source-sdk-2013-mapbase/sp/src/game/server/items.h

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2013-12-03 07:31:46 +04:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ITEMS_H
#define ITEMS_H
#ifdef _WIN32
#pragma once
#endif
#include "entityoutput.h"
#include "player_pickup.h"
#include "vphysics/constraints.h"
// Armor given by a battery
#define MAX_NORMAL_BATTERY 100
// Ammo counts given by ammo items
#define SIZE_AMMO_PISTOL 20
#define SIZE_AMMO_PISTOL_LARGE 100
#define SIZE_AMMO_SMG1 45
#define SIZE_AMMO_SMG1_LARGE 225
#define SIZE_AMMO_AR2 20
#define SIZE_AMMO_AR2_LARGE 100
#define SIZE_AMMO_RPG_ROUND 1
#define SIZE_AMMO_SMG1_GRENADE 1
#define SIZE_AMMO_BUCKSHOT 20
#define SIZE_AMMO_357 6
#define SIZE_AMMO_357_LARGE 20
#define SIZE_AMMO_CROSSBOW 6
#define SIZE_AMMO_AR2_ALTFIRE 1
#define SF_ITEM_START_CONSTRAINED 0x00000001
#ifdef MAPBASE
// Copied from CBaseCombatWeapon's flags, including any additions we made to those.
// I really, REALLY hope no item uses their own spawnflags either.
#define SF_ITEM_NO_PLAYER_PICKUP (1<<1)
#define SF_ITEM_NO_PHYSCANNON_PUNT (1<<2)
#define SF_ITEM_NO_NPC_PICKUP (1<<3)
#define SF_ITEM_ALWAYS_TOUCHABLE (1<<6) // This needs to stay synced with the weapon spawnflag
#endif
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class CItem : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
{
public:
DECLARE_CLASS( CItem, CBaseAnimating );
CItem();
virtual void Spawn( void );
virtual void Precache();
unsigned int PhysicsSolidMaskForEntity( void ) const;
virtual CBaseEntity* Respawn( void );
virtual void ItemTouch( CBaseEntity *pOther );
virtual void Materialize( void );
virtual bool MyTouch( CBasePlayer *pPlayer ) { return false; };
// Become touchable when we are at rest
virtual void OnEntityEvent( EntityEvent_t event, void *pEventData );
// Activate when at rest, but don't allow pickup until then
void ActivateWhenAtRest( float flTime = 0.5f );
// IPlayerPickupVPhysics
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
virtual int ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_WCEDIT_POSITION; };
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; }
QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; }
void SetOriginalSpawnOrigin( const Vector& origin ) { m_vOriginalSpawnOrigin = origin; }
void SetOriginalSpawnAngles( const QAngle& angles ) { m_vOriginalSpawnAngles = angles; }
bool CreateItemVPhysicsObject( void );
virtual bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer );
#if defined( HL2MP ) || defined( TF_DLL )
void FallThink( void );
float m_flNextResetCheckTime;
#endif
#ifdef MAPBASE
// This appeared to have no prior use in Source SDK 2013.
// It may have been originally intended for TF2 or some other game-specific item class.
virtual bool IsCombatItem() const { return true; }
// Used to access item_healthkit values, etc. from outside of the class
virtual float GetItemAmount() { return 1.0f; }
void InputEnablePlayerPickup( inputdata_t &inputdata );
void InputDisablePlayerPickup( inputdata_t &inputdata );
void InputEnableNPCPickup( inputdata_t &inputdata );
void InputDisableNPCPickup( inputdata_t &inputdata );
void InputBreakConstraint( inputdata_t &inputdata );
#endif
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DECLARE_DATADESC();
protected:
virtual void ComeToRest( void );
private:
bool m_bActivateWhenAtRest;
COutputEvent m_OnPlayerTouch;
COutputEvent m_OnCacheInteraction;
Vector m_vOriginalSpawnOrigin;
QAngle m_vOriginalSpawnAngles;
IPhysicsConstraint *m_pConstraint;
};
#endif // ITEMS_H