prey-sdk/examples/03 - New Entities/healthzone/game_zone.h

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2006-10-09 00:00:00 +00:00
#ifndef __GAME_GRAVITYZONE_H__
#define __GAME_GRAVITYZONE_H__
class hhDock;
class hhZone : public hhTrigger {
public:
ABSTRACT_PROTOTYPE( hhZone );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual void Present( void ) { } // HUMANHEAD mdl: Not used by zones
// hhTrigger interface
void TriggerAction(idEntity *activator);
// hhZone interface
void ResetZoneList();
void ApplyToEncroachers();
bool ContainsEntityOfType(const idTypeInfo &t);
virtual void EntityEntered(idEntity *ent) {}
virtual void EntityLeaving(idEntity *ent) {}
virtual void EntityEncroaching(idEntity *ent) {}
virtual bool ValidEntity(idEntity *ent);
virtual void Empty();
protected:
void Event_TurnOff();
void Event_Enable( void );
void Event_Disable( void );
void Event_Touch( idEntity *other, trace_t *trace );
protected:
idList<int> zoneList; // List of valid entities in zone last frame
float slop;
};
//healthzone begin
class hhHealthZone : public hhZone {
public:
CLASS_PROTOTYPE( hhHealthZone ); //the necessary idClass prototypes
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual bool ValidEntity(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
protected:
int regenAmount;
};
//healthzone end
class hhTriggerZone : public hhZone {
public:
CLASS_PROTOTYPE( hhTriggerZone );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual bool ValidEntity(idEntity *ent);
virtual void EntityEntered(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
hhFuncParmAccessor funcRefInfo;
};
class hhGravityZoneBase : public hhZone {
public:
ABSTRACT_PROTOTYPE( hhGravityZoneBase );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual bool ValidEntity(idEntity *ent);
virtual void EntityEntered(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
virtual const idVec3 GetGravityOrigin() const;
virtual const idVec3 GetCurrentGravity(const idVec3 &location) const = 0;
virtual bool TouchingOtherZones(idEntity *ent, bool traceCheck, idVec3 &otherInfluence);
//rww - network code
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
virtual void ClientPredictionThink( void );
protected:
bool bReorient;
bool bKillsMonsters;
bool bShowVector;
idVec3 gravityOriginOffset; //rww - avoid dictionary lookup
};
class hhGravityZone : public hhGravityZoneBase {
public:
CLASS_PROTOTYPE( hhGravityZone );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual const idVec3 GetDestinationGravity() const;
virtual const idVec3 GetCurrentGravity(const idVec3 &location) const;
virtual void SetGravityOnZone( idVec3 &newGravity );
//rww - network code
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
virtual void ClientPredictionThink( void );
protected:
void Event_SetNewGravity( idVec3 &newgrav );
protected:
idInterpolate<idVec3> gravityInterpolator;
int interpolationTime;
bool zeroGravOnChange;
};
class hhAIWallwalkZone : public hhGravityZone {
public:
CLASS_PROTOTYPE( hhAIWallwalkZone );
virtual void EntityEncroaching(idEntity *ent);
virtual bool ValidEntity(idEntity *ent);
};
class hhGravityZoneInward : public hhGravityZoneBase {
public:
CLASS_PROTOTYPE( hhGravityZoneInward );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void EntityEntered(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
virtual const idVec3 GetCurrentGravity(const idVec3 &location) const;
protected:
virtual void Event_SetNewGravityFactor( float newFactor );
protected:
idInterpolate<float> factorInterpolator;
int interpolationTime;
float monsterGravityFactor;
};
#define GRAVITATIONAL_CONSTANT 1.03416206832413664e-7f
class hhGravityZoneSinkhole : public hhGravityZoneInward {
public:
CLASS_PROTOTYPE( hhGravityZoneSinkhole );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual const idVec3 GetCurrentGravity(const idVec3 &location) const;
const idVec3 GetCurrentGravityEntity(const idEntity *ent) const;
protected:
void Event_SetNewGravityFactor( float newFactor );
protected:
float maxMagnitude;
float minMagnitude;
};
class hhVelocityZone : public hhZone {
public:
CLASS_PROTOTYPE( hhVelocityZone );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual void EntityEncroaching(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
protected:
void Event_SetNewVelocity( idVec3 &newvel );
protected:
idInterpolate<idVec3> velocityInterpolator;
bool bKillsMonsters;
bool bReorient;
bool bShowVector;
int interpolationTime;
};
class hhShuttleRecharge : public hhZone {
public:
CLASS_PROTOTYPE( hhShuttleRecharge );
void Spawn(void);
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual bool ValidEntity(idEntity *ent);
virtual void EntityEntered(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
protected:
int amountHealth;
int amountPower;
};
class hhDockingZone : public hhZone {
public:
CLASS_PROTOTYPE( hhDockingZone );
void Spawn(void);
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual bool ValidEntity(idEntity *ent);
virtual void EntityEntered(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
void RegisterDock(hhDock *d);
//rww - network code
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
virtual void ClientPredictionThink( void );
protected:
idEntityPtr<hhDock> dock;
};
class hhShuttleDisconnect : public hhZone {
public:
CLASS_PROTOTYPE( hhShuttleDisconnect );
void Spawn(void);
virtual bool ValidEntity(idEntity *ent);
virtual void EntityEntered(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
protected:
};
class hhShuttleSlingshot : public hhZone {
public:
CLASS_PROTOTYPE( hhShuttleSlingshot );
void Spawn(void);
virtual bool ValidEntity(idEntity *ent);
virtual void EntityEntered(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
protected:
};
class hhRemovalVolume : public hhZone {
public:
CLASS_PROTOTYPE( hhRemovalVolume );
void Spawn(void);
virtual bool ValidEntity(idEntity *ent);
virtual void EntityEntered(idEntity *ent);
virtual void EntityEncroaching(idEntity *ent);
virtual void EntityLeaving(idEntity *ent);
protected:
};
#endif /* __GAME_GRAVITYZONE_H__ */