sin-2015/thrall.h

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1999-04-22 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/thrall.h $
// $Revision:: 6 $
// $Author:: Aldie $
// $Date:: 11/08/98 8:30p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/thrall.h $
//
// 6 11/08/98 8:30p Aldie
// Added gibfest for thrall
//
// 5 10/27/98 10:17p Jimdose
// better aiming by walls
// more damage from pulse
// precached models
//
// 4 10/27/98 5:56a Jimdose
// added Chatter
//
// 3 10/27/98 3:52a Jimdose
// got pulse weapon working
//
// 2 10/23/98 5:37a Jimdose
// Created file
//
// 1 10/22/98 10:19p Jimdose
//
// DESCRIPTION:
// ThrallMaster
//
#ifndef __THRALLMASTER_H__
#define __THRALLMASTER_H__
#include "g_local.h"
#include "actor.h"
#include "specialfx.h"
class EXPORT_FROM_DLL ThrallMaster : public Actor
{
protected:
weaponmode_t weaponmode;
str gunbone;
public:
CLASS_PROTOTYPE( ThrallMaster );
ThrallMaster();
virtual Vector GunPosition( void );
virtual qboolean CanShootFrom( Vector pos, Entity *ent, qboolean usecurrentangles );
virtual void Chatter( const char *sound, float chance = 10, float volume = 1.0f, int channel = CHAN_VOICE );
virtual void WeaponUse( Event *ev );
virtual void FirePulse( Event *ev );
virtual void FireRockets( Event *ev );
virtual void GibFest( Event *ev );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void ThrallMaster::Archive
(
Archiver &arc
)
{
Actor::Archive( arc );
arc.WriteInteger( weaponmode );
arc.WriteString( gunbone );
}
inline EXPORT_FROM_DLL void ThrallMaster::Unarchive
(
Archiver &arc
)
{
Actor::Unarchive( arc );
weaponmode = ( weaponmode_t )arc.ReadInteger();
arc.ReadString( &gunbone );
}
class EXPORT_FROM_DLL ThrallGun : public Weapon
{
public:
CLASS_PROTOTYPE( ThrallGun );
ThrallGun();
virtual void Shoot( Event *ev );
virtual void SecondaryUse( Event *ev );
};
class EXPORT_FROM_DLL DrunkMissile : public Projectile
{
private:
EntityPtr target;
public:
CLASS_PROTOTYPE( DrunkMissile );
float AdjustAngle( float maxadjust, float currangle, float targetangle );
void Explode( Event *ev );
float ResolveMinimumDistance( Entity *potential_target, float currmin );
void HeatSeek( Event *ev);
void Prethink( void );
void Setup( Entity *owner, Vector pos, Vector dir );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void DrunkMissile::Archive
(
Archiver &arc
)
{
Projectile::Archive( arc );
arc.WriteSafePointer( target );
}
inline EXPORT_FROM_DLL void DrunkMissile::Unarchive
(
Archiver &arc
)
{
Projectile::Unarchive( arc );
arc.ReadSafePointer( &target );
}
class EXPORT_FROM_DLL ThrallPulse : public Projectile
{
public:
CLASS_PROTOTYPE( ThrallPulse );
void Explode( Event *ev );
void Setup( Entity *owner, Vector pos, Vector dir );
};
class EXPORT_FROM_DLL ThrallPulseDebris : public Projectile
{
private:
float size;
float spawntime;
float nexttouch;
public:
CLASS_PROTOTYPE( ThrallPulseDebris );
void Touch( Event *ev );
void Prethink( void );
void Setup( Entity *owner, Vector pos, float size );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void ThrallPulseDebris::Archive
(
Archiver &arc
)
{
Projectile::Archive( arc );
arc.WriteFloat( size );
arc.WriteFloat( spawntime );
arc.WriteFloat( nexttouch );
}
inline EXPORT_FROM_DLL void ThrallPulseDebris::Unarchive
(
Archiver &arc
)
{
Projectile::Unarchive( arc );
arc.ReadFloat( &size );
arc.ReadFloat( &spawntime );
arc.ReadFloat( &nexttouch );
}
#endif /* thrall.h */