quake4-sdk/source/mpgame/Target.h

705 lines
15 KiB
C++

#ifndef __GAME_TARGET_H__
#define __GAME_TARGET_H__
//Used to compare two ammoData structs and see who has more.
int CompareAmmoData( const void* ammo1, const void* ammo2);
/*
===============================================================================
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( void );
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 );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Think( void );
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( void );
private:
void Event_Activate( idEntity *activator );
// RAVEN BEGIN
// abahr: fixing issue with EV_Activate not taking NULL ptrs
void Event_PostSpawn();
// RAVEN END
};
/*
===============================================================================
idTarget_GiveEmail
===============================================================================
*/
class idTarget_GiveEmail : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_GiveEmail );
void Spawn( void );
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
idTarget_SetModel
===============================================================================
*/
class idTarget_SetModel : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_SetModel );
void Spawn( void );
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
idTarget_SetInfluence
===============================================================================
*/
class idTarget_SetInfluence : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_SetInfluence );
idTarget_SetInfluence( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
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( void );
idList<int> lightList;
idList<int> guiList;
idList<int> soundList;
idList<int> genericList;
float flashIn;
float flashOut;
float delay;
idStr flashInSound;
idStr flashOutSound;
idEntity * switchToCamera;
idInterpolate<float>fovSetting;
bool soundFaded;
bool restoreOnTrigger;
};
/*
===============================================================================
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( void );
private:
idInterpolate<int> fovSetting;
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
idTarget_SetPrimaryObjective
===============================================================================
*/
class idTarget_SetPrimaryObjective : public idTarget {
public:
CLASS_PROTOTYPE( idTarget_SetPrimaryObjective );
private:
void Event_Activate( idEntity *activator );
};
// RAVEN BEGIN
// bdube: added player database
/*
===============================================================================
idTarget_AddDatabaseEntry
===============================================================================
*/
class rvTarget_AddDatabaseEntry : public idTarget {
public:
CLASS_PROTOTYPE( rvTarget_AddDatabaseEntry );
private:
void Event_Activate( idEntity *activator );
};
// jshepard: secret area discovery
/*
===============================================================================
idTarget_SecretArea
===============================================================================
*/
class rvTarget_SecretArea : public idTarget {
public:
CLASS_PROTOTYPE( rvTarget_SecretArea );
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
rvTarget_BossBattle
===============================================================================
*/
class rvTarget_BossBattle : public idTarget {
public:
CLASS_PROTOTYPE( rvTarget_BossBattle );
private:
void Event_Activate( idEntity *activator );
void Event_SetShieldPercent( float percent );
void Event_SetBossMaxHealth( float f );
void Event_AllowShieldBar( float activate );
void Event_AllowShieldWarningBar( float activate );
};
/*
===============================================================================
rvTarget_TetherAI
===============================================================================
*/
class rvTarget_TetherAI : public idTarget {
public:
CLASS_PROTOTYPE( rvTarget_TetherAI );
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
rvTarget_Nailable
===============================================================================
*/
class rvTarget_Nailable : public idTarget {
public:
CLASS_PROTOTYPE( rvTarget_Nailable );
private:
void Spawn( void );
};
// RAVEN END
/*
===============================================================================
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 );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
private:
idVec3 playerPos;
void Event_Activate( idEntity *activator );
void Event_TipOff( void );
void Event_GetPlayerPos( void );
};
/*
===============================================================================
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_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();
};
/*
===============================================================================
rvTarget_LaunchProjectile
===============================================================================
*/
class rvTarget_LaunchProjectile : public idTarget {
public:
CLASS_PROTOTYPE( rvTarget_LaunchProjectile );
void Spawn( void );
private:
void Event_Activate( idEntity *activator );
void Event_LaunchProjectile( idEntity *activator );
};
/*
===============================================================================
rvTarget_ExitAreaAlert
===============================================================================
*/
class rvTarget_ExitAreaAlert : public idTarget {
public:
CLASS_PROTOTYPE( rvTarget_ExitAreaAlert );
private:
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
rvTarget_AmmoStash
===============================================================================
*/
typedef struct ammodata_s {
int ammoIndex;
idStr ammoName;
int ammoCount;
int ammoMax;
float percentFull;
} ammodata_t;
#define AMMO_ARRAY_SIZE 10
class rvTarget_AmmoStash : public idTarget {
public:
CLASS_PROTOTYPE( rvTarget_AmmoStash );
//used to detect which weapons need ammo. The values stored are 0 to 1, with -1 meaning don't check this out.
ammodata_t AmmoArray[ AMMO_ARRAY_SIZE];
private:
void Event_Activate( idEntity *activator );
};
#endif /* !__GAME_TARGET_H__ */