/* =========================================================================== 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 . 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 lightList; idList guiList; idList soundList; idList genericList; float flashIn; float flashOut; float delay; idStr flashInSound; idStr flashOutSound; idEntity* switchToCamera; idInterpolatefovSetting; bool soundFaded; bool restoreOnTrigger; idList 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 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__ */