mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-21 20:21:19 +00:00
afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
581 lines
13 KiB
C++
581 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code 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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Doom 3 Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_TARGET_H__
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#define __GAME_TARGET_H__
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#include "idlib/math/Interpolate.h"
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#include "Entity.h"
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/*
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===============================================================================
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idTarget
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===============================================================================
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*/
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class idTarget : public idEntity {
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public:
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CLASS_PROTOTYPE( idTarget );
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};
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/*
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===============================================================================
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idTarget_Remove
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===============================================================================
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*/
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class idTarget_Remove : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Remove );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_Show
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===============================================================================
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*/
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class idTarget_Show : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Show );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_Damage
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===============================================================================
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*/
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class idTarget_Damage : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Damage );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SessionCommand
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===============================================================================
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*/
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class idTarget_SessionCommand : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SessionCommand );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_EndLevel
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===============================================================================
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*/
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class idTarget_EndLevel : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_EndLevel );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_WaitForButton
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===============================================================================
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*/
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class idTarget_WaitForButton : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_WaitForButton );
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void Think( void );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetGlobalShaderTime
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===============================================================================
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*/
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class idTarget_SetGlobalShaderTime : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetGlobalShaderTime );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetShaderParm
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===============================================================================
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*/
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class idTarget_SetShaderParm : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetShaderParm );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetShaderTime
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===============================================================================
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*/
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class idTarget_SetShaderTime : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetShaderTime );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_FadeEntity
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===============================================================================
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*/
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class idTarget_FadeEntity : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_FadeEntity );
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idTarget_FadeEntity( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Think( void );
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private:
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idVec4 fadeFrom;
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int fadeStart;
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int fadeEnd;
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_LightFadeIn
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===============================================================================
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*/
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class idTarget_LightFadeIn : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_LightFadeIn );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_LightFadeOut
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===============================================================================
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*/
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class idTarget_LightFadeOut : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_LightFadeOut );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_Give
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===============================================================================
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*/
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class idTarget_Give : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Give );
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void Spawn( void );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_GiveEmail
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===============================================================================
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*/
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class idTarget_GiveEmail : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_GiveEmail );
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void Spawn( void );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetModel
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===============================================================================
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*/
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class idTarget_SetModel : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetModel );
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void Spawn( void );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetInfluence
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===============================================================================
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*/
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#ifdef _D3XP
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typedef struct SavedGui_s {
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SavedGui_s() {memset(gui, 0, sizeof(idUserInterface*)*MAX_RENDERENTITY_GUI); };
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idUserInterface* gui[MAX_RENDERENTITY_GUI];
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} SavedGui_t;
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#endif
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class idTarget_SetInfluence : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetInfluence );
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idTarget_SetInfluence( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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private:
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void Event_Activate( idEntity *activator );
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void Event_RestoreInfluence();
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void Event_GatherEntities();
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void Event_Flash( float flash, int out );
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void Event_ClearFlash( float flash );
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void Think( void );
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idList<int> lightList;
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idList<int> guiList;
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idList<int> soundList;
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idList<int> genericList;
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float flashIn;
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float flashOut;
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float delay;
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idStr flashInSound;
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idStr flashOutSound;
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idEntity * switchToCamera;
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idInterpolate<float>fovSetting;
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bool soundFaded;
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bool restoreOnTrigger;
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#ifdef _D3XP
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idList<SavedGui_t> savedGuiList;
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#endif
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};
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/*
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===============================================================================
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idTarget_SetKeyVal
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===============================================================================
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*/
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class idTarget_SetKeyVal : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetKeyVal );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetFov
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===============================================================================
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*/
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class idTarget_SetFov : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetFov );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Think( void );
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private:
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idInterpolate<int> fovSetting;
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_SetPrimaryObjective
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===============================================================================
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*/
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class idTarget_SetPrimaryObjective : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_SetPrimaryObjective );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_LockDoor
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===============================================================================
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*/
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class idTarget_LockDoor: public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_LockDoor );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_CallObjectFunction
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===============================================================================
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*/
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class idTarget_CallObjectFunction : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_CallObjectFunction );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_LockDoor
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===============================================================================
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*/
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class idTarget_EnableLevelWeapons : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_EnableLevelWeapons );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_Tip
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===============================================================================
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*/
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class idTarget_Tip : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_Tip );
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idTarget_Tip( void );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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private:
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idVec3 playerPos;
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void Event_Activate( idEntity *activator );
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void Event_TipOff( void );
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void Event_GetPlayerPos( void );
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};
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/*
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===============================================================================
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idTarget_GiveSecurity
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===============================================================================
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*/
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class idTarget_GiveSecurity : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_GiveSecurity );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_RemoveWeapons
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===============================================================================
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*/
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class idTarget_RemoveWeapons : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_RemoveWeapons );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_LevelTrigger
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===============================================================================
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*/
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class idTarget_LevelTrigger : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_LevelTrigger );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_EnableStamina
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===============================================================================
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*/
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class idTarget_EnableStamina : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_EnableStamina );
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private:
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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idTarget_FadeSoundClass
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===============================================================================
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*/
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class idTarget_FadeSoundClass : public idTarget {
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public:
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CLASS_PROTOTYPE( idTarget_FadeSoundClass );
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private:
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void Event_Activate( idEntity *activator );
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void Event_RestoreVolume();
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};
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#endif /* !__GAME_TARGET_H__ */
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