mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 06:51:22 +00:00
584 lines
15 KiB
C++
584 lines
15 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_MOVER_H__
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#define __GAME_MOVER_H__
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extern const idEventDef EV_TeamBlocked;
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extern const idEventDef EV_PartBlocked;
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extern const idEventDef EV_ReachedPos;
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extern const idEventDef EV_ReachedAng;
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/*
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===============================================================================
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General movers.
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===============================================================================
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*/
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class idMover : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idMover );
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idMover();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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virtual void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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virtual void Hide();
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virtual void Show();
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void SetPortalState( bool open );
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protected:
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typedef enum
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{
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ACCELERATION_STAGE,
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LINEAR_STAGE,
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DECELERATION_STAGE,
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FINISHED_STAGE
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} moveStage_t;
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typedef enum
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{
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MOVER_NONE,
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MOVER_ROTATING,
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MOVER_MOVING,
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MOVER_SPLINE
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} moverCommand_t;
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//
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// mover directions. make sure to change script/doom_defs.script if you add any, or change their order
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//
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typedef enum
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{
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DIR_UP = -1,
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DIR_DOWN = -2,
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DIR_LEFT = -3,
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DIR_RIGHT = -4,
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DIR_FORWARD = -5,
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DIR_BACK = -6,
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DIR_REL_UP = -7,
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DIR_REL_DOWN = -8,
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DIR_REL_LEFT = -9,
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DIR_REL_RIGHT = -10,
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DIR_REL_FORWARD = -11,
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DIR_REL_BACK = -12
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} moverDir_t;
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typedef struct
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{
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moveStage_t stage;
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int acceleration;
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int movetime;
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int deceleration;
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idVec3 dir;
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} moveState_t;
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typedef struct
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{
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moveStage_t stage;
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int acceleration;
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int movetime;
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int deceleration;
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idAngles rot;
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} rotationState_t;
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idPhysics_Parametric physicsObj;
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void Event_OpenPortal();
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void Event_ClosePortal();
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void Event_PartBlocked( idEntity* blockingEntity );
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void MoveToPos( const idVec3& pos );
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void UpdateMoveSound( moveStage_t stage );
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void UpdateRotationSound( moveStage_t stage );
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void SetGuiStates( const char* state );
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void FindGuiTargets();
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void SetGuiState( const char* key, const char* val ) const;
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virtual void DoneMoving();
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virtual void DoneRotating();
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virtual void BeginMove( idThread* thread = NULL );
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virtual void BeginRotation( idThread* thread, bool stopwhendone );
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moveState_t move;
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private:
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rotationState_t rot;
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int move_thread;
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int rotate_thread;
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idAngles dest_angles;
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idAngles angle_delta;
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idVec3 dest_position;
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idVec3 move_delta;
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float move_speed;
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int move_time;
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int deceltime;
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int acceltime;
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bool stopRotation;
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bool useSplineAngles;
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idEntityPtr<idEntity> splineEnt;
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moverCommand_t lastCommand;
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float damage;
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qhandle_t areaPortal; // 0 = no portal
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idList< idEntityPtr<idEntity>, TAG_MOVER > guiTargets;
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void VectorForDir( float dir, idVec3& vec );
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idCurve_Spline<idVec3>* GetSpline( idEntity* splineEntity ) const;
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void Event_SetCallback();
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void Event_TeamBlocked( idEntity* blockedPart, idEntity* blockingEntity );
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void Event_StopMoving();
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void Event_StopRotating();
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void Event_UpdateMove();
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void Event_UpdateRotation();
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void Event_SetMoveSpeed( float speed );
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void Event_SetMoveTime( float time );
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void Event_SetDecelerationTime( float time );
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void Event_SetAccellerationTime( float time );
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void Event_MoveTo( idEntity* ent );
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void Event_MoveToPos( idVec3& pos );
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void Event_MoveDir( float angle, float distance );
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void Event_MoveAccelerateTo( float speed, float time );
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void Event_MoveDecelerateTo( float speed, float time );
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void Event_RotateDownTo( int axis, float angle );
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void Event_RotateUpTo( int axis, float angle );
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void Event_RotateTo( idAngles& angles );
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void Event_Rotate( idAngles& angles );
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void Event_RotateOnce( idAngles& angles );
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void Event_Bob( float speed, float phase, idVec3& depth );
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void Event_Sway( float speed, float phase, idAngles& depth );
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void Event_SetAccelSound( const char* sound );
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void Event_SetDecelSound( const char* sound );
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void Event_SetMoveSound( const char* sound );
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void Event_FindGuiTargets();
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void Event_InitGuiTargets();
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void Event_EnableSplineAngles();
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void Event_DisableSplineAngles();
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void Event_RemoveInitialSplineAngles();
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void Event_StartSpline( idEntity* splineEntity );
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void Event_StopSpline();
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void Event_Activate( idEntity* activator );
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void Event_PostRestore( int start, int total, int accel, int decel, int useSplineAng );
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void Event_IsMoving();
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void Event_IsRotating();
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};
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class idSplinePath : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idSplinePath );
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idSplinePath();
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void Spawn();
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};
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struct floorInfo_s
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{
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idVec3 pos;
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idStr door;
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int floor;
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};
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class idElevator : public idMover
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{
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public:
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CLASS_PROTOTYPE( idElevator );
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idElevator();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual bool HandleSingleGuiCommand( idEntity* entityGui, idLexer* src );
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void Event_GotoFloor( int floor );
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floorInfo_s* GetFloorInfo( int floor );
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protected:
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virtual void DoneMoving();
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virtual void BeginMove( idThread* thread = NULL );
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void SpawnTrigger( const idVec3& pos );
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void GetLocalTriggerPosition();
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void Event_Touch( idEntity* other, trace_t* trace );
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private:
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typedef enum
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{
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INIT,
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IDLE,
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WAITING_ON_DOORS
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} elevatorState_t;
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elevatorState_t state;
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idList<floorInfo_s, TAG_MOVER> floorInfo;
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int currentFloor;
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int pendingFloor;
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int lastFloor;
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bool controlsDisabled;
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float returnTime;
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int returnFloor;
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int lastTouchTime;
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class idDoor* GetDoor( const char* name );
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void Think();
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void OpenInnerDoor();
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void OpenFloorDoor( int floor );
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void CloseAllDoors();
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void DisableAllDoors();
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void EnableProperDoors();
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void Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity );
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void Event_Activate( idEntity* activator );
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void Event_PostFloorArrival();
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void Event_SetGuiStates();
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};
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/*
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===============================================================================
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Binary movers.
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===============================================================================
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*/
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typedef enum
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{
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MOVER_POS1,
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MOVER_POS2,
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MOVER_1TO2,
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MOVER_2TO1
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} moverState_t;
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class idMover_Binary : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idMover_Binary );
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idMover_Binary();
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~idMover_Binary();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void PreBind();
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virtual void PostBind();
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void Enable( bool b );
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void InitSpeed( idVec3& mpos1, idVec3& mpos2, float mspeed, float maccelTime, float mdecelTime );
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void InitTime( idVec3& mpos1, idVec3& mpos2, float mtime, float maccelTime, float mdecelTime );
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void GotoPosition1();
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void GotoPosition2();
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void Use_BinaryMover( idEntity* activator );
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void SetGuiStates( const char* state );
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void UpdateBuddies( int val );
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idMover_Binary* GetActivateChain() const
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{
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return activateChain;
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}
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idMover_Binary* GetMoveMaster() const
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{
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return moveMaster;
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}
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void BindTeam( idEntity* bindTo );
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void SetBlocked( bool b );
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bool IsBlocked();
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idEntity* GetActivator() const;
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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void SetPortalState( bool open );
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protected:
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idVec3 pos1;
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idVec3 pos2;
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moverState_t moverState;
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idMover_Binary* moveMaster;
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idMover_Binary* activateChain;
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int soundPos1;
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int sound1to2;
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int sound2to1;
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int soundPos2;
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int soundLoop;
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float wait;
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float damage;
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int duration;
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int accelTime;
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int decelTime;
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idEntityPtr<idEntity> activatedBy;
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int stateStartTime;
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idStr team;
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bool enabled;
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int move_thread;
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int updateStatus; // 1 = lock behaviour, 2 = open close status
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idStrList buddies;
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idPhysics_Parametric physicsObj;
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qhandle_t areaPortal; // 0 = no portal
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bool blocked;
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bool playerOnly;
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idList< idEntityPtr<idEntity>, TAG_MOVER > guiTargets;
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void MatchActivateTeam( moverState_t newstate, int time );
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void JoinActivateTeam( idMover_Binary* master );
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void UpdateMoverSound( moverState_t state );
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void SetMoverState( moverState_t newstate, int time );
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moverState_t GetMoverState() const
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{
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return moverState;
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}
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void FindGuiTargets();
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void SetGuiState( const char* key, const char* val ) const;
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void Event_SetCallback();
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void Event_ReturnToPos1();
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void Event_Use_BinaryMover( idEntity* activator );
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void Event_Reached_BinaryMover();
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void Event_MatchActivateTeam( moverState_t newstate, int time );
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void Event_Enable();
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void Event_Disable();
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void Event_OpenPortal();
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void Event_ClosePortal();
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void Event_FindGuiTargets();
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void Event_InitGuiTargets();
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static void GetMovedir( float dir, idVec3& movedir );
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};
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class idDoor : public idMover_Binary
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{
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public:
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CLASS_PROTOTYPE( idDoor );
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idDoor();
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~idDoor();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual void Think();
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virtual void PreBind();
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virtual void PostBind();
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virtual void Hide();
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virtual void Show();
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bool IsOpen();
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bool IsNoTouch();
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bool AllowPlayerOnly( idEntity* ent );
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int IsLocked();
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void Lock( int f );
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void Use( idEntity* other, idEntity* activator );
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void Close();
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void Open();
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void SetCompanion( idDoor* door );
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private:
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float triggersize;
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bool crusher;
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bool noTouch;
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bool aas_area_closed;
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idStr buddyStr;
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idClipModel* trigger;
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idClipModel* sndTrigger;
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int nextSndTriggerTime;
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idVec3 localTriggerOrigin;
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idMat3 localTriggerAxis;
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idStr requires;
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int removeItem;
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idStr syncLock;
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int normalAxisIndex; // door faces X or Y for spectator teleports
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idDoor* companionDoor;
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void SetAASAreaState( bool closed );
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void GetLocalTriggerPosition( const idClipModel* trigger );
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void CalcTriggerBounds( float size, idBounds& bounds );
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void Event_Reached_BinaryMover();
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void Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity );
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void Event_PartBlocked( idEntity* blockingEntity );
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void Event_Touch( idEntity* other, trace_t* trace );
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void Event_Activate( idEntity* activator );
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void Event_StartOpen();
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void Event_SpawnDoorTrigger();
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void Event_SpawnSoundTrigger();
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void Event_Close();
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void Event_Open();
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void Event_Lock( int f );
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void Event_IsOpen();
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void Event_Locked();
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void Event_SpectatorTouch( idEntity* other, trace_t* trace );
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void Event_OpenPortal();
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void Event_ClosePortal();
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};
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class idPlat : public idMover_Binary
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{
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public:
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CLASS_PROTOTYPE( idPlat );
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idPlat();
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~idPlat();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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void RunPhysics_NoBlocking();
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virtual void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual void Think();
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virtual void PreBind();
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virtual void PostBind();
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private:
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idClipModel* trigger;
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idVec3 localTriggerOrigin;
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idMat3 localTriggerAxis;
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void GetLocalTriggerPosition( const idClipModel* trigger );
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void SpawnPlatTrigger( idVec3& pos );
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void Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity );
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void Event_PartBlocked( idEntity* blockingEntity );
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void Event_Touch( idEntity* other, trace_t* trace );
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};
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/*
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===============================================================================
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Special periodic movers.
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===============================================================================
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*/
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class idMover_Periodic : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idMover_Periodic );
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idMover_Periodic();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void Think();
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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protected:
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idPhysics_Parametric physicsObj;
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float damage;
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void Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity );
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void Event_PartBlocked( idEntity* blockingEntity );
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};
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class idRotater : public idMover_Periodic
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{
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public:
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CLASS_PROTOTYPE( idRotater );
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idRotater();
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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private:
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idEntityPtr<idEntity> activatedBy;
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void Event_Activate( idEntity* activator );
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};
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class idBobber : public idMover_Periodic
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{
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public:
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CLASS_PROTOTYPE( idBobber );
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idBobber();
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void Spawn();
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private:
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};
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class idPendulum : public idMover_Periodic
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{
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public:
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CLASS_PROTOTYPE( idPendulum );
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idPendulum();
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void Spawn();
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private:
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};
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class idRiser : public idMover_Periodic
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{
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public:
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CLASS_PROTOTYPE( idRiser );
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idRiser();
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void Spawn();
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private:
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void Event_Activate( idEntity* activator );
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};
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#endif /* !__GAME_MOVER_H__ */
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