Torque3D/Engine/source/afx/ce/afxProjectile.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

117 lines
4.1 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_PROJECTILE_H_
#define _AFX_PROJECTILE_H_
#include "lighting/lightInfo.h"
#include "T3D/projectile.h"
#include "afx/afxEffectDefs.h"
#include "afx/afxConstraint.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxProjectileData
class afxProjectileData : public ProjectileData, public afxEffectDefs
{
typedef ProjectileData Parent;
public:
enum LaunchDirType {
TowardPos2Constraint,
OrientConstraint,
LaunchDirField
};
public:
U8 networking;
StringTableEntry launch_pos_spec;
afxConstraintDef launch_pos_def;
Point3F launch_dir_bias;
bool ignore_src_timeout;
U32 dynamicCollisionMask;
U32 staticCollisionMask;
bool override_collision_masks;
U32 launch_dir_method;
virtual void gather_cons_defs(Vector<afxConstraintDef>& defs);
public:
/*C*/ afxProjectileData();
/*C*/ afxProjectileData(const afxProjectileData&, bool = false);
virtual bool onAdd();
void packData(BitStream* stream);
void unpackData(BitStream* stream);
virtual bool allowSubstitutions() const { return true; }
static void initPersistFields();
DECLARE_CONOBJECT(afxProjectileData);
};
typedef afxProjectileData::LaunchDirType afxProjectile_LaunchDirType;
DefineEnumType( afxProjectile_LaunchDirType );
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxProjectile
class afxProjectile : public Projectile, public afxEffectDefs
{
typedef Projectile Parent;
private:
U32 chor_id;
bool hookup_with_chor;
StringTableEntry ghost_cons_name;
bool client_only;
public:
/*C*/ afxProjectile();
/*C*/ afxProjectile(U32 networking, U32 chor_id, StringTableEntry cons_name);
/*D*/ ~afxProjectile();
void init(Point3F& pos, Point3F& vel, ShapeBase* src_obj);
virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
virtual void processTick(const Move *move);
virtual void interpolateTick(F32 delta);
virtual void advanceTime(F32 dt);
virtual bool onAdd();
virtual void onRemove();
virtual U32 packUpdate(NetConnection*, U32, BitStream*);
virtual void unpackUpdate(NetConnection*, BitStream*);
virtual void explode(const Point3F& p, const Point3F& n, const U32 collideType);
DECLARE_CONOBJECT(afxProjectile);
DECLARE_CATEGORY("UNLISTED");
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_PROJECTILE_H_