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