// 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 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 speed; bool updateVelocity; rvSphericalInterpolate rotation; rvClientEffectPtr flyEffect; float flyEffectAttenuateSpeed; int bounceCount; bool sticky; idStr impactEntity; int numImpactEntities; int ieMinPitch; int ieMaxPitch; float ieSlicePercentage; bool predictedProjectiles; // 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, IMPACTED = 5, } 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, bool forceImpact = false ); 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_EmitDamage ( 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; bool playedDamageEffect; }; 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 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 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 ); } // } /* =============================================================================== 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 driftOffset[2]; idInterpolateAccelDecelLinear 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 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