openmohaa/code/fgame/barrels.h
2024-10-21 21:59:12 +02:00

87 lines
2.4 KiB
C++

/*
===========================================================================
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
===========================================================================
*/
// barrels.h : Barrels
#pragma once
#include "entity.h"
#define BARREL_INDESTRUCTABLE 1
#define MAX_BARREL_LEAKS 4
enum {
BARREL_EMPTY,
BARREL_OIL,
BARREL_WATER,
BARREL_GAS
};
class BarrelObject : public Entity
{
int m_iBarrelType;
float m_fFluidAmount;
float m_fHeightFluid;
qboolean m_bLeaksActive[MAX_BARREL_LEAKS];
Vector m_vLeaks[MAX_BARREL_LEAKS];
Vector m_vLeakNorms[MAX_BARREL_LEAKS];
Vector m_vJitterAngles;
Vector m_vStartAngles;
float m_fJitterScale;
float m_fLastEffectTime;
float m_fDamageSoundTime;
public:
CLASS_PROTOTYPE(BarrelObject);
BarrelObject();
int PickBarrelLeak(void);
void BarrelSetup(Event *ev);
void BarrelSetType(Event *ev);
void BarrelThink(Event *ev);
void BarrelDamaged(Event *ev);
void BarrelKilled(Event *ev);
void Archive(Archiver& arc) override;
};
inline void BarrelObject::Archive(Archiver& arc)
{
Entity::Archive(arc);
arc.ArchiveInteger(&m_iBarrelType);
arc.ArchiveFloat(&m_fFluidAmount);
arc.ArchiveFloat(&m_fHeightFluid);
arc.ArchiveVector(&m_vJitterAngles);
arc.ArchiveVector(&m_vStartAngles);
arc.ArchiveFloat(&m_fJitterScale);
arc.ArchiveFloat(&m_fLastEffectTime);
arc.ArchiveFloat(&m_fDamageSoundTime);
for (int i = MAX_BARREL_LEAKS - 1; i >= 0; i--) {
arc.ArchiveBoolean(&m_bLeaksActive[i]);
arc.ArchiveVector(&m_vLeaks[i]);
arc.ArchiveVector(&m_vLeakNorms[i]);
}
}