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https://github.com/dhewm/dhewm3-sdk.git
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231 lines
6.3 KiB
C++
231 lines
6.3 KiB
C++
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#ifdef _DENTONMOD
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#ifndef __GAME_TRACER_H__
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#define __GAME_TRACER_H__
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#include "Entity.h"
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#include "idlib/math/Vector.h"
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// TypeInfo flags
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enum {
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TR_TYPE_TRACEREFFECT = 1, // dnTracerEffect Type
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TR_TYPE_TRACER = 2, // dnTracer Type
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TR_TYPE_SPEEDTRACER = 4, // dnSpeedTracer Type
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TR_TYPE_BEAMTRACER = 8, // dnBeamTracer Type
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TR_TYPE_BEAMSPEEDTRACER = 16, // dnBeamSpeedTracer Type
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TR_TYPE_RAILBEAM = 32, // dnBeamSpeedTracer Type
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TR_TYPE_BARRELLAUNCHEDTRACER = 64, // dnBarrelLaunchedBeamTracer Type
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};
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/*
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===============================================================================
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dnTracerEffect:
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Abstract Base Class for all types of tracers
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===============================================================================
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*/
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class idEntity;
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class dnTracerEffect {
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protected:
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idEntity *owner;
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public :
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dnTracerEffect( idEntity *owner ); // a projectileEntity
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virtual ~dnTracerEffect() { };
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// virtual void Save( idSaveGame *savefile ) const; // tracers are not important enough to be saved
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// virtual void Restore( idRestoreGame *savefile ); // Implement these if you wish to save the tracer data
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virtual void Think( void ) = 0;
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//-------------------------------------------------
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// for simple and rather simulated RTTI, since we don't need
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// to store hoards of type-info for a tracer effect.
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//-------------------------------------------------
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private:
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int typeInfo;
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protected:
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void SetType( int typeFlag ) { typeInfo |= typeFlag; }
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public:
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static int Type( void ) { return TR_TYPE_TRACEREFFECT; }
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bool IsType( int typeFlag ) const { return (typeInfo & typeFlag)? true:false; }
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//-------------------------------------------------
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};
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ID_INLINE dnTracerEffect::dnTracerEffect( idEntity *owner ) {
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this->owner = owner;
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typeInfo = TR_TYPE_TRACEREFFECT;
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}
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/*
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===============================================================================
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dnTracer:
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A simple tracer Effect that uses projectiles renderEntity rather than it's own.
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===============================================================================
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*/
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class dnTracer : public dnTracerEffect {
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protected:
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idVec3 playerViewOrigin;
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idVec3 weaponMuzzleOrigin;
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idMat3 axis;
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float distanceRatio;
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public :
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dnTracer ( idEntity *owner ) : dnTracerEffect(owner) { SetType( TR_TYPE_TRACER ); } // this constructor only used by derived classes
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dnTracer ( idEntity *owner, const float distanceRatio, const idVec3 &viewOrigin, const idVec3 &muzzleOrigin, const idMat3 &tracerAxis );
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virtual ~dnTracer () { }
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virtual void Think( void );
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static int Type( void ) { return TR_TYPE_TRACER; }
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};
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/*
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===============================================================================
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dnSpeedTracer:
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For tracer effect with user defined speeds, uses it's own renderEntity model.
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===============================================================================
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*/
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class dnSpeedTracer : public dnTracerEffect {
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protected:
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idVec3 lastPos;
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float speed;
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float flyTime;
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float distance;
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qhandle_t modelDefHandle;
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renderEntity_t renderEntity;
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public :
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dnSpeedTracer ( idEntity *owner ):dnTracerEffect(owner) { SetType(TR_TYPE_SPEEDTRACER); }
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dnSpeedTracer ( idEntity *owner, const float speed, const float distance, const idVec3 &muzzleOrigin, const idMat3 &tracerAxis );
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virtual ~dnSpeedTracer ();
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bool UpdatePosition( void );
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bool IsDead( void ) { return (modelDefHandle==-1); }
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virtual void Think( void ) ;
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static int Type( void ) { return TR_TYPE_SPEEDTRACER; }
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};
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ID_INLINE dnSpeedTracer::~dnSpeedTracer() {
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if ( modelDefHandle >= 0){
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gameRenderWorld->FreeEntityDef( modelDefHandle );
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}
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}
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/*
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===============================================================================
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dnBeamTracer:
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Beam model based dnTracer
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===============================================================================
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*/
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class dnBeamTracer : public dnTracer {
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protected:
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float length;
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public :
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dnBeamTracer( idEntity *owner, const float distanceRatio, const idVec3 &viewOrigin, const idVec3 &muzzleOrigin, const idMat3 &tracerAxis );
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virtual ~dnBeamTracer(){};
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void Think( void ) ;
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static int Type( void ) { return TR_TYPE_BEAMTRACER; }
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};
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/*
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===============================================================================
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dnBarrelLaunchedBeamTracer:
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Beam model based tracer for barrel launched projectiles.
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===============================================================================
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*/
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class dnBarrelLaunchedBeamTracer : public dnTracerEffect {
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protected:
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idVec3 weaponMuzzleOrigin;
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float length;
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public :
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dnBarrelLaunchedBeamTracer( idEntity *owner );
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virtual ~dnBarrelLaunchedBeamTracer(){};
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void Think( void ) ;
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static int Type( void ) { return TR_TYPE_BARRELLAUNCHEDTRACER; }
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};
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/*
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===============================================================================
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dnBeamSpeedTracer:
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Beam model based dnSpeedTracer
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===============================================================================
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*/
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class dnBeamSpeedTracer : public dnSpeedTracer {
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private:
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idVec3 muzzleOrigin;
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protected:
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float length;
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public :
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dnBeamSpeedTracer( idEntity *owner, const float speed, const float distance, const idVec3 &muzzleOrigin, const idMat3 &tracerAxis );
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virtual ~dnBeamSpeedTracer(){};
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void Think( void ) ;
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static int Type( void ) { return TR_TYPE_BEAMSPEEDTRACER; }
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};
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/*
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===============================================================================
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dnRailBeam:
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For Railgun like beam effect
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===============================================================================
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*/
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class dnRailBeam : public dnTracerEffect {
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private:
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int fadeOut;
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int time; // In seconds
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int previousTime;
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float offset;
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idVec3 smokeOffset;
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float beamEndWidth;
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float deltaWidthPerMsec;
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idVec4 fadeColor;
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idVec4 fadeOutIntervals;
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qhandle_t modelDefHandle;
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renderEntity_t renderEntity;
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float smokeLength;
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int nSmokeParticles;
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int smokeStartTime;
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const idDeclParticle* smokeParticle;//Used for smoke particles
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public :
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dnRailBeam( idEntity *owner, const idVec3 &beamStart );
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virtual ~dnRailBeam() {
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if ( modelDefHandle >= 0){
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gameRenderWorld->FreeEntityDef( modelDefHandle );
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}
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};
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void Create( const idVec3 &beamEnd );
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void Think( void ) ;
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static int Type( void ) { return TR_TYPE_RAILBEAM; }
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};
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#endif /* !__GAME_TRACER_H__ */
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#endif /* !_DENTONMOD */
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