Torque3D/Engine/source/afx/afxMagicSpell.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

389 lines
13 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _AFX_MAGIC_SPELL_H_
#define _AFX_MAGIC_SPELL_H_
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "core/util/tVector.h"
#include "console/typeValidators.h"
#include "afxChoreographer.h"
#include "afxEffectDefs.h"
#include "afxEffectWrapper.h"
#include "afxMagicMissile.h"
class afxChoreographerData;
class afxMagicMissileData;
class afxEffectWrapperData;
class SceneObject;
class afxMagicSpell;
class afxMagicSpellDefs
{
public:
enum
{
CASTING_PHRASE,
LAUNCH_PHRASE,
DELIVERY_PHRASE,
IMPACT_PHRASE,
LINGER_PHRASE,
NUM_PHRASES
};
};
class afxMagicSpellData : public afxChoreographerData, public afxMagicSpellDefs
{
typedef afxChoreographerData Parent;
class ewValidator : public TypeValidator
{
U32 id;
public:
ewValidator(U32 id) { this->id = id; }
void validateType(SimObject *object, void *typePtr) override;
};
bool mDo_id_convert;
public:
F32 mCasting_dur;
F32 mDelivery_dur;
F32 mLinger_dur;
//
S32 mNum_casting_loops;
S32 mNum_delivery_loops;
S32 mNum_linger_loops;
//
F32 mExtra_casting_time;
F32 mExtra_delivery_time;
F32 mExtra_linger_time;
//
bool mDo_move_interrupts;
F32 mMove_interrupt_speed;
//
afxMagicMissileData* mMissile_db;
bool mLaunch_on_server_signal;
U32 mPrimary_target_types;
//
afxEffectWrapperData* mDummy_fx_entry;
// various effects lists
afxEffectList mCasting_fx_list;
afxEffectList mLaunch_fx_list;
afxEffectList mDelivery_fx_list;
afxEffectList mImpact_fx_list;
afxEffectList mLinger_fx_list;
void pack_fx(BitStream* stream, const afxEffectList& fx, bool packed);
void unpack_fx(BitStream* stream, afxEffectList& fx);
public:
/*C*/ afxMagicSpellData();
/*C*/ afxMagicSpellData(const afxMagicSpellData&, bool = false);
void reloadReset() override;
bool onAdd() override;
void packData(BitStream*) override;
void unpackData(BitStream*) override;
bool writeField(StringTableEntry fieldname, const char* value) override;
bool preload(bool server, String &errorStr) override;
void gatherConstraintDefs(Vector<afxConstraintDef>&);
bool allowSubstitutions() const override { return true; }
static void initPersistFields();
DECLARE_CONOBJECT(afxMagicSpellData);
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onDamage, (afxMagicSpell* spell, const char* label, const char* flaver, U32 target_id, F32 amount, U8 n, Point3F pos, F32 ad_amount, F32 radius, F32 impulse) );
DECLARE_CALLBACK( void, onDeactivate, (afxMagicSpell* spell) );
DECLARE_CALLBACK( void, onInterrupt, (afxMagicSpell* spell, ShapeBase* caster) );
DECLARE_CALLBACK( void, onLaunch, (afxMagicSpell* spell, ShapeBase* caster, SceneObject* target, afxMagicMissile* missile) );
DECLARE_CALLBACK( void, onImpact, (afxMagicSpell* spell, ShapeBase* caster, SceneObject* impacted, Point3F pos, Point3F normal) );
DECLARE_CALLBACK( bool, onPreactivate, (SimObject* param_holder, ShapeBase* caster, SceneObject* target, SimObject* extra) );
DECLARE_CALLBACK( void, onActivate, (afxMagicSpell* spell, ShapeBase* caster, SceneObject* target) );
/// @}
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxMagicSpell
class ShapeBase;
class GameConnection;
class afxEffectVector;
class afxConstraint;
class afxConstraintMgr;
class afxMagicMissile;
class afxChoreographer;
class afxPhrase;
class afxMagicSpell : public afxChoreographer, public afxMagicSpellDefs
{
typedef afxChoreographer Parent;
friend class afxMagicMissile;
enum MaskBits
{
MagicMissileMask = Parent::NextFreeMask << 0,
StateEventMask = Parent::NextFreeMask << 1,
LaunchEventMask = Parent::NextFreeMask << 2,
ImpactEventMask = Parent::NextFreeMask << 3,
SyncEventMask = Parent::NextFreeMask << 4,
RemapConstraintMask = Parent::NextFreeMask << 5, // CONSTRAINT REMAPPING
NextFreeMask = Parent::NextFreeMask << 6
};
public:
enum
{
NULL_EVENT,
ACTIVATE_EVENT,
LAUNCH_EVENT,
IMPACT_EVENT,
SHUTDOWN_EVENT,
DEACTIVATE_EVENT,
INTERRUPT_PHASE_EVENT,
INTERRUPT_SPELL_EVENT
};
enum
{
INACTIVE_STATE,
CASTING_STATE,
DELIVERY_STATE,
LINGER_STATE,
CLEANUP_STATE,
DONE_STATE,
LATE_STATE
};
enum {
MARK_ACTIVATE = BIT(0),
MARK_LAUNCH = BIT(1),
MARK_IMPACT = BIT(2),
MARK_SHUTDOWN = BIT(3),
MARK_DEACTIVATE = BIT(4),
MARK_END_CASTING = BIT(5),
MARK_END_DELIVERY = BIT(6),
MARK_END_LINGER = BIT(7),
MARK_INTERRUPT_CASTING = BIT(8),
MARK_INTERRUPT_DELIVERY = BIT(9),
MARK_INTERRUPT_LINGER = BIT(10),
MARK_INTERRUPT_CLEANUP = BIT(11),
//
MARK_ENDINGS = MARK_END_CASTING | MARK_END_DELIVERY | MARK_END_LINGER,
MARK_INTERRUPTS = MARK_INTERRUPT_CASTING | MARK_INTERRUPT_DELIVERY | MARK_INTERRUPT_LINGER | MARK_INTERRUPT_CLEANUP
};
class ObjectDeleteEvent : public SimEvent
{
public:
void process(SimObject *obj) override { if (obj) obj->deleteObject(); }
};
private:
static StringTableEntry CASTER_CONS;
static StringTableEntry TARGET_CONS;
static StringTableEntry MISSILE_CONS;
static StringTableEntry CAMERA_CONS;
static StringTableEntry LISTENER_CONS;
static StringTableEntry IMPACT_POINT_CONS;
static StringTableEntry IMPACTED_OBJECT_CONS;
private:
afxMagicSpellData* mDatablock;
SimObject* mExeblock;
afxMagicMissileData* mMissile_db;
ShapeBase* mCaster;
SceneObject* mTarget;
SimObject* mCaster_field;
SimObject* mTarget_field;
U16 mCaster_scope_id;
U16 mTarget_scope_id;
bool mTarget_is_shape;
bool mConstraints_initialized;
bool mScoping_initialized;
U8 mSpell_state;
F32 mSpell_elapsed;
afxConstraintID mListener_cons_id;
afxConstraintID mCaster_cons_id;
afxConstraintID mTarget_cons_id;
afxConstraintID mImpacted_cons_id;
afxConstraintID mCamera_cons_id;
SceneObject* mCamera_cons_obj;
afxPhrase* mPhrases[NUM_PHRASES];
F32 mTfactors[NUM_PHRASES];
bool mNotify_castbar;
F32 mOverall_time_factor;
U16 mMarks_mask;
private:
void init();
bool state_expired();
F32 state_elapsed();
void init_constraints();
void init_scoping();
void setup_casting_fx();
void setup_launch_fx();
void setup_delivery_fx();
void setup_impact_fx();
void setup_linger_fx();
bool cleanup_over();
bool is_caster_moving();
bool is_caster_client(ShapeBase* caster, GameConnection* conn);
bool is_impact_in_water(SceneObject* obj, const Point3F& p);
protected:
bool remap_builtin_constraint(SceneObject*, const char* cons_name) override; // CONSTRAINT REMAPPING
void pack_constraint_info(NetConnection* conn, BitStream* stream) override;
void unpack_constraint_info(NetConnection* conn, BitStream* stream) override;
private:
afxMagicMissile* mMissile;
bool mMissile_is_armed;
SceneObject* mImpacted_obj;
Point3F mImpact_pos;
Point3F mImpact_norm;
U16 mImpacted_scope_id;
bool mImpacted_is_shape;
void init_missile_s(afxMagicMissileData* mm);
void launch_missile_s();
void init_missile_c(afxMagicMissileData* mm);
void launch_missile_c();
public:
void impactNotify(const Point3F& p, const Point3F& n, SceneObject*) override;
void executeScriptEvent(const char* method, afxConstraint*,
const MatrixF& pos, const char* data) override;
void inflictDamage(const char * label, const char* flavor, SimObjectId target,
F32 amt, U8 count, F32 ad_amt, F32 rad, Point3F pos, F32 imp) override;
public:
/*C*/ afxMagicSpell();
/*C*/ afxMagicSpell(ShapeBase* caster, SceneObject* target);
/*D*/ ~afxMagicSpell();
// STANDARD OVERLOADED METHODS //
bool onNewDataBlock(GameBaseData* dptr, bool reload) override;
void processTick(const Move*) override;
void advanceTime(F32 dt) override;
bool onAdd() override;
void onRemove() override;
void onDeleteNotify(SimObject*) override;
U32 packUpdate(NetConnection*, U32, BitStream*) override;
void unpackUpdate(NetConnection*, BitStream*) override;
void sync_with_clients() override;
void finish_startup();
static void initPersistFields();
DECLARE_CONOBJECT(afxMagicSpell);
private:
void process_server();
//
void change_state_s(U8 pending_state);
//
void enter_casting_state_s();
void leave_casting_state_s();
void enter_delivery_state_s();
void leave_delivery_state_s();
void enter_linger_state_s();
void leave_linger_state_s();
void enter_done_state_s();
private:
void process_client(F32 dt);
//
void change_state_c(U8 pending_state);
//
void enter_casting_state_c(F32 starttime);
void leave_casting_state_c();
void enter_delivery_state_c(F32 starttime);
void leave_delivery_state_c();
void enter_linger_state_c(F32 starttime);
void leave_linger_state_c();
//
void sync_client(U16 marks, U8 state, F32 state_elapsed, F32 spell_elapsed);
public:
void postSpellEvent(U8 event);
void resolveTimeFactors();
void setTimeFactor(F32 f) { mOverall_time_factor = (f > 0) ? f : 1.0f; }
F32 getTimeFactor() { return mOverall_time_factor; }
void setTimeFactor(U8 phase, F32 f) { mTfactors[phase] = (f > 0) ? f : 1.0f; }
F32 getTimeFactor(U8 phase) { return mTfactors[phase]; }
ShapeBase* getCaster() const { return mCaster; }
SceneObject* getTarget() const { return mTarget; }
afxMagicMissile* getMissile() const { return mMissile; }
SceneObject* getImpactedObject() const { return mImpacted_obj; }
void restoreObject(SceneObject*) override;
bool activationCallInit(bool postponed=false);
void activate();
public:
static afxMagicSpell* cast_spell(afxMagicSpellData*, ShapeBase* caster, SceneObject* target, SimObject* extra);
static void displayScreenMessage(ShapeBase* caster, const char* msg);
static Point3F getShapeImpactPos(SceneObject*);
};
inline bool afxMagicSpell::is_caster_moving()
{
return (mCaster) ? (mCaster->getVelocity().len() > mDatablock->mMove_interrupt_speed) : false;
}
inline bool afxMagicSpell::is_caster_client(ShapeBase* caster, GameConnection* conn)
{
return (caster) ? (caster->getControllingClient() == conn) : false;
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_MAGIC_SPELL_H_