
renderLight_t itemGlow; // Used by flags when they are picked up
int itemGlowHandle;
int lastNuggetDrop;
const char * nuggetName;
private:
void Event_TakeFlag( idPlayer * player );
void Event_DropFlag( bool death );
void Event_FlagReturn( idPlayer * player = NULL );
void Event_FlagCapture( void );
void PrivateReturn( void );
function_t * LoadScript( const char * script );
void SpawnNugget( idVec3 pos );
void UpdateGuis( void );
};
#endif
class idMoveablePDAItem : public idMoveableItem {
public:
CLASS_PROTOTYPE( idMoveablePDAItem );
virtual bool GiveToPlayer( idPlayer *player );
};
/*
===============================================================================
Item removers.
===============================================================================
*/
class idItemRemover : public idEntity {
public:
CLASS_PROTOTYPE( idItemRemover );
void Spawn();
void RemoveItem( idPlayer *player );
private:
void Event_Trigger( idEntity *activator );
};
class idObjectiveComplete : public idItemRemover {
public:
CLASS_PROTOTYPE( idObjectiveComplete );
idObjectiveComplete();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn();
private:
idVec3 playerPos;
void Event_Trigger( idEntity *activator );
void Event_HideObjective( idEntity *e );
void Event_GetPlayerPos();
};
#endif /* !__GAME_ITEM_H__ */