quake4-sdk/source/game/vehicle/VehicleDriver.h

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2007-06-15 00:00:00 +00:00
//----------------------------------------------------------------
// VehicleDriver.h
//
// Copyright 2002-2004 Raven Software
//----------------------------------------------------------------
extern const idEventDef VD_ChoosePathTarget;
class rvVehicleDriver : public idActor {
friend class rvVehicleAI;
friend class rvVehicleMonster;
public:
CLASS_PROTOTYPE( rvVehicleDriver );
rvVehicleDriver ( void );
void Think ( void );
void Spawn ( void );
static bool IsValidTarget ( const idEntity* ent ); // valid entity for looking or facing
static bool IsValidPathNode ( const idEntity* ent ); // valid entity for pathing
static bool IsValidLeader ( const idEntity* ent ); // valid entity to set as a leader
static int SortValid ( const void* a, const void* b );
virtual void Present ( void ) { }
protected:
void SimulateKeys ( usercmd_t& cmd, float dotForward, float dotRight, float speed, float distance = 0 );
void SimulateButtons ( usercmd_t& cmd );
void SimulateMouseMove ( usercmd_t& cmd );
bool GetTargetInfo ( const idEntity* target, idVec3* targetOrigin, idVec3* dirToTarget,
float* dotForward, float* dotRight, float* distance ) const;
idEntity* ChooseNextNode ( idEntity* target );
bool IsMoving ( void ) const { return isMoving && IsDriving(); }
bool IsDriving ( void ) const { return vehicleController.IsDriving(); }
bool SetLeader ( idEntity* newLeader );
const idEntity* GetLeader ( void ) const { return leader; }
void SetLeaderHint ( int flags ) { leaderFlags = flags; }
int GetLeaderHint ( void ) const { return leaderFlags; }
int SortTargetList ( idEntity* ent ) const;
idEntity* RandomValidTarget ( idEntity* ent ) const;
int NumValidTargets ( idEntity* ent ) const;
int NumTargets ( const idEntity* ent ) const;
idEntity* GetTarget ( const idEntity* ent, int index ) const;
void UpdateAutoCorrection ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
enum VD_PathingMode {
VDPM_Random = 0,
VDPM_MoveTo = 1,
VDPM_MoveAway = 2,
VDPM_Custom = 4,
};
void SetPathingMode ( VD_PathingMode mode, const idVec3 & origin );
// CustomPathingFunc SetPathingMode ( VD_PathingMode mode, CustomPathingFunc cb );
idEntity * SetPathingMode ( VD_PathingMode mode, idEntity * );
VD_PathingMode GetPathingMode ( void ) const;
const idVec3 & GetPathingOrigin ( void ) const;
// CustomPathingFunc GetPathingCustomCallback ( void ) const;
idEntity * GetPathingEntity ( void ) const;
protected:
void Event_PostSpawn ( void );
void Event_EnterVehicle ( idEntity * vehicle );
void Event_ExitVehicle ( bool force );
void Event_ScriptedMove ( idEntity *target, float minDist, bool exitVehicle );
void Event_ScriptedDone ( void );
void Event_ScriptedStop ( void );
void Event_Trigger ( idEntity *activator );
void Event_SetSpeed ( float speed );
void Event_FireWeapon ( float weapon_index, float time );
void Event_FaceEntity ( const idEntity* entity );
void Event_LookAt ( const idEntity* entity );
void Event_SetLeader ( idEntity* newLeader );
//twhitaker: remove - begin
void Event_SetFollowOffset ( const idVec3 &offset );
//twhitaker: remove - end
// Leader hints : a driver will send the following driving hints to it's leader
enum VD_LeaderHints {
VDLH_SlowDown = 1, // Set when distance is too great
VDLH_Wait = 2, // Set when there is no line of site
VDLH_Continue = 0, // Default following behavior
};
idStr & LeaderHintsString( int hints, idStr & out ) const {
switch ( hints ) {
case VDLH_SlowDown: out = "SlowDown"; break;
case VDLH_Wait: out = "Wait"; break;
default: out = "Continue"; break;
}
return out;
}
// Stores information about a path target
struct PathTargetInfo {
idEntityPtr<idEntity> node; // the target entity
float initialDistance; // the distance to this entity when we first decide to move there
float minDistance; // the range that specifies when this entity has been reached
float throttle; // 0 -> 1 speed setting
bool exitVehicle; // set to true to exit a vehicle when we reach this target
};
struct PathNavigationData {
float dotForward;
float dotRight;
};
// standard movement
PathTargetInfo pathTargetInfo;
PathTargetInfo lastPathTargetInfo;
float currentThrottle;
// facing
idEntityPtr<const idEntity> faceTarget;
idEntityPtr<const idEntity> lookTarget;
// following
idEntityPtr<rvVehicleDriver> leader; //TODO: twhitaker: see if I can make this an rvVehicle (so entities can follow player)
int leaderFlags;
float decelDistance;
float minDistance;
bool avoidingLeader;
// firing
float fireEndTime;
// event callbacks
rvScriptFuncUtility func;
// state
bool isMoving;
VD_PathingMode pathingMode;
// idEntity * (* pathingCallback)( idEntity * );
idEntityPtr<idEntity> pathingEntity;
idVec3 pathingOrigin;
float forwardThrustScale;
float rightThrustScale;
};
ID_INLINE void rvVehicleDriver::SetPathingMode( VD_PathingMode mode, const idVec3 & origin ) {
if ( mode != VDPM_Custom ) {
pathingMode = mode;
pathingOrigin = origin;
}
}
ID_INLINE idEntity * rvVehicleDriver::SetPathingMode( VD_PathingMode mode, idEntity * entity ) {
if ( mode != VDPM_Custom ) {
return NULL;
}
pathingMode = mode;
idEntity * prev = pathingEntity;
pathingEntity = entity;
return prev;
}
ID_INLINE rvVehicleDriver::VD_PathingMode rvVehicleDriver::GetPathingMode ( void ) const {
return pathingMode;
}
ID_INLINE const idVec3 & rvVehicleDriver::GetPathingOrigin ( void ) const {
return pathingOrigin;
}
ID_INLINE idEntity * rvVehicleDriver::GetPathingEntity ( void ) const {
return pathingEntity;
}