mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
929 lines
20 KiB
C
929 lines
20 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 BFG Edition 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 BFG Edition 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_MISC_H__
|
||
|
#define __GAME_MISC_H__
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idSpawnableEntity
|
||
|
|
||
|
A simple, spawnable entity with a model and no functionable ability of it's own.
|
||
|
For example, it can be used as a placeholder during development, for marking
|
||
|
locations on maps for script, or for simple placed models without any behavior
|
||
|
that can be bound to other entities. Should not be subclassed.
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idSpawnableEntity : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idSpawnableEntity );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
private:
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Potential spawning position for players.
|
||
|
The first time a player enters the game, they will be at an 'initial' spot.
|
||
|
Targets will be fired when someone spawns in on them.
|
||
|
|
||
|
When triggered, will cause player to be teleported to spawn spot.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idPlayerStart : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idPlayerStart );
|
||
|
|
||
|
enum {
|
||
|
EVENT_TELEPORTPLAYER = idEntity::EVENT_MAXEVENTS,
|
||
|
EVENT_MAXEVENTS
|
||
|
};
|
||
|
|
||
|
idPlayerStart();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
||
|
|
||
|
private:
|
||
|
int teleportStage;
|
||
|
|
||
|
void Event_TeleportPlayer( idEntity *activator );
|
||
|
void Event_TeleportStage( idEntity *player );
|
||
|
void TeleportPlayer( idPlayer *player );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Non-displayed entity used to activate triggers when it touches them.
|
||
|
Bind to a mover to have the mover activate a trigger as it moves.
|
||
|
When target by triggers, activating the trigger will toggle the
|
||
|
activator on and off. Check "start_off" to have it spawn disabled.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idActivator : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idActivator );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void Think();
|
||
|
|
||
|
private:
|
||
|
bool stay_on;
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Path entities for monsters to follow.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idPathCorner : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idPathCorner );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
static void DrawDebugInfo();
|
||
|
|
||
|
static idPathCorner *RandomPath( const idEntity *source, const idEntity *ignore );
|
||
|
|
||
|
private:
|
||
|
void Event_RandomPath();
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Object that fires targets and changes shader parms when damaged.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idDamagable : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idDamagable );
|
||
|
|
||
|
idDamagable();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn();
|
||
|
void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
|
||
|
|
||
|
virtual void Hide();
|
||
|
virtual void Show();
|
||
|
|
||
|
private:
|
||
|
int count;
|
||
|
int nextTriggerTime;
|
||
|
|
||
|
void BecomeBroken( idEntity *activator );
|
||
|
void Event_BecomeBroken( idEntity *activator );
|
||
|
void Event_RestoreDamagable();
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Hidden object that explodes when activated
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idExplodable : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idExplodable );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
private:
|
||
|
void Event_Explode( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idSpring
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idSpring : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idSpring );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
virtual void Think();
|
||
|
|
||
|
private:
|
||
|
idEntity * ent1;
|
||
|
idEntity * ent2;
|
||
|
int id1;
|
||
|
int id2;
|
||
|
idVec3 p1;
|
||
|
idVec3 p2;
|
||
|
idForce_Spring spring;
|
||
|
|
||
|
void Event_LinkSpring();
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idForceField
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idForceField : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idForceField );
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
virtual void Think();
|
||
|
virtual void ClientThink( const int curTime, const float fraction, const bool predict ) ;
|
||
|
private:
|
||
|
idForce_Field forceField;
|
||
|
|
||
|
void Toggle();
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_Toggle();
|
||
|
void Event_FindTargets();
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idAnimated
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idAnimated : public idAFEntity_Gibbable {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idAnimated );
|
||
|
|
||
|
idAnimated();
|
||
|
~idAnimated();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn();
|
||
|
virtual bool LoadAF();
|
||
|
bool StartRagdoll();
|
||
|
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
|
||
|
|
||
|
private:
|
||
|
int num_anims;
|
||
|
int current_anim_index;
|
||
|
int anim;
|
||
|
int blendFrames;
|
||
|
jointHandle_t soundJoint;
|
||
|
idEntityPtr<idEntity> activator;
|
||
|
bool activated;
|
||
|
int achievement;
|
||
|
|
||
|
void PlayNextAnim();
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_Start();
|
||
|
void Event_StartRagdoll();
|
||
|
void Event_AnimDone( int animIndex );
|
||
|
void Event_Footstep();
|
||
|
void Event_LaunchMissiles( const char *projectilename, const char *sound, const char *launchjoint, const char *targetjoint, int numshots, int framedelay );
|
||
|
void Event_LaunchMissilesUpdate( int launchjoint, int targetjoint, int numshots, int framedelay );
|
||
|
void Event_SetAnimation( const char *animName );
|
||
|
void Event_GetAnimationLength();
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idStaticEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idStaticEntity : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idStaticEntity );
|
||
|
|
||
|
idStaticEntity();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn();
|
||
|
void ShowEditingDialog();
|
||
|
virtual void Hide();
|
||
|
virtual void Show();
|
||
|
void Fade( const idVec4 &to, float fadeTime );
|
||
|
virtual void Think();
|
||
|
|
||
|
virtual void WriteToSnapshot( idBitMsg &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsg &msg );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
int spawnTime;
|
||
|
bool active;
|
||
|
idVec4 fadeFrom;
|
||
|
idVec4 fadeTo;
|
||
|
int fadeStart;
|
||
|
int fadeEnd;
|
||
|
bool runGui;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncEmitter
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idFuncEmitter : public idStaticEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncEmitter );
|
||
|
|
||
|
idFuncEmitter();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn();
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
virtual void WriteToSnapshot( idBitMsg &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsg &msg );
|
||
|
|
||
|
private:
|
||
|
bool hidden;
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncShootProjectile
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idFuncShootProjectile : public idStaticEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncShootProjectile );
|
||
|
|
||
|
idFuncShootProjectile();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn();
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
virtual void Think();
|
||
|
|
||
|
virtual void WriteToSnapshot( idBitMsg &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsg &msg );
|
||
|
|
||
|
private:
|
||
|
int mRespawnDelay;
|
||
|
int mRespawnTime;
|
||
|
float mShootSpeed;
|
||
|
idVec3 mShootDir;
|
||
|
idStr mEntityDefName;
|
||
|
idEntityPtr< idEntity > mLastProjectile;
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncSmoke
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idFuncSmoke : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncSmoke );
|
||
|
|
||
|
idFuncSmoke();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void Think();
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
private:
|
||
|
int smokeTime;
|
||
|
const idDeclParticle * smoke;
|
||
|
bool restart;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncSplat
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idFuncSplat : public idFuncEmitter {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncSplat );
|
||
|
|
||
|
idFuncSplat();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_Splat();
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idTextEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idTextEntity : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idTextEntity );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void Think();
|
||
|
|
||
|
private:
|
||
|
idStr text;
|
||
|
bool playerOriented;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idLocationEntity
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idLocationEntity : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idLocationEntity );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
const char * GetLocation() const;
|
||
|
|
||
|
private:
|
||
|
};
|
||
|
|
||
|
class idLocationSeparatorEntity : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idLocationSeparatorEntity );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
private:
|
||
|
};
|
||
|
|
||
|
class idVacuumSeparatorEntity : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idVacuumSeparatorEntity );
|
||
|
|
||
|
idVacuumSeparatorEntity();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
private:
|
||
|
qhandle_t portal;
|
||
|
};
|
||
|
|
||
|
class idVacuumEntity : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idVacuumEntity );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
private:
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idBeam
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idBeam : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idBeam );
|
||
|
|
||
|
idBeam();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void Think();
|
||
|
|
||
|
void SetMaster( idBeam *masterbeam );
|
||
|
void SetBeamTarget( const idVec3 &origin );
|
||
|
|
||
|
virtual void Show();
|
||
|
|
||
|
virtual void WriteToSnapshot( idBitMsg &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsg &msg );
|
||
|
|
||
|
private:
|
||
|
void Event_MatchTarget();
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
idEntityPtr<idBeam> target;
|
||
|
idEntityPtr<idBeam> master;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idLiquid
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idRenderModelLiquid;
|
||
|
|
||
|
class idLiquid : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idLiquid );
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
private:
|
||
|
void Event_Touch( idEntity *other, trace_t *trace );
|
||
|
|
||
|
|
||
|
idRenderModelLiquid *model;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idShaking
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idShaking : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idShaking );
|
||
|
|
||
|
idShaking();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
private:
|
||
|
idPhysics_Parametric physicsObj;
|
||
|
bool active;
|
||
|
|
||
|
void BeginShaking();
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idEarthQuake
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idEarthQuake : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idEarthQuake );
|
||
|
|
||
|
idEarthQuake();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void Think();
|
||
|
|
||
|
private:
|
||
|
int nextTriggerTime;
|
||
|
int shakeStopTime;
|
||
|
float wait;
|
||
|
float random;
|
||
|
bool triggered;
|
||
|
bool playerOriented;
|
||
|
bool disabled;
|
||
|
float shakeTime;
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncPortal
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idFuncPortal : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncPortal );
|
||
|
|
||
|
idFuncPortal();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
private:
|
||
|
qhandle_t portal;
|
||
|
bool state;
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncAASPortal
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idFuncAASPortal : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncAASPortal );
|
||
|
|
||
|
idFuncAASPortal();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
private:
|
||
|
bool state;
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncAASObstacle
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idFuncAASObstacle : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncAASObstacle );
|
||
|
|
||
|
idFuncAASObstacle();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
private:
|
||
|
bool state;
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncRadioChatter
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idFuncRadioChatter : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncRadioChatter );
|
||
|
|
||
|
idFuncRadioChatter();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
private:
|
||
|
float time;
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_ResetRadioHud( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idPhantomObjects
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idPhantomObjects : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idPhantomObjects );
|
||
|
|
||
|
idPhantomObjects();
|
||
|
|
||
|
void Spawn();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void Think();
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_Throw();
|
||
|
void Event_ShakeObject( idEntity *object, int starttime );
|
||
|
|
||
|
int end_time;
|
||
|
float throw_time;
|
||
|
float shake_time;
|
||
|
idVec3 shake_ang;
|
||
|
float speed;
|
||
|
int min_wait;
|
||
|
int max_wait;
|
||
|
idEntityPtr<idActor>target;
|
||
|
idList<int> targetTime;
|
||
|
idList<idVec3> lastTargetPos;
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idShockwave
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idShockwave : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idShockwave );
|
||
|
|
||
|
idShockwave();
|
||
|
~idShockwave();
|
||
|
|
||
|
void Spawn();
|
||
|
void Think();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
private:
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
bool isActive;
|
||
|
int startTime;
|
||
|
int duration;
|
||
|
|
||
|
float startSize;
|
||
|
float endSize;
|
||
|
float currentSize;
|
||
|
|
||
|
float magnitude;
|
||
|
|
||
|
float height;
|
||
|
bool playerDamaged;
|
||
|
float playerDamageSize;
|
||
|
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idFuncMountedObject
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idFuncMountedObject : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncMountedObject );
|
||
|
|
||
|
idFuncMountedObject();
|
||
|
~idFuncMountedObject();
|
||
|
|
||
|
void Spawn();
|
||
|
void Think();
|
||
|
|
||
|
void GetAngleRestrictions( int &yaw_min, int &yaw_max, int &pitch );
|
||
|
|
||
|
private:
|
||
|
int harc;
|
||
|
int varc;
|
||
|
|
||
|
void Event_Touch( idEntity *other, trace_t *trace );
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
|
||
|
public:
|
||
|
bool isMounted;
|
||
|
function_t * scriptFunction;
|
||
|
idPlayer * mountedPlayer;
|
||
|
};
|
||
|
|
||
|
|
||
|
class idFuncMountedWeapon : public idFuncMountedObject {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idFuncMountedWeapon );
|
||
|
|
||
|
idFuncMountedWeapon();
|
||
|
~idFuncMountedWeapon();
|
||
|
|
||
|
void Spawn();
|
||
|
void Think();
|
||
|
|
||
|
private:
|
||
|
|
||
|
// The actual turret that moves with the player's view
|
||
|
idEntity * turret;
|
||
|
|
||
|
// the muzzle bone's position, used for launching projectiles and trailing smoke
|
||
|
idVec3 muzzleOrigin;
|
||
|
idMat3 muzzleAxis;
|
||
|
|
||
|
float weaponLastFireTime;
|
||
|
float weaponFireDelay;
|
||
|
|
||
|
const idDict * projectile;
|
||
|
|
||
|
const idSoundShader *soundFireWeapon;
|
||
|
|
||
|
void Event_PostSpawn();
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
idPortalSky
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
class idPortalSky : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idPortalSky );
|
||
|
|
||
|
idPortalSky();
|
||
|
~idPortalSky();
|
||
|
|
||
|
void Spawn();
|
||
|
void Event_PostSpawn();
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif /* !__GAME_MISC_H__ */
|