quake4-sdk/source/game/AFEntity.h

509 lines
13 KiB
C++

#ifndef __GAME_AFENTITY_H__
#define __GAME_AFENTITY_H__
/*
===============================================================================
idMultiModelAF
Entity using multiple separate visual models animated with a single
articulated figure. Only used for debugging!
===============================================================================
*/
const int GIB_DELAY = 200; // only gib this often to keep performace hits when blowing up several mobs
class idMultiModelAF : public idEntity {
public:
CLASS_PROTOTYPE( idMultiModelAF );
void Spawn( void );
~idMultiModelAF( void );
virtual void Think( void );
virtual void Present( void );
protected:
idPhysics_AF physicsObj;
void SetModelForId( int id, const idStr &modelName );
private:
idList<idRenderModel *> modelHandles;
idList<int> modelDefHandles;
};
/*
===============================================================================
idChain
Chain hanging down from the ceiling. Only used for debugging!
===============================================================================
*/
class idChain : public idMultiModelAF {
public:
CLASS_PROTOTYPE( idChain );
void Spawn( void );
protected:
void BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld = true );
};
/*
===============================================================================
idAFAttachment
===============================================================================
*/
typedef struct {
jointModTransform_t mod;
jointHandle_t from;
jointHandle_t to;
} copyJoints_t;
class idAFAttachment : public idAnimatedEntity {
public:
CLASS_PROTOTYPE( idAFAttachment );
idAFAttachment( void );
virtual ~idAFAttachment( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void SetBody ( idAnimatedEntity* body, const char *headModel, jointHandle_t damageJoint );
void SetDamageJoint ( jointHandle_t damageJoint );
void ClearBody ( void );
idEntity * GetBody ( void ) const;
virtual void Think ( void );
virtual void Hide ( void );
virtual void Show ( void );
// RAVEN BEGIN
// bdube: added channel
virtual bool UpdateAnimationControllers ( void );
void PlayIdleAnim( int channel, int blendTime );
// Returns the entity that should take damage for this entity
virtual idEntity* GetDamageEntity ( void );
// for getting th speaker position
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
// jshepard: animations for heads
void Event_PlayAnim ( int channel, const char *animname );
// jdischler: animations for heads
void Event_PlayCycle ( int channel, const char *animname );
void Event_ClearAnims ( void );
// RAVEN END
virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse, bool splash = false );
virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
virtual bool CanPlayImpactEffect ( idEntity* attacker, idEntity* target );
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor );
void SetCombatModel( void );
idClipModel * GetCombatModel( void ) const;
virtual void LinkCombat( void );
virtual void UnlinkCombat( void );
// Lipsync
int StartLipSyncing( const char *speechDecl );
void HandleLipSync( void );
void EndLipSyncing( void );
bool IsLipSyncing( void ) const;
void InitCopyJoints ( void );
void CopyJointsFromBody ( void );
bool GetNoPlayerImpactFX( void );
protected:
idEntityPtr<idAnimatedEntity> body;
idClipModel * combatModel; // render model for hit detection of head
int idleAnim;
jointHandle_t damageJoint;
jointHandle_t soundJoint;
int lipSyncAnim; // Anim that contains the visemes
class rvLipSyncData* lipSyncData; // The current instance of lip syncing data
idList<copyJoints_t> copyJoints; // copied from the body animation to the head model
bool noPlayerImpactFX;
};
// RAVEN BEGIN
// bdube: inlines
ID_INLINE bool idAFAttachment::IsLipSyncing( void ) const {
return !!lipSyncData;
}
ID_INLINE void idAFAttachment::SetDamageJoint ( jointHandle_t _damageJoint ) {
damageJoint = _damageJoint;
}
// RAVEN END
/*
===============================================================================
idAFEntity_Base
===============================================================================
*/
class idAFEntity_Base : public idAnimatedEntity {
public:
CLASS_PROTOTYPE( idAFEntity_Base );
idAFEntity_Base( void );
virtual ~idAFEntity_Base( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse, bool splash = false );
virtual void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
virtual bool CanPlayImpactEffect ( idEntity* attacker, idEntity* target );
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
virtual bool UpdateAnimationControllers( void );
virtual void FreeModelDef( void );
virtual bool LoadAF( const char* keyname = NULL );
bool IsActiveAF( void ) const { return af.IsActive(); }
const char * GetAFName( void ) const { return af.GetName(); }
idPhysics_AF * GetAFPhysics( void ) { return af.GetPhysics(); }
void SetCombatModel( void );
idClipModel * GetCombatModel( void ) const;
// contents of combatModel can be set to 0 or re-enabled (mp)
void SetCombatContents( bool enable );
virtual void LinkCombat( void );
virtual void UnlinkCombat( void );
int BodyForClipModelId( int id ) const;
void SaveState( idDict &args ) const;
void LoadState( const idDict &args );
void AddBindConstraints( void );
void RemoveBindConstraints( void );
virtual void ShowEditingDialog( void );
static void DropAFs( idEntity *ent, const char *type, idList<idEntity *> *list );
bool GetNoPlayerImpactFX( void );
protected:
idAF af; // articulated figure
idClipModel * combatModel; // render model for hit detection
int combatModelContents;
idVec3 spawnOrigin; // spawn origin
idMat3 spawnAxis; // rotation axis used when spawned
int nextSoundTime; // next time this can make a sound
bool noPlayerImpactFX;
void Event_SetConstraintPosition( const char *name, const idVec3 &pos );
};
/*
===============================================================================
idAFEntity_Gibbable
===============================================================================
*/
extern const idEventDef EV_Gib;
extern const idEventDef EV_Gibbed;
class idAFEntity_Gibbable : public idAFEntity_Base {
public:
CLASS_PROTOTYPE( idAFEntity_Gibbable );
idAFEntity_Gibbable( void );
~idAFEntity_Gibbable( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Present( void );
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
protected:
idRenderModel * skeletonModel;
int skeletonModelDefHandle;
bool gibbed;
virtual void Gib( const idVec3 &dir, const char *damageDefName );
void InitSkeletonModel( void );
void Event_Gib( const char *damageDefName );
};
/*
===============================================================================
idAFEntity_Generic
===============================================================================
*/
class idAFEntity_Generic : public idAFEntity_Gibbable {
public:
CLASS_PROTOTYPE( idAFEntity_Generic );
idAFEntity_Generic( void );
~idAFEntity_Generic( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
void KeepRunningPhysics( void ) { keepRunningPhysics = true; }
private:
void Event_Activate( idEntity *activator );
bool keepRunningPhysics;
};
/*
===============================================================================
idAFEntity_WithAttachedHead
===============================================================================
*/
class idAFEntity_WithAttachedHead : public idAFEntity_Gibbable {
public:
CLASS_PROTOTYPE( idAFEntity_WithAttachedHead );
idAFEntity_WithAttachedHead();
~idAFEntity_WithAttachedHead();
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void SetupHead( const char* headDefName = "" );
virtual void Think( void );
virtual void Hide( void );
virtual void Show( void );
virtual void ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
virtual void LinkCombat( void );
virtual void UnlinkCombat( void );
protected:
virtual void Gib( const idVec3 &dir, const char *damageDefName );
idEntityPtr<idAFAttachment> head; // safe pointer to attached head
private:
void Event_Gib( const char *damageDefName );
void Event_Activate( idEntity *activator );
};
/*
===============================================================================
idAFEntity_Vehicle
===============================================================================
*/
class idAFEntity_Vehicle : public idAFEntity_Base {
public:
CLASS_PROTOTYPE( idAFEntity_Vehicle );
idAFEntity_Vehicle( void );
void Spawn( void );
void Use( idPlayer *player );
protected:
idPlayer * player;
jointHandle_t eyesJoint;
jointHandle_t steeringWheelJoint;
float wheelRadius;
float steerAngle;
float steerSpeed;
// const idDeclParticle * dustSmoke;
float GetSteerAngle( void );
};
/*
===============================================================================
idAFEntity_VehicleFourWheels
===============================================================================
*/
class idAFEntity_VehicleFourWheels : public idAFEntity_Vehicle {
public:
CLASS_PROTOTYPE( idAFEntity_VehicleFourWheels );
idAFEntity_VehicleFourWheels( void );
void Spawn( void );
virtual void Think( void );
protected:
idAFBody * wheels[4];
idAFConstraint_Hinge * steering[2];
jointHandle_t wheelJoints[4];
float wheelAngles[4];
};
/*
===============================================================================
idAFEntity_VehicleSixWheels
===============================================================================
*/
class idAFEntity_VehicleSixWheels : public idAFEntity_Vehicle {
public:
CLASS_PROTOTYPE( idAFEntity_VehicleSixWheels );
idAFEntity_VehicleSixWheels( void );
void Spawn( void );
virtual void Think( void );
private:
idAFBody * wheels[6];
idAFConstraint_Hinge * steering[4];
jointHandle_t wheelJoints[6];
float wheelAngles[6];
};
/*
===============================================================================
idAFEntity_SteamPipe
===============================================================================
*/
class idAFEntity_SteamPipe : public idAFEntity_Base {
public:
CLASS_PROTOTYPE( idAFEntity_SteamPipe );
idAFEntity_SteamPipe( void );
~idAFEntity_SteamPipe( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
private:
int steamBody;
float steamForce;
float steamUpForce;
idForce_Constant force;
renderEntity_t steamRenderEntity;
qhandle_t steamModelDefHandle;
void InitSteamRenderEntity( void );
};
/*
===============================================================================
idAFEntity_ClawFourFingers
===============================================================================
*/
class idAFEntity_ClawFourFingers : public idAFEntity_Base {
public:
CLASS_PROTOTYPE( idAFEntity_ClawFourFingers );
idAFEntity_ClawFourFingers( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
private:
idAFConstraint_Hinge * fingers[4];
void Event_SetFingerAngle( float angle );
void Event_StopFingers( void );
};
// RAVEN BEGIN
// bdube: AFAttractor
/*
===============================================================================
idAFAttractor
===============================================================================
*/
class rvAFAttractor : public idEntity {
public:
CLASS_PROTOTYPE( rvAFAttractor );
rvAFAttractor( void ) { }
private:
};
// RAVEN END
#endif /* !__GAME_AFENTITY_H__ */