openmohaa/code/game/explosion.h

140 lines
3.5 KiB
C++

/*
===========================================================================
Copyright (C) 2015 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.
//
#ifndef __EXPLOSION_H__
#define __EXPLOSION_H__
#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<str> 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 );
}
#endif /* explosion.h */