quake4-sdk/source/game/Projectile.h

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// RAVEN BEGIN
// bdube: note that this file is no longer merged with Doom3 updates
//
// MERGE_DATE 09/30/2004
#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 );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Create( idEntity *owner, const idVec3 &start, const idVec3 &dir, idEntity* ignore = NULL, idEntity* extraPassEntity = NULL );
virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float dmgPower = 1.0f );
virtual void FreeLightDef( void );
//RITUAL BEGIN
void SetOwner(idEntity* ent) { owner = ent; }
// RITUAL END
idEntity * GetOwner( void ) const;
virtual void Think( void );
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
virtual bool Collide( const trace_t &collision, const idVec3 &velocity, bool &hitTeleporter );
virtual void Explode( const trace_t *collision, const bool showExplodeFX, idEntity *ignore = NULL, const char *sndExplode = "snd_explode" );
void Fizzle( void );
static idVec3 GetVelocity( const idDict *projectile );
static idVec3 GetGravity( const idDict *projectile );
void SetSpeed ( float s, int accelTime = 0 );
float GetSpeed ( void ) const;
virtual void UpdateVisualAngles();
// information about what kind of projectile we are, used for death messages
int methodOfDeath;
virtual void ClientPredictionThink( void );
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
virtual bool ClientStale( void );
protected:
void SpawnImpactEntities(const trace_t& collision, const idVec3 projectileDirection);
idEntityPtr<idEntity> owner;
struct projectileFlags_s {
bool detonate_on_world : 1;
bool detonate_on_actor : 1;
bool detonate_on_bounce : 1; // Detonate if hit a bounce surface
bool randomShaderSpin : 1;
bool isTracer : 1;
} projectileFlags;
float damagePower;
renderLight_t renderLight;
qhandle_t lightDefHandle; // handle to renderer light def
idVec3 lightOffset;
int lightStartTime;
int lightEndTime;
idVec3 lightColor;
idEntity* impactedEntity;
rvPhysics_Particle physicsObj;
idAngles visualAngles;
idAngles angularVelocity;
idInterpolate<float> speed;
bool updateVelocity;
rvSphericalInterpolate rotation;
rvClientEffectPtr flyEffect;
float flyEffectAttenuateSpeed;
int bounceCount;
bool sticky;
idStr impactEntity;
int numImpactEntities;
int ieMinPitch;
int ieMaxPitch;
float ieSlicePercentage;
// RAVEN BEGIN
// ddynerman: hit count for stats
int hitCount;
// ddynerman: pre-prediction ( rocket jumping )
int prePredictTime;
// RAVEN END
typedef enum {
SPAWNED = 0,
CREATED = 1,
LAUNCHED = 2,
FIZZLED = 3,
EXPLODED = 4
} projectileState_t;
projectileState_t state;
void PlayPainEffect ( idEntity* ent, int damage, const rvDeclMatType* materialType, const idVec3& origin, const idVec3& direction );
virtual void PlayDetonateEffect ( const idVec3& origin, const idMat3& axis );
private:
void DefaultDamageEffect ( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
void Event_Explode ( void );
void Event_Fizzle ( void );
void Event_RadiusDamage ( idEntity *ignore );
void Event_ResidualDamage ( idEntity *ignore );
void Event_Touch ( idEntity *other, trace_t *trace );
bool syncPhysics;
// cheap linear client side projectiles
// transmitted in snapshot
int launchTime;
idVec3 launchOrig;
idVec3 launchDir;
// set from def file in :Launch on both client and server
float launchSpeed;
};
ID_INLINE float idProjectile::GetSpeed ( void ) const {
return speed.GetCurrentValue( gameLocal.time );
}
/*
===============================================================================
idGuidedProjectile
===============================================================================
*/
extern const idEventDef EV_UpdateGuideTarget;
extern const idEventDef EV_GuideToEntity;
extern const idEventDef EV_GuideToPos;
class idGuidedProjectile : public idProjectile {
public :
CLASS_PROTOTYPE( idGuidedProjectile );
idGuidedProjectile( void );
~idGuidedProjectile( void );
enum {
GUIDE_NONE,
GUIDE_ENTITY,
GUIDE_POS,
GUIDE_DIR,
GUIDE_MAX
};
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float dmgPower = 1.0f );
void GuideTo ( const idVec3& post, const idVec3& dir );
void GuideTo ( const idVec3& pos );
void GuideTo ( idEntity* ent, jointHandle_t guideJoint=INVALID_JOINT, const idVec3 &offset=vec3_origin );
void CancelGuide ( void );
int GetGuideType ( void ) const;
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
protected:
int guideType;
idEntityPtr<idEntity> guideEnt;
idVec3 guideDir;
idVec3 guidePos;
jointHandle_t guideJoint;
float guideMinDist;
int driftTime;
int driftRate;
float driftRange;
float driftRadius;
float driftDiversity;
float driftAngle;
float driftAngleStep;
float driftProjectRange;
virtual bool GetGuideDir ( idVec3 &outDir, float& outDist );
private:
idInterpolate<float> turn_max;
int launchTime;
int guideDelay;
int driftDelay;
};
ID_INLINE int idGuidedProjectile::GetGuideType ( void ) const {
return guideType;
}
ID_INLINE void idGuidedProjectile::GuideTo ( const idVec3& pos, const idVec3& dir ) {
guideType = GUIDE_DIR;
guidePos = pos;
guideDir = dir;
}
ID_INLINE void idGuidedProjectile::GuideTo ( const idVec3& pos ) {
guideType = GUIDE_POS;
guidePos = pos;
}
ID_INLINE void idGuidedProjectile::GuideTo ( idEntity* ent, jointHandle_t joint, const idVec3 &offset ) {
guideType = GUIDE_ENTITY;
guideEnt = ent;
guideJoint = joint;
guidePos = offset;
if ( guideEnt.IsValid() ) {
guideEnt->GuidedProjectileIncoming( this );
}
}
ID_INLINE void idGuidedProjectile::CancelGuide ( void ) {
guideType = GUIDE_NONE;
// twhitaker: TEMP
if ( guideEnt.IsValid() ) {
guideEnt->GuidedProjectileIncoming( NULL );
}
// </twhitaker>
}
/*
===============================================================================
rvDriftingProjectile
===============================================================================
*/
class rvDriftingProjectile : public idProjectile {
public :
CLASS_PROTOTYPE( rvDriftingProjectile );
rvDriftingProjectile ( void );
~rvDriftingProjectile ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
virtual void Think ( void );
virtual void Launch ( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float dmgPower = 1.0f );
protected:
virtual void UpdateVisualAngles ( void );
idVec3 startDir;
idVec3 startOrigin;
idMat3 startAxis;
float startSpeed;
idInterpolateAccelDecelLinear<float> driftOffset[2];
idInterpolateAccelDecelLinear<float> driftSpeed;
float driftOffsetMax;
float driftSpeedMax;
float driftTime;
};
/*
===============================================================================
rvSpawnerProjectile
===============================================================================
*/
class rvSpawner;
class rvSpawnerProjectile : public idProjectile {
public :
CLASS_PROTOTYPE( rvSpawnerProjectile );
rvSpawnerProjectile ( void );
~rvSpawnerProjectile ( void );
void Spawn ( void );
virtual void Think ( void );
void SetSpawner ( rvSpawner* spawner );
protected:
idEntityPtr<rvSpawner> spawner;
enum {
STATE_NONE,
STATE_ADDED,
} spawnState;
private:
void Event_PostSpawn ( void );
};
/*
===============================================================================
rvMIRVProjectile
===============================================================================
*/
class rvMIRVProjectile : public idProjectile {
CLASS_PROTOTYPE( rvMIRVProjectile );
rvMIRVProjectile ( void );
~rvMIRVProjectile ( void );
void Spawn ( void );
private:
void Event_LaunchWarheads ( void );
};
#endif /* !__GAME_PROJECTILE_H__ */
// RAVEN END