]> icculus.org git repositories - icculus/iodoom3.git/blob - neo/d3xp/Grabber.h
Various Mac OS X tweaks to get this to build. Probably breaking things.
[icculus/iodoom3.git] / neo / d3xp / Grabber.h
1 /*
2 ===========================================================================
3
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 
6
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).  
8
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.
21
22 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.
23
24 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.
25
26 ===========================================================================
27 */
28 #ifdef _D3XP
29
30 /*
31 ===============================================================================
32
33         Grabber Object - Class to extend idWeapon to include functionality for 
34                                                 manipulating physics objects.
35
36 ===============================================================================
37 */
38
39 class idBeam;
40
41 class idGrabber : public idEntity {
42 public:
43         CLASS_PROTOTYPE( idGrabber );
44
45                                                         idGrabber( void );
46                                                         ~idGrabber( void );
47
48         void                                    Save( idSaveGame *savefile ) const;
49         void                                    Restore( idRestoreGame *savefile );
50
51         void                                    Initialize( void );
52         void                                    SetDragDistance( float dist );
53         int                                             Update( idPlayer *player, bool hide );
54
55 private:
56         idEntityPtr<idEntity>   dragEnt;                        // entity being dragged
57         idForce_Grab                    drag;
58         idVec3                                  saveGravity;
59
60         int                                             id;                                     // id of body being dragged
61         idVec3                                  localPlayerPoint;       // dragged point in player space
62         idEntityPtr<idPlayer>   owner;
63         int                                             oldUcmdFlags;
64         bool                                    holdingAF;
65         bool                                    shakeForceFlip;
66         int                                             endTime;
67         int                                             lastFiredTime;
68         int                                             dragFailTime;
69         int                                             startDragTime;
70         float                                   dragTraceDist;
71         int                                             savedContents;
72         int                                             savedClipmask;
73
74         idBeam*                                 beam;
75         idBeam*                                 beamTarget;
76
77         int                                             warpId;
78
79         bool                                    grabbableAI( const char *aiName );
80         void                                    StartDrag( idEntity *grabEnt, int id );
81         void                                    StopDrag( bool dropOnly );
82         void                                    UpdateBeams( void );
83         void                                    ApplyShake( void );
84 };
85
86 #endif