180 lines
5.7 KiB
C
180 lines
5.7 KiB
C
|
// RAVEN BEGIN
|
||
|
// bdube: note that this file is no longer merged with Doom3 updates
|
||
|
//
|
||
|
// MERGE_DATE 06/02/2004
|
||
|
|
||
|
#ifndef __GAME_MOVEABLE_H__
|
||
|
#define __GAME_MOVEABLE_H__
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Entity using rigid body physics.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
extern const idEventDef EV_BecomeNonSolid;
|
||
|
extern const idEventDef EV_IsAtRest;
|
||
|
|
||
|
class idMoveable : public idDamagable {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idMoveable );
|
||
|
|
||
|
idMoveable( void );
|
||
|
~idMoveable( void );
|
||
|
|
||
|
void Spawn( void );
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void Think( void );
|
||
|
|
||
|
virtual void Hide( void );
|
||
|
virtual void Show( void );
|
||
|
|
||
|
bool AllowStep( void ) const;
|
||
|
void EnableDamage( bool enable, float duration );
|
||
|
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
|
||
|
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
|
||
|
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
|
||
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||
|
|
||
|
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor );
|
||
|
|
||
|
protected:
|
||
|
|
||
|
idPhysics_RigidBody physicsObj; // physics object
|
||
|
idStr brokenModel; // model set when health drops down to or below zero
|
||
|
idStr damage; // if > 0 apply damage to hit entities
|
||
|
int nextCollideFxTime; // next time it is ok to spawn collision fx
|
||
|
float minDamageVelocity; // minimum velocity before moveable applies damage
|
||
|
float maxDamageVelocity; // velocity at which the maximum damage is applied
|
||
|
idCurve_Spline<idVec3> *initialSpline; // initial spline path the moveable follows
|
||
|
idVec3 initialSplineDir; // initial relative direction along the spline path
|
||
|
bool unbindOnDeath; // unbind from master when health drops down to or below zero
|
||
|
bool allowStep; // allow monsters to step on the object
|
||
|
bool canDamage; // only apply damage when this is set
|
||
|
|
||
|
idEntityPtr<idEntity> lastAttacker;
|
||
|
|
||
|
virtual void ExecuteStage ( void );
|
||
|
|
||
|
const idMaterial * GetRenderModelMaterial( void ) const;
|
||
|
void BecomeNonSolid( void );
|
||
|
void InitInitialSpline( int startTime );
|
||
|
bool FollowInitialSplinePath( void );
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_BecomeNonSolid( void );
|
||
|
void Event_SetOwnerFromSpawnArgs( void );
|
||
|
void Event_IsAtRest( void );
|
||
|
void Event_CanDamage ( float enable );
|
||
|
void Event_SetHealth ( float newHealth );
|
||
|
void Event_RadiusDamage( idEntity *attacker, const char* splash );
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
A barrel using rigid body physics. The barrel has special handling of
|
||
|
the view model orientation to make it look like it rolls instead of slides.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idBarrel : public idMoveable {
|
||
|
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idBarrel );
|
||
|
idBarrel();
|
||
|
|
||
|
void Spawn( void );
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
void BarrelThink( void );
|
||
|
virtual void Think( void );
|
||
|
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
|
||
|
virtual void ClientPredictionThink( void );
|
||
|
|
||
|
private:
|
||
|
float radius; // radius of barrel
|
||
|
int barrelAxis; // one of the coordinate axes the barrel cylinder is parallel to
|
||
|
idVec3 lastOrigin; // origin of the barrel the last think frame
|
||
|
idMat3 lastAxis; // axis of the barrel the last think frame
|
||
|
float additionalRotation; // additional rotation of the barrel about it's axis
|
||
|
idMat3 additionalAxis; // additional rotation axis
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
A barrel using rigid body physics and special handling of the view model
|
||
|
orientation to make it look like it rolls instead of slides. The barrel
|
||
|
can burn and explode when damaged.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idExplodingBarrel : public idBarrel {
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( idExplodingBarrel );
|
||
|
|
||
|
idExplodingBarrel();
|
||
|
~idExplodingBarrel();
|
||
|
|
||
|
void Spawn( void );
|
||
|
|
||
|
void Save( idSaveGame *savefile ) const;
|
||
|
void Restore( idRestoreGame *savefile );
|
||
|
|
||
|
virtual void Think( void );
|
||
|
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
|
||
|
const char *damageDefName, const float damageScale, const int location );
|
||
|
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
|
||
|
|
||
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
||
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||
|
|
||
|
private:
|
||
|
typedef enum {
|
||
|
NORMAL = 0,
|
||
|
BURNING,
|
||
|
BURNEXPIRED,
|
||
|
EXPLODING,
|
||
|
EXPLODED
|
||
|
} explode_state_t;
|
||
|
explode_state_t state;
|
||
|
|
||
|
idVec3 spawnOrigin;
|
||
|
idMat3 spawnAxis;
|
||
|
qhandle_t ipsHandle;
|
||
|
qhandle_t lightHandle;
|
||
|
renderEntity_t ipsEntity;
|
||
|
renderLight_t light;
|
||
|
int ipsTime;
|
||
|
int lightTime;
|
||
|
float time;
|
||
|
|
||
|
int explodeFinishTime;
|
||
|
|
||
|
void AddIPS( const char *name, bool burn );
|
||
|
void AddLight( const char *name , bool burn );
|
||
|
void ExplodingEffects( void );
|
||
|
|
||
|
void Event_Activate( idEntity *activator );
|
||
|
void Event_Respawn();
|
||
|
void Event_Explode();
|
||
|
void Event_TriggerTargets();
|
||
|
};
|
||
|
|
||
|
#endif /* !__GAME_MOVEABLE_H__ */
|
||
|
|
||
|
// RAVEN END
|