mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
651 lines
14 KiB
C++
651 lines
14 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_TARGET_H__
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#define __GAME_TARGET_H__
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/*
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===============================================================================
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idTarget
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===============================================================================
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*/
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class idTarget : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idTarget );
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};
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/*
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===============================================================================
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idTarget_Remove
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===============================================================================
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*/
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class idTarget_Remove : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_Remove );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_Show
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===============================================================================
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*/
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class idTarget_Show : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_Show );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_Damage
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===============================================================================
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*/
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class idTarget_Damage : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_Damage );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_SessionCommand
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===============================================================================
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*/
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class idTarget_SessionCommand : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SessionCommand );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_EndLevel
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===============================================================================
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*/
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class idTarget_EndLevel : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_EndLevel );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_WaitForButton
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===============================================================================
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*/
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class idTarget_WaitForButton : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_WaitForButton );
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void Think();
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_SetGlobalShaderTime
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===============================================================================
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*/
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class idTarget_SetGlobalShaderTime : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SetGlobalShaderTime );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_SetShaderParm
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===============================================================================
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*/
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class idTarget_SetShaderParm : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SetShaderParm );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_SetShaderTime
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===============================================================================
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*/
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class idTarget_SetShaderTime : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SetShaderTime );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_FadeEntity
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===============================================================================
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*/
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class idTarget_FadeEntity : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_FadeEntity );
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idTarget_FadeEntity();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Think();
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private:
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idVec4 fadeFrom;
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int fadeStart;
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int fadeEnd;
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_LightFadeIn
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===============================================================================
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*/
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class idTarget_LightFadeIn : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_LightFadeIn );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_LightFadeOut
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===============================================================================
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*/
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class idTarget_LightFadeOut : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_LightFadeOut );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_Give
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===============================================================================
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*/
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class idTarget_Give : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_Give );
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void Spawn();
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_GiveEmail
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===============================================================================
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*/
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class idTarget_GiveEmail : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_GiveEmail );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_SetModel
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===============================================================================
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*/
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class idTarget_SetModel : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SetModel );
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void Spawn();
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_SetInfluence
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===============================================================================
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*/
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typedef struct SavedGui_s
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{
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SavedGui_s()
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{
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memset( gui, 0, sizeof( idUserInterface* )*MAX_RENDERENTITY_GUI );
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};
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idUserInterface* gui[MAX_RENDERENTITY_GUI];
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} SavedGui_t;
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class idTarget_SetInfluence : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SetInfluence );
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idTarget_SetInfluence();
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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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void Event_Activate( idEntity* activator );
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void Event_RestoreInfluence();
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void Event_GatherEntities();
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void Event_Flash( float flash, int out );
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void Event_ClearFlash( float flash );
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void Think();
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idList<int, TAG_TARGET> lightList;
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idList<int, TAG_TARGET> guiList;
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idList<int, TAG_TARGET> soundList;
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idList<int, TAG_TARGET> genericList;
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float flashIn;
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float flashOut;
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float delay;
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idStr flashInSound;
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idStr flashOutSound;
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idEntity* switchToCamera;
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idInterpolate<float>fovSetting;
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bool soundFaded;
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bool restoreOnTrigger;
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idList<SavedGui_t, TAG_TARGET> savedGuiList;
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};
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/*
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===============================================================================
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idTarget_SetKeyVal
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===============================================================================
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*/
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class idTarget_SetKeyVal : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SetKeyVal );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_SetFov
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===============================================================================
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*/
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class idTarget_SetFov : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SetFov );
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void Think();
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private:
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idInterpolate<float> fovSetting;
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_SetPrimaryObjective
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===============================================================================
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*/
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class idTarget_SetPrimaryObjective : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_SetPrimaryObjective );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_LockDoor
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===============================================================================
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*/
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class idTarget_LockDoor: public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_LockDoor );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_CallObjectFunction
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===============================================================================
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*/
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class idTarget_CallObjectFunction : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_CallObjectFunction );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_LockDoor
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===============================================================================
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*/
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class idTarget_EnableLevelWeapons : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_EnableLevelWeapons );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_Tip
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===============================================================================
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*/
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class idTarget_Tip : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_Tip );
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idTarget_Tip();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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private:
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idVec3 playerPos;
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void Event_Activate( idEntity* activator );
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void Event_TipOff();
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void Event_GetPlayerPos();
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};
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/*
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===============================================================================
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idTarget_GiveSecurity
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===============================================================================
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*/
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class idTarget_GiveSecurity : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_GiveSecurity );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_RemoveWeapons
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===============================================================================
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*/
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class idTarget_RemoveWeapons : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_RemoveWeapons );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_LevelTrigger
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===============================================================================
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*/
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class idTarget_LevelTrigger : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_LevelTrigger );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_Checkpoint
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===============================================================================
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*/
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class idTarget_Checkpoint : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_Checkpoint );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_EnableStamina
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===============================================================================
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*/
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class idTarget_EnableStamina : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_EnableStamina );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_FadeSoundClass
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===============================================================================
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*/
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class idTarget_FadeSoundClass : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_FadeSoundClass );
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private:
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void Event_Activate( idEntity* activator );
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void Event_RestoreVolume();
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};
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/*
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===============================================================================
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idTarget_RumbleJoystick
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===============================================================================
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*/
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class idTarget_RumbleJoystick : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_RumbleJoystick );
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private:
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void Event_Activate( idEntity* activator );
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};
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/*
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===============================================================================
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idTarget_Achievement
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===============================================================================
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*/
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class idTarget_Achievement : public idTarget
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{
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public:
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CLASS_PROTOTYPE( idTarget_Achievement );
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private:
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void Event_Activate( idEntity* activator );
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};
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#endif /* !__GAME_TARGET_H__ */
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