// Copyright (C) 2004 Id Software, Inc. // #ifndef __GAME_AFENTITY_H__ #define __GAME_AFENTITY_H__ /* =============================================================================== idMultiModelAF Entity using multiple separate visual models animated with a single articulated figure. Only used for debugging! =============================================================================== */ const int GIB_DELAY = 200; // only gib this often to keep performace hits when blowing up several mobs class idMultiModelAF : public idEntity { public: CLASS_PROTOTYPE( idMultiModelAF ); void Spawn( void ); ~idMultiModelAF( void ); virtual void Think( void ); virtual void Present( void ); protected: idPhysics_AF physicsObj; void SetModelForId( int id, const idStr &modelName ); private: idList modelHandles; idList modelDefHandles; }; /* =============================================================================== idChain Chain hanging down from the ceiling. Only used for debugging! =============================================================================== */ class idChain : public idMultiModelAF { public: CLASS_PROTOTYPE( idChain ); void Spawn( void ); protected: void BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld = true ); }; /* =============================================================================== idAFAttachment =============================================================================== */ // HUMANHEAD pdm: Changed to inherit from hhAnimatedEntity class idAFAttachment : public hhAnimatedEntity { public: CLASS_PROTOTYPE( idAFAttachment ); idAFAttachment( void ); virtual ~idAFAttachment( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void SetBody( idEntity *bodyEnt, const char *headModel, jointHandle_t attachJoint ); void ClearBody( void ); idEntity * GetBody( void ) const; virtual void Think( void ); virtual void Hide( void ); virtual void Show( void ); void PlayIdleAnim( 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 ); virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force ); virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ); virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, bool broadcast = false ); //HUMANHEAD rww - added broadcast void SetCombatModel( void ); idClipModel * GetCombatModel( void ) const; virtual void LinkCombat( void ); virtual void UnlinkCombat( void ); protected: idEntity * body; idClipModel * combatModel; // render model for hit detection of head int idleAnim; jointHandle_t attachJoint; }; /* =============================================================================== idAFEntity_Base =============================================================================== */ // HUMANHEAD nla extern const idEventDef EV_Dispose; // HUMANHEAD // HUMANHEAD pdm: inherit from hhAnimatedEntity class idAFEntity_Base : public hhAnimatedEntity { public: CLASS_PROTOTYPE( idAFEntity_Base ); idAFEntity_Base( void ); virtual ~idAFEntity_Base( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); 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 ); virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force ); virtual bool Collide( const trace_t &collision, const idVec3 &velocity ); virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ); virtual bool UpdateAnimationControllers( void ); virtual void FreeModelDef( void ); virtual bool LoadAF( void ); 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 AddBindConstraint( constraintType_t type, int bodyId, jointHandle_t joint ); void RemoveBindConstraints( void ); virtual void ShowEditingDialog( void ); static void DropAFs( idEntity *ent, const char *type, idList *list ); // HUMANHEAD nla virtual bool CheckImpulse( idEntity *impulseSource ); virtual bool IsImpulseFromSelf( void ) { return( impulseFromSelf ); } void Event_SetCollision(int on); // HUMANHEAD END 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 int numSplats; // HUMANHEAD bjk: splat counter idVec3 splats[16]; // HUMANHEAD nla bool impulseFromSelf; // nla Is the impulse from ourselves. (Used for ragdolls/making sure the ragdolls behave the same regardless if they are made up of 1 body or 100 bodies) // HUMANHEAD END void Event_SetConstraintPosition( const char *name, const idVec3 &pos ); }; /* =============================================================================== idAFEntity_Gibbable =============================================================================== */ extern const idEventDef EV_Gib; extern const idEventDef EV_Gibbed; class idAFEntity_Gibbable : public idAFEntity_Base { public: CLASS_PROTOTYPE( idAFEntity_Gibbable ); idAFEntity_Gibbable( void ); ~idAFEntity_Gibbable( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Present( void ); virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ); virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName ); // HUMANHEAD mdl: Moved from idAFEntity_Base virtual bool CheckRagdollDamage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, int location ); // HUMANHEAD END protected: idRenderModel * skeletonModel; int skeletonModelDefHandle; bool gibbed; virtual void Gib( const idVec3 &dir, const char *damageDefName ); void InitSkeletonModel( void ); void Event_Gib( const char *damageDefName ); // HUMANHEAD mdl protected: int gibHealth; // Health at which you gib // HUMANHEAD END }; /* =============================================================================== idAFEntity_Generic =============================================================================== */ class idAFEntity_Generic : public idAFEntity_Gibbable { public: CLASS_PROTOTYPE( idAFEntity_Generic ); idAFEntity_Generic( void ); ~idAFEntity_Generic( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Think( void ); void KeepRunningPhysics( void ) { keepRunningPhysics = true; } private: void Event_Activate( idEntity *activator ); bool keepRunningPhysics; }; /* =============================================================================== idAFEntity_WithAttachedHead =============================================================================== */ class idAFEntity_WithAttachedHead : public idAFEntity_Gibbable { public: CLASS_PROTOTYPE( idAFEntity_WithAttachedHead ); idAFEntity_WithAttachedHead(); ~idAFEntity_WithAttachedHead(); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void SetupHead( void ); virtual void Think( void ); virtual void Hide( void ); virtual void Show( void ); virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material ); virtual void LinkCombat( void ); virtual void UnlinkCombat( void ); protected: virtual void Gib( const idVec3 &dir, const char *damageDefName ); private: idEntityPtr head; void Event_Gib( const char *damageDefName ); void Event_Activate( idEntity *activator ); }; /* =============================================================================== idAFEntity_Vehicle =============================================================================== */ class idAFEntity_Vehicle : public idAFEntity_Base { public: CLASS_PROTOTYPE( idAFEntity_Vehicle ); idAFEntity_Vehicle( void ); void Spawn( void ); void Use( idPlayer *player ); protected: idPlayer * player; jointHandle_t eyesJoint; jointHandle_t steeringWheelJoint; float wheelRadius; float steerAngle; float steerSpeed; const idDeclParticle * dustSmoke; float GetSteerAngle( void ); }; /* =============================================================================== idAFEntity_VehicleSimple =============================================================================== */ class idAFEntity_VehicleSimple : public idAFEntity_Vehicle { public: CLASS_PROTOTYPE( idAFEntity_VehicleSimple ); idAFEntity_VehicleSimple( void ); ~idAFEntity_VehicleSimple( void ); void Spawn( void ); virtual void Think( void ); protected: idClipModel * wheelModel; idAFConstraint_Suspension * suspension[4]; jointHandle_t wheelJoints[4]; float wheelAngles[4]; }; /* =============================================================================== idAFEntity_VehicleFourWheels =============================================================================== */ class idAFEntity_VehicleFourWheels : public idAFEntity_Vehicle { public: CLASS_PROTOTYPE( idAFEntity_VehicleFourWheels ); idAFEntity_VehicleFourWheels( void ); void Spawn( void ); virtual void Think( void ); protected: idAFBody * wheels[4]; idAFConstraint_Hinge * steering[2]; jointHandle_t wheelJoints[4]; float wheelAngles[4]; }; /* =============================================================================== idAFEntity_VehicleSixWheels =============================================================================== */ class idAFEntity_VehicleSixWheels : public idAFEntity_Vehicle { public: CLASS_PROTOTYPE( idAFEntity_VehicleSixWheels ); idAFEntity_VehicleSixWheels( void ); void Spawn( void ); virtual void Think( void ); private: idAFBody * wheels[6]; idAFConstraint_Hinge * steering[4]; jointHandle_t wheelJoints[6]; float wheelAngles[6]; }; /* =============================================================================== idAFEntity_SteamPipe =============================================================================== */ class idAFEntity_SteamPipe : public idAFEntity_Base { public: CLASS_PROTOTYPE( idAFEntity_SteamPipe ); idAFEntity_SteamPipe( void ); ~idAFEntity_SteamPipe( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual void Think( void ); private: int steamBody; float steamForce; float steamUpForce; idForce_Constant force; renderEntity_t steamRenderEntity; qhandle_t steamModelDefHandle; void InitSteamRenderEntity( void ); }; /* =============================================================================== idAFEntity_ClawFourFingers =============================================================================== */ class idAFEntity_ClawFourFingers : public idAFEntity_Base { public: CLASS_PROTOTYPE( idAFEntity_ClawFourFingers ); idAFEntity_ClawFourFingers( void ); void Spawn( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); private: idAFConstraint_Hinge * fingers[4]; void Event_SetFingerAngle( float angle ); void Event_StopFingers( void ); }; #endif /* !__GAME_AFENTITY_H__ */