//========= 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 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 is in CBaseEntity, but I can't find a use for it anywhere. // It may have been originally intended for TF2 or some other game-specific item class. Please remove this if it turns out to be something important. virtual bool IsCombatItem() { 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 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