quake4-sdk/source/mpgame/Moveable.h
2007-06-15 00:00:00 +00:00

179 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