/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __GAME_MOVER_H__ #define __GAME_MOVER_H__ extern const idEventDef EV_TeamBlocked; extern const idEventDef EV_PartBlocked; extern const idEventDef EV_ReachedPos; extern const idEventDef EV_ReachedAng; /* =============================================================================== General movers. =============================================================================== */ class idMover : public idEntity { public: CLASS_PROTOTYPE( idMover ); idMover(); void Spawn(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); virtual void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location ); virtual void ClientThink( const int curTime, const float fraction, const bool predict ); virtual void WriteToSnapshot( idBitMsg& msg ) const; virtual void ReadFromSnapshot( const idBitMsg& msg ); virtual void Hide(); virtual void Show(); void SetPortalState( bool open ); protected: typedef enum { ACCELERATION_STAGE, LINEAR_STAGE, DECELERATION_STAGE, FINISHED_STAGE } moveStage_t; typedef enum { MOVER_NONE, MOVER_ROTATING, MOVER_MOVING, MOVER_SPLINE } moverCommand_t; // // mover directions. make sure to change script/doom_defs.script if you add any, or change their order // typedef enum { DIR_UP = -1, DIR_DOWN = -2, DIR_LEFT = -3, DIR_RIGHT = -4, DIR_FORWARD = -5, DIR_BACK = -6, DIR_REL_UP = -7, DIR_REL_DOWN = -8, DIR_REL_LEFT = -9, DIR_REL_RIGHT = -10, DIR_REL_FORWARD = -11, DIR_REL_BACK = -12 } moverDir_t; typedef struct { moveStage_t stage; int acceleration; int movetime; int deceleration; idVec3 dir; } moveState_t; typedef struct { moveStage_t stage; int acceleration; int movetime; int deceleration; idAngles rot; } rotationState_t; idPhysics_Parametric physicsObj; void Event_OpenPortal(); void Event_ClosePortal(); void Event_PartBlocked( idEntity* blockingEntity ); void MoveToPos( const idVec3& pos ); void UpdateMoveSound( moveStage_t stage ); void UpdateRotationSound( moveStage_t stage ); void SetGuiStates( const char* state ); void FindGuiTargets(); void SetGuiState( const char* key, const char* val ) const; virtual void DoneMoving(); virtual void DoneRotating(); virtual void BeginMove( idThread* thread = NULL ); virtual void BeginRotation( idThread* thread, bool stopwhendone ); moveState_t move; private: rotationState_t rot; int move_thread; int rotate_thread; idAngles dest_angles; idAngles angle_delta; idVec3 dest_position; idVec3 move_delta; float move_speed; int move_time; int deceltime; int acceltime; bool stopRotation; bool useSplineAngles; idEntityPtr splineEnt; moverCommand_t lastCommand; float damage; qhandle_t areaPortal; // 0 = no portal idList< idEntityPtr, TAG_MOVER > guiTargets; void VectorForDir( float dir, idVec3& vec ); idCurve_Spline* GetSpline( idEntity* splineEntity ) const; void Event_SetCallback(); void Event_TeamBlocked( idEntity* blockedPart, idEntity* blockingEntity ); void Event_StopMoving(); void Event_StopRotating(); void Event_UpdateMove(); void Event_UpdateRotation(); void Event_SetMoveSpeed( float speed ); void Event_SetMoveTime( float time ); void Event_SetDecelerationTime( float time ); void Event_SetAccellerationTime( float time ); void Event_MoveTo( idEntity* ent ); void Event_MoveToPos( idVec3& pos ); void Event_MoveDir( float angle, float distance ); void Event_MoveAccelerateTo( float speed, float time ); void Event_MoveDecelerateTo( float speed, float time ); void Event_RotateDownTo( int axis, float angle ); void Event_RotateUpTo( int axis, float angle ); void Event_RotateTo( idAngles& angles ); void Event_Rotate( idAngles& angles ); void Event_RotateOnce( idAngles& angles ); void Event_Bob( float speed, float phase, idVec3& depth ); void Event_Sway( float speed, float phase, idAngles& depth ); void Event_SetAccelSound( const char* sound ); void Event_SetDecelSound( const char* sound ); void Event_SetMoveSound( const char* sound ); void Event_FindGuiTargets(); void Event_InitGuiTargets(); void Event_EnableSplineAngles(); void Event_DisableSplineAngles(); void Event_RemoveInitialSplineAngles(); void Event_StartSpline( idEntity* splineEntity ); void Event_StopSpline(); void Event_Activate( idEntity* activator ); void Event_PostRestore( int start, int total, int accel, int decel, int useSplineAng ); void Event_IsMoving(); void Event_IsRotating(); }; class idSplinePath : public idEntity { public: CLASS_PROTOTYPE( idSplinePath ); idSplinePath(); void Spawn(); }; struct floorInfo_s { idVec3 pos; idStr door; int floor; }; class idElevator : public idMover { public: CLASS_PROTOTYPE( idElevator ); idElevator(); void Spawn(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); virtual bool HandleSingleGuiCommand( idEntity* entityGui, idLexer* src ); void Event_GotoFloor( int floor ); floorInfo_s* GetFloorInfo( int floor ); protected: virtual void DoneMoving(); virtual void BeginMove( idThread* thread = NULL ); void SpawnTrigger( const idVec3& pos ); void GetLocalTriggerPosition(); void Event_Touch( idEntity* other, trace_t* trace ); private: typedef enum { INIT, IDLE, WAITING_ON_DOORS } elevatorState_t; elevatorState_t state; idList floorInfo; int currentFloor; int pendingFloor; int lastFloor; bool controlsDisabled; float returnTime; int returnFloor; int lastTouchTime; class idDoor* GetDoor( const char* name ); void Think(); void OpenInnerDoor(); void OpenFloorDoor( int floor ); void CloseAllDoors(); void DisableAllDoors(); void EnableProperDoors(); void Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity ); void Event_Activate( idEntity* activator ); void Event_PostFloorArrival(); void Event_SetGuiStates(); }; /* =============================================================================== Binary movers. =============================================================================== */ typedef enum { MOVER_POS1, MOVER_POS2, MOVER_1TO2, MOVER_2TO1 } moverState_t; class idMover_Binary : public idEntity { public: CLASS_PROTOTYPE( idMover_Binary ); idMover_Binary(); ~idMover_Binary(); void Spawn(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); virtual void PreBind(); virtual void PostBind(); void Enable( bool b ); void InitSpeed( idVec3& mpos1, idVec3& mpos2, float mspeed, float maccelTime, float mdecelTime ); void InitTime( idVec3& mpos1, idVec3& mpos2, float mtime, float maccelTime, float mdecelTime ); void GotoPosition1(); void GotoPosition2(); void Use_BinaryMover( idEntity* activator ); void SetGuiStates( const char* state ); void UpdateBuddies( int val ); idMover_Binary* GetActivateChain() const { return activateChain; } idMover_Binary* GetMoveMaster() const { return moveMaster; } void BindTeam( idEntity* bindTo ); void SetBlocked( bool b ); bool IsBlocked(); idEntity* GetActivator() const; virtual void WriteToSnapshot( idBitMsg& msg ) const; virtual void ReadFromSnapshot( const idBitMsg& msg ); void SetPortalState( bool open ); protected: idVec3 pos1; idVec3 pos2; moverState_t moverState; idMover_Binary* moveMaster; idMover_Binary* activateChain; int soundPos1; int sound1to2; int sound2to1; int soundPos2; int soundLoop; float wait; float damage; int duration; int accelTime; int decelTime; idEntityPtr activatedBy; int stateStartTime; idStr team; bool enabled; int move_thread; int updateStatus; // 1 = lock behaviour, 2 = open close status idStrList buddies; idPhysics_Parametric physicsObj; qhandle_t areaPortal; // 0 = no portal bool blocked; bool playerOnly; idList< idEntityPtr, TAG_MOVER > guiTargets; void MatchActivateTeam( moverState_t newstate, int time ); void JoinActivateTeam( idMover_Binary* master ); void UpdateMoverSound( moverState_t state ); void SetMoverState( moverState_t newstate, int time ); moverState_t GetMoverState() const { return moverState; } void FindGuiTargets(); void SetGuiState( const char* key, const char* val ) const; void Event_SetCallback(); void Event_ReturnToPos1(); void Event_Use_BinaryMover( idEntity* activator ); void Event_Reached_BinaryMover(); void Event_MatchActivateTeam( moverState_t newstate, int time ); void Event_Enable(); void Event_Disable(); void Event_OpenPortal(); void Event_ClosePortal(); void Event_FindGuiTargets(); void Event_InitGuiTargets(); static void GetMovedir( float dir, idVec3& movedir ); }; class idDoor : public idMover_Binary { public: CLASS_PROTOTYPE( idDoor ); idDoor(); ~idDoor(); void Spawn(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); virtual void ClientThink( const int curTime, const float fraction, const bool predict ); virtual void Think(); virtual void PreBind(); virtual void PostBind(); virtual void Hide(); virtual void Show(); bool IsOpen(); bool IsNoTouch(); bool AllowPlayerOnly( idEntity* ent ); int IsLocked(); void Lock( int f ); void Use( idEntity* other, idEntity* activator ); void Close(); void Open(); void SetCompanion( idDoor* door ); private: float triggersize; bool crusher; bool noTouch; bool aas_area_closed; idStr buddyStr; idClipModel* trigger; idClipModel* sndTrigger; int nextSndTriggerTime; idVec3 localTriggerOrigin; idMat3 localTriggerAxis; idStr requires; int removeItem; idStr syncLock; int normalAxisIndex; // door faces X or Y for spectator teleports idDoor* companionDoor; void SetAASAreaState( bool closed ); void GetLocalTriggerPosition( const idClipModel* trigger ); void CalcTriggerBounds( float size, idBounds& bounds ); void Event_Reached_BinaryMover(); void Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity ); void Event_PartBlocked( idEntity* blockingEntity ); void Event_Touch( idEntity* other, trace_t* trace ); void Event_Activate( idEntity* activator ); void Event_StartOpen(); void Event_SpawnDoorTrigger(); void Event_SpawnSoundTrigger(); void Event_Close(); void Event_Open(); void Event_Lock( int f ); void Event_IsOpen(); void Event_Locked(); void Event_SpectatorTouch( idEntity* other, trace_t* trace ); void Event_OpenPortal(); void Event_ClosePortal(); }; class idPlat : public idMover_Binary { public: CLASS_PROTOTYPE( idPlat ); idPlat(); ~idPlat(); void Spawn(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); void RunPhysics_NoBlocking(); virtual void ClientThink( const int curTime, const float fraction, const bool predict ); virtual void Think(); virtual void PreBind(); virtual void PostBind(); private: idClipModel* trigger; idVec3 localTriggerOrigin; idMat3 localTriggerAxis; void GetLocalTriggerPosition( const idClipModel* trigger ); void SpawnPlatTrigger( idVec3& pos ); void Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity ); void Event_PartBlocked( idEntity* blockingEntity ); void Event_Touch( idEntity* other, trace_t* trace ); }; /* =============================================================================== Special periodic movers. =============================================================================== */ class idMover_Periodic : public idEntity { public: CLASS_PROTOTYPE( idMover_Periodic ); idMover_Periodic(); void Spawn(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); virtual void Think(); virtual void WriteToSnapshot( idBitMsg& msg ) const; virtual void ReadFromSnapshot( const idBitMsg& msg ); protected: idPhysics_Parametric physicsObj; float damage; void Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity ); void Event_PartBlocked( idEntity* blockingEntity ); }; class idRotater : public idMover_Periodic { public: CLASS_PROTOTYPE( idRotater ); idRotater(); void Spawn(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); private: idEntityPtr activatedBy; void Event_Activate( idEntity* activator ); }; class idBobber : public idMover_Periodic { public: CLASS_PROTOTYPE( idBobber ); idBobber(); void Spawn(); private: }; class idPendulum : public idMover_Periodic { public: CLASS_PROTOTYPE( idPendulum ); idPendulum(); void Spawn(); private: }; class idRiser : public idMover_Periodic { public: CLASS_PROTOTYPE( idRiser ); idRiser(); void Spawn(); private: void Event_Activate( idEntity* activator ); }; #endif /* !__GAME_MOVER_H__ */