/*
===========================================================================
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__
#include "physics/Physics_AF.h"
#include "physics/Force_Constant.h"
#include "Entity.h"
#include "AF.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 );
};
/*
===============================================================================
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;
float GetSteerAngle( void );
};
/*
===============================================================================
idAFEntity_VehicleSimple
===============================================================================
*/
class idAFEntity_VehicleSimple : public idAFEntity_Vehicle {
public:
CLASS_PROTOTYPE( idAFEntity_VehicleSimple );
idAFEntity_VehicleSimple( void );
~idAFEntity_VehicleSimple( void );
void Spawn( void );
virtual void Think( void );
protected:
idClipModel * wheelModel;
idAFConstraint_Suspension * suspension[4];
jointHandle_t wheelJoints[4];
float wheelAngles[4];
};
/*
===============================================================================
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_VehicleSixWheels {
public:
CLASS_PROTOTYPE( idAFEntity_VehicleAutomated );
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__ */