ef2gamesource/dlls/game/item.h

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//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/item.h $
// $Revision:: 24 $
// $Author:: Steven $
// $Date:: 2/14/03 5:37p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Base class for respawnable, carryable objects.
//
#ifndef __ITEM_H__
#define __ITEM_H__
#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "sentient.h"
extern Event EV_Item_Pickup;
extern Event EV_Item_DropToFloor;
extern Event EV_Item_Respawn;
extern Event EV_Item_SetAmount;
extern Event EV_Item_SetMaxAmount;
extern Event EV_Item_RespawnSound;
extern Event EV_Item_DialogNeeded;
extern Event EV_Item_PickupDone;
#define DROPPED_ITEM 0x00008000
#define DROPPED_PLAYER_ITEM 0x00010000
class Item : public Trigger
{
private:
float _skillLevel;
int _iconIndex;
protected:
SentientPtr owner;
qboolean respawnable;
qboolean playrespawn;
qboolean coolitem;
qboolean coolitemforced;
str cool_dialog;
str cool_anim;
float respawntime;
str dialog_needed;
int item_index;
str item_name;
float maximum_amount;
float amount;
str pickup_thread;
qboolean no_remove;
int bot_inventory_index;
MultiplayerItemType _mpItemType;
int _missingSkin;
void ItemTouch( Event *ev );
public:
qboolean has_been_looked_at;
float _nextPickupTime;
CLASS_PROTOTYPE( Item );
Item();
~Item();
virtual void PlaceItem( void );
virtual void SetOwner( Sentient *ent );
virtual Sentient* GetOwner( void ) const;
void SetNoRemove( Event *ev );
virtual void DropToFloor( Event *ev );
virtual Item* ItemPickup( Entity *other, qboolean add_to_inventory = true, qboolean checkautopickup = true );
virtual void Respawn( Event *ev );
virtual void setRespawn( qboolean flag );
void setRespawn( Event *ev );
virtual qboolean Respawnable( void );
virtual void setRespawnTime( float time );
void setRespawnTime( Event *ev );
virtual float RespawnTime( void );
void RespawnDone( Event *ev );
void PickupDone( Event *ev );
virtual int GetItemIndex( void ) { return item_index; };
virtual float getAmount( void );
virtual void setAmount( float startamount );
virtual float MaxAmount( void );
virtual qboolean Pickupable( Entity *other );
virtual void setName( const char *i );
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virtual str getName( void ) const override
{
return item_name;
}
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virtual int getIndex( void );
virtual void SetAmountEvent( Event *ev );
virtual void SetMaxAmount( Event *ev );
virtual void SetItemName( Event *ev );
virtual void SetPickupThread( Event *ev );
virtual void SetMax( int maxamount );
virtual void Add( int num );
virtual void Remove( int num );
virtual qboolean Use( int amount );
virtual qboolean Removable( void );
virtual void Pickup( Event *ev );
virtual qboolean Drop( void );
virtual void RespawnSound( Event *ev );
virtual void DialogNeeded( Event *ev );
virtual str GetDialogNeeded( void );
void Landed( Event *ev );
void CoolItemEvent( Event *ev );
void ForceCoolItemEvent( Event *ev );
int GetBotInventoryIndex( void );
void SetBotInventoryIndex( Event *ev );
qboolean IsItemCool( str * dialog, str * anim, qboolean *force );
void SetCoolItem( qboolean cool, const str &dialog, const str &anim );
void SetSkillLevel( float skillLevel );
float GetSkillLevel();
MultiplayerItemType getMultiplayerItemType( void );
void iconNameEvent( Event *ev );
int getIcon( void ) { return _iconIndex; }
void setMissingSkin( Event *ev );
void ChangeSkin( int skinNum, qboolean state );
virtual void cacheStrings();
void postSpawn( Event *ev );
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virtual void Archive( Archiver &arc ) override;
virtual void ArchivePersistantData( Archiver& ) {};
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};
inline void Item::SetSkillLevel( float skillLevel )
{
_skillLevel = skillLevel;
}
inline float Item::GetSkillLevel()
{
return _skillLevel;
}
inline void Item::Archive( Archiver &arc )
{
str iconName;
Trigger::Archive( arc );
arc.ArchiveFloat( &_skillLevel );
if ( arc.Loading() )
{
arc.ArchiveString( &iconName );
_iconIndex = gi.imageindex( iconName.c_str() );
}
else
{
if ( _iconIndex >= 0 )
iconName = gi.getConfigstring( CS_IMAGES + _iconIndex );
else
iconName = "";
arc.ArchiveString( &iconName );
}
arc.ArchiveSafePointer( &owner );
arc.ArchiveBoolean( &respawnable );
arc.ArchiveBoolean( &playrespawn );
arc.ArchiveBoolean( &coolitem );
arc.ArchiveBoolean( &coolitemforced );
arc.ArchiveString( &cool_dialog );
arc.ArchiveString( &cool_anim );
arc.ArchiveFloat( &respawntime );
arc.ArchiveString( &dialog_needed );
arc.ArchiveString( &item_name );
if ( arc.Loading() )
{
setName( item_name.c_str() );
}
arc.ArchiveFloat( &maximum_amount );
arc.ArchiveFloat( &amount );
arc.ArchiveString( &pickup_thread );
arc.ArchiveBoolean( &no_remove );
arc.ArchiveInteger( &bot_inventory_index );
ArchiveEnum( _mpItemType, MultiplayerItemType );
arc.ArchiveInteger( &_missingSkin );
arc.ArchiveBoolean( &has_been_looked_at );
arc.ArchiveFloat( &_nextPickupTime );
}
class MultiplayerItem : public Item
{
public:
CLASS_PROTOTYPE( MultiplayerItem );
MultiplayerItem();
void notifyMultiplayerItemTriggered( Event *ev );
void notifyMultiplayerItemDestroyed( Event *ev );
void notifyMultiplayerItemUsed( Event *ev );
void damageEvent( Event *ev );
/* virtual */ void cacheStrings( void );
};
class SecretItem : public Item
{
public:
CLASS_PROTOTYPE( SecretItem );
SecretItem();
/* virtual */ Item* ItemPickup( Entity *other, qboolean add_to_inventory, qboolean checkautopickup );
/* virtual */ void cacheStrings( void );
};
#endif /* item.h */