/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __GAME_AFENTITY_H__ #define __GAME_AFENTITY_H__ /* =============================================================================== idMultiModelAF Entity using multiple separate visual models animated with a single articulated figure. Only used for debugging! =============================================================================== */ const int GIB_DELAY = 200; // only gib this often to keep performace hits when blowing up several mobs class idMultiModelAF : public idEntity { public: CLASS_PROTOTYPE( idMultiModelAF ); void Spawn( void ); ~idMultiModelAF( void ); virtual void Think( void ); virtual void Present( void ); protected: idPhysics_AF physicsObj; void SetModelForId( int id, const idStr &modelName ); private: idList modelHandles; idList modelDefHandles; }; /* =============================================================================== idChain Chain hanging down from the ceiling. Only used for debugging! =============================================================================== */ class idChain : public idMultiModelAF { public: CLASS_PROTOTYPE( idChain ); void Spawn( void ); protected: void BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld = true ); }; /* =============================================================================== idAFAttachment =============================================================================== */ class idAFAttachment : public idAnimatedEntity { public: CLASS_PROTOTYPE( idAFAttachment ); idAFAttachment( void ); virtual ~idAFAttachment( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void SetBody( idEntity *bodyEnt, const char *headModel, jointHandle_t attachJoint ); void ClearBody( void ); idEntity * GetBody( void ) const; virtual void Think( void ); virtual void Hide( void ); virtual void Show( void ); void PlayIdleAnim( int blendTime ); virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info ); virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse ); virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force ); virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ); virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName ); void SetCombatModel( void ); idClipModel * GetCombatModel( void ) const; virtual void LinkCombat( void ); virtual void UnlinkCombat( void ); protected: idEntity * body; idClipModel * combatModel; // render model for hit detection of head int idleAnim; jointHandle_t attachJoint; }; /* =============================================================================== idAFEntity_Base =============================================================================== */ class idAFEntity_Base : public idAnimatedEntity { public: CLASS_PROTOTYPE( idAFEntity_Base ); idAFEntity_Base( void ); virtual ~idAFEntity_Base( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Think( void ); virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info ); virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse ); virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force ); virtual bool Collide( const trace_t &collision, const idVec3 &velocity ); virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ); virtual bool UpdateAnimationControllers( void ); virtual void FreeModelDef( void ); virtual bool LoadAF( void ); bool IsActiveAF( void ) const { return af.IsActive(); } const char * GetAFName( void ) const { return af.GetName(); } idPhysics_AF * GetAFPhysics( void ) { return af.GetPhysics(); } void SetCombatModel( void ); idClipModel * GetCombatModel( void ) const; // contents of combatModel can be set to 0 or re-enabled (mp) void SetCombatContents( bool enable ); virtual void LinkCombat( void ); virtual void UnlinkCombat( void ); int BodyForClipModelId( int id ) const; void SaveState( idDict &args ) const; void LoadState( const idDict &args ); void AddBindConstraints( void ); void RemoveBindConstraints( void ); virtual void ShowEditingDialog( void ); static void DropAFs( idEntity *ent, const char *type, idList *list ); protected: idAF af; // articulated figure idClipModel * combatModel; // render model for hit detection int combatModelContents; idVec3 spawnOrigin; // spawn origin idMat3 spawnAxis; // rotation axis used when spawned int nextSoundTime; // next time this can make a sound void Event_SetConstraintPosition( const char *name, const idVec3 &pos ); void Event_SetAFGravity( const idVec3 &newGravity ); void Event_SetAFActive( int value ); void Event_SetAFRest( int value ); }; /* =============================================================================== idAFEntity_Gibbable =============================================================================== */ extern const idEventDef EV_Gib; extern const idEventDef EV_Gibbed; class idAFEntity_Gibbable : public idAFEntity_Base { public: CLASS_PROTOTYPE( idAFEntity_Gibbable ); idAFEntity_Gibbable( void ); ~idAFEntity_Gibbable( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Present( void ); virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ); #ifdef _D3XP void SetThrown( bool isThrown ); virtual bool Collide( const trace_t &collision, const idVec3 &velocity ); #endif virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName ); #ifdef _D3XP bool IsGibbed() { return gibbed; }; #endif protected: idRenderModel * skeletonModel; int skeletonModelDefHandle; bool gibbed; #ifdef _D3XP bool wasThrown; #endif virtual void Gib( const idVec3 &dir, const char *damageDefName ); void InitSkeletonModel( void ); void Event_Gib( const char *damageDefName ); }; /* =============================================================================== idAFEntity_Generic =============================================================================== */ class idAFEntity_Generic : public idAFEntity_Gibbable { public: CLASS_PROTOTYPE( idAFEntity_Generic ); idAFEntity_Generic( void ); ~idAFEntity_Generic( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Think( void ); void KeepRunningPhysics( void ) { keepRunningPhysics = true; } private: void Event_Activate( idEntity *activator ); bool keepRunningPhysics; }; /* =============================================================================== idAFEntity_WithAttachedHead =============================================================================== */ class idAFEntity_WithAttachedHead : public idAFEntity_Gibbable { public: CLASS_PROTOTYPE( idAFEntity_WithAttachedHead ); idAFEntity_WithAttachedHead(); ~idAFEntity_WithAttachedHead(); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void SetupHead( void ); virtual void Think( void ); virtual void Hide( void ); virtual void Show( void ); virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material ); virtual void LinkCombat( void ); virtual void UnlinkCombat( void ); protected: virtual void Gib( const idVec3 &dir, const char *damageDefName ); #ifndef _D3XP private: #else public: #endif idEntityPtr head; void Event_Gib( const char *damageDefName ); void Event_Activate( idEntity *activator ); }; /* =============================================================================== idAFEntity_Vehicle =============================================================================== */ class idAFEntity_Vehicle : public idAFEntity_Base { public: CLASS_PROTOTYPE( idAFEntity_Vehicle ); idAFEntity_Vehicle( void ); void Spawn( void ); void Use( idPlayer *player ); protected: idPlayer * player; jointHandle_t eyesJoint; jointHandle_t steeringWheelJoint; float wheelRadius; float steerAngle; float steerSpeed; const idDeclParticle * dustSmoke; idEntity* bindPoint; float GetSteerAngle( void ); }; /* =============================================================================== idAFEntity_VehicleSimple =============================================================================== */ class idAFEntity_VehicleSimple : public idAFEntity_Vehicle { public: CLASS_PROTOTYPE( idAFEntity_VehicleSimple ); idAFEntity_VehicleSimple( void ); ~idAFEntity_VehicleSimple( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual void Think( void ); idAFConstraint_Suspension * suspension[4]; int stoppingState; int ignitionEndtime; bool isAI; void Event_isLightsOff( void ); void SpawnSuspension( void ); protected: idClipModel * wheelModel; jointHandle_t wheelJoints[4]; float wheelAngles[4]; bool attackHeld; bool gasHeld; }; /* =============================================================================== idAFEntity_VehicleFourWheels =============================================================================== */ class idAFEntity_VehicleFourWheels : public idAFEntity_Vehicle { public: CLASS_PROTOTYPE( idAFEntity_VehicleFourWheels ); idAFEntity_VehicleFourWheels( void ); void Spawn( void ); virtual void Think( void ); protected: idAFBody * wheels[4]; idAFConstraint_Hinge * steering[2]; jointHandle_t wheelJoints[4]; float wheelAngles[4]; }; /* =============================================================================== idAFEntity_VehicleSixWheels =============================================================================== */ class idAFEntity_VehicleSixWheels : public idAFEntity_Vehicle { public: CLASS_PROTOTYPE( idAFEntity_VehicleSixWheels ); idAFEntity_VehicleSixWheels( void ); void Spawn( void ); virtual void Think( void ); #ifdef _D3XP float force; float velocity; float steerAngle; #endif private: idAFBody * wheels[6]; idAFConstraint_Hinge * steering[4]; jointHandle_t wheelJoints[6]; float wheelAngles[6]; }; #ifdef _D3XP /* =============================================================================== idAFEntity_VehicleAutomated =============================================================================== */ class idAFEntity_VehicleAutomated : public idAFEntity_VehicleSimple { public: CLASS_PROTOTYPE( idAFEntity_VehicleAutomated ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); void PostSpawn( void ); virtual void Think( void ); private: idEntity *waypoint; float steeringSpeed; float currentSteering; float idealSteering; float originHeight; void Event_SetVelocity( float _velocity ); void Event_SetTorque( float _torque ); void Event_SetSteeringSpeed( float _steeringSpeed ); void Event_SetWayPoint( idEntity *_waypoint ); }; #endif /* =============================================================================== idAFEntity_SteamPipe =============================================================================== */ class idAFEntity_SteamPipe : public idAFEntity_Base { public: CLASS_PROTOTYPE( idAFEntity_SteamPipe ); idAFEntity_SteamPipe( void ); ~idAFEntity_SteamPipe( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Think( void ); private: int steamBody; float steamForce; float steamUpForce; idForce_Constant force; renderEntity_t steamRenderEntity; qhandle_t steamModelDefHandle; void InitSteamRenderEntity( void ); }; /* =============================================================================== idAFEntity_ClawFourFingers =============================================================================== */ class idAFEntity_ClawFourFingers : public idAFEntity_Base { public: CLASS_PROTOTYPE( idAFEntity_ClawFourFingers ); idAFEntity_ClawFourFingers( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); private: idAFConstraint_Hinge * fingers[4]; void Event_SetFingerAngle( float angle ); void Event_StopFingers( void ); }; #ifdef _D3XP /** * idHarvestable contains all of the code required to turn an entity into a harvestable * entity. The entity must create an instance of this class and call the appropriate * interface methods at the correct time. */ class idHarvestable : public idEntity { public: CLASS_PROTOTYPE( idHarvestable ); idHarvestable(); ~idHarvestable(); void Spawn(); void Init(idEntity* parent); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void SetParent(idEntity* parent); void Think(); void Gib(); protected: idEntityPtr parentEnt; float triggersize; idClipModel * trigger; float giveDelay; float removeDelay; bool given; idEntityPtr player; int startTime; bool fxFollowPlayer; idEntityPtr fx; idStr fxOrient; protected: void BeginBurn(); void BeginFX(); void CalcTriggerBounds( float size, idBounds &bounds ); bool GetFxOrientationAxis(idMat3& mat); void Event_SpawnHarvestTrigger( void ); void Event_Touch( idEntity *other, trace_t *trace ); } ; /* =============================================================================== idAFEntity_Harvest =============================================================================== */ class idAFEntity_Harvest : public idAFEntity_WithAttachedHead { public: CLASS_PROTOTYPE( idAFEntity_Harvest ); idAFEntity_Harvest(); ~idAFEntity_Harvest(); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Think( void ); virtual void Gib( const idVec3 &dir, const char *damageDefName ); protected: idEntityPtr harvestEnt; protected: void Event_SpawnHarvestEntity( void ); }; #endif #endif /* !__GAME_AFENTITY_H__ */