doom3-bfg/neo/d3xp/Target.h

616 lines
14 KiB
C
Raw Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
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_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();
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 Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Think();
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();
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
idTarget_GiveEmail
===============================================================================
*/
class idTarget_GiveEmail : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_GiveEmail );
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
idTarget_SetModel
===============================================================================
*/
class idTarget_SetModel : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_SetModel );
void Spawn();
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
idTarget_SetInfluence
===============================================================================
*/
typedef struct SavedGui_s {
SavedGui_s() {memset(gui, 0, sizeof(idUserInterface*)*MAX_RENDERENTITY_GUI); };
idUserInterface* gui[MAX_RENDERENTITY_GUI];
} SavedGui_t;
class idTarget_SetInfluence : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_SetInfluence );
idTarget_SetInfluence();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn();
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();
idList<int, TAG_TARGET> lightList;
idList<int, TAG_TARGET> guiList;
idList<int, TAG_TARGET> soundList;
idList<int, TAG_TARGET> genericList;
float flashIn;
float flashOut;
float delay;
idStr flashInSound;
idStr flashOutSound;
idEntity * switchToCamera;
idInterpolate<float>fovSetting;
bool soundFaded;
bool restoreOnTrigger;
idList<SavedGui_t, TAG_TARGET> savedGuiList;
};
/*
===============================================================================
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();
private:
idInterpolate<float> 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 Spawn();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
private:
idVec3 playerPos;
void Event_Activate( idEntity *activator );
void Event_TipOff();
void Event_GetPlayerPos();
};
/*
===============================================================================
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_Checkpoint
===============================================================================
*/
class idTarget_Checkpoint : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_Checkpoint );
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();
};
/*
===============================================================================
idTarget_RumbleJoystick
===============================================================================
*/
class idTarget_RumbleJoystick : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_RumbleJoystick );
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
idTarget_Achievement
===============================================================================
*/
class idTarget_Achievement : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_Achievement );
private:
void Event_Activate( idEntity *activator );
};
#endif /* !__GAME_TARGET_H__ */