/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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 =============================================================================== */ extern const idEventDef EV_Explode; class idProjectile : public idEntity { public : CLASS_PROTOTYPE( idProjectile ); idProjectile(); virtual ~idProjectile(); 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 ); virtual void FreeLightDef(); idEntity* GetOwner() const; 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 ); void Event_SetGravity( float gravity ); 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 ); void Fizzle(); static idVec3 GetVelocity( const idDict* projectile ); static idVec3 GetGravity( const idDict* projectile ); enum { 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 ); 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 ); void QueueToSimulate( int startTime ); virtual void SimulateProjectileFrame( int msec, int endTime ); virtual void PostSimulate( int endTime ); struct simulatedProjectile_t { simulatedProjectile_t(): projectile( NULL ), startTime( 0 ) {} idProjectile* projectile; int startTime; }; static const int MAX_SIMULATED_PROJECTILES = 64; // This list is used to "catch up" client projectiles to the current time on the server static idArray< simulatedProjectile_t, MAX_SIMULATED_PROJECTILES > projectilesToSimulate; protected: idEntityPtr owner; struct projectileFlags_s { bool detonate_on_world : 1; bool detonate_on_actor : 1; bool randomShaderSpin : 1; bool isTracer : 1; bool noSplashDamage : 1; } projectileFlags; bool launchedFromGrabber; 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; bool mNoExplodeDisappear; bool mTouchTriggers; int originalTimeGroup; 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: idVec3 launchOrigin; idMat3 launchAxis; void AddDefaultDamageEffect( const trace_t& collision, const idVec3& velocity ); void AddParticlesAndLight(); void Event_Explode(); void Event_Fizzle(); void Event_RadiusDamage( idEntity* ignore ); void Event_Touch( idEntity* other, trace_t* trace ); void Event_GetProjectileState(); }; class idGuidedProjectile : public idProjectile { public : CLASS_PROTOTYPE( idGuidedProjectile ); idGuidedProjectile(); ~idGuidedProjectile(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); 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 ); 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; }; class idSoulCubeMissile : public idGuidedProjectile { public: CLASS_PROTOTYPE( idSoulCubeMissile ); ~idSoulCubeMissile(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); 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 ); protected: virtual void GetSeekPos( idVec3& out ); void ReturnToOwner(); 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(); 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 ); private: idList beamTargets; renderEntity_t secondModel; qhandle_t secondModelDefHandle; int nextDamageTime; idStr damageFreq; void FreeBeams(); void Event_RemoveBeams(); void ApplyDamage(); }; class idHomingProjectile : public idProjectile { public : CLASS_PROTOTYPE( idHomingProjectile ); idHomingProjectile(); ~idHomingProjectile(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); 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 SetSeekPos( idVec3 pos ); void Event_SetEnemy( idEntity* ent ); protected: float speed; idEntityPtr enemy; idVec3 seekPos; private: idAngles rndScale; idAngles rndAng; idAngles angles; float turn_max; float clamp_dist; bool burstMode; bool unGuided; float burstDist; float burstVelocity; }; /* =============================================================================== 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 Create( idEntity* owner, const idVec3& start, const idMat3& axis ); void Launch(); void Think(); void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location ); void Explode(); void Fizzle(); virtual bool Collide( const trace_t& collision, const idVec3& velocity ); private: idEntityPtr owner; idPhysics_RigidBody physicsObj; const idDeclParticle* smokeFly; int smokeFlyTime; const idSoundShader* sndBounce; void Event_Explode(); void Event_Fizzle(); }; #endif /* !__GAME_PROJECTILE_H__ */