dhewm3-sdk/game/Projectile.h
2018-08-26 05:41:08 +02:00

288 lines
8.9 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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"
#include "tracer.h"
/*
===============================================================================
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;
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<idEntity> owner;
struct projectileFlags_s {
bool detonate_on_world : 1;
bool detonate_on_actor : 1;
bool randomShaderSpin : 1;
// bool isTracer : 1; // what about this?
// bool noSplashDamage : 1; // and this?
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 );
};
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 );
protected:
float speed;
idEntityPtr<idEntity> 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;
};
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<idEntity> 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<beamTarget_t> 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<idEntity> 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__ */