doom3-bfg/neo/d3xp/Projectile.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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__
/*
===============================================================================
idProjectile
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===============================================================================
*/
extern const idEventDef EV_Explode;
class idProjectile : public idEntity
{
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public :
CLASS_PROTOTYPE( idProjectile );
idProjectile();
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virtual ~idProjectile();
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void Spawn();
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 );
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virtual void FreeLightDef();
idEntity* GetOwner() const;
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void CatchProjectile( idEntity* o, const char* reflectName );
int GetProjectileState();
void Event_CreateProjectile( idEntity* owner, const idVec3& start, const idVec3& dir );
void Event_LaunchProjectile( const idVec3& start, const idVec3& dir, const idVec3& pushVelocity );
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void Event_SetGravity( float gravity );
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virtual void Think();
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 );
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void Fizzle();
static idVec3 GetVelocity( const idDict* projectile );
static idVec3 GetGravity( const idDict* projectile );
enum
{
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EVENT_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS,
EVENT_MAXEVENTS
};
void SetLaunchedFromGrabber( bool bl )
{
launchedFromGrabber = bl;
}
bool GetLaunchedFromGrabber()
{
return launchedFromGrabber;
}
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 );
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virtual void ClientPredictionThink();
virtual void ClientThink( const int curTime, const float fraction, const bool predict );
virtual void WriteToSnapshot( idBitMsg& msg ) const;
virtual void ReadFromSnapshot( const idBitMsg& msg );
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
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void QueueToSimulate( int startTime );
virtual void SimulateProjectileFrame( int msec, int endTime );
virtual void PostSimulate( int endTime );
struct simulatedProjectile_t
{
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simulatedProjectile_t(): projectile( NULL ), startTime( 0 ) {}
idProjectile* projectile;
int startTime;
};
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static const int MAX_SIMULATED_PROJECTILES = 64;
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// This list is used to "catch up" client projectiles to the current time on the server
static idArray< simulatedProjectile_t, MAX_SIMULATED_PROJECTILES > projectilesToSimulate;
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protected:
idEntityPtr<idEntity> owner;
struct projectileFlags_s
{
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bool detonate_on_world : 1;
bool detonate_on_actor : 1;
bool randomShaderSpin : 1;
bool isTracer : 1;
bool noSplashDamage : 1;
} projectileFlags;
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bool launchedFromGrabber;
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float thrust;
int thrust_end;
float damagePower;
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renderLight_t renderLight;
qhandle_t lightDefHandle; // handle to renderer light def
idVec3 lightOffset;
int lightStartTime;
int lightEndTime;
idVec3 lightColor;
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idForce_Constant thruster;
idPhysics_RigidBody physicsObj;
const idDeclParticle* smokeFly;
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int smokeFlyTime;
bool mNoExplodeDisappear;
bool mTouchTriggers;
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int originalTimeGroup;
typedef enum
{
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// 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;
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private:
idVec3 launchOrigin;
idMat3 launchAxis;
void AddDefaultDamageEffect( const trace_t& collision, const idVec3& velocity );
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void AddParticlesAndLight();
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void Event_Explode();
void Event_Fizzle();
void Event_RadiusDamage( idEntity* ignore );
void Event_Touch( idEntity* other, trace_t* trace );
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void Event_GetProjectileState();
};
class idGuidedProjectile : public idProjectile
{
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public :
CLASS_PROTOTYPE( idGuidedProjectile );
idGuidedProjectile();
~idGuidedProjectile();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
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void Spawn();
virtual void Think();
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 );
void SetEnemy( idEntity* ent );
void Event_SetEnemy( idEntity* ent );
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protected:
float speed;
idEntityPtr<idEntity> enemy;
virtual void GetSeekPos( idVec3& out );
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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
{
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public:
CLASS_PROTOTYPE( idSoulCubeMissile );
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~idSoulCubeMissile();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
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void Spawn();
virtual void Think();
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 );
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protected:
virtual void GetSeekPos( idVec3& out );
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void ReturnToOwner();
void KillTarget( const idVec3& dir );
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private:
idVec3 startingVelocity;
idVec3 endingVelocity;
float accelTime;
int launchTime;
bool killPhase;
bool returnPhase;
idVec3 destOrg;
idVec3 orbitOrg;
int orbitTime;
int smokeKillTime;
const idDeclParticle* smokeKill;
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};
struct beamTarget_t
{
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idEntityPtr<idEntity> target;
renderEntity_t renderEntity;
qhandle_t modelDefHandle;
};
class idBFGProjectile : public idProjectile
{
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public :
CLASS_PROTOTYPE( idBFGProjectile );
idBFGProjectile();
~idBFGProjectile();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
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void Spawn();
virtual void Think();
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 );
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private:
idList<beamTarget_t, TAG_PROJECTILE> beamTargets;
renderEntity_t secondModel;
qhandle_t secondModelDefHandle;
int nextDamageTime;
idStr damageFreq;
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void FreeBeams();
void Event_RemoveBeams();
void ApplyDamage();
};
class idHomingProjectile : public idProjectile
{
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public :
CLASS_PROTOTYPE( idHomingProjectile );
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idHomingProjectile();
~idHomingProjectile();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
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void Spawn();
virtual void Think();
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 );
void SetEnemy( idEntity* ent );
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void SetSeekPos( idVec3 pos );
void Event_SetEnemy( idEntity* ent );
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protected:
float speed;
idEntityPtr<idEntity> enemy;
idVec3 seekPos;
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private:
idAngles rndScale;
idAngles rndAng;
idAngles angles;
float turn_max;
float clamp_dist;
bool burstMode;
bool unGuided;
float burstDist;
float burstVelocity;
};
/*
===============================================================================
idDebris
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===============================================================================
*/
class idDebris : public idEntity
{
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public :
CLASS_PROTOTYPE( idDebris );
idDebris();
~idDebris();
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// save games
void Save( idSaveGame* savefile ) const; // archives object for save game file
void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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void Spawn();
void Create( idEntity* owner, const idVec3& start, const idMat3& axis );
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void Launch();
void Think();
void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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void Explode();
void Fizzle();
virtual bool Collide( const trace_t& collision, const idVec3& velocity );
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private:
idEntityPtr<idEntity> owner;
idPhysics_RigidBody physicsObj;
const idDeclParticle* smokeFly;
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int smokeFlyTime;
const idSoundShader* sndBounce;
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void Event_Explode();
void Event_Fizzle();
};
#endif /* !__GAME_PROJECTILE_H__ */