mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
339 lines
9.1 KiB
C++
339 lines
9.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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_ITEM_H__
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#define __GAME_ITEM_H__
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/*
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===============================================================================
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Items the player can pick up or use.
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===============================================================================
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*/
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/*
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================================================
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These flags are passed to the Give functions
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to set their behavior. We need to be able to
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separate the feedback from the actual
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state modification so that we can hide lag
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on MP clients.
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For the previous behavior of functions which
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take a giveFlags parameter (this is usually
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desired on the server too) pass
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ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE.
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================================================
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*/
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enum itemGiveFlags_t
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{
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ITEM_GIVE_FEEDBACK = BIT( 0 ),
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ITEM_GIVE_UPDATE_STATE = BIT( 1 ),
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ITEM_GIVE_FROM_WEAPON = BIT( 2 ), // indicates this was given via a weapon's launchPowerup (for bloodstone powerups)
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};
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class idItem : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idItem );
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idItem();
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virtual ~idItem();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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void GetAttributes( idDict& attributes ) const;
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virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
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virtual bool Pickup( idPlayer* player );
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virtual void Think();
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virtual void Present();
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enum
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{
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EVENT_PICKUP = idEntity::EVENT_MAXEVENTS,
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EVENT_RESPAWN,
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EVENT_RESPAWNFX,
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EVENT_TAKEFLAG,
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EVENT_DROPFLAG,
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EVENT_FLAGRETURN,
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EVENT_FLAGCAPTURE,
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EVENT_MAXEVENTS
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};
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void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual void ClientPredictionThink();
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
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// networking
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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protected:
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int GetPredictPickupMilliseconds() const
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{
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return clientPredictPickupMilliseconds;
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}
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private:
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idVec3 orgOrigin;
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bool spin;
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bool pulse;
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bool canPickUp;
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// for item pulse effect
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int itemShellHandle;
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const idMaterial* shellMaterial;
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// used to update the item pulse effect
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mutable bool inView;
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mutable int inViewTime;
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mutable int lastCycle;
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mutable int lastRenderViewTime;
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// used for prediction in mp
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int clientPredictPickupMilliseconds;
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bool UpdateRenderEntity( renderEntity_s* renderEntity, const renderView_t* renderView ) const;
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static bool ModelCallback( renderEntity_s* renderEntity, const renderView_t* renderView );
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void Event_DropToFloor();
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void Event_Touch( idEntity* other, trace_t* trace );
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void Event_Trigger( idEntity* activator );
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void Event_Respawn();
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void Event_RespawnFx();
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};
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class idItemPowerup : public idItem
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{
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public:
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CLASS_PROTOTYPE( idItemPowerup );
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idItemPowerup();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
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private:
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int time;
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int type;
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};
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class idObjective : public idItem
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{
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public:
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CLASS_PROTOTYPE( idObjective );
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idObjective();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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private:
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idVec3 playerPos;
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const idMaterial* screenshot;
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void Event_Trigger( idEntity* activator );
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void Event_HideObjective( idEntity* e );
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void Event_GetPlayerPos();
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};
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class idVideoCDItem : public idItem
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{
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public:
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CLASS_PROTOTYPE( idVideoCDItem );
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virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
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};
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class idPDAItem : public idItem
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{
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public:
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CLASS_PROTOTYPE( idPDAItem );
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virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
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};
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class idMoveableItem : public idItem
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{
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public:
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CLASS_PROTOTYPE( idMoveableItem );
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idMoveableItem();
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virtual ~idMoveableItem();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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virtual void Think();
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void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual bool Collide( const trace_t& collision, const idVec3& velocity );
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virtual bool Pickup( idPlayer* player );
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static void DropItems( idAnimatedEntity* ent, const char* type, idList<idEntity*>* list );
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static idEntity* DropItem( const char* classname, const idVec3& origin, const idMat3& axis, const idVec3& velocity, int activateDelay, int removeDelay );
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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protected:
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idPhysics_RigidBody physicsObj;
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idClipModel* trigger;
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const idDeclParticle* smoke;
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int smokeTime;
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int nextSoundTime;
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bool repeatSmoke; // never stop updating the particles
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void Gib( const idVec3& dir, const char* damageDefName );
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void Event_DropToFloor();
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void Event_Gib( const char* damageDefName );
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};
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class idItemTeam : public idMoveableItem
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{
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public:
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CLASS_PROTOTYPE( idItemTeam );
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idItemTeam();
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virtual ~idItemTeam();
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void Spawn();
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virtual bool Pickup( idPlayer* player );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
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virtual void Think( void );
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void Drop( bool death = false ); // was the drop caused by death of carrier?
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void Return( idPlayer* player = NULL );
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void Capture();
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virtual void FreeLightDef();
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virtual void Present();
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// networking
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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public:
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int team;
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// TODO : turn this into a state :
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bool carried; // is it beeing carried by a player?
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bool dropped; // was it dropped?
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private:
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idVec3 returnOrigin;
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idMat3 returnAxis;
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int lastDrop;
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const idDeclSkin* skinDefault;
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const idDeclSkin* skinCarried;
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const function_t* scriptTaken;
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const function_t* scriptDropped;
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const function_t* scriptReturned;
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const function_t* scriptCaptured;
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renderLight_t itemGlow; // Used by flags when they are picked up
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int itemGlowHandle;
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int lastNuggetDrop;
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const char* nuggetName;
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private:
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void Event_TakeFlag( idPlayer* player );
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void Event_DropFlag( bool death );
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void Event_FlagReturn( idPlayer* player = NULL );
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void Event_FlagCapture();
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void PrivateReturn();
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function_t* LoadScript( char* script );
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void SpawnNugget( idVec3 pos );
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void UpdateGuis();
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};
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class idMoveablePDAItem : public idMoveableItem
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{
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public:
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CLASS_PROTOTYPE( idMoveablePDAItem );
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virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
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};
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/*
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===============================================================================
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Item removers.
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===============================================================================
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*/
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class idItemRemover : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idItemRemover );
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void Spawn();
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void RemoveItem( idPlayer* player );
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private:
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void Event_Trigger( idEntity* activator );
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};
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class idObjectiveComplete : public idItemRemover
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{
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public:
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CLASS_PROTOTYPE( idObjectiveComplete );
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idObjectiveComplete();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Spawn();
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private:
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idVec3 playerPos;
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void Event_Trigger( idEntity* activator );
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void Event_HideObjective( idEntity* e );
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void Event_GetPlayerPos();
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};
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#endif /* !__GAME_ITEM_H__ */
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