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DoomRTX/neo/prey/game/projectile.h
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2026-05-05 15:01:01 -07:00

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6.5 KiB
C++

// 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<idEntity> 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<idEntity> 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<idEntity> 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__ */