File: beam.h

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/*
===========================================================================
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
===========================================================================
*/

// beam.h: Beam

#pragma once

#include "g_local.h"
#include "scriptslave.h"

extern Event EV_FuncBeam_Activate;
extern Event EV_FuncBeam_Deactivate;
extern Event EV_FuncBeam_Diameter;
extern Event EV_FuncBeam_Maxoffset;
extern Event EV_FuncBeam_Minoffset;
extern Event EV_FuncBeam_Overlap;
extern Event EV_FuncBeam_Color;
extern Event EV_FuncBeam_SetTarget;
extern Event EV_FuncBeam_SetAngle;
extern Event EV_FuncBeam_SetEndPoint;
extern Event EV_FuncBeam_SetLife;
extern Event EV_FuncBeam_Shader;
extern Event EV_FuncBeam_Segments;
extern Event EV_FuncBeam_Delay;
extern Event EV_FuncBeam_NumSphereBeams;
extern Event EV_FuncBeam_SphereRadius;
extern Event EV_FuncBeam_ToggleDelay;
extern Event EV_FuncBeam_FindEndpoint;
extern Event EV_FuncBeam_EndAlpha;

class FuncBeam : public ScriptSlave
{
protected:
    SimpleEntityPtr end, origin_target;
    float           damage;
    float           life;
    Vector          end_point;
    qboolean        use_angles;
    float           shootradius;
    str             shader;

    bool m_bIgnoreWalls;

public:
    CLASS_PROTOTYPE(FuncBeam);

    FuncBeam();

    void SetAngle(Event *ev);
    void SetAngles(Event *ev);
    void SetEndPoint(Event *ev);
    void SetModel(Event *ev);
    void SetDamage(Event *ev);
    void SetOverlap(Event *ev);
    void SetBeamStyle(Event *ev);
    void SetLife(Event *ev);
    void Activate(Event *ev);
    void Deactivate(Event *ev);
    void SetDiameter(Event *ev);
    void SetMaxoffset(Event *ev);
    void SetMinoffset(Event *ev);
    void SetColor(Event *ev);
    void SetSegments(Event *ev);
    void SetBeamShader(str shader);
    void SetBeamShader(Event *ev);
    void SetBeamTileShader(Event *ev);
    void SetDelay(Event *ev);
    void SetToggleDelay(Event *ev);
    void SetSphereRadius(Event *ev);
    void SetNumSphereBeams(Event *ev);
    void SetEndAlpha(Event *ev);
    void SetShootRadius(Event *ev);
    void SetPersist(Event *ev);
    void FindEndpoint(Event *ev);
    void UpdateEndpoint(Event *ev);
    void UpdateOrigin(Event *ev);
    void Shoot(Event *ev);
    void SetIgnoreWalls(Event *ev);

    void setAngles(Vector ang) override;
    void Archive(Archiver& arc) override;

    FuncBeam *CreateBeam(
        const char *model,
        const char *shader,
        Vector      start,
        Vector      end,
        int         numsegments   = 4,
        float       scale         = 1.0f,
        float       life          = 1.0f,
        float       damage        = 0.0f,
        Entity     *origin_target = NULL
    );
    friend FuncBeam *CreateBeam(
        const char *model,
        const char *shader,
        Vector      start,
        Vector      end,
        int         numsegments,
        float       scale,
        float       life,
        float       damage,
        Entity     *origin_target
    );
};

inline void FuncBeam::Archive(Archiver& arc)
{
    ScriptSlave::Archive(arc);
    arc.ArchiveSafePointer(&end);
    arc.ArchiveSafePointer(&origin_target);
    arc.ArchiveFloat(&damage);
    arc.ArchiveFloat(&life);
    arc.ArchiveVector(&end_point);
    arc.ArchiveBoolean(&use_angles);
    arc.ArchiveFloat(&shootradius);
    arc.ArchiveString(&shader);
    if (arc.Loading()) {
        SetBeamShader(shader);
    }
}