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https://github.com/UberGames/EF2GameSource.git
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129 lines
3.1 KiB
C++
129 lines
3.1 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/misc.cpp $
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// $Revision:: 13 $
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// $Author:: Steven $
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// $Date:: 2/18/02 1:35p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// DESCRIPTION:
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// This is all the dispensing type objects in the world. They basically work
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// by the player using them. As the player uses them they give the player
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// something (health/ammo/etc.).
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//
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#ifndef __DISPENSER_HPP__
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#define __DISPENSER_HPP__
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//#include "g_local.h"
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#include "entity.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: Dispenser
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// Base Class: Entity
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//
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// Description: This is an entity that dispenses stuff (health, ammo, etc)
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// to anything that uses it
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//
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// Method of Use: Just like any entity.
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//
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//--------------------------------------------------------------
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class Dispenser : public Entity
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{
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typedef enum
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{
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DISPENSE_TYPE_NONE,
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DISPENSE_TYPE_HEALTH,
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DISPENSE_TYPE_AMMO,
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DISPENSE_TYPE_ARMOR
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} DispenseType;
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typedef enum
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{
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DISPENSER_STATE_CLOSED,
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DISPENSER_STATE_CLOSING,
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DISPENSER_STATE_OPEN,
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DISPENSER_STATE_OPENING,
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DISPENSER_STATE_EMPTY,
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DISPENSER_STATE_EMPTYING
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} DispenserState;
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private:
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float _maxAmount;
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float _amount;
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float _dispenseRate;
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float _regenRate;
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DispenseType _dispenseType;
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str _dispenseSubtype;
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float _lastTimeUsed;
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DispenserState _state;
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float _openDistance;
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bool _instant;
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SentientPtr _entityDispensingTo;
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str _useSoundName;
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bool _playingSound;
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float _lastSoundTime;
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protected:
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void setDispenserAlpha( void );
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bool dispenseStuff( Sentient *sent );
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public:
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CLASS_PROTOTYPE( Dispenser );
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Dispenser();
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/* virtual */ void Think( void );
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void useEvent( Event *ev );
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void setMaxAmount( Event *ev );
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void setDispenseRate( Event *ev );
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void setRegenRate( Event *ev );
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void setType( Event *ev );
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void setSubtype( Event *ev );
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void setOpenDistance( Event *ev );
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void setInstant( Event *ev );
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void setSoundName( Event *ev );
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void animDone( Event * );
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virtual void Archive( Archiver &arc );
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};
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inline void Dispenser::Archive( Archiver &arc )
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{
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Entity::Archive( arc );
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arc.ArchiveFloat( &_maxAmount );
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arc.ArchiveFloat( &_amount );
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arc.ArchiveFloat( &_dispenseRate );
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arc.ArchiveFloat( &_regenRate );
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ArchiveEnum( _dispenseType, DispenseType );
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arc.ArchiveString( &_dispenseSubtype );
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arc.ArchiveFloat( &_lastTimeUsed );
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ArchiveEnum( _state, DispenserState );
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arc.ArchiveFloat( &_openDistance );
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arc.ArchiveBool( &_instant );
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arc.ArchiveSafePointer( &_entityDispensingTo );
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arc.ArchiveString( &_useSoundName );
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arc.ArchiveBool( &_playingSound );
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arc.ArchiveFloat( &_lastSoundTime );
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}
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#endif /* Dispenser.h */
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