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

126 lines
4.4 KiB
C++

//----------------------------------------------------------------
// ClientAFEntity.h
//
// Copyright 2002-2006 Raven Software
//----------------------------------------------------------------
#ifndef __GAME_CLIENT_AFENTITY_H__
#define __GAME_CLIENT_AFENTITY_H__
/*
===============================================================================
rvClientAFEntity - a regular idAFEntity_Base spawned client-side
===============================================================================
*/
class rvClientAFEntity : public rvAnimatedClientEntity {
public:
CLASS_PROTOTYPE( rvClientAFEntity );
rvClientAFEntity( void );
virtual ~rvClientAFEntity( void );
void Spawn( void );
virtual void Think( void );
virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse, bool splash = false );
virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
virtual bool CanPlayImpactEffect ( idEntity* attacker, idEntity* target );
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
virtual bool UpdateAnimationControllers( void );
virtual void FreeEntityDef( void );
virtual bool LoadAF( const char* keyname = NULL );
bool IsActiveAF( void ) const { return af.IsActive(); }
const char * GetAFName( void ) const { return af.GetName(); }
idPhysics_AF * GetAFPhysics( void ) { return af.GetPhysics(); }
void SetCombatModel( void );
idClipModel * GetCombatModel( void ) const;
// contents of combatModel can be set to 0 or re-enabled (mp)
void SetCombatContents( bool enable );
virtual void LinkCombat( void );
virtual void UnlinkCombat( void );
int BodyForClipModelId( int id ) const;
void SaveState( idDict &args ) const;
void LoadState( const idDict &args );
void AddBindConstraints( void );
void RemoveBindConstraints( void );
bool GetNoPlayerImpactFX( void );
protected:
idAF af; // articulated figure
idClipModel * combatModel; // render model for hit detection
int combatModelContents;
idVec3 spawnOrigin; // spawn origin
idMat3 spawnAxis; // rotation axis used when spawned
int nextSoundTime; // next time this can make a sound
};
/*
===============================================================================
rvClientAFAttachment - a regular idAFAttachment spawned client-side - links to an
idAnimatedEntity rather than rvClientAnimatedEntity
===============================================================================
*/
class rvClientAFAttachment : public rvClientAFEntity {
public:
CLASS_PROTOTYPE( rvClientAFAttachment );
rvClientAFAttachment( void );
virtual ~rvClientAFAttachment( void );
void Spawn( void );
void SetBody ( idAnimatedEntity* body, const char *headModel, jointHandle_t damageJoint );
void SetDamageJoint ( jointHandle_t damageJoint );
void ClearBody ( void );
idEntity * GetBody ( void ) const;
virtual void Think ( void );
virtual void Hide ( void );
virtual void Show ( void );
virtual bool UpdateAnimationControllers ( void );
void PlayIdleAnim( int channel, int blendTime );
virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse, bool splash = false );
virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
virtual bool CanPlayImpactEffect ( idEntity* attacker, idEntity* target );
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor );
void SetCombatModel( void );
idClipModel * GetCombatModel( void ) const;
virtual void LinkCombat( void );
virtual void UnlinkCombat( void );
// Lipsync
void InitCopyJoints ( void );
void CopyJointsFromBody ( void );
protected:
idEntityPtr<idAnimatedEntity> body;
idClipModel * combatModel; // render model for hit detection of head
int idleAnim;
jointHandle_t damageJoint;
idList<copyJoints_t> copyJoints; // copied from the body animation to the head model
};
#endif