//----------------------------------------------------------------------------- // // $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 ); virtual const str getName( void ) const ; 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 ); virtual void Archive( Archiver &arc ); virtual void ArchivePersistantData( Archiver& ) {}; }; 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 */