tge/engine/game/projectile.h
2025-02-17 23:17:30 -06:00

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PROJECTILE_H_
#define _PROJECTILE_H_
#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _LIGHTMANAGER_H_
#include "sceneGraph/lightManager.h"
#endif
#ifndef _PLATFORMAUDIO_H_
#include "platform/platformAudio.h"
#endif
#include "game/fx/particleEmitter.h"
class ExplosionData;
class SplashData;
class DecalData;
class ShapeBase;
class TSShapeInstance;
class TSThread;
//--------------------------------------------------------------------------
/// Datablock for projectiles. This class is the base class for all other projectiles.
class ProjectileData : public GameBaseData
{
typedef GameBaseData Parent;
protected:
bool onAdd();
public:
// variables set in datablock definition:
// Shape related
const char* projectileShapeName;
bool hasLight;
F32 lightRadius;
ColorF lightColor;
bool hasWaterLight;
ColorF waterLightColor;
/// Set to true if it is a billboard and want it to always face the viewer, false otherwise
bool faceViewer;
Point3F scale;
/// [0,1] scale of how much velocity should be inherited from the parent object
F32 velInheritFactor;
/// Speed of the projectile when fired
F32 muzzleVelocity;
/// Should it arc?
bool isBallistic;
/// How HIGH should it bounce (parallel to normal), [0,1]
F32 bounceElasticity;
/// How much momentum should be lost when it bounces (perpendicular to normal), [0,1]
F32 bounceFriction;
/// Should this projectile fall/rise different than a default object?
F32 gravityMod;
/// How long the projectile should exist before deleting itself
U32 lifetime; // all times are internally represented as ticks
/// How long it should not detonate on impact
S32 armingDelay; // the values are converted on initialization with
S32 fadeDelay; // the IRangeValidatorScaled field validator
ExplosionData* explosion; // Explosion Datablock
S32 explosionId; // Explosion ID
ExplosionData* waterExplosion; // Water Explosion Datablock
S32 waterExplosionId; // Water Explosion ID
SplashData* splash; // Water Splash Datablock
S32 splashId; // Water splash ID
AudioProfile* sound; // Projectile Sound
S32 soundId; // Projectile Sound ID
enum DecalConstants { // Number of decals constant
NumDecals = 6,
};
DecalData* decals[NumDecals]; // Decal Datablocks
S32 decalId[NumDecals]; // Decal IDs
U32 decalCount; // # of loaded Decal Datablocks
// variables set on preload:
Resource<TSShape> projectileShape;
S32 activateSeq;
S32 maintainSeq;
ParticleEmitterData* particleEmitter;
S32 particleEmitterId;
ParticleEmitterData* particleWaterEmitter;
S32 particleWaterEmitterId;
ProjectileData();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, char errorBuffer[256]);
static void initPersistFields();
DECLARE_CONOBJECT(ProjectileData);
};
DECLARE_CONSOLETYPE(ProjectileData)
//--------------------------------------------------------------------------
/// Base class for all projectiles.
class Projectile : public GameBase
{
typedef GameBase Parent;
public:
// Initial conditions
enum ProjectileConstants {
SourceIdTimeoutTicks = 7, // = 231 ms
DeleteWaitTime = 500, ///< 500 ms delete timeout (for network transmission delays)
ExcessVelDirBits = 7,
MaxLivingTicks = 4095,
};
enum UpdateMasks {
BounceMask = Parent::NextFreeMask,
ExplosionMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
protected:
ProjectileData* mDataBlock;
ParticleEmitter* mParticleEmitter;
ParticleEmitter* mParticleWaterEmitter;
AUDIOHANDLE mSoundHandle;
Point3F mCurrPosition;
Point3F mCurrVelocity;
S32 mSourceObjectId;
S32 mSourceObjectSlot;
// Time related variables common to all projectiles, managed by processTick
U32 mCurrTick; ///< Current time in ticks
SimObjectPtr<ShapeBase> mSourceObject; ///< Actual pointer to the source object, times out after SourceIdTimeoutTicks
// Rendering related variables
TSShapeInstance* mProjectileShape;
TSThread* mActivateThread;
TSThread* mMaintainThread;
void registerLights(LightManager * lm, bool lightingScene);
LightInfo mLight;
bool mHidden; ///< set by the derived class, if true, projectile doesn't render
F32 mFadeValue; ///< set in processTick, interpolation between fadeDelay and lifetime
///< in data block
// Warping and back delta variables. Only valid on the client
//
Point3F mWarpStart;
Point3F mWarpEnd;
U32 mWarpTicksRemaining;
Point3F mCurrDeltaBase;
Point3F mCurrBackDelta;
Point3F mExplosionPosition;
Point3F mExplosionNormal;
U32 mCollideHitType;
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData *dptr);
void processTick(const Move *move);
void advanceTime(F32 dt);
void interpolateTick(F32 delta);
/// What to do once this projectile collides with something
virtual void onCollision(const Point3F& p, const Point3F& n, SceneObject*);
/// What to do when this projectile explodes
virtual void explode(const Point3F& p, const Point3F& n, const U32 collideType );
/// Returns the velocity of the projectile
Point3F getVelocity() const;
void emitParticles(const Point3F&, const Point3F&, const Point3F&, const U32);
void updateSound();
// Rendering
void prepModelView ( SceneState *state);
bool prepRenderImage ( SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState=false);
void renderObject ( SceneState *state, SceneRenderImage *image);
// These are stolen from the player class ..
bool pointInWater( const Point3F &point ); ///< Tests to see if a point is in water
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
public:
F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
Projectile();
~Projectile();
DECLARE_CONOBJECT(Projectile);
static void initPersistFields();
virtual bool calculateImpact(float simTime,
Point3F& pointOfImpact,
float& impactTime);
static U32 smProjectileWarpTicks;
protected:
static const U32 csmStaticCollisionMask;
static const U32 csmDynamicCollisionMask;
static const U32 csmDamageableMask;
};
#endif // _H_PROJECTILE