mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-29 15:22:44 +00:00
230 lines
6.2 KiB
C
230 lines
6.2 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
||
|
|
||
|
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 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 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__
|
||
|
|
||
|
#include "physics/Physics_RigidBody.h"
|
||
|
#include "Entity.h"
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Items the player can pick up or use.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idItem : public idEntity {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idItem );
|
||
|
|
||
|
idItem();
|
||
|
virtual ~idItem();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn( void );
|
||
|
void GetAttributes( idDict &attributes );
|
||
|
virtual bool GiveToPlayer( idPlayer *player );
|
||
|
virtual bool Pickup( idPlayer *player );
|
||
|
virtual void Think( void );
|
||
|
virtual void Present();
|
||
|
|
||
|
enum {
|
||
|
EVENT_PICKUP = idEntity::EVENT_MAXEVENTS,
|
||
|
EVENT_RESPAWN,
|
||
|
EVENT_RESPAWNFX,
|
||
|
EVENT_MAXEVENTS
|
||
|
};
|
||
|
|
||
|
virtual void ClientPredictionThink( void );
|
||
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
||
|
|
||
|
// networking
|
||
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||
|
|
||
|
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;
|
||
|
|
||
|
bool UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) const;
|
||
|
static bool ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView );
|
||
|
|
||
|
void Event_DropToFloor( void );
|
||
|
void Event_Touch( idEntity *other, trace_t *trace );
|
||
|
void Event_Trigger( idEntity *activator );
|
||
|
void Event_Respawn( void );
|
||
|
void Event_RespawnFx( void );
|
||
|
};
|
||
|
|
||
|
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 );
|
||
|
|
||
|
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;
|
||
|
|
||
|
void Event_Trigger( idEntity *activator );
|
||
|
void Event_HideObjective( idEntity *e );
|
||
|
void Event_GetPlayerPos();
|
||
|
void Event_CamShot();
|
||
|
};
|
||
|
|
||
|
class idVideoCDItem : public idItem {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idVideoCDItem );
|
||
|
|
||
|
void Spawn();
|
||
|
virtual bool GiveToPlayer( idPlayer *player );
|
||
|
};
|
||
|
|
||
|
class idPDAItem : public idItem {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idPDAItem );
|
||
|
|
||
|
virtual bool GiveToPlayer( idPlayer *player );
|
||
|
};
|
||
|
|
||
|
class idMoveableItem : public idItem {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idMoveableItem );
|
||
|
|
||
|
idMoveableItem();
|
||
|
virtual ~idMoveableItem();
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void Spawn( void );
|
||
|
virtual void Think( void );
|
||
|
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( idBitMsgDelta &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||
|
|
||
|
private:
|
||
|
idPhysics_RigidBody physicsObj;
|
||
|
idClipModel * trigger;
|
||
|
const idDeclParticle * smoke;
|
||
|
int smokeTime;
|
||
|
|
||
|
void Gib( const idVec3 &dir, const char *damageDefName );
|
||
|
|
||
|
void Event_DropToFloor( void );
|
||
|
void Event_Gib( const char *damageDefName );
|
||
|
};
|
||
|
|
||
|
class idMoveablePDAItem : public idMoveableItem {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idMoveablePDAItem );
|
||
|
|
||
|
virtual bool GiveToPlayer( idPlayer *player );
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
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__ */
|