quake4-sdk/source/game/Mover.h

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2007-06-15 00:00:00 +00:00
#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;
// RAVEN BEGIN
// bdube: more externs
extern const idEventDef EV_Door_Lock;
extern const idEventDef EV_Door_IsLocked;
// abahr:
extern const idEventDef EV_GetSplineEntity;
extern const idEventDef EV_MoveAlongVector;
extern const idEventDef EV_Door_Open;
extern const idEventDef EV_Door_Close;
extern const idEventDef EV_Door_IsOpen;
extern const idEventDef EV_Move;
extern const idEventDef EV_RotateOnce;
// twhitaker:
extern const idEventDef EV_Speed;
extern const idEventDef EV_IsActive;
extern const idEventDef EV_IsMoving;
// mekberg: spline sampling
#define SPLINE_SAMPLE_RATE 60.0f
// RAVEN END
/*
===============================================================================
General movers.
===============================================================================
*/
class idMover : public idEntity {
public:
CLASS_PROTOTYPE( idMover );
idMover( void );
~idMover( void );
void Spawn( void );
// RAVEN BEGIN
// mekberg: added
void Think( void );
// RAVEN END
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 WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
virtual void Hide( void );
virtual void Show( void );
void SetPortalState( bool open );
// RAVEN BEGIN
// mekberg: sounds for splines
void UpdateSplineStage ( void );
// RAVEN END
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 );
void Event_ClosePortal( void );
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 );
void SetGuiState( const char *key, const char *val ) const;
virtual void DoneMoving( void );
virtual void DoneRotating( void );
virtual void BeginMove( idThread *thread = NULL );
virtual void BeginRotation( idThread *thread, bool stopwhendone );
moveState_t move;
rvStateThread splineStateThread;
float damage;
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;
bool attenuate;
bool useIdleSound;
idEntityPtr<idEntity> splineEnt;
moverCommand_t lastCommand;
qhandle_t areaPortal; // 0 = no portal
// mekberg: attenution and sound additions
float maxAttenuation;
float attenuationScale;
idVec3 lastOrigin;
int lastTime;
int splineStartTime;
// RAVEN END
idList< idEntityPtr<idEntity> > guiTargets;
// RAVEN BEGIN
// abahr:
bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
void MoveAlongVector( const idVec3& vec );
// RAVEN END
void VectorForDir( float dir, idVec3 &vec );
idCurve_Spline<idVec3> *GetSpline( idEntity *splineEntity ) const;
void Event_SetCallback( void );
void Event_TeamBlocked( idEntity *blockedPart, idEntity *blockingEntity );
void Event_StopMoving( void );
void Event_StopRotating( void );
void Event_UpdateMove( void );
void Event_UpdateRotation( void );
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 );
// RAVEN BEGIN
// cnicholson: added stop sound support
void Event_SetStoppedSound( const char *sound );
// RAVEN END
void Event_SetMoveSound( const char *sound );
void Event_FindGuiTargets( void );
void Event_InitGuiTargets( void );
void Event_EnableSplineAngles( void );
void Event_DisableSplineAngles( void );
void Event_RemoveInitialSplineAngles( void );
void Event_StartSpline( idEntity *splineEntity );
void Event_StopSpline( void );
void Event_Activate( idEntity *activator );
// RAVEN BEGIN
void Event_PostRestoreExt( int start, int total, int accel, int decel, bool useSplineAng );
// RAVEN END
void Event_IsMoving( void );
void Event_IsRotating( void );
// RAVEN BEGIN
// abahr:
void Event_GetSplineEntity();
void Event_MoveAlongVector( const idVec3& vec );
// mekberg: spline states
CLASS_STATES_PROTOTYPE ( idMover );
stateResult_t State_Accel( const stateParms_t& parms );
stateResult_t State_Linear( const stateParms_t& parms );
stateResult_t State_Decel( const stateParms_t& parms );
// RAVEN END
};
class idSplinePath : public idEntity {
public:
CLASS_PROTOTYPE( idSplinePath );
idSplinePath();
~idSplinePath();
void Spawn( void );
// RAVEN BEGIN
// abahr: so we can ignore these if needed
void Toggle() { SetActive(!active); }
void Activate() { SetActive(true); }
void Deactivate() { SetActive(false); }
bool IsActive() const { return active; }
int SortTargets();
int SortBackwardsTargets();
int SortTargets( idList< idEntityPtr<idEntity> >& list );
void RemoveNullTargets( void );
void ActivateTargets( idEntity *activator ) const;
void RemoveNullTargets( idList< idEntityPtr<idEntity> >& list );
void ActivateTargets( idEntity *activator, const idList< idEntityPtr<idEntity> >& list ) const;
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
idList< idEntityPtr<idEntity> > backwardPathTargets;
// mekberg: spline sampling
float GetSampledTime ( float distance ) const;
protected:
void SetActive( bool activate ) { active = activate; }
virtual void FindTargets();
void Event_Toggle( idEntity* activator ) { Toggle(); }
void Event_IsActive();
// mekberg: spline sampling
void SampleSpline ( void );
protected:
bool active;
// mekberg: sample splines.
float* sampledTimes;
float sampledSpeed;
int numSamples;
// RAVEN END
};
struct floorInfo_s {
idVec3 pos;
idStr door;
int floor;
};
class idElevator : public idMover {
public:
CLASS_PROTOTYPE( idElevator );
idElevator( void );
void Spawn();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual bool HandleSingleGuiCommand ( idEntity *entityGui, idLexer *src );
floorInfo_s * GetFloorInfo ( int floor );
protected:
virtual void DoneMoving( void );
virtual void BeginMove( idThread *thread = NULL );
void SpawnTrigger( const idVec3 &pos );
void GetLocalTriggerPosition();
void Event_Touch( idEntity *other, trace_t *trace );
// RAVEN BEGIN
// bdube: added
void SetAASAreaState ( bool enable );
void InitStatusGui ( idUserInterface* gui );
void UpdateStatusGui ( idUserInterface* gui );
void UpdateStatusGuis ( void );
void UpdateFloorInfo ( void );
// RAVEN END
private:
typedef enum {
INIT,
IDLE,
WAITING_ON_DOORS
} elevatorState_t;
elevatorState_t state;
idList<floorInfo_s> floorInfo;
int currentFloor;
int pendingFloor;
int lastFloor;
bool controlsDisabled;
// bool waitingForPlayerFollowers;
float returnTime;
int returnFloor;
int lastTouchTime;
class idDoor * GetDoor( const char *name );
void Think( void );
void OpenInnerDoor( void );
void OpenFloorDoor( int floor );
void CloseAllDoors( void );
void DisableAllDoors( void );
void EnableProperDoors( void );
void Event_TeamBlocked ( idEntity *blockedEntity, idEntity *blockingEntity );
void Event_Activate ( idEntity *activator );
void Event_PostFloorArrival ( void );
void Event_GotoFloor ( int floor );
void Event_UpdateFloorInfo ( void );
};
/*
===============================================================================
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 );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void PreBind( void );
virtual void PostBind( void );
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 );
void GotoPosition2( void );
void Use_BinaryMover( idEntity *activator );
void SetGuiStates( const char *state );
void UpdateBuddies( int val );
idMover_Binary * GetActivateChain( void ) const { return activateChain; }
idMover_Binary * GetMoveMaster( void ) const { return moveMaster; }
void BindTeam( idEntity *bindTo );
void SetBlocked( bool b );
bool IsBlocked( void );
idEntity * GetActivator( void ) const;
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &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<idEntity> activatedBy;
int stateStartTime;
idStr team;
bool enabled;
bool deferedOpen;
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;
idList< idEntityPtr<idEntity> > 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( void ) const { return moverState; }
void FindGuiTargets( void );
void SetGuiState( const char *key, const char *val ) const;
void Event_SetCallback( void );
void Event_ReturnToPos1( void );
void Event_Use_BinaryMover( idEntity *activator );
void Event_Reached_BinaryMover( void );
void Event_MatchActivateTeam( moverState_t newstate, int time );
void Event_Enable( void );
void Event_Disable( void );
void Event_OpenPortal( void );
void Event_ClosePortal( void );
void Event_FindGuiTargets( void );
void Event_InitGuiTargets( void );
static void GetMovedir( float dir, idVec3 &movedir );
};
class idDoor : public idMover_Binary {
public:
CLASS_PROTOTYPE( idDoor );
idDoor( void );
~idDoor( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual void PreBind( void );
virtual void PostBind( void );
virtual void Hide( void );
virtual void Show( void );
bool IsOpen( void );
bool IsNoTouch( void );
int IsLocked( void );
void Lock( int f );
void Use( idEntity *other, idEntity *activator );
void Close( void );
void Open( void );
void SetCompanion( idDoor *door );
// RAVEN BEGIN
// abahr:
bool IsClosed( void ) const { return moverState == MOVER_POS1; }
void SetDoorFrameController( idEntity* controller );
virtual void ActivateTargets( idEntity *activator ) const;
// RAVEN END
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;
// RAVEN BEGIN
// abahr: so we can route calls through a tramGate
idEntityPtr<idEntity> doorFrameController;
// RAVEN END
void SetAASAreaState( bool closed );
void GetLocalTriggerPosition( const idClipModel *trigger );
void CalcTriggerBounds( float size, idBounds &bounds );
void Event_Reached_BinaryMover( void );
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 );
void Event_SpawnDoorTrigger( void );
void Event_SpawnSoundTrigger( void );
void Event_Close( void );
void Event_Open( void );
void Event_Lock( int f );
void Event_IsOpen( void );
void Event_Locked( void );
void Event_SpectatorTouch( idEntity *other, trace_t *trace );
void Event_OpenPortal( void );
void Event_ClosePortal( void );
// RAVEN BEGIN
// abahr:
void Event_ReturnToPos1( void );
// RAVEN END
};
class idPlat : public idMover_Binary {
public:
CLASS_PROTOTYPE( idPlat );
idPlat( void );
~idPlat( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual void PreBind( void );
virtual void PostBind( void );
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 );
~idMover_Periodic( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &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 );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
private:
idEntityPtr<idEntity> activatedBy;
void Event_Activate( idEntity *activator );
};
class idBobber : public idMover_Periodic {
public:
CLASS_PROTOTYPE( idBobber );
idBobber( void );
void Spawn( void );
private:
};
class idPendulum : public idMover_Periodic {
public:
CLASS_PROTOTYPE( idPendulum );
idPendulum( void );
void Spawn( void );
private:
};
class idRiser : public idMover_Periodic {
public:
CLASS_PROTOTYPE( idRiser );
idRiser( void );
void Spawn( void );
private:
void Event_Activate( idEntity *activator );
};
// RAVEN BEGIN
// bdube: conveyor belts
class rvConveyor : public idEntity {
public:
CLASS_PROTOTYPE( rvConveyor );
rvConveyor ( void );
void Spawn( void );
void Think ( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
private:
idVec3 moveDir;
float moveSpeed;
void Event_FindTargets ( void );
};
// nrausch:
class rvPusher : public idMover {
public:
CLASS_PROTOTYPE( rvPusher );
rvPusher( void );
~rvPusher( void );
virtual void Spawn( void );
virtual void Think ( void );
private:
jointHandle_t bindJointHandle;
idEntity *parent;
idVec3 pusherOrigin;
idMat3 pusherAxis;
};
// RAVEN END
#endif /* !__GAME_MOVER_H__ */