//========= Copyright © 1996-2005, 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 SIZE_AMMO_FLECHETTE 60 #define SIZE_AMMO_URANIUM 30 #define SF_ITEM_START_CONSTRAINED 0x00000001 #define SF_ITEM_MUST_EXIST 0x00000002 // prevent the procedural population system from modifying this item class CItem : public CBaseAnimating, public CDefaultPlayerPickupVPhysics { public: DECLARE_CLASS( CItem, CBaseAnimating ); CItem(); virtual ~CItem(); virtual void Spawn( void ); virtual void Precache(); virtual bool HasBloatedCollision( void ) const { return true; } // Does this item increase its collision box to make it easier to pick up? virtual CBaseEntity* Respawn( void ); void ItemTouch( CBaseEntity *pOther ); void ItemForceTouch( 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 ); DECLARE_DATADESC(); private: void ComeToRest( void ); void ItemTouchInternal( CBaseEntity *pOther, bool bForceTouch ); private: bool m_bActivateWhenAtRest; COutputEvent m_OnPlayerTouch; COutputEvent m_OnCacheInteraction; Vector m_vOriginalSpawnOrigin; QAngle m_vOriginalSpawnAngles; IPhysicsConstraint *m_pConstraint; }; #endif // ITEMS_H