engine/game/projEnergy.h
2024-01-07 04:36:33 +00:00

99 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
// V12 Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#ifndef _PROJENERGY_H_
#define _PROJENERGY_H_
#ifndef _PROJGRENADE_H_
#include "game/projGrenade.h"
#endif
#ifndef _MOTIONBLURLINE_H_
#include "game/motionBlurLine.h"
#endif
//--------------------------------------------------------------------------
// Energy Projectile Data
//--------------------------------------------------------------------------
class EnergyProjectileData : public GrenadeProjectileData
{
typedef GrenadeProjectileData Parent;
enum Constants
{
NUM_TEX = 2,
};
protected:
bool onAdd();
public:
StringTableEntry textureName[NUM_TEX];
TextureHandle textureHandle[NUM_TEX];
F32 crossViewAng;
F32 crossSize;
F32 blurLifetime;
F32 blurWidth;
ColorF blurColor;
public:
EnergyProjectileData();
~EnergyProjectileData();
void packData(BitStream*);
void unpackData(BitStream*);
bool calculateAim(const Point3F&, const Point3F&, const Point3F&, const Point3F&, Point3F*, F32*, Point3F*, F32*);
DECLARE_CONOBJECT(EnergyProjectileData);
static void initPersistFields();
bool preload(bool server, char errorBuffer[256]);
};
//--------------------------------------------------------------------------
// Energy Projectile
//--------------------------------------------------------------------------
class EnergyProjectile : public GrenadeProjectile
{
typedef GrenadeProjectile Parent;
private:
EnergyProjectileData* mDataBlock;
MotionBlurLine mMotionBlur;
Point3F mLastPos;
protected:
void collisionOn();
void collisionOff();
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData*);
void processTick(const Move*);
void advanceTime(F32);
void renderObject(SceneState*, SceneRenderImage*);
void renderProjectile( const Point3F &camPos );
void renderCrossSection( const Point3F &camPos );
bool prepRenderImage(SceneState*, const U32, const U32, const bool);
public:
EnergyProjectile();
~EnergyProjectile();
static void initPersistFields();
static void consoleInit();
U32 packUpdate(NetConnection*, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection*, BitStream* stream);
DECLARE_CONOBJECT(EnergyProjectile);
};
#endif // _H_PROJENERGY