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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_TARGET_H__
- #define __GAME_TARGET_H__
- /*
- ===============================================================================
- idTarget
- ===============================================================================
- */
- class idTarget : public idEntity {
- public:
- CLASS_PROTOTYPE( idTarget );
- };
- /*
- ===============================================================================
- idTarget_Remove
- ===============================================================================
- */
- class idTarget_Remove : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_Remove );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_Show
- ===============================================================================
- */
- class idTarget_Show : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_Show );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_Damage
- ===============================================================================
- */
- class idTarget_Damage : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_Damage );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_SessionCommand
- ===============================================================================
- */
- class idTarget_SessionCommand : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SessionCommand );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_EndLevel
- ===============================================================================
- */
- class idTarget_EndLevel : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_EndLevel );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_WaitForButton
- ===============================================================================
- */
- class idTarget_WaitForButton : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_WaitForButton );
- void Think( void );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_SetGlobalShaderTime
- ===============================================================================
- */
- class idTarget_SetGlobalShaderTime : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SetGlobalShaderTime );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_SetShaderParm
- ===============================================================================
- */
- class idTarget_SetShaderParm : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SetShaderParm );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_SetShaderTime
- ===============================================================================
- */
- class idTarget_SetShaderTime : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SetShaderTime );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_FadeEntity
- ===============================================================================
- */
- class idTarget_FadeEntity : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_FadeEntity );
- idTarget_FadeEntity( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- void Think( void );
- private:
- idVec4 fadeFrom;
- int fadeStart;
- int fadeEnd;
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_LightFadeIn
- ===============================================================================
- */
- class idTarget_LightFadeIn : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_LightFadeIn );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_LightFadeOut
- ===============================================================================
- */
- class idTarget_LightFadeOut : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_LightFadeOut );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_Give
- ===============================================================================
- */
- class idTarget_Give : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_Give );
- void Spawn( void );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_GiveEmail
- ===============================================================================
- */
- class idTarget_GiveEmail : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_GiveEmail );
- void Spawn( void );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_SetModel
- ===============================================================================
- */
- class idTarget_SetModel : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SetModel );
- void Spawn( void );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_SetInfluence
- ===============================================================================
- */
- #ifdef _D3XP
- typedef struct SavedGui_s {
- SavedGui_s() {memset(gui, 0, sizeof(idUserInterface*)*MAX_RENDERENTITY_GUI); };
- idUserInterface* gui[MAX_RENDERENTITY_GUI];
- } SavedGui_t;
- #endif
- class idTarget_SetInfluence : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SetInfluence );
- idTarget_SetInfluence( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- void Spawn( void );
- private:
- void Event_Activate( idEntity *activator );
- void Event_RestoreInfluence();
- void Event_GatherEntities();
- void Event_Flash( float flash, int out );
- void Event_ClearFlash( float flash );
- void Think( void );
- idList<int> lightList;
- idList<int> guiList;
- idList<int> soundList;
- idList<int> genericList;
- float flashIn;
- float flashOut;
- float delay;
- idStr flashInSound;
- idStr flashOutSound;
- idEntity * switchToCamera;
- idInterpolate<float>fovSetting;
- bool soundFaded;
- bool restoreOnTrigger;
- #ifdef _D3XP
- idList<SavedGui_t> savedGuiList;
- #endif
- };
- /*
- ===============================================================================
- idTarget_SetKeyVal
- ===============================================================================
- */
- class idTarget_SetKeyVal : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SetKeyVal );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_SetFov
- ===============================================================================
- */
- class idTarget_SetFov : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SetFov );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- void Think( void );
- private:
- idInterpolate<int> fovSetting;
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_SetPrimaryObjective
- ===============================================================================
- */
- class idTarget_SetPrimaryObjective : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_SetPrimaryObjective );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_LockDoor
- ===============================================================================
- */
- class idTarget_LockDoor: public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_LockDoor );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_CallObjectFunction
- ===============================================================================
- */
- class idTarget_CallObjectFunction : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_CallObjectFunction );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_LockDoor
- ===============================================================================
- */
- class idTarget_EnableLevelWeapons : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_EnableLevelWeapons );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_Tip
- ===============================================================================
- */
- class idTarget_Tip : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_Tip );
- idTarget_Tip( void );
- void Spawn( void );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- private:
- idVec3 playerPos;
- void Event_Activate( idEntity *activator );
- void Event_TipOff( void );
- void Event_GetPlayerPos( void );
- };
- /*
- ===============================================================================
- idTarget_GiveSecurity
- ===============================================================================
- */
- class idTarget_GiveSecurity : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_GiveSecurity );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_RemoveWeapons
- ===============================================================================
- */
- class idTarget_RemoveWeapons : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_RemoveWeapons );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_LevelTrigger
- ===============================================================================
- */
- class idTarget_LevelTrigger : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_LevelTrigger );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_EnableStamina
- ===============================================================================
- */
- class idTarget_EnableStamina : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_EnableStamina );
- private:
- void Event_Activate( idEntity *activator );
- };
- /*
- ===============================================================================
- idTarget_FadeSoundClass
- ===============================================================================
- */
- class idTarget_FadeSoundClass : public idTarget {
- public:
- CLASS_PROTOTYPE( idTarget_FadeSoundClass );
- private:
- void Event_Activate( idEntity *activator );
- void Event_RestoreVolume();
- };
- #endif /* !__GAME_TARGET_H__ */
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