openmohaa/code/fgame/barrels.h
2023-07-05 20:52:55 +02:00

94 lines
2.4 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
===========================================================================
*/
// barrels.h : Barrels
#ifndef __BARRELOBJECT_H__
#define __BARRELOBJECT_H__
#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 ] );
}
}
#endif // __BARRELOBJECT_H__