quake4-sdk/source/mpgame/vehicle/VehicleController.h

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2007-06-15 00:00:00 +00:00
//----------------------------------------------------------------
// VehicleController.h
//
// Copyright 2002-2004 Raven Software
//----------------------------------------------------------------
#ifndef __GAME_VEHICLECONTROLLER_H__
#define __GAME_VEHICLECONTROLLER_H__
class rvVehicle;
class rvVehiclePosition;
class rvVehicleController {
public:
rvVehicleController ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
bool Drive ( rvVehicle* vehicle, idActor* driver );
bool Eject ( bool force = false );
bool FindClearExitPoint ( idVec3& origin, idMat3& axis ) const;
bool IsDriving ( void ) const;
rvVehicle* GetVehicle ( void ) const;
idActor* GetDriver ( void ) const;
int GetPosition ( void ) const;
void SetInput ( const usercmd_t& cmd, const idAngles &newAngles );
void GetInput ( usercmd_t& cmd, idAngles &newAngles ) const;
idUserInterface* GetHud ( void );
const idUserInterface* GetHud ( void ) const;
void DrawHUD ( void );
void UpdateCursorGUI ( idUserInterface* ui );
void StartRadioChatter ( void );
void StopRadioChatter ( void );
void Give ( const char* statname, const char* value );
void GetEyePosition ( idVec3& origin, idMat3& axis ) const;
void GetDriverPosition ( idVec3& origin, idMat3& axis ) const;
static void KillVehicles ( void );
void WriteToSnapshot ( idBitMsgDelta &msg ) const;
void ReadFromSnapshot ( const idBitMsgDelta &msg );
void SelectWeapon ( int weapon );
protected:
idEntityPtr<rvVehicle> mVehicle;
int mPosition;
};
ID_INLINE bool rvVehicleController::IsDriving ( void ) const {
return mVehicle.IsValid ( );
}
ID_INLINE int rvVehicleController::GetPosition ( void ) const {
return mPosition;
}
#endif // __GAME_VEHICLECONTROLLER_H__