sin-2015/steering.h

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1999-04-22 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/steering.h $
// $Revision:: 7 $
// $Author:: Jimdose $
// $Date:: 10/25/98 5:00a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/steering.h $
//
// 7 10/25/98 5:00a Jimdose
// added archive functions to all steering classes
//
// 6 10/19/98 11:45p Jimdose
// added FindCurrentNode to FollowPath
//
// 5 10/18/98 3:22a Jimdose
// Simplified FollowPath
//
// 4 9/22/98 5:12p Jimdose
// Added Turn
// Added wander code to chase
//
// 3 9/22/98 1:56a Jimdose
// Added ShowInfo
// Added ObstacleAvoidance2 temporarily
//
// 2 9/18/98 10:57p Jimdose
// Separated from Behavior.h
//
// 1 9/18/98 5:01p Jimdose
//
// DESCRIPTION:
// Steering behaviors for AI.
//
#ifndef __STEERING_H__
#define __STEERING_H__
#include "g_local.h"
#include "entity.h"
#include "path.h"
class Actor;
class EXPORT_FROM_DLL Steering : public Listener
{
public:
Vector steeringforce;
Vector origin;
Vector movedir;
float maxspeed;
CLASS_PROTOTYPE( Steering );
Steering();
virtual void ShowInfo( Actor &self );
virtual void Begin( Actor &self );
virtual qboolean Evaluate( Actor &self );
virtual void End( Actor &self );
void ResetForces( void );
void SetPosition( Vector pos );
void SetDir( Vector dir );
void SetMaxSpeed( float speed );
virtual void DrawForces( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void Steering::Archive
(
Archiver &arc
)
{
Listener::Archive( arc );
arc.WriteVector( steeringforce );
arc.WriteVector( origin );
arc.WriteVector( movedir );
arc.WriteFloat( maxspeed );
}
inline EXPORT_FROM_DLL void Steering::Unarchive
(
Archiver &arc
)
{
Listener::Unarchive( arc );
arc.ReadVector( &steeringforce );
arc.ReadVector( &origin );
arc.ReadVector( &movedir );
arc.ReadFloat( &maxspeed );
}
class EXPORT_FROM_DLL Seek : public Steering
{
protected:
Vector targetposition;
Vector targetvelocity;
public:
CLASS_PROTOTYPE( Seek );
Seek();
void SetTargetPosition( Vector pos );
void SetTargetVelocity( Vector vel );
void ShowInfo( Actor &self );
qboolean Evaluate( Actor &self );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void Seek::Archive
(
Archiver &arc
)
{
Steering::Archive( arc );
arc.WriteVector( targetposition );
arc.WriteVector( targetvelocity );
}
inline EXPORT_FROM_DLL void Seek::Unarchive
(
Archiver &arc
)
{
Steering::Unarchive( arc );
arc.ReadVector( &targetposition );
arc.ReadVector( &targetvelocity );
}
class EXPORT_FROM_DLL ObstacleAvoidance : public Steering
{
protected:
qboolean avoidwalls;
public:
CLASS_PROTOTYPE( ObstacleAvoidance );
ObstacleAvoidance();
void AvoidWalls( qboolean );
void ShowInfo( Actor &self );
qboolean Evaluate( Actor &self );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void ObstacleAvoidance::Archive
(
Archiver &arc
)
{
Steering::Archive( arc );
arc.WriteBoolean( avoidwalls );
}
inline EXPORT_FROM_DLL void ObstacleAvoidance::Unarchive
(
Archiver &arc
)
{
Steering::Unarchive( arc );
arc.ReadBoolean( &avoidwalls );
}
class EXPORT_FROM_DLL ObstacleAvoidance2 : public Steering
{
protected:
qboolean avoidwalls;
public:
CLASS_PROTOTYPE( ObstacleAvoidance2 );
ObstacleAvoidance2();
void AvoidWalls( qboolean );
void ShowInfo( Actor &self );
qboolean Evaluate( Actor &self );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void ObstacleAvoidance2::Archive
(
Archiver &arc
)
{
Steering::Archive( arc );
arc.WriteBoolean( avoidwalls );
}
inline EXPORT_FROM_DLL void ObstacleAvoidance2::Unarchive
(
Archiver &arc
)
{
Steering::Unarchive( arc );
arc.ReadBoolean( &avoidwalls );
}
class EXPORT_FROM_DLL FollowPath : public Steering
{
protected:
PathPtr path;
Seek seek;
PathNodePtr currentNode;
void FindCurrentNode( Actor &self );
public:
CLASS_PROTOTYPE( FollowPath );
FollowPath();
~FollowPath();
void SetPath( Path *newpath );
Path *SetPath( Actor &self, Vector from, Vector to );
qboolean DoneWithPath( Actor &self );
void ShowInfo( Actor &self );
void Begin( Actor &self );
qboolean Evaluate( Actor &self );
void End( Actor &self );
virtual void DrawForces( void );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void FollowPath::Archive
(
Archiver &arc
)
{
Steering::Archive( arc );
arc.WriteSafePointer( path );
arc.WriteObject( &seek );
arc.WriteSafePointer( currentNode );
}
inline EXPORT_FROM_DLL void FollowPath::Unarchive
(
Archiver &arc
)
{
Steering::Unarchive( arc );
arc.ReadSafePointer( &path );
arc.ReadObject( &seek );
arc.ReadSafePointer( &currentNode );
}
class EXPORT_FROM_DLL Turn : public Steering
{
private:
Seek seek;
EntityPtr ent;
Vector dir;
float yaw;
int mode;
public:
CLASS_PROTOTYPE( Turn );
Turn();
void SetDirection( float yaw );
void SetTarget( Entity *ent );
void ShowInfo( Actor &self );
void Begin( Actor &self );
qboolean Evaluate( Actor &self );
void End( Actor &self );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void Turn::Archive
(
Archiver &arc
)
{
Steering::Archive( arc );
arc.WriteObject( &seek );
arc.WriteSafePointer( ent );
arc.WriteVector( dir );
arc.WriteFloat( yaw );
arc.WriteInteger( mode );
}
inline EXPORT_FROM_DLL void Turn::Unarchive
(
Archiver &arc
)
{
Steering::Unarchive( arc );
arc.ReadObject( &seek );
arc.ReadSafePointer( &ent );
arc.ReadVector( &dir );
arc.ReadFloat( &yaw );
arc.ReadInteger( &mode );
}
class EXPORT_FROM_DLL Chase : public Steering
{
private:
Seek seek;
FollowPath follow;
float nextpathtime;
PathPtr path;
Vector goal;
EntityPtr goalent;
PathNodePtr goalnode;
ObstacleAvoidance avoid;
float avoidtime;
qboolean usegoal;
float newpathrate;
Vector wanderstart;
int wander;
float wandertime;
Turn turnto;
str anim;
int stuck;
Vector avoidvec;
public:
CLASS_PROTOTYPE( Chase );
Chase();
void SetPath( Path *newpath );
void SetGoalPos( Vector pos );
void SetGoal( PathNode *node );
void SetTarget( Entity *ent );
void SetPathRate( float rate );
void ShowInfo( Actor &self );
Vector ChooseRandomDirection( Actor &self );
void Begin( Actor &self );
qboolean Evaluate( Actor &self );
void End( Actor &self );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void Chase::Archive
(
Archiver &arc
)
{
Steering::Archive( arc );
arc.WriteObject( &seek );
arc.WriteObject( &follow );
arc.WriteFloat( nextpathtime );
arc.WriteSafePointer( path );
arc.WriteVector( goal );
arc.WriteSafePointer( goalent );
arc.WriteSafePointer( goalnode );
arc.WriteObject( &avoid );
arc.WriteFloat( avoidtime );
arc.WriteBoolean( usegoal );
arc.WriteFloat( newpathrate );
arc.WriteVector( wanderstart );
arc.WriteInteger( wander );
arc.WriteFloat( wandertime );
arc.WriteObject( &turnto );
arc.WriteString( anim );
arc.WriteInteger( stuck );
arc.WriteVector( avoidvec );
}
inline EXPORT_FROM_DLL void Chase::Unarchive
(
Archiver &arc
)
{
Steering::Unarchive( arc );
arc.ReadObject( &seek );
arc.ReadObject( &follow );
arc.ReadFloat( &nextpathtime );
arc.ReadSafePointer( &path );
arc.ReadVector( &goal );
arc.ReadSafePointer( &goalent );
arc.ReadSafePointer( &goalnode );
arc.ReadObject( &avoid );
arc.ReadFloat( &avoidtime );
arc.ReadBoolean( &usegoal );
arc.ReadFloat( &newpathrate );
arc.ReadVector( &wanderstart );
arc.ReadInteger( &wander );
arc.ReadFloat( &wandertime );
arc.ReadObject( &turnto );
arc.ReadString( &anim );
arc.ReadInteger( &stuck );
arc.ReadVector( &avoidvec );
}
#endif /* steering.h */