// Copyright (C) 2004 Id Software, Inc. // #ifndef __GAME_PROJECTILE_H__ #define __GAME_PROJECTILE_H__ /* =============================================================================== idProjectile =============================================================================== */ //HUMANHEAD: aob extern const idEventDef EV_Fizzle; //HUMANHEAD END 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 ); virtual //HUMANHEAD void Create( idEntity *owner, const idVec3 &start, const idVec3 &dir ); virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); virtual void FreeLightDef( void ); idEntity * GetOwner( void ) const; virtual void Think( void ); virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ); virtual bool Collide( const trace_t &collision, const idVec3 &velocity ); virtual void Explode( const trace_t &collision, idEntity *ignore ); virtual //HUMANHEAD void Fizzle( void ); //HUMANHEAD: aob - implementation in hhProjectile virtual void Create( idEntity *owner, const idVec3 &start, const idMat3 &axis ) {} virtual void Launch( const idVec3 &start, const idMat3 &axis, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ) {} //HUMANHEAD END static idVec3 GetVelocity( const idDict *projectile ); static idVec3 GetGravity( const idDict *projectile ); enum { EVENT_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS, EVENT_PROJECTILE_EXPLOSION, //HUMANHEAD rww EVENT_MAXEVENTS }; static void DefaultDamageEffect( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity ); static bool ClientPredictionCollide( idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity, bool addDamageEffect ); virtual void ClientPredictionThink( void ); virtual void WriteToSnapshot( idBitMsgDelta &msg ) const; virtual void ReadFromSnapshot( const idBitMsgDelta &msg ); virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg ); //HUMANHEAD rww virtual void ClientHideProjectile(void); //HUMANHEAD END protected: idEntityPtr owner; struct projectileFlags_s { bool detonate_on_world : 1; bool detonate_on_actor : 1; bool randomShaderSpin : 1; bool isTracer : 1; bool noSplashDamage : 1; bool isLarge : 1; // HUMANHEAD bjk } projectileFlags; float thrust; int thrust_end; float damagePower; renderLight_t renderLight; qhandle_t lightDefHandle; // handle to renderer light def idVec3 lightOffset; int lightStartTime; int lightEndTime; idVec3 lightColor; //HUMANHEAD rww - don't need thruster objects on the projectile, takes up time for constructor //idForce_Constant thruster; idPhysics_RigidBody physicsObj; const idDeclParticle * smokeFly; int smokeFlyTime; typedef enum { // must update these in script/doom_defs.script if changed SPAWNED = 0, CREATED = 1, LAUNCHED = 2, FIZZLED = 3, EXPLODED = 4, COLLIDED = 5 //HUMANHEAD bjk } projectileState_t; projectileState_t state; bool netSyncPhysics; private: void AddDefaultDamageEffect( const trace_t &collision, const idVec3 &velocity ); void Event_Explode( void ); void Event_Fizzle( void ); void Event_RadiusDamage( idEntity *ignore ); void Event_Touch( idEntity *other, trace_t *trace ); void Event_GetProjectileState( void ); }; class idGuidedProjectile : public idProjectile { public : CLASS_PROTOTYPE( idGuidedProjectile ); idGuidedProjectile( void ); ~idGuidedProjectile( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual void Think( void ); virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); protected: float speed; idEntityPtr enemy; virtual void GetSeekPos( idVec3 &out ); private: idAngles rndScale; idAngles rndAng; idAngles angles; int rndUpdateTime; float turn_max; float clamp_dist; bool burstMode; bool unGuided; float burstDist; float burstVelocity; }; // idSoulCubeMissile (HUMANHEAD pdm: removed) // idBFGProjectile (HUMANHEAD pdm: removed) /* =============================================================================== idDebris =============================================================================== */ class idDebris : public idEntity { public : CLASS_PROTOTYPE( idDebris ); idDebris(); ~idDebris(); // save games void Save( idSaveGame *savefile ) const; // archives object for save game file void Restore( idRestoreGame *savefile ); // unarchives object from save game file void Spawn( void ); void Create( idEntity *owner, const idVec3 &start, const idMat3 &axis ); void Launch( void ); void Think( void ); void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ); void Explode( void ); void Fizzle( void ); virtual bool Collide( const trace_t &collision, const idVec3 &velocity ); //HUMANHEAD rww virtual void ClientPredictionThink( void ); void WriteToSnapshot( idBitMsgDelta &msg ) const; void ReadFromSnapshot( const idBitMsgDelta &msg ); //HUMANHEAD END //HUMANHEAD: aob protected: s_channelType DetermineNextChannel(); void AttemptToPlayBounceSound( const trace_t &collision, const idVec3 &velocity ); //HUMANHEAD END private: idEntityPtr owner; idPhysics_RigidBody physicsObj; const idDeclParticle * smokeFly; int smokeFlyTime; const idSoundShader * sndBounce; //HUMANHEAD: aob float collisionSpeed_max; float collisionSpeed_min; int currentChannel; int solidTest; // mdl //HUMANHEAD END void Event_Explode( void ); void Event_Fizzle( void ); void Event_CheckClip( void ); // HUMANHEAD mdl }; #endif /* !__GAME_PROJECTILE_H__ */