ef2gamesource/dlls/game/explosion.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

164 lines
4 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/explosion.h $
// $Revision:: 12 $
// $Author:: Steven $
// $Date:: 10/13/03 8:53a $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Standard explosion object that is spawned by other entites and not map designers.
// Explosion is used by many of the weapons for the blast effect, but is also used
// by the Exploder and MultiExploder triggers. These triggers create one or more
// explosions each time they are activated.
//
#ifndef __EXPLOSION_H__
#define __EXPLOSION_H__
#include "g_local.h"
#include "entity.h"
#include "trigger.h"
class Exploder : public Trigger
{
private:
float damage;
void MakeExplosion( Event *ev );
void SetDmg( Event *ev );
void SetHealth( Event *ev );
void setDamage( Event *ev );
public:
CLASS_PROTOTYPE( Exploder );
Exploder();
virtual void Archive( Archiver &arc );
};
inline void Exploder::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.ArchiveFloat( &damage );
}
class MultiExploder : public Trigger
{
protected:
float explodewait;
float explode_time;
float duration;
int damage;
float randomness;
void MakeExplosion( Event *ev );
void SetDmg( Event *ev );
void SetDuration( Event *ev );
void SetWait( Event *ev );
void SetRandom( Event *ev );
void SetHealth( Event *ev );
void setDamage( Event *ev );
public:
CLASS_PROTOTYPE( MultiExploder );
MultiExploder();
virtual void Archive( Archiver &arc );
};
inline void MultiExploder::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.ArchiveFloat( &explodewait );
arc.ArchiveFloat( &explode_time );
arc.ArchiveFloat( &duration );
arc.ArchiveInteger( &damage );
arc.ArchiveFloat( &randomness );
}
void CreateExplosion
(
const Vector &pos,
float damage = 120,
Entity *inflictor = NULL,
Entity *attacker = NULL,
Entity *ignore = NULL,
const char *explosionModel = NULL,
float scale = 1.0f,
float radius = 0.0f
);
class ExplodeObject : public MultiExploder
{
private:
Container<str> debrismodels;
int debrisamount;
float severity;
str debrissound;
str explosionmodel;
float explosionradius;
bool _spawnEarthquake;
bool _haveSpawnedEarthquake;
float _earthquakeMagnitude;
float _earthquakeDuration;
float _earthquakeDistance;
void SetDebrisModel( Event *ev );
void SetSeverity( Event *ev );
void SetDebrisAmount( Event *ev );
void MakeExplosion( Event *ev );
void ExplodeTiki( Event *ev );
void Damage( Event *ev );
void SetSound( Event *ev );
void SetExplosion( Event *ev );
void setSpawnEarthquake( Event *ev );
void setEarthquakeDuration( Event *ev );
void setEarthquakeMagnitude( Event *ev );
void setEarthquakeDistance( Event *ev );
public:
CLASS_PROTOTYPE( ExplodeObject );
ExplodeObject();
virtual void Archive( Archiver &arc );
};
inline void ExplodeObject::Archive( Archiver &arc )
{
MultiExploder::Archive( arc );
debrismodels.Archive( arc );
arc.ArchiveInteger( &debrisamount );
arc.ArchiveFloat( &severity );
arc.ArchiveString( &debrissound );
arc.ArchiveString( &explosionmodel );
arc.ArchiveFloat( &explosionradius );
arc.ArchiveBool( &_spawnEarthquake );
arc.ArchiveBool( &_haveSpawnedEarthquake );
arc.ArchiveFloat( &_earthquakeMagnitude );
arc.ArchiveFloat( &_earthquakeDuration );
arc.ArchiveFloat( &_earthquakeDistance );
}
#endif /* explosion.h */