doom3-bfg/neo/d3xp/Item.h

339 lines
9.1 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_ITEM_H__
#define __GAME_ITEM_H__
/*
===============================================================================
Items the player can pick up or use.
===============================================================================
*/
/*
================================================
These flags are passed to the Give functions
to set their behavior. We need to be able to
separate the feedback from the actual
state modification so that we can hide lag
on MP clients.
For the previous behavior of functions which
take a giveFlags parameter (this is usually
desired on the server too) pass
ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE.
================================================
*/
enum itemGiveFlags_t
{
ITEM_GIVE_FEEDBACK = BIT( 0 ),
ITEM_GIVE_UPDATE_STATE = BIT( 1 ),
ITEM_GIVE_FROM_WEAPON = BIT( 2 ), // indicates this was given via a weapon's launchPowerup (for bloodstone powerups)
};
class idItem : public idEntity
{
public:
CLASS_PROTOTYPE( idItem );
idItem();
virtual ~idItem();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void Spawn();
void GetAttributes( idDict& attributes ) const;
virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
virtual bool Pickup( idPlayer* player );
virtual void Think();
virtual void Present();
enum
{
EVENT_PICKUP = idEntity::EVENT_MAXEVENTS,
EVENT_RESPAWN,
EVENT_RESPAWNFX,
EVENT_TAKEFLAG,
EVENT_DROPFLAG,
EVENT_FLAGRETURN,
EVENT_FLAGCAPTURE,
EVENT_MAXEVENTS
};
void ClientThink( const int curTime, const float fraction, const bool predict );
virtual void ClientPredictionThink();
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
// networking
virtual void WriteToSnapshot( idBitMsg& msg ) const;
virtual void ReadFromSnapshot( const idBitMsg& msg );
protected:
int GetPredictPickupMilliseconds() const
{
return clientPredictPickupMilliseconds;
}
private:
idVec3 orgOrigin;
bool spin;
bool pulse;
bool canPickUp;
// for item pulse effect
int itemShellHandle;
const idMaterial* shellMaterial;
// used to update the item pulse effect
mutable bool inView;
mutable int inViewTime;
mutable int lastCycle;
mutable int lastRenderViewTime;
// used for prediction in mp
int clientPredictPickupMilliseconds;
bool UpdateRenderEntity( renderEntity_s* renderEntity, const renderView_t* renderView ) const;
static bool ModelCallback( renderEntity_s* renderEntity, const renderView_t* renderView );
void Event_DropToFloor();
void Event_Touch( idEntity* other, trace_t* trace );
void Event_Trigger( idEntity* activator );
void Event_Respawn();
void Event_RespawnFx();
};
class idItemPowerup : public idItem
{
public:
CLASS_PROTOTYPE( idItemPowerup );
idItemPowerup();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void Spawn();
virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
private:
int time;
int type;
};
class idObjective : public idItem
{
public:
CLASS_PROTOTYPE( idObjective );
idObjective();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void Spawn();
private:
idVec3 playerPos;
const idMaterial* screenshot;
void Event_Trigger( idEntity* activator );
void Event_HideObjective( idEntity* e );
void Event_GetPlayerPos();
};
class idVideoCDItem : public idItem
{
public:
CLASS_PROTOTYPE( idVideoCDItem );
virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
};
class idPDAItem : public idItem
{
public:
CLASS_PROTOTYPE( idPDAItem );
virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
};
class idMoveableItem : public idItem
{
public:
CLASS_PROTOTYPE( idMoveableItem );
idMoveableItem();
virtual ~idMoveableItem();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void Spawn();
virtual void Think();
void ClientThink( const int curTime, const float fraction, const bool predict );
virtual bool Collide( const trace_t& collision, const idVec3& velocity );
virtual bool Pickup( idPlayer* player );
static void DropItems( idAnimatedEntity* ent, const char* type, idList<idEntity*>* list );
static idEntity* DropItem( const char* classname, const idVec3& origin, const idMat3& axis, const idVec3& velocity, int activateDelay, int removeDelay );
virtual void WriteToSnapshot( idBitMsg& msg ) const;
virtual void ReadFromSnapshot( const idBitMsg& msg );
protected:
idPhysics_RigidBody physicsObj;
idClipModel* trigger;
const idDeclParticle* smoke;
int smokeTime;
int nextSoundTime;
bool repeatSmoke; // never stop updating the particles
void Gib( const idVec3& dir, const char* damageDefName );
void Event_DropToFloor();
void Event_Gib( const char* damageDefName );
};
class idItemTeam : public idMoveableItem
{
public:
CLASS_PROTOTYPE( idItemTeam );
idItemTeam();
virtual ~idItemTeam();
void Spawn();
virtual bool Pickup( idPlayer* player );
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
virtual void Think( void );
void Drop( bool death = false ); // was the drop caused by death of carrier?
void Return( idPlayer* player = NULL );
void Capture();
virtual void FreeLightDef();
virtual void Present();
// networking
virtual void WriteToSnapshot( idBitMsg& msg ) const;
virtual void ReadFromSnapshot( const idBitMsg& msg );
public:
int team;
// TODO : turn this into a state :
bool carried; // is it beeing carried by a player?
bool dropped; // was it dropped?
private:
idVec3 returnOrigin;
idMat3 returnAxis;
int lastDrop;
const idDeclSkin* skinDefault;
const idDeclSkin* skinCarried;
const function_t* scriptTaken;
const function_t* scriptDropped;
const function_t* scriptReturned;
const function_t* scriptCaptured;
renderLight_t itemGlow; // Used by flags when they are picked up
int itemGlowHandle;
int lastNuggetDrop;
const char* nuggetName;
private:
void Event_TakeFlag( idPlayer* player );
void Event_DropFlag( bool death );
void Event_FlagReturn( idPlayer* player = NULL );
void Event_FlagCapture();
void PrivateReturn();
function_t* LoadScript( char* script );
void SpawnNugget( idVec3 pos );
void UpdateGuis();
};
class idMoveablePDAItem : public idMoveableItem
{
public:
CLASS_PROTOTYPE( idMoveablePDAItem );
virtual bool GiveToPlayer( idPlayer* player, unsigned int giveFlags );
};
/*
===============================================================================
Item removers.
===============================================================================
*/
class idItemRemover : public idEntity
{
public:
CLASS_PROTOTYPE( idItemRemover );
void Spawn();
void RemoveItem( idPlayer* player );
private:
void Event_Trigger( idEntity* activator );
};
class idObjectiveComplete : public idItemRemover
{
public:
CLASS_PROTOTYPE( idObjectiveComplete );
idObjectiveComplete();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void Spawn();
private:
idVec3 playerPos;
void Event_Trigger( idEntity* activator );
void Event_HideObjective( idEntity* e );
void Event_GetPlayerPos();
};
#endif /* !__GAME_ITEM_H__ */