sin-2015/nuke.h

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1999-04-22 00:00:00 +00:00
#ifndef __NUKE_H__
#define __NUKE_H__
#include "g_local.h"
#include "item.h"
#include "weapon.h"
#include "misc.h"
#include "player.h"
// nukeball state flags
#define NBS_EVIL -1
#define NBS_FLYING 0
#define NBS_COLLAPSING 1
#define NBS_EXPLODING 2
#define NBS_RING1 3
#define NBS_RING2 4
// takes care of applying the flash to players
class EXPORT_FROM_DLL NukeFlash : public Entity
{
private:
Vector fblend;
float falpha;
public:
CLASS_PROTOTYPE(NukeFlash);
virtual void Flash(Event *ev);
virtual void Setup(Vector pos, float delay);
virtual void Archive(Archiver &arc);
virtual void Unarchive(Archiver &arc);
};
inline EXPORT_FROM_DLL void NukeFlash::Archive (Archiver &arc)
{
Entity::Archive( arc );
arc.WriteVector(fblend);
arc.WriteFloat(falpha);
}
inline EXPORT_FROM_DLL void NukeFlash::Unarchive (Archiver &arc)
{
Entity::Unarchive( arc );
arc.ReadVector(&fblend);
arc.ReadFloat(&falpha);
}
// the visual fireballs that the player sees
//class EXPORT_FROM_DLL NukeFireball : public Entity
class EXPORT_FROM_DLL NukeFireball : public Projectile
{
private:
int owner;
public:
CLASS_PROTOTYPE(NukeFireball);
virtual void Animate(Event *ev);
// virtual void Animate2(Event *ev);
virtual void DoDamage(Event *ev);
virtual void Setup(Entity *owner, Vector pos, float life, int type);
virtual void Fade(Event *ev);
virtual void Archive(Archiver &arc);
virtual void Unarchive(Archiver &arc);
};
inline EXPORT_FROM_DLL void NukeFireball::Archive (Archiver &arc)
{
Projectile::Archive( arc );
arc.WriteInteger(owner);
}
inline EXPORT_FROM_DLL void NukeFireball::Unarchive (Archiver &arc)
{
Projectile::Unarchive( arc );
arc.ReadInteger(&owner);
}
// this is the ball fired our of the gun
class EXPORT_FROM_DLL NukeBall : public Projectile
{
private:
float speed;
// int owner;
int ballstate;
public:
CLASS_PROTOTYPE(NukeBall);
void Animate(Event *ev);
void Collapse(Event *ev);
void Explode(Event *ev);
void ThrowRing(Event *ev);
void ExplosionBall(Event *ev);
void Setup(Entity *owner, Vector pos, Vector dir);
void EvilSetup(Entity *owner, Vector pos, Vector dir); // for devious purposes...
virtual void Archive(Archiver &arc);
virtual void Unarchive(Archiver &arc);
};
inline EXPORT_FROM_DLL void NukeBall::Archive (Archiver &arc)
{
Projectile::Archive( arc );
arc.WriteFloat(speed);
// arc.WriteInteger(owner);
arc.WriteInteger(ballstate);
}
inline EXPORT_FROM_DLL void NukeBall::Unarchive (Archiver &arc)
{
Projectile::Unarchive( arc );
arc.ReadFloat(&speed);
// arc.ReadInteger(&owner);
arc.ReadInteger(&ballstate);
}
class EXPORT_FROM_DLL IP36 : public Weapon
{
public:
CLASS_PROTOTYPE(IP36);
IP36();
virtual void Shoot(Event *ev); // starts the actual firing event
virtual void Launch(Event *ev); // does the actual firing
};
#endif /* nuke.h */