sin-2015/rope.h

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C
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1999-04-22 00:00:00 +00:00
#ifndef __ROPE_H__
#define __ROPE_H__
#include "g_local.h"
#include "sentient.h"
#include "scriptslave.h"
// rope flags constants
#define ROPE_NONE 0
#define ROPE_GRABBED 1
#define ROPE_TBELOW 2
#define ROPE_ATTACHED 4
#define ROPE_ABELOW 8
#define ROPE_STRAIGHTEN 16
// rope spawnflags
#define ROPE_NOATTGRAB 1
#define ROPE_START_STILL 2
#define ROPE_NOGRAB 4
// rope piece spawnflags
#define PIECE_STEAM 1
#define PIECE_WIGGLE 2
#define PIECE_ATTSTEAM 4
#define PIECE_ATTWIGGLE 8
// decl here to allow a pointer to one in RopePiece class
//class RopePiece;
//template class EXPORT_FROM_DLL SafePtr<RopePiece>;
//typedef SafePtr<RopePiece> RopePiecePtr;
//class RopeBase;
//template class EXPORT_FROM_DLL SafePtr<RopeBase>;
//typedef SafePtr<RopeBase> RopeBasePtr;
//class EXPORT_FROM_DLL RopePiece : public Entity
class EXPORT_FROM_DLL RopePiece : public ScriptSlave
{
public:
// RopeBasePtr rope_base;
// RopePiecePtr prev_piece;
// RopePiecePtr next_piece;
EntityPtr rope_base;
EntityPtr prev_piece;
EntityPtr next_piece;
int piecenum;
int rope;
int wigglemove;
float steamtime;
float steam_debounce_time;
float wiggletime;
float wiggle_debounce_time;
float push_debounce_time;
float climb_debounce_time;
SentientPtr grabber;
EntityPtr attachent;
int touchdamage;
Vector moveorg;
CLASS_PROTOTYPE(RopePiece);
RopePiece();
void Setup(Event *ev);
void CheckTouch(Event *ev);
void Pushed(Entity *other);
void Detach(void);
void PieceTriggered(Event *ev);
void Release(void);
void ClimbDown(void);
void ClimbUp(void);
void Steam(void);
void Wiggle(void);
virtual void Archive(Archiver &arc);
virtual void Unarchive(Archiver &arc);
};
inline EXPORT_FROM_DLL void RopePiece::Archive (Archiver &arc)
{
// EntityPtr temp;
ScriptSlave::Archive( arc );
// temp = (Entity *)rope_base.Ptr();
// arc.WriteSafePointer(temp);
// temp = (Entity *)prev_piece.Ptr();
// arc.WriteSafePointer(temp);
// temp = (Entity *)next_piece.Ptr();
// arc.WriteSafePointer(temp);
arc.WriteSafePointer(rope_base);
arc.WriteSafePointer(prev_piece);
arc.WriteSafePointer(next_piece);
arc.WriteInteger(piecenum);
arc.WriteInteger(rope);
arc.WriteInteger(wigglemove);
arc.WriteFloat(steamtime);
arc.WriteFloat(steam_debounce_time);
arc.WriteFloat(wiggletime);
arc.WriteFloat(wiggle_debounce_time);
arc.WriteFloat(push_debounce_time);
arc.WriteFloat(climb_debounce_time);
arc.WriteSafePointer(grabber);
arc.WriteSafePointer(attachent);
arc.WriteInteger(touchdamage);
arc.WriteVector(moveorg);
}
inline EXPORT_FROM_DLL void RopePiece::Unarchive (Archiver &arc)
{
// EntityPtr temp;
ScriptSlave::Unarchive( arc );
// arc.ReadSafePointer(&temp);
// rope_base = (RopeBase *)temp.Ptr();
// arc.ReadSafePointer(&temp);
// prev_piece = (RopePiece *)temp.Ptr();
// arc.ReadSafePointer(&temp);
// next_piece = (RopePiece *)temp.Ptr();
arc.ReadSafePointer(&rope_base);
arc.ReadSafePointer(&prev_piece);
arc.ReadSafePointer(&next_piece);
arc.ReadInteger(&piecenum);
arc.ReadInteger(&rope);
arc.ReadInteger(&wigglemove);
arc.ReadFloat(&steamtime);
arc.ReadFloat(&steam_debounce_time);
arc.ReadFloat(&wiggletime);
arc.ReadFloat(&wiggle_debounce_time);
arc.ReadFloat(&push_debounce_time);
arc.ReadFloat(&climb_debounce_time);
arc.ReadSafePointer(&grabber);
arc.ReadSafePointer(&attachent);
arc.ReadInteger(&touchdamage);
arc.ReadVector(&moveorg);
}
class EXPORT_FROM_DLL RopeBase : public RopePiece
{
public:
int piecelength; // distance between RopePieces
str piecemodel; // model to use for the pieces
int pieceframe; // frame to set the pieces to
int pieceskin; // skin number to use for the pieces
float playerdampener; // movement dampener for player
float ropedampener; // movement dampener for free rope
float dotlimit; // dot product limit for amount of rope bending
Vector ropedir; // direction to push a rope for limiting bend
float strength; // how strongly a stiff rope goes to position
qboolean clientinpvs; // true if a client is in its PVS
CLASS_PROTOTYPE(RopeBase);
RopeBase();
void setup(Event *ev);
void Activate(Event *ev);
void PVSCheck(Event *ev);
void RestrictFreeRope(RopePiece *curr_piece);
void SetTouchVelocity(Vector fullvel, RopePiece *touched_piece, int set_z);
void FixAttachedRope(RopePiece *curr_base, RopePiece *curr_piece);
void RestrictGrabbedRope(RopePiece *fix_base, RopePiece *grabbed_piece);
void StraightenRope(RopePiece *fix_base, RopePiece *grabbed_piece);
virtual void RestrictPlayer(RopePiece *curr_base, RopePiece *grabbed_piece);
virtual void Archive(Archiver &arc);
virtual void Unarchive(Archiver &arc);
};
inline EXPORT_FROM_DLL void RopeBase::Archive (Archiver &arc)
{
RopePiece::Archive( arc );
arc.WriteInteger(piecelength);
arc.WriteString(piecemodel);
arc.WriteInteger(pieceframe);
arc.WriteInteger(pieceskin);
arc.WriteFloat(playerdampener);
arc.WriteFloat(ropedampener);
arc.WriteFloat(dotlimit);
arc.WriteVector(ropedir);
arc.WriteFloat(strength);
arc.WriteBoolean(clientinpvs);
}
inline EXPORT_FROM_DLL void RopeBase::Unarchive (Archiver &arc)
{
RopePiece::Unarchive( arc );
arc.ReadInteger(&piecelength);
arc.ReadString(&piecemodel);
arc.ReadInteger(&pieceframe);
arc.ReadInteger(&pieceskin);
arc.ReadFloat(&playerdampener);
arc.ReadFloat(&ropedampener);
arc.ReadFloat(&dotlimit);
arc.ReadVector(&ropedir);
arc.ReadFloat(&strength);
arc.ReadBoolean(&clientinpvs);
}
void SV_Physics_Rope(RopePiece *ent);
#endif /* rope.h */