/* =========================================================================== 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_PROJECTILE_H__ #define __GAME_PROJECTILE_H__ #include "physics/Physics_RigidBody.h" #include "physics/Force_Constant.h" #include "Entity.h" #ifdef _DENTONMOD #include "tracer.h" #ifndef _DENTONMOD_PROJECTILE_CPP #define _DENTONMOD_PROJECTILE_CPP #endif #endif /* =============================================================================== idProjectile =============================================================================== */ extern const idEventDef EV_Explode; class idProjectile : public idEntity { public : CLASS_PROTOTYPE( idProjectile ); idProjectile(); virtual ~idProjectile(); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Create( idEntity *owner, const idVec3 &start, const idVec3 &dir ); virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); virtual void FreeLightDef( void ); idEntity * GetOwner( void ) const; //rev grab void CatchProjectile( idEntity* o, const char* reflectName ); int GetProjectileState( void ); void Event_CreateProjectile( idEntity *owner, const idVec3 &start, const idVec3 &dir ); void Event_LaunchProjectile( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity ); //void Event_SetGravity( float gravity ); //rev grab //Ivan start void Event_SetOwner( idEntity *owner ); void FireRailTracer( const idVec3 &endPos, const idVec3 &dir, const idVec3 &velocity, const char * damageDefName ); //ivan virtual void CustomBindOnExplode( const trace_t &collision, const idMat3 &oldaxis ){}; //meant to be overridden //Ivan end virtual void Think( void ); virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ); virtual bool Collide( const trace_t &collision, const idVec3 &velocity ); virtual void Explode( const trace_t &collision, idEntity *ignore ); void Fizzle( void ); static idVec3 GetVelocity( const idDict *projectile ); static idVec3 GetGravity( const idDict *projectile ); enum { EVENT_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS, EVENT_MAXEVENTS }; static void DefaultDamageEffect( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity ); static bool ClientPredictionCollide( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity, bool addDamageEffect ); virtual void ClientPredictionThink( void ); virtual void WriteToSnapshot( idBitMsgDelta &msg ) const; virtual void ReadFromSnapshot( const idBitMsgDelta &msg ); virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg ); #ifdef _DENTONMOD void setTracerEffect( dnTracerEffect *effect) { tracerEffect = effect; } #endif protected: idEntityPtr owner; struct projectileFlags_s { bool detonate_on_world : 1; bool detonate_on_actor : 1; bool randomShaderSpin : 1; bool noSplashDamage : 1; bool impact_fx_played : 1; // keeps track of fx played on collided body - BY JCD } projectileFlags; #ifdef _DENTONMOD dnTracerEffect *tracerEffect; #endif float thrust; int thrust_end; float damagePower; renderLight_t renderLight; qhandle_t lightDefHandle; // handle to renderer light def idVec3 lightOffset; int lightStartTime; int lightEndTime; idVec3 lightColor; idForce_Constant thruster; idPhysics_RigidBody physicsObj; const idDeclParticle * smokeFly; int smokeFlyTime; typedef enum { // must update these in script/doom_defs.script if changed SPAWNED = 0, CREATED = 1, LAUNCHED = 2, FIZZLED = 3, EXPLODED = 4 } projectileState_t; projectileState_t state; private: bool netSyncPhysics; const idDeclEntityDef *damageDef; // stores Damage Def -- By Clone JCD void AddDefaultDamageEffect( const trace_t &collision, const idVec3 &velocity ); void Event_Explode( void ); void Event_Fizzle( void ); void Event_RadiusDamage( idEntity *ignore ); void Event_Touch( idEntity *other, trace_t *trace ); void Event_GetProjectileState( void ); }; //ivan start class idArrowProjectile : public idProjectile { public : CLASS_PROTOTYPE( idArrowProjectile ); idArrowProjectile( void ); ~idArrowProjectile( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual void Think( void ); virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); virtual void CustomBindOnExplode( const trace_t &collision, const idMat3 &oldaxis ); void UpdateTrail( void ); private: idTrailGenerator* trailGen; idTrailGenerator* trailGen2; int trailSize; }; //ivan end class idGuidedProjectile : public idProjectile { public : CLASS_PROTOTYPE( idGuidedProjectile ); idGuidedProjectile( void ); ~idGuidedProjectile( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual void Think( void ); virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); //REV GRAB void SetEnemy( idEntity *ent ); void Event_SetEnemy(idEntity *ent); //REV GRAB protected: float speed; idEntityPtr enemy; virtual void GetSeekPos( idVec3 &out ); private: idAngles rndScale; idAngles rndAng; idAngles angles; int rndUpdateTime; float turn_max; float clamp_dist; bool burstMode; bool unGuided; float burstDist; float burstVelocity; }; //REVILITY START GUIDEDPROJECTILE X class idGuidedProjectilex : public idProjectile { public : CLASS_PROTOTYPE( idGuidedProjectilex ); idGuidedProjectilex( void ); ~idGuidedProjectilex( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual void Think( void ); virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); protected: float speed; idEntityPtr enemy; virtual void GetSeekPos( idVec3 &out ); private: idAngles rndScale; idAngles rndAng; idAngles angles; int rndUpdateTime; float turn_max; float clamp_dist; bool burstMode; bool unGuided; float burstDist; float burstVelocity; }; //REVILITY END GUIDEDPROJECTILE X class idSoulCubeMissile : public idGuidedProjectile { public: CLASS_PROTOTYPE ( idSoulCubeMissile ); ~idSoulCubeMissile(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual void Think( void ); virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float power = 1.0f, const float dmgPower = 1.0f ); protected: virtual void GetSeekPos( idVec3 &out ); void ReturnToOwner( void ); void KillTarget( const idVec3 &dir ); private: idVec3 startingVelocity; idVec3 endingVelocity; float accelTime; int launchTime; bool killPhase; bool returnPhase; idVec3 destOrg; idVec3 orbitOrg; int orbitTime; int smokeKillTime; const idDeclParticle * smokeKill; }; struct beamTarget_t { idEntityPtr target; renderEntity_t renderEntity; qhandle_t modelDefHandle; }; class idBFGProjectile : public idProjectile { public : CLASS_PROTOTYPE( idBFGProjectile ); idBFGProjectile(); ~idBFGProjectile(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual void Think( void ); virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); virtual void Explode( const trace_t &collision, idEntity *ignore ); private: idList beamTargets; renderEntity_t secondModel; qhandle_t secondModelDefHandle; int nextDamageTime; idStr damageFreq; void FreeBeams(); void Event_RemoveBeams(); void ApplyDamage(); }; /* =============================================================================== idDebris =============================================================================== */ class idDebris : public idEntity { public : CLASS_PROTOTYPE( idDebris ); idDebris(); ~idDebris(); // save games void Save( idSaveGame *savefile ) const; // archives object for save game file void Restore( idRestoreGame *savefile ); // unarchives object from save game file void Spawn( void ); void Create( idEntity *owner, const idVec3 &start, const idMat3 &axis ); void Launch( void ); void Think( void ); void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ); void Explode( void ); void Fizzle( void ); virtual bool Collide( const trace_t &collision, const idVec3 &velocity ); private: idEntityPtr owner; idPhysics_RigidBody physicsObj; const idDeclParticle * smokeFly; int smokeFlyTime; int nextSoundTime; // BY Clone JCD int soundTimeDifference; // BY Clone JCD bool continuousSmoke; //By Clone JCD const idSoundShader * sndBounce; const idSoundShader * sndRest; void Event_Explode( void ); void Event_Fizzle( void ); }; #endif /* !__GAME_PROJECTILE_H__ */