proximityMine.h 4.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _PROXIMITYMINE_H_
  23. #define _PROXIMITYMINE_H_
  24. #ifndef _ITEM_H_
  25. #include "T3D/item.h"
  26. #endif
  27. #include "T3D/assets/SoundAsset.h"
  28. class ExplosionData;
  29. class SFXTrack;
  30. class ProximityMine;
  31. //----------------------------------------------------------------------------
  32. struct ProximityMineData: public ItemData
  33. {
  34. typedef ItemData Parent;
  35. DECLARE_CALLBACK( void, onTriggered, ( ProximityMine* obj, SceneObject* target ) );
  36. DECLARE_CALLBACK( void, onExplode, ( ProximityMine* obj, Point3F pos ) );
  37. public:
  38. F32 armingDelay;
  39. S32 armingSequence;
  40. DECLARE_SOUNDASSET(ProximityMineData, ArmSound);
  41. DECLARE_ASSET_SETGET(ProximityMineData, ArmSound);
  42. F32 autoTriggerDelay;
  43. bool triggerOnOwner;
  44. F32 triggerRadius;
  45. F32 triggerSpeed;
  46. F32 triggerDelay;
  47. S32 triggerSequence;
  48. DECLARE_SOUNDASSET(ProximityMineData, TriggerSound);
  49. DECLARE_ASSET_SETGET(ProximityMineData, TriggerSound);
  50. F32 explosionOffset;
  51. ProximityMineData();
  52. DECLARE_CONOBJECT( ProximityMineData );
  53. static void initPersistFields();
  54. bool preload( bool server, String& errorStr );
  55. virtual void packData( BitStream* stream );
  56. virtual void unpackData( BitStream* stream );
  57. };
  58. //----------------------------------------------------------------------------
  59. class ProximityMine: public Item
  60. {
  61. typedef Item Parent;
  62. protected:
  63. enum MaskBits {
  64. DeployedMask = Parent::NextFreeMask,
  65. ExplosionMask = Parent::NextFreeMask << 1
  66. };
  67. enum State
  68. {
  69. Thrown = 0, //!< Mine has been thrown, but not yet attached to a surface
  70. Deployed, //!< Mine has attached to a surface but is not yet armed
  71. Armed, //!< Mine is armed and will trigger if any object enters the trigger area
  72. Triggered, //!< Mine has been triggered and will explode soon
  73. Exploded, //!< Mine has exploded and will be deleted on the server shortly
  74. NumStates
  75. };
  76. ProximityMineData* mDataBlock;
  77. TSThread* mAnimThread;
  78. SceneObject* mOwner;
  79. State mState;
  80. F32 mStateTimeout;
  81. void setDeployedPos( const Point3F& pos, const Point3F& normal );
  82. void prepRenderImage( SceneRenderState* state );
  83. void renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
  84. public:
  85. DECLARE_CONOBJECT( ProximityMine );
  86. ProximityMine();
  87. ~ProximityMine();
  88. static void consoleInit();
  89. bool onAdd();
  90. void onRemove();
  91. bool onNewDataBlock( GameBaseData* dptr, bool reload );
  92. virtual void setTransform( const MatrixF& mat );
  93. void processTick( const Move* move );
  94. void explode();
  95. void advanceTime( F32 dt );
  96. U32 packUpdate ( NetConnection* conn, U32 mask, BitStream* stream );
  97. void unpackUpdate( NetConnection* conn, BitStream* stream );
  98. };
  99. #endif // _PROXIMITYMINE_H_