mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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339 lines
10 KiB
C++
339 lines
10 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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_PROJECTILE_H__
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#define __GAME_PROJECTILE_H__
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/*
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===============================================================================
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idProjectile
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===============================================================================
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*/
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extern const idEventDef EV_Explode;
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class idProjectile : public idEntity {
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public :
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CLASS_PROTOTYPE( idProjectile );
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idProjectile();
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virtual ~idProjectile();
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void Spawn();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Create( idEntity *owner, const idVec3 &start, const idVec3 &dir );
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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();
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idEntity * GetOwner() const;
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void CatchProjectile( idEntity* o, const char* reflectName );
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int GetProjectileState();
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void Event_CreateProjectile( idEntity *owner, const idVec3 &start, const idVec3 &dir );
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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();
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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virtual void Explode( const trace_t &collision, idEntity *ignore );
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void Fizzle();
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static idVec3 GetVelocity( const idDict *projectile );
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static idVec3 GetGravity( const idDict *projectile );
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enum {
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EVENT_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS,
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EVENT_MAXEVENTS
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};
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void SetLaunchedFromGrabber( bool bl ) { launchedFromGrabber = bl; }
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bool GetLaunchedFromGrabber() { return launchedFromGrabber; }
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static void DefaultDamageEffect( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity );
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static bool ClientPredictionCollide( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity, bool addDamageEffect );
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virtual void ClientPredictionThink();
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virtual void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual void WriteToSnapshot( idBitMsg &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg &msg );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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void QueueToSimulate( int startTime );
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virtual void SimulateProjectileFrame( int msec, int endTime );
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virtual void PostSimulate( int endTime );
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struct simulatedProjectile_t {
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simulatedProjectile_t(): projectile( NULL ), startTime( 0 ) {}
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idProjectile* projectile;
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int startTime;
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};
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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
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static idArray< simulatedProjectile_t, MAX_SIMULATED_PROJECTILES > projectilesToSimulate;
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protected:
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idEntityPtr<idEntity> owner;
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struct projectileFlags_s {
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bool detonate_on_world : 1;
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bool detonate_on_actor : 1;
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bool randomShaderSpin : 1;
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bool isTracer : 1;
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bool noSplashDamage : 1;
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} projectileFlags;
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bool launchedFromGrabber;
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float thrust;
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int thrust_end;
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float damagePower;
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renderLight_t renderLight;
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qhandle_t lightDefHandle; // handle to renderer light def
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idVec3 lightOffset;
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int lightStartTime;
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int lightEndTime;
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idVec3 lightColor;
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idForce_Constant thruster;
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idPhysics_RigidBody physicsObj;
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const idDeclParticle * smokeFly;
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int smokeFlyTime;
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bool mNoExplodeDisappear;
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bool mTouchTriggers;
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int originalTimeGroup;
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typedef enum {
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// must update these in script/doom_defs.script if changed
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SPAWNED = 0,
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CREATED = 1,
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LAUNCHED = 2,
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FIZZLED = 3,
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EXPLODED = 4
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} projectileState_t;
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projectileState_t state;
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private:
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idVec3 launchOrigin;
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idMat3 launchAxis;
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void AddDefaultDamageEffect( const trace_t &collision, const idVec3 &velocity );
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void AddParticlesAndLight();
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void Event_Explode();
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void Event_Fizzle();
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void Event_RadiusDamage( idEntity *ignore );
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void Event_Touch( idEntity *other, trace_t *trace );
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void Event_GetProjectileState();
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};
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class idGuidedProjectile : public idProjectile {
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public :
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CLASS_PROTOTYPE( idGuidedProjectile );
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idGuidedProjectile();
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~idGuidedProjectile();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn();
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virtual void Think();
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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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void SetEnemy( idEntity *ent );
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void Event_SetEnemy(idEntity *ent);
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protected:
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float speed;
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idEntityPtr<idEntity> enemy;
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virtual void GetSeekPos( idVec3 &out );
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private:
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idAngles rndScale;
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idAngles rndAng;
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idAngles angles;
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int rndUpdateTime;
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float turn_max;
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float clamp_dist;
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bool burstMode;
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bool unGuided;
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float burstDist;
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float burstVelocity;
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};
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class idSoulCubeMissile : public idGuidedProjectile {
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public:
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CLASS_PROTOTYPE ( idSoulCubeMissile );
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~idSoulCubeMissile();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn();
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virtual void Think();
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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:
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virtual void GetSeekPos( idVec3 &out );
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void ReturnToOwner();
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void KillTarget( const idVec3 &dir );
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private:
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idVec3 startingVelocity;
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idVec3 endingVelocity;
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float accelTime;
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int launchTime;
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bool killPhase;
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bool returnPhase;
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idVec3 destOrg;
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idVec3 orbitOrg;
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int orbitTime;
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int smokeKillTime;
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const idDeclParticle * smokeKill;
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};
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struct beamTarget_t {
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idEntityPtr<idEntity> target;
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renderEntity_t renderEntity;
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qhandle_t modelDefHandle;
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};
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class idBFGProjectile : public idProjectile {
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public :
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CLASS_PROTOTYPE( idBFGProjectile );
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idBFGProjectile();
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~idBFGProjectile();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn();
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virtual void Think();
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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 Explode( const trace_t &collision, idEntity *ignore );
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private:
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idList<beamTarget_t, TAG_PROJECTILE> beamTargets;
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renderEntity_t secondModel;
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qhandle_t secondModelDefHandle;
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int nextDamageTime;
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idStr damageFreq;
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void FreeBeams();
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void Event_RemoveBeams();
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void ApplyDamage();
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};
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class idHomingProjectile : public idProjectile {
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public :
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CLASS_PROTOTYPE( idHomingProjectile );
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idHomingProjectile();
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~idHomingProjectile();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn();
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virtual void Think();
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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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void SetEnemy( idEntity *ent );
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void SetSeekPos( idVec3 pos );
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void Event_SetEnemy(idEntity *ent);
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protected:
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float speed;
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idEntityPtr<idEntity> enemy;
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idVec3 seekPos;
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private:
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idAngles rndScale;
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idAngles rndAng;
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idAngles angles;
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float turn_max;
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float clamp_dist;
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bool burstMode;
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bool unGuided;
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float burstDist;
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float burstVelocity;
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};
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/*
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===============================================================================
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idDebris
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===============================================================================
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*/
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class idDebris : public idEntity {
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public :
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CLASS_PROTOTYPE( idDebris );
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idDebris();
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~idDebris();
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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void Spawn();
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void Create( idEntity *owner, const idVec3 &start, const idMat3 &axis );
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void Launch();
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void Think();
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void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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void Explode();
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void Fizzle();
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virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
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private:
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idEntityPtr<idEntity> owner;
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idPhysics_RigidBody physicsObj;
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const idDeclParticle * smokeFly;
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int smokeFlyTime;
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const idSoundShader * sndBounce;
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void Event_Explode();
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void Event_Fizzle();
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};
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#endif /* !__GAME_PROJECTILE_H__ */
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