/* =========================================================================== Copyright (C) 2024 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // explosion.h: Standard explosion object that is spawned by other entites and not map designers. // Explosion is used by many of the weapons for the blast effect, but is also used // by the Exploder and MultiExploder triggers. These triggers create one or more // explosions each time they are activated. // #pragma once #include "g_local.h" #include "entity.h" #include "trigger.h" class Exploder : public Trigger { private: int damage; void MakeExplosion( Event *ev ); void SetDmg( Event *ev ); public: CLASS_PROTOTYPE( Exploder ); Exploder(); void Archive( Archiver &arc ) override; }; inline void Exploder::Archive ( Archiver &arc ) { Trigger::Archive( arc ); arc.ArchiveInteger( &damage ); } class MultiExploder : public Trigger { protected: float explodewait; float explode_time; float duration; int damage; float randomness; void MakeExplosion( Event *ev ); void SetDmg( Event *ev ); void SetDuration( Event *ev ); void SetWait( Event *ev ); void SetRandom( Event *ev ); public: CLASS_PROTOTYPE( MultiExploder ); MultiExploder(); void Archive( Archiver &arc ) override; }; inline void MultiExploder::Archive ( Archiver &arc ) { Trigger::Archive( arc ); arc.ArchiveFloat( &explodewait ); arc.ArchiveFloat( &explode_time ); arc.ArchiveFloat( &duration ); arc.ArchiveInteger( &damage ); arc.ArchiveFloat( &randomness ); } void CreateExplosion ( Vector pos, float damage = 120, Entity *inflictor = NULL, Entity *attacker = NULL, Entity *ignore = NULL, const char *explosionModel = NULL, float scale = 1.0f ); class ExplodeObject : public MultiExploder { private: Container debrismodels; int debrisamount; float severity; void SetDebrisModel( Event *ev ); void SetSeverity( Event *ev ); void SetDebrisAmount( Event *ev ); void MakeExplosion( Event *ev ); public: CLASS_PROTOTYPE( ExplodeObject ); ExplodeObject(); void Archive( Archiver &arc ) override; }; inline void ExplodeObject::Archive ( Archiver &arc ) { MultiExploder::Archive( arc ); arc.ArchiveFloat( &severity ); arc.ArchiveInteger( &debrisamount ); debrismodels.Archive( arc ); }