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- /*
- ===========================================================================
- 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__
- /*
- ===============================================================================
- 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,
- #ifdef CTF
- EVENT_TAKEFLAG,
- EVENT_DROPFLAG,
- EVENT_FLAGRETURN,
- EVENT_FLAGCAPTURE,
- #endif
- 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 );
- #ifdef _D3XP
- virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
- #endif
- 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 );
- #ifdef CTF
- protected:
- #else
- private:
- #endif
- idPhysics_RigidBody physicsObj;
- idClipModel * trigger;
- const idDeclParticle * smoke;
- int smokeTime;
- #ifdef _D3XP
- int nextSoundTime;
- #endif
- #ifdef CTF
- bool repeatSmoke; // never stop updating the particles
- #endif
- void Gib( const idVec3 &dir, const char *damageDefName );
- void Event_DropToFloor( void );
- void Event_Gib( const char *damageDefName );
- };
- #ifdef CTF
- class idItemTeam : public idMoveableItem {
- public:
- CLASS_PROTOTYPE( idItemTeam );
- idItemTeam();
- virtual ~idItemTeam();
- void Spawn();
- virtual bool Pickup( idPlayer *player );
- virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
- virtual void Think(void );
- void Drop( bool death = false ); // was the drop caused by death of carrier?
- void Return( idPlayer * player = NULL );
- void Capture( void );
- virtual void FreeLightDef( void );
- virtual void Present( void );
- // networking
- virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
- virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
- public:
- int team;
- // TODO : turn this into a state :
- bool carried; // is it beeing carried by a player?
- bool dropped; // was it dropped?
- private:
- idVec3 returnOrigin;
- idMat3 returnAxis;
- int lastDrop;
- const idDeclSkin * skinDefault;
- const idDeclSkin * skinCarried;
- const function_t * scriptTaken;
- const function_t * scriptDropped;
- const function_t * scriptReturned;
- const function_t * scriptCaptured;
- renderLight_t itemGlow; // Used by flags when they are picked up
- int itemGlowHandle;
- int lastNuggetDrop;
- const char * nuggetName;
- private:
- void Event_TakeFlag( idPlayer * player );
- void Event_DropFlag( bool death );
- void Event_FlagReturn( idPlayer * player = NULL );
- void Event_FlagCapture( void );
- void PrivateReturn( void );
- function_t * LoadScript( char * script );
- void SpawnNugget( idVec3 pos );
- void UpdateGuis( void );
- };
- #endif
- 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__ */
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